_____________________________________________________________________________jumpstart
___________________________________________________________________________walkthrough
LEVEL
1: ôHUNT FOR REVENGEö
Objectives
1. Search out members of
the Skulls gang to get information on the location of their
hideout.
Walkthrough
╖ The Combo appears directly
beneath the player's starting point. It is located underneath the
eagle statue (Field Goal).
╖ Also from the starting point,
follow the compass toward the tallest building in the map. Once
the user reaches this building, head right toward the water.
There is a building with many sub-structures on top of it. The
combo is located behind the wall of the corner nearest to the
tallest building (Web Hit).
╖ Follow your Spider
Compass and height meter to find the first group of Skulls.
Defeat the two thugs and find out that they do not have any
information on the location of the hideout.
╖ Follow your Spider Compass and
height meter to the second group of Skulls. Defeat both thugs in
the second location to learn that they do not have the
information that you need.
╖ Follow the Spider
Compass and height meter to the third group of Skulls. Defeat
both thugs in the third location and find out that they do not
have any information on the location of the hideout.
╖ Follow your Spider
Compass and height meter to the fourth group of Skulls that are
protecting the informant. Defeat the two thugs and extract the
information that you need from the informant.
╖ Follow your Spider
Compass to the location of the secret hideout near the docks.
Land on top of the building with the red beam shining out of the
top to end the level.
LEVEL
2: ôWAREHOUSE HUNTö
Objectives
1. Work your way through
the Skulls warehouse in search of Uncle BenÆs killer.
2. Find the fuse that operates the garage door so that
you can pursue Uncle BenÆs killer.
Walkthrough
╖ Touch the question mark
in the starting location to learn about stealth and how it
works.
╖ Exit the room through
the door next to the file cabinet and make your way to the
stairwell where you will find a gold combo spider icon, which
unlocks the punch, kick, kick move (Back Flip Kick).
╖ Continue down the stairs
to the first garage and take out the three thugs that you
encounter.
╖ Exit the first garage
via the roll door located on the wall opposite the stairwell
that you used to enter the garage and take out the six thugs
that you encounter.
╖ Touch the question mark
located on the stack of crates to learn how to pick up and throw
objects.
╖ Touch the question mark
located on the ceiling to learn how to tie up your enemies with
your webbing.
╖ Enter the ôSemi-Truckö
garage to trigger a cut scene that sets up the fuse recovery
puzzle. After the cut scene plays out, drop to the floor and
defeat the four thugs in the room.
╖ Make your way around the
semi truck and quickly zip line to the ceiling to avoid the
forklift.
╖ Continue down the
hallway where the forklift came from and touch the question mark
in the side room to learn about climbing through vents.
╖ Stand on the vent
grating that is lying on the ground and zip line up into the
vent shaft.
╖ Work your way down the
vent shaft and make a left turn before you encounter the
electrified wires.
╖ Drop down into the
electrical switch room and touch the question mark. Face the
panel with the flashing red light and press the punch button to
cut the power to the electric wires in the vent.
╖ Zip line back up into
the vent and make a left into the section that was previously
blocked by the electric wires.
╖ Drop into the room with
the control panel for the ôSemi-Truckö garage door. Defeat
the two thugs in the room and press punch while facing the
control panel to learn that you need a fuse.
╖ Turn around and head
through the door directly opposite the control panel. Defeat the
two thugs in the first room and head out the door to the left
from where you entered.
╖ Turn left in the small
hallway and jump up into the vent on the wall to the right.
Continue down the vent, drop into the second electrical panel
room and press punch to deactivate the power.
╖ Make your way back to
the first room and zip line up into the vent shaft. Follow the
shaft past the disabled electrical lines and drop down into the
next room.
╖ Defeat the thug with the
fuse and touch the fuse after he has dropped it onto the ground.
Exit the room via the door and make your way back to the room
with the control panel.
╖ Walk up to the panel and
press punch to replace the fuse that will open the garage door
in the ôSemi-Truckö room. Once the door opens, zip back up
into the vent shaft and make your way back to the ôSemi-Truckö
room.
╖ Go through the garage
door that you opened with the fuse and defeat the three waves of
thugs. Make your way to the door on the left as you pass the
garage door to exit the level.
LEVEL
3: ôBIRTH OF A HEROö
Objectives
1. Find and defeat Uncle
BenÆs killer.
Walkthrough
╖ Zip up into the vent
shaft and make your way to the first room full of thugs.
╖ Before dropping down to
the main room, have Spidey sneak to the door nest to the steam
room without being detected, Doing so will score you a Golden
Spider Token (Advanced Web Dome)
╖ After defeating all of
the thugs in the first room, exit through the door with the
question mark just beyond. Touch the question mark to learn how
to use your targeting mode in order to zip to a specific
location. Target the end of the steam hallway and wait for the
steam to subside before zipping to the far wall.
╖ Continue down the
hallway and touch the gold combo spider icon to unlock the kick,
jump, kick move (Hand Spring).
╖ Enter the large loading
dock room and defeat all of the thugs. Recover the key that one
of the thugs was holding.
╖ Touch the question mark
on the catwalk to learn how to lock onto an enemy. Health and
web pick-ups can be found on the ceiling and on the suspended
catwalk.
╖ Use the key that you
collected to enter the small door located on the raised loading
dock and continue down the hallway to the stairwell. Stand in
the center of the stairwell and zip straight up to avoid the
steam vents.
╖ Continue down the
hallway and prepare to fight it out with Uncle BenÆs killer.
╖ Uncle BenÆs killer has
powerful shotgun blasts that must be avoided if you are to
survive.
╖ When Uncle BenÆs
killer throws his flash bombs, it is best to zip line to the
ceiling until things clear up.
╖ There are health and web
power ups located on the ceiling that will help you in battle.
LEVEL
4: ôOSCORPÆS GAMBITö
Objectives
1. Learn the basics of
aerial combat by following Spider-ManÆs instructions to take
action pictures of himself while swinging.
2. Defeat successive waves of Hunter/Killer mechs to
avoid being captured by Oscorp.
Walkthrough
╖ Follow Spider-ManÆs
instructions to learn about breaking web while swinging, lock-on
camera and the web-laser attack.
╖ The second part of the
level begins with lock on mode engaged in order to help the
player see the Hunter/killer mechs.
╖ Defeat the first wave of
one Hunter/Killer mech.
╖ Defeat the second wave
of two Hunter/Killer mechs.
╖ Defeat the third wave of
four Hunter/Killer mechs.
╖ Health and web power ups
are located on various buildings. Beware of the mechanical
spiders that guard these power ups.
LEVEL
5: ôTHE SUBWAY STATIONö
Objectives
1. Protect the first
security guard from ShockerÆs thugs.
2. Rescue the Civilian and security guard that are being
held hostage by ShockerÆs thugs.
3. Help the third security guard defeat one of ShockerÆs
thugs.
4. Rescue the innocent civilian before he is crushed by
the falling pillar.
5. Defeat the final group of ShockerÆs thugs and
protect the fourth security guard.
Walkthrough
╖ From the starting point
head right to the side of the station without escalators. From
here, if facing the wall, head left to the sub-level. The token
will be floating (Scissor Kick).
╖ Also From the starting
position, travel straight across the station to the opposite
side. Walk down the staircase to the sublevel, face the wall on
the left hand side. Look to the upper left hand corner and the
combo will be there (High Web Hit).
╖ Protect the security
guard on the main floor of the subway station while taking out
the waves of ShockerÆs thugs.
╖ After saving the first
security guard, Spider-ManÆs Spider Sense will trigger and
alert you to a dangerous hostage situation in a back room.
Follow your Spider Compass and height meter to locate the
hostages.
╖ Quickly take out the
thugs that are holding the civilian and security guard hostage
and make your way back to the main room of the station.
╖ Once you enter the main
area of the station, swing to the opposite side and help out the
security guard on the upper walkway.
╖ Shocker will appear and
blast a support pillar, placing a civilian in danger.
╖ Quickly swing over to
the civilian and pick him up by pressing the punch button.
Follow the Spider Compass to the white spider icon on the floor
and put down the civilian by pressing the punch button.
╖ Take out the thugs on
the main floor of the station and your Spider Sense will once
again alert you to danger in one of the back rooms.
╖ Follow your Spider
Compass and height meter to find the security guard and help him
defeat the group of ShockerÆs thugs. Once all thugs have been
defeated, a cut scene will be triggered and the level will end.
LEVEL
6: ôCHASE THROUGH THE SEWERö
Objectives
1. Recover the key from
the first group of ShockerÆs thugs to open the door to the
sewers.
2. Activate the two switches in the round room in order
to open the door at the bottom of the room.
3. Find the thug who took the valve wheel, defeat him and
return the valve wheel in order to stop the water flow.
4. Defeat the thugs who have set up an ambush in the
final room and recover the key that one of them holds. Use the
key to enter the control room and activate the switch that opens
the exit door.
Walkthrough
╖ Face off against the
first group of thugs and recover the key to open the door with
the black and yellow border.
╖ Continue through the
tunnels, defeating thugs, until you enter the big round room.
Take out the thugs and drop down to the second level of the
circular room. Activate the two switches on the yellow panels by
facing them and pressing the punch button to open the black and
yellow bordered door at the bottom of the round room.
╖ Continue through the
next water tunnel until you enter the large pipe room where a
cut scene will trigger and show you one of ShockerÆs thugs
turning on the water flow to block your pursuit.
╖ Move straight across the
large pipe room and through the door to the pump room beyond.
Find the thug who took the valve wheel, defeat him and touch the
valve wheel to pick it up.
╖ Return to the large pipe
room, turn right as you enter and walk up to the black panel
located on the wall next to the railing at the top of the
stairs. Face the panel and replace the valve wheel by pressing
the punch button.
╖ Swing across to the
platform above the mouth of the water pipe and touch the gold
combo spider icon to unlock the punch, jump, jump combo (Dive
Bomb).
╖ Climb down in to the
water pipe and continue along to the opening. Turn around to
your left and climb up the ladder to the room with the yellow
switch box. Activate the switch by facing it and pressing the
punch button to open a secret room located back in the large
pipe area.
╖ Backtrack to the large
pipe area and drop down into the water to find the door to a
secret room with a (Advanced Web Gloves) power up.
╖ Make you way back into
the water pipe, through the opening and continue to your right
through the water filled hallway. Defeat any thugs you encounter
and grab the green spider icon before you enter the final ambush
room.
╖ Once you enter the final
ambush room the door will close behind you and you must defeat
all of the thugs in the room. After you have defeated all of the
thugs, the door will open again and a final wave of thugs will
stream into the room. Defeat the final wave and recover the key
that one of the thugs is carrying. Drop down to the dry side of
the ambush room and use the key to open the door on the right as
you entered the area. Activate the switch by facing it and
pressing the punch button to unlock the large door on the
platform above the dry area. Climb up to the platform and enter
the doorway to exit the level.
╖ After activating the
switch inside the locked door, travel across the room and open
the door containing the Gold Combo token (Advanced Impact Web).
LEVEL
7: ôSHOWDOWN WITH SHOCKERö
Objectives
1. Avoid Shockers blasts
as you work your way down the subway tunnels.
2. Defeat Shocker.
Walkthrough
╖ Make your way down the subway
tunnels, avoiding shockers blasts. Use the side access tunnels
to hide and catch your breath. A good tactic is to fake down one
tunnel and then juke into the next one over using the access
ways.
╖ As you reach the end of the
subway tunnels, Shocker will escape and seal off your pursuit.
Look for the switch located on the raised platform just to the
left of the tunnel that Shocker has blocked off. Activate the
switch by facing it and pressing the punch button to move the
subway car and reveal the entrance to the sewer access tunnel.
╖ Go up the stairs to the sewer
access tunnel and quickly jump in the water to recover the gold
combo spider icon before it floats away. This will unlock the
kick, kick, punch combo (Uppercut).
╖ Continue down the stair at the
far end of the sewer access tunnel and continue along to the
final subway room to face off against Shocker.
╖ Once you enter the final area,
your fight with Shocker is on. Try to avoid Shockers blasts
while dealing as much damage as possible. There are many items
located in the area that can be picked up and used as
projectiles to damage Shocker.
LEVEL
8: ôVULTUREÆS LAIRö
Objectives
1. Make your way up the
clock tower and avoid the spider mines, proximity mines and
grenades that Vulture will use to slow your progress.
2. Carefully make your way past the swinging log that
Vulture sets in motion to block your path.
3. Navigate the maze to continue your ascent.
4. Run the final gauntlet to reach VultureÆs lair.
Walkthrough
╖ Make your way up the
winding stairway while you avoid the grenades that Vulture will
throw down on you. Keep an eye out for proximity mines and keep
moving to stay away from the zip lining spider mines.
╖ Once you work your way
up the stairs a bit, a cut scene will trigger and Vulture will
set a fire and a swinging log to block your progress.
╖ Carefully time your
moves to avoid the swinging log and continue your climb. To
easily avoid the danger, stand on the first landing just short
of the break in the stairs, jump and quickly zip line straight
up. Crawl to your left and up onto the floor above the fire and
swinging log.
╖ Continue up the stairs
and enter the center section just past the proximity mine. Go
straight across the center and jump out the opening one floor
up. Climb up through the broken stairs and left to the next
broken stairway. Drop down through the opening in the broken
stairway and continue left to recover the gold combo spider
icon. This unlocks the punch, punch, jump combo (Gravity Slam).
Jump up to the next landing and head to your left to the opening
in the center section. Turn around to your left as your enter
the center section and jump out of the opening one floor up.
Jump up through the broken stairway and continue to your left to
the dead end. Climb up to the hole in the center section above
you, into the center section and then drop down to the hole one
floor down. Jump up through the broken staircase to exit the
maze section.
╖ Continue up and avoid
the final gauntlet that Vulture will throw at you to end the
level.
LEVEL
9: ôVULTURE ESCAPESö
Objectives
1. Keep up with Vulture as
he tries to escape.
2. Web up the supports for the billboard so that it does
not fall and injure innocent civilians.
3. Web up the water tower supports to keep it from
crashing to the street below.
Walkthrough
╖ Pursue Vulture through
the city and be sure not to fall behind. Hold down the Web Swing
button to swing faster which will help you keep up.
╖ Vulture will damage a
billboard and it is your job to secure it. Land on the rooftop
next to the billboard, face one of the supports, press the web
button and hold it down until the support is secured. Repeat the
process on the other support before continuing your pursuit of
Vulture.
╖ Take to the air and keep
up with Vulture until he damages the water tower that you must
secure. Land next to the water tower, face one of the flashing
support legs, press the web button and hold it down until the
leg is secured. Repeat the process on the other flashing support
leg and take to the air to continue your chase of Vulture.
╖ Follow Vulture, avoiding
his feather attacks and grenades until you reach the end of the
level.
LEVEL
10: ôAERIAL DUEL WITH VULTUREö
Objectives
1. Defeat Vulture.
Walkthrough
╖ The level begins in lock
on mode in order to make it easier to keep track of Vulture. You
can turn lock on mode on and off by pressing the white button.
╖ Attack Vulture by
pressing the kick button to perform a cannon ball kick while
swinging. Press the punch button to detach from your webbing and
land a punch on Vulture. Be sure to press the right trigger to
start swinging again. You can also cut your web by pressing the
jump button and then performing a kick or a punch. Again,
remember to start swinging again before you lose too much
altitude. You can also land on Vultures head by holding down the
jump button as you come down on top of him. Get in a few punches
as you spiral toward the ground.
╖ The Spider compass and
height meter will point in the direction of Vulture at all
times.
╖ After you land enough
hits on Vulture, you will damage his flight suit causing him to
head to the building to rest and regain some health. This is
your chance to get in a few good blows.
╖ Keep damaging Vulture
until he runs out of health to end the level.
╖ Near the corners of the
building Vulture Lands on are several tokens. One such corner is
the Sting Attack Combo Token.
╖ The other Combo is found
at the very top of the building. It is easiest to get after
knocking Vulture Down (Dive Kick).
LEVEL
11: ôCORALLEDö
Objectives
1. Protect Scorpion at all
times.
2. Defeat all Spider Slayers.
Walkthrough
╖ Defeat the Spider
Slayers.
╖ Protect Scorpion at all
costs.
╖ After you have taken
care of all Spider Slayers, a cut scene will trigger and
Scorpion will turn against Spider-Man. Knock off the last of his
health to end the level.
╖ In this Parking
Structure, There are three levels: P1, P2, P3. The combo is
located in a ramp connecting P2 and P3 (Advanced Web Dome).
LEVEL
12: ôSCORPIONÆS RAMPAGEö
Objectives
1. Defeat Scorpion.
2. Take out any lingering Spider Slayers.
Walkthrough
╖ Chase Scorpion through
the subway station doing as much damage as possible. Using the
double jump and punch or kick moves are very effective against
this fast moving enemy.
╖ Collect the gold combo
spider icon on top of the damaged pillar to unlock the kick,
jump, jump combo.
╖ The combo is located in
the area where the pylon used to be before Shocker removed it
(Tackle).
LEVEL
13: ôCOUP DÆETATö
Objectives
1. Save Mary Jane from
the Giant Panda Balloon.
2. Secure the radio tower supports that Green Goblin
damages.
3. Secure the sky bridge that Green Goblin damages.
Walkthrough
╖ Swing over to the Giant
Panda balloon and pick up Mary Jane by facing her and pressing
the punch button. While carrying Mary Jane, Spider-Man can do
only a single web swing, and you must press the right trigger to
initiate each successive swing.
╖ Follow the Spider
Compass to the flashing spider icon that indicates the drop off
point for Mary Jane and put her down by pressing the punch (X)
button.
╖ Take to the air and do
some damage to Green Goblin. You can activate the lock on mode
by pressing the white button to make it easier to keep an eye on
Green Goblin.
╖ Follow Green Goblin to
the radio tower. Land on the roof top and secure one of the
flashing supports by facing it, pressing the web (Y) button and
holding down until the support has been secured. Repeat the
process until all four supports have been secured.
╖ Take to the air and try
to do some damage to Green Goblin before he heads toward the sky
bridge.
╖ Follow Green Goblin to
the sky bridge. Land on the platform between the support legs
and secure the flashing support by facing it, pressing the web
button and holding it down until the support has been secured.
Repeat the process with the other support leg.
╖ Follow goblin over the
park and fight him until he runs out of health to end the level.
╖ The building adjacent to
the Mary Jane drop-off spot had a helipad on its roof. The combo
is located in its center. (Low Web Hit).
LEVEL
14: ôTHE OFFERö
Objectives
1. Defeat Green Goblin.
Walkthrough
╖ Fight Green Goblin in
the air and do as much damage as possible. Cutting your web line
by pressing the jump button and then pressing the punch button
or kick button is a good way to do damage to Goblin.
╖ Land on Green Goblins
glider to get in a few good punches. Hold down the jump button
while falling on Goblin from above to land on his glider.
╖ After doing a bit of
damage to Green Goblin a cut scene will trigger showing him
crash into the top of the building with the sky light. Follow
Goblin inside the building and duke it out on the ground. Be
careful to avoid his pumpkin bombs as they do a lot of damage.
Continue fighting indoors until Goblin calls for his glider and
heads back into the air.
╖ Take to the air and
continue the battle above the rooftops.
╖ When Green Goblin gets
low on health he will land on the roof of another building and
go into the generator room. Follow Goblin inside and battle
between the generators. Be careful of the electricity arcing
around inside of the room, it does a lot of damage.
╖ Finish off the last of
GoblinÆs health to trigger the final cut scene and end the
level.
╖ After taking half of
GoblinÆs health away he will enter a building. There are two
doors located on the floor level of this building. One door has
a health token in front and the other has a Combo (Flip Mule).
LEVEL
15: ôRACE AGAINST TIMEö
Objectives
1. Disarm all of Green
Goblins bombs and save the city.
2. Avoid the spotlights to keep from being fired upon by
the automated turrets.
3. Take out as many Hunter/Killer robots as possible.
Walkthrough
╖ Follow your Spider
Compass and height meter to the first bomb and disarm it by
facing one of the square panels and pressing the punch button.
╖ Follow your Spider
Compass and height meter to the second bomb and disarm it by
facing one of the square panels and pressing the punch button.
╖ Follow your Spider
Compass and height meter to the third bomb and disarm it by
facing one of the square panels and pressing the punch button.
╖ Follow your Spider
Compass and height meter to the fourth bomb and disarm it by
facing one of the square panels and pressing the punch button.
╖ Follow your Spider
Compass and height meter to the fifth bomb and disarm it by
facing one of the square panels and pressing the punch button.
╖ Follow your Spider
Compass and height meter to the sixth bomb and disarm it by
facing one of the square panels and pressing the punch button.
╖ Follow your Spider
Compass and height meter to the seventh bomb and disarm it by
facing one of the square panels and pressing the punch button.
LEVEL
16: ôTHE RAZORÆS EDGEö
Objectives
1. Destroy multiple waves
of Razor Bats that Green Goblin sends against Spider-Man.
2. Find the construction site to find some cover from the
onslaught of Razor Bats.
Walkthrough
╖ Defeat the first wave of
razor Bats that Green Goblin sends against you. The cannon ball
kick is a very effective weapon against these aerial enemies.
Hold down the kick button while swinging to perform a cannon
ball kick.
╖ Green Goblin will
unleash a second wave of Razor Bats that you must try to defeat.
╖ After you have defeated
the second wave of Razor Bats, its time to look for some cover.
Once Spider-Man talks about a construction site in the area, the
Spider Compass and height meter will appear on screen.
╖ Follow the Spider
Compass and height meter to the construction site and seek
refuge in the steel girders to end the level.
LEVEL
17: ôBREAKING AND ENTERINGö
Objectives
1. Stick to the shadowed
areas to avoid detection.
2. Find all five pieces to the pass code.
3. Use the five pass code pieces to open the security
door and exit the level.
Walkthrough
╖ Enter the first hallway
and avoid being detected by the guard by sticking to the
shadowed areas. You will know you are in a shadowed area when
your portrait changes to the black stealth icon. Enter targeting
mode by pressing the right analog and use the reticule to zip
line between the shadowed areas.
╖ There is a security
camera in the room at the end of the first hallway, Be careful
to avoid its line of sight.
╖ Enter the stairwell on
the left and zip line to the ceiling to avoid the security
camera on the first landing.
╖ Find the computer with
the green glowing screen, face it and press the punch button to
download the first piece of the pass code. Stick to the shadows
to avoid detection and watch the guards to learn their patrol
patterns. The combo is located in this room on the left hand
side opposite a door (High Stomp).
╖ Head Up the stairs and
to your right to find the next cubicle area. There are two
computers in this area that contain pieces of the pass code. The
first is in the cubicles on your left as you come down the main
staircase and the second computer is at the far end of the room
on your right.
╖ Exit the door directly
next to the computer you just downloaded the pass code from and
head up the stairs. Be careful when you exit the stairwell
because there is a security camera located just outside the
door.
╖ Find the two computers
with the green screens and download the fourth and fifth pieces
of the pass code.
╖ Exit the area through
the door in the center of the far wall and go straight ahead
through the double security doors that lead to the blast door.
╖ Face the glowing yellow
panel and press the punch button to activate the panel. Scroll
through the pass code pieces using the left analog stick and
press the punch button to place them in their proper order. The
color of the pieces will go from blue to red and you must make
sure that the circuitÆs line up properly.
╖ Complete the pass code
to exit the level.
LEVEL
18: ôCHEMICAL CHAOSö
Objectives
1. Watch the guards to
determine their patterns and avoid their line of sight.
2. Activate switches A and B, then switch [AB]. Now
activate switches C and D, then switch [CD].
Walkthrough
╖ Listen carefully to the
voice over of the first cut scene. Dr. Amtower will give you
more instructions over the radio along the way.
╖ Open the first door by
activating the switch to the left of the door. A short cut scene
will show you the security guard and Dr. Amtower will tell you
to avoid being detected by them.
╖ Use the ROTATE CAMERA
control or LOOK AROUND MODE to watch the security guard. When he
walks down the hallway to the right, come out of the initial
room and zip to the ceiling.
╖ Crawl on the ceiling to
the next door (there is only one exit) directly down the hallway
past the scanning camera; eventually, cameras will also scan the
ceiling, so the player will need to time his movements. There is
another security guard patrolling in front of this door; wait
until he is not looking in the direction of the door and drop to
the floor and action the switch to the left of the door. Go
through the door and zip up to the ceiling, so the security
guard canÆt see you through the temporarily open door when he
turns around.
╖ Navigate along the right
wall through the red lasers. Use LOOK AROUND MODE to get the
best view. Once you get past the lasers, Dr. Amtower will tell
you that you are close to control rooms A and B.
╖ Climb back onto the
ceiling so you get a good look at the patrol paths of the two
security guards.
╖ The narrower hallway has
the doors to A & B; there is one security guard patrolling
in front of both doors. There is also a large glass door to the
center area with switches AB and CD. You will need to action
switches A and B, then switch 1. Then proceed to C and D, before
switch 2. All this is told to you by Dr. Amtower when you enter
your first control room.
╖ (Palm) This Combo is
located on the ceiling above the doorway the user must go
through after deactivating the chemicals in rooms A and B. This
doorway is the first doorway the user must pass through after
deactivating A and B.
╖ For switches A and B,
wait until the security guard turns around, then drop well
behind him and enter the area. Action the switch. Watch out the
small glass window for the security guard to come back and turn
around again. Exit once he turns around and zip back to the
ceiling. Switches A & B can be done in any order.
╖ For switch 1, you have
to time the security guard and the scanning camera. The big
glass door opens automatically. Enter into the center area -
there are no security guards here. Dr. Amtower will tell you to
action a switch according to the signs. Go to the right switch
marked with [AB] and action it. Do not action the left switch,
as this is a lose condition for the level.
╖ When you exit the center
area, be watchful for the security guard. Exit back into the
narrow hallway and zip up to the ceiling.
╖ Proceed down the hallway
and turn left. The next door to pass through has a security
guard regularly passing through it. Time carefully and zip back
to the ceiling in the next room. There is a PKJ combo above the
door.
╖ You need to get to the
green chemical cabinets on the other side of this room. Do not
get seen by the cameras, red laser grid, or the security guard
that keeps coming in and out of the door. The ultimate
destination is the other door on the other side of this room
╖ There are several ways
to get to the door, this following is just one of them. Use LOOK
AROUND MODE to target a green chemical cabinet on the other side
of the room. While in LOOK AROUND MODE, you canÆt target and
watch the security guard at the same time, so use the sound of
him opening and closing the door to help time.
╖ Crawl on the green
chemical cabinets and position yourself so you can see the exit
door but so the security guard that keeps coming into the room
cannot see you. Using LOOK AROUND MODE, action the door switch
with your web and zip through. Constantly, check the security
guard. (BUG: He actually canÆt see that far and the sound of
the opening and closing of the door canÆt be heard this far
away from the door.)
╖ Once in the room, zip up
to the ceiling to explore. You will find two doors. The one on
the right is the door from which Super Soldiers will deploy if
the alarm is tripped. The other door (over to the left), is the
door to rest of the level - take that door. This other also has
a security guard that continuously enters and exits. Watch him
through the small window in the door in order to time, or stay
on the ceiling above the door to time.
╖ Go through the door and
zip up to the ceiling. Watch the patrol paths of the security
guards. Climb forward and take the left path. There you will
find three doors. Two doors give you access to switches C and D.
The third door leads to a room that will eventually have a
secret item.
╖ Activate switch C first.
╖ Try to enter the door
for switch D. Dr. Amtower will tell you that Dr. Rue has noticed
the chemical process is being altered and has sounded the alarm.
Dr. Rue will come running to switch D. You must attack Dr. Rue
and get his key to access switch D. Super Soldiers and security
guards will now all be attacking you.
╖ Directly across from
room D is a room that contains the combo (Head Hammer).
╖ You must action switch D
and return to the center area (near Switches A and B) to action
switch [CD]. Super Soldiers and security guards will continue to
attack you.
LEVEL
19: ôOSCORPÆS ULTIMATE WEAPONö
Objectives
1. Destroy all 10
generators located on the Super Mech to disable the shield
surrounding the main sensor array.
2. Destroy the main sensor array once the shield has been
lowered.
Walkthrough
╖ Take out all 10 shield
generators on the body of the mech. There are two mounted under
the main sensor array on the front of the mech, four on the back
and two located on each side. You can target the generators and
fire web balls at them or land and take them out with hand to
hand moves.
╖ Once you have taken out
all 10 generators, the shield protecting the main sensor array
will be lowered. Take out the main sensor array using web balls
or by landing on it and smashing it with punches and kicks.
LEVEL
20: ôENTER THE SUPER SOLDIERSö
Objectives
1. Disable the laser
grids by activating the switch in the security room to your
left as you enter the level.
2. Disable the gun cameras by activating the switch in
the security room to your right as you enter the level.
3. Activate the switch in the cubicle area to your
right as you enter the level to open the security door to the
lower level.
4. Activate the panel next to the security door on the
lower to open the door that leads to the exit.
Walkthrough
╖ The Combo Token is
located Straight ahead from where the player starts. It is in
front of a OsCorp door (Haymaker).
╖ Head to your left and
follow the Spider Compass to enter the security room that
overlooks the cubicle area. Find the panel with the flashing red
light, face the panel and activate it by pressing the punch
button to disable the laser grids.
╖ Exit the security room
and head left past the starting location. Follow your Spider
Compass to find the second security room. Activate the panel
with the flashing red light by facing it and pressing the punch
button to disable the gun turrets.
╖ After disabling the gun
turrets, leave the security room and follow the Spider Compass
into the cubicle area below. Make your way to the far end of the
area and activate the switch located on the wall to your right.
Face the switch and press the punch button to activate it and
disable the energy field protecting the door behind you.
╖ Turn around and watch
the energy field that guards the door to the lower level. When
the field goes away, run forward and head down the stairs to the
lower level.
╖ Face the panel next to
he energized door in the room at the bottom of the stairwell and
activate it by pressing the punch button.
╖ Go through the open door
and run down the hall past the gauntlet of super soldiers to end
the level.
╖ After Disabling the
laser grids, deactivate the energy field on the door located in
the room directly adjacent to the laser grid deactivation room.
Enter the room and go down the staircase. To the right of the
room just entered is another door. Enter through it and the user
will be in a conference room (Advanced Impact Web) Combo is
located on the Conference Table.
LEVEL
21: ôMARY JANE KIDNAPPEDö
Objectives
1. Keep up with Green
Goblin and donÆt let him escape with Mary Jane.
Walkthrough
╖ Goblin has kidnapped
Mary Jane and you must keep up with him so he does not escape.
╖ Hold down the Web Swing
button to swing faster and make it easier to keep up with
Goblin.
╖ Goblin will be dropping
pumpkin bombs and proximity mines in your path in an effort to
get away. Get slightly above him to avoid most of the dangers.
LEVEL
22: ôFACEOFF AT THE BRIDGEö
Objectives
1. Rescue Mary Jane from
atop the bridge tower and drop her off at the flashing white
spider icon.
2. Be sure to keep an eye on Mary Jane and move her to a
safe location whenever Green Goblin threatens her.
3. Damage the Green GoblinÆs glider to force him to
land on the bridge.
4. Defeat Green Goblin once he has been forced to abandon
his glider.
Walkthrough
╖ Swing up to the bridge
tower and pick up Mary Jane by facing her and pressing the punch
button. Remember that you need to keep pressing the right
trigger to continue swinging when you are carrying a civilian.
╖ Follow your Spider
Compass to the white flashing spider icon and drop off Mary Jane
by pressing the punch button.
╖ Turn your attention on
Green Goblin and do as much damage as possible. Keep him engaged
or he will turn his attention toward Mary Jane and you will have
to take her to a safe location.
╖ Continue fighting
against Green Goblin until you do enough damage to his glider,
forcing him to land on the bridge.
╖ Fight Green Goblin hand
to hand on the bridge while avoiding the strafing runs from his
glider.
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