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Spider-Man - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Spider-Man - Strategy Guide (Page 01).

S P I D E R - M A N 

SPIDER-MAN STRATEGY GUIDE/WALKTHROUGH
WRITTEN EXCLUSIVELY FOR CHEATCC.COM BY JOHN DOE

DEVELOPER: NEVERSOFT
PUBLISHER: ACTIVISION

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TABLE OF CONTENTS
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1. ACKNOWLEDGEMENTS 
2. INTRO TO GUIDE/VERSION/UPDATES
3. GAME DESCRIPTION
4. STORY      
5. MOVE LIST              
6. LEVEL WALKTHROUGH
6A. WHAT IF MODE EXPLANATION     
7. FAQ'S/SECRETS      
8. RELEASE DATES FOR PSX/N64/GB VERSIONS 
9. FINAL THOUGHTS   
10. COPYRIGHT INFORMATION
11. CONTACT INFORMATION
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1. ACKNOWLEDGEMENTS 
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First of all this guide wouldn't be possible without the assistance of 
Rhy-Ming Poon and the other PR professionals at Activision. Thank you to 
Rhy-Ming for so graciously sending a pre-release build and a final 
Version of the game to us at Cheat Code Central. 

Secondly, we must acknowledge the efforts made by Neversoft, who have 
been treating this game and the Spider-Man character(s) with the respect
they deserve. Never before has a development team crafted a game that
embodies the soul of the license as much as this game does. For those 
who don't recognize the name, Neversoft, they are the development team
responsible for Tony Hawk's Pro Skater 1 and 2. Needless to say they
need no introduction.

Last but certainly not least, I thank Dave, the webmaster at Cheat Code Central
for providing the world with the best collection of cheat codes on the 
planet. I came to CCC for the codes a couple of years ago and have been here
ever since. It never fails to amaze me how Dave manages, day in and day out, 
to post those often exclusive codes, which are soon found everywhere thanks to 
a number of lazy frikkin' weasels, both amateur and professional, who have
no morals or conscience and take Dave's hard work and try to pass it off
as their own. For shame. Thanks to all of the eagle eye and loyal CCC fans
who are quick to recognize sites that do this and immediately contact us.
Contrary to popular beliefs, this information is copyright protected in the 
format it is presented in.
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2. INTRO TO GUIDE: Version 1.01
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This new version has now been based on the final version of the game.
It includes a Walkthrough for the final version of the game, explanation 
of What If Mode and a list of Costumes. Training Mode Walkthrough to 
be added at a later date.
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3. GAME DESCRIPTION
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Spider-Man is a 3D action game that takes place from a (mostly) third person, 
behind the character point of view. You play as Spider-Man, as if you 
couldn't have guessed that, and for once in a Spider-Man game, all of 
his powers are available to you: Webswinging, wallcrawling, spider-sense,
agility and jumping, proportional strength of a spider (whatever the hell that
is) and those wacky webshooters.

As you are in New York, the game takes place high above the city, across the 
skycrapers as well as beneath the streets in the sewers, on the subway and 
in some indoor areas as well.

The game is divided into 6 "Issues" each divided into multiple levels.

Spider-Man is given only one health bar, which can be replenished by picking up
health icons. Once the health has been depleted, the game is over and you are 
given the choice to continue from the beginning of the stage. The Continues are
infinite.

Spidey also has to maintain his webshooters, and although the idea of picking up
webbing icons and health icons sort of ruins the "reality" of the game (as 
in why are there so many web cartridges lying around the skycrapers of New York?), 
one must remember that this is a game and not a Spider-Man simulation.

SPOILER ALERT!! 
The Boss list at this point consists of: Scorpion, Rhino, Venom, Mysterio, 
Venom again, Doctor Octopus, Carnage and Monster-Ock a hybrid of Carnage 
and Doc Ock.

The game alternates between a close behind the back perspective to a Birds 
Eye View of the action, which is pulled back further and higher up. 
The Birds Eye view is used during the chase scenes in which Spidey must 
evade Police Choppers intent on blasting him into oblivion.
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4. STORY
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As near as I can tell, it seems someone has impersonated Spidey and stolen
one of Doc Ock's Exhibit's at the Science EXPO 2000 and now the police are 
out to get him. Isn't that always the case? Spidey will have to contend 
with the Jade Syndicate thugs, Super-Villians, sewer-dwelling creatures 
created by Lizard/Kurt Connors and the NYPD's Boys in Blue. At the start
of the game you'll simply have to stop a hostage taking at the bank, but 
the more you dig, the deeper it gets.
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5. MOVE LIST
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As mentioned, Spidey has a few of his trademark moves up his sleeve. Here
is a list of the ones discovered thus far:

X BUTTON------------Jump
SQUARE--------------Punch (punch 3X times for a combo attack)
CIRCLE--------------Kick (Kick 3X for a combo attack)
SQUARE + TRIANGLE---Grab move. Once an enemy is grabbed (does not work on 
                    Bosses) press Punch again to leap onto the enemy's
		    shoulders. Press Punch repeatedly to take him out, 
		    or press Kick to unleash a double-Legged back kick that
                    will send them flying.
TRIANGLE------------Webbing: Shoots a strand of webbing that will entangle enemies
TRIANGLE + UP-------Web-Bolt: This shoots a ball of webbing at an enemy/device
TRIANGLE + RIGHT----Web-Shield: Provides a temporary shield, which then explodes 
                    hurting enemies.
TRIANGLE + DOWN-----Web-Yank: Pulls an enemy towards you or towards wall which 
                    causes enemy damage.
TRIANGLE + DOWN +
RIGHT OR LEFT-------Directional Web-Yank: Allows Spider-Man to yank enemies to
                    the Right or Left. Will not work on bosses.
TRIANGLE + LEFT-----Web-Spikes: Fists protected by webbing. Allows for greater
                    fighting power
R1------------------Web-Zipline: Can attach quickly to ceiling (from floor),
                    floor (from ceiling), or perpendicular wall to allow
                    fast getaway
R2------------------Web-Swing: After a jump, press R2 to engage webswinging.
                    This is the preferred method of transportation over New
                    York. Spidey can only make two swingss before reaching a
                    building. Often times he must jump off a building, towards
                    one in near proximity for him to reach the destination
                    building. If he is too far away, Spider-Man will fall to his
                    doom. However, an attempt can be made to save himself by
                    trying to direct himself towards a closer building.
L1------------------Targetting Mode: This allows Spidey a pseudo First Person
                    viewpoint. A cursor will appear. If the cursor is green,
                    Spider-Man can shoot webbing or swing towards that
                    destination. If the cursor is red, no such luck. Spider-Man
                    can also use the Targetting Mode to entangle, shoot web
                    projectiles or yank enemies while sticking to the walls,
                    ceiling or sides of buildings.
L2------------------Stealth Invisibilty: If wearing the Captain Universe costume
                    Spidey can make himself invisible to lower level enemies,
                    Excluding Bosses.
Wall-Climbing-------To climb walls or ceilings, simply webswing to them and you
                    will stick automatically or walk up against them facing
                    forward and Spidey will climb on to the wall. Once you climb
                    on a ceiling, view the game above Spider-Man and the ceiling
                    will become transparent so that you can see where you are
                    going. It's a little confusing at first, but no one said
                    crime-fighting was easy, now did they?
Carrying Objects:   Go up to the object and press SQUARE (PUNCH BUTTON) to lift
                    the object. Then press PUNCH again to throw the object.
KID MODE------------This game offers a simplistic control system that enable
                    younger players to play the game. Most everything is the
                    same, except the X button can be tapped Twice to engage 
                    the Webswinging ability.
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6. LEVEL WALKTHROUGH
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1A. GET TO THE BANK!    /
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The game begins with Spider-Man receiving a tip from Black Cat about the bank 
being robbed. And she is one ugly looking lady. Yuck. 

In this level, there will be Spidey health and webbing to pick up, as well
as the occasional blue floating question mark. Run into the question marks 
to receive advice or a tip on how to use your powers.

You'll have to use the Spidey Compass (found in the lower right hand corner) 
to locate the direction of the bank. Why Spidey doesn't know where the bank is, 
is beyond me, but hey, it's just a game right? There is no time limit in this 
level, so take your time and try out your spider-powers. As getting to the bank
isn't all that difficult and the level is non-linear (you can get there anyway 
you want to) just follow the Spidey Compass to the bank. If you decide you want 
to take out the trash on the way, there are numerous bad-guys populating the 
skycrapers. Unfortunately, you'll see the Fantasic Four building, but won't be 
able to reach it in this level. You'll be able to reach it in the next level.
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1B. The Bank Approach   /
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Spidey will have to find the bank, take out the Jade Syndicate on top 
of it, and make his way inside. Luckily the bank has a sign on it that 
says THE BANK, so it's a real no brainer. If you dispose of the bad-guys, 
Spidey will take care of blasting an opening into the bank and you'll 
continue on to the next level. This level is also time-limit free so 
use it to check out the sites.

If you want to, make your way over to the Fantasic Four building at 
Four Freedoms Plaza (I don't know how or why I remember that...). 
You'll find a copy of Amazing Fantasy #15 on the roof (Spidey's 
first comic book appearance which is probably worth more than your 
house). There is a Gallery option that can be opened
up which must be directly related to the Spider-Man comic books 
littered around New York. Good thing some of the bad guys don't find
them and read them, or they'll find out who Spider-Man really is!
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1C. HOSTAGE SITUATION   /
-----------------------/
Once inside THE BANK (nice name by the way), Spidey will have to take out 
two roaming henchmen. One in the room outside of where Spidey enters and 
another in the ajoining room to that area. Simply use your Web-Yank or any
other means you deem necessary. Take to the ceiling if you want to 
and attack from above. That's the great part about this game: it has 
so much freedom. Even on the hard difficulty, taking out bad guys isn't tough.

Once Spidey gets out into the main area of THE BANK (ahem) he'll have to 
be a bit more crafty as there are hostages thrown into the mix. If a 
hostage gets it, the level is finished and you've got a guilt trip on 
your hands. Thankfully, the bad guys aren't too smart. Simply Web-Yank 
them around. As long as you keep them occupied, they won't take out their 
pent up hostility on the hostages. Take out the two thugs and then you'll 
have to find a way into the room with the other hostages. Look around 
for the ceiling grate on the floor in the area you just saved the hostages. 
If you use R1 to Zipline up to the ceiling, you'll find a ventilation shaft 
to crawl into. Crawl through and go down the other side. 

Once in that room, take out the thug that has his back to you. Then 
press all the 3 door activators: 1)Office, 2)Office 3)Area. You can either 
press the button with Punch, or use a Web-Bolt or simply shoot a web at 
it with the Triangle Button. You will see little cutscenes after pressing 
each button. Go out of the room with the 3 activators via the now opened door 
and take care of the two thugs waiting for you. If you run or swing or 
whatever method you choose, straight ahead from the door and run down the 
hall. Be sure to take a quick right before you get to the window front.
go behind the offices and come up behind the thugs and hostages. Web them 
up as fast as you can and pummel them with fists or feet. Then go back 
behind the offices again and the third thug will be coming. Take him out 
fast. Of course there a few other ways that will work. Experiment.

Continue to the RIGHT (if facing the windows) and you will find the EXIT 
in the next room. Go into the elevator and that level will end.

Run down the hall and go to your left (that's the only way you can 
go, dummy). Just outside of the door is a thug. You know how to deal with 
them by now. Off in the distance there is another thug walking around. 
To make life much easier, target him with the L1 button and yank him 
home to Papa. There are 3 hostages in this room, and they are 
all being held by blind, deaf and dumb crooks. You should have ample 
time to kick their butts. Once they are taken care of, make your way 
to the left (if facing the windows) and you will find a another ceiling 
grate on the floor. Zipline up and crawl through the vent shaft. Once 
at the other side, take out the guard. You are now in a room with 
a huge TV. If you look closely there is another thug watching it. Take 
him out and a cutscene will reveal another open door with, yup you guess 
it, another Jade Syndicate loser with a machine gun. Make your back to 
where you dropped in and you'll find him waiting for you to the left. 
Behind him you'll see a Security door. Go through here and you'll 
discover these bad boys have a big ass bomb. And guess who has to get 
rid of it? No, not Batman! YOU!

In this new area you will see big bue and green buttons that say: 
Secure Area 1 and Secure Area 2. Press Button 2 first to open the 
vault, that will come in very handy in a moment. Then Press Secure 
Area 1 which opens the door to the whoop-ass party. As soon as you 
open that door, the bad guys start the bomb. Take out the thugs as fast 
as possible and get your red and blue undies over to the bomb. Pick it up 
with the PUNCH button and walk it out into the hall where the vault was. 
As the bomb is VERY heavy, Spidey will walk extremely slowly with it, 
but don't worry, you'll have ample time to get rid of it. Once you get
it into the hallway, you can throw it into the Vault. Once the bomb leaves
your hands though, it sure does count fast! Make sure you press the Secure 
Area 2 button again to close the door once the bomb is inside the Safe.
-------------------------/
2A. RACE TO THE BUGLE   /
-----------------------/
Max Gargan doesn't much care for J. Jonah Jameson ever since JJJ 
convinced him to graft a Scorpion suit to himself to fight Spider-Man. 
Well wouldn't you know it if Max is back in town and visiting the 
publisher of the Daily Bugle. It's up to Web-Head to get to the Bugle 
and convince them to take this fight to the Jerry Springer Show or
at the very least, Judge Judy.

This level takes place at night and consists of Spidey webswinging around 
New York to get to the Bugle before Scorpion tosses JJJ out the window. 
You will see a time bar at the top of the screen that has JJJ on the 
right and Scorpion on the left. All you have to do is make it the Bugle 
before Scorp's head reaches JJJ's head. You'll hear their banter as you 
swing through the sky, and probably wonder as I did, "Why is it 
taking so long for Scorpion to kill this guy?"

You can follow your Spidey-Compass or improvise if you'd like. 
There are all sorts of thugs on the roof-tops. You definitely have the 
time to knock some heads, so why not?

Once you reach The Daily Bugle, the level will end.
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3A. BOSS 1: SCORPION    /
-----------------------/
He isn't so tough after all. Try webbing him up, and going in for a 
Punch combo. Try to get out of the way just after the  combo finishes or 
you'll get hit. That seems to the be the most effective way to dealing 
with him. Scorpion attacks with his Scorpion Sting and his tail, but 
if you watch for it, you'll probably be able to use R1 to Zipline to the 
ceiling or a far wall (if stuck to the wall) to get out of the way. 
Web-Bolts don't seem to have much effect, so save your webbing. Same goes 
for Web-Spikes. 

If you have activated the J. James Jewitt code, then JJJ will be replaced
with this hippy looking character during this level.

Once he's done you'll be treated to a cutscene with JJJ and another 
famous Marvel Universe hero.
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4A. POLICE CHOPPER CHASE  /
-------------------------/
As if your day wasn't bad enough, now the NYPD choppers have you 
in their sites. This level is one of those Birds Eye View ones I 
was talking about. It is just a simple swing and survive mission, 
so SWING and SURVIVE, SPIDEY! Watch out for their targetting system. 
Wherever it is, you don't want to be. No time limit, but there sure 
is a feeling of RUSH, RUSH, RUSH! Maybe it's those missiles coming at you...
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4B. MISSILE ATTACK      /
-----------------------/
Remember that game Crazy Climber from way back when? A guy climbed a 
building and had to avoid things like falling  plants and birds... 
Well this level is a lot like that, except that Spidey just has to 
climb to the top of the building without getting toasted. At first 
it's a little nasty because Spidey can't web swing in this level; 
not even if he falls. You are being targetted again, but once you 
realize what area of the building is being targetted it's easy to 
avoid getting hit. If you make it up far enough, you'll hit a Check
Point, but most hardcore gamers won't even need it.

Simply look for the boarded up areas on the building. Those are 
the ones that are always targetted by the cops. They are the areas 
that explode, so simply try and avoid those while climbing. Always 
try to climb on the "granite" rather than the boards and you'll be fine.

If you are wearing the Captain Universe costume, you have nothing 
to fear. You can even crawl on the areas where the walls have blown
apart and are on fire. Keep your eyes open for the signs on either side
of the building and you'll hear a few random comments.
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4C. BUILDING TOP CHASE  /
-----------------------/
No rest for the wicked. Another Swing and Survive mission. Follow the 
Spidey Compass and GO GO GO! Once you see the Hotel, keep going to 
the right and you will see another Crane, with a Pumpkin painted
on the side and the word BOMB on it. Swing over and you'll find a 
room in the Crane. Who do you think this place belongs too? Also, 
watch carefully for the building that is targetted and one of the 
floors is blown open. There are 3 thugs in here and a health pick 
up if you need it. Be mindful to avoid the fires burning here. 
They'll kill you instantly. Reach the last building and you'll 
have survived long enough to...
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4D. SCALE THE GIRDERS   /
-----------------------/
Well, better do as the title says and climb those girders. Using the 
Zipline between girders is genius, so you had better do it to avoid 
"targetting". Simply make your way to the top of the structure and then swing
like hell some more! Just remember to follow the Spidey Compass.
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4E. POLICE EVADED       /
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At the beginning of this level your Spidey Compass tells you to go Left. If 
you do, your dead. Ignore the Compass and head in the direction you are 
facing when you start the level. I'm not sure if the Compass' direction is a 
little bug or not, but it may be fixed in the final game. Whatever you do 
avoid being near an explosion! One blast and you'll end up DOA. Once you 
get going the Spidey Compass quits trying to kill you and you should watch 
it carefully. You'll see a cutscene with Black Cat if you make it to the end.
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5A. BOSS 2: RHINO       /
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Remember those times when Spidey didn't have the braun to defeat a villain, 
so he used his brain? This is one of those times. Defeating Rhino requires 
timing, patience and using your head. Actually, let Rhino use his head in 
this one; you just direct him. You and Rhino are in a square closed compound. 
There are 4 electrical conduits around as well as some 45 gallon drums in 
the corners, housing some explosives. Taking him on with fisticuffs and 
webbing is pretty useless: You'll get in two punches and then he'll knock you 
flat. Taking to the walls doesn't work much either as Rhino can knock you 
off the wall by stomping on the ground; even if he's across the compound. So 
try and lure Rhino to run at the conduits, while you cleverly jump and swing 
out of the way. Don't punch him while he's electrified either dummy (even
with Web-Fists you'll get juiced!). Next make Rhino charge you while you 
stand IN FRONT of the green oil drums, then when he's almost at you, jump and 
swing in the direction he came from. If there are oil drums on that side, 
then simply repeat the process a few times and viola! You're done!
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6A. CHASING VENOM       /
-----------------------/
I remember Chasing Amy, but Chasing Venom? That probably would have been 
a much different movie. If you have what it takes you had better keep up 
with Eddie Brock and his bad-ass symbiote if you want to clear this level. 
All you have to do is trust your Spidey Compass and make darn sure you don't 
let Venom get too far ahead of you. Just as in the Scorpion/JJJ level you 
will see a meter with Spidey and Venom. Basically you want to keep those heads 
as close together as possible. A valuable move is mastering the ability to 
switch web-swinging in the air, which is easier than it seems. Simply, swing 
in one direction, then press X to release the web, then simply press the 
joystick in the new direction and press R2. It takes some practice but 
it can be done. As well, learning to let yourself drop off a building 
while sticking to it, and then pressing in an opposite direction, 
will allow you to swing around much faster than trying to line up your 
swings.

Once Venom reaches the girders you will find some health, webbing and a curious 
yellow Spider-Icon. Pick that up and you'll end up wearing the Black and White 
Spider-Armor. Very cool. At this point, approach Venom and he'll move to three 
different spots on the girders. Simply follow him. When you come near him for 
the last time he will jump off and a humorous cutscene will take place. Once 
the cutscene is over, simply keep up with Venom again while he lures you to a 
nice place to eat your brains.
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7A. BOSS 3: VENOM       /
-----------------------/
Battling Venom is tough at first. Venom likes to disappear after he lays a 
beating on you. Here is the trick to beating him. In this level, stay off the 
walls at all costs, as Venom will reel you in with webbing or his symbiote. 
Don't even bother trying to throw the dumpsters at him (although look for 
health and a comic book behind one of them). Simply stay near a wall or corner 
so that you can see as much as the level as possible, or use L1 Targetting Mode. 
When Venom reappears try to capture him with webbing with the Triangle button, 
then while he is struggling, shoot a Web-Bolt at him (Triangle + Up). If 
shooting him with webbing is to much for you, simply try and hit him with 
two Web-Bolts when he appears. You should be able to get at least two hits 
per re-appearance. Simply rinse and repeat and you've beaten him! If you 
have a power enhanced costume on, then beating Venom will be a little easier.
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8A. INTO THE SEWERS     /
-----------------------/
Without revealing too much, after all of your hard work, you still haven't 
beaten Venom. So now, you'll have to chase him into the sewers beneath the 
streets of New York! Lucky you! Throughout the actual sewers you won't be
able to webswing or wallcrawl, so you'll need to rely on your fists. You'll
soon run into those Lizard creatures, created by Kurt Connors (AKA Lizard). 
The first pack of them you meet, simply aviod them and their acid spitting.
Once you reach the next open area, webswing across the 4 aquaducts. You should 
be able to find your way fairly easily. Once again, hit the sewers and you will
run into another pack of Lizard creatures. These ones you'll have to fight, as 
defeating them all opens the large door you need to go through. Once they 
are beaten and the door opens with Venom behind it, the chase is back on! But
it gets a little confusing. Swing to the first duct and then swing to the
other, all the while avoiding the Lizard creatures or knocking them off the 
ducts with your Web-Bolt. Make your way to the end of the second duct and 
you will receive a message to use your L1 Targetting Mode. Press L1 and look 
at the skinny pipes to your left (if facing the wall). You may have to move 
closer to the wall (when the aquaduct goes into a brown color that should do it)
When the cursor is green, webswing up to the pipe. Simply target the pipe 
next to it, and the one next to that and you will eventually see a huge 
door. If you are too high on the last pipe you won't be able to target the 
door or the landing, so crawl down the pipe more and then try it. Be careful 
not to crawl too far down or you will fall off of the pipe and have to 
restart that section. Once you are low enough, you should be able to target 
the area and swing to it, which then opens the door. More Lizard creatures 
await. Avoid them if you wish. You'll just miss Venom as he escapes on the 
subway!
-------------------------/
8B. SUBWAY BATTLE       /
-----------------------/
Okay, so you don't catch Venom in the sewers. You'll have to battle it out on
top of a subway. A plethora of Lizard creatures await, and you won't be able to 
webswing. There are a ton of health ups so completing this level should be a 
piece of cake. Just try and avoid the edge of the train, as you can fall off.
Use a lot of webbing here to keep the Lizardmen at bay and keep your eyes
open for Health and Webbing Icons!
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8C. SEWAGE PLANT       /
-----------------------/
There will be three Lizardmen heading your way when you start this level. 
Personally, I'd just avoid them. Head straight, turn left and snag some
Webbing and a comic, then head back in the opposite direction. You will 
see more Lizardmen drop down. Avoid them too, and when you reach the metal
grate use R1 to zipline up. There are a couple of Lizard men here which 
you might as well get rid of now. Once you do that, head in the opposite 
direction of them and you'll find a Switch that is found above a pool of 
water. DON'T JUMP IN THE WATER! Use your Trap Webbing (Triangle) to turn 
off the switch, then use L1 Targetting mode to watch the water drain out.
Once the water has receded, jump down and go straight through the opening
You'll have to be quick, especially when playing on Hard. Once you reach 
the middle of the big room, use R1 to Zipline up the ceiling.

You'll see a room ahead that contains three switches and a health icon.
Activate all of the switches, grab the health and turn around to face
More Lizardmen. Impact Webbing can knock them into the water, so do it.
You'll see another switch. Use Trap Webbing again, L1 Targetting and 
wait until the water drains, then drop down and do exactly what you 
did before. Once you get to the big room, Zipl-line up with R1, and you 
will see yet another room with three switches, but this time, Lizardmen
are guarding the room and you'll have to take them out. Once you've
finished them off, head back to the first vent and you will have found
an opening to the right once you drop down. Hit the switch, watch the 
water drain and head down. When you see a light from the tunnel, use
R1 to Zip-line up and you've finished this level! 
-------------------------/
8D. HIDDEN SWITCHES    /
-----------------------/
This is a cakewalk. When you start the level you will notice all 
kinds of Lizardmen wandering around. Luckily they can be avoided. 
If you swing to the right, you will see a switch glowing red. Hit 
it with webbing to activate it. Then swing over the water, and 
you will find another glowing red switch. Hit it. Then swing 
back to where the first switch was and you will see another 
glowing red switch. Hit it and then go back to the other switch 
area and hit the last one. Before you exist the level, swing 
back over to the area that had the first switch and you'll 
find a comic. The water will drain out, so drop down and run 
through the opening and you've beaten this one! 
-------------------------/
8E. TUNNEL CRAWL        /
-----------------------/
This level isn't very difficult, even on Hard mode. Head straight and
you'll see Venom zip by to the left. You'll also run into two Lizardmen
which you should avoid if possible. Run to the left and you will 
see an open grate. DO NOT JUMP INTO IT! You must first zip to the 
ceiling and crawl through, pressing UP all of the time. The camera
will then switch to a side angle and you will be crawling through 
a tunnel with water underneath. Simply wait for the water to start
receding and go for it, pressing UP all of the way. You should have 
ample time. There are two areas like this. After the second, you will
see another open grate. Crawl through, fight or avoid the two Lizardmen
and Venom will come bounding past. Swing across the water once you reach 
the open area. Make it directly across to the other side and use
Trap Webbing to activate the switch which drains the water. Jump down,
avoid the Lizardmen, flick the switch found on one of the concrete
platforms and then head out the newly opened door which is at
ground level.  
-------------------------/
8F. VENOM'S PUZZLE      /
-----------------------/
Remove your brain for this one, because you won't be needing it.
Turn and face the opposite direction when you start the level.
You will see a room with a waterfall. Walk off the platform and 
try to drop two platforms down. Hit the switch on that platform
which will open Doors 2 & 4. Then simply use L1 to look around, 
Up and to the Left of the waterwall and use Trap Webbing to hit 
that switch! That opens Doors 1 & 3 and viola! Simply make your 
way up to the platform you came in at, head back down the tunnel 
and take the first right, and you will see all 4 doors are now 
open. Go through here and you are done. Now put your brain back 
in your head.
-------------------------/
8G. LIZARD'S MAZE       /
-----------------------/
This ain't so bad. Take out Venom and he'll buzz off. Head straight
And hit the ceiling. Avoid the dripping acid or sewage, and watch 
out for the trap walls that slam shut. Get through that and take a 
RIGHT at the next crossway. Venom shows up again so take him out.
Keep heading straight, cross another waterway and still head straight
and you will find Lizard! He'll actually be civil; seems he's a little 
cheesed that Venom trapped him, stole his lair and is using the 
Lizardmen for his own twisted purposes. He'll give you directions to 
find the lair. If you forget what he said, approach the cage again
and he'll repeat himself. Just do what he says, and you'll be fine.
When he says "Go past the machinery" he is refering to the two slamming
walltraps. Find the lair and it's off to fight Venom again while
trying to save MJ.
-----------------------------/
9A. Spidey Vs. Venom Again! /
---------------------------/
Poor MJ! Hanging by a chain waiting to drown. Perhaps Spidey can 
save her, perhaps not. It's actually not as hard as it seems at
first crack. Stick near the center of the room as Venom appears
randomly in four directions. Once he appears he will turn on 
one of the switches which starts filling up the area where MJ
is. You should use Trap Webbing to turn it off and use the same
method of fighting Venom that you did the first time, but be
careful not to activate the switch with Impact or Trap Webbing.
If you do, MJ will let you know! If you can get in close on 
Venom a few times and hit him with some punches, that will help.
Once you clean his clock, you'll be treated to a great CG!
-----------------------------/
10A. Symbiotes Infest Bugle /
---------------------------/
What will become a major annoyance in the levels to come, the
Symbiotes will try your patience, but you will soon discover a 
secret weapon that will make your life much easier. Take out
the first symbiote (Web Spikes work well for now) and then use
Trap Webbing to hit the switch to the AC (Air Conditioner) in the 
Room, and free Hostage Numero Uno. Take off to the back area and 
you'll find another symbiote in the hallway on the way to 
File Room B.You should Zip-Line up into the vent in front of 
The File Room B sign to pick up some webbing and a comic. Then 
drop down and move towards the windows in File Room B. They will
shatter and another Hostage will be free. Punch out the symbiote
in this area and then grab another webbing. Also take notice of
the ceiling grate on the ground and Zip-Line up to fight another
symbiote and find another trapped Hostage. Directly across from the 
trapped hostage is a small area with another vent shaft. Drop down
and hit the AC button to free him. Head into File Room A and 
make your way to the back of the room with an Elevator. Hit the 
elevator button and drop down to end the level.
-------------------------/
10B. ELEVATOR DESCENT   /
-----------------------/
You can take two courses of action here. If you are a more 
conservative player, stay on the elevator until it stops, at
which time you'll have to find the area with the button to get it 
going again. If you want more action, drop down on to the red
webbing and fight some symbiotes for fun. The doorway that leads
to the button to get the elevator going again is right underneath
and behind the stalled elevator. The doorway to the right of the
good door, houses a symbiote, some health and a useless button , so 
don't bother. Spidey will tell you when the elevator is working
again. Jump on it, or head down to the bottom. You'll have to wait
until the elevator busts through a couple of levels of red
webbing. You'll know you are at the bottom when you see two 
buttons and two doors. The door on the left houses a comic and a 
sybiote and the door on the right houses the exit. 
-------------------------/
10C. STOP THE PRESSES   /
-----------------------/
More symbiotes mean more PITA (pain in the @$$). You'll discover the 
K-Tel Symbiote making machines here, and it'll be your job 
to put them out of business. The first generator is dead ahead, 
so simply shoot Impact Webbing at either side (hitting the cocoon
like things). It will blow up and then you'll have to find more! Be 
sure to destroy the generators as soon as you see them as they will just
keep making more symbiotes. Also don't fall into the Printing Press 
or it's back to the beginning of the level for you. Head to the back 
wall (look for some webbing on stacks of paper) and turn left and you 
will discover another room that has a ramp leading up to generator #2. 
Take it out! Exit the ramp room the same way you came and you will 
see another area opened up on your left. Another generator can be found
if you walk directly between the machinery. Another door will open up
on the left hand wall. Destroy the generator and a secret door will
open and in it you will see an Orange Spider Icon. This is the Flaming
Webbing which will really take care of those symbiotes and incinerate
the little S.O.B.'s. Be sure to grab all that you can find from now 
on. Head down the ramp and to your left out into the other area.
Look for the other room on the left, with a ramp, and jump to the 
left upon entering in case the symbiotes try and drop that large
roll of paper on you. Look for the opening in the floor. 
------------------------/
10D. BUGLE'S BASEMENT  /
----------------------/
Take the time out of your busy schedule to send another symbiote
back to Neverland. Then run straight and take your first left.
As you get near the barrier it will explode and the area will be 
accessible. Watch out for the steam, and make your way into the 
area, killing the symbiote and destroying another generator. If 
you open the switch, be really careful and walk inside the furnace.
Using L1 targetting mode, look up and target the ledge of what will
be a secret area with Magnesium Webbing, Webbing and Health. Just
be careful as it's hot in there. Head back down and out of the room
to the left and cross the flaming area quickly. When the steam pipes
burst, target them with L1 and when the crosshairs turn Purple, 
use Trap Webbing (Triangle) to shut them. Head straight, turn left,
and you'll see the elevator. If you drop down into it you'll find
Health, but sometimes you'll also find a symbiote, so look before
you leap. Climb out, go straight, turn left and take a right at
the Blast Furnace. You'll be in a room with a symbiote that drops 
down. Take care of him, and Zip-Line up to another room with another
symbiote and a switch. Flip the switch and head back down. Take a left
and then another left and you will see an area that wasn't accessible
before (until you threw that last switch). Blow up the last generator
and run back out of the room and head left. Then you'll meet up with
your Doppleganger...your twin...the imposter.
--------------------------/
11A. SPIDEY VS MYSTERIO  /
------------------------/
This Boss is tricky, especially the first time around because you probably
won't have those fancy pants costumes to soak up a lot of damage. But 
keep your head about you and you'll do fine, but it will probably take
you a few tries, especially on Hard Mode. Mysterio will try and grab you
so jump down a level or two to avoid his hands, but beware of his feet!)
Keep running and try and grab as many Webbing and Health icons as you
can (they appear randomly around the different levels). When Mysterio 
tires of attacking with a frontal assault, he'll send out the 
Wheel of Misfortune...spikes and all. Run towards them and jump! Your goal
is to try and take out the glowing power conduits on Mysterio's suit.
Use Impact Webbing. Once you get lucky enough to knock the two on his
Chest out of commision, head down a level and look for the rest of them.
There are 6 in total, and then a couple regenerate. Continue to knock 
them out. Once all of his lasers are out of order, then go for his fishbowl
and see what you can do. It will take a few shots and you'll have to 
jump around various levels to avoid the electrified floor, but in the 
end it's all part of being a friendly neighborhood Spider-Person. Don't 
give! He is a pretty tough boss but after a dozen or so attempts you'll 
start to get the hang of his patterns. :)
----------------------------/
12A. WATERFRONT WAREHOUSE  /
--------------------------/
What would a warehouse be without a spider? There are two generators here
and a kings ransom in powerups, especially if you head to the rafters. Also
there are a lot of drums lying around that like to explode, so make good 
use out of them to take out the symbiotes. Head to the back of the room and 
to the left of center of the back wall you will find a crate that says "This 
Way Up". You need to go to in here and drop down behind it. As soon as you 
enter, go left and take out the symbiote generator and the symbiotes as well.
Then head the other way, turn left down the next corridor and you'll enter 
another room with 2 more generators, powerups etc. Take the floor exit when
you finish up, take a couple of lefts and drop down in the room with the 
big fan. Take the doorway out, drop down and you'll be in another vent.
Make your way to the other room but this time take note that there isn't 
a cover on the fan. If you look to your right you will see a ledge. Go
here and walk through. You'll find another vent to drop down to, but
shoot webbing at the blue gate past the vent and it will open. There 
will be goodies in here, and then head to the vent and drop down.
-------------------------/
12B. UNDERWATER TRENCH  /
-----------------------/
Unless you are invulnerable, this level is really tough. Make your
way through to the big area, but take some time to look around for
webbing or health before entering the big rooms. You'll have to be
really good at taking out cannons. All you have to do is get from 
one end to the other without getting blown apart by lasers or 
electrified floors. Should be a piece of cake for a Spider-Person
like you. You'll have to use a lot of L1 targetting to attach to the 
platforms. There are three rooms, each more difficult than the last.
Getting through the first room isn't so bad, so I'll leave that to 
your own devices. In the second room swing for the first platform
on the right and be prepared to take out the laser cannon mounted
on it. Then L1 Target to the platform above you and to the left. Get
ready to take it out quick. If you don't take it out, it will zap 
you as you try to get to the next platform, so deal with it. The 
best approach here is to L1 Target the next laser and take it out 
from afar, but it's tricky and you won't get too many repeat 
performances at it. Once you get to the platform, jump and make
a desperate swing for the door. Once outside look around for webs
and health and a switch that opens a door that leads to a comic.
Then head for the last room. L1 Target the platform on the left and 
Swing to it. Take out the Laser fast. Swing to the one on the right,
destroy that laser cannon too. Make another leap to the platform on 
the right, and take out the cannon and then it's home free to the 
door.
-------------------------/
12B. STOPPING THE FOG   /
-----------------------/
And all this time you thought the fog that has blanketed the streets
of New York in this game, we're just developer tricks because they 
really didn't have enough horsepower to draw more of the city. Well, 
you were wrong. How clever they were to work in a little trick like that
into the storyline of the game, eh? Thankfully, this is another level
where you can remove your brain. Grab the magnesium and head for the center
of the room, climb the pillar and find the Spidey Armor in the hole. Then
look for the door that has a green light on it. Go in there and meet the 
captured Black Cat. Make sure before you leave to flick the switch to the 
right of Black Cat. Then simply find the next room with a green light and
go inside to flcik the switch. Do this until there are no more rooms and 
no more switches and you'll head off to meet...
-------------------------/
13A. SPIDEY VS DOC OCK  /
-----------------------/
If you thought it would be cool to fight Dr. Octopus, you were dead
wrong. This Boss battle is not only easy, but boring. Keep running around
until the pillars drop that say ON. Hit them with Impact Webbing and make
sure to either jump or crawl on the ceiling over the force fields that 
are generated. Do this 4 times and you can start hitting the good doctor
with Impact Webbing. Then he'll turn on the machine again and you'll have to 
repeat. It won't take long for you to take him down.
-------------------------/
14A. SPIDEY VS CARNAGE  /
-----------------------/
Carnage doesn't like sound and there is a sonic maximizer going 
nutzoid in the center of the room, so take advantage of it. Carnage is 
the only Boss in the game that you can grab using the Square and 
Triangle buttons. When you grab him, try and kick him into the middle
of the sonic disturbance and then keep on him with Trap Webbing. Whatever
you do, don't let him get too far away or he can kill you in one shot.
Remember the saying "Keep your friends close and your enemies closer".
Carnage should go down without much of a fuss. 
----------------------------/
15A. SPIDEY VS MONSTER-OCK /
--------------------------/
If you don't like being chased you are going to HATE this level. It's 
one big chase scene with you moving forward, sideways, up and into the 
background, while trying to escape the ever-on-your-heels Monster-Ock,
who happens to be a hybrid of Doc Ock and Carnage's symbiote. At first
this level seemed impossible, but after quite a few tries I realized 
what to do. You'll have to be very adept at webswinging here as it is 
much faster than running. Most of the time you are running left and then
towards yourself. When you reach an area that seems like a dead end, 
the best thing to do is webswing towards yourself, to a transparent
wall. These areas are orange and have arrows pointing up usually. Hit
the wall and press up to climb. You will find the next area and then you 
must instantly start running forward. You will run into a few of these
areas. Near the end you will have to run away from the screen which gets
a little confusing, but practice makes perfect. Sometimes you can even
let Monster-Ock get ahead of you, but this is only occasionally. You will
probably be killed a lot in this level, which makes it frustrating. But
as I said, webswing and try to end your swings, landing in the center of 
the next hallway so that you can run like hell in the direction you are 
supposed to go. All you have to do is run away, so just follow the 
hallways and GO GO GO!! If you make it to the end, the last CG of the 
game will start and you can sit back and enjoy it!
--------------------------------------------------------------------/
6A. WHAT IF MODE/CONTEST EXPLANATION
-----------------------------------------------------------------/
WHAT IF? was a series of comics that took an important event in
Marvel Universe and explored different possibilities. For example
WHAT IF J. Jonah Jameson had been bitten by the radioactive spider
instead of Peter Parker? 
The What IF cheat code (GBHSRSPM entered at the Cheats screen)
simply alters certain parts of the game.
After you enter the code, start a new game and play your way through
the first level and get to the Bank. When the next level starts up,
you will be greeted by the Watcher (the narrator of the WHAT IF
stories). He will explain that certain events will play out differently
now in this "alternate universe". This means keep your eyes peeled
for anything that has changed from the first time you played the game.
I've notice a smattering of changes from new sayings, to new graphics
to an all new mini-level. I won't spoil the surprises here, just keep
your eyes peeled. A cool idea indeed. It won't change any of the 
FMV scenes at all however.
HINT: In the second level, The Bank Approach, go and see if any of
The FF are home...
-------------------------------------------------------------------/
7. FAQ'S/SECRETS
-----------------------------------------------------------------/
Q. Will you be able to play the game with any other characters or any
other costumes?
A. Yes there are 10 costumes in the game in total, each with their own
slightly different powers. They are:

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