Spider-Man 2
Web swinging & Fighting FAQ for PS2
Version 1.0
Table of contents
I. Introduction
II. Version history
III. Controls
IV. Web swinging basics
V. Advanced Web swinging
VI. Combo & Upgrade purchase list
VII. Fighting Basics
VIII. In depth fighting and boss strategies
IX. Future version plans
X. Closing & Copyright info.
I. Introduction
Well obviously if you are reading this, you have gotten yourself a copy of an
amazing game called Spider-Man 2. I’m basically writing this for two reasons.
1) To help those out who may have never touched a Spider-Man game before. And
2) To perhaps help those out who may find the switch from other Spider-Man
games a bit difficult at first. I will dispense with the introduction of
myself, as my name is posted next to the FAQ =P and we will get right to the
important things.
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II. Version History
1.0- The very basics of the game are covered. As well as a small tidbit bit or
two into some of the more advanced fighting. The combos available for purchase
are all listed as well.
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III. Controls
Square - Attack/Action
Circle - Evade attacks/Stick to a wall
Triangle - Webbing
X - Jump
R1 - Center camera behind Spidey
R2 - Web swing
L1 - Spider Reflex mode
L2 - Sprint/Web Zip (must be purchased)
Left Analog - Move Spidey
Right Analog - Camera Control
Up Directional - Also enters Spider Reflexes
Down Directional - Locks onto a specific target
Select - View map
Start - Menu (Options, save/load, etc.)
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IV. Web Swinging Basics
Ahh where the real fun begins!! Even though Bruce Campbell does a fantastic
job instructing you at the start, you may end up forgetting some things due to
everything you have to grasp in order to play the game. Here is where I come
in. I will first explain the difference between “Easy” web swinging and Normal
web swinging.
In Easy Web swinging some of the dynamics to basic web swinging are altered.
Mainly being that to break a web line you simply have to let go of R2. Where
as in Normal mode you must manually break your line by jumping and then taping
R2 again to continue swinging.
OK so your first intention is to use Easy right? Yes, while getting around at
the start will be much easier, you will be unable to perform some maneuvers.
One in particular is being able to hold a web line in each hand. This move
really doesn’t serve much of a purpose throughout the game, however, I like
being able to do all of the moves. So from here I will explain the basics of
web swinging as if you were using Normal mode.
Moving from building to building:
OK, as stated in the Introduction, the mechanics of Web swinging (with normal
mode) have changed a bit. Take a leap of faith towards a building and then
press R2. Keep in mind that instead of being able to hook your web onto
anything, as in previous Spidey games. You must be in the position to fire a
line and have it hook onto something in Spider-Man 2, be it a building, street
light, flag pole, even Helicopters and trees work!
OK, so you have gotten your first line out and hooked to a building, now what?
Well, there are three ways of continuing your swing. The first is very simple,
all you have to do is press and release the R2 button again while pressing the
analog in the direction you want to go. Spidey will simply cut the line, make
a new one, and continue swinging. This isn’t a very dynamic way of swinging
though now is it?
The second way is the one you should learn to do as it is the fastest, as well
as the more dynamic. This is done by riding your web line to the maximum swing
height, then pushing X to jump and break the line, then pressing R2 and the
left analog in which ever direction you want to shoot a line and continue
swinging. This method keeps your momentum going when you jump off, so it
allows for faster web swinging. With some practice you can easily get anywhere
in the city with ease.
The third method I rarely use, but it is there. The move I was peaking of
earlier where you hold a webline in each hand and do a swinging motion. This
is done by first swinging, Let us say you shoot your line to a building on the
right, at any point after the web hooks you then press and HOLD R2 while
pushing left on the analog stick (assuming the first building you hit was on
the right). Later on in the game (pretty early) you can by an upgrade for this
move which allows you to catapult yourself forward quite a distance. But
method two for web swinging is still by far the fastest. While you have a line
in each hand you can move the left analog back and forth to make yourself
swing back and forth, gaining momentum. To continue swinging let go of R2 and
Spidey will drop the first line he created. Or you can jump and cut both lines.
Wall Crawling:
What would Spider-man do if he didn’t have this ability? Again, some things
for wall crawling have changed since the last installment of Spider-Man. You
will no longer automatically grab onto a wall after hitting it, instead you
will have to manually begin the action by pressing towards the wall and
Circle. Or, after jumping from your Web line and heading towards a building,
this can be performed as well.
I don’t think I need to go into detail about how or why this move is
important. And if I do, then you should not be playing this game.
Flag poles, street lights, and other things:
Yet another new edition to this game is the ability to grab onto and swing
around any type of pole that may be protruding off of a building. All you have
to do is align yourself with the pole so that it looks like you are jumping
onto it. From here press and hold Circle to grab the pole and begin twirling
around it. To get off all you have to do is let go of Circle. Timing is of the
essence. If you release yourself while pointed down you will only fall to the
ground. But, if you dismount while Spidey is positioned up or forward, you
will catapult yourself in that direction.
Again, this is another move that is not all that useful, but hey, it’s there
for you to do (Although will be invaluable during the Liberty Island sequence.
with Mysterio).
Jumping:
Simple stuff here. Tapping X will do a little hop, while holding down X will
charge your jump. You’ll notice the yellow bar on the left side of your screen
begin to fill up as you charge your jump. Letting go of X at the maximum
charge will let Spidey jump very, very, very, very, high.
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V: Advanced Web Swinging
OK, so you are Cruising around the city by now (hopefully) and you are
beginning to wonder what other nifty things this game has right? Of course you
are.
Cutting That Corner:
OK, so it’s not Gran Turismo, but if you want to be like Spidey you will have
to learn where to place a web line as well as when to let one go. The further
you press to the left or right on the analog as you fire your web line will
determine how Spidey’s momentum shifts. For Instance:
You are on a time based mission and need to get somewhere as quick as
possible. Sure, you could just swing normally and probably make it in time,
but if you plan on doing the challenges in the game you will need every
second. So, to get to your destination you decide to go in between some
buildings and veer off of the road. Let us say that your alley is to the
right. The best thing to do is press to the hard right on the analog then fire
your web. Instead of having to jump to break the line, then move yourself
towards the direction you need to go and continuing to swing from there. Once
Spidey creates a line that you pushed hard right on, he will begin to swing
very sharply to make the turn without loosing your momentum. Practicing this
would be a good idea, again, especially if you plan on doing some challenges.
Speed Swinging:
Simple enough here again, while you are swinging press the L2 button to get an
extra boost of speed. This will cause you not only to swing faster, but will
also increase the maximum height of your swing do to the extra boost. This is
the type of swinging you should learn to use. This, when used with a charged
up jump will really make you feel like you are playing a Spider-Man movie!
I found the easiest way to do all of this is right after you release R2 for
your web line, immediately begin to hold X, and as you are coming up in your
swing, press and hold L2. Spidey will literally soar through the air with this
method. You could also just push and hold X & L2 at the same time to get this
done. But it seems to me by waiting to push L2 until you are on your way up,
you get a extra little something in your web swing. But by all means if it is
easier for you to press and hold L2 & X together, right after you web is
hooked, then by all means do it. Both methods work.
In Air trickery:
While you are in the air with no web lines attached to you, you can pull off a
couple tricks with style. All you have to do is press X while in the air to do
one of these tricks. Asides from looking cool, this is an easy way to refill
your hero meter, as doing tricks will reward you with an increase. Throw a
line, break it, press X a couple times, then continue swinging. Easy enough?
You can unlock other tricks by purchasing them in the stores. All of them are
done by pressing X, pressing X again after your initial press will perform
another trick. Once you get up to the tricks that require five or six presses
of X while in mid-air, you will more than likely need a tall building to jump
from to perform them.
Wall Run:
Pressing the sprint button (L2) and then pressing circle to attach to a wall
will cause Spidey to run up the side of the building! He can only take a few
steps like this though as gravity will kick in. There are a lot of things to
do in a Wall run though. You can release and press circle again to enter
normal wall crawling mode, you can jump off of a building you are running up
to set yourself up for a web swing. Or the last, you can use your Web-Zip (has
to be purchased) upgrade to move quickly and make it up the side of a building
in record time.
Web-Zip:
The ability to buy this upgrade is available pretty early on. Maybe it was the
fact I was having wayyy too much fun Web swinging, but I did not find out just
how useful this move was until almost the end of the game. This move is done
by holding down L2 and then pressing R2 to shoot a line.
While some are probably familiar with the Web-Zip in other Spider-Man games,
this one (like most other things) works differently than previous Spider-Man
games. You can no longer Web-Zip across an entire room from pillar to post.
This move works while you are climbing the side of a building and while in mid
air, assuming you have something you can web on to. This move is great for
moments where you miss judge a jump and are plummeting towards the street. The
reach for a Web-Zip is greater than that of a normal web line. While in mid
air, performing this move will hook onto the closest thing in the direction
you are holding the left analog. Spidey will shoot out some web and then pull
himself in. This is also great for when you are chasing Black Cat. Web-Zipping
will keep you from losing too much height if you begin to fall and have no
where to hook a regular Web-Line. Keep in mind that even though this move does
have better range, you still need something you can hook your web to.
If you do this while climbing and press circle right after the line is shot,
Spidey will do his wall run for some extra steps. What I like to do is keep
circle held while climbing, hold L2, then tap R2. As soon as gravity kicks in
and Spidey is about to fall, I just let go of circle and press and hold circle
again to enter normal crawling. Rinse. Repeat.
If you have to, practice using this move so you can get the distance and
timing down. You will thank me later.
Now are we ready to try some fancy stuff? Start web swinging close to a
building and do a Sprint. Keep L2 pressed. As you near the building jump off
then immediately press circle, this will put Spidey in wall sprint mode, begin
charging your jump. Run horizontally and as you near the edge of the building
let go of X to jump off and then press X a couple times to get a couple tricks
in. After all of that press R2 again to Continue swinging. Pretty neat eh?
Double Line Catapult:
This is another move that must be purchased. Position yourself good and get a
web line in each hand. Swing back and forth while keeping X held to charge
your jump. Once you have some nice height and momentum going release X to
catapult yourself forward. This move is nifty and all, but will serve little
purpose throughout the game.
With all the options for web swinging I can guarantee a lot of you will be
playing for hours just to see how you can link moves together to really make
it look like something Spider-Man would do.
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VI. Upgrade and Combo purchase list
Here I will name all the attacks and upgrades available for purchase in stores
as well as a brief description of them. I will also give my rating on each
upgrade as to how useful it is. I plan next version to add prices for them all.
Web Swinging Upgrades:
Swing Speed Level 1-8 - This increases the speed at which you can web swing.
There are a total of eight levels you can purchase throughout the game. Some
missions require you to buy this upgrade before you can move on, making it
almost a must. Although having it, really doesn’t make a whole lot of a
difference at first. It will become more important when you start doing time
based missions and such. Rating: 4/5
Slingshot Jump - Just get yourself a web line in each hand, charge your jump,
move the left analog to get some momentum going then release X at the height
of your swing. You won’t be using this much during the game. But it is a
pretty neat trick. Rating 2/5
Web Zip- While you are in mid air, press and hold L2, then press R2 to shoot a
web line straight out. After it hooks onto something Spidey will pull himself
forward. This move becomes more and more useful. Just an example, you jump off
of a building and realize afterwards you cannot make it to the next roof top.
Perform this and you may actually stay high enough to reach it, but if not
then you will hit the side of the building and it’s just a short climb up.
This is really the most useful in missions when you have to chase Black Cat.
Rating: 5/5
Fighting Upgrades:
Note!: These are not listed in order that you can obtain them. I am going off
the order they appear in the upgrade screen.
Grapple - Hold Triangle and Circle together. This move will cause you to shoot
a line out, yank in an enemy and catch them in a grapple. From here you can
press Square to beat on them, or circle to throw them. It’s not a bad move to
use when you only have one or two people on you. Anymore than that though and
I would stick to other things to deal out punishment. Rating: 3/5
Air Jump Off Kick - At any point during an air combo press X. Doing this will
propel you higher into the air while your enemy falls to the ground. While
this may not seem like much, it is actually a very important move which I go
into detail on in section VIII In Depth Fighting. Rating 4/5
Cannon Ball kick - Press Square while web swinging. This kick looks similar to
the one you can do in Spider-Man 1. And it can even hit multiple enemies in
your path! Be that as it may, I rarely use this. It’s all good to use it as an
opening attack, or if you need to back off out of a tight situation. There are
better things you can use though. Rating 2/5
Rising Knee Kick - Square, Triangle, X. This a launch attack, meaning it
knocks your enemy into the air for an air combo. Air attacks are great to use
when you need to polish off a enemy while keeping yourself away from other
enemies on the ground. Although I prefer to use the Square, Triangle, Square
combo to launch them up. Either way it’s still useful. Rating: 3/5
Yank Behind - Square, Triangle, Circle. You will web yank an enemy and throw
them straight behind you. The enemy you yank will hit any other enemies
standing behind you. This may sound neat, but once you start getting to
enemies that like to block a lot, your time will be better spent trying to
pull off Multi hit attacks. The web rodeo move is a lot better to use than
this as you do full 360 swings so you can hit guys all around you. Rating: 1/5
Earth Breaker Punch - Triangle, Square, X. Spidey will jump up a short
distance then come smashing down to the ground. This move is great if you are
surrounded as it can hit multiple enemies. That fact alone gives you reason to
use this attack. Rating: 3/5
Level 3 Air Combo - Purchasing this will allow you to hit an enemy 3 times in
the air. Rating: 4/5
Launch Kick - AFTER dodging an attack press Square, then X. Another launch
move. There is another and much more useful dodge attack you can purchase. I
never ever use this. Rating: 1/5
Dizzy Strike - Square, Square, Circle. After you connect with this, your enemy
will be stunned for a short time. It’s much easier just to shoot a quick
impact webbing though. Rating: 2/5
Multi-web Hammer - Square, Square, Triangle x6. Continuing a combo that you
have at the start of the game, this allows you to repeatedly slam an enemy
into the ground for up to six times. I would refrain from using this a lot
though as it will leave you wide open for attacks. But it does do some nice
damage. Rating: 3/5
The Hero Punch - Charge your jump meter to full, then press Square. This is
another attack that can hit multiple enemies and even knocks them back. Even
so, having to charge jump while trying to dodge or fight can be tricky.
Rating: 3/5
Interceptor Kick - Triangle, Square, Triangle, Square. This move is most
useful on an enemy that is a distance from you. You will yank them towards
you, kick them away, yank them back, and kick them again. It does decent
damage. I like to use it a lot if I have enemies that have not noticed I am
there yet. Rating: 3/5
Level 4 Air Combo - Adds a 4th hit to your air combo and does quite a bit of
damage. Rating: 4/5
Jaw Launcher - Can only be done during Spider Reflexes. Square, Square, X. Yet
another launch attack. I prefer to keep things on the ground when in Spider
Reflexes. That’s just me though. Rating: 1/5
Air Pile Driver - Must Have “Grapple” purchased! Get your goon in a grapple,
then jump up and press Circle. I like to use this move if I have one or maybe
two opponents left as it does some heavy damage. But again, trying to grapple
with any more than that and you are wasting your time as you could be doing
better things. Rating: 3/5
Web Hanger - Square, Square, Triangle, X. You must be somewhat near a traffic
light. Quite a neat little move. This is another good one if you have one or
two opponents. Tie one up while you take care of the other. Or tie your one
goon up then do a air combo with them tied to the post. They can break free
eventually so be aware of that if you tie one up and go to take care of
another. Rating: 3/5
Double Heel Kick - Must first purchase Dizzy Strike. This is just a
continuation of that combo. Square, Square, Circle, Square. Rating 2/5
Stair Step Kick Combo - Must first purchase Jaw Launcher and be in Spider
Reflexes. Square, Square, X, Square rapidly. Keep pressing Square as it will
allow you to hit the enemy over and over with kicks. A pretty good move to
have as it can take an enemy out pretty quickly. Rating: 3/5
Super Web - Triangle, Square, Triangle, Triangle. The last hit of this attack
fires an impact webbing at your foe, making it tremendously useful for two
reasons. One, they can’t move so you can take on other people. And Two, they
can’t block when they are tied up, so combo away. Rating 3/5
Whirlwind Kick - After dodging press Square, Square. This is the most useful
dodge attack. You can kick an enemy many times causing a lot of damage. Asides
from that though it hits multiple foes. So, anyone standing around you gets
chunks of their life taken away. Rating: 5/5
Rising Shoulder Charge - Fully charge a jump, then press Square while
sprinting. This will knock enemies back and get you into the air if you need
some breathing room. But, there are much easier options of doing so. Rating:
1/5
Air Web Slam - You must purchase grapple first! First grapple an enemy, then
jump into the air and press Triangle. Spidey will attach a web line to the
foe, then spin around and slam them into the ground. A neat trick for sure.
But, we go back yet again to grappling with three or more people around. There
are just better things you can do. Rating: 3/5
Spider Missile - While Wall Sprinting, or Wall jumping, press Square to
execute a fast homing missile drop-kick. I’ve only actually been able to pull
this off once. And because it is so difficult to hit correctly, that makes it
relatively useless. Rating: 1/5
Multi-Web Tie Level 1-3 - Upgrading this allows you to web up multiple enemies
at once. It’s fairly useful but, keep in mind that it only works on enemies in
front of you. Rating: 3/5
Wall Sprint Duration Upgrade - Increases the time you can spend during wall
sprinting. I really did not notice too much of a difference after getting
this. But I guess it is there... Rating: 1/5
Air Tricks:
Note: A double jump is simply pressing X once while in mid-air. And all of
these moves must be bought in order. The only purpose these moves really serve
is that it is an easy way to refill your Hero Meter.
The Inverted Widow - Press X during a double jump.
Daddy Long Legs - Press X, X during a double jump.
The Spinnaret - Press X, X, X, during a double jump.
The Rolling Reporter - Press X, X, X, X during a double jump.
Webtastic 360 - Press X, X, X, X, X during a double jump
The Poison Spike - Press X, X, X, X, X, X during a double jump
Note: A falling twirl is basically just taking a swan dive off of a building,
do not press jump, just kind of run off.
Super Fly Spider Guy - Press X during a falling twirl.
The Web Freak Tango - Press X, X during a falling twirl.
Manhattan Web Roll - Press X, X, X during a falling twirl.
Misc.:
Fighting Arena - Purchase this and Shocker’s warehouse by the sea becomes a
fighting arena for you. It’s a pretty quick way to build up some hero points.
It is round based and each round gets tougher.
Movie Theater - Buying this will allow you to watch the games movie sequences.
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VII. Basic Fighting
Yes, even with Spider-Man roaming New York, petty thugs will never give you a
moments rest. So, to change this, we will have to teach them all a nice lesson
about what happens when you mess with Spidey.
Gone are the days of a separate punch and kick button. Most attacks you start
out with and most combo’s start with your basic attack button which is square.
You’re move list is not all that much to look at when starting out. Which
isn’t all that bad, it is much better to take things slow when it comes to
fighting.
Starter Attacks and Combos:
Here is a list of what you start out with when you first begin to play.
Square - Punch
Triangle (tap) - Shoots webbing at an enemy’s eyes/disarms them. It’s easier
to disarm after you have webbed them up.
Triangle (Hold) - Webs up an enemy
Square, Square - 1,2 combo
Square, Square, Square - Knockdown punch
Square, X - Hop over head punch
Square, Triangle - Web trip
Square, Square, X - Jump-off kick
Square, Square, Triangle - Web Hammer (By holding triangle and rotating the
left analog stick you can perform the Web rodeo)
Square, X, Square - Air kick (launches enemy)
Square, Triangle, Square - Double fist (launches enemy)
Triangle + Any direction on the left analog - Web Yank. You will yank the
enemy in any direction that you are pressing. Rotate the stick 360 degrees to
perform the Web Rodeo.
Triangle, Square - Yank kick
Triangle, Square, Square - Thrust kick
Triangle, Square, Triangle - Web Blast (knock away)
While holding L2 press Square - Rising uppercut (launches enemy)
While holding L2, press Triangle - Impact Webbing (harder for enemies to dodge)
Attacks to do while in Spider Reflexes:
Square - Roundhouse kick
Square, Square - Drop kick
Square, Square, Square - Mule kick
Dodging attacks:
Circle to dodge, then press Square - Counter flip kick
Circle to dodge while holding left on the analog, then press square - Counter
Elbow
Circle to dodge while holding right on the analog, then press square - Counter
uppercut
Circle to dodge, then press Triangle - Counter Web slam
Circle to dodge while holding left on the analog, then press triangle -
Counter web Hammer
Circle to dodge while holding right on the analog, then press Triangle -
Counter impact web
In Air moves:
After launching your enemy, you can jump up and have a field day with them.
All you have to do is jump, then press Square. You can only hit them twice
when you first start out, but upgrades for this will be available later.
So those are your basic moves to start out with. Now for some beginner
strategy.
First off, learn to dodge as early as possible. You aren’t given very much
time at all between the time your spider sense goes off to the time you are
hit. It’s also a good idea to remember that the closer you are to an enemy
with a gun, the less time you have to dodge. It’s best to first disarm them
before charging in.
It’s very easy to get surrounded. If you are getting attack from all sides it
makes dodging a heck of a lot harder. There’s no shame in jumping back to get
yourself out of a tight jam.
For those pesky criminals who are able to dodge your normal web shooting, try
holding down the sprint button while you shoot. You will shoot impact webbing
at them. This seems to work in most cases for your common criminals. And since
the impact webbing also ties them up upon impact, they are easy prey to either
disarm them or give them a beating.
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VIII. In Depth Fighting
I will repeatedly refer to some moves which must be unlocked, if you don’t
have them, don’t worry. I’m merely just laying out some strategies for the
different fighting scenarios.
If you didn’t listen to me earlier, then go practice dodging now.
Air Combo Greatness:
See I told ya I would go into detail on air combos now didn’t I? So why is
that kick that I said was great to get in the upgrades section so great? OK,
first get your Thug up into the air. Jump up, hit them twice with Square, then
press X to perform your Jump off kick. Immediately after this press Triangle
to throw out a web line and back on the left analog. Doing this will yank the
goon up to your position where you can combo then again. The beauty of this
is, you can pretty much do this over and over and over again. I kept one going
for awhile and when I finally let the guy fall we landed on a roof top!
I find it easier to keep the combo going if you only use two hits.
Fighting Multiple Thugs:
Chances are a couple of them will have guns. And if one of them has an
automatic you could be dead before you ever get to fighting. First thing is
first, use Impact webbing to web up those guys with guns. Don’t bother
disarming them because as you are fighting the other goons they will
eventually break free and be able to pick their guns up. After you turn your
attention towards the non gun holders, the best thing to do is wait for one to
attack, dodge him/her then do the Whirlwind Kick counter. Fortunately for you
the dummies will get up and try to hit you again. In two Whirlwind kicks you
should have killed most of the melee thugs and the gun holders should be about
to break free. Give them a fresh coating of your webbing and from here you can
either disarm them, or go combo one until he/she is out cold.
The combos I usually stick to are the Square, Triangle, Square combo, as it
launches an enemy into the air, and of course, from there you can do an air
combo. I also like the Earth Breaker combo because the last hit can hit
multiple foes. But once you get the Whirlwind Kick counter, you’ll probably
not be doing much in the way of combos. Only because the move does so much
damage with so little effort.
Towards the end of the game the criminals well get pretty good at dodging your
web and blocking your attacks. Just remember that Impact webbing is your best
friend.
Fighting Mysterio’s Flying Robots:
The easiest and best thing to do here is actually let them come in close to
you. Then jump at them and do an air combo. Since they fly, they don’t fall to
the ground on the last hit. So that means you can do two combos on them which
is what it will take to kill one. That’s all there is to these guys...
Fighting the annoyingly large Robot Guys:
If there is something in this game that gives me a headache it is these
things. The first time you fight them with Black Cat the best thing to do is
actually get behind one of the containers and start taking out the little
guys. With a little luck the big robot things will actually start to kill each
other because they like to fire rockets at you non stop. If you get in
trouble, get up to a roof top quickly.
Spider Reflexes is a must here if you are fighting two or more of these things
at one time. Just try your best to stay behind them and keep on the combos.
If you find yourself unable to beat this level at all, even after taking out
the little guys, just let Black Cat run around. She will actually attack them
and eventually kill them (and you’re supposed to be a hero?).
From this point on these guys will appear in missions around the city (yay for
you). Stay clear of their rockets obviously. If you get in front of them and
can dodge well enough, just keep dodging. Chances are they will hit one
another and eventually kill each other. When there is only one left try again
to stay behind him and take him down with combos.
BOSS FIGHTS:
Fighting Rhino:
There’s nothing too difficult here. He is invulnerable to webbing and most of
your attacks at first. He has one attack where he attempts to hit you three
times with this large pipe he is holding. All you have to do is dodge the
three hits and then proceed with a combo.
Mysterio’s Conquest of Liberty Island:
At first this may seem like a tough fight but there really isn’t much to this.
First use the floating platforms to make your way to the top of the Statue of
Liberty. Once you are there you will see a large rotating device with eight
poles sticking out of it. At the end of these poles are eight orbs you must
smash in order to be able to stand in the center of the rotating platform
safely. The hardest part is smashing the orbs.
Start web swinging around the rotating platform until you can get yourself
into the position to grab onto the pole. Once you grab onto a pole keep circle
pressed until Spidey stops swinging himself around it. Once he has, you can
safely let go of circle. Now crawl out along the pole to the end where the orb
is, do a small jump, and then start pressing Square like you are going for an
Air combo. Even if you over or under shoot your jump, the game is set up to
kind of “Draw you in” to the nearest enemy when you are doing an air combo. It
only takes two or three hits to destroy an orb. Immediately after you destroy
an orb web swing to the next nearest pole and repeat the process. On the last
orb, web swing to the center piece (sprinting while swinging helps!).
In the very center of this piece you will see the “Mother Brain”. Just jump up
to it and combo it. With any luck you will kill it now, if not, the orbs will
soon reappear and the rotating blades will start up again. So if you see the
orbs come back get off the center!! Just repeat the process to stop the blades
again and finish off the brain.
Fighting Doc Ock at the Bank:
This is only difficult because of the stupid guys standing around firing
grenades at you. Your first priority is to take these guys out as quick as
possible while trying to stay away from the good Doctor. Use impact webbing
and your strongest combos to take these guys out. Don’t stand still too long
as Doc Ock will eventually get to you and plus the other goons shooting
grenades continuously.
Once they are finally gone you can concentrate on the Doc. Dodge his attacks
then immediately hit triangle to web his tentacle to the floor. Once hit
Tentacles are tied down you can run in for a combo. After you finish your
combo jump away to a safe distance because his tentacles will soon be free.
Just repeat this process until he is at half health. Once he gets to half he
runs off.
Fighting Shocker:
Once the fight starts you just have to work your way to him. He will be
jumping all around while shooting at you. Once you get next to him, land a
combo then quickly back away. Shocker will charge up and unleash a huge shock
wave that covers about half the stage. Just keep at him and wear him down.
Fighting Mysterio in the Store:
I just can’t figure out a pattern for this guy =/ I think I beat him with luck.
Fighting Shocker in the OsCorp Lab:
Ok, the neat little lock on target thing that you never use? Yeah, that!
You’re going to want to use it here. Start out by continuing to web swing
around the room while Cat figures out how to shut the machine off. Once she
does, swing up to your platform and turn off Shocker’s shield. Turn on lock
target and jump down to Shocker. Use the same method as before, combo, then
back off. Eventually he will go back and try to use the shield again. Swing
around until Cat calls for you.
The third time he goes for the shield Cat says she is going to take them down
permanently (thank god). So after she does, Finnish Shocker off.
Fighting Doc Ock on The Train:
Use the same method as the bank scene. His attacks are a little faster now,
that is all.
Fighting Doc Ock at his Lab:
When you start this level out the Doctor is invulnerable to all of your
attacks. And his attacks are more powerful and faster than ever. And to top it
all off you have to deal with another stupid fusion machine that likes to
shoot plasma bolts at you.
Well, first thing is first, lets take out Doc Ock’s shield AND that friggin
machine. You will notice power cables coming out from the machine, follow
these as quickly as possible to the control panels and shut each one off.
There are two that are kind of hidden, one is underneath the main floor on a
wall. You can get there easily by the incredibly large hole in the floor. The
other is up high on the side of a wall.
After you disengage all of them a short cut scene will take place. When the
game resumes it’s time to put down the Doctor. Before you do anything though,
swing to the opposite side of the room to the largest open space.
You know the drill by now, web up his tentacles then go in for a combo. What I
found works best is that you can do an air combo for the max. 4 hits, then as
soon as you hit the ground land another couple hits, then back off.
Mysterio’s Fun House:
Ok, so it’s not a boss fight, but some people have trouble with it. In the
room with a bunch of mirrors and a hologram image in the center the easiest
way to beat it is to do this... Don’t worry about the deformed Spider guys
that come out, start breaking mirrors. What you are looking for is after you
break one of the mirrors, a colored laser appears and is going towards the
hologram image in the center. Now, from this mirror that has the laser, break
every 3rd mirror. Every 3rd mirror hides another laser, once you have broken
all the mirrors with lasers your clones will disappear and another laser will
shoot down from the hologram revealing the exit.
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IX. Future Plans
Well, next version I hope to add prices to all upgrades and combo’s you can
purchase. Possibly some more strategy on fighting as I am on my way through
the game for a second time.
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X. Copyright and all that good stuff
This FAQ is Copyright 2004 by Josh Ford.
GameFaqs.com is the only website with permission to post this FAQ.
If you want to link to it all you have to do is ask at..
Firetoss@hotmail.com
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