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Spider Man 3

"Looking for Insider Cheat Codes Of Spider Man 3?"






1) INTRODUCTION



Spider Man 3 Certain movie/game plot lines may be mentioned during the guide. I do not go out of my way to spoil any events but it is inevitable that some spoilers may exist for the sheer fact that this is a game based on the movie.

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This guide was made using the Xbox 360 version of Spider-Man 3. I attempt to describe the actions necessary to complete each mission.

Spider Man 3 The strategies below may not be the best but they are proven to work (considering its the way I completed the missions).

Hopefully this guide will provide insight to thosewho need it to defeat the cast of enemies thrown at Your Friendly NeighborhoodSpider-Man.

It is up to Spider-Man to clear the city from all the super villains. Remember with great power comes great responsibility...

2) WALKTHROUGH

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2.1 - Tutorial

Spider-Man jumps right into the action with a nice little tutorial level. So, nice, tutorial levels have made instruction manuals practically obsolete. Firstoff we learn to attack (X light, Y heavy).

Dodges are performed with the LBbutton being held. Holding the LB as an attack is commencing allows Spider-Manto avoid harm and counter with an unblockable attack (press the attack button on screen). Next perform the actions the on screen prompts suggest (Dodge 2attacks and defeat the enemies).

The next challenge is to counter attack fourtimes and then defeat the thugs. A note about counter attacking, release the LB button after hitting attack to actually perform the counter. Exit the room and jump to the top of the ledges shown.

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The next room begins by showing Spidey how to use his super attack. Once youcombo meter is full (red) press RB and X to do the only super move you haveunlocked. Now defeat the enemies and press the right analog stick to turn onyour Spidey Sense.

Enter the next room through the newly formed "door" and useB to climb the wall. Find the bombs and hold B to web them up. Use B on the next enemy to try some web attacks then move around the corner ahead and press the Left Trigger to sprint.

Sprinting will lead you to a room without an exit. Spidey seems to think he can bust some pipes to extinguish the fireblocking the way out.

Next, you tap a twice for a double jump and hold for a high jump. The double jump should have allowed you to reach a ledge behind Spidey and a room withsome thugs.

Defeat these guys by any method you choose. Upon your exit a button pressing sequence will occur. Don't worry if you are not successfulthe first time you can try again.More Spider Man 3 Tips:

The next piece of tutorial information is presented after hearing Spidey discuss the current state of the city. Use the RT to web swing. After swingingfor a while a yellow marker of interest will appear.

All you have to do is web swing to the end of the street then again but this time you learn how to boost your swing and go faster.

Finally we use the back button to access the map area and select missions.

Lets review what we have learned thus far:

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X -> Fast attack

Y -> Strong attack

B -> Web/Wall Crawl

A -> Jump

LT -> Sprint

LB -> Dodge

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RT -> Web Swing

RB -> Super Attack

Right analog -> Spidey Sense

Back -> Map

2.2 - The Lizard

Part 1: In Search of the Lizards

This is a photo mission. Jameson wants some pics of the lizards walking aroundGramercy Park. Move to the yellow marker next to the nearby hotdog stand to learn a little more about photo missions.

Snap the requested picture and head over to Larry, take a photo, and return it to the Bugle. Surprisingly, hedid not like your photo. Head over to the park to see if you can find anygiant lizards.

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Upon landing in the park a man comes running down the street proclaiming its the end of the world. I think there may be a giant lizard behind him (just a guess). Move down the street and use Spidey Sense to locate the lizard in thealley. Snap a photo and he jumps into the sewer. Now head back toward the Daily Bugle and you will run into some of the Apocalypse gang up to no good.

Take them out then use Spidey Sense to investigate what they were doing. Thereare large green reptilian foot prints leading in three directions. The printsto the left and right are dead ends so follow the ones straight ahead.

They goup the side of the building across the street, around the corner, and back to the side walk. Now that your back on the ground the prints split again. The ones moving diagonally across the street are a dead end so follow the ones atthe crosswalk.

They lead to the lizard eating stealing some hotdogs. Snap a picture of him in the act quickly before he runs away (the camera can zoom inso you don't have to get real close). Return, with photos in hand, to the Bugleto complete the mission.More Spider Man 3 Tips:

Part 2: Connors the Lizard

When the mission begins turn on your spidey sense and notice the yellow square in the center of the area. Stand over it and press X, then X and B repeatedly to continue the search for Dr. Connors. The area below is fullof lizards.

You can fight these 4 or 5 lizards (they are not real tough) oryou can just jump down the circular opening in the center of the area and avoid the fight altogether.

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You will hear someone screaming. Being the good guy he is Spidey will try tosave him of course. Move down the hall and defeat the two lizards on the bridge.

Cross the bridge then swing across the pond of water for a button pressing sequence. Enter the hydraulic room for a lot of lizards in a bad mood.Fight the lizards if you like or just knock down the two lights in the area to electrocute them and open a new door.

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Move through the doorway and swing to the left. Once you arrive on the next platform you will fight that's righta lizard. There are several others through the wall he just busted through.

Once they are defeated (web rodeo works pretty well). Use spidey sense and look around the room. You should be able to see the red outline of anotherlizard up the steps. A lizard jumps at you from nowhere in the next room as a button to press appears on screen.

Hit that button then destroy the lizard.The next area is a button pressing sequence where Spidey swings to the nextfight.

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At the end of the swinging you will enter a corridor. The very beginning of the corridor is another lizard that will attack. Press the on screen button quick enough and Spidey avoids the attack and unleashes one of his own.

At theend of the hall a lizard will throw a few civilians and jump in the water. Investigate the area he just left. Move up the stairs and be prepared for another quick attack, button press sequence.

Jump down to the platform below.Spidey needs to burn the green goo wall ahead so web rodeo a barrel and throwit at the wall. Connect a couple of times and the wall is destroyed. The only problem is lizards are attacking.

They can be taken out before or after trying to web rodeo the barrels into the wall.

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Move through the newly found door way and fight off a single lizard. Jump downthe opening next to the large pipe. Get the health icon and fight off anotherlizard. Cross the bridge and take out this lizard. There is a lever you needto activate to raise the gate so Spidey can fight more lizards.

Open a secondgate with another lever. This next room has some easier to defeat lizards thatyou do not have to waste your time with, just jump up to the platform on theleft side of the room and open the door that appears yellowish when you activate your spidey sense.

Once the door opens you get a glimpse of Dr. Connors as he continues to run. Just stand near the door way and the lizardsin the room will move to attack. The steam busting through the pipes will eliminate most of them.

Take out any survivors and avoid the steam (jump it or walk on the large horizontal pipes along the wall) as you move down the hall.The exit to the next room is on the right.

Climb up to the top platform bust down the boards and enter the next corridor. There is Connors again. The cutscene shows him jumping to the ground. You've followed this far no need to stopnow.

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Where did that giant drill come from. Web swing down the tunnel to avoid beingcrushed by the drill. The wall will be destroyed in the center, on the sides,or top/bottom. Swing through the openings to the end of the tunnel. Move through the next door and finally Spidey has found Lizard.

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The initial battle is pretty simple. Move to the none grinding end of one of the conveyer belts and activate Spidey's reflex mechanism with LB. Lizard will jump from the water and tackle Spider-Man.

When he does rapidly press A and when you reach the grinder Lizard we be slammed into it. Repeat this processfor all three conveyer belts. If the sequence is initiated to close to the grinder Spidey will not have time to reverse Lizard into the grinder.

Onceall three grinders are destroyed Lizard is stunned. Move toward him and pressY to activate a "finisher" button sequence. Hit the right button at the righttime and Lizard is thrown into the next room, but he is not done. Now you getto fight him one on one.

Use LB to activate reflexes/dodge the majority of his attacks. Be sure you are using your own combos to lower his health as well.

At any point when there is red glowing ring around his hands stand backthat attack will not be dodged with Spidey's quick reflexes. Stay on theoffensive and remember to use LB.

After his HP is reduced to about half hebecomes enraged and his hands will glow red at all times. His claw attackscan not be dodged but LB will still help with any tail attacks.

Just stay onthe offensive and any time you see a purple icon over his head jump out of theway. At the end Lizard tries to escape but with the help of a button pressingaction sequence you just may prevent that.

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Part 3: The Hunter and the Hunted

Spidey is back in the area where he fought Lizard and quickly notices severaldead lizards nearby. Fall down the hole all the way to the bottom. Move throughthe corridor until it ends.

You should be in a large sewer tunnel at thispoint. Swing forward until you can not swing anymore. Once you reach the end,its a rock wall, there will be a platform nearby so Spidey can continue hissearch for Dr. Connors.

If you can not find the platform, turn on spidey senseand locate the red bodies lying on the ground. The dead lizards indicated inred are positioned on the platform. As you move up the stairs lizards will be flung in your direction.

Apparently someone is attacking these creatures.Near the top of the steps though there is one lizard that is still alive andwill attack. He is no problem though.

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Kraven is the one taking out all of the reptiles in the sewer. He will turn alever that will fill the sewer with green liquid (not sure what it is but itcan not be healthy). Press the appropriate on screen buttons to quickly move up and dodge the remaining lizards.

After entering the next area the door behind you slams shut. Move to the right and get ready for a fight. There areseveral lizards to occupy Spidey's time but with each enemy defeated more respawn.

Investigate the area and a hole in the ground just past the bulk of the enemies should be found. If Spidey can cover the opening then the lizards would stop respawning. There is a broken track with a train car nextto the hole.

Move to the end of the train opposite the hole, press and hold X.Release X when the meter is full and Spider-Man will push the car over the hole. Now go back and take out any remaining lizards. Turn on spidey sense andnote the other train car in the area is yellow as is the metal beam in front ofit.

Move to the metal beam and press X. Now press X and B repeatedly to move the beam from the car's path. Perform the same action as with the previous car to open a path for Spidey.

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Pick up the health before moving to the next area. This tunnel has a groundcovering of electrified liquid that we Spidey does not want to walk in. I could not really effectively web swing here either.

The best method is to wall crawl to the ceiling and move down the tunnel. At times there will be ametal gate blocking Spidey's path. The console to open the gate is in the electrified liquid.

Use web yoyo (up on the d-pad) to lower Spider-Man to safely the console. Return to the ceiling and continue down the tunnel.

After three gates Spidey will reach the end of the tunnel. Drop down to the safe ground below (use web yoyo to find the safe area) and move into thenext hall.

At the end of the hall is a shaft that will required the well timedpressing of buttons to reach the top. Grab the health and move onto the nextbattle.

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Dr. Connors is about to be killed by Kraven the Hunter. Spidey will not allowKraven to kill his professor. After some witty banter its battle time. Kravenseems to have more HP than some of the other bosses.

Kraven's main attack, tostart, is with his knife. He will slash and use a spin attack. His knifeattacks can be dodged with reflexes. Kraven will also grab Spidey for a bellyto back suplex (for you wrestling fans out there).

If you press dodge at theright moment Spidey will avoid the attack and Kraven slams his own head intothe ground. At a couple points during the fight Kraven will copy himself. TheseKraven clones are easy to take out just a minor annoyance on your way to the main Kraven.

Stay on the attack and Kraven will throw down a potion and transform into a bear. The bear Kraven will melee with his claws and has a powerful grapple attack that slams Spidey into the ground. If knocked down byone of the bear's attacks Kraven will pounce on Spidey.

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At this point some rapid tap action on the A button is required to knock him away. Even laterKraven takes another form, that of a hawk/eagle. In this form Kraven is able to hover above the battle field and swoop down to attack. He seems quicker andmore agile than when in bear form.

Take this fight to the air with mid air combos. Be wary though Kraven does not have to get close to attack now. He hasthe ability to shoot feathers at you from above. His final form is a Panther.

By now Kraven's HP is very small and hopefully Spider-Man's is not. Continueto attack with the black suit and use reflexes to finish off Kraven. At the endof the battle Kraven is stunned. Move to him and press Y to activate the a push button action sequence where he hurls objects at Spidey.

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If the sequenceis not performed accurately (X, A, Y in my game) then Spider-Man will haveto reactivate it by attacking Kraven some more.

After defeating Kraven Spidey received a health boost and he is probably goingto need it. At the end of the cut scene Spider-Man moves deeper into the sewers only to find an area full of lizards.

Defeat them and there will be another health boost in it for Spidey. Find the lever in the room and activateit to open the door. There is an opening in the wall for Spidey to climb through, Kraven is on the other side.

This time he is all Panther but with a new twist, he can turn invisible. Invisible at least to normal people. Use spidey sense to locate Kraven. To complicate matters even more there arelizards constantly spawning in the battle field.

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Even though Kraven has beenslaughtering all of them he could find they pay no attention to him nor doeshe care about the lizards. Everyone is after Spidey. Make full use of reflexesand rage to attack Kraven.

The lizards are primarily push-overs that can be used to increase the rage meter quicker. The problem comes when Kraven grapplesSpider-Man. When this happens Spidey is defenseless against their attacks. Basically, while Kraven is holding the web crawler the lizards will relentlessly injure Spider-Man.

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It is possible to stand on one of the distantledges and web grapple the lizards into the air to defeat them. Then attackKraven until the lizards come back. The lizards nor Kraven can reach Spidey. This method takes time and patience for it to work.

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Once Kraven's health is depleted yet again, a action sequence occurs. Correctlypress the appropriate button and Spider-Man will now have to find Dr. Connorsagain. Move toward the yellow marker and walk right through two doors surrounded by red mist.

Enter the hall and continue until you see the 01 written on the wall. Climb or jump up the wall to the right and proceed to the02. Climb or jump to the next ledge and move to the battle with Lizard take 2.

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At the beginning of the battle do not try to attack Lizard. He is invincible.His attacks consist of a melee slash thats dodgeable (reflexes), a ranged stream of acid attack, a charge, and second acid attack. The only one that isreflex dodge enabled is the melee slashes. Jumping/swinging/sprint should helpavoid the other attacks.

The pattern the Lizard uses after a successful ora failed tail swing is an acid roar (avoid by staying at a distance), charge (avoid by using LB to run around him as he is charging), and then his acid splatter move (avoid by using LB and keeping a distance).

As soon as the acid splatter move is finished Press B to shoot web onto his hands. While he istrying to remove the webbing, move to him and press X (or he will remove it andleap at Spider-Man at which point press X is advisable).

Spidey will perform agrapple move and jump away shooting web at Lizard. Next a B will appear above Lizard's tail. Move to his tail, hit B (don't hold) and rotate the left stick to throw him into the nearby generators.

The faster the rotation the faster theLizard. Release Lizard, when ready, by pressing B again. Once all four generators are destroyed the real battle begins but with the odds a littlemore even.

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The next part is really fairly simple. Lizard will leap from wall to wall andcome crashing down to the ground for a very forceful attack. Watch for him to begin his decent for the attack and press the reflex button. Move out of the way and Lizard will crash into the ground.

There seems to be some areas onthe floor that Lizard will slam into with such force that he gets stuck. Oncehe is stuck Spidey can get in some good combos. He will eventually free himselfand use his acid roar move before beginning another set of leaps.

Just avoid his cannonball to the ground and attack when possible to deplete his HP. Whenhis health is gone a Y will appear over his head to initiate the next action sequence.

The sequence consists of moving the Left Stick down, pressing X (Ithink), left analog stick up, Y, then alternating left and right analog stickdown repeatedly.

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2.3 - Mad Bomber

Part 2: Subway Disaster

Some naughty fiend has planted bombs in the subway, so Spidey feels its his duty to disarm them. Head toward the subway indicated by the yellow marker.Enter the subway terminal and head down a series of stairs.

Once you see themoving subway cars web swing down the tunnel until a mini cut scene occurs. Thehole in the wall of the tunnel is your destination. Be careful while travelingin the tunnel the subway will/can hit Spider-Man. A hit won't kill him but it can't feel good.

The opening leads to a staging area where the bad guys wereimplementing their dastardly plot. Take out the enemies and search for a clueto the location of the explosives. There is a table with a large sheet of paperto the left (use spidey sense).

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There are a series of bombs on the nearby cables that Spider-Man needs to webup to avert disaster. Basically just follow the markers to each bombs positionon the cables and press B to encase it in webbing.

Once the cable bombs are disarmed, Spidey is back in the subway tunnel and needs to find the next one.The next bomb is sealed off underground. Pressing X on the hatch reveals that it can not be opened with brute strength alone.

Wait for the subway to come from behind Spidey and press B to use the subways momentum to break the hatch.The first step in disarming the bomb is to rotate the right analog stickquickly and press the on screen button. This is done 4 times to unscrew each offour bolts.

Next press X until the arrow next to it is pointing down and press B until its arrow is pointed up. Now that the disarm mechanism has powerpress X to disarm the bomb.

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Move on down the tunnel and the marker will lead you to an overhead water transport overpass (technical term don't worry about it). The water is to highto allow you to pass, so jump down and back to the tunnel. There is a woodenboard covering the valve for the water nearby.

Attack the board and turn thevalve to lower the water. Jump back up to the overhead water transportoverpass. Enter the previously inaccessible area and climb the wall to locatethe next bomb.

Rapidly tap the button displayed to remove the bombs cover. Nowhit each moving button as it goes by. If successful the bomb will never explode.

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Continue down the tunnel and 2 flame throwing enemies will be found. Dispose ofthem first then worry about the puzzle. There is a subway car in the center. In front of the car are yellow levers that rotate the track the car is on. Pullthe lever until the car rolls away.

Now pull the lever again to allow the carthat is blocking the bomb to roll away. Once you have found the bomb press the RT and LT buttons simultaneously to open the cover. Now press A until a greenlight appears at the top of the bomb.

This will allow power to flow to the shutoff button. The enemy is not please and unleashes a rapid moving subway car that will certainly destroy some property and people if not stopped. Spideywill sling shot to the top of the car and it is your responsibility to hit the rapidly appearing on screen buttons to shoot enough web to slow the subway car.

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Part 3: Jetpack Bombings

The web crawler swings up onto some evil doers planting a bomb. Spidey's senseof civic duty compels him to investigate. Move toward the bomb and defuse it.Use the right analog stick to unscrew the bolts and press the correspondingbutton to remove it.

Once all four are gone the main panel of the bomb is removed. To get the power to the shut off mechanism make sure the current reaches its endpoint by opening the circuits.

Its kind of like those tracinggames everyone has done in activity books as a child. Unfortunately the patternfor each bomb changes from attempt to attempt so there is no way to describe each individually.

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The next bomb is in Chinatown near the Brooklyn Bridge. It is the type where you press a button as it passes through a circle type.

Not sure if this is supposed to happen but for some reason going through the bomb mini game did not disable it. Instead Spidey had the option to power kick it into the riverto continue.

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Bomb number 3 is in the financial district on top of a large building facingthe river. Its the brute force method for this one too. Once the bomb is safely in the water chase down the guys who left it.

When you approach the enemy and get close enough press B to web yank him a little closer (if necessary). Then press B again and Spidey will get on his back. At which point,you should try to ram him into nearby buildings to disable him.

Once this enemyis down head to bomb number 4 in the World Financial Center. This bomb actuallydoes need to be defused without brute force. Now chase down another thug and ram him into a few buildings.

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Bomb five has a jetpack enemy nearby that needs taken out before the diffusingprocess begins. This is the last bomb in the way of a mission complete. It istricky too. This one combines different diffusal methods and introduces a newone where buttons are pushed at the bottom of a constantly changing number pad.

Part 4: Carlyle's Plan

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There is some evil activity over at the George Washington Bridge. Spidey needs to quickly (its timed) make it to an area under the beginning of the bridge to defuse a bomb.

The bomb is guarded by 4 lower class enemies. Takethem out and reach the bomb with time to spare. Once the bomb is rendered useless a green explosion occurs in the distance. Again Spidey is first one in.

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The explosion took place in a nearby factory. When Spidey gets close he willsee people running from the entrance. Every time others run away from somethingSpider-Man runs to it. Enter the building defeat a couple enemies and explorefurther. Carlyle will reveal his plan to destroy the city.

Quickly combo theenemies so you can use the valves to release some of the pressure. Reflexesplus your favorite combo will suffice against the guards. Move to valve one androtate the right analog stick so that the meter is in green.

Quickly move to the next two valves and repeat. They will all have to be in the green range to proceed. Once accomplished a door opens allowing Spidey to continue.

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Some debris comes crashing down on the enemy. Spider-Man is such a nice guy he saves the trapped enemy only to be attacked. Take out the ungrateful one then jump up to the next level to defeat another guard.

Use Spidey Sense andmove up the steps. With Spidey Sense on the scaffolding should turn yellow. While you are walking forward you should notice a ladder hanging from the ceiling.

Move to the opposite side of the ladder and jump up to the next level.With spidey sense on a desk should appear in yellow. Move over to the desk and examine it with X. Move back down to the yellow scaffolding (trace your stepsback to the ladder mentioned above) and proceed down the path to the stairs. Once down the stairs turn and face the stairs. Below is the desired exit.

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Move forward and an enemy will appear from behind and attempt to attack pressthe on screen button (X). The explosion will open the path to the next room.Either ignore the enemy and enter the room or defeat the enemy and go to thenext room.

There are several guys to fight in this area. The main objective though is to destroy the large chemical tank. Use reflexes to move around thearea and dodge attacks. Fight the guys as necessary but focus the effort onattacking the tank.

After destroying the tank finish off any remaining guardsand move up the stairs toward the head honcho's last position. At the topof the stairs Spidey sees him hovering above. He attempts to end Spidey's lifewith massive explosion.

With quick reflexes and some button presses (A,X,B,A)Spider-Man lives to see another day.

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Part 5: Death to J. Jonah

The Daily Bugle is under attack. Why does Carlyle not like the best newspaper man in the business. The bombers have placed three bombs in what is left ofthe Bugle.

Spidey will move to each himself with the help of some timely button presses that is. Once each bomb is defused its time to chase down Carlye's helicopter.

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Soon after the chase begins Carlyle throws Jameson out of the helicopter. Swingat J.J. to catch him but make sure you can keep up with Carlyle afterwards. Ifyou happen to miss him you will start back at the point he is falling untilyou make the catch.

Continue to chase the helicopter until you land with Jameson on a roof via a cut scene. The helicopter is flying overhead and firesmissiles at poor defenseless Spider-Man. Use LB to turn on spidey reflexes toslow the missile down.

When it gets close B will appear on screen. Press the button and Spider-Man will dodge the missile and use his web to launch it backat the helicopter. If my count is correct it takes five returned missiles to destroy Carlyle's ride.

In between single missile launches, a burst of missileswill be fired in Spidey's general direction. When you notice more than one missile run to the opposite end of the building and jump to the next lower level.

This will allow Spider-Man to avoid any damage from the undodgeable barrage of missiles. After the missiles hit a series of bullets will be fired.These can be avoided basically by running around the roof. When the bullets stop relocate the helicopter and get ready to dodge another missile.

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2.4 - Apocalypse Gang

Part 1 The Catch of the Day

A man is being tormented by the Apocalypse gang. They are using a crane to holdhim over the water and plan to lower him into the river and drown him. Use X to operate the crane and keep the man from his death.

Unfortunately, the members of the Apocalypse gang would prefer he die. They will fight you andreactivate the cranes lowering controls until you dispose of them all.

Basically, balance continued attacks with crane operation. It is best to standnear the crane during the fight for quick access.

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Part 2 The Bomb Shelter

Enter the subway and move down the stairs. When you come to a point where there isn't a guide marker leading you go left to find more stairs that leadto a couple of civilians discussing some men running down the tunnel. Spideycatches the next train to move on down the line. Swing forward and meet threeenemies one of which has a gun.

It may be best to take him out first then focus on the 2 melee attackers. Once they are disposed of, jump on the platformto the left and head toward the hideout. Jump below and take the lighted hallon the right. You should see a broken electrical cord in the middle of the floor. Look up and locate the red light.

Jump to the platform below the red light and move down the hall. There are several enemies in this room and 3 or 4 with guns. If you have web rodeo as a special attack it works wellhere to deal damage to many enemies at once.

The hostages are to the rightand at least one gun man is to the left on the platform above the room. Oncethe hostages are free another hostage appears on the tracks. Quickly sprint/web swing to him and press X before the express hits him.

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The gang highjackedthe train so its up to Spidey to chase it down and take care of business. Alongthe way you encounter more of the Apocalypse gang. There are 5-6 one of whichis carrying a road sign and likes to block. Use web yank and air combos on himand take out the rest as usual.

Part 3: Power Grid

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Follow the cop car to the first skirmish. If the car gets too far ahead its mission failure. Once the two bad guys are eliminated its time to follow thecop as he chases the van and help stop it.

If you are into achievements this would be a good place to get the Hitch Hiker one. If you can get on top of thecop car it will just chase the van seemingly forever. When you have the achievement or are ready jump onto the van.

Once on top a guy will appear fromthe passenger side. Punch him until he is gone then jump to the front of the van and press the on screen buttons to rip off the hood. The van stops and itsup to Spidey to stop the driver.

Another van is headed for the power station and the cops know they can't make it. Head toward the yellow marker. Once youhave swung your way there, the van will crash and two enemies will appear.Take out the enemies quickly.

The bomb in the van is set to explode but in order to access it Spidey will need to shut off the electricity. There are 4 switches in the area (use spidey sense to locate them). One is on the tan colored building ahead. Next on the left portion of the screen is another tan building with a switch.

The 3rd switch is on the back side of the firstbuilding on the section close to the 2nd switch. The final switch is on the large cylindrical structures in front of the van with the bomb. Sprinting maybe the quickest way to hit the switches. Once the power is off return to the bomb and pick it up.

Sprint out toward the marker to dispose of it appropriately. Now that the bomb is safely taken care of five of the Apocalypsegang are there to see that Spidey gets squashed. Lets disappoint them.

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First run behind the small building at the end of the fenced area. The two normal weaker enemies will follow and you can combo them easily. Now its threeon one. Two guys are carrying stop signs and one has an axe with a whip likeranged weapon.

There are two ways to take out the stop sign guys; either standon one of the buildings and web rodeo them over the fence or use constantair combos to take them out. The web rodeo method is quicker and likely easier.The odds have evened extremely since the beginning of this fight. Its just youand the axe guy.

He has a lot more HP than any of the other enemies in the gang. It seems best to keep Spidey Sense activated at all times and combo himto death. I faced this enemy early in the game so used melee combos to slowly deplete his health.

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2.5 - Mary Jane Thrill Ride

Easy

This was definitely not the best mission in the game. All you do is take MJfor a swing through the city. Swing as she asks: low close to the ground, high, or fast. Doing so will allow you to fill a heart meter that appears onscreen. Make it to the checkpoints to proivde Spidey with more time. Oncethe final destination is reached a cut scene progress some of the story.

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Mary Jane Scare Ride

Swing through all the green orbs and arrive at Mary Jane' apartment to openmore of the main story line. I had completed all missions before doing thisone, it was all that was left. Once it was done the Dr. Connors mission andScorpion part 3 were available and the Mary Jane thrill rides reopened (I hadonly done the easy one).

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2.6 - De Wolfe

Part 1: A Cry for Help

The police are enlisting the web crawler to assist in apprehending some badguys. Move to the cars position and follow it without being seen (don't gettoo close). The car pulls into a warehouse on the Lower East Side. Move to thetop of the building and enter via the open sky light.

From the top of the crates take a picture of the two men talking to the left near an open box. Onceyou have the picture its time to apprehend the criminals.

Two will take off ina car make sure to follow them. Jump on the roof of the car to attack the passenger.

Once he is gone, move to the hood and press X and B repeatedly tolift it open and stop the car. The driver will exit, so beat him up. Report back to De Wolfe to end the mission.

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Part 2: Dirty Cops

There are cops in the department that are less than stellar, De Wolfe wouldlike you to find them and get her some evidence against them. Use the yellowmarker to find the general location of the meeting.

Once you arrive at the marker a chase meter will appear at the bottom of the screen. Use this meterto get to the actual meeting place. When you are close enough, Spidey willbe shown several optimal places to snap a photo for evidence.

You will needa picture of the money exchanging hands. After the photo op jump down anddefeat every one there. Using the relfex button helps a lot. Remember thatthe girls with the large hammers have to be attacked with the Y button. Onceeveryone is defeated follow the marker back to De Wolfe.

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Part 3: Suspicious Invitation

Swing to the yellow marker. It will lead Spider-Man to a dock with several bad cops, nine in fact.

The top of one the nearby warehouse is an excellentposition to easily get the majority of the dirty cops on film. Movingto the end of the dock and climbing to the top of the crates will get Spideythe other pictures he needs.

Once all 9 cops are photographed De Wolfe entersthe area. She is shot and Spidey jumps to the rescue. Fight off the dirty copsuntil the cut scene occurs showing De Wolfe being placed in a police car. Jump on top of the car.

Trying to actually jump does not seem to work too well.Instead use the sprint button to run toward the car from above and fall offthe edge in the direction of the moving vehicle. Spidey will land on the carfor a button pressing action sequence and MISSION COMPLETE.

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2.7 - Daily Bugle

Photo mission 1

Take a picture of the cops in front of the police station in Chelsea. Next is aphoto of bad traffic in Midtown. Now its off to the UN to take some photos ofcab drivers. From the U.N. in Midtown East travel to Central Park South to obtain a picture of an intersection.

There just happens to be a fender bender there. Now its off to take some pics of some tourists. Once the picture issnapped some thugs appear and need to be taken out defeat them then returnto the Bugle with the photos.

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Photo mission 2

Find and photograph 3 beauty contestants and snap one of the winner. When you arrive at the contest take a picture of each contestant as they walk out. Oncethe winner is announced take another pic.

A argument will occur and you needto record that with a photo as well. It starts to get out of hand so Spider-Man decides to break up the fight.

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Photo mission 3

Head toward the docks to get snapshots of Chinook and Cargo. There are two photos required, I of each set of Chinook and Cargo. Each one is easily obtained from a rooftop of a nearby building.

Once you have the first photoSpidey needs to race quickly to the next for the second pic. If the Chinookis flying away thats ok so long as it and the cargo are in the picture.

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Photo mission 4

Eddie Brock, with a very poor imposter, tries to create a picture of Spider-Manbreaking the law. Spidey stops that real quick with a punch to Mr. Brock's faceand takes his camera. Eddie though has placed nine other cameras nearby thatSpidey needs to retrieve so his name is not defamed.

With only 2 minutes toretrieve each camera, Spidey better act fast. Use spidey sense to locate eachof the cameras. With this power on they will appear green. The majority are right there in the alley while the others are on buildings at each endof the alley.

All the cameras though are pointed in the direction of the alley,so Spider-Man will not have to travel too far.

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Photo Mission 5

The members of the Dragon Tail gang have acquired some combat suits. Robbiewants pics for proof. The objectives here are to get a 250 point picture anddefeat the dragon tail members.

Head towards the Queensborro Bridge. Upon arriving at the bridge a cut scene will show the suits and the Dragon Tailsterrorizing the city.

The photo is easy, just take a picture of the situationbelow as long as there are plenty of suits and gang members the 250 points should not be a problem. First photo taken was 375. Now that Spidey has hisphoto defeat the gang members below.

By this point there should be no problemwhat-so-ever destroying a few feeble Dragon Tails.

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Photo Mission 6

Someone seems to be impersonating your friendly neighborhood Spider-Man. TheBugle once pictures of Spidey's strange behavior. At the first target markerafter the Bugle, a helicopter will fly overhead.

A man dressed in red and bluewill be hanging on a bar attached to a rope hooked to the helicopter. Move tothe stationary target marker and take a picture of the man as the helicopterstops.

Continue to follow the helicopter and taking pictures as it stops. After the third picture move down to a building just below (yellow marker).The fake Spidey will fall. Its your duty to save him from death. Use reflexesto slow things down and increase your likelihood of success.

If you miss andhe dies you have to start from the beginning taking all the pictures again.Place the imposter safely on the ground and the real Spider-Man will lecturehim on being stupid.

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Photo Mission 7

Those crazy New Yorkers think there is a UFO flying around the city and Robbiewants picture proof of its existence. Well those New Yorkers aren't that crazy after all. Move to the yellow marker for the initial UFO pic.

After theinitial photo you are told to get 4 more, Mid-Flight, Vertical Jet, Side Jet,Cloak Disengaged. After getting some photos the UFO will quickly move to another location. Follow it and get some more pics.

Using spidey reflexes alsohelps slow things down for your camera as well. This may come in handy tryingto get all the necessary pictures. The Vertical and Horizontal Jet requirementsseem to just be photos taken while the UFO is in a vertical climb or a horizontal dash.

Cloak Disengaged is a picture of the UFO stationary. I honestly am not sure what the Mid Flight photo requires but I just took a lotof pics and got that one too.

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2.8 - Arsenic Candy

Part 1: Shop Till You Drop

Move to the shop being held up and defeat all of the gang members. The ownersays some of the ladies got away and are holding an underground fashion show.Oh what shall Spider-Man wear. Apparently, some judges have been kidnapped andare being forced to watch the fashion show.

Rescue them. You will have to defeat several of the Arsenic Candy gang in order to help the judges. The best advice is to keep moving and use Spidey's reflexes as much as possible.

Once they are gone one last lady appears and sends a chandelier toward the judges. In order to stop the chandelier from crashing into the judges, press and hold X then release once the chandelier nears Spidey's position.

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He willpunch the swinging light fixture. Three punches and its out. If you are havingtrouble timing the punch the word now will appear on the left side of the screen tell you when to release the X button.

Part 2: Bear Necessity

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Once at the factory you encounter these lovely ladies loading some teddy bearsonto a helicopter. The lady with the large black hammer will be the toughestopponent. Use normal combos and reflexes to take out the rest of the gang. Itseems that the one with the large hammer can only be hit with air attacks or counter attacks.

If the icon over her head turns blue jump out of the way. Sheis about to use an undodgeable attack. Counter as many yellow attacks as possible to lower her health. Mixing in some jumping attacks away from the helicopter blades can help as well.

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Now you will enter the teddy bear factory. There are several girls in here toobut none are very difficult just spam reflexes and use your favorite combos. Once they are disposed of some will escape.

Chase them out the door straightahead and follow the helicopter. Once outside take a left and then a 2nd left.You should now be heading toward a ramp that leads on to a bridge.

From hereit should be relatively easy to follow the helicopter, it can be a little tricky locating it upon leaving the factory though. As you follow be carefulnot to get too close to the chopper. If Spider-Man is spotted its retry.

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Once the Arsenic Candy gals land they want the nearby building to burn to theground. Unfortunately, there is someone inside. Take the gang members out quickly by using Y combo attacks.

They work on the lady with the large hammerso maybe its not jumping and counter attacks that are necessary, just powercombos. Once all three are defeated, enter the building and use spidey senseto locate a civilian in the back left corner.

She is enclosed in a room by alarge piece of rock. Repeatedly press X and B to remove the rock then knockdown the door. Pick up the lady and take her out the front door to the ambulance.

Reenter the burning building, this time instead of looking to the right where the woman was found go left and you should see a man pinned down near the stairs.

Use X and B to lift the debris off of him. Once he standspick him up and the building begins to collapse blocking the front door.

You will have to jump up through the hole in the ceiling to the 2nd floorto get out of the building. Move to the other side of the 2nd floor and finda hole in its ceiling. Power up a jump and exit through the roof.

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Part 3: Jurassic Heist

The evil ladies are up to no good again. This time they are holding an old manover the edge of a clock tower.

They let go and Spidey must swoop in and rescue this poor librarian. It may take a couple tries to get the timing downbut the goal is to sprint-jump of the building and swing into the largegreen orb encircling the falling librarian.

Accomplish this minor feat and ayellow marker will guide Spidey to his next encounter.

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There is no puzzles during this mission, its a straight out fight. When Spideyarrives at the Natural History Museum, enter the building. There are some candygals on the first floor but they are of no concern all the action is up stairs.

The gang is trying to steal a ring and destroy the fossils in the room. A smallyellow health meter will appear. This meter indicates how much more damage the dinosaur can take. Take out all the gang members attacking the fossil.

There are some at ground level and some above on the balconies. Also, Spideywill need to enter one of the side rooms to protect the rings from beingstolen.

Just a few Arsenic ladies are in the ring room the majority areproviding a diversion by attacking the skeleton. Once all the ladies have beendefeated Spidey stumbles across a wedding invitation he will have to attend.

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Part 4: Bridezilla

Spider-Man is the ultimate wedding crasher and this seems to upset Ms. Priscilla. Spidey should not have much trouble with this mission. It is basically a non stop fight.

The groom, who starts off in the middle front ofthe church, needs protection. Fend off the almost never ending supply of Arsenic gang members. Periodically, Spidey will say that this spot isn't safefor the groom anymore. Move to him and press X.

Carry the unfortunate guy toa safer area. The safe areas rotate from the original spot at the front of thechurch, to each side of the church, and then to the balcony at the rear (nearthe entrance) of the church.

Once all the minions are fought back and the groomsurvives, Priscilla makes her presence known.

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She was very easy to defeat. She uses her umbrella to block and can go airborn from time to time.

I didn't really get to see her attacks because the black suit just overpowers her. The rage meter plus reflexes will absolutelydestroy the head of the Arsenic Candy Gang.

2.9 - New Goblin

The Birth of a New Goblin

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This fight is an immense button pressing action sequence. The LB button is verycrucial to defeating the Goblin. When LB is pressed the Spidey's reflexes willalso require the movement of the left analog stick.

The reflex plus analog sequence acts as series of dodges/maneuvers while flying on the Goblin'sglider. The X, B, and Y button presses are punches.

This next part is much tougher than the initial fight with the New Goblin. Youfight him on the streets Spider vs. Goblin. He has a comparatively large amountof HP and some deadly attacks.

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The hardest part of the fight is knowing where he is coming from. There is not a way to lock onto a target. It may takea couple attempts to defeat Harry but when you retry you will not have to reattempt the action sequence.

Use the initial failures to observe his movements and attack pattern. Spidey's reflexes will play a crucial role inwinning this battle. Hold LB and dodge some initial melee attacks. Next, begina to use combos. After several attempts I found repeatedly tapping the X buttonworks wonders.

Using the reflexes to dodge the opening attacks allowed Spideyto land a ridiculous 60 hit combo just by using the X button. The only reasonthe combo ended is because the Goblin got pushed back to the river and Spideycould no longer reach him for attacks.

At anytime a combo misses web swing away from danger. When you find a good battle spot (any will do), land andquickly turn to locate the chasing New Goblin. Now just repeat the previousstrategy, dodge some attacks and start an extended combo.

Toward the end of thefight an X will appear on screen. Pressing the X button will start another much smaller sequence of button presses that ends the battle.

Once the Goblin's health is gone an achievement is unlocked and a couple ofnew villains are introduced.

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2.10 -Dragon Tail

Part 1: High Speed Pursuit

Two cars block the path of a white van causing it to stop. Criminals exit thecar and steal the van. Spidey rushes to the drivers rescue and takes out 4Dragon Tail gang members.

Using regular fighting combos will allow Spider-Manto win this fight with ease. The driver is upset that his van was stolen andknows he will be fired. Spidey decides to chase down the van by following thepath of items that have fallen from its cargo area.

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Use Spidey Sense to locate the statues (they turn yellow when it is on) andfollow their path to the gang members position. Once you arrive its just another fight. Spidey Reflexes makes this group of enemies simple to defeat.Afterward a cop gives you a tip on who to see for your next mission.

Part 2: When the Bell Tolls

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A short cut scene will portray Spidey's meeting with the art collector thattipped off the police to the robbery in part 1. An explosion takes place andthe collector begins to run around the roof like a crazy person.

There are gang members on nearby buildings using rocket launchers in an attempt to takeyou out. Find each one and throw them off their perch. After the last one is gone a large cargo helicopter flies over and several gang members lower themselves onto the collector's roof.

Move back to the collector and protecthim from two waves of attacks. Using Spidey's reflexes (LB) helps.

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Spider-Man is not done yet though. A police helicopter comes to provide assistance (as if Spidey needs it). The problem is it needs protected as well.Jump over to the building below the enemy helicopter and climb up.

When near the top jump toward the helicopter and a cut scene will show Spidey ripping aweapon off the helicopter and jumping to a roof top. The left analog stick willappear on screen repeatedly push it back to slingshot Spider-Man forward.

Hewill make a giant web between two buildings that will catch the crashing helicopter. Unfortunately the web begins to give and you will have to hit theon screen buttons to save the civilians below.

Part 3: Collection Protection

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More artifacts are located in an armored car. Spidey is entrusted with protecting this car to its destination. At first a couple of enemies ride upin a car and exit. Defeat both and the armored car begins to move. Anothercar comes from behind in an attempt to acquire the valuable cargo.

Jump on thecar and defeat the two enemies that hang out the window. Move to the hood ofthe car (press X) and stop it by simultaneously hitting the on screen buttons.Defeat the driver and find the armored car.

As you continue there will be gang members with rocket launchers on the rooftops and a couple more cars thatwill try to ram the armored car. Focus on the cars they seem to do more damagethan the rocket launchers.

Those guys don't seem to have good aim on a movingtarget. At one point the armored car stops and there may be a final car butthere will definitely be some rocket launching bad guys.

If there is a carquickly stop it then move to each of the rocket launchers and take them out.Once the final rocket launching Dragon Tail is defeat; Mission Complete.

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Part 4: Hidden Temple

Talking too the art collector again causes Spidey to attempt to move the artifacts from their location to a safer area. Head toward the yellow markeronly to find a van speeding away from the warehouse.

Chase the van and land on its roof. After defeating the passenger and moving to the hood a helicopterwill knock Spidey off the van. Turn your attention to stopping the helicopterby webbing it up.

Return to the van and find that the artifacts are not there.Return to the warehouse where the action took place at the beginning of this mission. The collector is on the roof and is going with the police to the Dragon Tail hideout. Follow them to a nearby skyscraper.

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A yellow marker will guide Spider-Man to an entrance via the roof. Inside Spidey foils the gang's evil plans and this displeases their leader. The initial onslaught is easily defeated.

They are grunts in the gang and aredefeated even without the black suit's rage meter. Using air attacks by web yanking enemies to Spidey after jumping is an excellent way to eliminateenemies one at a time without much confrontation.

After the first barrage ofenemies the 2nd group though less in number are more fierce. They block likecrazy and have strong ranged and melee attacks. Try to use rage and reflexesas much as possible.

Jumping attacks work well also. Anytime one of the enemiesis about dead stay with them to finish them off. One less enemy equals one lesspoint of attack for them.

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The boss seems easier to defeat than the four strong guards just before him.He will melee and attack with projectiles but his claim to fame is his abilityto teleport around the room.

This guy is no match for the black suit's rageability though. Attacking with a variety of combos (even aerial ones) workswell against the Dragon Tail leader, that is when he isn't disappearing.

2.11 - Scorpion

Part 1 Scorpion Unleashed

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Move to the yellow marker and use the slingshot ability to land on thedistant island. Once inside the facility Spidey suggests a stealthy approach.It is not 100% necessary though, if you are seen the mission does not end. Youwill just have to fight off enemies as you proceed.

The goal in this initialroom is on the lower level and the right. There is a hall that is surrounded by several enemies. While perched high above drop down to the left.If you land on a metal beam then drop down one more time to the lowest level.

Turn on Spidey Sense to locate the guard's positions. After trying a couple times I could not find a good stealthy way to make it to the hall so I justfought my way there.

Toward the end of the hall Spidey encounters 2 normalguards that are easily taken out and one with a shield. In order to defeatthe shielded guard use reflexes to counter his attacks and strong attackswith the Y button. Move to the end of the hall and use the console to openthe door.

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Spidey will observe a discussion and employees will split up. Once the cutscene is over take out the guards in the room.

Focus on the two with gunsfirst. Once clear, move to the door with the blue light above it and press X.Repeatedly pressing X and B will provide access to the elevator shaft. Climbdown the wall or just jump to the bottom.

The next room has 3 simple enemiesthat should be no problem to defeat. After they are gone, attack each of the four large boxes in the room. They are the power supply for the electricbolts that prevent Spider-Man from climbing the wall.

Now, climb the wall tothe floor above and find the fan you were shown when you entered the room(Spidey Sense will make it obvious). Hit B to web up the fans or use LB toturn on reflexes and slow them down so Spidey can proceed. Jump in the openingwith the red light.More Spider Man 3 Tips:

When Dr. Andrews finishes talking walk toward the L-6 on the wall ahead andbe greeted by two guards and two bots.

Use reflexes and combos to take themall out. Continue forward and down a large ramp. There are at least four guardswith guns and several bots on this platform. Use reflexes to take them outand move into the next room.

There is four robotic arms on the ceiling, morebots, and 2 gun men on each side of the room. Spidey mentions needing to finda computer to deal with the ceiling arms.

There is a console on each side ofthe room protected by a gun man. Take out the guys with the guns and activateeach console. Now for a little button pressing action sequence. Unfortunatelyafter all your efforts the entire facility is on high alert.

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Now your goal is to exit the area. Climb the F5 wall and enter the tunnel atthe top. Turn on your Spidey Sense and you should see an arrow pointing up. Goto the arrow and do a charged jump.

Climb the ventilation shaft to the top. Asmall cut scene will direct you to a door across the room. Move quickly because the door is being sealed off.

Turn left and go up the hall toward thered flashing light. When you arrive at the top of the ramp there is a roomwith another closing door that you must make it through to continue. Run. Finally, a window will break in the next room. Quickly swing through theopening and escape the facility.

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Part 2: Mind Control

Spider-Man spies Scorpion but security is tight. Jump a fence just ahead ofSpidey's position then after the next fence go right. You should be just below a patrolling guard. Jump up and take out the guard and his two buddies that come. Enter the building.

There is a computer on the left that can be activatedby pressing X, in case you trip one of the laser alerts this button shuts offthe lock down. It will also open the door at the end of the hall.

In the hallis a series of lasers that you can either attempt to avoid by using the reflex button then to slow the first laser and climb side ways in between the stripeson the wall or just run into the laser press the alert shut off button and killthe few enemies that come.

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Then next area has one guard that will basically seal off the entrance andexit to the next room when you enter. Defeat him then press X on the consolehe used. Doing so will allow you to control Scorpion in a mini game wherehe attacks several waves of guards.

Once the Scorpion mini game is finishedmove toward the next hall for a push button action sequence where Spider-Manavoids laser trip beams.

The sequence is A, (Left Stick) Left, Right, Down, and A. If you don't make it simply go back to the Scorpion game console toshut down the alert and try again. Once you make it you have reached Scorpionand are ready for a fight.

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Slowing time with the reflex button does wonders in this battle. Just hitLB to dodge his attacks and then use X to attack him with multiple combos. Once his health is depleted Scorpion will knock Spider-Man through the wall.

As he uses his tail laser press A to avoid it then press X as he tackles you.On the way down press Y to slam him into the ground. Now Scorpion is onthe run and its Spidey's duty to give chase.

The chase lasts a couple blocksand ends in an action sequence where flying cars need to be avoided. Nowits time to continue the chase. Again this chase ends with you pushing buttonsso Spidey can avoid on coming air born cars. Scorpion runs again and Spideychases.

This part of the chase ends on a bridge. The mind control generators need to be destroyed. This fight with Scorpion is much like before use reflexesto dodge his attacks then counter with your own. Eventually, he begins usingan undodgeable tail laser attack as he jumps around above. He can be hard to locate but when you do jump up and attack. He will come back to the ground.

Once his health depletes to approximately half Y will appear above his headget close and press the button. Spidey is going to try and use his tail to blast the generators.

In order to grab his tail repeatedly press A. Once his tail is in Spider-Man's control press RT to fire it at the generator. Be quickand accurate because you don't have a lot of room for error. The zoom featureis a waste of time.

Once I stopped using the zoom I was able to destroy one setof generators (3 total) and get some shots in on the other side each time I took control of the tail. If things don't go as plan you will have to beat on Scorpion some more to gain control of the tail again. Repeat this process untilall 6 generators are gone.

After destroying the final generator a action sequence commences. The push button cut scene will begin if there is a Y over Scorpion's head and it is pressed in the same fashion you did during the battle.

During the sequence if you hit a wrong button Scorpion gets the advantage and you have to knock some sense in him again to reinitiate it. The sequence is A, X, A, LB.

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Part 3: Mechabiocon Exposed

Just follow Scorpion, he will lead you back to the Mechabiocon laboratories.Once you get to the first room look up (in case Scorpion is too far ahead).There is an opening in the ceiling that Spidey can use to climb to the next level.

It is not crucial to stay close to Scorpion here. If he gets aheaddon't worry, he will wait. Once you get to the end of a long tunnel Scorpionnotices Rhino carrying away Dr. Andrews. He will bust through the force fieldwhile Spider-Man will have to wait.

On his way up the center structure Scorpiondisables the force field allowing Spidey to follow. This center structure isswarming with security lasers. Wall crawl on one of the outside columns.

Whenyou reach the ceiling look of a small opening to climb through and avoid the lasers completely.

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Use spidey sense on this platform to find an elevator to the next level (it glow yellow). The next level reunites Spider-Man and Scorpion. There is anotherforce field for Scorpion to deactivate.

This time there are guards on the otherside. They will not provide much resistance. Follow Scorpion to the next area(at any time you lose him activate Spidey Sense to find him). He will move through a force field and a door will close behind him.

Spidey has to find another way through the door. Above the metal grating in front of the door is an opening in the ceiling. Jump up through the opening and wall crawl to thetop. Oh, and try to avoid the security lasers as well.

Use a charged jump and at the top of the jump hit A again to get some extra height. Move toward the wall and stick to it. Now climb the rest of the way up. If you are hit by the lasers Spidey will plummet toward the ground. Slowly and carefully climbthe wall avoiding the lasers.

At points the lasers will disappear only to reappear momentarily. The key is to not get in a hurry especially since thecamera is erratic and the wall crawling movements are not accurate with fineprecision.

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When Spider-Man nears the top Dr. Stilwell has a gun pointed at Dr. Andrewsand Scorpion does not like that. Rhino also make his entrance. Apparently, Scorpion is being attacked by Rhino (indicated by the new health meter in theupper right corner).

Spidey now needs to reach the top relatively quickly sothat Scorpion is not destroyed. A couple quick jumps can work here if youland right otherwise continue to crawl up as before. When Spider-Man reachesthe top, he over hears some guards discussing Scorpion.

Once you are back incontrol of Spider-Man move through the vent and take out the guards below (ifyou want). Move down the hall and into the room with Scorpion and Rhino. On theway Spidey will come across some shielded guards, they will ignore him as another guard comes flying by them. Jump below to join the battle.

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The most notable trait of Rhino is that he will not take any damage with afrontal attack. Spidey will have to use his reflexes to move behind Rhino andattack with combos. Rhino has normal melee attacks, a grapple, and a very harmful radial attack.

The radial attack can not be blocked or dodged. The bestway to avoid taking damage from this attack is to swing/jump/run away when itis about to start. Rhino will lower his arms and stand straight up to preparefor the jump into the air.

When you see this move! Another method of attackused by Rhino is tearing the columns located around the room and swinging themlike a baseball bat.

At one point he will twirl around with the column damaging anyone nearby. When he nears the end of the twirl the column will bereleased in Scorpion's/Spidey's direction. All the twirling makes Rhino dizzy.

Use the reflex button to lengthen his dizzy state and attack. This battle probably more than any so far is an exercise in hit and run tactics. Late inthe battle Rhino will get on all fours and charge around the battle area.

Thisonly harms him since it is easy to avoid with reflexes. When he is done runningRhino will be winded. Take this time to attack before he catches his breath. Alternatively, if reflexes are on and Rhino charges Spider-Man watch for anon screen button to appear.

If you hit that button then the next Spidey willweb onto charging Rhino's back and directed him into the wall for some extradamage.

There is a pretty cool double team move that Scorpion and Spider-Manperform that requires rapid pressing of A. It is triggered when both charactersare near Rhino by pressing Y. At any time there is a Y above Rhino's head takeadvantage of some easy damage.

There is also a situation where Spidey can usehis web while Rhino is swinging the metal columns to attack Rhino with the column he holds but I have not been able to reproduce the situation repeatedly.When Rhino's health is gone a action sequence takes place to finish him off.left stick down, A, left stick up, X, B, A, B.

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2.12 - Sandman

Pillar of Sand Not of Society

Head toward the yellow marker, but this time it is inside the building. Nearthe top of the apartment complex is a room with an open window. Enter that room to select the mission. Spider-Man gains the black suit at this point andchases Sandman into the subway system for a little fight.

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The first part of this battle is pretty simple. Use spidey reflexes to dodgeSandman's normal attacks and use your combos to wear him down. When the rage meter is full press RB repeatedly to activate the power of the black suit.

Thiswill make Spidey's attacks stronger than they were. Sandman does have a movewhere his hand turns into a mace that is undodgeable with LB. Instead when there is a purple icon above his head just move away. He will also block someof Spidey's attacks with a sand shield.

Finally, Sandman uses a projectileattack (guess what it is) to ocasionally hit the web crawler from a distance.Once a small portion of his health is depleted an X will appear above Sandman'shead. Press X near him to move the fight down the track.More Spider Man 3 Tips:

The portion of the fight is a little more difficult. Not necessarily because ofSandman but due to the rapidly moving trains whizzing by. If Spidey is hit byone he will either be killed or knocked to the ground below.

Either alternativeresults in a retry (it is unlikely Spidey can make it back to the battle areabefore Sandman runs away). While the trains are dangerous to Spider-Man theyhave the potential to be dangerous to Mr. Marko as well.

When a red B appearsabove Sandman's head Spidey can activate a push button scenario where he cansmash Sandman's face into a speeding train or with the use of web and the speed of the train slam into his dusty enemy for extra damage.

For the most part though it is just find to stick with the trust reflex and combo strategy.Just watch out for the trains. Once all of Sandman's HP is gone there is a very well done push button action sequence that finishes him off.

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2.13 - Kingpin

Part 1: The War on Gangs Has Been Won

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There is big news at the courthouse and J.J. wants some top notch photos, so follow the yellow marker to the courthouse. Upon arrival the guard lets Peterknow he's late, the press conference has began. Move up the escalator and through the doors.

The next guard will tell you that the only way in now is through the balcony. Climb the steps and enter the press room throughthe double doors. The goal is to get a pic of the gang bosses Spider-Man defeated and the police chief.

It can all be done easily and with one snapof the camera from the balcony. Now that Peter has the pictures its time toreturn them to the Bugle. This was the easiest mission... wait a minute itsnot quite over yet.More Spider Man 3 Tips:

After exiting the press room Peter notices Kingpin in the distance. Take outyou camera and snap a photo of him as he turns and yells into his phone. Hewill unleash his goons on the people below. A quick costume change and Spideyis ready for battle.

Defeat the handful of enemies in the first room then exit when the door opens. There are more goons out here but there is a healthicon (as if you would need it). Use reflexes and rage to take out the numerousenemies. Once they are dealt with return to the Daily Bugle for a MISSION COMPLETE.

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Part 2: The Kingpin Must Pay

At the start of the mission Spidey busts into Fisk's home and demands to seehim. Instead, he is met with two waves of pushover enemies that will be easy to defeat using normal methods (reflex and combos). Seeing his goonsdefeated rather easily, Fisk asks Spider-Man to join him in the next room.

Go to the balcony and bust open the door. Fisk and Spidey will talk and atthe end of the discussion Kingpin picks up a table and hurls it at Spidey.

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Press A then left stick down to avoid damage. Members of the Apocalypse gangenter and do some trash talking (don't they realize they have been destroyedby Spider-Man throughout the game) as Fisk leaves. The goal now is to smash through the wooden door in the corner of the room (its where Kingpin exited).

Defeating the gang members will just cause more gang members to respawn. Balance attacks between breaking the door and fending off the enemies. Oncethe door is broken, Spidey will see Kingpin on the other side.

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The battle with Kingpin takes place in this small room. He blocks most of Spidey's attacks. The best way to get some hits in is to dodge his attackswhen the yellow icon appears over his head. This counter can stun him longenough to lay in a few punches. Keep hitting though to build the rage meter.

Every time the rage meter is available use it. This does a much greateramount of damage to Kingpin than normal attacks (I especially like the Annihilator combo X,X,X,Y). This is another time where patience is important.

Dodge attacks, counter, and rage meter combos will have Fisk's HP gone. Afterdefeating Kingpin he reintroduces you to some old pals: the bosses of eachof the gangs you destroyed earlier. This time though Spidey fights all threeat once.

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This fight did not seem as difficult as it sounds like it would be. The bosseshave the same attacks as previously described. The rage meter helps out a lotand after each boss is defeated Spidey receives a health bonus. Try to focuson one boss at a time especially if one is lower on health than the others.

Each time a gang boss is defeated the odds even. If my terminology is correctthe Webhammer Combo works very well against Priscilla. Its the move where Spidey webs an enemy and repeatedly slams them into the ground. Basically,use timely reflexes and rage combos to defeat the enemies with little difficulty.

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Now back to the "big guy" himself. Move up the stairs and alternate moving theleft and right sticks back repeatedly to make a grand entrance. Kingpin is notamused. This battle with Kingpin is practically identical to the previous one.

He does not seem to have any new moves but is more aggressive this time. Afterdepleting his HP a action sequence is initiated by press Y near Kingpin. The action sequence ends with Spider-Man finishing off Fisk.

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2.14 - Dr. Connors

Part 1: The Lizard No More

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Spider-Man enlists Dr. Connors to help find a way to reverse the regenerationserum he created. He needs a sample though from his underground sewer lab.

Follow the yellow marker to the lab entrance. People are running frantically from the subway, you know its been my personal experience that the easiest wayto find an army of giant lizards is to first find the people that are scaredand running away as fast as they possible can. Never Fails.

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Move down the stairs to fight off a few lizards or just run by because they are in a fightof their own. Follow the yellow marker down to and through the subway tunnel.

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Arrive at a side hall and fight off a couple of lizards and continue forward.In this larger room Spidey sees several lizards and hears a scared screaming woman.

Fend of the lizards and move to the metal circle with the yellow and black ring. Open the floor panel by pressing X then alternating X and B. Jump in and then jump down another shaft on the next level. At the bottom there is ahealth boost and a hall. At the end of the hall is a lizard that will run fromSpidey.

Chase him down. For the most part he just moves down the sewers, in fact you will often find that Spidey has passed up the enemy. The lizard leadsyou to a trap with several of his buddies ready to fight. Defeat them thenmove down the hall to the lab.

Use Spidey Sense to locate the three necessarysamples and fight off all the lizards you would like. Once the samples are recovered a cut scene starts showing the sample's safe delivery to Dr. Connors.

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Part 2: The Redemption

Move to the yellow marker in a nearby back alley. Use the test of strength buttons to open the gate to the sewers. Drop down two openings and follow themarker to the serum dispenser. Press X to activate it. Once activated a 40 second timer appears on screen. Fight off all the attacking lizards to protectthe dispenser.

Using reflexes here keeps the clock moving and slows the battle. There really should not be any difficult associated with this part.After a successful forty seconds move on to the next dispenser. The next protection timer increases to a full 60 seconds.

This dispenser seemed muchmore difficult to protect (it took a couple tries where the first one justtook one attempt). Stay near the dispenser and use reflexes/spidey sense toslow the lizards and keep track of where they are located. The dispenser maynot be able to withstand much more damage near the end.

A well timed multiweb rodeo special move (RB + B) or multi launcher (RB + A) will help knock awayseveral lizards at once. Now to the 3rd dispenser. Activate it and prepare fora wave of lizards like you have never seen. The dispenser must be protected fortwo minutes and the lizards are numerous.

When the combo meter is full using RBand B (or A) to activate very good crowd control moves. When you don't have afull combo meter get one by moving around the canister and attacking with Ywhile constantly hitting the reflex button.

This maybe the most frustrating portion of the game. The combination of numerous lizards with a relativelylow amount of damage the dispenser can take makes this an aggravating experience with little to no fun value. Many of the bosses in the game were more easily defeated than this.

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Summary

Combos that seem to be effective

Cannonball: Y,Y,Y,X,X,X

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Multi-Launcher: X,X,X,X,X,Y

Effective Specials

Multi Rodeo: RB + B (then spin Right stick)

Multi Launcher: RB + A

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2.15 - Grand Finale

Showdown

There are some movie Spoilers during this battle so proceed with caution.

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Venom and Sandman have trapped M.J. in a car suspended several stories abovethe ground. They dare Spidey to come and stop them if he can. Follow the yellowmarker to the site of the showdown. First up Venom.

After a few attacks Venom turns red and goes into a rage as Spidey could dowith the black suit. Once the rage begins you are shown the position of stacksof metal pipes that can be used to weaken Venom.

In the raged state Venomis practically impossible to hit. Move to the second level and hit the stackof pipes. The noise created will stun Venom allowing Spidey to get in some combos.

The pipes will respawn after a small amount of time. There are twostacks on the 2nd level, one on each side of the battle area. Move from sideto side hitting the pipes then attacking Venom.

As the pipes are approachedVenom will likely shoot a web around Spidey's neck, rapidly press A to breakfree. When a little less than half of Venom's health is depleted he will moveto the car MJ is trapped in.

A cut scene (no buttons to push this time) stopshim from doing any harm to her. Keep attacking Venom, when his health is depleted to approximately half a cut scene shows...

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Harry Osborn watching the news. He decides its time he help. Listen to Mr.Campbell as he describes the controls for the New Goblin. Up moves him downdown moves him up.

RT is the accelerator and LB is for strafing. The finalmovement control is the LT which is used for super speed. A will lock onto atarget, X/Y are light/heavy attacks, and B is for pumpkin bombs. The difficultpart is maneuvering Goblin.

I always have trouble with the inverted controls.All the New Goblin can do is throw bombs at Sandman. He has a choice betweenthrowing them at his arms or his head. Might as well go with the head. Earlyon a push button action sequence can be initiated by pressing the RT button.

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The sequence is left stick down, LT, right, left, down, X, left, B. If doneaccurately and quickly Goblin will be able to bust open a fire hydrant and soak Sandman. Basically all you can do is direct the water at him and hope you are not killed by the objects he is throwing.

Once he is drenched the Goblin is under your control again. All you have to do is over in a circle around the big guy constantly throwing bombs at his head.

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Occasionally, hewill scoop up and object and toss it your general directions but they are mostly no where near close to hitting the Goblin.

When his health is gone useRT again to activate the end action sequence. This sequence makes Marko explodeinto dust. Goblin is immediately placed in another push button sequence wherehe must avoid debris created by the sand storm originating from the Sandman'sdestruction.

If you fail here (its likely the first attempt) you will be givenanother try immediately without having to repeat the battle against Marko.

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The fight now returns to Venom and Spider-Man but with each character's HP verylow. This battle is just as before, use the metal poles to create a disturbingnoise then attack the weakened Venom. In fact his health is so low the pipesprobably are not even necessary.

Once the last of his health has been removedan action sequence is started (Left analog stick up, A, left, A, A, B, LB, X, LB, Y, RT). Get it right and Venom is defeated get one wrong or too slow and start back from the beginning of the second stage of this fight.

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3) ACHIEVEMENT

1. Police Sergeant (30)

- Complete all Bank Robbery Missions

2. Police Officer (30)

- Complete all Crime Spree Missions

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3. Police Corporal (30)

- Complete all Petty Theft Missions

4. Cold Blooded Super Master (30)

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- Complete all Connors Missions

5. Deputy (30)

- Complete all DeWolfe Missions

6. Frequent Flyer (10)

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- Collect all Skyscraper tokens

7. Splat Master 2007 (20)

- Splat into the ground 25 times

8. Police Detective (30)

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- Complete 25 random city missions

9. Police Chief (30)

- Complete all combat tours

10. Punk Rocker (10)

- Collect all Apocalypse Gang tokens

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11. Sweet Tooth (10)

- Collect all Arsenic Candy tokens

12. Fire Breather (10)

- Collect all Order of the Dragon Tail tokens

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13. Aracnophile (10)

- Collect all Secret tokens

14. Pied Piper (10)

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- Collect all Subway tokens

15. Hitch Hiker (20)

- Ride a car or truck for 5 miles

16. Eddie Brock (40)

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- Defeat this nemesis

17. Flint Marko (30)

- Defeat this nemesis

18. Harry Osborn

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- Defeat this nemesis

19. Wilson Fisk (30)

- Defeat this nemesis

20. Aleksei Sytsevich (30)

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- Defeat this nemesis

21. Macdonald Gargan (40)

- Rescue this adversary

22. Sergie Kravinoff (30) - Defeat this nemesis

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23. Curtis Connors (30)

- Defeat this nemesis

24. Luke Carlyle (30)

- Defeat this nemesis

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25. Gold Medal Winner (30)

- Get Gold on all trick races

26. Silver Finalist (20)

- Get at least a silver on all trick races

27. Bronze Finalist (20)

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- Get at least Bronze on all trick races

28. Trick Novice (20)

- Get at least Bronze on all easy trick races

29. Mary Jane Thriller (20)

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- Complete all Mary Jane thrill rides

30. Bomb Squad (20)

- Get at least Bronze on all bomb tours

31. Mega Tourist (10) More Spider Man 3 Tips: - Take a photograph from a great height

32. Master Tourist (20)

- Take a 500 point photograph

33. Shutterbug (20)

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- Complete all Daily Bugle photo missions

34. Web Slinger (20)

- Web up 25 enemies

35. Fast Swinger (20)

- Swing at 200 miles per hour

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36. Pole Swinger (10)

- Swing on 50 poles

37. Spider-Man (50)

- Complete all missions

38. Collateral Damage (10)

- Destroy 25 objects

39. Web Swinger (20)

- Swing a total of 10 miles

40. Master Web Swinger (20)

- Swing a total of 50 miles

41. Mega Web Swinger (30)

- Swing a total of 200 miles

42. Intermediate Racer (20)

- Get at least Bronze on all easy and medium trick races









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