Shocker (Showdown With Shocker)
The first part of this encounter involves dodging Shocker's attacks in a series of narrow subway tunnels. If you step into a tunnel that Shocker is blasting, he'll rock your world, to the tune of a third of your life. You need to get into the little cubby holes on the dividers to dodge these blasts.
When the level begins, quickly duck into the niche to the right. Make sure you aren't in either corridor. Back up against the end of the wall behind you and enable look-around mode. Zip to the next opening diagonally to the right. Then back up on the end of the wall behind you and web zip diagonally again, this time further, and to the left. Repeat this process all the way to the end of the corridor, where you'll find Shocker. Note: When you get near him, you can just step into the corridor and web zip to the wall behind him if you want to speed things up.
Shocker will run away, and you'll be left alone in the tunnels. There is a pile of rubble blocking the area where Shocker ran off to, so you'll have to move some stuff to get to him. Pull both the leftlever here, moving the subway car, then follow the stairs up to a sewer. Move quick and you can catch a golden spider in the scummy flow: Uppercut. Move around and follow the next set of stairs down to your final showdown with Shocker.
The first thing to do when you get into the room with Shocker is turn on Camera Lock. This will track his progress and make him easy to find during the course of the fight. If you need to heal right away, there is a health icon in the far corner on the same side of the entrance and another stashed behind the subway car on the rails above.
Shocker will try to do all kinds of business to you: He'll jump in the air and spin, and the cyclone created by him with suck you toward him. If you get caught in the spinning winds, you will take heavy damage. If you see him spinning and are nearby, jump in the air and start swinging away (hold that button down)!Don't get too close or he'll hit you with a pulse of energy that will knock you off of your feet.
The key to Shocker is staying far, far away. You can take him down exclusively with the Impact Webbing, and unless you're trying to earn a lot of Combat Style points, I suggest that's what you should do. Just dodge his attacks and reposition yourself if he gets too close. If he goes up on the tram, just avoid his attacks and wait for him to come down from on high. A good place to wait is directly beneath the concrete bridges. Just keep plugging with the Impact Webbing until he falls... it shouldn't take long.
Vulture (Air Duel With Vulture)
The fight with Vulture will prepare you for the Goblin. This is an air battle, so make sure you always lock on (this is the default), so you know where the Vulture is at all times. The basic premise of this fight is to damage Vulture enough (make the blue portion of his health meter disappear) so that he has to land, then beat him up some more.
The Vulture send out little green balls of electricty which knock you out of your swing. They are pretty easy to avoid, thoigh, just by lengthening and shortening your swing. He'll also encase himself in a green shield and try to dive bomb you. When this happens, just press jump and freefall until he passes, then resume your swing.
It's not too hard to hurt this old man. If he's at a distance, you can lock on and shoot Impact Webbing at him. You could run the entire fight this way, but what fun is that? What's better is dropping in from above and pummeling him with either airborne punches or kicks.
When you've depleted his blue bar, he'll go stand on the ledge and try to attack from there. Move in and combo him (Web Gloves work nice, too). Or, if you like consistency, Impact Web him. You won't be able to take him down in one trip to the ledge, but you can beat him up pretty good. He'll take to the skies again, and you'll have to hunt him down.
If you get hurt or run out of webbing during the fight, you can find extra stuff on the gargoyles of the building that Vulture goes to perch on. But you won't need health, will you?
Scorpion (Scorpion's Rampage)
Scorpion is highly mobile. Highly. He can pretty much dodge even your Impact Webbing attack, making it significantly less powerful. That doesn't mean you should ditch the maneuver entirely. Just don't rely on it.
Scorpion has several modes of attacking. In close, he can use his nasty tail to sting and whip you. Use double jumps to avoid it. He can also send out devastating energy blasts from this appendage at a distance. If he puts his tail in the air and green energy emits from it, turn around and swing away. If Scorpion climbs the walls, watch out for laser beams shooting from his tail. Be on the lookout for drop-type moves from the top rope as well.
If you need health, you can find it in the wings. There is on on the top of the arch wall and one on the other side of the arena on a wire cage. As for webbing, there's one on the cylindrical container in the center of the area, and one in the hall behind the arched wall.
Keep the Scorpion in your sights with the Camera Lock button. Whenever possible rush in for a quick combo attack (Uppercut with Web Gloves is nifty). Just keep hopping and popping. Jump and land with a kick to combine defense with offense. Or, swing and use swing kicks to knock Scorpie on his keister while protecting your own. You'll whittle down Scorpie's bar but (probably) take a fair amount of damage yourself. Heal and jump back into the fray. If you can dish out four or five good close combos, the Scorpion will fall.
Green Goblin I (The Offer)
This will remind you of the fight with Vulture, except that Goblin is a much better aerial stylist, and he's much tougher hand-to-hand as well. The object is the same: knock Gobbie's blue bar down and he'll land. To get to that point, you'll need to beat him up good, and avoid his attacks.
The Goblin will throw pumpkin bombs at you and spray you with fire from his souped-up sled. Both of these can be avoided witha little proper height and swing management. If you see a pile of bombs steaming your way, break your rope and freefall before resuming your swing. If you get hit by a bomb, you'll be knocked out of your swing. Just shoot another one and get ropin'!
From a distance, lock on to Goblin with the Camera Lock and shoot him with Impact Webbing. Or, jump and attack from above. If you time it properly, you can land on his scooter and ride with him. Just press and hold the jump button while above him and you'll join him on the glider. Beat him with the punch button as you do this. You'll earn a bonus for riding the scooter, so do it at least once during the course of the fight. Otherwise, just use your web swing and Impact web to whittle him down. When you disappear his blue bar, he'll crash through the skylight of a nearby building. Follow him there, but be sure to stock up on health and webbing before you go in. A quick perusal of the area will disclose several icons on the rooftops around the building you're about to enter.
When you land inside the building, lock on to theGoblin again. He'll use two ranged attacks against you here. Either he'll throw pumpkin bombs at you (which can be avoided by swinging in the opposite direction), or he'll try to blind you with a super-bright light. Both of these aredesigned to get you in close, where the Goblin really excels.
Don't let him excel. Stay on the perimeter and blast him with ImpactWebbing. Stay locked on and keep plugging. If he throws pumpkins, double jump over them and continue shooting. There is health and webbing here, in random locations. One icon can be found on either side of the room at ground level, and anothercan be found uphigh in one oft he window wells. There is also a golden Spider on the floor which will teach Spidey Flip Mule. If forced into close combat with the Goblin, this is the move to uncork. The idea is the same... once you wear Gobbie down here, he'll take off again.
Beat him down again and follow him to his new locale. Continue with the Impact Web attacks and occasional combat moves (if forced to) to finally smoke Gobbie. This isn't the last you'll see of him.
Kraven (The Mighty Hunter)
Kraven seems tough, but he's actually quite a wuss. Once you take away his flames and snakes and acid baths and bonecrunchers and sniper rifles and poison gases, he's just a big furball who's easily bum-rushed. Kraven has one main attack: he'll drink a potion and go berserk, then come after you with his machete. When he does this, stay away, because he's practically invincible. Wait until Spidey tells you that it would be a good time to strike back.
The only other attack is what the room does to you. You are constantly being plagued by Kraven's green gas... which slowly eats away at your health. The rest of the room is designed to kill as well. The fire on the walls will hurt you, as will the snakes in the pit. If you explore some of the tunnels here (and you should... but only to get the secret bonus and get more health), you will be inundated with more terrible gaseousness.
The thing to do is to go directly for the snake pit. Kraven will eventually join you there, and as long as you keep to the outside edges of this circular chamber, the snakes will leave you alone. The real benefit is that there is a regenerating health icon that appears at the center of the pit.
Keep Kraven down here and slug it out with him. If he goes crazy, escape to the corridor and wait it out. Then come back and go toe-to-toe, making sure to grab the health icon each time. Use Web Gloves for extra oomph while fighting, and light up all the combos you can think of. Uppercut and Flip Mule spring to mind. When Kraven falls, Spidey pumps him for info, but the big bear isn't giving up any details.
Super Mech (Oscorp's Ultimate Weapon)
The hardest part about this fight is avoiding the Mech's super-mega weapon, the super cannon. If you can dodge that, the rest of the level is cake. You avoid the cannon by not spending too much time in front of this guy. The goal is to take out ten generators stashed throughout the level. The problem is, two of them are directly in front of the Mech, in prime real estate for a super cannon hose-down.
I would advise going to take these two out first. That way, if you fail and get smoked, you don't waste all kinds of time taking out the rest of the generators. When the level begins, turn and face the wall in front of the Mech's face. Press the Camera lock button to lock on to the left of the two generators. As you swing toward it, start shooting Impact Webbing. When you see the generator fizzle (and the number in the right corner of the screen go down), break your web and head back toward the Mech. When you get close to it, turn back around and hit the second generator with Impact Webbing. If the laser fires up, haul butt back to the Mech. If you can get safely back to one side or the other of this giant robot, the laser will stop firing.
If you get dinged up bad, there is a lot of health to be had. There are several health and webbing icons on the low walkway that circles the level. You can also go on these catwalksto shoot the two generators in the corners (near the front, deadly wall). There is also health high in the rafters, underneath the crisscrossing catwalks above.
Besides the laser, there are several smaller gun and missile stations scattered on the Super Mech's body. There are killbots patrolling the arena as well, who will try to cut you down with their lasers. You can pretty much ignore these and go about your work of destroying generators, and then simply heal whenever they take too much of a toll. There are four generators on the Mech's back, and two on the area just below its head. Take them out using a three-punch attack. When all of the generators are destroyed, just climb on the Mech's head and start combo attackin'. Once the generators are down, this guy is pretty weak.
This is it. The final showdown with the Goblin. You begin the level by swinging toward the top tier of the bridge. Swing over to Mary Jane quickly, because if you dawdle, the flames on the bridge will consume her. Grab her using the punch button, then turn around and drop. Before you reach the ground, swing over to the highlighted circle on the surface of the bridge. Let Mary Jane go by pressing the punch button, then get ready for the Goblin.
You've fought the Goblin before, and this fight is pretty similar to your other encounters. The first thing you want to do is select the Camera Lock. This will keep Gobbie in your sights during the whole fight. As before, you always want to be swing toward him (preferably above him as well). If he passes you, press the jump button to cut your web and face the opposite direction. When the Goblin is below you, leap on him and kick. If he is at the same level as you, use your swing kick to damage him.