View Full Version : spiderman 2 enter electro


polystone51
07-08-2002, 01:31 AM
can someone please help me !!!!!!!!!!!

on how do you get past the machine on the level spidey in the machine

SSJVegeta
07-30-2002, 01:10 AM
If you explain what the level is like I can help you out, it has been awhile since I beat it so you have to help me so I can help you.

visor3
08-07-2002, 08:53 PM
Now that the merriment has ceased, let us now worry about the new
environment that we have found ourselves in. There are some new non-
thug enemies to fight (finally!) and a bunch of puzzles to resolve
(most of the rest of the levels are fairly puzzle-intensive--even a
couple of the upcoming boss fights). The Flying Drones won't be much
of a worry unless a Scout Drone (the little teeny-tiny ones that flit
around in one or two areas) calls for reinforcements. Basically, all
the Flying Drones do is fly around. However, they will fire at you, so
be careful. The best strategy is to tag them with impact webbing.

Once the FMA ends, you'll be thrown right into your first puzzle. A
group of messed-up drones will fly into all three boilers (only one at
a time, though), and it's your job to shut the boilers down.

Boiler #1 is right in front of you when you regain control of Spidey.
Jump over it and turn around to find the switch.

Boiler #2 is to your left (while facing the switch on boiler 1). Once
you turn, the switch will be directly opposite you. Easy.

To get to Boiler #3, turn right from your current standpoint and head
for the front of the room (where the green tunnel is). Keep the tunnel
to your left and the switch will be to your right.

COMIC ALERT (Easy): Once you've finished with all three boilers, climb
the ramp and follow the catwalk to find comic number 10, Amazing
Spider-Man Vol. 2, #30.

Head down the green hallway (check out the waterfall behind the
grating, and the puddle underneath it), being wary of the drone, and
take the left turn--why am I telling you this? There's only one way to
go! Ahem.

Once the latest FMA is over, run all the way past the big generators to
the far end and jump up onto the turbine platform (but not onto or into
the turbine if you don't want Spidey to be folded, spindled, and
mutilated). Poke around the front end of the left generator to get the
latest web power-up--Taser webbing! A little bit of this in your trap
webbing will floor those drones in no time flat, and it powers up your
impact webbing nicely, too.

Hop down to the floor in front of you and go over and inspect the
computer to solve another puzzle. This one's simple--all you have to
do is use the [], /\, and () buttons to stop their respective orbs in
the green circle in the middle. They don't have to be lined up in any
special order, they just all have to be in that circle.

WHAT IF MODE: The puzzle becomes a game of "Pong," here called "Paddle
Battle." Move the paddle back and forth with the ****og stick or the
left and right on the D-pad. Score a point to solve the puzzle.
(There's another bug in the game here--the opposing paddle will
sometimes jitter and then stop dead. Someone told me that this was due
to a Gameshark code, which puzzled me, because I wasn't using a
Gameshark when it happened--the game is already on the easy side
without the aid of cheats. It may have been because I was fooling
around with the Stealth power. Nevertheless, it's easily solved--pause
the game and unpause it to restart the CPU paddle.) Hey, at least it
doesn't involve a banana.

Head up the ramp--now free of nasty lasers--and turn right to find the
control room. Hit both switches (one on each side of the room) to turn
off those turbines. Now you can get into the air ducts. (More
weirdness--you can move Spidey around during the FMAs that come up when
you shut off the turbines. Move him into the middle of the room and
jump up and down. It's Spider-Ant!)

Head back out into the turbine room and climb or zip-line into either
of the duct openings--you'll have to jump onto the top of the turbine
first if you don't zip-line first, but they're slippery and Spidey will
fall off if you don't jump on top right off the bat.

Head to the grate at the far end of the duct and peek out--that room is
where you're going next. Zip-line up into the greenish shaft, get the
health if you need it, and follow it to the next room.

Another security area--how novel! Go left after Spidey stops stating
the obvious and head into the corridor--which, of course, is guarded by
an Ever-Popular Laser Grid. Cute. Zip-line to the ceiling and
CAREFULLY crawl through the openings in the grid, being aware that
those lasers just love to take massive chunks of your energy (well, on
difficulties higher than Kid Mode).

Once in the new security room, take out both switches--one opens the
door and one shuts down the laser grid, making your exit a breeze.
Just take care of the two drones first. You can now leave the level.

COMIC ALERT (Kid Mode): Instead of leaving through the number 2 door,
go back up into the ventilation shaft. Return to the beginning of this
shaft and comic number 25, Amazing Spider-Man Annual #21, will be
sitting in front of the fan (next to the health, if you didn't pick it
up earlier; if you did, the comic will be all on its lonesome. Awww,
poor thing).