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| PlayStation 1 Please discuss here Sony's successful gateway into the gaming world -- the original PlayStation 1 console. |
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#1
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can someone please help me !!!!!!!!!!!
on how do you get past the machine on the level spidey in the machine |
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#2
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...
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.
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#3
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ill help him ssjvegeta
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). |
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