Two time periods are in trouble — and two Spider-Men hang in the balance. Spider-Man as we know him, and the Spider-Man of the far-future must join forces to save the timestream in this sequel to the successful Spider-Man: Shattered Dimensions game. Take part in the same action-adventure gameplay, but with a twist. Now, the present Spider-Man’s actions will change the future in real-time, with picture-in-picture technology to immediately show just how much one hero can help (Or hinder) the world.
Don’t get lost in time, join Game Front’s time-travellers on a walkthrough. Scroll down, or browse to see our achievements, trophies, and cheats to expand your understanding of the timestream.
Spider-Man: Edge of Time Walkthrough
The Prologue
Welcome to the traditional training mission. Follow the instructions to attack creepy Anti-Venom, and accept that you will get your ass handed to you and lose, as the opening movie suggests.
Spider-Man: Edge of Time Walkthrough
Chapter One
Achievement: Congratulations! You get the Parker Luck, Chuck achievement worth 10 points just for starting the game!
While this is technically chapter one, you can consider it part of the prologue as you wander through the ducts and view the credits. Might as well tape the left stick down, to be honest.
When you reach the first mission point, wait until the second scan comes up through the floor, then move to where it was. Then you’re back to the ducts.
For the next bio scan sequence, start in the middle, walk to the front, then all the way back to where you entered. No problem.
Now you can finally actually do stuff. Collect the orbs and remind yourself how to web swing in this first section. Enter the door at the end and you’ll have to web swing through a thingee that powers the time travel doohickey. On the other side is the first place where you can web sling. Use the yellow points to cover ground quickly (look for a Golden Spider along the way), and when you reach the last one, start crawling up. When you reach the top you’ll change perspective again and crawl into the next section.
Here you can load up on some orbs, and across the way is a room with a Golden Spider and a Memo in it. To progress, however, go into the tunnel in the center of the chamber.
Big, important cutscene.
Now you learn Spidey 2099′s dodge move, the Accelerated Decoy. Use it to direct rockets at the protected door so you can proceed.
Now you have fighting training, there are security robots to destroy. Once they’re all done, zip to the center of the room to progress through the rest of the credits and the rest of the exposition.
Achievement: You earn Dread Destiny Determiner, theoretically for forseeing Spidey’s untimely demise, but really for completing this chapter.
Spider-Man: Edge of Time Walkthrough
Chapter Two
Now you’re in the present. Proceed to the first bad guy to learn a new mechanic, using Spidey Sense to find guards with keys and taking them down to get the key to move on. Do so and enter the mall area.
You can fight your way through the area if you choose, but the door you need to go through is at the far end. For the most loot, follow the trail of orbs and web sling points. Use brute force on the door to move through it.
Now you’ll move through two big rooms. When you can’t progress any further, look for a zip point and then crawl up. The first will take you up an elevator shaft, the second will take you into a vent.
Follow the crawlspace to the next big room, and then follow the zip line path to a broken door. Inside you’ll learn to use your dodge to avoid lasers! On the other side you’ll need to take out a tough guard who has a key. Launch attacks work well on him, as does your dodge to get behind him and his big shield. Go upstairs, and beat up the mainframe to continue.
Now it’s time to check out the upgrade menu. Press right or left to access the menu for Amazing or 2099 Spideys, rather than their shared skills. The Time Paradox skill is free. Combat upgrades cost orbs, Character upgrades cost Golden Spiders.
You’ll want the Paradox now because there are a lot of guys to face, including at least one more with a shield in the big room. There’s a big orb to grab while you’re at it. When you’re done beating up on guys, take the path you came in by. If you’re turned around, press up for Spidey Sense and a direction.
Now you’ll enter another large mall-like area. There are three guards in here with keys, and you must defeat them. They will likely be of the tough, shield-carrying variety. Feel free to ignore the others if you like. When you have the keys, go to the door at the far end, use them all, and move on.
There are a few guys in front of the next door you need to access, but once you get through them, Miguel will contact you. Take out the last guy, remember you now have access to the Paradox slow-down again, and enter the robotics lab. There are three points you must stand in and use your brute strength to disable the robot. For the second two you will be coming under fire, so use your web shots and the Paradox to keep from getting distracted and/or hurt.
Achievement: Bot Hotshot is yours for taking out the Prototype bot at the end of Chapter Two.
Spider-Man: Edge of Time Walkthrough
Chapter Three
You’ll start out as Miguel in a big room filled with guards. This is rough, mostly because there’s so many of them and there are two missle turrets. Fortunately, you get to use your Paradox power. Remember to use the left trigger dodge to avoid the missles and use them to open the door at the far end. Then take out the turrets. There are explosive canisters along the walls, and tossing them into the bad guys is very helpful. Don’t forget you should have some upgrades by now, and they will help too.
In the next room you’ll learn about sentry drones and how to avoid them. Get behind cover and avoiding them is easiest, but you can dodge them as well. In the room after that, turn around and look at the zip point behind you. Climb up on that wall and follow the orb trail. That will lead you to the guard with the key. Another Paradox may come in handy here, as there are a lot of guards. You don’t need to defeat all of them, however, just the keyholder. When you go back to the key door, there will be lots of drones and guards, AGAIN. Head through the door into the next section.
You can collect orbs and kill guys, but the door to move on is at the far end, guarded by two drones. Through this door, you’ll experience another anomaly that unleashes a lot of guards. You can fight them or skip them. Dodge missles at the end of the hall to move on, and then you’ll be locked in a room with more guards, including the guy with your key. The other door out of this room has a force field generator you can destroy, which will allow you to find more goodies in this level.
Follow the radar to the key door (there’s a Golden Spider in the room down below) and you’ll hit the elevator shaft. In the free fall section you can only steer and accelerate. Fortunately, when obstacles are coming up, the reticle will pop up on your screen to let you know what you’re going to hit, so you can steer away. At high speeds, it’s VERY handy. There are places where you’re perspective changes, so watch out for them and be ready to adjust. The walls are very unforgiving.
Now follow the path, avoiding the hot spots, and collecting the orbs. You can shoot the turrets to block them, or use your decoy action to dodge damage. At the top of the path will be a room of guards to clear out, and then you can bust open a ventilation shaft cover to continue on. At the end of the shaft (you damn right!) there will be another pack of guards. Through the door on the right is a Golden Spider. To the left is the way onward and another vertical path, use the dodge to avoid everything and just keep moving.
ACHIEVEMENT: Dangerous Destination Decider is yours for reaching the 66th floor. Have 10 points. They’re all yours.
Spider-Man: Edge of Time Walkthrough
Chapter Four
Jump over the wall and take out the heavy guard for the key. Then follow the passage for another cutscene. After that, cross the exploded area, open the door on the right, and turn the corner to find a button. Hit that to open the door to proceed, but it’s on a timer. In the next room, just follow the orbs to reach the door at the far end.
After another cutscene, you have to haul. Run away from the explosion, and stay off the ground. Stay in the air with bounce jumps and just keep swinging. At the end of the passage, hit the button to lower the nuclear thingee and help Miguel. You’ll have to do this two more times. The second time is more swinging, the third is mostly zipping. Just stay off the ground, and you’ll make it.
ACHIEVEMENT: Mighty Meltdown Misser is yours for saving Miguel in the future.
The next room is easy, just hit the button and follow the orbs. The countdown is pretty forgiving. Hit the second button and enter the door to your left. Kill two dragon-looking things and a few guards and pull open the next door to continue.
Oooh, who’s this gnarly looking critter? More of the dragon-alien things are in this next big chamber, along with guards. One of them has a key. You can hang around and collect glory, or just drop the guy in question and move on. When you reach the end, the room should look familiar from the opening of the game.
Pretty basic boss strategy here. When he charges you, use the spidey dodge and he’ll be vulnerable. Beat on him a bit and he’ll self heal. Beat on him a bit more and you’ll throw him for a loop.
Look for the orbs to start round two. This time your spidey powers will be pretty much gone. Shoot him with webs when he tries to charge for some free hits, otherwise, keep jumping, since you won’t have your good dodge. When he’s powered down a bit, you’ll get chatty and you’ll have to hit buttons on demand to dodge.
Spider-Man: Edge of Time Walkthrough
Chapter Five
The first room starts out with one rocket sentry, and two more guards join the fray quickly. One of the latter two has the key you need. Move down the hall to the next big room. Here there are a few guys to take out, and once that’d done, leap up to the space before the glowy room, and pull the core out of the floor. Then you can force the door open, but there’s a timer, so hurry.
In the next big section there is a pile of guards, including heavily armed ones, so your Paradox will likely be helpful. You need three keys, so you’ll have to do a lot of fighting. In the next section, follow the orbs to the switch, then turn around and get into the vent. Use that to get back to the door where you came in, the web zip across to the door on the timer.
The only challenge in the next big room is two groups of drone sentries. Use your dodge to avoid them, and follow the orbs to reach a vent cover you can destroy. Crawl in and you’ll come out in a room with a couple of guards. Once they’re toast, pull the core out of the floor, move into the next room, and run to the door that is now activated. Yank it open to proceed.
Once you’re in the next area, move ahead to initiate an Amazing Spider-man sequence. Just keep moving around as Parker, and then the game will shift back to O’Hara.
Now there’s just one room with a LOT of enemies to deal with. You need three keys, and there are rocket guards, laser guards, dragons, you name it. When you get through it, the present and future will collide.
Anti-Venom’s tactics haven’t changed, but the accelerated dodge helps a lot. Get out of his way, pound him, run away, repeat. Watch out for the pools of goo that will slow you down. Once you get AV down a quarter of his life, you’ll pull off one of his implants and he’ll get a bit easier. When you get down to half energy, the fight changes locales.
Use Anti-Venom to break open the pods to rescue Peter. Then you’re back to fighting AV again. An excellent tactic now is to double jump and do a flying attack at him, then get out of the way. A Paradox attack lets you get in a lot of free hits, otherwise, just keep wearing him down and stay out of his way.
Achievements: Defeat AV for the Anti-Venom Vanquiser achievement for 10 points.You’ll also net 10 more for Super Trooper for completing Act One.
Spider-Man: Edge of Time Walkthrough
Chapter Six
Stagger to the gateway to start this chapter. Then return the way you came and you’ll be taught to webshoot the tentacles that keep showing up. Keep doing that until you reach a fork with a missle turret. Take it out and hang a right to take out the tentacle. Then go straight from where the turret was. A quantum shift will make your life more difficult almost immediately. Take out the turrets and then head up and to the left to take down a tentacle and a guard for one key. Hit the button on the console. Then drop down where the tentacle was for another guard, another key and another console. The final set of three is off to your right now.
Head through the door and it’s fetch quest time in the hydroponic jungle. Three atomic batteries. Activate your spidey senses to see the green doors. One is protected by lasers, one by turrets, and one by lots of guards. In each room, use three consoles to open up a hatch and grab a battery.The jungle has a ton of loot in it, so take the time to look around.
Achievement: For grabbing all three atomic doohickeys you earn the Awesome Atomic Aquirer achievement for 10 glorious points.
Once you exit the jungle, you have to head back to the Gateway room. Unfortunately, it’s not that easy. Look out for lots of tentacles, and a ticking clock. Otherwise, it’s pretty straightforward. After that you hand things off to Miguel.
Spider-Man: Edge of Time Walkthrough
Chapter Seven
You start as Miguel and you start surrounded. Yay! Take out the armed guards first to make your life easier. After that, climb onto one of the pillars and pull it down. There are two more, but each one activates another group of guards, progressively harder. Save your Paradox for the last group, ideally, as they are heavily armed. Take out the stun gun guys first, and keep moving around, using your new fighting techniques. After throwing the third breaker, you have a new mission. Play this section conservatively, because if you blow it, you start over, and by the time you reach the fourth group of guards, that’s a tough row to hoe.
Now there’s a fast, but not too challenging free fall section. Watch the reticle and you’ll be fine.
Drop down into the next room, fight the guys, then find the door you need to pull open. Once inside, you’ll bust open a vent cover and start crawling. You’ll move through some pretty simple laser grids, so use your dodge if necessary.
In the next section, you’ll need to activate a turret to blow open a door. Then you’ll be in the windowed chamber you could see earlier. Stock up and hit the switch on the console. That will open the free fall section again.
The next free fall section is a little harder, but still not too bad. You’ll need to move around a bit more, but if you want a pro tip, just try not to hit stuff.
This section is roughly the same as the last one, only you need three keys, which are on guards in three separate chambers. While you do this, you’ll notice some locked off rooms, including one with a Golden Spider in it. Right where you got out of the free fall hall is a console, and behind you then is the room with the shield machinery to bust up. Grab the spider, then use all three keys to open up the free fall space again.
Moving around wise, this next section is easier than the last one, but there are some jarring perspective changes. When you reach the end, hitting a few grids is inevitable before you come out at the end.
Follow the orbs to the mainframe door. There you’ll chat with Parker, then have to take out some more guards. When they are through, lead a missile to the reinforced door and take out the shield generator. There’s another exchange with Parker, then head out the door you came in to the Library, which is now open.
In this big room if you hit your spidey sense you’ll see five doors. You only need to enter three of them and use the consoles inside. Some have guards and some have turrets. The guards you can avoid but the turrets you will have to take out. When three consoles are activated, you’ll enter a door on the ground floor, go through a side vent tunnel, use your decoy to avoid a LOT of lasers, and hit the console that helps Parker in the other time stream.
Achievement: You get ten points for Astounding Archive Achiever for completing this mission.
Spider-Man: Edge of Time Walkthrough
Chapter Eight
Use the first console, then the one to the left. Follow the lasers to the console to the right, and use your dodge before you hit the button. Then proceed clockwise to the door and move on. In the next room, Miguel will open a passage for you. Follow it, look for the key holder, then move on through the formerly locked door.
Follow the path, avoid the turret with your dodge, and use the console. Then return to the open space and swing across to the now open door. The clock is ticking. Through this door use the dodge to avoid fire while you open the door, then again to avoid the lasers. Beat up the shield generator, then some guards will appear. Feel free to ignore them and return to where you came from to move on.
In the next room, you’ll be swamped in enemies. Use the exploding scenery to buy time while Miguel activates a door. Go through it and you’ll be in another vent. That will take you to the archives, and you’ll need to pull the door open. You’ll need to pull it open again to move on, and this time you’ll need to avoid security. Just use your dodge to get past this challenge.
In the next giant chamber you’ll need to defeat three very heavy guards to get their keys. Miguel well let you onto their levels as you progress. Defeating the other guards is up to you. Wanna know what’s awesome? If you use all three keys, it’ll get rid of all the guards! After a cutscene, we’re trading off again.
Achievement: Restricted Room Rogue gives you ten more points. Go you!
Spider-Man: Edge of Time Walkthrough
Chapter Nine
Fight your way past three tentacles to enter the same big chamber you just left. Once you’re in there, you’ll need to follow MJ. Once you’re on the second floor, target the bad guy with the key to move on. Then you’ll hop up to the third level and drop back down to the second to destroy a shield generator. Outside the door you can hit the two tentacles, then move up to try to catch up with MJ.
After a cutscene you’ll have a tough fight against those lizardy, fire-breathing guys, before you can break though a door. Once through there, you’ll be in the central chamber again. Go to the area with the broken glass and crawl up to defeat some tentacles and clear your path. Then ascend to the fourth floor, and go through the marked door.
You’ll see a cutscene with MJ and Miguel. Hit the main tentacle to face a LOT more of them. Follow the trail of orbs back to the first elevator shaft, take out the tentacle there, then avoid the flailing arms to take out one more tentacle head and reach MJ…almost.
Free fall sequence! This time you’ll also be avoiding tentacles, so watch for glowing patches on the walls. When you catch up with the elevator you’ll have to hit a button to grab it. You’ll do this three separate times, but they don’t get any harder. The third time you’ll grab MJ herself.
Achievement:Jackpot, Tiger is yours for saving MJ. Give yourself 10 points.
Spider-Man: Edge of Time Walkthrough
Chapter Ten
Now you face an old enemy with a new story. Strategy? Keep moving, keep dodging, and keep hitting her. If you keep dodging, she won’t be able to take you down. After her there will be two more waves of similar opponents, but with much less energy. One of the last ones will have a key. Then there’s a cutscene.
In the next room there’s a hidden suit in the floor you can pull up. In the room after that, head through the vent. Once you get out, kill the guys, follow the zip lines, and then follow the orbs to reach a console while avoiding enemies and the security system. That will start a timer, so run back to the main room and head through the timed door.
Now you’ll have to crawl through some sewers, and the perspective changes can be distressing. You will zip from platform to platform, and you’ll need to dodge to avoid the security system. Once you get out of there, you’ll arrive in a room with one big droid guard and a few others. Target the smaller ones first, as they will shoot at you. The vent door to one side can be broken for a Golden Spider before you proceed.
Welcome back to the jungle. You’ll follow your opponent down to the bottom, then face off against her and her clone-like troops. Tragically, you’ll have to do this TWICE more to finish her off. Remember, there are lots of orbs floating around the forest, fortunately.
Achievement: Fabulous Feline Fury is all yours for bringing her down, and you get ten whole points!
Now you have a key to get out of here, thankfully. Now you just have to keep ahead of the tentacles, get them out of your way, and keep going the way you came in. Zip line through the sewers and stay off the ground! You’ll go through another series of familiar tunnels, then finish in a room where you’ll have to clear tentacles away a handful of times until you can finally return to the chamber with the vortex thingee. Approach it to finish the level.
Achievement: Determined Do-Gooder is yours for finishing Act Two, and good job, by the way. Have 25 whole points!
Spider-Man: Edge of Time Walkthrough
Chapter Eleven
Hilariously, Peter is facing down something indescribably hideous, but we’re gonna play as Miguel for a while. Immediately you do something very dangerous. Beat up the shield generator, grab the orb, then head into the vents. When you reach the end, look for a blue orb and a Golden Spider before you drop into the hole indicated by your Spidey Sense.
Follow your radar to activate the cart, and then prepare for the zombie critters. Follow your senses to a console, activate it, then protect the cart on its journey. Shove it into place when it gets to the end of the track.
Follow the radar to another console. First, go behind it through a door and destroy the shield generator. Then release the cart and protect it. When it reaches the hold up, leap ahead to another console to let it continue. As it progresses, sentries will join the fight, and they’re armed. Once the cart is in place, you’ll need to give it a shove as well.
You’ll have to repeat this process one more time, but the last time is a pain in the ass. The zombies come fast and thick. There are two consoles, the one releases the DNA cart, the other damages the zombies, but it’s a hard balance to reach. If you just get down on the floor level and defend the cart, there might be a couple of achievements for fisticuffs in it for you. When the cart is on its way out, a flying, shooting guard will show up just to make things interesting. Shove the last cart into place when you’re done.
For the final leg, you’ll have to bide your time while the zombies pile up. Enjoy yourself if you like, on top of the platform, beating them as they come along. When the complete percentage reaches about 80, more random guards will show up. When the countdown is over, enter the room below you and hit the console.
Achievement: For analyzing all the data, you get the Complete Data Diviner achievement for 10 more points.
Spider-Man: Edge of Time Walkthrough
Chapter Twelve
Follow the orbs, take out the tentacle, and head through the door. When you move far enough into the room you’ll cue a cutscene and a very unpleasant opponent.
This guy you’ll want to avoid as much as possible. Hit him and run, through stuff at him, and get rid of his supporting cast. When he drops he’ll leave a key, and you can take it and run with it instead of facing the guys who keep showing up.
In the next space, there are two guards with shields to take out before you can safely pry the door open. It’s not too rough. In the next room, however, there are huge guys, guards, and a security system. The safest way to proceed is to take out as few guys as possible so you can just hit dodge and get to the door to move on.
The next room sucks. You have to take out all these guys, and when you do, you basically have to take them all out again so you can close the windows. Using your Paradox, special skills, and killing the armed guys first will all help you stay ahead. If you pace yourself, it’s not even as challenging as it looks. But it looks brutal. For the final window, it’s easiest to take out all the gunners, lure the brawlers to the back of the space, and then close the window, rather than trying to take out all the guys before your time runs out. After that, tentacles show up again and you have to finish cleaning up. Hit the big tentacle in the back to open the door to continue.
Compared to your last battle, four guards, only two armed, should be a snap. After that, things get hairy, but you can just jump right into the vent if you want to skip a drawn out fight. Once you’re in the vents, keep going to trigger a cutscene, and then you’ll be in the room with the DNA thingamajig. Use it like any console. Once you do so, you’ll see another small event, and then all you need to do it get into the space between the two windowed in areas. Swinging around for speed helps a LOT here. Then you take a sample and return it to the computer. Then, sadly, you’ll have to repeat the process with a LOT more tentacles involved. It’s a pain, but it’s really not that tough. You will have to shoot the tentacles that are “guarding” the gas chamber, though. Then, naturally, you’ll repeat the process AGAIN. Because DNA is tricksy, apparently.
Achievement: Now you earn Mighty Monster Master for taking down the abomination. Have 10 points. You earned them.
Spider-Man: Edge of Time Walkthrough
Chapter Thirteen
Free fall section! And this one sucks because the environment changes almost constantly, so do NOT speed too much and just be ready to adjust and roll with the scenery.
At the bottom, you’ll head to a console to turn the gravity up, as it were. After that, follow the radar to make an adjustment. Hit the console, then destroy the shield generator. Follow the radar to activate another widget, but be prepared to take out a pile of zombies along the way. Use the radar to hit the next point, then you’ll swing across the opening and raise an energy emitter to shut off the forcefield so you can quickly open a door.
Now you’ll drop back down to the base level to hit the same console you started with. There will be zombies in the way, and they will interfere with you starting the cycle. Now you’ll use the garbage to jump up even higher, and take out two shielded guards, and then activate another core to move on. There’s a turret and three guards in your way now, but take them out, raise another core, and you’re almost there. Once you take out the next couple of bad guys, pull down the next series of cores, and move into the next room. Unfortunately, now you have to contend with a blocked door, two bigass guards, and a turret. Use the turret against the guards, move around, and by all means don’t feel like you have to stay in the room. Once the guards are down, use the turret to blow open the door.
Drop all the way down to trigger another cycle from the first console. This leads to what is by far the hardest free fall sequence yet. You do NOT want to use full speed most of the time so you can dodge, but there are two points, one illustrated with flame, the other with purple light, where you need to floor it or you will be burned from behind. Otherwise, sadly, this is mostly a matter or repetition and learning or lightning reflexes rather than strategy.
Remember this room? Use the explosive canisters to take out the zombies, and soon enough you’ll ask Parker for help.
Achievement:Hey, you made it! Good job. Now you get the Incinerator Rex achievement for 10 whole glorious points!
Spider-Man: Edge of Time Walkthrough
Chapter Fourteen
This isn’t too rough if you remember to take out the guys with the guns first. Open the door, then pull down the chambers. Zombies will emerge, and you’ll keep talking to Miguel, but trashing the pods will alert the guards. Take them out first. All of them you can find. Then go from pod group to pod group, wrecking them, and fighting off the next waves of guards that show up. One final hefty wave will show after the last pods are dropped, but by now you’ll easily be capable of handling it.
Climb up to the ceiling to get past the security system, and then you’ll see your key carrier vanish. You can fight these guys all day long if you want the experience, etc, but there are three consoles in the room that you need to trigger so you can use the portal yourself. Use the dodge to be able to activate the consoles without getting distracted or hit.
Second verse, same as the first. Find the key holder, then hit the three consoles to teleport back.
Achievement: You pick up the Larrupin’ Locksmith for all your portal galavanting. Ten points!
Third verse, same as the…whatever. Rinse and repeat. The bad guys will keep coming, so find the consoles and hit the portal pad. Then do it ONE MORE TIME.
Now return to the locked door and go through it. On the other side are tentacles. Get rid of those you can, and avoid the others by wall crawling. When you drop down, you’ll have to shoot a bunch of them. After that, find a crawl space to enter the next corridor, then it’s more of the same. At the end, punch another console and head through the door.
Spider-Man: Edge of Time Walkthrough
Chapter Fifteen
Too quiet? You betcha. Fortunately you don’t HAVE to take these guys out. Lead a missile to the door and you can continue. Otherwise, there are a lot of orbs here to collect. Same story in the next chamber, it’s just a bit harder to get through. Activate the missile, then web swing to the far end, zip line to the platform in front of the door, hop in front of the door, then dodge. It’ll likely take a couple of tries.
On the other side of the door, there’s a mini gauntlet of guards, the last of whom gives you the key to move on. Then there’s another room with a door you need to blow. Face the guys or dodge them, but this one is easier than the last one. Have the missile chase you and blow the door. Run down the hall and there’s one more room before the end. There are a lot of guys in here, but you only need to catch the key holder.
Spider-Man: Edge of Time Walkthrough
Chapter Sixteen
Now you’ll face the Abomination as Parker. The fight is not hard to begin with. Dodge him and shoot the tentacles with web shots, just like always. When they close up, a pylon will rise from the floor. Zip line onto it, and then jump off when the tentacles come after you. The monster will briefly be stuck, which is your chance to do some damage. After he takes enough hits, which will require you following the process a couple of times, you’ll switch off to Miguel.
Miguel is facing a different guy in a similar environment. Dodge the ballistic attacks, and when he goes up into the ceiling, jump onto the hot spot on the floor. When the webs come down, get out of the way, and then beat on him. When he rears up, dodge out of the way.
When you shift back to Parker, that plasma stuff will flood the floor, so the basic strategy remains the same, but you have to keep web swinging as well. When you hit the apex of a swing shoot at the tentacles, then swing again. When the pylons come out, land on one, then jump to the other to tangle both tentacles. This will clear the plasma so you can proceed with the beat down. Just keep doing it.
Compared to round two with the Abomination, round two with the CEO is a snap. Shoot the tentacles so they slap him, then beat him when he’s down.
The final round with the Abomination is a snap. Lure him to the doorway, then dodge and punch him.
Achievement: Tossing the boss into the gate unlocks Monster Masher Maximus for 25 points.
Now it’s time to finish the CEO as Miguel. When he attacks you, you can dodge and get behind him, but you can’t get all his energy that way. Instead, when he prepares to fire at you from above the gate, use zipping to get out of the way, get in front of the gate, and hit the right shoulder button to pull him down so you can pound on him. Then you can do a Spidey slingshot to throw him into the gate.
Achievement: You get a LOT of points for finishing the game. Boss of Bosses is worth 25 points for beating down the CEO, then you get 50 points for completing Act Three, and you get Fearless Front-Facer, worth 25 points, for beating the game on Normal. 100 points for finishing the final level. Aren’t you awesome?