Marvel's Spider-Man 2: Complete Walkthrough & Boss Guide

By ParryStack Editorial·Updated May 2026·🗺️ 6 steps · ⚔️ 6 bosses

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📋 In This Guide
  1. Main Story Walkthrough (6 steps)
  2. Boss Guides (6)

🗺️ Main Story Walkthrough

Tick off each step as you go — your progress saves locally, no account needed.

Step 1 of 6
Surface Tension — The Sandman Crisis

Marvel's Spider-Man 2 opens with a spectacular set-piece: a giant Sandman construct threatens Coney Island and the two Spider-Men — Peter Parker and Miles Morales — must team up to stop him. The game establishes its dual-protagonist system here, letting you experience the same event from both perspectives in alternating segments. The opening teaches the new web wings gliding mechanic, the updated parry system, and the expanded gadget wheel. After the Sandman battle, the game splits into its parallel storylines: Peter dealing with Harry Osborn's miraculous recovery, and Miles navigating college applications and his community in Harlem.

Step 2 of 6
Two Spiders, One City — The Lizard and the Symbiote

Peter investigates Dr. Curt Connors' research into regenerative medicine, unaware that his work is connected to the Symbiote organism Harry Osborn carries. The Lizard boss fight occurs during this chapter. Simultaneously, Miles investigates Kraven the Hunter's private army of mercenaries who have arrived in New York to hunt supervillains. The dual-protagonist structure means the game's second act frequently cuts between Peter's increasingly symbiote-influenced behaviour and Miles' escalating conflict with Kraven's forces. Upgrade both characters' gadgets and suit tech during this period, as both will see combat independently.

Step 3 of 6
The Flame — Martin Li Returns

A new villain calling himself The Flame leads a cult that targets members of the FEAST shelter network. Peter Parker recognizes the connection to Martin Li (Mister Negative) and investigates with Mary Jane Watson. This chapter weaves the game's emotional core together: Harry's condition, Peter's Aunt May memorial work, and the reemergence of Li's dark energy powers. The confrontation with Mister Negative occurs during this story beat, with Peter using the new web wings for an extended aerial chase sequence before the boss fight resolves. Miles' Venom powers receive a significant upgrade following a plot revelation in a parallel mission here.

Step 4 of 6
Symbiote Peter — Descent and the Dark Suit

Peter bonds with the Venom Symbiote, initially believing it is curing Harry and amplifying his own performance. The game's midpoint dedicates several missions to exploring Peter's increasingly erratic behavior under the Symbiote's influence: he is more aggressive in combat, dismissive of his relationships, and fixated on Kraven as a threat. Kraven's first boss encounter occurs during this section. Gameplay as Symbiote Peter introduces Symbiote Surge, a powered-up state that dramatically increases damage output but is contextually tied to Peter's moral descent. The missions in this chapter are some of the most replayable for pure combat feel.

Step 5 of 6
Miles Steps Up — The Venom Threat Emerges

As Peter's behavior grows dangerous, Miles is forced to operate independently and confront both Kraven's ongoing hunt and the emergence of Venom as a separate, fully evolved threat distinct from Peter's symbiote. Harry Osborn's transformation into Venom is the chapter's central revelation. Miles receives his final Venom power upgrades in this act and the game establishes him as equal in capability to Peter for the climax ahead. The Symbiote Behemoth (Scream) boss fight — involving a symbiote-controlled Mary Jane — occurs in this chapter as a personal and combat low point for Peter.

Step 6 of 6
Final Act — Venom's Assault on New York

Harry Osborn, fully transformed into Venom, launches a Symbiote takeover of New York, converting civilians and creating Symbiote nests across the city. Peter — separated from the Symbiote and weakened — and Miles must work in tandem to dismantle the nests and cut Venom off from his power source. The second Kraven fight occurs as an early-final-act obstacle. The concluding Venom boss fight is the game's longest and most mechanically complex encounter, cycling through five phases across the full map. Fully upgrade both characters' suit tech and gadgets, especially Concussion Grenades upgraded with sonic tech, before beginning the final mission.

⚔️ Boss Guides

⚔️

Sandman

Weakness
Miles' electric Venom Blast dissolves sand constructs instantly; water hazards in the arena
Recommended Gear
Miles with Venom Blast fully upgraded, Electric Web gadget, web wings for vertical mobility

Attack Patterns

Sandman manifests as a massive sand colossus over Coney Island. He attacks by hurling boulders of compressed sand, summoning sand tornado funnels that sweep across the arena, and creating clone duplicates of himself from condensed sand. The clones are fully aggressive and can be mistaken for the real Sandman during the heat of the fight. Environmental debris from destroyed Coney Island structures flies across the arena as additional hazards during Phase 2.

Strategy

Play as Miles for this encounter and use Venom Blast on the Sandman and his clones — electric attacks dissolve sand immediately and the clones die to a single Venom Blast each. The real Sandman is identifiable by his larger health bar. Use web wings to stay airborne and avoid the ground-level sand tornadoes, which are the hardest attacks to dodge on foot. When Sandman hurls boulders, dodge sideways twice in quick succession. Water structures in the Coney Island arena can be web-pulled to collapse onto Sandman for bonus stagger damage during Phase 2.

⚔️

The Lizard

Weakness
Floor and wall sections can be web-pulled onto him for free damage; keep space to avoid grapples
Recommended Gear
Web Grabber gadget, Concussion Grenades, Peter with standard suit tech upgrades

Attack Patterns

Dr. Curt Connors as the Lizard is a fast, reptilian brawler fought in a collapsing underground research facility. His attacks include rapid four-hit claw combos, a tail sweep that covers a wide horizontal arc, and a devastating grapple that deals massive damage if it connects. In Phase 2 he gains a wall-crawl charge, launching himself off the ceiling to drop directly on Peter's position. His speed makes standard dodge timing less reliable than parry inputs.

Strategy

Use the Web Grabber to pull floor sections and wall debris loose and slam them into the Lizard — each hit staggers him and opens a free combo window. These environmental attacks do not consume gadget ammo. When he wall-charges from the ceiling, dodge toward him rather than away to end up behind him and attack his unprotected back. Concussion Grenades interrupt his four-hit combo chain mid-sequence, which is the safest way to stop him when his combo is already underway. Parry his tail sweep on the third hit of the chain; the timing is consistent across all phases.

⚔️

Mister Negative (Martin Li)

Weakness
Negative energy charges can be interrupted by aggressive pursuit during the wind-up
Recommended Gear
Peter with Symbiote abilities, Web Shooter for rapid damage, dodge investment in suit tech

Attack Patterns

Martin Li's second boss fight takes place on the rooftops during a chaotic chase sequence. He attacks with his Negative energy powers: directed beams, ground fissures, and area-of-effect bursts. In Phase 2 he channels directional Negative energy lines down corridors — center-lane, left-lane, and right-lane variants require reading the direction before dodging. A ground shockwave in Phase 2 must be jumped over rather than dodged horizontally.

Strategy

The center-lane energy beam requires dodging left or right; the shockwave requires jumping. Memorize which attack Li is charging by his hand position — a two-handed channel indicates the beam, a single downward thrust indicates the shockwave. Between his Negative energy charges, Li has significant recovery time; use it to land a full web-shooter combo and close distance for a melee follow-up. Peter's Symbiote tendrils in this fight can interrupt his charge-up animations if the tendril lash connects during the first half of his wind-up. Stay airborne as much as possible to avoid the ground-level shockwaves.

⚔️

Kraven the Hunter (First Fight)

Weakness
His own gadgets can be redirected back at him; parry his knife lunges for stagger windows
Recommended Gear
Symbiote Peter, Venom Slam ability, gadget upgrades, suit tech in parry bonuses

Attack Patterns

Kraven is an elite hunter equipped with an arsenal of gadgets and martial training. His attack set includes explosive net traps thrown to immobilize Peter, knife lunges with precise timing windows for parry, a grappling hook charge that crosses the arena rapidly, and proximity mines placed around his movement path. Many of his attacks are unblockable and require dodges, including a multi-knife barrage he fires in spread patterns. He also parries most of Peter's standard web attacks with his own combat training.

Strategy

Redirect Kraven's net traps back at him by dodging through them — the nets are not homing and Peter can direct their momentum. A trapped Kraven takes a full Venom Slam combo without resistance. Parry his knife lunge on the yellow flash indicator for a free counter-attack window. Concussion Grenades and Impact Grenades interrupt his grappling hook charge mid-flight and force him to recover on the ground. Symbiote Peter's aggressive tendril slam deals enough damage to break Kraven's defenses and create guaranteed stagger states that bypass his combat training parries.

⚔️

Scream (Symbiote Mary Jane)

Weakness
Sonic-upgraded Concussion Grenades destroy symbiote armor instantly
Recommended Gear
Peter with Concussion Grenades upgraded with sonic module, Anti-Symbiote Burst suit tech

Attack Patterns

Mary Jane Watson, consumed by the Symbiote and transformed into Scream, is one of the game's most emotionally charged encounters. Scream uses symbiote tendrils for wide sweeping attacks, fires compressed symbiote blasts that home weakly toward Peter, and can summon symbiote spikes from the ground beneath Peter's position. She is significantly faster than standard Symbiote enemies and her tendril reach is longer than it visually appears. She also regenerates health from nearby Symbiote deposits in the arena.

Strategy

Sonic-upgraded Concussion Grenades destroy the Symbiote armor plating she generates during Phase 2 in a single hit — this is essential, as the armor otherwise blocks all damage. Destroy the Symbiote deposits around the arena before focusing on Scream to prevent health regeneration. The Anti-Symbiote Burst suit tech mod (available in the suit tech menu) passively increases all damage dealt to Symbiote enemies. Parrying her tendril sweeps is possible with precise timing on the red flash indicator; successful parries deal bonus damage to the Symbiote layer and create the longest attack windows of the fight.

⚔️

Venom (Harry Osborn, Final Boss)

Weakness
Sonic gadgets and combined Peter & Miles attacks in Phase 5; Venom is vulnerable during air combos
Recommended Gear
Both Spider-Men fully upgraded, Concussion Grenades with sonic module, all suit tech invested

Attack Patterns

Venom is fought across five phases in the final mission. Phases 1 and 2 are played as Peter: Venom uses massive ground pounds that create shockwaves, command grabs that deal catastrophic damage, Symbiote projectile volleys, and a flight phase where he becomes nearly untouchable at ground level. Phases 3 and 4 switch to Miles, with Venom now empowered by absorbing Symbiote mass from across the city. In the final Phase 5, both Spider-Men team up in a QTE-driven cinematic sequence. Throughout all phases, Symbiote minions spawn to protect Venom.

Strategy

Phases 1–2 (Peter): Use web wings to stay airborne and avoid ground-pound shockwaves. Sonic Concussion Grenades are the most effective tool; throw them at Venom to remove his Symbiote armor plating and expose his human form underneath for critical damage. Avoid the command grab by dodging through it — not backward. Phases 3–4 (Miles): Miles' Venom Blast does consistent damage throughout all health thresholds; use Venom Dash to close distance after Venom's flight phase. Clear symbiote minions with Chain Lightning before refocusing on Venom. Phase 5 QTE: complete prompts quickly and precisely — failed prompts refill a portion of Venom's health.

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