Marvel's Spider-Man (2018): Complete Walkthrough & Boss Guide
0% complete
🗺️ Main Story Walkthrough
Tick off each step as you go — your progress saves locally, no account needed.
Marvel's Spider-Man (2018) opens with Peter Parker eight years into his career as Spider-Man. The first major mission, The Main Event, sends Spider-Man to arrest Wilson Fisk at his penthouse tower in Midtown. This extended opening sequence is simultaneously a tutorial covering web-swinging, combat gadgets, and stealth, and an emotionally loaded story beat as Peter has spent years working to take Fisk down. Defeating Kingpin triggers an immediate city-wide power vacuum — multiple crime factions move to fill the gap, setting the entire plot in motion. Explore Manhattan's rooftops after the opening to unlock backpack collectibles and research stations that provide early XP.
With Fisk imprisoned, the Demons — a high-tech gang led by Martin Li, the philanthropist alter-ego of Mister Negative — begin stealing military-grade weapons. Peter Parker works simultaneously as a researcher in Otto Octavius's lab, developing prosthetic limb technology in a subplot that builds toward the game's major late-game twist. The Shocker boss fight occurs during this act as Herman Schultz works for the Demons. Prioritize upgrading the Impact Web gadget and the Web Bomb after defeating Shocker — both are essential tools for the upcoming Mr. Negative encounters.
Martin Li leads the Demons on a brazen assault on an Oscorp research convoy, stealing a weaponized contaminant called Devil's Breath. The revelation of his dual identity as Mister Negative marks a major story shift. The first Mister Negative boss fight takes place on a derailing subway train in one of the game's most visually dynamic encounters. Defeating Li here does not end the threat — Devil's Breath remains in play and the game's stakes escalate sharply. Ensure your Wingsuit and Electric Web gadgets are upgraded before this mission as they are both useful in the train fight.
Act 2 reveals that Otto Octavius has been building the neural-interface prosthetic arms in secret, driven by his degenerating motor neuron disease. He assembles the Sinister Six — Electro, Vulture, Rhino, Scorpion, and Mister Negative — to serve his vendetta against Norman Osborn. Peter is blindsided by Otto's betrayal, a personal wound that the game handles with considerable nuance. This act also features the Rhino and Scorpion dual boss fight in a containment facility. The Sinister Six's city-wide assault at the act's end forces a significant narrative sacrifice that permanently alters the game's tone.
Mayor Norman Osborn releases Devil's Breath as a political maneuver, triggering a catastrophic outbreak across New York. Peter must race to contain the outbreak while the Sinister Six fracture under Otto's increasingly erratic leadership. The city enters a quarantine state, and story missions shift from criminal-investigation structure to emergency triage. Mary Jane Watson and Miles Morales operate in separate parallel missions during this act, with MJ infiltrating Osborn's offices and Miles working the streets. This is the game's most emotionally heavy section and several missions cannot be skipped — watch every cutscene.
The final act is a sustained gauntlet: Spider-Man must defeat each member of the Sinister Six individually before reaching Doctor Octopus for the final confrontation. Electro and Vulture are fought together; Rhino and Scorpion are fought together; Mister Negative is revisited. Each fight is designed around gadgets acquired earlier in the game, making this act a test of whether you have upgraded fully. The final Doctor Octopus fight atop Oscorp Tower is the game's most mechanically demanding encounter. Before starting Act 3, ensure your gadgets are all at maximum ammo capacity and your suit tech is fully invested.
⚔️ Boss Guides
Wilson Fisk (Kingpin)
Attack Patterns
Kingpin fights in his penthouse with overwhelming physical power. He hurls furniture and office equipment at Spider-Man, charges with massive shoulder tackles, and uses a ground pound that sends shockwave cracks across the floor. His individual attacks are slow but hit hard. He summons bodyguards periodically to distract Spider-Man while he repositions. In Phase 2 he becomes angrier and his charge speed increases noticeably.
Strategy
Launch thrown furniture back at Kingpin with a web-shot the instant he picks up an object — hitting him with his own projectiles deals bonus damage and stuns him. During the stun, close distance and land a full combo before his bodyguards intervene. Dispatch the bodyguards quickly using Web Bomb to cocoon multiple enemies at once, then return attention to Fisk. His shoulder charge is telegraphed by a leaning windup; dodge to the side — not backward — and hit him twice before he recovers. This fight is deliberately simple as a tutorial — practice the parry input here before harder bosses demand it under pressure.
Shocker (Herman Schultz)
Attack Patterns
Shocker fights across a large outdoor area using his pneumatic Shocker gauntlets to generate powerful concussive blasts. He hovers using the blast propulsion from his gauntlets, fires spread volleys of concussive projectiles, and sends ground-level shockwaves when he lands. His most dangerous attack is a concentrated beam variant he charges briefly before firing — a direct hit removes a significant chunk of Spider-Man's health. He also moves quickly between elevated positions to make melee approaches difficult.
Strategy
Use the Impact Web gadget to pull Shocker out of his hover and slam him into the ground — this interrupts his charge-up beam attack and creates a landing stagger window. Once grounded, land a full combo before he can re-activate his gauntlets. Web Bomb neutralizes the adds that spawn at his low-health thresholds. The spread volley projectiles can be dodged by swinging laterally — horizontal movement is far safer than vertical dodging against his pattern. Keep moving at all times; standing still against Shocker's area attacks is the primary cause of health loss in this fight.
Mister Negative (Martin Li)
Attack Patterns
Mister Negative fights on the surface of a derailing subway train. His attacks channel Negative energy: a straight center-line beam requires a side dodge, a wide ground shockwave requires jumping, and directional half-arena charges split the train surface into safe and dangerous halves. In Phase 2 he generates a persistent Negative energy aura that damages Spider-Man on contact. He can also corrupt nearby environment pieces to turn them into energy hazards.
Strategy
Read the direction of each Negative energy lane before committing to a dodge — the direction is telegraphed by which side of his body Li raises first. For the center beam, dodge left or right immediately; for the shockwave, jump and web-zip to the train's upper surfaces. Between attacks Li has a consistent 1.5-second recovery window: use Electric Web to maintain damage output safely from range. In Phase 2, the Negative energy aura punishes extended melee strings; limit combos to three hits then disengage. The train fight's environment changes each phase as carriages detach — adapt your spacing to the shrinking available surface.
Rhino & Scorpion
Attack Patterns
Rhino and Scorpion are fought simultaneously in a large containment facility. Rhino charges in straight lines with enormous momentum and will plow through environmental obstacles but can be lured into walls and cranes. Scorpion fires acid from his tail stinger in arcing volleys and toxic sprays, and uses his tail as a melee weapon at close range. The primary complication is that both are dangerous simultaneously — focusing on one leaves Spider-Man exposed to the other's attacks.
Strategy
Use Rhino's charge against him: lure him into a charge and step aside at the last second so he crashes into a crumbling wall or shipping container. This stuns him briefly and eliminates a large portion of his health over multiple repetitions. While Rhino is recovering from a wall crash, web up Scorpion with a Web Bomb to stop his acid spray, then deliver a melee combo. Electric Web halts Scorpion's tail movement mid-attack. Do not attempt to fight both in open space — always create distance and use the environment to neutralize one while engaging the other. Impact webs on Rhino during his charge can redirect his vector into arena obstacles.
Electro & Vulture
Attack Patterns
Electro and Vulture are fought simultaneously on the exterior of Oscorp Tower during the Sinister Six assault. Electro attacks from the ground with electric blasts, chain lightning that spreads between conductive surfaces, and an empowered surge where he becomes briefly invulnerable. Vulture attacks from the air with razor-wing dives, feather-blade volleys, and a swooping grab that drops Spider-Man from height. Coordinating their attacks to create crossfire situations is the fight's primary difficulty.
Strategy
Prioritize Electro during his ground phases — when Vulture dives, dodge and use the web-zip to swing away rather than standing to fight. Insulated rooftop panels (marked blue) on the tower exterior absorb Electro's chain lightning and provide safe standing ground to focus on Vulture. Interrupt Vulture's dive with a mid-air Web Bomb that tangles his wings and drops him to the surface, then unload a full combo before he recovers. The Electric Web can redirect Electro's own chain lightning back at him when he is in contact with a metal surface, dealing bonus damage. The fight's second phase adds both characters' most powerful moves — maintain height using web-zip chains to stay mobile between the two threats.
Doctor Octopus (Otto Octavius)
Attack Patterns
Doctor Octopus atop Oscorp Tower is the game's hardest and most technically demanding boss. His four mechanical tentacles operate semi-independently, attacking Spider-Man from different angles simultaneously. Attacks include rapid tentacle stabs, a slam combo where all four tentacles pound consecutively, a spinning sweep attack that covers 360 degrees, and a tentacle grab that holds Spider-Man immobile while the others attack. In Phase 2 he absorbs electricity from the building, making his tentacles electrically charged and increasing their damage. In Phase 3 he incorporates the Sinister Six members' stolen tech into his arsenal.
Strategy
Web Bomb is the most important gadget in this fight — it wraps individual tentacles in webbing and immobilizes them for several seconds, reducing Doc Ock from four threats to two or three. Target wrapped tentacles with follow-up attacks for bonus damage. Dodge the grab by rolling through the tentacle reach — rolling backward is not sufficient. The 360-degree sweep must be web-zipped over; dodge inputs are not high enough to clear it. Electric Web, despite its normally symbiotic weakness to electricity, deals significant damage here due to Phase 2 energy absorption creating a feedback effect on the tentacles. In Phase 3, prioritize destroying the tentacle carrying stolen equipment before it activates, as each active stolen gadget adds a new attack pattern to the rotation.