Neoseeker : Spider-Man 3: Invasion of the Spider-Slayers FAQs : Spider-Man 3: Invasion of the Spider-Slayers FAQ/Walkthrough

Spider-Man 3: Invasion of the Spider-Slayers FAQ/Walkthrough

by KeyBlade999   Updated to vFinal on
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  • Game: The Amazing Spider Man 3: Invasion of the Spider Slayers
  • Console: GameBoy
  • File Type: Formatted FAQ/Walkthrough
  • Author: KeyBlade999 (a.k.a. Daniel Chaviers)
  • Version: Final
  • Time of Update: 2:26 AM 2/10/2013
  • File Size: 34.8 KB



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Introduction

Welcome to another one of my FAQs. This particular FAQ covers the GameBoy game known as The Amazing Spider-Man 3: Invasion of the Spider Slayers. This particular game is the third in the Amazing Spider-Man series for the GameBoy, often just called Spider-Man for convenience, and features the standard version of what you'd expect from this series insofar - platformer-style levels as Spider-Man web-slings across New York City, defeating the villainous forces within.

It has been twenty years since the release of this game. And yet, like hundreds of GameBoy games, it has gone uncovered by GameFAQs in that entire time. The FAQ Contributor Boards, including myself, of GameFAQs have taken it upon themselves to complete at least one FAQ for each and every GameBoy game, among other consoles.

And so, that is how I came upon this game. Thanks for listening to my ramblin'; hope you enjoy!





Game Controls

Button Resultant Effects
D-Pad (Left/Right) Move left and right.
(Left/Right when web-swinging) Swing left and right.
(Left/Right in a double-jump) If going to a wall, gets on wall.
(Up) Entter a doorway.
(Up/Down on a web-rope or wall) Climb up and down the rope/wall.
(Down) Crouch down; use Left/Right while holding to crawl.
(Up + A) Shoot web-swinging ropes upward.
(Down + B) Shoot weaponized webs in direction of facing.
A Button Kick attack. Can be done while crouching.
Use with Up + Left/Right on D-Pad to shoot swinging webs.
Use after holding Up on D-Pad to shoot climbing webs.
B Button Press once to jump.
Press twice to double-jump.
Cancel web-swinging.
Jump off something you're climb on (i.e. walls).
Use with Down on D-Pad to shoot webs.
A -> B -> A... Press A to swing from a web, B at swing's end, and loop.
Start Button Open pause menu.
Select Button N/A.




Walkthrough

Minor Notes

  • First and foremost, I would greatly suggest reading the Game Controls section before you actually read the walkthrough, just in case you learn of some command you know nothing of.
  • And, secondly, enemy locations and spawnings are fairly randomized, at least from what I am to tell. I will try to detail the enemies in a level as early as possible, so you are able to differentiate between them and learn how to handle them.


Stage 1-1: Central Park

Level Info

  • Primary Goal: Stop 20 muggers! Muggers are the knife-wielding dudes on skateboards.
  • Starting Timer: 150 seconds (2 minutes, 30 seconds).

This level is actually fairly basic to navigate. For now, you'll want to mainly focus on meeting your goal, the defeat of 20 muggers. These twenty muggers all look the same - they ride in on skateboards. They are, indeed, human. There are only two human enemies in this level, including the muggers, so it'll be easy to differentiate between them.

There are three main types of enemies in this level:

  • Trenchcoats: These trenchcoat-wearing men will just come up, usually trying to shoot Spidey. I would prefer to attack them with ducking web attacks (Down + B). Some of them are actually "good guys", to a point, and won't draw a gun on you. If you hurt these innocent bystanders, you will lose points, so be careful. Or not - I usually don't care. =P
  • Muggers: The primary enemy of this level, you'll find that these knife-wielding punks will ride in on a skateboard, often attack you, and move on. You need to defeat twenty of them to finish the level. It's easiest to do ducking web attacks.
  • Spiders: These will fall out of the trees ever so often. They fall pretty quickly, so it's not like you can dodge them. Just keep moving.

As for the level terrain, it's actually quite flat. I recommend going to the right for a bit, defeating enemies as you go, and you'll soon see a brick wall. Double-jump onto climbing it, then proceed over to its other side. There will be the final portion of the level, more or less. I just stayed around here and beat up enemies as they came.

Eventually, the white square at the bottom of the screen (between the score and energy) will show a right-pointing arrow. In this case, that'll mean that you've beaten the main goal of the level and are free to proceed onward to the next one. In this particular case, just head rightward.



Stage 1-2: Some Kind'a Monster

Level Info

  • Primary Goal: Beat the boss!
  • Starting Timer: 100 seconds (1 minute, 40 seconds)

I would begin by noting that there are two orbs in the top-right corner of the screen. You can use the ledges as stepping stops to reach them. These orbs should heal at least a majority of your damage. You'll probably lose about half of your health in this level, so I'd probably wait until I had one or so blocks of health left.

Anyways, this boss, looking oddly a lot like a like those things in the Alien series, has two primary attacks. One is the platformer standard of leaping around and trying to run into you. The other is much more lethal. He can launch a set of lasers (or something) from his mouth. These streams can often be long, and therefore absolutely brutalizing on your health. Nevertheless, for both attacks, just dodging around seems to do fine. Getting stuck in the corners, though, is not good.

As for the battle itself, you have a simple strategy. Go up to the boss and use the A Button to kick him. That's it. I would normally recommend web-shooting, but that is not powerful enough to manage this fight, if it even has an effect at all. You can usually deal with this, even if you have to get close enough to result in being damaged. If anything, just remember the health orbs during the fight, or afterwards. After the boss is defeated, you'll be allowed to proceed rightward into the next level.


Stage 1-3: Two Towers

Level Info

  • Primary Goal: Beat the boss!
  • Starting Timer: 200 seconds (3 minutes, 20 seconds)

I wonder if the inadvertent 9/11 reference was intended here? (Don't worry, this game was made in the '90's.) I mean, this level is quite, quite difficult to complete. Gah.

Anywho, throughout the earlier portion of the level, you will primarily be assaulted by metal spiders coming at random from above. Additionally, a metal bird, later to be the boss of of this level, will come around and often shoot laser balls or drop what seem to be refrigerators. O_o Try to move quickly, as death is not exactly desirable under any circumstances.

^s1|The gargoyle you need. Move to the right and you'll see a brick wall past the fence in the background. Double-jump onto the wall and climb up. When you cannot climb anymore, double-jump there and rightward. Now, here's the first point where you may have gotten stuck - where now? Well, if you look at the nearby screenshot, you'll notice that I double-jumped from the window ledges. See that gargoyle encircled in the screenshot? You'll need to swing from that and, as you circle around to a position where you're nearly directly above the gargoyle, double-jump to the right once more onto the ledge.

^s2|The next bit. Leaving this ledge requires a similar philosophy as with the previous gargoyle. This time, though, stand on the ledge that the lower gargoyle is standing on, and, don't worry, you won't fall unless you screw up. Then hold Up and press the A Button to attach, hopefully, to the gargoyle above you. Swing to the right, let go of the D-Pad, then press Left after about one or two seconds to swing above there.

Alternatively, as suggested by Darkstar Ripclaw, you can just double-jump onto the wall between the two gargoyles and double-jump when you reach the top, kinda like what you did at the start of the level.

At this next ledge, you'll see three windows to the right, with two above them. Double-jump onto the top-left platform. From its left edge, press Up and A to get a climbing web. Press Down until you're as low as possible, then press Right, let go for about a second, then swing Left and onto the platform above you.

^s3|And next... There, you'll find three ledges nearby. If you were to double-jump up, you'd see two more ledges. See the encircled ledge in the nearby screenshot? You need to attach a web to it, then press Right. Wait about a second or two, then press Left. You should attach to the wall above the crack shown in the screenshot, or reach the ledges to the right of the wall. In the case of the latter, double-jump left and turn right onto the wall, then climb up to the top. Double-jump up there and you should be atop the right tower.

^s4|The "duh" solution. At the rooftop, you'll need to run and jump/double-jump left. You want to end up on the second-highest ledge of the left tower. This is the ledge just beneath the antenna on the roof, and, when you're on the ledge, you won't be able to see the ledge above at all. Now, the hard part? Begin by looking at the semi-collage to the right of here. In the left screenshot, you see where you need to begin standing on the ledge. From there, at the very edge of the ledge, double-jump left and onto the wall. Now, climb up to the top. At the top, hold Up on the D-Pad and press the A Button - you should end up hanging from a web from the very corner of the top ledge, like in the second screenshot. Hold Down on the D-Pad until you're as low as possible. From there, press Left on the D-Pad just once - about one or two seconds later, press and hold Right on the D-Pad. You should reach the top ledge after you use the momentum to loop-de-loop to the top ledge.

Now, to continue on, there are two methods to use to continue on.

  • Darkstar Ripclaw: Stand in front of the antenna, and double jump to climb on it, or shoot up a web with Up + A. Go as high as you can, and then jump and shoot another web straight up with Up + A. If this works (which it will not necessarily), you should be hanging from the upper part of the antenna. Swing to the left once to build up some momentum, then swing around to the right and jump off when you are almost completely vertical to battle the bird boss.
  • KeyBlade999 (that's me!): Do you remember what you did with the corner of the ledge idea on the previous ledge, the one that probably got you to use this FAQ in the first place? You can repeat that with the ledge up here. 'Course, you'll need to use trial-and-error to find the rightmost attachable spot on the ledge, use Up and A to attach, press Left briefly, then swing Right and around. From there, I just jumped upward and that got me to the boss.

Your boss is, quite obviously, the mechanical bird. During the fight or flight, whichever you prefer, you'll need to stay along the left half of the bird. I'd say where the wings meet the body should be fine. This is because the boss is unreachable while its head is straight forward. However, once it reaches around to smack you and to possibly launch more of those electrical balls from before, it can be reached.

During that time, you could also get damaged, which, if you're on the right half of the bird, you may get knocked off into the level below. This extreme plunge can result in a massive loss in health - possibly even death - and requires you to restart the level, effectively, on a lower timer. Your strategy is simple, though. Stay towards the left half of the boss and, whenever the head gets within reach, kick it. After the fight, the bird will disappear. Worry not during the fall, as you'll soon head to the next level before hitting the ground and losing health, assuming you don't touch the D-Pad.



Stage 2-1: Jewelry Heist

Sue me, I spelled it correctly. =P

Level Info

  • Primary Goal: Make Electro flee to the next level!
  • Starting Timer: 200 seconds (3 minutes, 20 seconds)

Quite the simple level. Go to the right for a bit, dodging the falling spiders as is necessary. Along the way, you may also find some policemen ... well, poorly policing. They are completely negligible; however, do note that attacking one of them will trigger him into retaliating against you.

Anyways, further to the right, in front of the jeweler's place, is Electro. This ends up being quite the simple fight. Hold down the Down Button and wait for Electro to approach. Kick him and repeat. That's all this level really is. =/ Once the robot appears from above, you know that Electro's been finished and you can proceed on to the next level. To find it, go further right from the jeweler's to the detonation building.



Stage 2-2: The Big Bang

Level Info

  • Primary Goal: Blow up the building and leave!
  • Starting Timer: 200 seconds (3 minutes, 20 seconds)

Call me weird (and trust me, I am), but this has to be one of the funner levels of the game.

Okay, firstly, there is a high-voltage sign in this building. We'll have to find it soon, and use Electro to trigger it. Electro can be found all throughout the building, alongside some workers who will do nothing harmful to you whatsoever. Electro, however, loves to run around and shock you, sometimes even using his projectiles! There is also the Iron Man-esque robot flying along the central column. He'll fire explosive bullets as you as he goes up and down, which is a completely random act. If you want to defeat it, don't. You can only dodge its bullets, and that's only really possible by getting behind a solid wall.

Anyways, what to do? Begin by double-jumping onto the wall to the right. Climb up and, when you're stopped, double-jump onto the ledge and right into the central column that looks like it's been bent or curved into the wall. This is where the Iron Man bot comes up and down at random, so beware this. However, we need to crawl up it...

^s5|Bzzzt. Begin by climbing up the left side of the tube. Whenever you're stopped, double-jump and hold Up and Left on the D-Pad so we can keep going. Keep an eye on the exits on the right side of the tube, though. Starting at the exit reading "Purple Turtle" (and counting it as the first), go into the fourth exit on the right. To the right of there should be a high-voltage sign, as seen in the nearby screenshot. You will need to lure Electro here and make him fire a projectile at it. First, you may as well abuse the RNG so Electro is here - get this area off-screen, then on-screen (try climbing up the wall to the left, above where you entered this portion) and, if he's there, get near him and between Electro and the high-voltage sign. Stand, don't crouch, and he may use the projectile/energy bolt. If he does, try to dodge it and, whether or not it hit you, so long as the sign is hit, you're kinda golden.

To a point. Imagine like golden fried chicken - that just set the building to explode in thirty seconds. This also made the area flash horribly between black and white, which makes it harder to navigate. (I know of Pokémon episodes that got banned in the U.S. for stuff like this. Why not this?)

So, get back into the central tube. Counting the high-voltage sign's area as the first, begin by climbing up the left side of the tube. When you see the arbitrarily-named third exit on the right side, go there. You'll need to jump from the left side, or from a bit lower than you'd think on the right side.

On this ledge, you will see the left wall which you just came through. Climb up it, but on this side, and jump to the lowermost of the ledges on the right wall. Then climb up to the next ledge and, from there, hold Up and press the A Button. Press Left on the D-Pad and, as you reach the peak of the left side of the swing, double-jump left onto that ledge. Then double-jump onto the ledge above.

Now, from this top-central ledge, if you go left and into the gap and hang a right, you will land on or next to a pickup that will boost your physical power. Feel free to grab it, but note that you'll be extremely risking yourself, as you'll then need to backtrack up here. Do as you will. From the top-central ledge, if you want to leave the level, jump onto the ledge to the right and continue right.



Stage 3-1: Tinkerer's Workshop

Level Info

  • Primary Goal: Progress to the next level! -_-
  • Starting Timer: 30 seconds

Yeah, you're in the wrong game if you've made it this far and still need an FAQ.

Begin by double-jumping onto the wall to the right. Climb up it and, at the top, jump onto the platform itself. Double-jump to reach a pickup above you, then jump left to the next platform to get another one, this one usefully healing you! Jump up from here and shoot a web onto the top-central platform so you can swing across to the rightmost one. Then jump onto the top-central one, onto the one above it if needed, then press Up to go through the doorway.



Stage 3-2: Tinkerer's Factory

Level Info

  • Primary Goal: Progress to the next level!
  • Starting Timer: 120 seconds (2 minutes)

Now, this level is a bit more difficult. Your primary enemy here will be the swarms of RC helicopters that come by, at random, dropping bombs, at random. These are usually best dodged, ironically, by staying still. They can be extensively damaging, too, so you want to progress through this level quickly, but, at the same time, safely - only go forward when your path is legitimately clear.

Begin by jumping onto the big machine you initially see taking up the top-left quarter of the screen. Ascend it some and, around 2/3 of the way to the top, double-jump off of it. In mid-air, while executing the double-jump, wheel around to the top of the ledge that would've otherwise blocked you. It'll make this level a bit easier, although this maneuver will probably take some practice.

On the ledge, climb up the left wall and asend. Near the top - not all of the way, though! - jump/double-jump off to the left. You need to land on either the down-left-bound pipe or the platform to the right of it. Either way, you'll need to get on this pipe. This pipe will automatically make you slide down, so mash the crap out of the B Button and hold Right on the D-Pad to ascend.

As you reach the top of the slope, you want one of the somersault jumps to get on the pipe to the left. Climb up said pipe and get on the ledge atop it. Then jump onto the slope nearby and climb up it, then the slope to the left of the apex, then, from there, you want to jump from around the top half of the slope to the pipe wall on the right. Climb up this wall and, around the point the pipe in the background intersects with the pipe wall (or a bit above that point), double-jump left onto the next ledge.

Ascend the two nearly-connected slopes here. As you are on the second one, you want to proceed into the top-right corner, then right into the next area.



Stage 3-3: Tinkerer's Laboratory

Level Info

  • Primary Goal: Progress onward to the next level!
  • Starting Timer: 150 seconds (2 minutes, 30 seconds)

This level is going to be one of the worst gaming experiences you've ever had. Good luck. This level is proliferated to some extent with RC planes - they're normally not a threat, even when dropping bombs, until you really get to the platform sequences where you'll take a dreadful fall if you're hit.

Begin by jumping on the platform above you and to the right. Do the same for the next one, then go up and left for the next. Here, along the right wall, you should see a moving platform. Get on it and ride. Get on the next one, which is moving horizontally, then to the next one, moving vertically and smaller. Time your jumps well - I would prefer to waste five seconds over falling five stories.

Get on the main ledge to the right of the small vertically-moving platform. From there, there should be an irregularly-moving platform. Get on it. As you reach the peak of the path, you'll notice a large block above you. Hard as it is to reach - it took me nearly twenty tries - you can (and must) reach it. Double-jump to it and somersault onto either side (I used the right side), then climb and double-jump onto the top. It gets easier from here, so long as you don't fall.

Once you get up there (kudos!), there will be a small vertically-moving platform to the right. Get on it, then the next one. The next one should be at its lowest point when yours is at its highest - use a double jump. Get on the next small platform (moving up-left/down-right), then the next one going vertically, then the next diagonally-moving one. From there, make a careful jump to the right (I'd use one of the lower portions of the platform's path) to reach the ledge in the top-right. Move on to the next area.



Stage 3-4: Production Line

Level Info

  • Primary Goal: Progress onward to the next level!
  • Starting Timer: 150 seconds (2 minutes, 30 seconds)

This level is an automatic side-scrolling level. It is worth noting that, in levels such as this in this game, there is a glitch (mentioned in the manual) that stops the screen from scrolling when you're at the extreme leftmost or rightmost part of this. Therefore, be careful when moving forward when, say, a flamethrower is on the edge of the screen. (Burnt spider doesn't taste too good.) I'd probably move ahead when I'm on the left 1/3 of the screen, but it's up to you.

Begin by jumping onto the conveyor belt (not moving, don't worry) and crawling under the flamethrowers to the right. Jump onto the box further ahead and, when the path is clear and roomy enough (per the aforementioned glitch), move forward - just run! Jump on and over the next box when the path is clear there, then crawl through the low-lying tunnel to the right.

Past it, you'll find another flamethrower. This one is a bit more dangerous, as you're more likely to moronically run into it and die. Double-jump over it when the path is clear. Past there, you'll find a sequence of crushers. Just move in-between them as the path opens up, one at a time - no more!

Past there, you'll find a bunch of bombs being released from above. I would suggest slinging a web and holding onto the ceiling if you have enough time. Once the path is clear of that, continue on. The level is now over - when the scrolling stops, double-jump onto the top-right platform and, there, double-jump in the top-right corner to proceed to the next area.



Stage 3-5: The Roof Top

Level Info

  • Primary Goal: Defeat Scorpion!
  • Starting Timer: 100 seconds (1 minute, 40 seconds)

^s6|The parasitic Amoeboid!

This level is primarily a fight against Scorpion. The Scorpion has several attacks. One involves a leap onto Spidey, which deals relatively negligible damage (a key factor in my strategy). He can also sting you with his tail for not-so-negligible damage, and can shoot bolts of electricity, much like Electro could. Anyways, strategy?

Not nearly as hard as you think, though it is a bit of a suicide technique to a slight extent. You merely must focus on getting hit with the jumping attack. It'll deal very little damage, if any, yet trigger the "You are invulnerable for a few seconds" flag in the game. Thusly, you will be immunized from the lethal sting of Scorpion's tail. Therefore, you should now kick Scorpion, thrust him back, and loop.

The only other noteworthy think about this fight is when the Amoeboid shows up, as seen in the nearby screenshot. This parasitic enemy will slowly suck out your health unless you do something! That "something" is to first get far from Scorpion, which will usually trigger him into deciding to use the electricity bolts. If you are facing away from him (if he's facing left, you face left and get hit) when you're hit, the Amoeboid should get off. Return to the usual strategy.

After the Scorpion is smashed, go right to the next level.



Stage 4-1: Construction Site

Level Info

  • Primary Goal: Defeat the arachnid trio!
  • Starting Timer: 200 seconds (3 minutes, 20 seconds)

Navigation of this level is actually quite simple. All I really did was jump along the leftmost poles for climbing up the building. There are a number of other structures (primarily girders) within the building you can use the climb up. It's all the same.

Anyways, on each fourth of the building (barring the bottom one where you start), you will find an arachnid enemy. There are three in all, thusly, but you can only have on-screen at once. I will note that you can find a health pickup in the third "section", around the time you fight the second arachnid. Additionally, there is an extra life pickup high in the air around the top-right portion, which you'll probably be better off grabbing after battling. Anyways, the arachnids.

  • The first one is quite simple. He'll go from one side of the screen to the other, then from that side and back to the other, often pausing briefly along the way. There's little else to say - kick him as he goes by.
  • The second arachnid is not as easy. He has a tendency to zoom in, rotate a little, and zoom out. He's nearly impossible to dodge wherever you are in the building, so it's often best to stick near the aforementioned health pickup lest you get damaged too much - an all-too-real possibility.
  • The third arachnid is the worst, and clearly a black widow. This poisonous beast will appear on the top section of the tower, but I'd strongly suggest backtracking to the health pickup if you've yet to use this. The black widow will launch explosive things at you, often in swarms. These will be painful, and they give the black widow plenty of time to escape. However, you still need to try to kick it as it passes. >_> Good luck with that one.

When you do succeed, hit ground level and head right to the next level.



Stage 4-2: Big Bug

Level Info

  • Primary Goal: Defeat the unified arachnid!
  • Starting Timer: 200 seconds (3 minutes, 20 seconds)

You know that saying "Two is better than one", which can be analogized to "Three is better than one"?

That's complete bull, as this level proves. =P

Anywho, before we get to anything, I will note that you can jump from the first girder to an invulnerability pickup. I didn't particularly need it, but feel free to peruse it.

The boss of this level is, in fact, the arachnids from the previous level, seemingly united. This boss will run around like the second arachnid, although a fair bit slower. Its other main attack is to let loose with some gravity-affected energy balls, like with the black widow in the previous level.

The strategy is suicidal, but extremely effective. Get close to the boss - like literally touching it. This will trigger minimal damage and the invulnerability flag in the game, which will prevent you from taking the relatively devastating damage from the energy balls. Then just give the arachnid what you would any other - your foot. After winning, continue right into the next level.



Stage 5-1: Secret Entrance to Smythe's Base

Level Info

  • Primary Goal: Get to the next level!
  • Starting Timer: 20 seconds

What. The. Heck.

Go right, jump in the hole, go right, jump in the next hole. Simple as that - no point in this even existing as a level. No enemies, no challenge... What's the point?



Stage 5-2: Smythe's Guardians

Level Info

  • Primary Goal: Defeat the handicapped madmen and reach the next level!
  • Starting Timer: 80 seconds (1 minute, 20 seconds)

In this first room you are dropped in, you are faced by one of Smythe's handicapped madmen/guardians. Personally, that's not a particularly prime choice, but, eh, insanity is insanity, is it not?

Each one has two primary attacks. One is to shoot rebounding missiles that initially split up and then just bounce off of walls for a bit. They can damage you, and there will be more of them - or it'll at least seem like that - later in the level. The wheelchair madmen can also ... well, run over you.

Anyways, the basic strategy for each is to get down there and kick 'em. This should mess with so that, as the madmen approach, they'll go past without damaging you, which is a good thing. This is thusly best done in the middle of the room you're fighting them in because, if they turn around too soon, you can get hit because the lack of damage is very temporal.

That's basically the level. After each enemy is beaten, you'll be allowed to proceed to the right. In the first two areas, you'll crawl (Down + Right) through a low tunnel; in the third, you just go right to the next area from the top-right ledge. I will also note that, in the second room, there is a strength booster in the top-right corner.



Stage 5-3: Smythe's Sanctuary

Level Info

  • Primary Goal: Defeat the Ultimate Spider Slayer!!
  • Starting Timer: 160 seconds (2 minutes, 40 seconds)

^s7|Mwahaha! This is perhaps the most difficult boss fight of the game, barring the three individual arachnids from Stage 4-1: Construction Site. The Ultimate Spider Slayer is capable of several attacks. One involves launching those rebounding missiles like in the previous stage. There's not much you can do to dodge them, though the damage is fairly negligible. He may go to the roof to attack like this. A fair number also involve general close-range physicals that can easily take over a whole block of health in a single hit; there's a jump move of similar power.

So, how do you win? The general idea is to get close, duck, kick, and loop from there. A simplistic strategy that works pretty well most of the time, as you'll be dodging most missile attacks and preventing the other lethal ones from arising. Particularly notable is the situation in the nearby screenshot. If you can manage to replicate this situation with some semblance of accuracy, you can literally just sit there and hold Down and mash the crap out of the A Button - I'm not joking, I lost almost no health because of this. He couldn't get out of it because there wasn't enough time to move before he was kicked, and the missile attacks almost always missed. Getting the Ultimate Spider Slayer, both physically and figuratively, in the corner is going to be his demise.

After this grueling battle, and an even more grueling journey, you can heave a sigh of relief and triumph ... for you have beaten The Amazing Spider-Man 3: Invasion of the Spider Slayers! Congratulations!





Credits

In no particular order...


  • Darkstar Ripclaw:
    • For the provision of an extremely useful manual.
    • For the solution to the haXXor (i.e. Stage 1-3).

  • GameFAQs, Neoseeker, and Supercheats:
    • For being the most amazing FAQ-hosting sites I know.

  • CJayC, SBAllen, and Devin Morgan:
    • General sucking up to the GameFAQs admins. =P

  • Me (KeyBlade999):
    • For making this FAQ. =P

  • You, the reader:
    • For hopefully enjoying this FAQ.




Version History

  • v0.10:
    • Controls for the game are down, as are the first two levels. ... Stage 1-3 are the haXXor.
    • Time: 1:20 AM 2/7/2013.

  • Final:
    • Ugh... Finally completed this difficult game, and the FAQ/Walkthrough.
    • Time: 2:26 AM 2/10/2013.




Legalities

This FAQ may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.

All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.

© 2013 Daniel Chaviers (a.k.a. KeyBlade999).

If you would wish to contact me concerning this or my other FAQs, use this e-mail: keyblade999.faqs@gmail.com, or PM (Private Message) me on the GameFAQs message boards.


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GameFAQs (www.gamefaqs.com) CheatCC (www.cheatcc.com)
Neoseeker (www.neoseeker.com) Cheat Database (www.cheat-database.com)
SuperCheats (www.supercheats.com) Cheat Index (www.cheatindex.com)
Cheat Search (www.cheatsearch.com)
Cheatstop (www.panstudio.com/cheatstop)
Game Express (www.gameexpress.com)
Mega Games
Cheats Guru (www.cheatsguru.com)




This is the end of KeyBlade999's The Amazing Spider-Man 3: Invasion of the Spider Slayers (GB) FAQ/Walkthrough.

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