Spider-Man vs The Kingpin Walkthrought
Beating “Spider-Man vs. The Kingpin” isn’t a mindless sprint from stage to stage. The clock is ticking, Spidey’s wired, and the city keeps moving. The game won’t hold your hand—so I will. In Spider-Man vs The Kingpin (it’s been called everything from “Spidey vs Kingpin” to just “the Kingpin fight”), success is all about order and a cool head. Work through the rogues, grab the bomb keys, and ration your webbing. Snap photos—J. Jonah Jameson’s payouts refill web cartridges and film when you need it most. On the map, plan smart routes and don’t burn time on dead-end detours. Trust your Spider-Sense—it flags traps and ambushes before they bite.
Sewers: The Lizard
Start with the manholes. The sewers are a perfect opener for a timed run: a quick line to the first key and a safe place to dial in your web control. Hug the upper pipes—the water’s against you. If a strong current kicks in, find the valve. Levers near grates open shortcuts, and corners hide web cartridges and spare film. Slick walls don’t forgive—spend web on a safety “hang” over those wide washouts. The Lizard lunges hard and loves face-to-face brawls. Don’t trade punches against walls: lure him into open ground where you’ve got room to roll. Web to the face stalls him—short combo, hop out, repeat. Don’t box him near water—he tail-whips by platform edges. A mid-attack boss snapshot means cash you’ll want later.
Power Plant: Electro
Next stop: the power plant. The main trap is the arcs between coils. Kill the shielding first: breaker panels with lights have toggles—flip one, then dash through the safe lane that opens. Don’t rush it: clear a row, secure the sector, move on. Peek into side alcoves—hearts and film are commonly stashed there. In the boss arena, keep mid-range. When Electro charges a bolt, a quick sticky burst cleanly interrupts him. He loves to corner you; take the vertical: jump, web-shot from above, land behind. Once he’s out, grab the bomb key and mind the timer—don’t linger at the exit.
Docks and Construction: Sandman
Head for the docks or the waterfront site—Sandman’s turf. It’s a tricky map: planks drifting in the wind, gaps between cranes, and those nasty “sand fists.” The tactic is non-negotiable: water is your best friend. Crack a hydrant or pipe, pull Sandman into it, and keep him under the spray. Without that, he splits and re-forms faster than you can blink. When the fight shifts to lift platforms, don’t scrap on the edge—he’ll throw you off. Web-pin him, shove him into the wet zone, then finish the job. Pro tip: there’s web ammo on the upper stair landings, but it’s easy to slip—approach from the left where the beam is wider.
Rooftops: Hobgoblin
Rooftops are all about rhythm. Section by section, each stretch can be no-hit if you keep the tempo. The glider cowboy peppers you with pumpkin bombs and loves to dive from the top edge of the screen. Practice this loop: whistle cue—burst forward and up, web-swing off the ledge, quick jab as he flies past. Don’t try to spam web shots head-on; bombs will throw off your aim. He’s most vulnerable on the turnaround—half a second to knock him off his line. Loot is scarce, so conserve webbing. On the long span with the billboard there’s a comfy checkpoint—if you fall, it’s a quick pull-up back in.
Laboratory: Doctor Octopus
Narrow halls, conveyor floors, scattered furnaces and presses. Don’t hurry: active presses follow a cycle—two quick chops, one long pause. Cross on the long one for safety. On the boss, one rule: stick to close-mid. Far away, his arms snare you; point-blank, he grabs. Sticky web on the torso, a couple of clean hits, roll under an arm—and repeat. When Ock spins the “helicopter,” escape diagonally upward, not down—the lower track scoops you up. There’s often a heart in the top-right—grab it after the spin phase; going early costs more on the way back. Pocket the next key fragment and make a beeline for the exit.
The Road to Kingpin
With the keys assembled, the path to the “King of New York” opens. In Fisk’s penthouse the traps arm instantly: diagonal lasers and turrets behind panels. Don’t play hero—move in bursts from cover to cover. Turrets shut down to a short sticky volley, but only when the barrel slides out. In the elevator hall, don’t jump center—there are floor spikes. Count tiles from the left wall: the third and fifth are safe. Right before the boss door you’ll find one last web pack—grab it, you’ll need it.
Fisk and the Bomb
Kingpin hits like a truck but he’s honest—his tells are readable. Phase one is all rushdowns and throws. Play the counter: he charges straight, you tag his legs with web, sidestep, and combo. Phase two kicks in when he’s angry—out come the gadgets. Keep him on-screen; if he runs off, he’ll leap back blind. A sticky burst at the start of the phase saves health. As soon as he drops, don’t celebrate. The bomb is live, the clock is bleeding, and Fisk tries to stand. This scene is a juggle: web-pin Kingpin first, then step to the panel. Disarming uses the symbol sequence you’ve been collecting with the keys. Forgot it? Don’t panic: watch the indicators—once only, they blink in the right order. Press a row, hold till the click, then move on. Miss it and you lose precious seconds—that can cost the finale. After deactivation, brace for Fisk’s last cheap shot—save Mary Jane on pure reflex: dash, clean web grab, soft landing. It comes down to split seconds.
Handy bits along the way
— Watch the timer. There’s no bedtime: drag out a fight, skip photos, run dry on webbing—and the plan collapses. Shoot bosses and stylish finishers—those pay best. Ground supplies are scarce; every cartridge is worth its weight in gold.
— Not every room is mandatory. The sewers and the site have “loops” that spit you back a screen—they’re only for bonuses. Chasing a time record? Skip them.
— Secrets hide where it’s “awkward” to jump. Pipe edge just off-screen? Check it. Narrow vent shroud above a lamp? Could be a heart.
— Before the finale, swing by the Bugle with fresh shots. In Spidey vs Kingpin, resource economy is half the win. Refill webbing and the ending won’t shred your nerves.
Step by step, Spider-Man vs The Kingpin opens up: a clean boss route, sharp strategies, bomb keys, saving Mary Jane, and careful resource management. This is the Sega run people ask about: how to beat Sandman, what to do with Electro at the plant, where to go after the Lizard, how to make the 24-hour timer. The answers live in the room-by-room details and in the right rhythm.