Marvel’s Spider-Man Full Walkthrough: First Day
At the exit from Octavius’ lab (Peter spent the whole night there), the hero will be contacted by his aunt who will remind him that Miles has the first working day at the shelter and that it would be nice to visit the poor fellow. Miles’ affairs are not going well: the boy became a victim of street gangsters in the alley.
Fortunately, Spider-Man arrives in time: there’ll be only five bandits, and only two of them have a crowbar in their hands. Start the battle with a web bomb and then use the proximity of the walls (the impact web will help you finish off enemies quickly) and the abundance of interactive items to your benefit.
After the fight, Miles will rightfully notice that Spider-Man won’t always be around, so he must learn to fight himself. The friendly neighbor will share the concerns of the teenager and will give him a self-defense lesson which will end poorly for the superhero’s jaw.
Following the cutscene, you’ll play for Miles Morales. On the road to the market – the way to F.E.A.S.T. lies through it – a friend will contact the character and will remind him about their invention – a hacking application that could be useful to Spider-Man.
Once you reach the market, clamp L2 to take the tablet and aim the sight at the switched off tape recorder. A green contour of the characters around the selected object means that the noise caused by hacking the device will provoke a response. You’ll be able to use this information later, but for now, move on.
Sable’s checkpoint lies ahead, but Miles has no time to wait in the queue. You’ll have to improvise: hack a drone which is flying in the nearby so that no one notices how the hero jumps over the fence. Sneak between the cars and hide behind the boxes near the entrance to the alley.
Two guards stand in the nearby, and you’ll need to distract them both. The first one will be distracted by hacking the digital announcement ‘’Prepare your documents’’. When the soldier turns away, run to the cover closer to the wooden fence. Your target is a non-working drone near the graffiti wall.
Having frightened the second mercenary, swing over the obstacle. Don’t touch cardboard boxes next to the garbage bin on the right or you may be discovered. In the end, Miles will get into a small garden. There’ll be two exits from this garden – scaffolding on the right and a yard full of guards on the left.
For clarity, we will analyze both options. Having climbed on a wooden structure, move forward until you have the opportunity to hack the first drone. Get over the wooden bridge and, without going to the zone which is highlighted by the second robot, hack the drone.
You are close to the exit now: use Sable jeep to distract the mercenary below and jump on the trash can under the scaffolding. Sandbags stand near the stone fence – they will help you to get over the obstacle.
Miles will have more ways to move on in the courtyard with the guards. First, you need to decide on which side to bypass the first mercenary – the left one (hide behind the boxes) or the right one (hide under the scaffolding). Different approaches – different diversions: the alarm system of the jeep (the left way) or the radio tape recorder (the right way).
Be careful when running on the far side of the yard: bottle fragments are scattered on the ground. You will certainly draw unnecessary attention if you step on them. In this light, you need to move fast (so that the guard who was left behind has no time to turn around) and carefully at the same time.
The method of distraction of the second guard depends on the side (left or right) from which he is approached. In the first case, use the fire cabinet on the wall. In the second case, use the above-mentioned jeep near the stone fence. Once you have outsmarted the mercenary, jump on sandbags and then to freedom.
When Miles will finally reach the shelter, he will be met by Peter who has already changed into civilian clothes. After a quick briefing, Morales will bring coffee for those in need, help in solving a crossword puzzle and repair the TV only to listen to rude things about his father from the person whom he just helped.
Appearing out of nowhere, Peter will defuse the situation. After this, the storyline will change the perspective again: you will finish this mission playing for Parker who hurries to the transportation of Michaels. On the way to the exit, you can chat with Aunt May and other talkative people in the shelter. Having left F.E.A.S.T., you’ll get 3000 experience points.