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Game walkthroughSony PlayStation 5

Marvel's Spider-Man: Miles Morales (PlayStation 5) — Complete Campaign Walkthrough & 100% Guide

Step-by-step campaign walkthrough for the original PlayStation 5 release of Marvel’s Spider-Man: Miles Morales, covering the 17 main missions through the ending and then guiding postgame completion through the game’s actual activities: FNSM App Requests, Side Missions, Roxxon Labs, Underground Hideouts, Time Capsules, Underground Caches, Sound Samples, Postcards, Spider-Training Challenges, and optional Crimes. Include practical combat, traversal, boss, resource, replay, New Game+, and completion-check instructions without importing systems from Marvel’s Spider-Man (2018).

Marvel’s Spider-Man: Miles Morales — PS5 box art
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Edition coveredMarvel's Spider-Man: Miles Morales (Sony PlayStation 5, original release, main story and optional completion)
Your goalComplete the full single-player main story on the original PS5 release and, for practical 100% completion, finish every district activity shown by the postgame Map checklist: all required Side Missions, FNSM App Requests, Roxxon Labs, Underground Hideouts, Time Capsules, Underground Caches, Sound Samples, Postcards, and Spider-Training Challenges. Treat Crimes and crime bonus objectives as optional unless pursuing their separate trophy or extra rewards. New Game+ skills, suits, mods, and trophies are separate extended goals.
Inside the guide16 chapters · 28,994 words
CONTROLLER READY?

Before you begin

You’re about to play Miles Morales’ standalone PS5 story.

Follow all 17 main missions in order, then use the postgame Map and Collections menus to finish optional activities.

This guide covers the game’s actual completion categories: FNSM App Requests, Side Missions, Roxxon Labs, Underground Hideouts, Time Capsules, Underground Caches, Sound Samples, Postcards, and Spider-Training Challenges.

Do not use Marvel’s Spider-Man (2018) instructions for surveillance towers, Backpacks, Landmarks, Research Stations, or Octavius lab projects.

The PS5 Standard Edition contains the complete Miles Morales campaign; the Ultimate Edition adds Marvel’s Spider-Man Remastered as a separate game.

Set yourself up for the run

Choose a difficulty and configure Performance or Fidelity mode, controller comfort, accessibility, and save settings according to preference.

Learn swinging, wall-running, Web Zip, dodging, Venom abilities, Camouflage, gadgets, scanning, and the FNSM App during the opening missions.

Use the Map and FNSM App to track activities as they unlock. Do not search for surveillance towers; they are not part of Miles Morales.

Prioritize nearby optional activities during the story, but postpone a full cleanup until postgame when all categories are available.

Reserve Activity Tokens and Tech Parts for useful gadgets, suit mods, visor mods, and suits. Skill Points are spent in the Combat, Venom, and Camouflage trees.

For cleanup, work district by district from the Map checklist and separately track Postcards, Sound Samples, Underground Caches, and replayable base objectives.

Treat Crimes and crime bonus objectives as optional unless pursuing Crime Master, extra resources, or broader trophy completion.

Marvel's Spider-Man: Miles Morales gameplay screenshot
Marvel's Spider-Man: Miles Morales gameplay screenshot

Getting Started on PS5: Editions, Settings and DualSense Tips

Confirm that you are launching the PS5 version of Marvel’s Spider-Man: Miles Morales before beginning a campaign intended for long-term completion. The Standard Edition contains the complete Miles Morales game. The Ultimate Edition contains that same game plus Marvel’s Spider-Man Remastered, which is a separate Peter Parker title and is not required for Miles Morales story, side missions, collectibles, or district completion. If you own the PS4 release, use the PS5 upgrade offer where eligible and keep a physical disc inserted whenever the upgrade requires it. Choose Performance or Fidelity graphics according to whether responsiveness or visual detail matters more to you. Test adaptive triggers and haptic feedback during the opening traversal and combat sections, then reduce or disable them if they cause fatigue. Finally, sign into the PlayStation Network account that should receive trophies, review PS5 saved-data and cloud-storage settings, and allow the game to complete an initial save before ending the session.

Confirm that the installed game is the PS5 version

On the PS5 home screen, highlight Marvel’s Spider-Man: Miles Morales and open its game hub or options menu. Select the PS5 version when both PS4 and PS5 versions are installed. The PS5 release is the version covered by this guide because it provides the PS5 graphics modes and DualSense features. Launching the PS4 version on the same console will not provide the same PS5 presentation or controller options.

Start the game and check the title-screen presentation before creating your main save. The title should be Marvel’s Spider-Man: Miles Morales. Do not select Marvel’s Spider-Man Remastered by mistake; Remastered is the separate Peter Parker game included with the Ultimate Edition, not an alternate campaign inside Miles Morales.

  • The PS5 version is selected in the game hub.
  • The title screen identifies Marvel’s Spider-Man: Miles Morales.
  • You are not treating Marvel’s Spider-Man Remastered as part of the Miles Morales campaign.

Identify Standard Edition or Ultimate Edition

The PS5 Standard Edition contains the full Marvel’s Spider-Man: Miles Morales game. It is sufficient for the entire single-player story, all Miles Morales side content, collectibles, activities, and the practical city-completion checklist described in later chapters.

The PS5 Ultimate Edition contains the same complete Miles Morales game and adds Marvel’s Spider-Man Remastered. Remastered is a separate game with Peter Parker and is not required for any Miles Morales mission, collectible, trophy, or completion target. If the Miles Morales main menu offers an Ultimate Edition upgrade, that offer concerns access to Remastered rather than additional Miles Morales story chapters.

If you own the Standard Edition and later decide that you want Remastered, you can use the upgrade option from the Miles Morales PS5 main menu where the offer is available. Do not restart your Miles Morales campaign or delay its completion because you do not own the Ultimate Edition.

  • You know whether the installed purchase is Standard Edition or Ultimate Edition.
  • You understand that Ultimate Edition adds a separate game.
  • You have not included Remastered in the Miles Morales completion requirements.

Handle a PS4 copy and its PS5 upgrade

If your ownership is a digital PS4 copy, look for the PS5 upgrade or PS5 game-hub option under the account that owns the game. Download and launch the PS5 version before starting the campaign you want to preserve.

If your ownership is a physical PS4 disc, the upgrade requires a PS5 console with a disc drive. Insert the disc, use the game hub to review the upgrade offer, and keep that disc inserted whenever you play the upgraded PS5 digital version. The disc and the PlayStation Network account may need to originate from the same country or region for the offer to work, so do not assume that an imported disc will qualify for a United States account.

Do not delete the PS4 installation or save until you have confirmed that the PS5 version launches and that any save transfer you intend to use has completed. A PS4 save and a PS5 save are not interchangeable merely because both versions are installed on the same console.

  • A PS4 upgrade, if applicable, was started from the correct account.
  • A physical PS4 owner has a disc-drive PS5 and the disc available.
  • The PS5 version launches before the older installation or save is removed.

Choose Performance or Fidelity mode

Open the game’s Settings menu and locate the graphics mode. Performance mode targets 60 frames per second and is the practical starting point if you value responsive combat, quick camera movement, and smooth web-swinging. Fidelity mode targets 30 frames per second and emphasizes visual features such as ray-traced reflections, enhanced lighting, and additional effects.

Choose Performance for a first playthrough if inconsistent frame response makes aiming, dodging, or traversal uncomfortable. Choose Fidelity if higher visual detail and ray tracing matter more than frame rate. This is a preference rather than a progression decision, and you can change it later without restarting the campaign.

If your display supports HDR, adjust the television or monitor and the game’s brightness until snowy streets, dark interiors, and bright energy effects remain readable. Avoid using an excessively bright setting to compensate for a display that is configured incorrectly.

  • Performance or Fidelity was selected deliberately.
  • Combat and traversal remain visually comfortable.
  • Brightness and HDR do not obscure dark areas or wash out snow and energy effects.

Test haptic feedback and adaptive triggers

Leave haptic feedback enabled if you want DualSense vibration to communicate punches, web shots, Venom attacks, and other actions. Adaptive triggers add changing resistance to traversal actions and can make web-swinging feel more tactile.

Test the controller during the opening traversal and combat tutorials instead of assuming the default setting will suit you. If trigger resistance causes hand fatigue, reduce or disable Adaptive Triggers in the game’s controller settings or in the PS5 controller settings. If vibration becomes distracting, reduce Vibration Intensity or turn controller vibration off.

These features are optional comfort and feedback settings. Turning them down does not remove required missions, powers, traversal routes, or combat mechanics. Controller remapping, motion-control options, and other accessibility settings can also be adjusted before or during the campaign if a default input is uncomfortable.

  • Adaptive triggers were tested during traversal.
  • Haptic feedback was tested during combat.
  • Trigger resistance and vibration are comfortable for a full session.

Secure the correct account and save setup

Sign into the PlayStation Network account that should receive trophies before beginning the campaign. Trophy progress is associated with the active account, so starting under another user will not automatically merge into the intended profile later.

Confirm that the PS5 is online if you want trophy synchronization and cloud-save features. Open PS5 Settings, then Saved Data and Game or App Settings, and review the available saved-data and cloud-storage options for PS5 games. Cloud storage depends on the account’s available PlayStation Plus benefits and the console’s configured settings; do not assume that an online connection alone has created a backup.

After starting the game, complete the opening section far enough for the normal save process to occur. Before shutting down, return to a menu or otherwise allow the game to finish saving. If you are transferring from PS4, verify the transfer process and load the intended PS5 save before deleting or overwriting the older copy.

  • The intended PlayStation Network account is active.
  • Saved-data and cloud-storage settings have been reviewed.
  • The game has completed an initial local save.
  • Any PS4-to-PS5 save transfer was checked before older data was removed.

Before you move on

  • The PS5 version of Marvel’s Spider-Man: Miles Morales launches successfully.
  • The installed edition is understood and Remastered has not been confused with Miles Morales content.
  • A graphics mode and comfortable HDR or brightness setting are selected.
  • Adaptive triggers and haptic feedback have been tested and adjusted.
  • The correct PlayStation Network account is signed in.
  • Saved-data and cloud-storage settings have been reviewed.
  • The game has completed an initial save before the first session ends.
References for this chapter

Core Controls, Abilities and the Skill Tree (Early Builds)

Miles Morales combines standard Spider-Man traversal with bio-electric Venom abilities and camouflage. Learn the default PS5 controls before relying on movement shortcuts, then spend Skill Points across the Combat, Venom and Camouflage branches according to the problems you are actually encountering. Venom attacks are best used to interrupt dangerous moves and control groups, while gadgets create openings for web takedowns, stealth and environmental attacks. The original campaign has no dedicated traversal skill tree. Movement improves through practice, story-unlocked abilities, Spider-Training rewards, gadgets, suit mods and visor mods. Activity Tokens and Tech Parts fund equipment upgrades, while Skill Points improve Miles directly. Check the in-game Controls menu after changing a preset or remapping buttons, because the inputs below describe the default layout.

Marvel's Spider-Man: Miles Morales gameplay screenshot
Marvel's Spider-Man: Miles Morales gameplay screenshot
Marvel's Spider-Man: Miles Morales gameplay screenshot
Marvel's Spider-Man: Miles Morales gameplay screenshot

1. Confirm the default controls before the first open fight

Use the left stick to move and the right stick to control the camera. Press X to jump, Square to attack, Triangle to perform a Web-Strike and Circle to dodge. Hold R2 to swing, run and perform general parkour movement. Press L3 while moving to dive; in appropriate traversal positions, L3 can also make Miles perch. Use L2 to aim at enemies, surfaces or objects. Press L2 and R2 together to perform Zip to Point when a valid target is highlighted.

Do not confuse Zip to Point with Web Zip. While Miles is airborne, press X to perform Web Zip, which quickly changes direction or helps maintain altitude. Zip to Point is the targeted movement action using L2+R2. To perform Point Launch, press X while Miles is zipping toward the selected point, before he reaches it. The exact prompt can vary with context, so use the on-screen move prompt and review the Controls menu if your layout has been changed.

The default Venom modifier is L1. Once the relevant abilities are unlocked, L1+Square performs Venom Punch, L1+Triangle performs Venom Dash and L1+X performs Venom Jump. Venom Smash uses L1+Square+X. Mega Venom Blast uses L1+Circle+Triangle after it becomes available. These abilities consume the yellow Venom meter, so do not expect them to work when the meter is empty.

Hold R1 to open the gadget wheel and release it over the tool you want. Tap R1 to fire the selected gadget. L2 aims the gadget, while R3 scans the environment and can show the current objective. On the default layout, D-pad Down heals and D-pad Up activates Camouflage after that ability is unlocked. Press the touchpad to open the map, swipe the touchpad to open the Friendly Neighborhood Spider-Man app, and press Options for the pause menu. If you use a different preset, verify every input in Controls rather than assuming the default layout still applies.

  • Perform Web Zip by pressing X while airborne.
  • Use L2+R2 to Zip to Point, then press X before arrival to Point Launch.
  • Open the gadget wheel with hold R1 and fire the selected gadget with tap R1.
  • Check Controls after enabling a preset or custom remapping.
  • Test Dodge, Web-Strike, Scan and the default D-pad functions.

2. Build movement habits without looking for a traversal skill branch

Hold R2 while airborne to attach a web and swing from a building. Steer with the left stick and use the right stick to keep the next building or anchor point in view. Release at the useful part of the swing arc, then hold R2 again to attach another web. If Miles begins to lose height or the next anchor is offset, use X for Web Zip to correct the line. Use L2+R2 only when you want to target a particular point or building feature.

Wall-running preserves height when Miles reaches a building face. Hold R2 while near the wall, steer around corners and jump or swing away when the route opens. A dependable travel rhythm is swing, release, Web Zip to correct direction, then swing again. Point Launch is useful when you need a burst of forward speed from a targeted surface, but it is not the same action as Web Zip.

The original Miles Morales campaign does not contain a dedicated traversal skill tree. Do not save Skill Points for a movement branch that does not exist. Traversal improves through practice, story progression, Spider-Training unlocks, suit or visor upgrades and better use of the existing movement set. Manual swinging is usually faster for nearby activities because it lets you collect objectives along the route; use fast travel when the destination is far away or the intervening area contains nothing you need.

  • Use X for airborne Web Zip rather than L2+R2.
  • Wall-run around a corner without dropping to street level.
  • Perform one Point Launch from a targeted point.
  • Use manual traversal for nearby objectives and reserve fast travel for distant routes.

3. Spend Skill Points across Combat, Venom and Camouflage

Open the Skills tab whenever Miles gains a Skill Point. The game has three branches: Combat, Venom and Camouflage. Combat improves Miles’s normal attacks, aerial options and combat passives. Venom improves his bio-electric attacks and adds effects that make them more effective. Camouflage improves stealth and provides tools for remaining unseen or turning invisibility into a combat advantage.

For a general first playthrough, buy one useful Venom skill early, then choose Combat or Camouflage according to the situations causing the most trouble. If open fights are difficult, continue through Combat and Venom. If you prefer to clear bases from perches and begin encounters unseen, invest in Camouflage after taking a Venom option. Read each prerequisite before confirming a purchase; several skills are gated by level, story progress or Spider-Training Challenge rewards.

Skill Points are not freely refunded during a normal playthrough, so avoid buying unrelated upgrades simply because they are available. The final skill in each branch is reserved for New Game+, meaning a first campaign is not expected to complete every branch. New Game+ adds separate skills, suits, mods and progression goals rather than changing the recommended first-playthrough fundamentals.

  • Identify all three branches in the Skills tab.
  • Buy one Venom improvement when an appropriate option becomes available.
  • Choose Combat for open-fight control or Camouflage for stealth-focused play.
  • Read level, story and challenge prerequisites before purchasing.

4. Use Venom as an interrupt and crowd-control resource

Venom abilities consume the yellow meter. Build it through active combat, then spend it when an enemy is beginning a dangerous attack, several enemies are grouped together or a protected target is difficult to approach normally. Venom is most valuable when it creates time and space for your next action, not when it is used against an isolated enemy who is already nearly defeated.

Use Venom Punch for a direct stun against a priority target. Use Venom Smash or another area option when enemies are clustered, then follow the stun with a gadget, Web-Strike, environmental attack or focused combo. Against enemies whose equipment resists ordinary attacks, Venom can create the opening needed to continue the fight safely.

Keep moving while the meter is empty. Dodge ranged fire, use aerial attacks to leave the ground, and Web-Strike toward a safer target when melee enemies surround Miles. Camouflage can reset the encounter or create a stealth takedown opportunity, but it also uses Venom energy, so decide whether you need invisibility or an immediate combat stun.

  • Interrupt a dangerous attack with a Venom ability.
  • Use an area Venom attack against multiple enemies.
  • Follow a Venom stun with a gadget, Web-Strike or environmental attack.
  • Avoid spending the full meter on an enemy who is already nearly defeated.

5. Match gadgets and upgrades to your preferred approach

Open the gadget wheel with hold R1 and inspect the Gadgets tab for available upgrades. Gadgets require the activity resources shown on their upgrade screens. Activity Tokens come from activities such as crimes, missions and challenges, while Tech Parts are collected from the appropriate city caches and related exploration objectives. The exact requirement is displayed before purchase, so check it rather than spending resources from memory.

You do not need every gadget upgrade to finish the story. For a balanced early setup, improve one tool that controls groups or creates an opening, then choose a second tool for your preferred approach. Web-based tools help isolate enemies and set up wall or environmental takedowns. Electric or area-control tools are useful when enemies are spread around an arena. Stealth players should favor tools that distract, disable or separate targets before a takedown.

Do not spend every early resource on cosmetic unlocks if ordinary fights are causing trouble. Before purchasing, look at the next upgrade requirement and decide whether the item improves a move you already use. A single reliable crowd-control gadget, combined with one Venom interrupt, is usually more useful than several partially upgraded tools.

  • Inspect the next upgrade requirement before spending Activity Tokens or Tech Parts.
  • Keep one group-control gadget ready before entering a large fight.
  • Choose a second gadget for stealth, single-target control or environmental setups.
  • Use the Map and Collections menus to identify nearby resource activities.

6. Configure the controller and confirm your early-build target

The PS5 version supports controller remapping, alternate control presets, vibration settings, adaptive-trigger options and other accessibility features. If trigger resistance or long button combinations are uncomfortable, adjust those options in the controller or accessibility menus. Insomniac also provides settings that can simplify actions such as aiming, swinging, air tricks and web-shooter use. These options do not alter the campaign’s progression requirements.

If a control prompt does not match the input you remember, pause and open the in-game Controls menu. This is especially important after selecting Left Bias, Right Bias or a custom layout: Venom and gadget buttons can move, while traversal actions may remain context-sensitive. Use the active prompt as the authority for the current preset.

A strong first-campaign target is one dependable Venom attack, one Combat or Camouflage branch that matches your style, one upgraded gadget and reliable use of swing, Web Zip, Zip to Point, Point Launch, Dodge and Scan. That foundation is sufficient for the main story while later activities provide more Skill Points, Activity Tokens and Tech Parts.

  • Review Controls after changing a preset or remapping buttons.
  • Keep one Venom response, one gadget response and one dodge response ready for every fight.
  • Change adaptive-trigger, vibration or remapping settings if they interfere with control.
  • Confirm the next upgrade before spending each Skill Point or activity resource.

Before you move on

  • You can perform Web Zip with X while airborne and can distinguish it from Zip to Point.
  • You can use L2+R2 to Zip to Point and press X before arrival to Point Launch.
  • You can swing, wall-run and correct your route without repeatedly dropping to street level.
  • You can identify the Venom meter and perform at least one unlocked Venom ability.
  • You can dodge danger warnings and continue fighting after the Venom meter is empty.
  • Your Skills tab contains at least one Venom improvement and a second investment in Combat or Camouflage.
  • You can open the gadget wheel, select a gadget, aim it and fire it.
  • You know where to review controls, remapping, accessibility options, tutorials, the map and the Friendly Neighborhood Spider-Man app.
References for this chapter

Act 1: Hold Onto Your Web-Shooters — Opening Missions Through New Thwip

Complete Hold Onto Your Web-Shooters, Parting Gift and New Thwip in order. These missions teach swinging, wall-running, dodging, Venom attacks, scanning, environmental interaction and the basic combat rhythm. Follow the yellow story marker and use the prompts shown during each tutorial instead of detouring across the city. Optional activities begin appearing as the campaign advances, but they are not required for this opening route. Complete an activity only when it is directly beside your current objective or when you want early experience and resources. The Friendly Neighborhood Spider-Man App and Underground Cache access are introduced later through Harlem Trains Out of Service, so do not expect either system during New Thwip. After New Thwip, inspect the newly available map activities if desired, then hand off to the next chapter’s middle-game route beginning with We’re Here for You and the missions that follow.

Marvel's Spider-Man: Miles Morales gameplay screenshot
Marvel's Spider-Man: Miles Morales gameplay screenshot

1. Start Hold Onto Your Web-Shooters and follow the guided opening

Select the yellow story objective for Hold Onto Your Web-Shooters and travel to the marked meeting point. The opening sequence is deliberately structured as a tutorial, so remain with the convoy and follow the highlighted route rather than attempting to explore the city. The game introduces ordinary web-swinging, wall-running, jumping between surfaces and basic repositioning during this pursuit.

When a traversal prompt appears, perform the requested action once and then return to following the target. If Miles loses height, use a wall-run or a nearby web anchor to regain momentum. Do not worry about perfect speed during this mission; staying on the marked route is more important than building a long traversal chain.

The first combat encounters teach the basic attack and dodge loop. Strike nearby enemies, watch the Spider-Sense indicator and dodge as soon as an incoming attack is telegraphed. When the game introduces Venom attacks, use the displayed control prompt to spend the Venom meter. Venom is especially useful for interrupting groups or creating space when several enemies close in.

Continue through the convoy and prison-escape set pieces until the mission’s final encounter. Use the arena prompts and environmental interactions when they appear. If several enemies surround Miles, dodge away first, then re-enter with normal attacks or a Venom strike instead of trying to trade blows in the middle of the group.

  • Complete Hold Onto Your Web-Shooters.
  • Perform the opening traversal actions when prompted.
  • Use a Venom attack during the combat tutorial.
  • Practice attacking, dodging and repositioning before leaving the mission.

2. Spend the first skill point and establish a simple early build

After Hold Onto Your Web-Shooters, open the Skill Tree when the game makes it available and spend the earned skill point. Any early node that improves a mechanic you are already using is suitable. Venom-focused options help during crowded fights, while traversal improvements make the next missions more forgiving; there is no required choice for campaign progression.

Keep the early build simple. Use normal attacks to refill Venom, spend Venom when an enemy group is clustered or a stronger opponent is vulnerable, and save enough meter to interrupt a dangerous attack. Do not spend time trying to optimize every branch before the campaign has introduced all of its systems.

Check the gadget and suit menus when they become available, but do not assume that every upgrade must be purchased immediately. Activity Tokens and Tech Parts become more useful after additional map activities and Underground content are introduced. For this opening chapter, skill points and learning the combat loop matter more than completing an equipment collection.

  • Open the Skill Tree after the first mission.
  • Spend the available skill point.
  • Confirm that Venom attacks refill through ordinary combat.
  • Keep at least one reliable crowd-control option in mind for later fights.

3. Complete Parting Gift without leaving the story route

Follow the next yellow objective into Parting Gift. This mission is primarily a narrative and interaction sequence, so use the marked entrances, doors and examination prompts exactly when they appear. If the game asks Miles to inspect or interact with an object, stand inside the highlighted area and wait for the prompt rather than searching for an alternate solution.

Parting Gift contains quieter traversal and character moments between action sections. Continue following the objective marker after each scene; the mission’s route is linear enough that stopping to search the surrounding streets is unnecessary. If a combat prompt appears, use the same attack-dodge-Venom rhythm learned in the opening mission.

When the mission ends, allow the next story objective to appear before opening the map. This keeps the early sequence in its intended order and prevents optional icons from distracting you before the game has finished introducing the city systems.

  • Complete Parting Gift.
  • Use every required interaction prompt.
  • Follow the story marker instead of detouring for distant activities.
  • Proceed to New Thwip when it becomes available.

4. Complete New Thwip and practice the expanded traversal tutorial

Start New Thwip from the yellow story marker. This mission provides another controlled traversal and combat lesson, so use it to practice linking a jump into a swing, transferring from a swing to a wall-run and dodging when Spider-Sense flashes. If Miles begins to lose momentum, gain height before attempting the next web connection.

Follow the mission’s highlighted route through each training or pursuit section. When the game pauses to introduce a new movement or combat action, perform the prompt once before continuing. The objective is to learn how Miles moves through the city while under pressure, not to set a speed record.

During combat sections, avoid spending every Venom charge as soon as it becomes available. Use a Venom attack to interrupt a group, disable a dangerous enemy or create an opening for a finisher, then return to ordinary attacks while the meter rebuilds. Against ranged enemies, dodge toward cover or close the distance rather than remaining exposed in the centre of the arena.

Finish all objectives in New Thwip and wait for free movement to return. The mission marks the end of this introductory route. Further story missions and optional systems will now begin appearing, but the Friendly Neighborhood Spider-Man App is not introduced here.

  • Complete New Thwip.
  • Perform the traversal prompts shown during the mission.
  • Use Venom to interrupt or separate enemies during combat.
  • Return to free movement after the final New Thwip objective.

5. Make only a convenient early activity stop

After New Thwip, open the map and review the activities currently visible in or near your position. Optional content can provide experience, Activity Tokens or practice, but none of it is required to complete the three opening missions. Choose one nearby activity only if it is directly on your route or you want a short break from the story.

If an activity sends you across several districts, leave it for later. The game reveals additional activities as story progress continues, and later chapters provide a better opportunity to group objectives by district. A short early stop is useful for learning the map interface; a full cleanup now creates unnecessary travel and may send you toward systems that have not unlocked yet.

Crimes should be treated as optional repeatable encounters. They are useful for practice and resources, but they are not part of the required opening route. Fixed side content and collectible categories can likewise wait until their related systems are available and the postgame checklist is easier to follow.

  • Inspect the map after New Thwip.
  • Complete one nearby optional activity only if convenient.
  • Leave distant activities and incomplete categories for later.
  • Do not delay the next story mission for a full district sweep.

6. Hand off to the next campaign route

Once New Thwip is complete, continue to the next yellow story objective, We’re Here for You. The following missions expand the campaign’s investigation, traversal and combat requirements before the story-linked Harlem Trains Out of Service request introduces the Friendly Neighborhood Spider-Man App and Underground Cache access.

Do not search for the FNSM App during this opening chapter. It becomes relevant later, when the story directs Miles to respond to the Harlem train problem. That later request also explains how Underground Caches work and how they contribute Tech Parts for upgrades. The detailed route for those missions belongs in the next campaign chapter.

Before moving on, spend any unused skill point, make sure you are comfortable with dodge timing and check that the story marker is active. You are ready to hand off when Hold Onto Your Web-Shooters, Parting Gift and New Thwip are complete and We’re Here for You is available as the next story objective.

  • Confirm all three opening missions are complete.
  • Spend any unused skill point before continuing.
  • Verify that We’re Here for You is the next available story objective.
  • Defer FNSM App and Underground Cache guidance to the later campaign route.

Before you move on

  • Hold Onto Your Web-Shooters is complete in the mission list.
  • Parting Gift is complete in the mission list.
  • New Thwip is complete in the mission list.
  • The player has used the basic attack, dodge and Venom combat loop.
  • The player has practiced swinging, wall-running and prompted traversal actions.
  • At least one skill point has been spent, or the player has deliberately saved it for the next route.
  • The map has been checked for nearby optional activities without beginning a full cleanup sweep.
  • We’re Here for You is available as the next story objective.
  • The player understands that the FNSM App and Underground Cache introduction occur later during Harlem Trains Out of Service.
References for this chapter

Friendly Neighborhood & Side Missions — Prioritizing Which to Do When

Miles Morales separates optional content into fixed FNSM App Requests, nine authored Side Missions, repeatable Crimes, collectibles, bases, and Spider-Training Challenges. Complete the nine Side Missions by following their prerequisites instead of searching for every marker immediately. The FNSM App Requests are a separate chain tied to Five Star Review and the Uptown Pride Suit. Crimes provide Activity Tokens and experience and count toward separate Crime Master progress, but they do not replace Side Missions or App Requests. For postgame cleanup, use the Map district panels, the Collections counters, and the FNSM App. Memory Lane begins at Miles's apartment after the main story and contains eight postcards, following a sequential route through Upper West Side, Midtown, Greenwich, Financial District, Chinatown, Upper East Side, and Harlem.

Separate FNSM App Requests, Side Missions, and Crimes

Open the FNSM App with the touchpad shortcut shown in the Controls menu and select an available request. FNSM App Requests are short authored activities that unlock through story progress and related activity completion. Complete the full request chain for the Five Star Review trophy and its associated Uptown Pride Suit reward. If the last request is not visible as a normal map marker, open the App and select the unfinished request manually.

The nine authored Side Missions are a separate category: Looters!!!, Robbers Target Local Biz, Harlem F.E.A.S.T. Shut Down, We've Got a Lead!, Back to the Beginning, Final Test, Matter Up, Memory Lane, and Cat's Pajamas. Crimes are repeatable street events with primary objectives and optional bonus objectives. They are useful for Activity Tokens, experience, and Crime Master progress, but they do not substitute for the nine Side Missions or the FNSM App Requests.

The original PS5 Miles Morales release and the Ultimate Edition contain the same Miles Morales campaign and side-mission route. The Ultimate Edition adds Marvel's Spider-Man Remastered as a separate title; it does not add another Miles Morales side-mission chain.

  • FNSM App Requests are tracked separately from Side Missions.
  • The nine named Side Missions are checked in the Map's Side Missions category.
  • Crimes and Crime Master progress are treated as optional separate objectives.

Start the Harlem chain with Looters!!!

Looters!!! becomes available after the FNSM App is introduced and the relevant story progress has been reached. Select it through the App or travel to its Harlem marker, then speak with Teo at the bodega about the break-in and his missing cat.

Travel to the marked facility and enter through the roof. Defeat or bypass the first group, scan for the emergency generator, and restart it with a Venom attack. Follow the cat through the opened machinery and elevator route. Continue through the rooms and vents, defeating enemies that block the path, then restore the next power point with another Venom attack.

At the final generator, scan the connection points, web the relays into the required circuit, and pull the lever. Defeat the reinforcements, collect the cat, leave through the marked exit, and return to Teo. Completing Looters!!! is required before Cat's Pajamas can appear after the campaign.

  • Teo's cat has been returned.
  • Looters!!! is marked complete.
  • Cat's Pajamas is still correctly treated as a later postgame mission.

Complete Robbers Target Local Biz and Harlem F.E.A.S.T. Shut Down

After Looters!!! and the necessary story progress, Robbers Target Local Biz and Harlem F.E.A.S.T. Shut Down become available. Their order is flexible, but complete both before looking for We've Got a Lead!.

For Robbers Target Local Biz, speak with the business owner, travel to the shipping location, and investigate the disappearance. Use camouflage and scanning to examine the parking receipt and the clue near the police. Distract the nearby officer with web shots, stay outside the search area, and inspect the jacket when the route is clear.

Follow the resulting lead into the car chase. Catch the vehicle, jump onto its roof, repel the attackers with the displayed prompts, stop the car, and open the trunk. Continue to the Financial District, listen to the thieves near the stolen goods, and use camouflage or stealth to identify the correct green container marked with a white star. Operate the nearby mechanism to clear the obstruction, defeat the arriving enemies, and open the container.

For Harlem F.E.A.S.T. Shut Down, speak with Gloria at the F.E.A.S.T. building while in civilian clothing. Visit the marked people in the park, return to F.E.A.S.T., and change back into costume. Scan the building, follow the damaged pipes to the storm drain, remove the obstruction, and defeat the gang in the pump room. Visit each marked valve, moving the blocking container where necessary, defeating guards before operating the next valve, and relieving pressure at the rooftop valve before webbing the ruptures. Return to the pump, restart it, defeat the final group, and speak with Gloria.

  • Robbers Target Local Biz is complete.
  • Harlem F.E.A.S.T. Shut Down is complete.
  • Both missions are complete before searching for We've Got a Lead!.

Finish We've Got a Lead! and the Harlem conspiracy chain

After the two preceding Harlem missions and the required story progress, follow the marker for We've Got a Lead!. Meet Hailey in the park, then travel to the marked shipping facility in the Upper East Side. Defeat the guards outside, scan the entrance, and use the nearby gears and web connections to open the gate.

Inside the garage, scan the evidence and inspect the highlighted traces. Open the cabinet or power box and activate the hidden elevator. Continue into the lower room, then examine the marked evidence around the area. Follow the investigation prompts in order; the computer interaction advances the scene after the other relevant clues have been checked.

Return to the park when the assault begins. Defeat the first attackers and the reinforcements arriving by vehicle. The concluding scene completes this Harlem investigation chain and awards the Winter Suit. If a required interaction does not appear, reload the last checkpoint rather than abandoning the mission.

  • The shipping-facility evidence has been examined.
  • The park ambush and its reinforcements are defeated.
  • We've Got a Lead! is marked complete and the Winter Suit is available.

Unlock Final Test after the nine Spider-Training Challenges

Final Test becomes available after completing all nine Spider-Training Challenges: three Combat, three Traversal, and three Stealth challenges. The challenge grade is not the unlock prerequisite, although higher grades matter for separate trophy goals. After the ninth challenge, travel to the Final Test marker in Greenwich.

Final Test is a holographic Vulture simulation. Stay mobile, keep the target in view, and return the green projectiles when the interaction prompt appears. A successful return creates an opening; use the follow-up prompt to close distance and attack. During airborne phases, dodge the incoming attacks and use web prompts when they appear to pull Vulture into range.

When the simulation creates multiple Vulture targets, keep the camera centered and avoid crossing into attacks from the second target. Repeat the projectile-return, web-pull, and attack cycle until the simulation ends. Venom abilities are useful for openings, but preserve enough Venom for a difficult phase instead of spending every charge immediately. Completion awards the Miles Morales 2020 Suit.

  • All nine Spider-Training Challenges are complete.
  • Final Test has been started from its Greenwich marker.
  • The Vulture simulation is complete and the Miles Morales 2020 Suit is available.

Complete Matter Up after the six bases

Matter Up unlocks after all three Roxxon Labs and all three Underground Hideouts have been cleared. Bonus objectives provide extra Base Tokens but are not the unlock requirement. After the sixth base, watch for the new mission marker or message, then travel to the marked Upper West Side location.

At the rooftop, scan the surroundings and locate the hidden entrance. Use the web-pull interaction to open the door, enter the room, and complete the safe sequence. The mission ends shortly afterward and awards the Programmable Matter Suit.

Do not confuse the Underground Cache inside a Lab or Hideout with Matter Up. Caches provide Tech Parts and are tracked separately from base completion. If the mission has not appeared, confirm that all six bases are marked complete, then advance the open-world state or reload before searching again.

  • Three Roxxon Labs are complete.
  • Three Underground Hideouts are complete.
  • Matter Up is complete and the Programmable Matter Suit is available.

Finish Back to the Beginning after the Sound Samples

Back to the Beginning unlocks after the Sound Sample chain is complete and the required story progress has been reached. The game contains ten Sound Samples in total: the first is obtained during the introductory Sound Sample activity, eight are found as marked city activities, and the final sample is completed during Back to the Beginning. Do not search for the side-mission marker after collecting only part of the chain.

Travel to the marker in south Harlem beneath the bridge. Enter the Prowler's hideout through the interactable grate, then inspect the marked objects throughout the room. When the game directs you to the rear locker, interact with it and play the reconstructed mix. The scene awards the Purple Reign Suit and completes the mission.

  • The complete Sound Sample chain is finished.
  • Back to the Beginning is complete in south Harlem.
  • The Purple Reign Suit is available.

Complete Memory Lane: all eight postcards in sequence

Memory Lane unlocks after the main story. Return to Miles's apartment in Harlem, go to bed, and collect the first postcard after waking. The remaining seven postcards appear through the clues in sequence, so do not expect the entire chain to be marked at once. Each target is easier to locate by entering the purple search area and using scan to highlight nearby interactable objects.

Follow this complete eight-postcard route: 1) the first postcard is in Miles's apartment in Harlem after sleeping; 2) Upper West Side, at the Natural History Museum sculpture near the museum; 3) Midtown, at the Empire State Building viewing area near the out-of-order binoculars; 4) Greenwich, on the large shell fossil at the museum terrace; 5) Financial District, on a speaker or light fixture near the C.O.D.B.'s Nightclub sign; 6) Chinatown, on the giant lobster sign at Lobster Bill's; 7) Upper East Side, at the gate or mailbox of the El Barrio building; 8) Harlem, at C.J. Walker Park on the basketball court beneath the hoop where Miles learned to play.

Interact with each postcard and wait for its clue or scene to finish before traveling to the next destination. The final Harlem postcard completes the chain and awards the Memory Lane trophy when trophies are being pursued. If the district counter appears inconsistent afterward, verify the postcard gallery and reload the open-world save before assuming one is missing.

  • The main story is complete.
  • Memory Lane began at Miles's apartment after sleeping.
  • All eight postcards were collected in sequence.
  • The final Harlem postcard and Memory Lane completion scene are recorded.

Finish Cat's Pajamas and verify fixed optional content

Cat's Pajamas requires both the completed main story and Looters!!!. Travel to Teo's bodega in Harlem after those prerequisites are satisfied, approach the cat, and interact with it. This short mission awards the Bodega Cat Suit and completes the final mission in the Teo side-mission chain.

For postgame cleanup, open every district panel on the Map and compare the counters for Side Missions, FNSM App Requests, Roxxon Labs, Underground Hideouts, Spider-Training, Time Capsules, Underground Caches, Sound Samples, and Postcards. Use the FNSM App to select any unfinished request manually, especially the final request if its marker is not visible.

Crimes remain optional unless pursuing Crime Master, every crime bonus objective, extra Activity Tokens, or related trophies. Completing Crimes does not replace a missing Side Mission, and completing the nine Side Missions does not automatically complete every FNSM App Request. Treat suits, gadgets, mods, skills, Tech Parts, Activity Tokens, and New Game+ objectives as separate menu progress.

  • All nine Side Missions are marked complete.
  • All ten FNSM App Requests are complete when pursuing Five Star Review and Uptown Pride.
  • All eight Memory Lane postcards are recorded.
  • Every intended fixed-content category is complete in the district Map panels.
  • Crime Master and crime bonus objectives have been checked separately.

Before you move on

  • Looters!!! is complete and Teo's cat has been returned.
  • Robbers Target Local Biz is complete.
  • Harlem F.E.A.S.T. Shut Down is complete.
  • We've Got a Lead! is complete and the Winter Suit is available.
  • All nine Spider-Training Challenges are complete and Final Test has been cleared.
  • All three Roxxon Labs and all three Underground Hideouts are complete, followed by Matter Up and the Programmable Matter Suit.
  • The Sound Sample chain is complete, followed by Back to the Beginning and the Purple Reign Suit.
  • The main story is complete, Memory Lane began at Miles's apartment, all eight postcards were collected, and Memory Lane is complete.
  • Looters!!! and the main story are complete, Cat's Pajamas has been cleared, and the Bodega Cat Suit is available.
  • All ten FNSM App Requests are complete if pursuing Five Star Review and Uptown Pride.
  • Crime Master and crime bonus objectives have been checked separately rather than counted as Side Missions.
  • Every district Map panel confirms the intended fixed-content completion.
References for this chapter

Roxxon Labs and Underground Hideouts — Base Clears, Caches and Bonus Objectives

Marvel’s Spider-Man: Miles Morales contains six fixed enemy-base activities: three Roxxon Labs and three Underground Hideouts. The bases appear as the story unlocks them and can be completed immediately or postponed for later cleanup. Every base has a shutdown objective, two optional bonus objectives, one internal Underground Cache, Activity Tokens, and Tech Parts. The base clear and cache are separate progress items, so finishing a lab or hideout does not prove that its cache was opened. Use stealth to thin the first group, then switch to Venom attacks, gadgets, counters, and environmental takedowns when the arena becomes a full fight. Read both bonuses before entering and reserve the required enemies, gadgets, Finishers, or Venom meter for the correct wave. Replay a completed base if you missed its cache, failed a stealth goal, or want the bonus tokens. Matter Up becomes available only after all six enemy bases are complete: all three Roxxon Labs and all three Underground Hideouts.

Marvel's Spider-Man: Miles Morales gameplay screenshot
Marvel's Spider-Man: Miles Morales gameplay screenshot

1. Identify the six fixed base activities

Use the Map to distinguish the red enemy-base markers from ordinary Crimes and other activities. The three Roxxon Labs are in Hell’s Kitchen, Chinatown, and the Financial District. The three Underground Hideouts are in Greenwich, the Upper East Side, and the Upper West Side. They are introduced during story progress rather than appearing all at once, so do not assume an undiscovered district is missing a marker.

You can raid a base as soon as its marker becomes available or leave it for postgame cleanup. The six activities are not permanently missable. Once a base has been completed, return to its marker to replay it. This is useful for a missed cache, an unfinished bonus objective, or a stealth attempt.

Before starting, open the activity panel and read both bonus objectives. The requirements are specific to that base and may ask for actions such as a combo threshold, wall or ceiling takedowns, Finishers, Venom attacks, camouflage takedowns, perch takedowns, Gravity Well pulls, or environmental attacks. Plan around the displayed objectives instead of relying on requirements from another lab or hideout.

  • Locate three Roxxon Labs and three Underground Hideouts as the story reveals them.
  • Read both bonus objectives before entering each activity.
  • Keep enemy bases separate from repeatable Crimes and ordinary FNSM App activities.

2. Collect the internal Underground Cache before the main fight

Each Roxxon Lab and Underground Hideout contains one Underground Cache. These six caches are separate from the base-clear reward and count toward the game's larger Underground Cache total. A base can show as completed while its internal cache remains uncollected, so check the cache status separately on the Map or in the Collections progress.

In Roxxon Labs, the cache is normally on the approach before the main laboratory combat area. Scan the opening route and inspect side vents or alternate passages before passing through the doorway that begins the principal enemy encounter. In Hell’s Kitchen, follow the vents until the route branches and take the downward branch to the cache. In Chinatown, check the rectangular vent above the doorway in the entry area before dropping through the floor route. In the Financial District, activate the generator and connect the relay path, then use the side room that contains the cache before descending to the main lab.

Underground Hideout caches are generally reached after the opening encounter or during the interior route. In Greenwich, follow the wires and machinery route, lower the scaffolding, and search the room behind it. In the Upper East Side, scan the damaged section and move the dumpster to reach the cache behind the false wall. In the Upper West Side, open the route toward the jammer and scan the breakable wall in the adjoining area.

If you miss a cache, finish or exit the activity and return to its map marker. Start the replay, reach the cache route, and open the container. Cache progress is saved independently, so you do not need to repeat the entire base after collecting it.

  • Use the scan view when entering a new room or search area.
  • Check vents, side rooms, false walls, scaffolding, and movable objects before advancing.
  • Confirm the cache is recorded before leaving the replay.

3. Open with stealth, then change tactics when detection occurs

When the opening arena permits stealth, climb onto walls, ceilings, ledges, or perches and scan the enemy positions. Start with isolated targets on the outside of the group. Prioritize ranged enemies and units whose sight lines would expose your next takedown. After each silent takedown, relocate instead of attacking repeatedly from the same perch.

Web strikes, camouflage, environmental takedowns, and gadgets can reduce the first group without exhausting your Venom meter. Camouflage is especially useful for crossing an exposed gap, reaching a better perch, or completing a camouflage-based bonus. A yellow suspicion indicator means enemies are searching; a red detection alert means the stealth condition has failed for objectives or trophies that require remaining unseen.

Stealth is a practical opening method, not a requirement for every base. If the room enters full combat, stop forcing silent takedowns. Stay mobile, counter incoming attacks, use Venom abilities to interrupt groups, and move vertically when enemies surround you. Shielded, sword-wielding, heavy, and ranged enemies are safer to handle after the first group has been thinned.

  • Mark enemy positions before the first takedown.
  • Remove ranged or isolated enemies from the edge of the group.
  • If detection becomes a full alert, switch to combat and crowd control.

4. Complete bonus objectives without sacrificing the clear

Each base has two optional bonus objectives. They award additional Activity Tokens but are not required to shut down the base. Keep the exact requirements visible in the activity panel and match each objective to a safe wave. Save weaker enemies for Finishers, keep several targets together for Venom or Gravity Well requirements, and use isolated targets for wall, ceiling, or perch takedowns.

If an objective requires a particular gadget, equip it before entering or before the next wave begins. Do not spend every charge on the opening enemies if the bonus requires that gadget later. For combo objectives, avoid unnecessary pauses and use counters, launches, web attacks, and environmental objects to keep the chain active. For Venom objectives, build the meter during the opening exchanges and use the required ability when enough enemies are grouped safely.

A failed bonus does not invalidate the base clear. Finish the activity, then replay it later with stronger skills, improved gadgets, a more suitable suit-mod setup, or a lower difficulty. Replaying is usually faster than risking the entire encounter while trying to force an unsafe bonus.

  • Read both bonus requirements before attacking.
  • Reserve the necessary Venom meter, gadgets, Finishers, or enemy types.
  • Check that each bonus counter registers before completing the final wave.

5. Complete the local shutdown objective

After the combat waves, follow the yellow objective marker rather than leaving immediately. Roxxon Labs finish with a reactor or facility shutdown. Use the scan view whenever the route changes. In the Financial District Lab, activate the generator and connect the highlighted relay points in the order shown by the active objective; once the doors open, collect the nearby cache before descending into the main laboratory.

Underground Hideouts use jammer, generator, machinery, and escape objectives. In Greenwich, follow the wires, lower the required machinery, drain the jammer, and complete the generator or relay interaction when the exit route changes. In the Upper East Side, follow the damaged-wall route to the jammer, drain it, and defeat the final attacker that appears before leaving. In the Upper West Side, open the route to the jammer, collect the cache if it is still missing, and complete the shutdown sequence.

During an interaction, ranged attackers, rocket users, shield carriers, and sword users can interrupt Miles. Use a Venom attack or gadget to create space, then return to the generator, reactor, jammer, or console. Continue until the activity-complete notification and reward display appear. Swinging away before that point can leave the base unfinished.

  • Follow the active objective after every cleared wave.
  • Complete the reactor, jammer, generator, relay, or escape step shown by the game.
  • Wait for the completion message and reward display before leaving.

6. Replay bases and unlock Matter Up

A completed base provides its normal Activity Tokens and Tech Parts, while the two optional bonus objectives provide additional Activity Tokens. Each internal cache provides its own collectible and Tech Parts. These rewards and progress markers are independent, so inspect the base panel if the district checklist still shows an unfinished cache or bonus.

Replay a base when you need its cache, a missing bonus objective, or a stealth completion. For a no-detection attempt, yellow suspicion is acceptable, but do not allow the alert to become the red detection state. If that happens, reload the checkpoint or restart the replay rather than continuing with a failed stealth condition.

Matter Up is not unlocked by clearing only the three Underground Hideouts. Complete all six enemy bases first: Roxxon Labs in Hell’s Kitchen, Chinatown, and the Financial District, plus Underground Hideouts in Greenwich, the Upper East Side, and the Upper West Side. After the sixth base is shut down, the Matter Up marker becomes available. Follow that marker and complete the short side mission to obtain its reward and finish this branch of the base progression.

  • Review every base panel for clear completion, cache status, and bonus progress.
  • Replay only bases with missing objectives or rewards.
  • Clear all three Roxxon Labs and all three Underground Hideouts before searching for Matter Up.
  • Complete Matter Up after its marker appears.

Before you move on

  • All three Roxxon Labs are marked complete: Hell’s Kitchen, Chinatown, and Financial District.
  • All three Underground Hideouts are marked complete: Greenwich, Upper East Side, and Upper West Side.
  • All six internal Underground Caches are opened and recorded in district or Collections progress.
  • Both bonus objectives are complete in every base if you want all available base Activity Tokens.
  • Matter Up is available only after all six enemy bases are complete and is itself finished afterward.
  • The Map activity panels show no unfinished base clear, internal cache, or selected bonus objective.
References for this chapter

Resources, Gadgets, Suit Mods and Crafting

Marvel’s Spider-Man: Miles Morales uses Activity Tokens, Tech Parts, and Skill Points rather than the Research Tokens and laboratory puzzle systems from Marvel’s Spider-Man (2018). Activity Tokens come from marked activities, Friendly Neighborhood App Requests, crimes, side missions, challenge objectives, and other optional tasks. Tech Parts come from Underground Caches, including the hidden caches placed inside Roxxon Labs and Underground Hideouts. Spend these resources through the Gadgets, Suits, and Skills menus. Upgrade the equipment that matches your combat or stealth style, but do not treat every gadget, suit, mod, or bonus objective as mandatory. For practical completion, shut down all three Roxxon Labs and all three Underground Hideouts, collect the cache associated with each facility, and confirm the remaining district counters on the Map.

1. Use the correct upgrade economy

Do not search for an Octavius Industries laboratory, Research Stations, circuit puzzles, spectrograph puzzles, or a Research Token list. Those systems belong to Marvel’s Spider-Man (2018), not the original PlayStation 5 release of Marvel’s Spider-Man: Miles Morales.

This game’s main upgrade resources are Activity Tokens, Tech Parts, and Skill Points. Activity Tokens are awarded by activities such as Friendly Neighborhood App Requests, crimes, side missions, Spider-Training Challenges, and optional objectives. Tech Parts are collected from Underground Caches and are used for many gadgets, suits, visor mods, and suit mods. Skill Points are earned from leveling up and are spent separately in the Skills menu.

  • Use the Gadgets, Suits, and Skills menus for upgrades.
  • Treat Activity Tokens and Tech Parts as separate resources.
  • Ignore 2018-game references to Research Tokens and laboratory puzzles.

2. Finish each equipment tutorial when it appears

Story missions unlock Miles’ equipment and menus in stages. When the game introduces a gadget, suit, visor mod, suit mod, or crafting screen, complete the tutorial and inspect the available options before returning to the city. The tutorial explains the relevant menu and prevents later confusion about whether an item is unlocked, purchased, or equipped.

Miles has four main gadgets: Web-Shooters, Holo-Drone, Remote Mine, and Gravity Well. Web-Shooters are useful for basic control and webbing enemies, Holo-Drone adds pressure during crowded fights, Remote Mine supports traps and fuse-box attacks, and Gravity Well groups enemies for follow-up attacks. These tools are complementary; you do not need to buy every upgrade immediately.

  • Complete every equipment tutorial before leaving the menu.
  • Choose one or two gadgets that fit your preferred approach.
  • Keep Skill Point purchases separate from resource-based equipment purchases.

3. Match activities to the resource you need

When an upgrade is nearly affordable, open the Map and inspect the district counters rather than searching randomly. Activity Tokens can be earned from marked city activities, App Requests, crimes, challenges, and side missions. If the missing requirement is Tech Parts, prioritize blue Underground Cache markers and the caches associated with enemy facilities.

The FNSM App and city-activity structure become available during the story. Continue following the story until these activities appear, then use the Map to select nearby objectives. Crimes can be replayed through the App after they are introduced, but they are optional for the district checklist unless you are pursuing their separate rewards or trophy progress.

  • Read the selected item’s exact requirement before farming resources.
  • Choose Activity Token activities when you need tokens.
  • Choose Underground Caches when you need Tech Parts.
  • Use the Map counters to identify unfinished objectives.

4. Collect the cache inside each Roxxon Lab

There are three Roxxon Labs. Each has a facility objective, bonus objectives, and an associated Underground Cache. In Roxxon Labs, the cache is generally positioned before the main fighting sections. When you enter, scan the vents, side rooms, false walls, and alternate passages before committing to the obvious route toward the combat area.

Use the scanner whenever the route branches or an Underground symbol appears nearby. A cache may require pulling an object, opening or holding a door, moving through a vent, or breaking through a false wall. Do not assume that completing the waves automatically opens it. Collect the cache, then continue through the lab and finish the shutdown objective.

  • Search the side route before the main Roxxon combat sequence.
  • Open the cache before leaving the lab.
  • Finish the lab objective if you are pursuing practical 100 percent completion.
  • Check the district counter after returning to free roam.

5. Collect the cache inside each Underground Hideout

There are three Underground Hideouts, and each also contains an Underground Cache. Their cache placement differs from the Roxxon Labs: the cache is generally found after the main combat or stealth sequence, often near the jammer, generator, or exit route. After defeating the enemies or completing the stealth section, scan the area instead of immediately following the exit marker.

Look for Underground graffiti, movable dumpsters, breakable walls, scaffolding, and wiring that leads toward a side room. Some caches require you to clear the room first or complete a small environmental interaction. If you leave without opening it, return to the Hideout’s map marker and replay the activity, then search the post-combat area before exiting.

  • Finish the main Hideout encounter or stealth section.
  • Scan the post-combat area for the cache.
  • Check behind false walls, movable objects, and side-room obstructions.
  • Replay the Hideout if its cache remains unfinished.

6. Spend tokens on a practical build

Gadget upgrades, suits, visor mods, and suit mods can require different combinations of level, Activity Tokens, and Tech Parts. One resource cannot replace another. Select the item in its menu and read the displayed requirement before spending anything. Some equipment is also tied to a minimum level, a particular suit, a completed side activity, or New Game+.

For a general first playthrough, improve a dependable gadget and at least one defensive or utility option before buying cosmetic suits solely for appearance. Gravity Well is useful for grouping enemies, Remote Mine supports traps and environmental attacks, and Holo-Drone helps divide enemy attention. Stealth players may prefer camouflage, detection, or silent-takedown support. No single build is mandatory.

  • Read the item requirement before purchasing.
  • Keep enough Tech Parts for upgrades that require them.
  • Do not spend all Activity Tokens on cosmetics if a preferred gadget upgrade is close.
  • Remember that some upgrades are New Game+ additions.

7. Purchase and equip mods deliberately

Use the Suits menu to purchase available suits, visor mods, and suit mods. A purchased item is not necessarily active. Open the loadout slots and equip the visor and suit mods you want before beginning the next mission. Additional slots unlock through progression, so revisit the menu when Miles reaches the relevant level or story milestone.

Change the loadout to match the encounter. Detection and camouflage support are useful during infiltration, while perfect-dodge, damage-resistance, Venom, or gadget-focused effects are more useful in forced combat arenas. Recheck the loadout after switching suits because a newly unlocked signature mod may be available even if you do not want to wear that suit visually.

  • Purchase the mod only after reading its effect.
  • Equip the mod in an active slot.
  • Review both visor and suit slots before a base or boss sequence.
  • Remember that some signature mods are tied to specific suits.

8. Clear the facility chain and verify completion

For practical completion, shut down all three Roxxon Labs and all three Underground Hideouts, and collect the Underground Cache inside each facility. Bonus objectives provide additional rewards but are not required merely to finish the base. Attempt them when they fit your current build; abandon a bonus objective if it is putting the main clear at risk.

After each facility, open the Map and inspect the district checklist. If the facility is complete but the cache total is short, replay that specific activity and search the correct stage: before the main combat sections in a Roxxon Lab, or after the main encounter in an Underground Hideout. Once all six facilities and their associated caches are complete, spend the resulting resources through the Gadgets and Suits menus before continuing with other cleanup.

  • All three Roxxon Labs are marked complete.
  • All three Underground Hideouts are marked complete.
  • The cache inside each of the six facilities has been opened.
  • Any remaining district counter has been identified from the in-game Map.
  • The intended gadgets, suits, visor mods, and suit mods are purchased and equipped.

Before you move on

  • The Gadgets, Suits, and Skills menus show the intended upgrades.
  • The preferred visor and suit mods are equipped in active slots.
  • All three Roxxon Labs are marked complete on the Map.
  • All three Underground Hideouts are marked complete on the Map.
  • The six facility-associated Underground Caches have been opened.
  • The district counters show no remaining facility or facility-cache objective tied to this chapter.
  • Any remaining Activity Token or Tech Part shortage is visible in the upgrade menu rather than inferred from an external list.
References for this chapter

Traversal, City Movement and Fast Travel

Use manual traversal for nearby objectives and fast travel for long cross-city returns. Hold R2 to swing, release near the bottom of an arc to preserve forward motion, and press Cross while airborne for a Web Zip when Miles is too low or off-line. Aim at a highlighted point and press L2+R2 to Zip to Point; press Cross near the landing point for a Point Launch. Use wall-runs, wall jumps, cornering, and ziplines to gain height or correct direction. Group Time Capsules, Underground Caches, Sound Samples, Postcards, FNSM App Requests, Roxxon Labs, Underground Hideouts, and Spider-Training activities into district circuits. Time Capsules unlock after Reconnecting, fast travel unlocks during that mission, and Postcards belong to a postgame clue chain. Use the Map district panels and FNSM App as your completion checklist. Crimes can be useful for rewards but are optional for the fixed practical-completion categories.

Build speed with ordinary web-swinging

Start from a roof, ledge, or elevated wall whenever possible. Hold R2 to attach a web and steer Miles toward the next building or open section of street. Release the swing before its lowest point or before an obstruction, then attach the next web as Miles moves forward. This press, release, and reattach rhythm produces longer crossings than repeatedly firing short webs close to the ground.

Use the left stick to aim the swing line toward the side of the street that keeps the route open. If the waypoint is around a corner, release early and redirect past the building instead of carrying the swing into the wall. When the destination is above your current line, wall-run upward briefly, jump away, and reconnect to a swing. A low swing does not need to be abandoned; use a Web Zip or wall-run to recover height.

  • Begin from an elevated position when practical.
  • Release swings before corners and obstructions.
  • Use long arcs across open streets instead of many short low swings.
  • Wall-run upward when the objective is above your current route.

Use Web Zip, Zip to Point, and Point Launch

While airborne, press Cross to perform a Web Zip. It is a short positioning move that helps maintain altitude, change direction, or reach a nearby roof. It is different from Zip to Point. Look toward a highlighted traversal point and press L2+R2 on the default PS5 layout to zip directly to it. If the controls have been remapped, verify the command in the Controls menu before starting a traversal challenge.

During a Zip to Point, press Cross just before Miles reaches the target to perform a Point Launch. This sends him forward instead of simply landing and is useful when a route continues across the next block. Use ziplines when they provide a controlled line across an awkward gap or around an obstacle, then jump or Web Zip away once they have solved the immediate height or direction problem. Wall cornering and vertical wall jumps are also useful when a route is tight against a building.

  • Press Cross in the air for Web Zip.
  • Use L2+R2 for a highlighted Zip to Point target on the default layout.
  • Press Cross just before landing from a Zip to Point for a Point Launch.
  • Use ziplines, wall-runs, and cornering to correct routes rather than forcing a bad swing.

Improve movement without inventing a traversal skill tree

Marvel’s Spider-Man: Miles Morales has Combat, Venom, and Camouflage skill trees; it does not have a dedicated traversal skill tree. Do not spend Skill Points expecting to unlock a movement branch. Basic movement becomes more effective through practice with swinging, Web Zip, Point Launch, wall-running, wall jumps, cornering, charge jumps, and diving.

Additional improvements come from story-unlocked abilities, Spider-Training rewards, gadgets, suit mods, and visor mods. These are separate from Skill Points, Activity Tokens, and Tech Parts. Complete Spider-Training activities when their movement lessons are useful, but do not delay a story mission to obtain a particular traversal reward. For general city travel, consistent timing and route selection matter more than cosmetic suit choice.

  • Use Skill Points only in the Combat, Venom, and Camouflage trees.
  • Practice the existing traversal moves instead of searching for a traversal branch.
  • Use Spider-Training rewards, gadgets, suit mods, and visor mods for additional utility.
  • Do not postpone story progress solely to obtain every movement-related reward.

Run nearby activities as district circuits

When several icons are visible in one district, choose one activity as the starting point and work outward in a loop. Follow adjacent rooftops and streets rather than crossing the whole city between every marker. Collect a Time Capsule or Underground Cache when it lies beside the route, then continue toward the next fixed activity. Start a nearby Sound Sample before leaving the district because its search area can take longer than a normal pickup.

Use the Map district panel as the authority for fixed completion categories. It shows unfinished activities without requiring surveillance towers or imported systems from Marvel’s Spider-Man (2018). Use the FNSM App for requests delivered through the app and do not assume every request is represented by an ordinary collectible icon. If an icon is locked or absent, check the current story and side-mission progress instead of repeatedly searching the same block.

  • Select one district and clear nearby fixed icons in a loop.
  • Use the district panel to identify unfinished categories.
  • Check the FNSM App for available requests.
  • Leave locked activities until their story or side-mission prerequisite is complete.

Collect Time Capsules and Underground Caches during cleanup

Time Capsules become available after completing Reconnecting. They are suitable for a broad city circuit, but not every capsule is a simple rooftop pickup. Some require a particular approach, a short traversal sequence, an environmental interaction, or access to a moving object. If the marker is close but the item is not visible, scan above, below, and around nearby structures before leaving.

Underground Caches can be hidden behind yankable objects, false walls, or guarded areas. When entering a Roxxon Lab or Underground Hideout, check the interior for its cache before leaving. The cache is separate from the base clear and separate from optional bonus objectives. If a cache is unavailable, finish the associated story or side activity and return later; do not treat a locked cache as permanently missed.

  • Complete Reconnecting before searching for Time Capsules.
  • Search vertically and inspect environmental objects when a capsule is not immediately visible.
  • Check Labs and Hideouts for their interior Underground Caches.
  • Record a cache separately from the associated base clear and bonus objectives.

Handle Sound Samples, FNSM requests, and training activities

Sound Samples use a marked search area rather than a visible pickup. Travel to the starting point, activate the sample, and use the audio and environmental clues to identify the matching source. Move around the highlighted area and change elevation if the sound does not register. Complete each sample while already working in that district so the search does not require a separate return trip.

FNSM App Requests, Spider-Training activities, Roxxon Labs, and Underground Hideouts have their own objectives. Complete the core objective first, then decide whether optional bonus goals are worth the extra time and tokens. Training challenges can be replayed if a medal requirement is slowing down the campaign. Crimes may be answered when directly on your route, but they should not dictate the fixed district circuit unless you are pursuing their separate rewards or trophy progress.

  • Search inside the marked Sound Sample area and use audio clues.
  • Finish linked FNSM content when it becomes available.
  • Separate core base completion from optional bonus objectives.
  • Treat Crimes as optional route additions unless pursuing separate progress.

Unlock and use fast travel through Reconnecting

Fast travel unlocks during Reconnecting. Follow the mission sequence through the subway-related objective and complete the required trip to Miles’ home. After the unlock, open the Map, select an available subway entrance or home destination, and confirm the journey. Available destinations expand with progress, so an unavailable station normally indicates that the relevant area or activity has not yet been revealed.

Use fast travel for a long return to another district, for beginning a planned postgame cleanup circuit, or when no useful activities lie along the route. Swing manually for short trips because nearby travel may reveal a collectible, FNSM request, base, or crime worth handling. Fast travel should remove dead time between distant objectives, not replace every movement across the map.

  • Complete Reconnecting before expecting fast travel to work.
  • Use destinations currently displayed on the Map.
  • Fast-travel for long cross-city jumps and structured cleanup routes.
  • Swing manually when nearby activities or requests lie along the way.

Plan postgame cleanup in a reliable order

After the campaign, open each district panel and note every unfinished fixed category. A practical route is to clear nearby Time Capsules and Underground Caches first, then handle Sound Samples, FNSM App Requests, Spider-Training, Roxxon Labs, and Underground Hideouts as their markers cluster. Postcards are different: begin the postgame postcard activity and follow each clue to the next location rather than searching for them like ordinary pickups.

When a district appears incomplete, inspect the relevant category instead of assuming the missing item is a random Crime. Revisit bases for unfinished bonus objectives or interior caches, and use the FNSM App to identify requests that do not appear as ordinary collectibles. Finish with a district-by-district review of the Map, Collections, and App. This prevents a completed story or an apparently cleared neighborhood from being mistaken for full optional completion.

  • Review every district panel after the campaign.
  • Complete fixed collectibles and activities by category, not by memory.
  • Begin and follow the Postcard clue chain after it becomes available.
  • Use the FNSM App and base interiors to find progress not represented by ordinary icons.
  • Perform a final district-counter review before calling cleanup complete.

Before you move on

  • Reconnecting is complete and fast travel works to the subway or home destinations currently shown on the Map.
  • You can maintain a route with R2 swings, correct height with airborne Cross Web Zips, and use L2+R2 when a highlighted Zip to Point target appears.
  • You have completed at least one district circuit that combines nearby fixed activities instead of using separate cross-city trips.
  • All available Time Capsules, Underground Caches, Sound Samples, Postcards, FNSM App Requests, Spider-Training activities, Roxxon Labs, and Underground Hideouts are accounted for in the Map, Collections, or FNSM App.
  • Every Lab and Hideout visited has been checked for its separate interior cache, while base bonus objectives have been treated as optional unless specifically pursued.
  • Locked or unavailable activities have been revisited after their story or side-mission prerequisites were completed.
  • Random Crimes have not been incorrectly used as a requirement for the fixed district completion checklist.
References for this chapter

Combat Fundamentals with Miles’ Venom Powers

Miles’ combat combines ordinary strikes, evasions, launches, gadgets and bio-electric Venom abilities. Keep moving instead of trading hits, watch the Spider-Sense warning, and use a perfectly timed dodge when the indicator turns red. Build the Venom meter through attacks and dodges, then spend it to interrupt dangerous enemies, scatter groups or reach ranged attackers. Venom-stunned enemies take extra damage from follow-up attacks, so every Venom ability should lead into strikes, a launch, a gadget or a repositioning move. In crowded arenas, remove ranged and electric threats before committing to a brute or other heavy enemy. Use walls, ceilings, ledges and prompted environmental objects to keep fights away from corners. A practical early setup is one reliable Venom crowd-control skill, a Venom upgrade that improves stun duration or spread, and a combat skill that makes evasions or basic attacks safer.

1. Learn the default combat controls and Spider-Sense timing

On the default PS5 layout, Square performs basic attacks, Triangle performs a Web-Strike or contextual yank, Circle dodges, and X jumps. Tap R1 to fire the currently selected gadget. Hold or use the shoulder-button combinations shown in the HUD for Miles’ Venom attacks. If you use a custom or accessibility layout, verify the inputs in the Controls menu before following button instructions.

Start encounters with short Square strings and immediately reposition. When the Spider-Sense warning appears, press Circle to evade. A normal dodge is safer than waiting too long; when the warning turns red, pressing Circle at the last moment performs a Perfect Dodge, briefly protecting Miles and slowing the action. Do not treat every warning as a counter opportunity: evade first, then attack from the new position.

  • Use short attack strings while learning an enemy group.
  • Press Circle when the Spider-Sense warning appears.
  • Use the red warning as the cue for a Perfect Dodge, not a blue warning.

2. Build and spend the Venom meter deliberately

Miles’ Venom meter is filled through combat actions such as attacking and dodging. A full bar enables many basic Venom abilities, so avoid spending the first charge on an isolated ordinary enemy when a brute, ranged attacker or reinforcement wave is about to enter. Keep moving while the meter refills rather than standing still and waiting for a special attack.

Venom Punch uses L1 + Square on the default layout and is the dependable single-target stun. Venom Dash uses L1 + Triangle to rush to a target, throw it away and affect nearby enemies. Venom Jump uses L1 + X beside a group, launching enemies upward, disarming them and applying Venom Stun. Venom Smash uses L1 + Square + X for an area attack. The exact abilities available depend on story progression and purchased skills, so use the prompts in the HUD when a move has not yet been unlocked.

  • Keep one Venom charge available when an arena contains a brute or special enemy.
  • Use Venom Punch for a dangerous individual target.
  • Use Venom Dash to reach a shooter or break up a tight formation.
  • Use Venom Jump or Venom Smash when several enemies are within the effect area.

3. Convert Venom Stun into damage or control

Venom Stun is an opening, not the end of the attack. As soon as an enemy is stunned, follow with Square strikes, a launch, a Web-Strike, a gadget or a contextual environmental attack. Stunned enemies are more vulnerable to follow-up damage, so waiting wastes the most valuable part of the ability.

Against a single tough enemy, Venom Punch followed by basic attacks is simple and reliable. Against a cluster, Venom Jump or Venom Smash creates room while several enemies are vulnerable. After Venom Dash, use the available follow-up prompt if the relevant skill is unlocked; otherwise land, evade and attack the next visible threat rather than forcing a risky combo.

Synaptic Breakdown is a Venom skill that doubles the duration of Venom Stun. It is a strong mid-game choice when you often lose the opening before you can follow up, although the best purchase order depends on whether you are struggling with groups, ranged pressure or survivability.

  • Follow a successful Venom attack immediately with damage or repositioning.
  • Use area Venom abilities only when multiple enemies are close enough to be affected.
  • Consider Synaptic Breakdown if stun windows end before you can capitalize on them.

4. Remove ranged and special threats before engaging brutes

Ranged enemies can punish long attack animations, especially when they are outside the camera’s focus. Scan the arena as each wave begins and identify firearms, electric weapons and other special attacks before choosing a target. Use a Web-Strike, gadget, Venom Dash or a quick traversal move to reach the threat, then return to the main group.

A brute or other heavy enemy can absorb attention while a shooter continues attacking. If the heavy is already close, Venom Punch can interrupt it while you disable the ranged enemy with webbing or a gadget. If several enemies are closing together, an area gadget such as Gravity Well can group them for a Venom Jump, Venom Smash or environmental attack. Do not aim a gadget while standing in the middle of an active melee group; fire, evade and continue moving.

  • Identify shooters and electric attackers at the start of every wave.
  • Use gadgets to create an opening, then move immediately.
  • Do not commit to a long launch or air combo while ranged enemies remain active.

5. Use the arena instead of fighting in a corner

In a small room, move in a broad loop so enemies remain in front of Miles. If you back into a wall, Circle away before attacking again. A dodge under an enemy can carry you through a crowded position, while a jump or wall run can briefly separate Miles from ground attackers.

Vertical arenas require frequent camera checks. Enemies above or below Miles can attack while the camera is centered on a target, so use a wall run, web movement or jump to regain a readable position. When the next wave arrives, do not chase the nearest target automatically. Choose a route that keeps weapons and special enemies visible, then spend Venom to interrupt the most dangerous attack rather than the closest ordinary opponent.

Environmental takedowns are especially useful when the game presents a prompt near a suspended object, wall fixture or other usable hazard. Use the prompt to remove an enemy quickly, then return to movement before the remaining group surrounds you.

  • Keep the fight moving across the arena rather than into a corner.
  • Reorient the camera after vertical movement or a Venom Dash.
  • Use prompted environmental attacks when they safely remove a target.
  • Pause briefly after each reinforcement wave to identify the new threats.

6. Build a practical combat skill setup

Spend an early skill point on a Venom ability that gives you dependable stun or area control. Venom Jump is useful against groups, while Venom Smash offers a close-range area option once unlocked. Add a mid-tier Venom improvement such as Synaptic Breakdown when you need longer openings, or choose an upgrade that improves the range, spread or follow-up potential of your preferred move.

After that, select a combat skill that improves evasions, Perfect Dodge use, launch safety or general damage. The game’s skill trees do not contain one universal defensive-node category, so choose an evasion or survivability improvement that matches your difficulty and habits. Continue upgrading the gadget that supports your approach: stealth players can favor isolation and suspension tools, while open-combat players benefit from group disruption.

You do not need to purchase every skill before continuing the story. The completion target for this chapter is a reliable Venom crowd-control option, a stronger stun or area-control improvement, and a combat skill that makes positioning or evasions safer.

  • Unlock one reliable Venom stun or area-control ability.
  • Add a mid-tier Venom improvement when it becomes available.
  • Purchase an evasion, Perfect Dodge or other combat-survivability skill.
  • Keep one gadget upgraded enough to interrupt or group enemies.

Before you move on

  • You can perform a normal evade and recognize that a red Spider-Sense warning is the final cue for a Perfect Dodge.
  • You can use Venom Punch with L1 + Square, Venom Dash with L1 + Triangle, and Venom Jump with L1 + X on the default layout.
  • You can spend Venom to interrupt a dangerous target, then convert Venom Stun into strikes, a launch, a gadget or an environmental attack.
  • You can identify ranged and electric enemies before committing to a brute or long combo.
  • Your skill tree includes a reliable Venom crowd-control ability, a stronger Venom stun or area-control improvement, and an evasion or survivability-oriented combat skill.
  • You can clear a base wave while moving continuously, keeping special enemies visible and retaining at least one Venom option for a dangerous phase.
References for this chapter

Stealth, Takedowns and Using Perches

Stealth works best when Miles controls sightlines before the first attack. Scan with R3, tag enemies with L2, identify perches, walls, ceilings and ledges, then remove isolated targets only when the game marks the takedown as Safe. Perch, wall, ceiling, ledge, behind-the-back and web-strike takedowns all help reduce enemy numbers without starting a fight. Use positioning and gadgets to separate patrols, while Camouflage provides a short window to cross an exposed area, perform a takedown or recover after detection. If enemies become suspicious, stop attacking and break line of sight. If the encounter reaches a full alert, either use Camouflage to reset the search or switch decisively to Venom-powered combat. Stealth challenges require extra care because an alarm can void the objective even when the encounter itself remains completable.

1. Scan and tag the room before moving

When an infiltration area begins, stay on a wall, ceiling or high perch and press R3 to scan. Hold L2 while aiming at enemies to tag them, keeping their positions visible while you plan. Mark the routes of patrols and identify enemies who can complicate the room: elevated ranged units, heavy enemies, shielded enemies, guards near cameras when cameras are present, and patrols that cross beneath your intended perch. The PlayStation 5 control layout uses R3 for scanning, L2 for tagging, Square for a stealth takedown, Triangle for a web-strike takedown, and Up on the D-pad for Camouflage.

Choose a first target who is isolated and whose takedown location is outside other enemies’ sightlines. A nearby enemy is not necessarily safe, and a distant enemy may be harmless if walls, machinery or elevation block the view. Do not drop into the center of the room merely because a takedown prompt is available. Before committing, identify a second perch or wall route for retreat.

  • Press R3 and inspect the entire visible encounter area.
  • Hold L2 to tag enemies and observe patrol routes.
  • Locate at least one alternate perch, wall or ceiling route before attacking.
  • Note cameras and elevated ranged enemies when they are part of the encounter.

2. Wait for the Safe indicator

After scanning an enemy, check the status indicator above the target. Safe is the reliable window for a silent takedown that will not alert nearby enemies. Danger means another enemy may see the animation or its result, so change Miles’ angle, wait for the patrol to move, or choose a different target. Community and specialist guides consistently identify the Safe/Danger indicator as the key check for remaining undetected.

When the target is Safe and the appropriate prompt appears, press Square for a standard stealth takedown. From above, use a perch, wall or ceiling takedown when available. A ledge takedown is useful when the enemy is beside a roof edge or platform. Triangle performs a web-strike takedown when the target is in range, but use it only when the landing point and follow-up position are also safe. After every takedown, scan again because patrols may have changed direction.

  • Wait for Safe before beginning a takedown if the encounter must remain undetected.
  • Use Square for ordinary stealth takedowns and Triangle for web-strike takedowns.
  • Recheck the room after each takedown instead of assuming the original sightlines still apply.

3. Chain perches, walls and ceilings around the perimeter

A dependable route through a stealth room is a perimeter loop. Start from the highest accessible point, remove an isolated enemy, then move to another beam, wall, ceiling section or ledge before selecting the next target. Staying above the floor gives Miles more escape routes and makes it easier to change his angle when a target is marked Danger. Miles can move across ceilings and use stealth takedowns from elevated positions, so do not limit yourself to the obvious beams.

If two enemies pass close together, wait until one separates or until the game presents a safe opportunity. Do not attack the first guard while the second is looking at the takedown location. A defeated enemy left in a visible position can be discovered later, so move the next takedown away from the body’s likely patrol route whenever possible. If an enemy begins searching, remain still only long enough to avoid the current sightline, then relocate to a different angle.

  • Use height and blocked sightlines instead of rushing between targets.
  • Change position after takedowns when patrols are active.
  • Avoid leaving a webbed enemy where a patrol can immediately inspect the area.
  • Keep the final enemy in a group until you understand the reinforcement route.

4. Use gadgets and objects to create separation

Gadgets are most useful before the room is alerted. Use them to split enemies, interrupt a dangerous patrol route or create a safer approach rather than spending every charge for damage. Web environmental objects when the encounter allows it, and use distraction or control gadgets to draw attention away from the route you intend to take. Check the resulting sightlines before committing; an object that moves one guard may expose Miles to another.

If a group is tightly packed, leave it alone until the patrols diverge. A safe takedown from a wall or ceiling is usually more reliable than a long web-strike across an open floor. In stealth challenges, environmental takedowns can count toward the objective, but confirm the challenge condition before relying on them. The Upper East Side Stealth Challenge, for example, allows stealth takedowns and certain environmental actions while requiring all enemies to be eliminated without detection.

  • Spend gadgets to separate or control enemies before the alarm starts.
  • Inspect the new sightlines after distracting or moving a guard.
  • Use environmental actions only when they satisfy the current challenge objective.

5. Spend Camouflage on an objective or recovery

Camouflage is unlocked during the story and has its own skill upgrades. Activate it with Up on the D-pad when Miles must cross an exposed sightline, reach a guarded objective, perform a difficult takedown or escape an active search. Decide the destination first: move toward a wall, ceiling, perch or other cover rather than wandering until the effect expires. The ability grants temporary invisibility, but it is a short tactical window, not permission to ignore enemy placement.

If suspicion begins, use Camouflage to break the enemy’s current read on Miles, then move behind cover and reassess. If the room reaches full alert, activate Camouflage only when it will give you a clear route away from the cluster. Once hidden, scan again and resume stealth from a new angle, or use a Venom area attack to interrupt the group if resetting is no longer practical.

  • Use Camouflage for exposed objectives, difficult targets or emergency repositioning.
  • Move toward cover before the effect expires.
  • After recovering, scan and rebuild the route instead of attacking from the same position.
  • Keep a Venom ability available when a failed stealth attempt creates a crowded fight.

6. React correctly to suspicion and failure

Treat the enemy indicator as a warning system. Safe permits the planned takedown. Suspicion means the enemy has noticed something but has not fully located Miles; stop attacking, break the sightline with a wall, ceiling, structure or swing, and wait for the search to settle. A full alert means the original stealth sequence is compromised, although Camouflage may still let Miles disappear and re-enter stealth in this game.

For an ordinary base or mission encounter, it is acceptable to abandon stealth and fight. Open with a Venom area attack when enemies are clustered, then prioritize ranged attackers and shielded or heavy units. For a stealth challenge or bonus objective, restart from the checkpoint if the alarm has invalidated the requirement. Challenge guides recommend returning later with better skills, mods or gadgets when a stealth ranking is difficult; the challenge remains available for another attempt.

  • Stop attacking when an enemy enters suspicion.
  • Break line of sight vertically or around solid cover.
  • Use Camouflage to reset only when you have a destination in mind.
  • Restart a failed stealth challenge when its undetected requirement is lost.
  • Switch to Venom-powered crowd control rather than remaining exposed in a failed stealth position.

Before you move on

  • You can scan an infiltration room with R3, tag enemies with L2 and identify patrol routes before dropping from your starting perch.
  • You can distinguish Safe from Danger and wait for a reliable takedown window.
  • You can complete several consecutive perch, wall, ceiling, ledge or web-strike takedowns without alerting the remaining enemies.
  • You can use gadgets or environmental objects to separate patrols without exposing Miles to a second sightline.
  • When detected, you can break line of sight, use Camouflage to recover, or switch immediately to Venom-powered crowd control.
  • A stealth challenge or bonus objective is complete only when its required enemies or actions are finished and the game awards the result without an alarm failure.
References for this chapter

Mid-Game: Transition Missions and Resource Balancing (Missions 4–9)

Missions 4–9 move Miles from the first Roxxon confrontation into the central investigation: We’re Here for You, La Nochebuena, Harlem Trains Out of Service, Reconnecting, Time to Rally, and Someone Left the Lights On…. Harlem Trains Out of Service is mandatory progression mission 6 even though it is delivered through the FNSM App, so complete it before Reconnecting. This sequence introduces the FNSM App, Underground Caches, Time Capsules, Fast Travel, and Camouflage. Use the short gaps between missions to buy practical skills, gadget upgrades, suit mods, or defensive improvements. Clear nearby crimes or one convenient base if you need resources, but do not attempt a full city sweep yet. Later story progress unlocks more activities, and postgame free roam remains available for cleanup.

1. Mission 4: We’re Here for You

Start We’re Here for You at the yellow story marker in Harlem. Follow the objective into the building, interact with the marked terminal, and continue through the Underground-controlled interiors and rooftops. This mission introduces more protected and heavily equipped enemies, so do not rely only on ordinary punches. Use Venom attacks to interrupt dangerous opponents, then follow with ordinary strikes, web attacks, or environmental throws while they are staggered.

Keep moving through the arena rather than standing in the middle of the group. Use walls, ceilings, and nearby platforms to break enemy formations and create space from ranged attackers. When the objective changes to investigation, use scan mode to locate the marked red display and examine it. Complete the remaining combat and traversal prompts, then return to free movement when the mission ends.

Before beginning mission 5, open the Skills menu and spend any available Skill Point on an ability that improves Venom control, defense, or traversal. Activity Tokens and Tech Parts are more limited at this stage, so avoid buying several suits merely for appearance. Save resources for functional upgrades that support your preferred combat style.

  • Complete We’re Here for You and its terminal investigation.
  • Use Venom to interrupt protected or heavily armed Underground enemies.
  • Spend available Skill Points before starting the next mission.
  • Keep Activity Tokens and Tech Parts available for useful upgrades.

2. Mission 5: La Nochebuena

Travel to the yellow marker at Miles’ home to begin La Nochebuena. Examine the backpack at the entrance, then continue through Miles’ room and the apartment as the objectives prompt you. In the living room, complete the required preparations, retrieve a record from Rio’s room, return to the turntable, and answer the door when prompted.

When the power fails, go to the breaker at the rear of the hallway. Leave through the window in Miles’ room and move around the outside of the building. Activate scan mode and follow the orange power line to the transformer. Do not climb onto the roof where the civilians are gathered; remain on the exterior walls and follow the marked route around the building.

At the transformer, use the prompted Venom interaction to restore the power. Return to the apartment through the indicated window and complete the following scene. La Nochebuena is mainly an investigation and traversal mission, so there is no reason to spend gadgets or Venom before the game places you in a required encounter.

At the end of this mission, Ganke gives Miles access to the Friendly Neighborhood Spider-Man App. The first request, Harlem Trains Out of Service, is not optional side content despite being presented through the app.

  • Inspect the required objects in Miles’ apartment.
  • Follow the orange power line after scanning the exterior.
  • Restore the transformer with the prompted Venom action.
  • Open the FNSM App when it becomes available.
  • Accept Harlem Trains Out of Service before looking for the next story mission.

3. Mission 6: Harlem Trains Out of Service

Accept Harlem Trains Out of Service through the FNSM App. This is mandatory progression mission 6, positioned between La Nochebuena and Reconnecting. Travel to the marked subway stop, watch the opening scene, and proceed to Grand Central Station. At the damaged area, inspect the marked pole and use scan mode to follow the cables to the control room.

Enter the room, deal with the Underground guards, and inspect the control terminal. Stealth takedowns are useful for reducing the first group, but an open fight is also acceptable. Once the train objective appears, scan the rail yard so the movable platform, train cars, crane, generator, and relay are clearly marked.

Use the web interaction on the turntable and rotate it so the first train car faces the tunnel. Pull that car away from the turntable and toward the tunnel. Rotate the turntable again to collect the next car, pull it onto the platform, and rotate the platform once more so the second car lines up with the first. For the suspended car, reach the car, lower it with the web prompt, then web the nearby gear repeatedly until the mechanism locks it in place.

Go to the generator beside the tunnel and use a Venom attack to restart it. Complete the conductive web connection between the generator and the nearby relay. After the trains begin moving, return to the marked area and defeat the Underground forces. Several explosives appear during this final section. Prioritize grabbing or throwing each marked explosive before spending time on ordinary enemies. After the final wave and scene, the mission ends.

Completing Harlem Trains Out of Service advances the FNSM App and opens Underground Cache tracking. If a newly revealed cache is directly on your route, collect it, but do not abandon the story route for a citywide sweep.

  • Accept the request through the FNSM App.
  • Reach Grand Central and inspect the marked control equipment.
  • Align all three train cars with the tunnel.
  • Restart the generator and connect the relay with conductive webs.
  • Defuse each marked explosive during the final Underground encounter.
  • Confirm Underground Caches are now available on the map.

4. Mission 7: Reconnecting

Follow the next yellow story marker to the Upper West Side and meet Phin near the Science Center. Enter through the marked door and follow the short investigation and conversation sequence. Reconnecting is primarily a story and exploration mission rather than a combat mission, so interact with the highlighted objects and remain on the marked route instead of searching the whole building.

During the mission, Miles and Phin recover the Oscorp Science Center Award Time Capsule. This is the story introduction to the wider Time Capsule collectible category. Complete the prompted interaction, then use the Fast Travel tutorial when the game instructs you to do so. Fast Travel becomes available between Miles’ home and subway entrances around the city.

After the tutorial, do not begin a full Time Capsule sweep unless you deliberately want to pause the campaign. The collectibles remain available for later cleanup, and additional activities become visible as the story continues.

  • Meet Phin near the Science Center.
  • Complete the marked interior investigation.
  • Recover the story-awarded Time Capsule.
  • Use Fast Travel when the tutorial requires it.
  • Confirm Time Capsules are tracked on the map or in Collections.

5. Mission 8: Time to Rally

Launch Time to Rally from the next story marker. The mission begins with Underground combat. Defeat the marked groups, advance when the objective updates, and use the environment to separate ordinary enemies from shielded or ranged opponents. Keep a Venom attack available for a crowded wave rather than spending the meter immediately on isolated targets.

Continue through the marked traversal and combat sequence, then follow the prompted actions during the set-piece section. The mission includes several cinematic inputs and movement prompts; complete each one before attempting to resume normal traversal. When the sequence ends, the mission awards Camouflage and expands the available activity flow.

Open the Skills menu after the mission and review the Camouflage skill tree. A practical mid-game allocation is one reliable Venom crowd-control improvement, one defensive or recovery-oriented node, and a Camouflage upgrade if stealth is part of your preferred approach. Do not buy every newly available suit or mod automatically. Choose upgrades that solve a current problem, such as difficulty handling ranged enemies, losing Venom meter too quickly, or taking excessive damage in base encounters.

  • Defeat each marked Underground group.
  • Complete the prompted set-piece actions.
  • Confirm Camouflage is available after the mission.
  • Review the Camouflage skill tree.
  • Buy at least one functional combat, defensive, or stealth improvement if resources allow.

6. Mission 9: Someone Left the Lights On…

Travel to the mission 9 marker at Phin’s family repair shop. Enter through the indicated window and begin the evidence search. Follow the marked objectives through the shop, examining the Roxxon badge, the chart concerning Rick and Nuform, the medical evidence, and the other highlighted objects. When the blocked wall becomes the objective, use the prompted Venom attack to break through it and enter the hidden room.

Inspect the equipment and computer in the secret room. After the scene, the Underground arrives and the mission teaches you to use Camouflage under pressure. Activate it when prompted and move to a high position or another safe route. If stealth is practical, tag enemies first and perform takedowns only when nearby enemies cannot see the action. If the alarm triggers, stop trying to preserve stealth and use Venom crowd control, web attacks, and vertical movement to avoid being surrounded.

The enemies can reposition onto nearby rooftops, so keep scanning the arena and do not assume the first group is the final wave. You can alternate between direct combat and Camouflage when the ability is available. Once the area is clear, return to the computer and complete the final interaction. The mission ends after Miles traces Phin’s phone and the next story objective appears.

After mission 9, check the FNSM App and map for newly revealed Side Missions, Roxxon Labs, Underground Hideouts, Underground Caches, Time Capsules, and Crimes. Clear only nearby activities that serve an immediate purpose: one convenient base for Tokens and Tech Parts, a short crime cluster for experience, or collectibles already along your route. Leave distant cleanup for a planned postgame circuit.

  • Search the repair shop and inspect every marked clue.
  • Break through the blocked wall with the prompted Venom attack.
  • Use Camouflage when the mission requires it.
  • Clear the Underground group and return to the computer.
  • Confirm mission 9 is complete and the next story objective is available.
  • Check the FNSM App and map for newly revealed activities.

Before you move on

  • Mission 4, We’re Here for You, is marked complete.
  • Mission 5, La Nochebuena, is marked complete and the FNSM App is available.
  • Mission 6, Harlem Trains Out of Service, is complete through the train repair, generator, relay, and final explosive sequence.
  • Mission 7, Reconnecting, has unlocked Time Capsules and Fast Travel.
  • Mission 8, Time to Rally, is complete and Camouflage appears in the Skills menu.
  • Mission 9, Someone Left the Lights On…, is complete and the next story objective is available.
  • At least one practical Venom, gadget, defensive, traversal, or Camouflage improvement has been purchased without exhausting all available resources.
  • The map or FNSM App has been checked for newly revealed activities before continuing into the next mission group.
References for this chapter

Infiltration and Espionage Missions — Missions 10–13

Missions 10–13 are Corporate Espionage, Underground Undercover, Curtain Call, and Breaking Through the Noise. Harlem Trains Out of Service is a story-linked FNSM request counted as progression mission 6, so Corporate Espionage is not mission 9. Corporate Espionage infiltrates a Chinatown Roxxon facility, introduces Remote Mines, recovers Phin’s phone, disables a Nuform reactor, and ends with Aaron’s escape route. Underground Undercover sends Miles into an Underground hideout, teaches Venom Dash, and combines stealth with investigation and combat. Curtain Call requires three exterior generators and four interior generators before a final Underground fight and rooftop chase. Breaking Through the Noise introduces Sound Samples with a mandatory red-buoy recording. It then reveals eight additional map samples across the city. Recording those eight unlocks Back to the Beginning in Harlem, where opening the hideout locker completes the tenth and final sample and awards the Purple Reign suit.

1. Prepare for Mission 10: Corporate Espionage

Travel to the Roxxon Lab marker in Chinatown to begin Corporate Espionage. Scan each guarded area before moving forward. The facility alternates between vertical stealth spaces and forced combat, so keep a route to a wall, ceiling, or upper platform available rather than fighting in the middle of a room.

Equip any available suit or visor mods that improve Venom generation, healing, camouflage, or gadget recovery. No specific build is required, but Venom is particularly useful against Roxxon defenses and shielded enemies. If an alarm begins, climb away, break line of sight, and use camouflage after the pursuit separates instead of remaining surrounded.

  • Start Corporate Espionage at the Chinatown Roxxon Lab marker.
  • Scan guards and interactable objects before entering each guarded section.
  • Keep a wall, ceiling, or upper platform available for escape.
  • Reserve Venom for shielded enemies and forced combat encounters.

2. Cut the power and enter the laboratory

At the exterior objective, use the marked breaker and generator to shut down the facility’s power. Approach the guards with camouflage and silent takedowns if the safe-takedown indicator appears. If stealth fails, clear the group normally and continue to the marked ventilation route.

Web the moving fans before crossing their openings. Follow the ventilation path through the facility and use wall surfaces to stay above the guards. When Remote Mines become available, place one on the marked fuse area and detonate it when enemies are grouped. Clear the next guard area, then access the terminal to advance the mission.

  • Disable the exterior power objective.
  • Web the ventilation fans before crossing their openings.
  • Use the newly introduced Remote Mines.
  • Clear the next guard area and access the terminal.

3. Recover Phin’s phone

Continue into the vertical laboratory area and scan from walls, ceilings, and perches. Wait for a confirmed safe-takedown indicator before committing. If one guard becomes suspicious, climb away and let the alert settle rather than starting a close-range fight against the whole room.

At the fan blocking Phin’s phone, use the grab prompt on the exposed mechanism and web the moving part until it holds. Follow the updated objective to the exposed wires, disable the fan, drop down, and collect the phone. Return toward the upper platforms when the mission waypoint changes.

  • Scan the vertical-room guards from elevated surfaces.
  • Use confirmed safe takedowns during the stealth section.
  • Pull and web the fan mechanism.
  • Disable the exposed wires and collect Phin’s phone.

4. Disable the reactor and escape

After recovering the phone, follow the objective to the Nuform reactor and disable it. Roxxon forces then attack in enclosed areas. Deal with shields before spending Venom on protected targets; use ordinary attacks, gadgets, or environmental throws to create an opening first.

During the escape, move between walls, platforms, and floor space instead of standing in one lane. Prioritize rocket-launcher enemies when they appear on distant or elevated positions. Use area Venom attacks after enemies group together or lose their defenses. Follow Aaron’s route and the opening he creates to finish Corporate Espionage.

  • Disable the Nuform reactor.
  • Break or remove active shields before committing Venom attacks.
  • Prioritize rocket-launcher enemies.
  • Follow Aaron through the escape route to complete mission 10.

5. Infiltrate the Underground hideout in Mission 11

Underground Undercover begins in Hell’s Kitchen. Meet Phin at the café, follow her across the crane route, and enter the Underground hideout when prompted. After Phin leaves, scan and inspect the highlighted objects to investigate the plans inside the hideout.

When Miles returns in costume, enter through the marked vent. Use camouflage, walls, ceilings, and perches to move through the training area. A safe-takedown indicator is more reliable than distance alone, so wait until a target is isolated. If the alarm triggers, retreat vertically and re-enter stealth from another perch after the enemies lose track of Miles.

  • Meet Phin at the Hell’s Kitchen café.
  • Follow her across the crane route into the hideout.
  • Inspect the highlighted clues.
  • Enter through the marked vent after returning in costume.
  • Use camouflage and safe takedowns in the training area.

6. Open the passage and learn Venom Dash

After the training-room sequence, move the large monument using the interaction prompt to reveal the lower passage. Descend with the crane and use the ceiling route to reach the next area. If the route is unclear, scan with the visor; machinery and interactable objects are highlighted.

The next fight teaches Venom Dash. Use it against sword-wielding Underground enemies when they close in or begin an attack. Combine the dash with ordinary strikes and dodges rather than spending every Venom charge immediately. Defeat the remaining enemies and leave through the marked exit to complete Underground Undercover.

  • Move the monument to reveal the lower passage.
  • Use the crane to descend.
  • Cross the ceiling route to the next area.
  • Use Venom Dash against the sword-wielding enemies.
  • Exit after the final combat sequence.

7. Disable Curtain Call’s exterior generators

Curtain Call is mission 12 and takes place at the theater in the Upper East Side. Reach the theater roof and scan the surrounding structures. Three generators power the exterior barrier: two are on nearby rooftops and one is in the square in front of the theater.

Visit each generator and defeat or bypass its guards before draining its power. Return to the theater roof and use the prompted Venom attack on the barrier. Inside, pull the nearby gear and web it repeatedly so the elevator shaft remains raised. Follow the route to the silo terminal and interact with it to begin the interior-generator phase.

  • Reach the Upper East Side theater.
  • Disable both rooftop generators.
  • Disable the generator in the square.
  • Break the exterior barrier with the prompted Venom attack.
  • Raise the elevator shaft.
  • Access the silo terminal.

8. Restore the interior generators and finish Curtain Call

The theater contains four additional interior generators. Follow the visible wiring and use the visor to locate each mechanism. One objective uses a Venom attack on a marked wall and floor. Another requires raising the theater backdrop before descending. The remaining connections use webbed relays; follow the cables and connect the matching points rather than guessing.

Return to the terminal after all four interior generators are active. Defeat the Underground wave, including the heavy shield-and-hammer enemy. Venom attacks are most effective after its defenses are compromised. The mission then becomes a chase after the Tinkerer. Follow the route, dodge when the warning indicator appears, avoid thrown hazards during the building climb, and reach the rooftop.

  • Activate all four interior generators.
  • Complete the marked wall, floor, backdrop, and relay objectives.
  • Return to the terminal.
  • Defeat the final Underground wave.
  • Dodge the Tinkerer’s thrown hazards.
  • Reach the rooftop to complete mission 12.

9. Begin Mission 13: Breaking Through the Noise

Breaking Through the Noise becomes available after the preceding story sequence and Aaron’s call. Travel to the Hell’s Kitchen meeting point and approach the green hologram. Listen to the reference recording before entering the search area.

Hold L2 to scan objects inside the boundary. For the mandatory introductory sample, move toward the waterfront and scan the red buoy, then press R3 when the recording matches. After the scene, Miles returns to his apartment. Leave through the window when prompted. This completes the introductory sequence and reveals the remaining Sound Samples on the map.

  • Travel to the Hell’s Kitchen meeting point.
  • Approach the green hologram and listen to the recording.
  • Scan within the search boundary using L2.
  • Record the red buoy sample.
  • Leave Miles’ apartment through the window.
  • Confirm that the remaining Sound Samples appear on the map.

10. Record the eight map Sound Samples

The introductory recording is followed by eight map-marked Sound Samples. Their districts are Harlem, Upper East Side, Central Park, Upper West Side, Midtown, Greenwich, Chinatown, and the Financial District. At each marker, listen to the clue, remain inside the search boundary, hold L2 to identify the matching object, and press R3 from the distance that produces a successful recording.

The targets are the passing train in Harlem, icicles beneath a water tower in the Upper East Side, pigeons in Central Park, a fire truck in an Upper West Side garage, the neon sign in Midtown, the church clocktower in Greenwich, wind chimes on the Chinatown gate, and a ferry in the Financial District. Use camouflage for the Central Park pigeons; if they scatter, leave the search area and return to restart the sample.

  • Record the Harlem train sample.
  • Record the Upper East Side icicle sample.
  • Record the Central Park pigeon sample.
  • Record the Upper West Side fire-truck sample.
  • Record the Midtown neon-sign sample.
  • Record the Greenwich clocktower sample.
  • Record the Chinatown wind-chime sample.
  • Record the Financial District ferry sample.

11. Complete Back to the Beginning

After the introductory recording and the eight map samples are complete, Back to the Beginning appears in Harlem. Travel to its marker and enter the hideout through the marked underground entrance. The mission is brief and does not require another combat sequence.

Inspect the locker at the back of the hideout to record the tenth and final Sound Sample. The recording completes the Sound Sample chain and awards the Purple Reign suit. You may then continue to the next main-story marker or use the Map and Collections menus to verify the optional activity counters.

  • Record all eight map-marked samples after the introductory sample.
  • Wait for Back to the Beginning to appear in Harlem.
  • Enter the marked hideout.
  • Inspect the locker at the back.
  • Confirm that all ten Sound Samples are complete.
  • Confirm receipt of the Purple Reign suit.

Before you move on

  • Corporate Espionage is complete after Miles disables the reactor, survives the Roxxon escape, and follows Aaron through the opening.
  • Underground Undercover is complete after Miles investigates the hideout, opens the hidden passage, learns Venom Dash, defeats the lower-room enemies, and exits.
  • Curtain Call is complete after all three exterior generators, all four interior generators, the final Underground wave, and the rooftop chase.
  • Breaking Through the Noise is complete after the introductory red-buoy recording, the apartment sequence, and Miles leaving through the window.
  • The Sound Sample chain is complete when the eight map-marked samples are recorded, Back to the Beginning appears, and the hideout locker is inspected.
  • The final Sound Sample total is ten: one introductory recording, eight map recordings, and one locker recording.
  • The mission sequence is verified as Corporate Espionage 10, Underground Undercover 11, Curtain Call 12, and Breaking Through the Noise 13.
  • The PS5 Standard Edition contains Marvel’s Spider-Man: Miles Morales; the Ultimate Edition additionally includes Marvel’s Spider-Man Remastered as a separate bundled game.
References for this chapter

Late-Game Prep: Final Act Readiness, Resource & Skill Checklist (Missions 14–16)

Missions 14–16 are Tinker Tailor Spider Spy, Thicker than Blood, and Like Real Scientists. The key preparation window opens after Tinker Tailor Spider Spy and closes when Thicker than Blood ends. Use it to finish the FNSM requests, Side Missions, bases, collectibles, and upgrades you want before the finale. Once Thicker than Blood is complete, normal city activities and ordinary equipment upgrades are locked until the campaign ends. Enter the last run with a group-control Venom ability, a defensive or recovery improvement, and gadgets that cover both close combat and ranged enemies. Like Real Scientists then leads directly into The Battle for Harlem, so treat the end of mission 16 as the final point for changing your loadout and confirming your completion plan.

1. Finish Tinker Tailor Spider Spy, then use the preparation window

Complete Tinker Tailor Spider Spy if it is the active main-story objective. Follow Phin through the Underground facility, restore power to the laser, pass the stealth section, and defeat Rhino. After the final cutscene, Miles returns to his room. Leave through the window, then wait for the next main-story marker to appear.

Do not immediately launch Thicker than Blood if you want to complete optional content during the first playthrough. Open the FNSM App and review available requests, then check the Map and district panels for Side Missions, Roxxon Labs, Underground Hideouts, Time Capsules, Underground Caches, Sound Samples, Postcards, and Spider-Training Challenges. Complete the activities that matter to your completion plan or that are close to an efficient route. Crimes remain optional unless you are pursuing their separate objectives, rewards, or trophy progress.

This is also the right time to spend Activity Tokens and Tech Parts. The story does not require every optional activity, but postponing a large cleanup circuit until after the campaign is unnecessary if you already know which categories you want finished.

  • Complete Tinker Tailor Spider Spy.
  • Review the FNSM App and Map checklist.
  • Finish desired optional activities before Thicker than Blood.
  • Spend resources on useful upgrades before continuing.

2. Build a practical final-act loadout

Before starting Thicker than Blood, open the Skills, Suit, Suit Mods, and Gadgets menus. Equip at least one Venom ability that can interrupt or control several enemies, along with a defensive, healing, or damage-reduction improvement. A crowd-control Venom attack is especially useful against Underground groups and during boss phases with summoned enemies.

Keep one gadget that creates space or restrains multiple targets, such as a web-based option, and another that can affect enemies at range. The exact choice can follow your preferred playstyle, but avoid equipping only stealth tools when the remaining missions contain mandatory open combat. Check each gadget’s upgrade requirements and reserve resources for an improvement that directly helps your chosen approach.

Enter the next mission with full health and a charged Venom meter when practical. You do not need a specific suit or every skill, but you should not spend the final preparation period on cosmetic purchases while a useful Venom, gadget, or defensive upgrade is affordable.

  • Equip a group-control Venom ability.
  • Equip defensive or recovery support.
  • Carry both crowd control and ranged responses.
  • Purchase and equip desired upgrades before Thicker than Blood.

3. Clear Tinker Tailor Spider Spy’s machinery and stealth sections

In the computer room, examine the marked terminal and follow the vent route. Use Venom Punch on the generator to open the way, then continue through the Underground facility. In the machinery room, activate the generator and manipulate the crane so the engine can be moved into position. Tether power from the generator to the crane, reposition the crane, and connect the second relay beside the laser. Venom Punch the charged engine, then web-throw it into the shutters.

The later security section supports either stealth or direct combat. Enemies with goggles can detect Miles while Camouflage is active, so remove them first if you are trying to remain hidden. Use perches, wall positions, and isolated takedowns to reduce the group. If the alarm triggers, stop forcing a stealth route: use Venom attacks, gadgets, and environmental objects to control the arena, then advance through the vent near the Roxxon sign.

A cache and optional interactable objects can be found along the route. Collect them only if they fit your current plan; they are not required to complete the mission.

  • Activate the generators with Venom Punch.
  • Route power through the crane to the laser.
  • Prioritize camouflage-detecting enemies during stealth.
  • Switch to combat if the alarm makes stealth unsafe.

4. Defeat Rhino in Tinker Tailor Spider Spy

Rhino’s upgraded armor initially resists Miles’ normal Venom approach. Evade his charges and heavy attacks until the ride prompt appears, then steer him into the nearby tanks. Attack while he is stunned, and let Phin handle or distract supporting enemies when possible.

After enough armor damage, Rhino throws armored vehicles. Dodge the throw, Venom Punch the exposed vehicle piece or engine, and web-throw the charged object into Rhino. Attack during the resulting stun and repeat the sequence until the armor is destroyed.

Once Rhino loses the armor, his vulnerability changes and Venom attacks become useful again. Keep moving around the supporting enemies, use finishers when available, and spend Venom to interrupt Rhino rather than saving every charge. If you fail, retry from the checkpoint and focus on the tank opportunities instead of attacking into his armored state.

  • Avoid wasting Venom on Rhino’s initial armor.
  • Ride Rhino into tanks when prompted.
  • Charge and throw vehicle pieces during the later armor phase.
  • Use finishers and Venom after the armor breaks.

5. Prepare for and complete Thicker than Blood

After leaving Miles’ room and reaching the next marker, Thicker than Blood begins with a boss encounter before Miles reaches the destination. The first phase emphasizes close-range attacks and camouflage. Keep the boss in view, evade the attack indicators, and punish openings with regular attacks followed by Venom.

The next phase adds a beam, claw attacks, and bombs that weaken Venom resources. Avoid standing in the bomb zones. Perfect-dodge close attacks when possible, then counter with attacks, Venom, or a finisher. When three holograms appear, use an area Venom attack or a crowd-control gadget to remove them quickly instead of chasing one around the arena.

When Thicker than Blood ends, treat it as the point of no return for ordinary city preparation. Normal free-roam activities and equipment upgrades are unavailable through the remaining story sequence. If you want a different suit mod, gadget arrangement, or skill setup, make that change before launching this mission.

  • Enter with health and Venom ready.
  • Avoid bombs that weaken Venom.
  • Use area attacks against the three holograms.
  • Complete all desired upgrades before starting the mission.

6. Complete Like Real Scientists and confirm final continuity

Like Real Scientists takes place at the abandoned Oscorp Science Center. Clear the Underground forces around the entrance, then reach the roof and disable the four generators protecting the building. Use the central rotating sphere structure to align the red relay nodes, connect the power with web lines, and open each shutter. Break obstructions when a relay is hidden, and use a short relay chain when the generator cannot connect directly to the central structure. After all four generators are disabled, return to the entrance and use Venom Smash.

Inside, scan the area and follow the marker through the purple hallway. An Underground Cache is available along the route. The story then changes to a Miles and Phin flashback. Examine the exhibits as needed, scan for the two components required at the exhibit door, and place them in the mechanism. Set the reflector to the semicircle shape, aim it to the right, and activate it to open the door. Continue through the elevator and energy-converter sequences, defeat the Underground forces, and leave through the skylight.

Like Real Scientists leads directly toward The Battle for Harlem. There is no normal preparation circuit between them. During the opening fog-covered section of the finale, use R3 to reveal enemies. In the final boss fight, use Venom against close-range weapons, return the cannon when the ranged phase provides that prompt, and avoid the large wheels during the final phase. These are finale directions, not additional optional-completion requirements.

  • Disable all four Science Center generators.
  • Use the scanner during the flashback exhibit objective.
  • Complete the reflector puzzle with the semicircle aimed right.
  • Expect the finale to follow without another free-roam preparation window.

Before you move on

  • Missions 14 and 15, Tinker Tailor Spider Spy and Thicker than Blood, are complete.
  • Desired FNSM requests, Side Missions, bases, collectibles, and challenges were completed before Thicker than Blood.
  • The loadout includes group-control Venom, defensive or recovery support, crowd control, and a ranged option.
  • The Rhino tank sequence and armored-vehicle phase are understood.
  • The Thicker than Blood bomb and hologram phases are understood.
  • Mission 16, Like Real Scientists, is complete, including the four-generator barrier and exhibit-door puzzle.
  • The player knows that The Battle for Harlem follows without another ordinary cleanup window.
  • Any remaining map activities are deliberately reserved for postgame rather than missed through confusion.
References for this chapter

Final Mission and The Battle For Harlem — Mission 17 and Campaign Ending

The Battle For Harlem is mission 17, the final main-story mission in Marvel’s Spider-Man: Miles Morales. It follows mission 16, Like Real Scientists. Finish any open-world activities you want to handle before the finale, because the story transition locks normal city activity until the campaign ends. The mission begins in fog-covered Harlem with Underground and Roxxon battles, moves through rooftop engagements, and ends with the multi-phase Tinkerer fight at the Roxxon reactor. Scan through the fog, keep moving during Phin’s weapon sequences, escape the purple beam with Square when prompted, and throw the spawned laser guns back with L1 and R1. Near the end, use the prompted aerial attacks, then interact with the reactor and complete the remaining on-screen prompts. After the final sequence, the completed save returns to postgame free roam, where the Map, Collections, FNSM App and Missions tab support cleanup and replay.

Prepare before starting mission 17

Mission 17, The Battle For Harlem, begins after Like Real Scientists, mission 16. Before committing to the final story marker, complete any Roxxon Labs, Underground Hideouts, FNSM App Requests, Side Missions, collectibles or upgrades that you specifically want to finish before the ending. The finale temporarily takes control of the story route and prevents normal optional city activity until the campaign is complete.

Equip the suit mods, gadgets and Venom abilities you use most reliably. A group-control gadget and a dependable Venom attack are particularly useful during the opening street battles, where Underground and Roxxon enemies arrive in repeated groups. Keep some health and Venom capacity available rather than spending every resource on the first wave.

The PS5 Standard Edition contains the complete Miles Morales campaign. The PS5 Ultimate Edition contains that same game plus Marvel’s Spider-Man Remastered as a separate title; Remastered content is not required for this mission or for completing Miles Morales.

  • Finish optional activities you want to do before the finale.
  • Equip a reliable crowd-control gadget and Venom ability.
  • Confirm that the story marker leads to The Battle For Harlem before starting it.

Fight through the fog-covered Harlem streets

Follow the yellow objective into Harlem. Fast travel is not part of this opening route, so use web-swinging and the marked waypoint to reach the battle area. Thick fog can hide enemy positions. Press R3 to scan and outline nearby threats, then use the minimap and objective markers to identify enemies that are difficult to see directly.

Defeat each marked group before advancing. Prioritize ranged attackers and enemies carrying dangerous weapons, then use web attacks, environmental objects and Venom abilities to separate the remaining opponents. Do not remain in the center of a group: move around the arena, use walls and rooftops to change elevation, and dodge out of converging attacks.

The mission advances through several scripted combat sections. If the objective does not update, scan the area and check the perimeter for a surviving enemy. Continue toward the yellow marker only after the current encounter is cleared. Recover health when the game permits it; preserving resources for the later boss is useful, but entering the reactor section with low health is riskier than spending a recovery item during the street fights.

  • Use R3 when the fog obscures enemy locations.
  • Clear every marked combat area before following the next waypoint.
  • Defeat ranged and heavily armed enemies early.
  • Keep moving instead of allowing groups to surround Miles.

Handle the rooftop sniper section

After the street battles, red sniper sight lines indicate that enemies are positioned above you. Move vertically toward the rooftops rather than remaining exposed below the firing lanes. Use Web Zip, wall-running and aerial attacks to cross between buildings, and eliminate the snipers before dealing with less dangerous opponents.

Once the rooftop threats are removed, follow the updated objective back toward street level. More Underground and Roxxon enemies appear along the route. Use Venom to interrupt clustered attacks, web enemies to nearby surfaces when possible, and throw environmental objects when a direct melee approach would expose Miles to several attackers.

The route eventually leads to the reactor and the final confrontation. Do not search the area for optional icons during this mission; normal open-world cleanup is unavailable until the campaign-ending sequence is finished.

  • Close on snipers from the rooftops instead of fighting beneath their sight lines.
  • Use vertical movement to avoid concentrated fire.
  • Return to street level when the objective updates.
  • Follow the reactor waypoint rather than searching for optional activities.

Defeat the Tinkerer’s opening phase

The Tinkerer alternates between close-range weapon attacks, wide swings and powerful follow-ups. Circle the arena and watch for the attack warning before dodging. Avoid standing directly in front of Phin and trading ordinary melee hits, because her extended weapons can punish a stationary approach.

Attack after she finishes a combo or becomes vulnerable. Venom Dash can close distance and interrupt her, while a Venom attack used after a successful dodge creates a safer damage window. Throw nearby objects when the arena provides them, especially if Phin is pressuring you with a weapon sequence.

The encounter advances through scripted transitions after sufficient damage. Treat each transition as a new phase: pause to reposition, refill your Venom meter through ordinary combat where possible, and wait for the next telegraphed opening instead of immediately chasing Phin.

  • Keep circling instead of standing in front of Phin.
  • Dodge her attack strings before beginning a combo.
  • Use Venom to interrupt or create space.
  • Use environmental objects when a direct approach is unsafe.

Escape the purple beam and return the laser guns

In the next phase, avoid the Tinkerer’s purple energy attacks. When the beam or energy restraint catches Miles, rapidly press Square when the escape prompt appears. After breaking free, move immediately; remaining in place leaves Miles vulnerable to the follow-up strike.

Phin later creates laser guns that fire across the arena. Approach a weapon only when the path is clear, then press L1 and R1 together to throw it back at her. This counter is the intended way to punish the laser-gun sequence. Do not attempt to finish the phase through ordinary melee attacks while the guns are active.

Phin also uses broad sword swings, shock waves and thrown energy objects. Keep extra distance during the sword attacks, jump or dodge the shock waves, and wait until the sequence ends before attacking. If camouflage is available and you need to cross an exposed section, use it to create a safer approach, but do not spend Venom and gadgets without leaving yourself an emergency option.

  • Press Square when the purple beam restraint prompt appears.
  • Use L1 and R1 to throw the laser guns back at Phin.
  • Dodge the sword swings and shock waves before attacking.
  • Reposition after every successful escape or counter.

Complete the aerial prompts and reactor sequence

Near the end of the confrontation, a triangle prompt appears over Phin. Jump and perform the prompted aerial attack whenever it becomes available. Repeat the sequence as directed rather than attempting to replace it with free-form attacks. Continue watching for prompts after the final health-bar transition; the fight is not finished merely because a combat phase ends.

After the final exchange, approach the unstable reactor and perform the on-screen interaction to absorb its energy. Follow the remaining movement and button prompts through the scripted sequence. This reactor interaction is the last required gameplay objective in the mission.

The ending scenes resolve the story after the reactor sequence. Allow the final sequence to complete if you want the clearest confirmation that the campaign-ending mission has registered.

  • Perform every prompted aerial attack.
  • Approach and interact with the reactor when instructed.
  • Complete the remaining on-screen prompts.
  • Allow the ending sequence to finish.

Verify completion and begin postgame cleanup

When the ending sequence is complete, the save returns to postgame free roam. Open the Map and Collections menus to review unfinished district activities and collectibles. This is the appropriate point to finish Time Capsules, Underground Caches, Sound Samples, Postcards, Spider-Training Challenges, FNSM App Requests, Side Missions, Roxxon Labs and Underground Hideouts. Crimes and their bonus objectives remain separate optional progress unless you are pursuing their specific rewards or trophy requirements.

After the main story is complete, replay Story missions from the Touchpad menu by opening the Missions tab and selecting a completed mission. FNSM App Requests can be replayed through the Friendly Neighborhood Spider-Man App. Use replay for practice and mission-specific objectives, but continue using the Map and Collections counters as the authority for open-world completion.

New Game+ is a separate campaign option that carries progression into a fresh run and adds its own extended goals. If your immediate aim is practical first-playthrough completion, finish the desired postgame checklist before starting New Game+. The campaign is complete when The Battle For Harlem is marked finished, the reactor and ending sequence have played, and the save returns to free roam.

  • The Battle For Harlem is marked complete as mission 17.
  • The reactor sequence and ending scenes have played.
  • The completed save returns to postgame free roam.
  • The Map and Collections menus display remaining activities.
  • Story replay is available from Touchpad menu → Missions.
  • FNSM App Request replay is available through the Friendly Neighborhood Spider-Man App.

Before you move on

  • The Battle For Harlem is identified in the completed mission list as mission 17.
  • The fog combat, rooftop section and Tinkerer encounter are complete.
  • The final aerial prompts and reactor interaction have been completed.
  • The ending sequence has played and the save returns to postgame free roam.
  • The Map and Collections menus show the remaining optional activities and collectibles.
  • Story missions can be replayed from the Touchpad menu’s Missions tab.
  • FNSM App Requests can be replayed through the Friendly Neighborhood Spider-Man App.
  • New Game+ is available if you choose to begin a separate campaign.
References for this chapter

Boss Patterns & Strategies — Practical Methods for Major Encounters

Marvel’s Spider-Man: Miles Morales has four required story bosses: Rhino, Roxxon Rhino, Prowler and Tinkerer. Their solutions are not interchangeable. Rhino is controlled with Venom attacks, dodges and environmental interaction; Roxxon Rhino temporarily resists Venom and must first be exposed with charges, vehicles or thrown debris; Prowler is tracked through Spider-Sense while Miles avoids grenades, beams and holograms; and Tinkerer changes weapons and arenas several times. Save Venom for confirmed openings, keep moving, heal when safe, and use finishers only after a boss is staggered. If a fight is overwhelming, change the difficulty before reloading the checkpoint, then alter one loadout choice rather than repeating the same failed approach.

Prepare before a required boss encounter

The four required story bosses are Rhino, Roxxon Rhino, Prowler and Tinkerer. A holographic Vulture appears during training content, but it is not part of the required villain-boss sequence. Before entering a story mission, spend available Skill Points and make sure you understand the Venom attacks already unlocked. Venom Strike, also called Venom Punch in some guide descriptions, is the key single-target stun tool used in several encounters; area attacks such as Venom Smash are more useful when holograms or ordinary enemies surround Miles.

Keep healing and gadget ammunition available. Venom is also used for healing, so do not spend every charge on damage if your health is low. During a boss’s protected phase, basic attacks usually accomplish little; concentrate on dodging, environmental interaction or the mechanic that removes the protection. Once the boss is visibly staggered, use a short combo, Venom attack or finisher, then disengage before the recovery animation ends.

  • Know which Venom attack is currently equipped.
  • Keep enough Venom for healing or the next vulnerability window.
  • Do not attack continuously during a protected or scripted phase.

Defeat Rhino in Hold Onto Your Web-Shooters

The first Rhino fight teaches Miles’ Venom system. Use ordinary attacks and successful dodges to build the Venom meter, then use Venom Strike to stun Rhino. While he is stunned, attack with a short combo and use a finisher when the prompt appears. His normal armor makes trading basic punches inefficient, so the reliable loop is build Venom, stun him, attack briefly and retreat.

After the encounter shifts into the next area, Rhino relies more heavily on charges, stomps and thrown objects. Evade his charge at the last moment rather than backing away in a straight line. A successful evasion can put Miles in position to ride Rhino and steer him into the electrical equipment or other marked hazards. That impact creates the opening for another attack sequence. Continue watching the Spider-Sense indicator for stomps and thrown objects, and do not remain beside Rhino after a combo because his recovery swing can catch Miles.

If Venom is empty, prioritize dodging and attacking safely until it refills. A perfect dodge is especially useful because it avoids the incoming hit and briefly slows the action, giving Miles time to reposition.

  • Use Venom Strike to create the first damage windows.
  • Evade charges sideways or at the last moment.
  • Steer Rhino into the indicated electrical hazards when the riding sequence begins.

Break through Roxxon Rhino’s armor

The later Roxxon Rhino encounter is different because his red armor resists Miles’ normal Venom attacks at the beginning. Do not waste Venom Strike against the protected armor. Avoid Rhino’s charges and use the arena’s vehicles, tanks or large debris as the encounter makes them available. The objective is to create an opening by causing Rhino to collide with the environment or by using a prompted environmental throw.

Regular enemies are present during parts of this battle. Do not chase them around the arena while Rhino is active. Keep Rhino in view, avoid his charge path and eliminate only an enemy who is blocking movement or repeatedly interrupting the environmental setup. When the armor is damaged or removed, the fight resembles the earlier Rhino battle: dodge his attacks, use Venom when it affects him, and attack during his exposed state.

The environmental sequence is the important progression gate. If Miles is thrown into a tank or the arena changes, stop trying the previous tactic and look for the newly highlighted object or vehicle. Later in the fight, Rhino can again be stunned and damaged with the same charge-and-environment approach, but his attacks are faster and the added enemies make positioning more important.

  • Do not rely on Venom against the intact Roxxon armor.
  • Use charges, tanks or large environmental objects to expose Rhino.
  • Return attention to Rhino after clearing only the adds that threaten your position.

Track Prowler through camouflage, beams and holograms

Prowler’s battle occurs in Thicker Than Blood. He can cloak, attack from different directions, throw grenades and use a shield. Do not try to follow his invisible body by swinging the camera rapidly. Use the Spider-Sense warning to identify an incoming strike, dodge first and counter only after the attack has passed. Venom Strike is a reliable way to stagger him when he is visible and within range.

In the next phase, Prowler uses a large green energy beam. Dodge the beam and move toward him when the attack leaves him exposed; Venom Dash can also close the distance if it is available. Grenades can suppress Miles’ Venom abilities, so avoid standing in their area and do not commit to a slow attack while one is about to detonate.

If the Venom meter needs refilling, activate camouflage and move to one of the nearby wall generators when the arena permits it. The generators provide a safer way to recover energy than repeatedly attacking Prowler during a dangerous phase. Later, Prowler creates holograms. They move more slowly than the real Prowler and can be removed with a few attacks or an area Venom ability such as Venom Smash. Clear the holograms when they surround Miles, then return to Prowler and repeat the Spider-Sense, dodge and Venom-stun cycle.

  • Use Spider-Sense rather than visual tracking during camouflage.
  • Avoid grenades and dodge the green energy beam before closing distance.
  • Use the wall generators for Venom recovery when available.
  • Clear holograms with area attacks if they surround Miles.

Handle Tinkerer’s changing final-boss phases

The Tinkerer is the final required boss and is fought during The Battle for Harlem. Her first phase uses programmable-matter protective gloves and heavy close-range attacks. Use Venom Strike against the gloves to break through her protection, then attack during the stagger. When she approaches with a telegraphed strike, use a well-timed dodge and move behind her rather than standing in front of the weapon swing.

When the reactor begins pulsing and the fight moves to the rooftop, Tinkerer becomes more aggressive and uses ranged weapons. Watch for the purple shockwave ring and jump or dodge away from it. When she jumps back and begins preparing the rocket launcher, use the displayed Venom movement attack or close-range opening to interrupt her before the launch. If she catches Miles with bolas, follow the on-screen escape prompt when her sword attack gives Miles the chance to break free.

The battle later returns indoors, where laser cannons fire across the room and burning craters can temporarily disable Venom abilities. Approach a cannon only when the path is safe, grab it with the environmental interaction and throw it at Tinkerer. Do not walk through the burning areas simply to reach her. In the final phase, she sends rows of saws across the arena and continues using traps. Keep moving, attack only during short openings, and watch for the finisher prompt when she becomes vulnerable. Scripted arena changes and cutscenes mark progress; they are not signs that earlier damage was lost.

  • Break the protective gloves with Venom attacks.
  • Dodge the purple shockwave and interrupt the rocket phase.
  • Escape bolas using the displayed prompt.
  • Throw laser cannons at Tinkerer while avoiding burning craters.
  • Dodge the final saw waves and use the finisher prompt when it appears.

Recover from a failed attempt

After a death, reload the latest checkpoint and change one factor before trying again. If damage is the problem, equip a healing, Venom-generation or defensive suit modification. If ordinary enemies are overwhelming, use an area Venom attack or a gadget that creates space. If a boss remains too difficult, lower the difficulty in Settings before restarting or reloading the encounter; do not assume a setting change will rebalance an attack sequence that is already underway.

Do not claim that every boss can be abandoned for free-roam farming. Some missions lock progression until the encounter is finished. When free roam or Mission Replay is available, use it to earn XP, tokens and upgrades, then return to the story mission. Otherwise, focus on learning the boss’s next telegraph and preserving Venom for the mechanic that actually creates the damage window.

  • Reload the checkpoint after identifying the failed phase.
  • Change the loadout or difficulty before restarting.
  • Use free roam or Mission Replay for upgrades only when the game has made it available.

Before you move on

  • Rhino is defeated in Hold Onto Your Web-Shooters and the story advances beyond the opening boss encounter.
  • Roxxon Rhino is defeated after the armor-breaking environmental sequence and the following story transition completes.
  • Prowler is defeated in Thicker Than Blood after the camouflage, energy-beam and hologram phases.
  • Tinkerer is defeated in The Battle for Harlem through the indoor, rooftop and final saw-wave sequences.
  • A post-boss cutscene or the next story objective appears, confirming that the encounter is complete rather than merely paused at a checkpoint.
References for this chapter

Time Capsules, Underground Caches, Sound Samples, Postcards and the 100% Checklist

Miles Morales uses a different completion structure from Marvel’s Spider-Man (2018). Do not search for Backpacks, Landmarks, Research Stations, or surveillance towers. For practical first-playthrough completion, finish the activities listed by the Map checklist, complete all FNSM App Requests, and use the Collections menu to verify the tracked collectibles. The relevant totals are 16 Time Capsules, 35 Underground Caches, 10 Sound Samples, 8 Postcards, 9 Spider-Training Challenges, 9 Side Missions, 3 Roxxon Labs, and 3 Underground Hideouts. There are also 10 FNSM App Requests, which you access through the FNSM App rather than ordinary Map markers. Six Underground Caches are inside the six enemy bases, one in each Roxxon Lab and Underground Hideout. Postcards become available only after the campaign. Crimes and their bonus objectives are separate optional progress for Activity Tokens and Crime Master. Finish the story, then clean up one district at a time while checking both the Map and FNSM App.

Use Miles Morales’s checklist instead of the 2018 game’s activity list

Marvel’s Spider-Man: Miles Morales does not use the original game’s Backpacks, Landmarks, Research Stations, or surveillance-tower system. Its fixed completion activities are Spider-Training Challenges, FNSM App Requests, Time Capsules, Underground Caches, Roxxon Labs, Underground Hideouts, Side Missions, Sound Samples, and Postcards.

Open the Map and move the cursor over each district to review its percentage and listed activities. Use the Collections menu to confirm collectible totals. Check the FNSM App separately for its Requests because those activities are selected through the app rather than treated as ordinary Map icons. A district can show a high or complete percentage before all postgame content is available, so perform the final review after the campaign.

  • Confirm that you are using the Miles Morales Map and Collections menus.
  • Record unfinished Map categories for each district.
  • Open the FNSM App and verify its Requests separately.

Wait for the relevant unlocks before planning the final sweep

A full cleanup is most efficient after the story. Time Capsules and Underground Caches become available during the campaign, while other activities appear as story progress unlocks them. Postcards are unavailable until the campaign is complete. Do not treat a missing Postcard marker as an error during the story.

After the credits, open the Map and choose one district. Group nearby markers into a single circuit, using ordinary swinging for short distances and fast travel when the next district is far away. When the Map shows no remaining fixed activity in that district, check the FNSM App before moving on.

  • Finish the campaign before judging the final Postcard total.
  • Use story progress to unlock activities instead of searching prematurely.
  • Clear districts in grouped circuits rather than crisscrossing the city.

Collect all 16 Time Capsules

Time Capsules are marked by green clock icons after they become available. Select a marker, set a waypoint, and travel to the highlighted location. Interact with the capsule when prompted. Some locations include a small traversal obstruction or a simple object-moving puzzle; stay inside the marked area and follow the interaction prompt rather than abandoning the search.

There are 16 Time Capsules. Each one is recorded in Collections, so use that menu if your notes and the district totals disagree. These are convenient to collect while traveling between bases, Sound Samples, and other nearby markers.

  • Collect all 16 Time Capsules.
  • Confirm the total in Collections.
  • Revisit any district whose checklist still lists a Time Capsule.

Open all 35 Underground Caches

Underground Caches use blue sealed-box markers. Enter the marked search area and activate the distance sensor with R3. Follow the indicator and inspect nearby walls, platforms, containers, and Underground markings until the cache can be opened.

There are 35 Underground Caches in total. Six are inside enemy bases: one in each of the three Roxxon Labs and one in each of the three Underground Hideouts. These internal caches are separate from the base-clear objective. Before finishing a lab or hideout, look for the alternate route or side area leading to its cache.

If you complete a base without opening its cache, replay the Roxxon Lab or Underground Hideout from the Map. Enter the base again, collect the cache, and leave after the game records it; you do not need to repeat every optional bonus objective for the cache to count.

  • Open all 35 Underground Caches.
  • Search all three Roxxon Labs and all three Underground Hideouts for internal caches.
  • Replay any completed base whose cache remains uncollected.

Complete the 10 Sound Samples

The Sound Sample sequence contains one story sample, eight city samples, and one final sample during Back to the Beginning. The story sample is obtained during Breaking Through the Noise. Follow the audio-analysis objective and scan the correct object in the marked area.

The eight city samples appear as Prowler-style markers. At each one, interact with the green hologram to begin the search. Listen to the reference sound, move around the highlighted area, and compare the surrounding noises until the correct source is identified. Record the match with the prompted input. If the search becomes difficult, use the audio and visual feedback rather than guessing from the marker alone.

After the story sample and eight city samples are complete, Back to the Beginning becomes available after the required story progress. Enter the marked hideout, follow the objective to the locker, and complete the final audio sequence. Opening the locker finishes the tenth Sound Sample and unlocks the Purple Reign suit.

  • Complete the story Sound Sample during Breaking Through the Noise.
  • Record the eight city Sound Samples shown on the Map.
  • Start and finish Back to the Beginning.
  • Verify 10 Sound Samples in Collections and confirm that Purple Reign is unlocked.

Unlock and collect all 8 Postcards

Postcards become available after completing the main story. Return to Miles’s home in Harlem and follow the newly available activity prompt to begin the postcard chain. The first postcard starts the scavenger hunt; the remaining search areas are then marked with purple postcard icons.

Travel to the marked area, read the clue, and identify the described object in the environment. Interact with that object to collect the postcard and reveal the next location. The game supplies the next search area after each successful pickup, so follow the chain in order rather than searching the entire city manually.

Continue until all eight Postcards are collected. If the chain does not appear, confirm that the campaign is complete and that you have returned to Miles’s home rather than merely opening the Map from another district.

  • Complete the campaign before starting the postcard chain.
  • Begin the chain from Miles’s home in Harlem.
  • Collect all eight Postcards and verify the final pickup in Collections.

Finish the fixed completion categories, then handle optional Crimes

For practical 100% completion, finish the categories tracked by the district Map and Collections menus: 9 Spider-Training Challenges, 10 FNSM App Requests, 16 Time Capsules, 35 Underground Caches, 3 Underground Hideouts, 3 Roxxon Labs, 9 Side Missions, 8 Postcards, and 10 Sound Samples. Use the Map for the district activities and the FNSM App for its Requests; do not assume that every Request is selected from a Map icon.

Crimes are separate repeatable city events accessed through the FNSM App or encountered while traveling. Their bonus objectives provide additional rewards and contribute to Crime Master, but they are not a substitute for a missing fixed activity category. Leave them until the end unless you need Activity Tokens or want the separate trophy.

If a district still appears incomplete, inspect every listed category. Check for a missed Underground Cache inside a base, a Side Mission requiring another activity, an FNSM App Request, or Postcards that have not been started from home. Recheck the Map after each cleanup circuit.

  • Complete all Map-listed fixed activities in every district.
  • Complete all 10 FNSM App Requests through the app.
  • Pursue Crimes and crime bonus objectives only for Crime Master, extra rewards, or extended completion.

Before you move on

  • Every district’s fixed Map activities are complete after all story and postgame unlocks are available.
  • Collections records 16 Time Capsules, 35 Underground Caches, 10 Sound Samples, and 8 Postcards.
  • All 3 Roxxon Labs and all 3 Underground Hideouts are complete, including their internal caches.
  • All 9 Spider-Training Challenges and 9 Side Missions are complete.
  • All 10 FNSM App Requests are complete through the FNSM App.
  • Back to the Beginning is finished and the Purple Reign suit is unlocked.
  • Crimes and crime bonus objectives are complete only if the extended goal includes the separate Crime Master trophy.
References for this chapter

Postgame: Cleanup, New Game+ and Trophies

After completing The Battle for Harlem, keep the completed normal save and return to free roam. Finish any remaining fixed activities through the Map and FNSM App, including Time Capsules, Underground Caches, Sound Samples, Postcards, FNSM App Requests, Side Missions, Spider-Training Challenges, Roxxon Labs and Underground Hideouts. Complete Crimes and their bonus objectives only if you want their separate trophy, tokens or extra rewards. The postgame Cat's Pajamas mission requires Looters!!! and the completed campaign; Memory Lane is unlocked by returning to Miles' apartment and going to bed. Mission Replay is intended for story-specific objectives and trophy practice, not ordinary city cleanup. New Game+ is created from the title menu in a separate save slot, carries over progression from the selected save, raises the level cap and unlocks the remaining skills, suit and mods. Preserve the normal save until every first-playthrough goal has been checked.

Load the completed save and unlock the postgame missions

Finish The Battle for Harlem and allow the ending sequence to complete before beginning cleanup. When you regain control, save normally and keep this completed file available. It is the reference for your first-playthrough campaign, district progress and unlocked gear.

If Looters!!! was completed during the campaign, open the FNSM App and travel to Teo's Bodega in Harlem to start Cat's Pajamas. If Looters!!! is unfinished, complete that side mission first; Cat's Pajamas requires both Looters!!! and the completed campaign. Finish the short mission to obtain the Bodega Cat Suit and remove it from your remaining side-mission list.

Next, travel to Miles' apartment in Harlem. Enter the apartment, interact with the available objective and go to bed when prompted. This starts Memory Lane. The first postcard begins the scavenger hunt, and each completed clue leads to the next search area. Follow the objective marker and read the clue carefully rather than treating postcards as ordinary map pickups.

  • The Battle for Harlem and the ending sequence are complete
  • The completed normal save is preserved
  • Looters!!! is complete
  • Cat's Pajamas is complete if pursuing every Side Mission
  • Memory Lane has been started and the postcard chain is complete

Use the Map and FNSM App as the cleanup record

Open the Map and inspect every district panel. Plan routes by grouping nearby activities instead of travelling to isolated markers one at a time. The district checklist should be the authority for fixed completion, while the FNSM App is the best place to check unfinished requests and Crimes.

Complete every required fixed category shown by the Map: Time Capsules, Underground Caches, Sound Samples, Postcards, FNSM App Requests, Side Missions, Spider-Training Challenges, Roxxon Labs and Underground Hideouts. Some categories unlock through story or side-mission progress, so a district that was previously incomplete may gain new entries after the campaign or after another activity is finished.

When replaying a Roxxon Lab or Underground Hideout for cleanup, search the interior for its Underground Cache. The base can be marked complete even when its cache was not collected. If a cache was missed, replay the relevant activity and enter the area again rather than abandoning the district route.

Use the Map to identify the remaining resource category before spending tokens or Tech Parts. This prevents unnecessary travel and helps finish suit, gadget and mod purchases alongside the cleanup.

  • Every district panel has been reviewed after the campaign
  • All required Time Capsules are complete
  • All Underground Caches are open
  • All Sound Samples are collected
  • All Postcards are collected
  • All FNSM App Requests and Side Missions are complete
  • All Spider-Training Challenges are complete
  • All Roxxon Labs and Underground Hideouts are complete

Treat Crimes as a separate optional goal

Crimes are repeatable activities and should not be used as a substitute for checking fixed district categories. Complete them when you want Crime Tokens, combat practice or the Crime Master trophy, but do not require repeated random crime appearances for practical first-playthrough completion.

If pursuing Crime Master, use the FNSM App's Crime tab to track the bonus objectives for each crime type. A successful crime without its bonus objectives does not finish that trophy requirement. Build the necessary objectives into separate attempts when needed, using a suitable gadget or Venom ability before starting the encounter.

For a practical 100% plan that does not include the separate crime trophy, mark Crimes and crime bonus objectives as optional. Keep their progress separate from the checklist for Time Capsules, Underground Caches, Sound Samples, Postcards, FNSM App Requests, Side Missions, Spider-Training Challenges, Roxxon Labs and Underground Hideouts.

  • Crime completion is treated as optional unless pursuing its separate rewards or trophy
  • Crime bonus objectives are tracked in the FNSM App
  • Random crime spawns are not mistaken for missing fixed activities

Use Mission Replay for controlled objectives

Use the Missions menu to replay a completed story mission when you need a story-specific trophy setup, a particular environmental interaction, a combat benchmark or practice against a boss encounter. Read the listed objectives before launching the replay so the target action is available in that mission.

Mission Replay is not the normal route for Time Capsules, Underground Caches, Sound Samples, Postcards, FNSM App Requests, Side Missions, Spider-Training Challenges, Roxxon Labs or Underground Hideouts. Return to free roam for those activities and confirm the result on the Map or in the appropriate menu.

If a replay attempt fails, restart the mission or launch it again. For a city activity, use its open-world marker and check the district panel afterward. This prevents a completed replay objective from being confused with a missing free-roam collectible or side activity.

  • Mission Replay is limited to story-specific or controlled objectives
  • Free roam is used for ordinary city cleanup
  • The relevant Map, Collections or trophy progress is checked after each attempt

Create New Game+ only after deciding what carries over

When ready, return to the title menu and select a free save slot. Highlight the completed normal save and press Square to create New Game+. The new file uses the progression present in that selected save when it is created, so finish any first-run upgrades or resource spending you specifically want carried into the second playthrough beforehand.

New Game+ carries over Miles' level, skills and skill points, gadgets and gadget upgrades, Activity Tokens, Tech Parts, suits and mods. Story completion, side-mission completion, district completion and open-world activity completion do not remain finished; the new run begins the campaign and map progression again while retaining the earned development and equipment.

New Game+ adds one suit, three mods and three skills, and raises the level limit. The three final skills in the Combat, Venom and Camouflage trees require New Game+. The nine lower Skills-menu abilities come from completing the nine Spider-Training Challenges, so finish any remaining challenges before or during cleanup if you want every skill available as soon as possible.

  • The first-playthrough cleanup decision is made
  • The completed normal save is preserved
  • New Game+ is created in a separate slot
  • The intended tokens, Tech Parts, suits, mods and upgrades are on the selected source save
  • The New Game+ suit, mods and skills are understood

Finish the trophy and full-progression goals

For the Platinum trophy, complete the campaign, reach full district completion, collect every postcard, open every Underground Cache, complete the required side content, unlock all Skills and finish the separate combat, traversal, stealth, photo-mode and crime objectives. Do not assume that a full Map percentage automatically completes every trophy category.

Use free roam for city-based requirements and a replayable base or Mission Replay for controlled combat attempts. Keep trophy-only tasks in a separate list so they do not obscure the practical 100% checklist. Difficulty does not block the trophy set, so lower the difficulty if a particular combat objective is slowing down cleanup.

For full progression rather than the Platinum alone, purchase the remaining New Game+ skills, suit and mods after the required level and resources are available. These items are intentionally unavailable on the first normal run and are not evidence that the original save is incomplete.

  • All required first-playthrough activities are complete
  • All Spider-Training Challenges are complete
  • All first-run skills, suits, mods and gadgets are purchased where intended
  • New Game+ skills, suit and mods are purchased if pursuing full progression
  • Separate combat, traversal, stealth, photo-mode and crime trophies are assigned to free roam, a base or Mission Replay

Verify the final result before deleting or overwriting anything

For practical city completion, confirm that every district reaches its displayed maximum and that no required Map category remains. Check Time Capsules, Underground Caches, Sound Samples and Postcards separately, then review FNSM App Requests, Side Missions, Spider-Training Challenges, Roxxon Labs and Underground Hideouts.

For a trophy-focused completion, verify the trophy list rather than relying only on district percentages. Confirm Memory Lane, the Underground Cache trophy, the district-completion trophy, the all-Skills trophy and Plus Plus when each requirement is finished. If Crime Master is part of your plan, confirm every crime type's bonus objectives in the FNSM App.

Keep the completed normal save until these checks are finished. The New Game+ save can hold the second campaign while the normal save remains available as a record of first-playthrough cleanup and as a fallback if a trophy-specific attempt needs to be repeated.

  • Every district reaches its displayed maximum
  • Time Capsules, Underground Caches, Sound Samples and Postcards are complete
  • FNSM App Requests, Side Missions and Spider-Training Challenges are complete
  • Roxxon Labs and Underground Hideouts are complete
  • Optional Crimes and crime bonus objectives are complete if included in the plan
  • All intended skills, suits, mods and gadgets are complete
  • The Platinum trophy is unlocked, or Plus Plus is confirmed after the New Game+ ending

Before you move on

  • The completed normal save contains the finished campaign and all intended first-playthrough activities.
  • Every district reaches its displayed completion maximum.
  • Time Capsules, Underground Caches, Sound Samples and Postcards have been checked separately.
  • FNSM App Requests, Side Missions, Spider-Training Challenges, Roxxon Labs and Underground Hideouts are complete.
  • Crimes and crime bonus objectives are complete only if they are part of the chosen trophy or reward goal.
  • The Skills, Suits, Mods and Gadgets menus have been checked, including New Game+ content when pursuing full progression.
  • Mission Replay has been used for any missed story-specific or trophy-specific objective.
  • The Platinum trophy is unlocked if pursuing the full trophy set; otherwise Plus Plus is confirmed after completing the New Game+ story and ending.
References for this chapter
THE NEXT SAVE POINT

Finishing up

Main story complete: all 17 story missions are finished, The Battle for Harlem is complete, and the ending sequence has played.

Practical city completion: every district’s postgame Map checklist reaches its displayed maximum.

Fixed activities complete: all FNSM App Requests, Side Missions, Roxxon Labs, Underground Hideouts, Time Capsules, Underground Caches, Sound Samples, Postcards, and Spider-Training Challenges are complete.

Every Roxxon Lab and Underground Hideout has been cleared and its internal Underground Cache collected.

Optional Crime Master scope: Crimes and crime bonus objectives are complete only if that separate trophy or extra-reward goal is included.

Extended progression scope: New Game+ skills, suit, mods, and Plus Plus are separate from first-playthrough city completion.

Choose your next game
A CLOSER LOOK

Screenshots & video

Game imagery for reference. Follow the written chapters above for the route and strategies.

CHECK THE DETAILS

Sources & references

Our original guide draws on the references below. Check the edition at the top of this page before following controls or unlock requirements.

About the game & collecting notes
Platform
Sony PlayStation 5

Step-by-step campaign walkthrough for the original PlayStation 5 release of Marvel’s Spider-Man: Miles Morales, covering the 17 main missions through the ending and then guiding postgame completion through the game’s actual activities: FNSM App Requests, Side Missions, Roxxon Labs, Underground Hideouts, Time Capsules, Underground Caches, Sound Samples, Postcards, Spider-Training Challenges, and optional Crimes. Include practical combat, traversal, boss, resource, replay, New Game+, and completion-check instructions without importing systems from Marvel’s Spider-Man (2018).

Darryl Polo
ABOUT THE AUTHOR

Darryl Polo

Darryl Polo loves tinkering with emulation and revisiting retro games. He enjoys exploring how old favorites play on different setups and sharing what he learns along the way. At Joking Joystick, he writes about the games, hardware, and small discoveries that keep the hobby fun.

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