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Spider-Man 2 Good Men: How to find the key and code

Help MJ stealth her way through a Hunter base to rescue an old frenemy.

Mary Jane talks to Peter on her cell phone while working at her laptop in the back of a van.
Image credit: VG247 / Insomniac Games / Sony Interactive Entertainment

Marvel's Spider-Man 2's main story mission Good Men sees you step into the shoes of Mary Jane Watson, who notably doesn't possess the powers of a radioactive spider. Instead, MJ relies primarily on stealth to get around the legions of baddies she manages to encounter in the course of her story — and, incidentally, if you want to go into that story totally fresh, beware spoilers from this point on!

In order to rescue Dr Connors, MJ needs both a code and a key to open up the cage he's being held in. You can do these in whichever order you choose, but like about 90% of people I'm right-handed and therefore instinctively headed for the code first, so that's the sequence I'll demonstrate in this guide. Here's how to find the key and code during Spider-Man 2's Good Men mission.


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Spider-Man 2 Good Men: How to find the key and code

Spider-Man 2 Good Men: How to get the code

In order to collect the code in Spider-Man 2's Good Men mission, break right from MJ's starting position and sneak down the stairs. Head towards the iron railings of the enclosure directly in front of you, being careful to stay in cover wherever some is available.

Mary Jane crouches at the foot of the zoo entrance stairs, with an enclosure ahead of her and a lean-to and bonfire over to the left.
Image credit: VG247 / Insomniac Games / Sony Interactive Entertainment

Have MJ crouch behind the crates to the left of the enclosure — she won't be spotted here unless you do something to alert the Hunters to her location. There are three Hunters in the immediate vicinity: two are wrestling each other by a bonfire, while the third is in a green lean-to hut with some computer equipment inside it.

Mary Jane stealthily approaches a group of Hunters in a shanty settlement in an abandoned zoo, using crates for cover.
Image credit: VG247 / Insomniac Games / Sony Interactive Entertainment

Throwing a distraction object towards the bonfire causes the Hunter in the lean-to to go over and investigate.

While crouched behind some crates, Mary Jane aims a rock past a bonfire to distract a group of Hunters.
Image credit: VG247 / Insomniac Games / Sony Interactive Entertainment

This gives you the opportunity to examine the computer in her hut. This isn't essential, but does give you a bit of optional extra story. Once you've had a look, head around the right-hand side of the lean-to and crouch behind it, where you can safely avoid being spotted.

Mary Jane sneaks past a green tent filled with computer equipment in the Hunter's camp in the abandoned zoo.
Image credit: VG247 / Insomniac Games / Sony Interactive Entertainment

Throw another distraction object further past the bonfire to ensure that the three Hunters are investigating in that direction while you head up the stairs. There's an area to your right as you reach the top where you shouldn't be spotted unless somebody's already on your trail, so you can sneak over into the far corner if you need a bit of a breather.

Mary Jane aims a rock past several Hunters gathered around a bonfire.
Image credit: VG247 / Insomniac Games / Sony Interactive Entertainment

At some point, though, you are going to need to break left and go up some more steps, since the room with the code in is straight ahead of you. This one's a bit more tricky, since the middle of the three Hunters on this level is very likely to investigate the stairs if you throw a distraction anywhere he can hear.

MJ aims a rock past a patrolling Hunter visible as a red glow, as the hides behind a wall at the top of some stairs.
Image credit: VG247 / Insomniac Games / Sony Interactive Entertainment

Honestly, the easiest method here is to throw distractions to either side of the landing so that two of the Hunters will disperse to the far ends, then simply dash past the last one before he can fill up his alert metre enough to shoot you.

MJ dashes into an indoor area of the zoo, past a Hunter who improbably hasn't spotted her.
Image credit: VG247 / Insomniac Games / Sony Interactive Entertainment

The code room itself is a safe room, meaning that alerted enemies won't follow you in here for story reasons, so if you did catch the eye of one Hunter during that last part, he's helpless to stop you from getting what you need.

Follow the prompt to examine the desk and MJ will bemoan the fact that nobody writes their password on a conveniently prominent post-it any more (ha ha). She'll then be grabbed from behind by a female Hunter in a scripted event.

A female hunter, Vika, grabs MJ around the neck from behind while the latter stands at a computer desk inside the Hunter base.
Image credit: VG247 / Insomniac Games / Sony Interactive Entertainment

After a frantic QTE to taser her assailant, a voice will come over the woman's radio identifying himself as Mongoose and asking Vika for an update. MJ will hit upon the idea of posing as Vika in order to trick the other Hunter into giving up the info.

There are three bits of information you need to collect:

  • Interact with and examine the whiteboard showing the team allocations to learn that Vika is the captain of Team Echo.
  • On a desk with some paperwork, you find a list of callsigns and discover that Mongoose's real name is Garin.
  • Examine another desk with an open book on it to learn that Vika writes in flawless Symkarian, giving MJ a clue as to her native language. By a fantastic stroke of luck, MJ is fluent, as she and Peter were on sabbatical in Symkaria just recently (explaining their absence during the events of Spider-Man: Miles Morales).
A white board shows a series of Hunter team allocations, including team names, members, and kill counts.
A desk piled with papers, including a list of Hunter callsigns.
MJ runs towards a desk with books and papers atop it in the Hunters' zoo base.
Image credit: VG247 / Insomniac Games / Sony Interactive Entertainment

Once you've done all three of these, head to the radio and talk to Mongoose to learn that the enclosure code is on the whiteboard. (Don't worry about actually remembering everything you just found out, since MJ takes care of the talking for you.)

MJ leans over a radio on a table.
Image credit: VG247 / Insomniac Games / Sony Interactive Entertainment

Cross to the whiteboard covered in netting next to the one with the team allocations on it — you can now interact with it and, erm, move the netting aside, revealing that the enclosure code has been clearly written there all along. To add insult to injury, the code is 0451.

MJ approaches a whiteboard covered in netting.
Image credit: VG247 / Insomniac Games / Sony Interactive Entertainment

Exit the room through the door you came in by and hang an immediate right to sneak past the guards, who are thoughtfully covering the stairs you came up via, meaning that another set of steps leading down and away from this area is completely fine to move around in.

MJ sneaks towards an open area with a green lean-to in the middle, some Hunters off to the left, and stairs leading down to the right.
Image credit: VG247 / Insomniac Games / Sony Interactive Entertainment

Here you can squeeze through some enclosure bars and into a grassy area, allowing you to make your way back to the start and begin work on getting that key.

MJ squeezes between the bent bars of an enclosure and out into a grassy area in the Hunter base zoo.
Image credit: VG247 / Insomniac Games / Sony Interactive Entertainment

Spider-Man 2 Good Men: How to get the key

If you elected to get the code first, then the route to get the key is actually pretty straightforward in Spider-Man 2's Good Men mission. Keep moving through that grassy area towards the yellow objective marker until you reach a gap in a stone wall with a green lean-to next to it.

MJ crouches behind a wall with a green lean-to shack in front of it; a red-outlined Hunter is visible through the sheet.
Image credit: VG247 / Insomniac Games / Sony Interactive Entertainment

Crouch between the lean-to and the wall and throw a distraction object towards the overgrown circular planter nearby to get the guard in the hut off your scent.

MJ aims a stone past a large circular planter to distract a Hunter in a nearby tent.
Image credit: VG247 / Insomniac Games / Sony Interactive Entertainment

This will give you long enough to sneak past, into the area with a helicopter. Surprisingly, if you just stick to the left-hand perimeter of this area, the Hunters on guard duty don't seem to be able to spot you.

MJ sneaks into an area dominated by a helicopter.
Image credit: VG247 / Insomniac Games / Sony Interactive Entertainment

Don't get too close to the helicopter and stick to the outer wall near the big bonfire and the park benches instead, crouching behind a big concrete planter if you need some cover, and you can approach the stairs you need to go up before anyone gets alerted to your presence.

MJ sneaks towards a bonfire against a wide doorway in the side of a building.
MJ sneaks around the outside wall of a building, sticking close to some park benches.
MJ hides behind a large square concrete planter with a helicopter in the background at the foot of a staircase with a jeep at the bottom.
Image credit: VG247 / Insomniac Games / Sony Interactive Entertainment

Head all the way to the top of the stairs and crouch behind the planter, near the signs pointing to the Aviary and Lion's Den enclosures. Throw a distraction object at the one guard on this level.

MJ crouches behind a concrete planter and aims a distraction object past a Hunter guard.
Image credit: VG247 / Insomniac Games / Sony Interactive Entertainment

He'll investigate where the object came from, so hide behind the barrels at the top of the stairs while he heads down past you.

MJ crouches behind some barrels while a Hunter guard passes by her on the stairs, oblivious.
Image credit: VG247 / Insomniac Games / Sony Interactive Entertainment

Then quickly sneak up the next flight of stairs leading into the building where your next objective is.

MJ crouch-runs towards a set of stone stairs leading up to the building with the handcuff keys inside.
Image credit: VG247 / Insomniac Games / Sony Interactive Entertainment

Unlike the room with the enclosure code, this room is not a safe area, and is in fact filled with Hunters. However, interacting with the computer directly in front of MJ as she enters activates a "camo field" to the left that she can use to hide behind.

MJ leans up from a crouch to interact with a laptop atop a crate.
Image credit: VG247 / Insomniac Games / Sony Interactive Entertainment

Walk behind the camo field to its other end and a Hunter will eventually come over to do something with a nearby laptop. Use a throwable distraction to lure him over to MJ's side of the camo field and hide behind the nearby crates until he's looking in the corner.

MJ hides behind a camo field.
Image credit: VG247 / Insomniac Games / Sony Interactive Entertainment

MJ can then perform an (alleged) stealth takedown with her taser and — what a stroke of luck! — it turns out that this is the guy with the handcuff keys, which she'll automatically loot.

MJ aims a throwable distraction into a dark corner.
Image credit: VG247 / Insomniac Games / Sony Interactive Entertainment

The best way to leave this area is to sneak back out the way you came in. Just use those boxes for cover again until the coast is clear, as the other Hunters in this area patrol quite a bit more once you've finished the objective — honestly I blame that noisy-as-hell "stealth" takedown.


Spider-Man 2 Good Men: How to free Dr Connors

This is the only part of the Good Men mission where you need to be completely undetected before you can interact with the objective, so you'll need to be extra sneaky as you make your way to the centre of the area where Dr Connors is being held in a cage.

The easiest route I found to avoid detection was to retrace my steps around the perimeter of the helicopter area mentioned above, right back to the top of the flight of stairs where you began this mission. From here you can sneak back down the stairs to the left again and approach the wall at the edge of Connors' enclosure without crossing paths with any patrolling Hunters.

MJ, having returned to the beginning of the mission area, sneaks down the stairs once again.
Image credit: VG247 / Insomniac Games / Sony Interactive Entertainment

There's just one Hunter on guard in front of the cage where Connors is being held, so from the edge of the enclosure area, you just need to throw a distraction object into the nearby tunnel to lure him away.

MJ aims a distraction object past a bonfire and a zoo enclosure, into a nearby tunnel to distract a guard.
Image credit: VG247 / Insomniac Games / Sony Interactive Entertainment

One Hunter patrolling the level above might spot you while you do this, but they're slow to see you and you can hide down the other side of the cage and wait until their alertness dies down.

MJ crouches in a dark corner behind a zoo enclosure.
Image credit: VG247 / Insomniac Games / Sony Interactive Entertainment

When the coast is clear, approach the cage door and interact with it to end this MJ section.

MJ approaches the entrance to the enclosure where Dr Connors is being held captive.
Image credit: VG247 / Insomniac Games / Sony Interactive Entertainment

General advice for stealth sections in Good Men

The enemies in "Good Men" are armed with poisoned arrows, which they will fire at MJ if they detect her. MJ can tank the first hit but will be knocked out by the second, which usually comes in such quick succession that there's not much point in the grace period anyway; you'll then be reset to the last checkpoint to try again.

MJ has a taser but is for some reason reluctant to use it outside of scripted events at this stage in the game, meaning that her best weapon during this mission is to use throwable objects to clear her path of enemies before sneaking past them. However, if you're having trouble with this — or just getting bored — there are a couple of things you can bear in mind.

Firstly, the room at the entrance to the zoo where you begin this part of the mission seems to be a safe room, meaning that enemies won't follow you in there. If you get spotted, retreating to this room until the baddies forget about MJ seems to be the best way to reset their alertness, although that does take a minute.

MJ returns to the mission starting area, which is a safe room.
Image credit: VG247 / Insomniac Games / Sony Interactive Entertainment

Honestly though, if you just really find MJ's missions a drag in an otherwise well-paced game, I recommend whacking the game difficulty down to Friendly Neighborhood for this section. In this easiest difficulty your characters can't be knocked out in combat, and that mercifully does include MJ, infinitely extending her two-hit limit. While you'll still need to be undetected to complete certain mission objectives, you at least won't have to restart every time you get spotted.


Looking for more help with Marvel's Spider-Man 2? We've got guides to ensure you don't miss out on the You Know What To Do and Home Run trophies, plus a full list of all the suits you can unlock in the game.

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