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                                Sly Cooper FAQ/Walkthrough
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Please feel free to e-mail me at MasterVG71782@hotmail.com.  Please e-mail me about mistakes or
something NOT answered in my FAQ.  If I feel your question is answered in here, then I will
immediately delete your e-mail; if not, then you will receive a reply.

This FAQ/Walkthrough is only allowed to be on one site for now:
www.gamefaqs.com

Sly Cooper is a registered trademark of Sony Computer Entertainment America Inc.  2000 
Sony Computer Entertainment Inc.

This FAQ/Guide is copyrighted  by Jarrod Garripoli (MasterVG782 is my GameFAQs name).  
This Walkthrough/FAQ is created for personal use only. You must not use it 
for anything that gains profit. You're also not allowed to rip off part(s) of this 
Walkthrough/FAQ and put it on your own Walkthrough/FAQ, unless you ask my permission first.
Also, if you do take parts, then I must receive recognition.

You can put this Walkthrough/FAQ on your non-commercial or non-profit web 
site provided that not a single character has been edited or removed and you 
MUST have permission from me in order to do so. You can print out this walkthrough, provided
that you only use it for personal purposes.


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                                 Table of Contents
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   I. Updates
  II. Introduction
 III. Controls
  IV. Story
   V. Tide of Terror
  VI. Sunset Snake Eyes
 VII. Vicious Voodoo
VIII. Fire in the Sky
  IX. The Cold Heart of Hate
   X. Master Thief Sprints


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                                     I. Updates
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December 22, 2002 - Started FAQ


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                                    II. Introduction
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Sly Cooper is a platformer developed by Sucker Punch, a subsidiary of Sony. Its graphics are
in the popular style of cel-shading and is a wonderful platformer for the Playstation 2
console.


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                                   III. Controls
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                                    IV. Story
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                                   V. Tide of Terror
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NOTE: YOU DO NOT HAVE TO DO THE STAGES IN THE ORDER THAT I LIST THEM IN THIS GUIDE! YOU DO HAVE
TO DO THE FIRST STAGE IN EACH WORLD BEFORE YOU HAVE ACCESS TO THE OTHER ONES. YOU ALSO NEED
A CERTAIN AMOUNT OF KEYS TO OPEN UP THE WHOLE WORLD.

Before you start this part, there is one preliminary stage. You have to break into police
station and steal a police file from Carmelita Fox. To get to the vent you have to go through,
jump off the telescope-like thing you start on and go up the ramp to your ramp. You'll get a
cutscene which explains the blue sparkles along the edge. Hold down Circle and make your way to
the right and jump across both antennae to the roof across the way. Break the vent covering
with your cane and go through it, which will lead to a room with a bunch of lasers. Make your
way to the platforms with the coins on them and get to the bottom to deactivate the alarm
system. Take the first left, then another left and you'll arrive at Carmelita's office door.
Since you can't break into it, you'll have to find another way in. Jump out the window and hold
Circle to walk along the edge and to the right. Go inside and make your way to the safe. Put
in the code that Bentley gives you and you'll acquire the police file. You have to go down the
fire escape and through the parking lot to get to the van, but as soon as you get on the fire
escape, you'll meet up with Carmelita Fox. Avoid her fire and make your way down the fire
escape to the parking lot below. Make your way through the parking lot to the van and you'll
escape.

-------------------
A Stealthy Approach
-------------------
Go forward, through the cave and you'll get a cutscene with Bentley. Go left onto the path that
leads to the ship. On your way, you'll find 2 clues and an enemy with hammer (2). Get rid of
him and go up the steps to the mast. Hit the mast once and you'll knock down 2 more clues (4).
Go to the right of the ladder and jump on the trees to get 2 more clues, and use the rope to
get 2 clues at the top of the area opposite the trees (8). Get the clue at the base of the
ladder, then climb up and jump over the gate (9). Make your way past the spotlights, deactivate
the alarm and get 2 more clues on the rocks (11). Kill the enemy and make your way forward and
you'll get another cutscene with Bentley. Kill the flame-breathing enemy and get the 2 clues to
the right of the water, bringing your total to (13). Make your way to the next water area and
get the 2 clues on the rocks there and make your way to the hook (15). You'll get another
cutscene with Bentley and after that's done, swing over the gate using the hook. Make your way
across the rotating platforms, kill the hammer enemy and continue along the board to the next
set of rotating platforms. This time, you have to time your jumps when there are openings. Make
your way to the next checkpoint and past the spotlights to deactivate the alarm. To the left of
the alarm is a clue, so collect that and go to the end of the stage (16). DON'T get the key
yet. Instead, grab onto the rope and make way back to the alarm area to get 2 more clues (18).
Go make your way across the next rope to get the last 2 clues of this stage (20). The vault is
a little ways past the last alarm, so get there and enter the code Bentley gives you. You get
Drake Cooper's Fast Attack Dive move. Press Triangle to use it. Make your way to the end again,
get the key and exit this stage.

You'll now be in the first overworld. Make your way forward, jump to the ledge above and hook
onto the hook to lower yourself to the area below. Jump across the platforms and climb up both
ropes to get to the main area. There's a stage immediately to your left, so enter it for now.

----------------
Into the Machine
----------------
Go forward and close the furnace door (clue on top of it), then go forward (1). Go across the
first bridge, onto the moving platform and hit the clue under the second bridge before moving
on (2). Continue your way and you'll get another blue sparkles part. Go around, climb the rope,
then go all the way around this next one to find a clue (3). Go on the rotating platform, hit
the clue that's in the air and get the next clue on the valve switch near the end of the long,
rotating platform (5). Go through the tube, kill the enemy and wait before you jump. There are
a total of 9 clues on the furnace doors and hanging between them. Don't worry about hitting the
ones on the doors, since they fall when you bounce on the doors. Instead, worry about the ones
hanging between for now and get the ones that fall after you make it through this part (14). Go
to the next area, make your way past the electric fan blades and climb the rope. Hang onto the
wire and make your way past the fans again and go to the next jumping furnace doors room. There
are 10 clues in this part, with the last one on the tubes after the last set of doors. To
complicate matters more, there are lasers in between each set of doors, so try your best to
avoid them (24). At the bottom, deactivate the alarm and follow the path to a large room. To
the left of the slow-spinning platform is a faster one with 2 clues above it (26). Make your
way to the checkpoint and go left to get a clue on top of a pipe (27). Climb the pipe to the
ledge above and make your way to the opposite end of the room to find a safe (whack it to find
2 clues) and an enemy (29). Make your way back to the checkpoint and jump on the ledge going up
and down. Hang onto the innertube until the ledge comes around so you can jump onto it and the
ledge above with a hook. Off to your left is a clue, but for now grab onto the hook and make
your way across. This should stop the very fast-spinning platform, so you can now make it back
to get the last clue for this stage (30). The vault is right below this last clue, so jump down
and enter the code to receive Sally Cooper's Roll move. Hold down Triangle to use this move and
you can switch between your powerups with L2 and R2. Make your way back to the top and close
the furnace doors to proceed. Go across the bridge and jump onto the center platform to get the
key.

You should see another entrance to a stage, with an enemy (with a flashlight) pacing back and
forth in front of it. Sneak up and dispatch of the enemy when its back is turned and enter this
next stage.

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High Class Heist
----------------
Go along the path and before the red skull door should be two clues (2). Avoid the lasers in
the next room and a little bit after the alarm, on the right side, should be a clue (3). In
this next room, lasers are coming out of the statue's eyes and will follow you wherever you go,
so make your way through the mini-maze and destroy the alarm. To the right of the alarm is a
safe with two clues (5). On the right side of the room is a little ledge with three clues (8).
In the little alcove to the left of the alarm are three more clues (11). Above the two Raleigh
statues are four more clues (15). Behind the skull that had the homing lasers is another clue
(16). Go forward into the next room and you'll see two safes with four more clues (20). Right
before you jump onto the lilypads, there should a safe ledge (away from lasers) with another
clue (21). There's another clue on one of the lilypads with the circling lasers (22). Make your
way to the alarm, destroy it and circle behind the pillar right next to the checkpoint to find
two more clues (24). Continue along and in the path of the two crossing spotlights should be
two more clues (26). Make sure you go around the left side of the pillars to avoid the
stationary spotlights. Another two clues in the path of two more crossing spotlights.
Behind the last pillar on this path are the last two clues for this stage (30). The vault is
in the right alcove where the alarm to deactivate the homing laser-eyes was. Make your way
there and input the code to receive the blueprints for Raleigh's hideout. The third vault you
open in each world contains the blueprints for that particular world. The blueprints allow you
to see clues (green) and breakable objects (red) through your visor (L1 or R1) on stages in
that world. Now, make your way back to the bridge that leads to the key for this stage.

Go down the path and take a left and you'll eventually get a cutscene with Bentley that 
explains about the wheel to the right. Run on the wheel to lower a platform that will lead to
two innertubes. Swing across both and circle around this part to get to the next stage.

-------------------
The Fire Down Below
-------------------
At the beginning of the stage, look immediately to your left and you'll see a safe with clues
in it and the vault (remember this location). Break open the safe to get the clues (2). On top
of the first furnace is another clue (3) and hanging to the left of the second is another clue
(4). Hanging over the bridge is another clue (5). Go forward and close the furnace doors to
continue to the next area (clue on top of first door, 6). You should see a wheel similar to the
one you used to get to this stage in front of you. Don't run on it yet; instead, jump on the
pipe to your left and get the next clue on top of the handle (7). See the black rocks in front
of the pipe? Well, swing your cane to break these and you'll find two more clues (9). Hanging
to the right of the wheel is another clue, so jump up and hit it (10). Now, run on the wheel to
get the belt moving and grab onto one of the hooks and make your way across the room. To your
right, between two pipes, is another clue (11). Make your way up to the area above and swing
over to the next part. On the right side, you should see ledges with three clues on them, so
grab them and make your way across the bridge to more furnace doors (14). Kill the enemies in
the next room and hop on the pipes on the left and right sides of the room to get four more
clues (18). To the left of the wheel in the next room is a safe with clues inside (20). To the
left of the safe are four clues within black rocks (24). Now, you have to run on the wheel
when the spotlight isn't on it. Keep doing this and eventually a boulder will makes its way
and break the door blocking passage to the next area.  Behind the boulder should be two more
clues (26). Make your way across the conveyor belts, making sure to avoid the spotlights, and
destroy the alarm at the top. Above the 4th and 5th belts are the last of the clues on this
stage (30). Do not get the key yet, but instead make your way back to the beginning to the
vault. Input the code and you'll receive Dev Cooperinda's Slow Motion Jumps. Hit the Triangle
button while in the air to slow down your jumps. Make your way back to the end and grab the
key.

Across from the wheel you used to get to the last stage is a path that leads to a pipe going
up. Grab onto it, go up and jump across the roofs to get to an area with an enemy. Hide behind
the parts sticking out and carefully make your way to kill the enemy and enter the next stage.

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A Cunning Disguise
------------------
NOTE: Always use your barrel and never leave it behind.

This board will have you using a barrel to get through the parts with the machines shooting
darts. Immediately to your right at the beginning are two clues (2). Continue along and you'll
see a cutscene with Bentley about the darts and how to use the barrel. On the first blue rug
are two more clues (4) (you can destroy the globes shooting the darts). Jump out of the barrel
to kill the fire-breathing enemy, jump back in and take the elevator down. Make your way across
the blue rug and sneak up on the flashlight-wielding enemy. Behind the first set of jutting
bookcases is a safe with clues (6). Go forward and up the ladder are three more clues (9). Jump
down onto the enemy and kill it. When you're on the ledge from using the ladder, look behind
you and you should see a clue hanging. Jump on the protruding bookshelf and hit the clue (10).
Continue forward and you'll encounter two furnaces. On top of the right one, in front, is a
clue (11). Behind the right one is a safe and on top is another clue (14). Behind the left
furnace are two more clues (16). To the left and right of the elevator are three more clues
(19). Take the elevator up and to the right, you should see the vault in a little alcove.
Remember its location for now. Make your way past the spotlights and destroy the alarm. On top
of the bookcase are two more clues and to the left is one more (22). Kill the next enemy you
encounter, but don't make your way across these next platforms with your barrel. Instead, jump
on top of the hanging platforms and you'll find three more clues at the top (25). Now, make
your way across using your barrel and jump out when you get to the other side. The bookshelf to
your left can be pushed, with a safe behind it (27). Continue along, avoiding the spotlights,
and you'll find the last three clues on this stage (30). Make your way back to the vault, input
the code and you'll receive Chris Cooper's Coin Collecting Dive Technique. Jump in the air and 
press Triangle (Dive must be your powerup selected) and you'll dive to the ground. Make your
way back to the end of the stage and collect the key.

Make your way to the forcefield and Sly will use three keys to allow you to break the machine
which was activating the forcefield. You need all 7 keys to get to the boss, so you need to
find the last three stages. Go forward, up the ramp and jump across the smokestacks. Sneak up
to the enemy, kill it and go into the next stage.

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The Gunboat Graveyard
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Go down the little walkway and you'll be on a ship. To your right is a safe with clues and on
the lower deck are two more clues (4). Jump your way to the next boat piece, collecting two
more clues on small platforms in the water (6). Destroy the alarm, and you'll find a safe and
one clue sitting there (9). Use the ropes to get on top of a hanging plane. Get the two clues
on the side opposite the part you get onto the plane after you've destroyed the alarm (11).
Make your way to the checkpoint and get the next two clues you see (13). Kill the next enemy
while avoiding its projectiles and drop on the octopus-enemy below and kill it. Sneak up behind
the enemy on the sub and get the two clues at the far end (15). Go on the right side of the sub
and continue along the stage. Make your way to the next piece of a boat, while collecting two
more clues (17). On this next boat piece, you'll find the last three clues on this stage (20).
Climb the rope nearby and you'll find the vault right there. Input the code and you'll receive
Karin Coopergiwa's Coin Magnet Technique. This move allows you to get any coins that you get
near, since they'll be magnetically attached to you now. Climb the next rope and get the key
from the case.

You should see a path opposite the cannon you need to unlock to get to Raleigh. Follow this
left path and you'll see the last stage at the end. Break the barriers, kill the enemy and
enter this stage.

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Treasure in the Depths
----------------------
This stage is a little different than the others. You don't have to collect any clues, which
means you won't get a new technique. Instead, you have to break all 40 chests that fall into
the arena. You CANNOT let a crab take one of the chests back to a tube, or else you'll have to
start the stage over. The left analog stick controls the sub while the right one controls the
machine guns. Whenever you see a crab get a hold of a chest, hurry up and blast it to destroy
it. The chests fall randomly, so take your time and make sure you keep an eye on all crabs.
You get the key for collecting all 40 chests.

You should have all 7 keys now, so make your way to the cannon. You can jump into the cannon,
which should shoot you up and pit you against Raleigh, the first Fiendish Five member you face.

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BOSS: RALEIGH
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He eats flies to make himself very large. Avoid him and after he bounces 5-6 times, he'll
become small for a few seconds, which is your cue to whack him with your cane. After he makes
himself large again, every platform except for the one you're standing on, will fall and you
have to avoid him while on this one platform. Again, hit him when he becomes small for that
brief moment. Next, every platform that Raleigh jumps on will fall into the water, so continue
jumping to the next one until he becomes small and you can hit him. Again, every platform
except for the one you're on will fall. This time, Raleigh will swing his tongue around and you
have to jump over to avoid it. He will swing it around a couple times and then become small
again, this time for the final time. Hit him and you'll have beaten this world, thus allowing
you to continue onto the next world, Muggshot's. For beating Raleigh, you receive Rioichi
Cooper's Ninja Spire Jump, which allows you to jump onto very small (and designated) platforms.


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                                 VI. Sunset Snake Eyes
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-------------
A Rocky Start
-------------
Off to the left, at the beginning, are two clues (2). Climb the pipe nearby and you'll get a
cutscene at the top. Instead of going along the top path, drop down so you can get some clues.
There are a total of 5 clues in this little area, so climb up the pole nearby when you find
them all (7). Drop down into the next area and you'll see two clues to the right in front of
the dog (9). Go along the water path to the left will net you four more clues (13). Jump on the
mattress, grab onto the pipe and swing over to the next area. Watch out for the enemy behind
the fence and you'll see 3 more clues to the right of this enemy (16). Behind the checkpoint
is a safe and to the left of that is a telephone pole with a clue at the end (19). You'll find
two clues as you exit the first part with the switching lasers (21). Take the path that leads
up and jump on the mattress to get to the path above. On the 'floating' platform are two more
clues and a card-throwing enemy (23). As you jump down form this high platform, you'll see a 
vehicle on its side, so somehow get behind it and you'll find a clue (24). To the right, inside
a little fenced area, are three more clues (27). To the right of the two dogs ahead is another
clue (28). Be careful with the crushers and make your way to more fence-smashing enemies.
Above the car is a rope leading to the vault, so remember this once you get all the clues.
Immediately behind the first fence is a safe with clues (30). Off to your left, before going
through the smashers part, is a hanging platform with three more clues (33). To the left of
the checkpoint is another clue and there's yet another in the first train car with moving
lasers (35). Destroy the alarm and swing across to the next train car. Avoid the lasers here
and destroy the last alarm on this stage. In the area with the key, you'll find the last five
clues (40). Make your way back to the vault, input the code and you'll receive Rob McCooper's
Explosive Hat Technique. Throw a hat with the Triangle button, then press it again to make it
explode (the explosion can hurt you). Now go back to the key and grab it.

Make your way across the big bridge and go right through the train car. You'll find the next
stage.

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Murray's Big Gamble
-------------------
You have to provide cover for Murray, on his run to get the key. First thing is to shoot the
lock off of the gate and Murray will run forward. Your objective is to shoot the enemies that
appear from numerous places before they can get to Murray. One more thing, don't shoot the
toxic barrels that you see a bit later, since their explosions have a BIG range and hurt
Murray. Don't shoot Murray either. Once he crosses the second bridge, a garage door will open
and there will be two barrels there, so don't get an itchy trigger finger. Once he gets to the
rooftops, you will be shooting the dogs with machine guns.

Go back to the main area and before the ramp on the right side, you'll see another stage.

---------------
Boneyard Casino
---------------
Hit the switch on the right side to open the door and go forward. To the left of the second set
of slots are two clues (2). Get past the alternating lasers and you'll see another two clues
(4). Take care of the two dogs behind the counter and get the three clues in front of them (7).
Along the upper path, with the swinging bone sign, are two more clues (9). Get the clue at the
foot of the rope, then climb to the chandeliers above (10). There's a clue on one of the
chandeliers, then drop down to the area below and take out the dog (11). Behind the rotating
house are a total of 6 clues, two on the lower level and four on the upper level (17). Grabbing
the hook on the rotating house will get you a bunch of coins. On the left side of this area is
another clue on top of the slots (18). You'll find four more clues on the alternating laser
path, all hanging (22). You'll find three more clues on the path leading to an area with a
bunch of tables in the water (25). You'll find two clues on the first table and two more on the
table after the third roulette table (29). You'll find a safe with clues at the top of the
stairs and two more clues on the first table in the next section (33). The next batch of
roulette tables have lasers, so make sure to avoid them and destroy the alarm after the third
one. Continue along, climb the rope and make your way across the chandeliers. Jump down, kill
the dog and get the clue on that table (34). This time, you have to jump to the next roulette
table before it circles around to the lasers. Destroy the alarm and get two more clues on the
table (36). For this last pair of roulette tables, you have to jump the opposite way it's
spinning while avoiding the lasers. You'll find another clue on the table after the roulettes
and two more at the bottom of the climbable rope (39). the last clue is on a chandelier above,
so jump back down to the vault and input the code to receive B.F. Cooper's Speed Up the Clock.
Hold Triangle to make the game go at a faster speed. Everything is sped along with you, so
don't think you're the only one moving fast. Go back up top and jump onto the giant roulette
table. To get the key, you have to land on the green spot three times. It adds lasers each time
you step on the green spot, so watch out for those. Get the key and you're done with this
stage.

Go up the ramp, jump on the mattress and continue along until you see the next stage.

----------------
At the Dog Track
----------------
This stage is a race with Murray against 4 Gangster dogs. Move with the left analog stick and
if you pick up any Nitro boosters, use the Square button to use them. Try to cut the corners
so you don't slide and watch out for the other racers. You get a key for getting first place.

Make your way to the locked up car and use the keys to unlock the locks. Hit the switch and the
car will back up and open the next area with stages. Go up the main steps, then veer to the
right, up more steps and you should see a stage entrance right there.

------------
Two to Tango
------------
Remember Carmelita Fox? Well, you'll be dodging her fire throughout most of this board. Jump
onto the left balcony and get the three clues (3). Climb the ladder, then climb the pipe to the
rooftop and you'll see three more clues in the lower left corner (6). Grab onto the next pipe
and when you reach the top, you'll see your good friend Carmelita again. Jump onto the next
rooftop and get the 5 clues on this area (11). Get to the next rooftop and you'll find four
more clues (15). You'll find three more clues on the next big rooftop (with vents and stuff)
(18). You'll find two more clues on the rooftop before the pipe that falls (20). Before the big
jump down to a glass entrance, you'll one more clue on that rooftop (21). Jump down and you'll
find two clues on the outside of the big glass door (23). Go inside and there'll be three more
on the right side of the room (26). The last four clues are in the room with two dogs, in
safes behind the right one and in front of the left one (30). The vault is behind the left dog,
so input the code and you'll receive the blueprints for this world. Go back top on the
chandeliers and eventually, Carmelita will show up again. This time, most of the platforms you
go on can be blown up by Carmelita, so quickly make your way across the tables portion and the
chandeliers portion. Continue along the path, dodging Carmelita's fire and you'll eventually
come upon the key inside a fire hydrant. Keep whacking at it and it'll eventually break open,
making Carmelita float away on a float and leaving you with another key.

Two more stages to go in this world. Climb the rope you passed on the way to Two to Tango and
use the ninja technique and chandliers to get to the stage on the right side.

----------------
Back Alley Heist
----------------
Break through the windows and go outside. Follow the ledges to a ladder (you can break the
thing with Muggshot's face on it) and you'll see two clues at the base (2). Climb the ladder
to an awning and use the awning to bounce to the left to find a safe with clues (4). Use the
awnings to the left to bounce to the upper left corner to find three more clues (7). Continue
to the right, kill the ball and chain enemy and bounce off the air conditioner to reach the
clue hanging to the right (8). Climb this next ladder to find an enemy and two more clues (10).
Make sure you bounce on the awning while avoiding the spotlight to reach the ledge with the
alarm and a ladder. Climb the ladder and you'll see two clues to your left (12). Jump on the
awnings to the right and you'll find three clues on the three dog statues (15). Continue to the
right, making sure to duck to avoid the spotlight and drop to the next level. You want to hide
behind the panels to avoid the spotlight and bounce over the one on the bottom level. You'll
see 5 clues going up and down in the next section, so hit them when you get a chance (20).
To get the next three clues, you have to hit them as you bounce off the air conditioners and
you only get one try during each passing through of the stage (23). You'll find three clues in
the room with the ball and chain enemy (26). You'll find one more clue on the next level and
two more on the top level (29). Tiptoe down the first ledge to get the last clue, then tiptoe
back up to get to the vault and input the code. You'll receive Suzanne Cooper's notes
pertaining to Water Safety. If you fall in water now, you won't die but will return to the
place you fell from. Tiptoe down the two ledges and get the key to finish off this level.

You probably saw the next board off to the left when you were going to Back Alley Heist. Use
the mattress to get to the chandelier above and use the ninja technique to get to the next
stage.

-------------------
Straight to the Top
-------------------
Yay! A big area. To the right, against the wall, are two clues (2). There's another on the car
to the left, so hurry and get it because the car will fall (3). Straight ahead on this level,
in the back, are two safes with clues (7). Now, grab onto the neon light on the left side and
head upwards. Before jumping on the next neon light, you'll find a clue (8). Climb across the
letters until you can get to the next level. You'll find two clues on the ground between the
'S' and 'H' (10). Towards the top left corner of this area are three more clues (13). Go to the
right a bit and you'll find a safe with clues neat the large tank (15). See the hook on the
tank? Grab onto it and 8 clues will fall out (23). In front of Muggshot's name are two cars
with two clues on top (25). Under the tower are two more clues and there's another in the top
right corner of this area (28). Make your way back to Muggshot's name, climb on the 'S' and 
make your way to the top of the last 'T'. Jump to the tower and you'll find two more clues in
the back of the first level (30). Climb the pole to the second level, then climb the next pole
to make the top fall to the next area. Before you climb up further, make your way to the left
side of this area to find a safe with clues and one more clue on top of a car (33). You'll find
yet another clue on top of the house where you have climb the arrow to the next part (34). 
Climb the arrow all the way to the top and jump to the roof behind to find another safe with
clues (36). Now make your way behind the billboards and you'll find another clue after the
first swing (37). Make your way to the top and jump on the lone platform to make it break
through a wall and you'll fall into the next area. You'll find two more clues here, one on a
couch and the other on a car (39). Jump on the crane path and you'll find the last clue near
the rope that will lead down to the key (40). Make your way back to the vault, which is right
to the left of the crane path and input the code to receive Sir Andrew Cooper's Thief Replica
Technique. Press Triangle to throw a cardboard replica of you to fool the bad guys. Make your
way back to the end of the crane path and drop on the ball below to break the glass that
contains the key.

To the left of the entrance to this area are the locks you need to get rid of to get to the
boss. Unlocking them will reveal a lever, so hit it and the path to Muggshot will open.

--------------
BOSS: MUGGSHOT
--------------
You cannot hurt this boss with your cane. Instead, you have to turn around all the mirrors and
that is the only way you can hurt Muggshot. He only has one attack, which is to fire his guns
at you and you can double jump to avoid it. The first part is simple; just go along the edge
and turn over every mirror you see. There are a total of 8 mirrors on the first part. When you
burn his butt, you'll go to the second part, which is a little hard since the mirrors aren't
so universally distributed around the area. Remember, double jump to avoid his gunfire and hit
any mirrors you come across. There are a total of 8 mirrors on the second part as well. Onto
the third and final part. Muggshot can't hit you when you're on one of the two points behind
a mirror, but you'll find out that he can turn the mirrors around with his gunfire in this
round. You have to use your ninja technique to get close and turn the mirror. Get in as close
as you can, wait until he fires, then turn the mirror around and make haste to the next mirror
before he fires again. Do this six times and you'll finish off Muggshot and the second world.
You'll get "Tennessee Kid" Cooper which will get you the Rail Walk and Slide Techniques, both
you'll be using a lot in the next world.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                                  VII. Vicious Voodoo
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

--------------------
The Dread Swamp Path
--------------------
Hope you like swamps, because you'll be seeing a lot of them in this world. You'll find the
first clue in front of you (1). Use the newly acquired Rail Walk and Slide to get along in this
world's very tiny ledges. You'll see the next two clues to the left of the giant voodoo head
and on top (3). Rail Slide to the next platform and you'll find the next clue (4). Rail Slide
and jump off at the platform with two clues on them, then continue along the path (6). Right
near the trampoline for the next rail slide is a clue hanging (7). Make sure way on the Rail
Slides and Rail Walk until you get to a little cave, which is where you'll find the next three
clues (10). Make your way to the big platform with two tree creatures. You'll find three clues
on the left side and one clue on the right side (14). Jump on the platform with the lucky charm
then jump down and you'll find a clue on the right side (15). Jump on the skull on the left
side and make your way past the guard when he isn't shining his light, then jump up on the
other side, kill the enemy and get the clue nearby (16). Plenty of enemies in the next area, so
be careful. Kill the enemies first, then find the last four clues around this area (one is on
the bridge leading to Ruby's hideout) and make your way to the vault on the right side of this
area. Input the code to receive Helle McCooper's Electrifying Roll Technique. This will add
an electric field around your Roll technique. Go back to the main area, destroy all the candles
you find to open the forcefield around the key. Get it and make your way to Ruby's hideout.

Use the rail slide to get to the main area, then use the trampoline on the right side to get on
the rail slide and you'll go into a stage.

---------------------
The Lair of the Beast
---------------------
You'll find three clues to the left of the gate (3). Make your way along the tiny walkways,
hooks and tree limb to get inside. Ride the rail slide and jump off at the ledge on your right
to find a total of 7 clues (10). As you're sliding down the rest of the way, swing your cane
to hit three more clues (13). Continue past the spiders and go to the back of the next platform
to find another spiral walkway. Past the third candle is a hanging clue, then continue to the
top (14). As you make your way further into the stage, you'll find another clue on a tree limb
(15). You'll find another three clues at the base of the next spiral walkway and one more
hanging as you're walking up (19). Before jumping on the next rail slide, jump to the right to
get three more clues (22). You'll come across two more clues as you're sliding down to the next
area (24). Swing to the next area and you'll see two more clues lying there (26). Get ready
for some fun, because you'll see the meaning of the stage name as soon as you jump on the
walkway. Quickly make your way along the path, trying to hit the four clues you find along the
way (30). When you get to the platform with the key, don't hit it yet because the vault is
behind it on a ledge. Use the rail walk to get over there, input the code and you'll receive
Bruce O'Coop's Computer Hacking Technique. Bentley will be able to hack into the enemy's
computers and you'll have information about the enemies you encounter when you look at them
through your visor. Go back, get the key and end this stage.

Go back to the main area and go towards the trampoline and jump on it to reach a rope. Grab
onto the rope and make your way around the left side to kill the guard and find the next stage.

-------------------
A Grave undertaking
-------------------
Break through the barrier and you'll encounter something you'll be seeing a lot of in this
world, purple ghosts. Kill it and slide down to the next area, stopping only to get the clue
on the pillar the slide goes around (1). Go through the next barrier and you'll encounter the
first ghost generating gravestone. Kill the ghosts and make your way to the grave to smash it,
ending the onslaught of ghosts. Get the three clues next to the tree enemy and continue (4).
As you round the next corner, you'll see a safe with clues (6). Go along this next path,
collecting the two clues you find (8). More ghosts as you approach the first barrier. Smash
the gravestone and there's a clue to the right of the first barrier, so don't forget it (9).
Use your ninja technique to land on the next parts when the fire subsides, then make your way
to the big area ahead. Three gravestones and lots of ghosts, so smash all three and get the
three clues on the left side (12). Jump on the trampoline and make your way left to find a
total of 6 clues, 2 in a safe and the other 4 around the ledge (18). Make your way right now
from the trampoline and make your way around the ledges while avoiding the lasers. Climb the
rope and smash the alarm, then rail walk to the next part. You'll find two more clues on the
giant chandelier (20). Jump the ropes, go through the little cave and back outside. You'll find
a clue on the right side of this area, on a tree root (21). Before you jump across this fire
pillars section, look to the left for a walkway, so follow it to find three clues between the
eyes (24). More small fire pillars to jump across and two more clues after that (26). Before
you try and grab the three clues on the platform to the right, smash the gravestone (29). After
the gravestone is an area with a safe with clues and three mosquitos (31). A walkway with a
gravestone at the end, so smash it when you get to it then go back to the right of the skull
pillar to find a clue between two roots (32). Three clues in this next area, one being on the
right side on a root (35). Another walkway, this time with three gravestones at the end. Smash
them and you'll see the key right near you. Don't get it yet and instead go to the little area
behind it to find a clue (36). Also, there's a barrier near you, so break through and go behind
the vault to find two safes with clues (40). Input the code and you'll receive the blueprints
for Mz. Ruby's world. Go back, get the key and exit this stage.

Go back down to the main area and you'll see a bone grab-on area to the left of the trampoline.
Grab onto it, then drop onto the guard below to kill him and make your way to the stage.

------------
Piranha Lake
------------
Another mini-game. Your objective here is to light all the torches (25 in total) within two
minutes. Steer with the left analog stick and fire the flamethrower with the X button. The fish
you see swimming around are the fuel you use to light the fires. Run them over with your
hovercraft to pick up the fuel. You can only hold 5 shots at a time, so fill it up to the
fullest, then go around and light the torches. Be quick with the lighting of the torches and
when you light all 25, the gate will open up and you'll be able to grab the key.

Make your way back to the main area and over to the locks. Step on the platform and the beast
from The Lair of the Beast will come out and break open the gate to the last three stages. You
have to stay in the shadows of the masks in this next part so the guards won't see you. Make
your way left and jump onto the first platform you reach to get to the next stage.

-------------------
Descent into Danger
-------------------
Break past the barrier and you'll see three clues off to your right (3). Go forward and make
your way across the two bone grab-on areas, avoiding the spotlights of the guards. When you
reach the next platform, you'll find a safe with clues inside (5). As soon as you jump
on the first swaying platform, the enemy at the other end will start shooting flaming skulls
at you. Make your way to the candle and smack it to open the path to the enemy so you can take
care of it. There are two clues in front of the enemy off to the right (7). Make your way to
the top of this structure using the grab-ons behind it. Grab on the hook and swing across to
an area with spotlights and spiked logs. There are a total of 6 clues in this area in each
corner, except the top left since that's where the alarm is (13).  At the top-right corner,
drop down onto the guard and get the clue nearby (14). Make your way back up top and climb the
rope upwards and use your ninja technique to walk the chandelier and drop on the guard, getting
the two clues he was shining his flashlight on (16). Kill the next guard and break open the
two safes nearby to get four more clues (20). Now, drop down on the first guard you went by in
the stage and get the five clues you find (25). Make your way back top, climb the rope and get
on the next chandelier. Drop down to the snake statue with a clue on top, then use the platform
behind the waterfall to get to the other statue and get three more clues (29). You have to fall
down below and make your way back up here again. When you do, kill the spider that falls and
circle around the left side, while avoiding the lasers. Get the three clues on the narrow ledge
to your left and continue to the checkpoint (32). Spotlights, an enemy throwing flaming skulls
and four candles to hit to open the path to the enemy. The alarm for the spotlights is on the
middle platform, then hit all four candles to get to the enemy and kill it. Two fire pillars,
then a platform with two clues on it (34). Two more fire pillars, then a platform with an enemy
and four more clues (38). Jump on the rail slide, jump off on the platform with the vault on
it and get the last two clues behind the vault (40). Input the code and you'll receive Matthew
de la Coopeur's Perpetual Slow Motion Technique. Now you can slow down time all the time
instead of only when you're jumping. Jump back on the rail slide and ride it all the way to the
key.

Make your way left again and you'll find another stage, with a jetbike outside.

----------------
A Ghastly Voyage
----------------
Yay! Another stage without clues. Move with the left analog stick and fire with the right one.
Follow the path and you'll encounter two ghost generators along the way. Use your cannon to
destroy them. You'll next encounter a skull-throwing enemy. Take out the barriers in front,
destroy it and you'll come along two more ghost generators. Pretty much every enemy will have
bone barriers in front of them, so break them down and destroy the enemy after. Another
skull-throwing enemy, then two ghost generators, then a combination of skull-throwing and
ghost generator. Go up the ramp, breaking the barriers as you go along and you'll reach another
combination. You'll next come across two skull-throwers with a path leading left and right.
Make your way through the barriers and destroy them when you get close enough. The last area
has three ghost generators, so be careful and drop back when there are too many ghosts coming
after you. After you destroy the last generator, you get off your jetbike and get the key.

Jump on the trampoline to your left and the next stage is right there.

-----------------
Down Home Cooking
-----------------
Another mini-game. The object here is to whack 50 chickens within the time limit while avoiding
the chickens with bombs when they come out. Running away from the chicken bombers is good and
if they come into contact with each other, they'll explode and give a short moment of freedom.
when you whack 50 chickens, the ghost flying around top of the room will drop the key.

See the ledge sticking out nearby? Go there and you'll use the keys to unlock all seven locks.
Jump onto one of the platforms spinning about and then onto the middle one below. Jump on
the cauldron lid and you'll build up enough pressure to launch yourself up to the boss.

--------------
BOSS: MZ. RUBY
--------------
This boss is a bit different than the others so far. In order to get to her, you have to play
a rhythm game with her, similar to Parappa the Rapper. My suggestion is to hit the designated
button right before it hits you, this way you'll just avoid it. First though, you have to make
your way through opening and shutting teeth to Mz. Ruby, then the Simon Says part will start.

--First section--
Square, Square, Square
Triangle, Triangle, Triangle
Circle, Circle, Circle
Square, Circle, Square
Circle, Square, Circle
Square, Triangle, Circle
Circle, Triangle, Square
Square
Triangle
Circle
X (hit her and she'll teleport and start the second section)

--Second section--
Square, Circle, X
Circle, Square, X
Square, Square, Triangle, Triangle, Circle, Circle, X
Circle, Circle, Triangle, Triangle, Square, Square, X
Square, Circle, Square
Triangle, X
Circle, Square, Circle
Triangle, X
Square, Circle, Square (slower)
Triangle, X
Circle, Square, Circle
Triangle, X (jump, hit her and onto the third section)

--Third section-- (faster)
Square, Circle, Square
Circle, Square, Circle
Square, Circle, Square, Circle, Square, Circle, Triangle
Circle, Square, Circle, Square, Circle, Square, Triangle
Square, Triangle, Circle
Circle, Triangle, Square
Square, Triangle, Circle
Circle, Triangle, Square
Triangle, Triangle, Triangle
Triangle, Triangle, Triangle
Triangle, Triangle, Triangle
Triangle, Triangle, X (last hit, which means her defeat)

You get Slytunkhamen's Invisibility Technique. This will allow you to become invisible only
when standing still.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                                  VIII. Fire in the Sky
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Yay! The last world with clues in it.

-----------------
A Perilous Ascent
-----------------
Off to the right of the entrance is a safe with clues (2). Behind the structure on the left are
two more clues, with another behind the first batch of trees you see (5). Further up, to the
right, are two more clues (7). Cross the bridge and make your way to the top to kill the
snowball-launcher and continue down this next path to get a cutscene with Bentley. You'll find
a clue to the right after the cutscene finishes, then grab the hook and swing to the next area
(8). Another snowball-launcher, so avoid the snowballs and kill him when you get close enough.
You'll find three clues as you cross the bridge (don't worry about the pieces that fall; you
won't fall), then jump to the next bridge and swing to the next area (11). Tiptoe along the
ledge to the right, watching out for icicles that drop periodically. Checkpoint and another
ledge with icicles. Take care of the two snowball-launchers in the next area, then cross the
bridge to see some fireworks. The red one will knock down the door, which will make a bridge
to a room with a trampoline, so hit that one. Sneak up on the next door, kill him, then sneak
around the back of the house-structure avoiding the flashlights. Hit the first set of rockets
to kill the guards, then get the three clues nearby (14). Hit the second set to lower the next
bridge and open a door that leads to the vault. Walk out the door (it stays open) and cross the
bridge to the next area. There's a safe off to the left with clues (16). The rest of the clues
are in the forested area with a lot of guards, so check every nook and cranny to find them
(some are on the wall to the right) (30). Grab the key and make your way back to the vault.
Input the code and you'll receive Huckleberry Cooper's technique. Now you can move very slowly
while invisible. A pretty good technique even if you move slow. Unlock the door with the key 
you have and go to the overworld.

Make your way to the rooftop with fireworks on it to get a cutscene with Bentley. Go left and
you should see a hook to swing on, so do so and make your way to the level.

--------------------
The King of the Hill
--------------------
Another stage where you have to protect Murray from enemies. This time you have to protect him
from nunchaku-wielding monkeys. Then near the top, you'll have the bigger enemies you have seen
from the first stage on this world. Remember to shoot the enemies quickly before they can get
to Murray. Also, you have to shoot fireworks sometimes to make the path open for Murray. When
he gets to the key, he'll activate an alarm and you'll have to shoot quite a few sword-wielding
monkeys to finish off this level and get the key.

Go back to the roof and you'll see an enemy dozing off and on, guarding the entrance to another
stage. Sneak up on him using your invisible technique, get rid of him and enter the next stage.

--------------
The Unseen Foe
--------------
Go forward and you'll see two clues outside the front door (2). Jump through a window and
you'll see a conveyor belt with an enemy shining his flashlight directly on it. Get on the
belt, turn invisible and ride it to the other side. Directly behind you, when you get off, is
a safe with clues (4). Go back outside and you'll see a flashlight going back and forth. You
can use your invisibility technique to sneak up on him, then get the two clues that were in
front of him (6). Go across the next bridge, turning invisible when the light is about to reach
you and go in the next building. In this part, you'll see spotlights and some lasers
periodically coming. Trek your way up to the top, turning invisible when needed, smash the
alarm and pick up the clue near it (7). Remember those fire pillar things from stages in the
third world? Well, they're back again, this time they shoot out fireworks. Make your way to the
roof, tiptoe along the front and drop in on the enemy and two clues (9). Use the next firework
pillar to get inside the next building. Make your way along the conveyor belt until you can get
a clean smack on the enemy. You'll find five more clues in little alcoves to the left and right
(14). Slide down the wire in the back and you'll encounter some enemies. You'll also come upon
a safe with clues (16). See the trees behind the safe? Well, there are two clues on top of
them, so grab them and climb the other set of trees to a roof (18). As you go completely around
it, you'll see two clues behind and enemy, so sneak up using the invisibility technique and
grab the clues (20). Climb the pipe nearby and make your way across to the next pipe. Climb
that and slide on the line for now to the next roof. When you go inside the building, you'll
see a series of lasers on the floor with 4 clues hanging above them. Make your way across the
lasers, hit the alarm on the other side, then go back and get the 4 hanging clues (24). Near
the alarm are three clues, with two in a safe (27). Grab a hook when one comes around and make
your way to the next roof. Don't go up the pipe yet, but instead, go to the right to find two
more clues (29). Go up the pipe now and make your way to another pipe on the right. Go around
until you find the vault and a trampoline to your right. Jump on him and swing until you hit
the last clue on top of the tip of the building (30). Input the code and you'll receive Sir
Augestine Cooper's Bottomless Pit Recovery. This is similar to the water one you got earlier,
only it works with pits now. Go down one level and go in the hole in the building that you
saw before. Jump to the safe platforms on the sides, and you'll eventually reach the key near
the bottom.

Go across the roof and you'll come across an enemy pacing back and forth, guarding a stage's
entrance. Sneak up on him, kill him and enter the stage.

-----------------------
Flaming Temple of Flame
-----------------------
Go forward, kill the enemy, climb the pole and slide down to the next area. Swing over the
lasers and go to the end of the path to find three clues before swinging to the next part (3).
Swing over to the next area and jump on the trampoline. Tiptoe along the edge while avoiding
the lasers. Go down the slope and you'll find blue sparkles along the left wall, near the end,
which leads to 2 clues (5). Back up, swing over to the next platform and smash the alarm. Kill
the enemy when you have a chance, then grab the two clues nearby (7). Go forward until you
reach another ledge with blue sparkles. Make your way across this, avoid the spotlights and
make your way inside the temple. Behind the pillar directly left of the ramp is a safe with
clues (9). Don't worry about the nunchaku-wielding monkeys, since they don't come down and
attack. Go to the flame opposite the entrance, and tiptoe either left or right to reach the
top. From the top of the statue, use your ninja technique to reach the chandelier, then make
your way to the platform with the gong on it. Go around to the back, climb the pipe and go
right to find 4 clues (13). You may fall when getting the last clue, so make your way back to
the platform with the pipe. Behind the pipe, a little ways outside are three more clues (16).
Climb the pipe again and you'll see a rope you can slide down a little to your left, so slide
down. Don't slide down the next line, but jump down the gap in between the two platforms you
see (the one you're on and one to the left). You should land on a platform and you'll see two
clues nearby (18). To get back up, stand on the platform with the fireworks around it, strike
one and the platform will take you up. Slide down the next rope and kill the enemy walking. Go
forward until you see another fireworks platform, but sneak up on the enemy while invisible to
kill him. Go behind to find two clues and two more clues in a safe near the fireworks platform
(22). Ride the platform up and you'll see platforms off to your right, so follow them and
you'll find another fireworks platform. Take that up and you'll find the last three clues (25).
Jump back down to the area you were before and climb the poles opposite the path you took to
get the three clues. Swing across the chasm and tiptoe around the ledge to come to two more
poles. Climb them and jump down to the last area. Make your way to the other side while
avoiding the lasers, then smash the alarm and input the code to receive the blueprints for
Panda King's lair. Go get the key and exit this stage.

Go to the small platform near the fireworks, then strike them after you use the keys to open
the next area of this world. Fall through the opening made, bust through the door and you'll
encounter a cutscene with Bentley. You can see a guard standing in front of a stage in front
of you, so you can do one of two things. You can use your invisibility to slow make your way to
him, then enter the stage OR you can use the fireworks pillar to the right to follow a path to
a ledge above the guard and drop down to kill him, then enter the stage.

----------------
A Desperate Race
----------------
Another race with Murray, this time against monkeys. This is a pretty easy race with only one
hazard during it. There are ice patches throughout the course and you don't want to try and
turn your vehicle while on one of these, so you want to avoid all the patches on the turns.
Remember you use your nitro boosters whenever you feel you can get the most out of them and
take the turns as tightly as possible. Three laps and you get the key for finishing in 1st
place.

Use the fireworks pillar to get to the area with the elevators and make your way to the top.
You'll see a jet bike in front of a door and that's your next stage.

------------------
Rapid Fire Assault
------------------
This one is similar to the one you encountered in Mz. Ruby's world. Go forward, breaking the
door in front of you, and you'll encounter enemies. You have to shoot the door behind the
monkeys to make it fall down, which makes no more monkeys come out of the trap door. Keep
going forward and you'll come across another monkey-trapdoor. Break the next door down and
continue forward to another monkey-trapdoor. On the next conveyor belt, you'll encounter two
monkey-trapdoors, so shut them and go on the next one. You'll come across three trapdoors, so
make sure you kill the nunchaku-wielding monkeys before hitting the barriers and the doors.
After this last trio of trapdoors, you'll come across a door, so break it down and you'll be
back outside. Obstacles in your way are ice walls and the enemies are the snowball-launching
large monkeys from the earlier stages in this world. First is one monkey with an ice wall in
front of him. Next is three walls, with two monkeys. The first monkey is behind the second
wall, while the other is behind the last wall. Next are two more snowball-launching monkeys
behind a second wall. Last, there are two more monkeys behind the last wall, so take care of
them and you'll see the key perched on top of a large pillar. To get the key, you have to shoot
the pillar and eventually a part will break off and the pillar will get smaller. You have to be
up close to break the last part and after that, you'll get the key.

Jump down and go right to find a climbable pipe opposite the platform you might have jumped
down to get to the racing stage in this area. Jump one simple enemy to kill, then enter the
stage.

------------------
Duel by the Dragon
------------------
Carmelita's back! There are two clues off to your right at the beginning (2). Use the firworks
platforms to get to the top roof and you'll meet Carmelita again. When the cutscene ends, grab
the hook, ride it down and you'll see 3 more clues off to your left as soon as you land (5).
Continue along and instead of jumping on the trees, drop down to the path below to find three
clues near the icicles (8). Go back up, jump across the trees and the fireworks pillars to find
another three clues just sitting there (11). To the left of the first icicle platform ahead is
a safe with two clues and there are two more on the path below (15). You can do one of two
things to continue forward here. You can jump on the icicle platforms to reach a platform with
three clues on it (18). There's also a hook off to the right before the first icicle platform
that you can use to reach a platform with a vase on it. On both platforms is a firework that
will make a new path when you hit it. If Carmelita breaks one of the icicles, then you will
have to use the hook, though you can still get the three clues by jumping off the newly made
path. Continue forward and you'll find three more clues on a platform to the left of the trees
(21). On the next large platform are three more clues off to the right (24). Climb the pipe
nearby and hit the two fireworks there, then swing across the hook on the right and hit that
firework to open the next path. When you drop off the lamp, you'll get a break from Carmelita's
fire. At the end of this path is a safe with clues and two clues to the right of it (28). 
You'll find three more clues on the next path (31). You'll see blue sparkles near windows and
Carmelita will return once again. Make your way past the first set of windows and you'll come
to another set, with you having to wait for Carmelita to shoot the window first before
proceeding. If you hold left the whole time while on the window ledges, you won't get hit by
Carmelita and you'll always continue forward. To the left right after the second set of windows
is a safe with clues (33). On the left side, in water, are three more clues and there's another
safe inside the little recess behind the fireworks platform (38). Use the fireworks platform
to get to the roof above and continue along these. There's a hook you have to grab onto after
the second set of roofs, so double jump to grab it. On the fourth set, near the end, is an
enemy, so be sure to swing near the end of the roofs. Jump on the lamp, platform, tree, then
another platform and you'll see the last two clues on this stage (40). Hit the fireworks on
this platform and large icicle platforms will fall. Unlike the ones previously in this stage,
these will regenerate if Carmelita shoots them. Jump down after the last one and you'll see the
vault for this last clue stage. Unfortunately, Bentley can't decipher the code because it's
written in owl language, so you have to come back here after beating the game. So, hit the
fireworks nearby to open up a new path to the top (or you can hit the rubble blocking the
steps). Once at the top, you'll see fireworks situated around a series of platforms, so you'll
have to go around and hit each one while avoiding Carmelita's fire. Once you hit the last one,
the large dragon head in the back will fall, Carmelita is foiled again and you'll get the last
key.

****NOTE**** Whichever vault is the last for you is the one that will have to wait until after
you beat the game. So go back to that one after you defeat the last boss and you'll be able to
open it.

Go to the bunch of fireworks you saw and unlock the locks with the keys you've gotten. Hit the
fireworks, then grab on and you'll be launched up to the boss of this world, Panda King.

----------------
BOSS: PANDA KING
----------------
My second favorite boss in the game. His main attack while you're on the lower levels is for
him to shoot fireballs at you. Just keep running and you can easily avoid these. You want to
get on the same platform as Panda King, since that's the only way you can hit him. When you get
close enough to him, he will have a new move, which is a fiery sweep. You can easily just jump
over this when he's about to do it. Continue whaling on him with your cane and after enough
damage, he'll belly-flop you back to the grounds below. Avoid the fireballs and make your way
to the same platform as him again. He'll gain a new move now, which is called Palms of Thunder.
He will strike the ground with both hands and fire will shoot out when he hits the ground. You
can stay in between the hands to avoid this or run off to the sides. Again, after enough
damage, he'll send you off to the ground level. Once again, move your way towards his platform.
He'll gain yet another move in this "round." He'll use one hand to chop the ground. This can be
easily avoided. He'll belly-flop you again after enough damage. Keep doing this cycle and Panda
King will eventually be defeated. You'll get another piece of the Thievius Raccoonus, which
shows Otto van Cooper, who relied on vehicles. This will help you make some technological
advancements to your vehicle.


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                                  IX. The Cold Heart of Hate
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
The last world and no more clues for you to find, which makes it easier for you and me. The
stages in this area are straightforward.

----------------
A Hazardous Path
----------------
First is a stage with the use of your van, so shoot out the lock and you'll continue forward.
Next is a path littered with mines, so shoot them to destroy them. The next part will have you
pitted against Robo-Falcons, which look like miniature versions of Clockwerk. They will fly
around sporadically, so keep the shot button pressed and try to shoot them. The next part has
you shooting rocks that fall from the laser shooting the mountainside. More Robo-Falcons, then
a set of mines followed by large rocks and more mines. Last, you'll have to shoot A LOT of
Robo-Falcons, so try and get them before they hit your van with their dive bomb attack. After
you destroy the last one, you'll continue to the next stage.

--------------
Burning Rubber
--------------
This will have to going against Fire Slugs, while trying to hit computers. You have to hit 60
of them to open up the path to the next area, but there are only a total of 119 and the slugs
only have to hit 60 for you to fail. This stage is definitely a challenge, but you do have a
battering ram to get rid of the slugs (Square), so hit them when you want to get rid of them.
The screens will fall randomly and you only have to run over them for them to count. I suggest
that you either don't worry about rhe slugs at all and concentrate solely on the screens OR you
try and get rid of the slugs while running over the screens. I highly recommend you take care
of the slugs as quickly as possible, then hurry and hit the screens while they're not on the
stage. Remember, the first to 60 wins. After you hit 60, you'll continue to the next stage.

---------------
A Daring Rescue
---------------
Apparently, Clockwerk kidnapped Carmelita and Sly wants to help her out. Spire Jump on the
ledge when electricity isn't there, then Rail Slide across the two wires to a spinning cog.
Climb the pipe and grab the hook to swing over to another Spire Jumpable ledge. Spire Jump
across the lights and jump on the ledge, which will make it fall below. Go on the desk with
computers and stuff. You should see blue sparkles behind the pillar here, so carefully avoid
the spotlight and make your way to the other side, then destroy the dart-shooting machine and
jump in the barrel. Go back down to the area below and get ready for the toughest section of
this stage. You have to make your way to the other side by navigating past the plethora of
spotlights. Make sure you hide in the barrel whenever a spotlight gets close to you, this way
you won't set off the alarm and the spotlights won't get faster as well. Once you make it
across, hit the alarm and destroy both dart-shooting machines, then jump inside the area with
Carmelita trapped. Turns out it was a trap as a door quickly traps you inside and gas fills the
room. Apparently, Bentley will have to do some hacking to shut off the gas, so you're off to
the next stage.

---------------------
Bentley Comes Through
---------------------
What you have to do here is collect 13 packs of data while avoiding any unnecessary threats.
See the green thing floating around? Well, the security data that you have to collect is inside
it, so shoot it to make it break apart. Make sure you don't come in contact with any of the
green parts, since if it you hit one, you will lose one bit of health from your bar. Get hit
five times and you'll have to begin anew. Anyways, break open the green chunk and make sure you
collect the yellow data, then you'll be on your way to the second portion. In the next portion,
you'll meet the main enemy of this stage, which is named a security algorithm. It floats
around, then slams the ground and releases a projectile that goes in a straight line towards
you, so move out of the way to avoid it. Get hit by one of the projectiles and you die
instantly. There are two data in this area, then it's on to the next section. The third level
sports one security algorithm and four data chunks, so avoid the projectiles and gather the
data to go onto the last level of this stage. The last level has the last six data and one more
security algorithm. Try and destroy all the green parts of one chunk before opening up another,
so the arena won't be littered with green parts. Once you collect the last one, you'll be back
to Sly. Carmelita will tell you to break the base of the forcefield she's entrapped in, so do
so and continue onto the next level.

-----------------
A Temporary Truce
-----------------
Now, you'll engage in another gauntlet of enemies, this time Carmelita is covering your back
while Sly climbs to the top to get his cane that was stolen by a Robo-Falcon. Sly will first
slide down the rope and then a Fire Slug will come behind as he's making his way forward on
the platform below. As he goes across the bridge, another slug will come and try to destroy it.
At the next part, another will come from behind, so shoot it. As Sly continues along the path,
more slugs will come after him, so destroy them. When he comes to some windows, Robo-Falcons
will crash through them and try to get Sly, so destroy them before they can dive bomb him. When
he reaches the top, you have to destroy the orange-ish pillars while watching Sly's back for
slugs that come from the openings. There are a total of 4 sets of pillars, so after you destroy
the last one, Sly will get his cane back and go to the next stage.

-------------
Sinking Peril
-------------
As soon as Sly lands from the last Rail Slide, make your way over to the Rail Walk and continue
up while avoiding the electricity from the circuit thing. Swing across the three hooks, then
jump on the next Rail Walk. Continue along this walkway and four cogs will fall down. Destroy
these with a swing of your cane, then Spire Jump on the pointy-ended cog and continue on the
next Rail Walkway. A platform with electric circuit in front, then make your way to the top of
this Rail Slide by jumping when you land and hitting circle while in the jump. Grab onto the
pipe and go past the next circuit and jump on the platform below when it falls. A set of
rotating spire jumps with two possibilities of jumping at each end. Make your way across 5 of
these, then jump onto the pipe after the fifth. Another circuit, then another platform, then
Spire Jumps with electricity like you saw at the beginning of A Daring Rescue. Make your way
across 4 of these, then grab onto the next pipe you see. There are THREE circuits here, so make
your way a little past the first before quickly moving on. After the third circuit, go to the
top and jump off to find the end of the stage.

---------------
BOSS: CLOCKWERK
---------------
You won't be able to directly damage Clockwerk, but with some help from Carmelita, you'll be
able to defeat this boss. In the first stage, you'll have to dodge the purple fireballs he
shoots at you. If you stay to one side of the screen before he shoots his fireballs, then you
can easily dodge them by darting to the other side. From time to time, Carmelita will shoot
missiles at Clockwerk, which creates holes in his armor, so you have to shoot the part
Carmelita does. First off is his head, then his feet, then his tail, then lastly his far wing.

Now it's time for the second phase of this battle. Instead of purple fireballs, he'll now shoot
rings with electricity on the outside. What you have do is make sure you're in the middle of
each ring as it passes you. The way he shoots them are random, so pay attention and remember to
go through the middle. The first vulnerable area will be his left wing (your perspective), then
his right wing, then his head, and finally his right wing again. There's still one more phase
left and it's definitely the hardest part of the fight.

You'll lose your jetpack and have to trek your way across numerous obstacles to get to
Clockwerk while he's trying to regenerate. Jump to the first platform, then Rail Walk across
the next set of ledges while avoiding the purple pillars Clockwerk sends at you. If you die
while in this portion, you'll have to start all over from the beginning of the fight, so make
this a one-life deal. You'll come across a Spire Jump on top of the first set of circling
lasers, then a ledge you'll have to tiptoe across to another small ledge. After this ledge is a
little laser gauntlet. Jump down when you see a free chance and make your way across this 
laser-infested area. You can Spire Jump on top of the lasers when you feel the need to. Grab
onto the pipe after and descend when the path is free of lasers. Continue along and you'll
eventually go back up. Jump across to the center and Clockwerk's head will pop up. Whether or
not he can actually hurt you in this part is unknown to me, since I just immediately go in
swinging. While his head is up, whaling on it with your cane will bring his health down. Don't
stop swinging until Clockwerk is finished. You've beaten the game! Sit back and enjoy the
ending, for you deserved it. By the way, you're finished with the easy portion of the game, but
I'll get to the reason why I said that a little later in the FAQ.