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    FAQ/Walkthrough by bananagirl

    Version: 1.3 | Updated: 02/02/03 | Search Guide | Bookmark Guide

                         ______       _____
                        / __/ /_ __  / ___/__  ___  ___  ___ ____
                       _\ \/ / // / / /__/ _ \/ _ \/ _ \/ -_) __/
                      /___/_/\_, /  \___/\___/\___/ .__/\__/_/
     __        __           /___/                /_/
    |  |______|  |                      and the
    |  __    __  |
    | /  |  |  \ |                       _                  _____  ____  _____ .-.
    |/   |  |   \|     ___      ________| |           _____'-. .-`'. .-'/  ,-.`' |
         |  | ______  '. .'    '--. .---. |           `-. .' | |   | |  |  |  \_/
         |  |'--. .-'  | | ______ | |    \|             | |  | |   | |  |  |
         |  |   | |____| |'-. .--'| |_  _____       ____| |  | |   | |  |  |
         |  |   |  ____  |  | |   |  ,''--. .'     /_  /| |  | |   | |  |  |___
         |  |   | |    | |  | |   | |      \ \      / / | |  | |   | |  |____  \
         |  |   | |    | | _| |_  | |       \ \    / /  | |  \ `._,' '--.    |  \
         |  |   | |_  _| |'-----' | |    /|  \ \  / /   | |   `-----'\,'     |  |
        _|  |_ '----''----`      _| |___/ |   \ \/ /  __| |_          _____  |  |
       |______|                 '-------._|    \  /  '------'        '-. .-' |  |
                                                \/                     | |__/   |
                                                _____                  `.______/
     __,--.     ___    _____  ______   _____   /     \
    |   _  \ ,-' . `-.|  ___||  ____| /  .  \ /  /`.  \       __          ,-------.
    |  /_) | |  / \  || |    | /     /  / \  \|  | |  | ___  |  | __   __ |  ,--. |
    |    __/ |  |_|  || |    | |     |  | |  ||  | |  ||   \ |  ||  | |  ||  \__'-'
    |    `.  |  .-.  || |    \  \  _ |  | |  ||  | |  ||    \|  ||  | |  ||___  |
    |  |\  `.|  | |  \\  \  /|\  \/ ||  | |  |`-._`'  ||  |\    ||  | |  |    | |
    \,-' \   \`.| | ,' \  `' | \____||  |_|  |    `-./ |  | \__/ |  '-'  |   /  |
          \   \   `'    `---'        '-------'         `-.|      `.___/`-',./  ,'
           `.  `._                                     ,----------.       `._,'
             `._  `-.__                                \__.------. \
                `-._   `-----------------------------------------' /
                    `-.__________________________________________,'
    
    
    ===============================================================================
    
                       ~ Sly Cooper and the Thievius Raccoonus ~
                                 for the PlayStation 2
                                    FAQ/Walkthrough
                                     by Bananagirl
                           bananasquid at swirvemail dot com
                                    v1.3 - 02/02/03
    
    
    
    
                           ---------------------------------
                                -= Table of Contents =-
                           ---------------------------------
                                1. Introduction
                                2. Preliminary FAQ
                                3. Characters
                                4. Game Basics
                                5. Walkthrough
                                6. FAQ
                                7. Moves
                                8. Enemies
                                9. Bosses
                               10. Secrets
                               11. Revision History
                               12. Copyright Information
                               13. Credits/Thanks
    
    
    
    ===============================================================================
                          -----------------------------------
                                    1. Introduction
                          -----------------------------------
    ===============================================================================
    
    Platformers with mammalian main characters are all the rage these days. Star 
    Fox Adventures. Ratchet and Clank. Ty the Tasmanian Tiger. Blinx: The 
    Timesweeper. And, of course, Sly Cooper and the Thievius Raccoonus, Sucker 
    Punch's latest masterpiece. This game takes all of the fun stuff we love about 
    platform games, throws in the novelty of sneaking around, and gives us 
    something you'll play for hours on end.
    
    I bought this game when I got my PS2. I also got Kingdom Hearts, which meant I
    didn't have enough money left for a memory card. I played through almost this
    entire game without turning off my system, not even playing Kingdom Hearts 
    until perhaps a week later when I could finally save. 
    
    Anyway, I'm not sure how any of this is blending into the rest of it, so I'll
    stop trying to write an introduction that makes sense. Enjoy the guide. Just 
    remember, the game itself is pretty straightforward. The hardest parts are 
    finding all of the clues to open the safes and the Master Thief Sprints. 
    Hopefully, this guide will help with those. If this is your first time through
    the game, though, don't read ahead of wherever you need help, or you'll spoil 
    the plot for yourself. That's my warning. Don't go blaming me for any 
    carelessness on your part.
    
    Oh, and sorry for the ugly Raccoonus in the ASCII art. It's the best I can do.
    I know, I'm horrible. I'll stop trying. 
    
     - Bananagirl
    
    
    
    ===============================================================================
                          -----------------------------------
                                  2.  Preliminary FAQ
                          -----------------------------------
    ===============================================================================
    
     1. Buy or Rent?
     2. How much space on my memory card will this take?
     3. How many players?
     4. Is this another mindless collection game?
     5. Is game over really game over?
     6. Should I let the kids play this?
     7. How are the graphics?
     8. Where are all the clues in _____?
     9. How do I beat the Master Thief Sprint in _____?
    10. Help! I can't open the lock, even though I have the key!
    
    -------------------------------------------------------------------------------
    
    Q1. Buy or Rent?
    ----------------
        Good question. I'm a big fan of buying, personally. There are lots of 
        optional moves to learn, and the Master Thief Sprints are HARD. Then again,
        you're looking at a FAQ that pretty much tells you where everything is, so
        maybe renting is right for you. Go read a review or something.
    
    
    Q2. How much space on my memory card will this take?
    ----------------------------------------------------
        For 49 KB, you get to save three games. Not a bad deal, if you ask me. 
    
    
    Q3. How many players?
    ---------------------
        Just one, unfortunately.
    
    
    Q4. Is it another mindless collection game?
    -------------------------------------------
        On some levels, yes. If you want to get the full 100%, you'll have to 
        collect clues to learn all the moves. However, it's entirely possible (and 
        challenging) to go straight through without going out of your way to 
        collect anything at all. You just don't get to unlock all the cool stuff
        this way. 
    
    
    Q5. Is game over really game over?
    ----------------------------------
        Nope. If you lose your last life, you're sent back to the beginning of the
        area you're currently in. At any point before that, you would be sent back
        to the last checkpoint you passed.
    
    
    Q6. Should I let the kids play this?
    ------------------------------------
        Sure. Sly won't turn them into kleptomaniacs; he only steals from 
        criminals. You might want to keep an eye on Grandpa's cane when the kids 
        are around it, though...
    
    
    Q7. How are the graphics?
    -------------------------
        Spectacularly gorgeous. I love them. You probably will, too.
    
    
    Q8. Where are all the clues in _____?
    -------------------------------------
        I've provided a checklist for your tracking pleasure, but it's pretty vague
        in itself. It's best used in conjunction with the walkthrough, or at least
        with the walkthrough as a reference. If all else fails, just play through 
        the level as the walkthrough guides you. Any clues you missed will be 
        somewhere along that path.
    
    
    Q9. How do I beat the Master Thief Sprint in _____?
    ---------------------------------------------------
        Rolling and practice. Know the level extremely well. The placement of every
        enemy, every alarm system, every bump in the path, must be memorized. Do 
        NOT trigger the alarms if there is any possible way to avoid it; as long as
        the siren sounds, time speeds up, but Sly does not. Avoid rocks and other 
        such things while rolling, as they veer you slightly off course (or just 
        throw you straight up). Beyond that, read my strategies for each level, and
        if that doesn't work, keep practicing until you can form your own. Feel 
        free to share them with me if you feel like helping the masses.
    
    
    Q10. Help! I can't open the lock, even though I have the key!
    -------------------------------------------------------------
        I'm not a big fan of cheating, but apparently you are. Remove your "game
        enhancer" or third-party memory card. These are known to glitch the game. 
        With the offending device out of the way, the game should proceed normally.
    
    
    
    ===============================================================================
                          -----------------------------------
                                     3. Characters
                          -----------------------------------
    ===============================================================================
    
    Sly Cooper
    ----------
    Sly is a cunning, devious raccoon. Actually, most raccoons are pretty cunning 
    and devious, but Sly is especially so. He also wears a nifty hat. Sly grew up 
    in an orphanage after his father was killed by the Fiendish Five, and now he 
    thinks only of revenge. Unlike most thieves, Sly only steals from other 
    criminals, so he's still a good guy.
    
    
    Bentley & Murray
    ----------------
    Sly's two best friends also happen to be his partners in crime. Bentley handles
    all things that require intelligence, and Murray takes care of the getaway van.
    Bentley and Murray grew up in the orphanage with Sly.
    
    
    Carmelita Fox
    -------------
    Sly and Carmelita have quite a history -- She's been hounding him throughout 
    his entire criminal career, and he's been trying to charm his way out of arrest
    since the day they met. In her eyes, a thief is a thief, no matter what his 
    motives are or who he steals from. Even so, she isn't above taking the credit 
    for nailing any of the bad guys Sly manages to take out.
    
    
    The Fiendish Five
    -----------------
    Unlike the Cooper family, this gang of miscreants is far from civil. In fact,
    they're exactly the type of people the Coopers have been robbing for 
    generations. More about each member of the Fiendish Five can be found in the 
    bosses section.
    
    
    
    ===============================================================================
                          -----------------------------------
                                    4.  Game Basics
                          -----------------------------------
    ===============================================================================
                                       Controls
    -------------------------------------------------------------------------------
    
                                      Sly Cooper
                 -----------------------------------------------------
                   Left Analog Stick.......................Moves Sly
                   Right Analog Stick............Controls the Camera
                   Directional Pad.........................Moves Sly
                   Start Button.....................Pause/Opens Menu
                   Select Button...........................Opens Map
                   X Button.....................................Jump
                      o X Button......................Double-Jump
                      o Circle Button..............Grab Hook/Ring
                   Square Button............................Use Cane
                   Circle Button.......Execute Master Thief Maneuver
                                ..........Use Invisibility Technique
                   Triangle Button................Execute Thief Move
                   R1/L1 Buttons.....................Use Binoc-u-com
                      o Left Analog Stick.............Look Around
                      o Right Analog Stick............Zoom In/Out
                   R2/L2 Buttons...................Select Thief Move
    
    
                                Carmelita's Gun/Turret
                 -----------------------------------------------------
                   Left Analog Stick.....................Adjusts Aim
                   Square Button...........................Fires Gun
    
    
                       Hackmobile/Submarine/Upgraded Swamp Skiff
                 -----------------------------------------------------
                   Left Analog Stick.......................Moves Sly
                   Right Analog Stick...................Fires Weapon
    
    
                                        Jetpack
                 -----------------------------------------------------
                   Left Analog Stick...........Aims & Steers Jetpack
                   Square Button.......................Fires Rockets
    
    
                               Swamp Skiff/Upgraded Vans
                 -----------------------------------------------------
                   Left Analog Stick...................Moves Vehicle
                   Right Analog Stick.................Adjusts Camera
                   Square Button.....Fires Weapon/Uses Battering Ram
    
    
                                          Van
                 -----------------------------------------------------
                   Left Analog Stick.......................Moves Van
                   Square Button....................Uses Nitro Boost
    
    
    
    -------------------------------------------------------------------------------
                                    Life and Death
    -------------------------------------------------------------------------------
    
    Sly doesn't get a fancy health gauge. One hit, a simple misstep, fire or water,
    and he's dead. There are ways around this, of course, and that's what I'm about
    to talk about.
    
    To increase Sly's life span, you'll need to collect Lucky Horseshoes. These
    nifty items allow you to take a hit and live. Each hit deducts one horseshoe 
    from your meager total, which maxes out at two. You can tell if Sly has a 
    horseshoe by looking at his back -- no horseshoe is self-explanatory, a blue 
    one is equal to a single one, and a gold horseshoe is equal to two horseshoes.
    Occasionally you'll spot a horseshoe lying around on the ground. You'll get one
    each time you collect 100 gold coins, too. If you get a game over twice on the
    same level, the game is kind enough to provide you with a blue horseshoe, and 
    one more game over gets you a gold one.
    
    Throughout the level, Bentley has placed holographic signal repeaters to act as
    checkpoints. If Sly dies, he'll be returned to the last checkpoint he passed 
    and one life will be deducted from his total. Once he loses the last life, 
    you'll be returned to the beginning of an area and forced to start over. These
    things happen.
    
    It's also possible to gain lives. Keep an eye out for a small spinning object
    resembling Sly's head; each one you collect is an extra life for you.
    
    
    
    -------------------------------------------------------------------------------
                                   Clues and Vaults
    -------------------------------------------------------------------------------
    
    Scattered all over the place, you'll find green bottles with paper sticking out
    of them. These are clues. Each main level has a certain amount of them, usually
    twenty, thirty, or forty. Collect all of them, and Bentley will be able to tell
    you the code for the area's vault. Any clues you pick up will stay with you 
    throughout the game, so no recollection is necessary if you don't get every 
    clue before you exit a level. 
    
    Vaults hold pages of the Thievius Raccoonus. Popping one open will add another 
    move to your repertoire which will help things considerably. Each vault has a 
    different code, but you won't be able to enter the code until Bentley has each
    of the clues in the level. The order of the moves you obtain remains the same 
    regardless of the order in which you do the levels.
    
    
    
    -------------------------------------------------------------------------------
                                 Bentley's Binoc-u-com
    -------------------------------------------------------------------------------
    
    By hitting the R1 or L1 buttons, Sly will whip out a nifty device that lets him
    look around easily. Each area also has blueprints which add red and green 
    pointers to this device. Red ones are items you can smash to get coins or other
    such things, and green ones are clues. Also available is a Thievius Raccoonus
    page that adds enemy information to the scan. You'll find yourself using this a
    lot more near the end of the game, when you have all the add-ons. It's fairly
    useless in the beginning.
    
    
    
    -------------------------------------------------------------------------------
                                  Master Thief Sprint
    -------------------------------------------------------------------------------
    
    Beside most of the levels' names, there are three icons: A key, a vault, and an 
    hourglass. The key and vault are pretty self-explanatory, and relatively easy
    to complete, but the hourglass is a bit harder. Once you obtain the key in a
    level, you can go back in. Near the beginning of the level, you'll find an
    hourglass. Destroy it, and you'll be given a certain amount of time to reach
    the end of the level. This is incredibly difficult, and I'm of the opinion that 
    the game designers deserve a kick in the teeth for it. Fortunately, they do 
    reward you for your efforts: after completing the Master Thief Sprint in a 
    level, you can hear commentary by the game's makers whenever you play the 
    level again. 
    
    
    
    
    ===============================================================================
                          -----------------------------------
                                    5.  Walkthrough
                          -----------------------------------
    ===============================================================================
                                       Prologue
    ===============================================================================
                                  Police Headquarters
    -------------------------------------------------------------------------------
    
    Difficulty: Exceptionally Easy
    Clues: 0
    Enemies: 
     - Carmelita Fox
    
    Paris, France. 4:20 AM. Sly and his friends have planned to break into police 
    headquarters to recover Sly's criminal record. Oddly enough, the sign on the 
    police station looks like it's advertising for a strip club in the Las Vegas,
    but we can overlook that. This is an easy job, so let's get it over with. 
    
    Hop off the platform you're currently standing on and scout out the area. There
    are plenty of coins to be had around here. Break open all of the fans on the 
    roof to accumulate some easy dough. Also worth busting apart are the smaller 
    antennae. When you've broken everything in sight, walk up the small ramp to get 
    a little tutorial about those funky blue lights, then hit the circle button and 
    edge around the water tank. On the other side, leap onto the large antenna 
    nearby, then onto the other one just beyond it. From here, it's a short jump 
    onto a wooden platform. Whack the vent with your cane to open the passage, and 
    crawl through it.
    
    Run all the way to the end. A railing will stop you from falling to a crispy 
    death through the lasers. Begin your descent by hopping over the right side of
    the rail and onto the platform with the coin. The next platform is across the
    room, on the left side, and the final one is on the right. When you reach this
    last platform, aim your leap so that you fall near the orange trap deactivator
    at the bottom. Bash it to turn off all of those silly lasers, and to open the 
    gate beside it.
    
    Confusing though it may seem, none of these doors really matter. Make your way 
    to the first hallway on the left and go down it, then turn left again to reach 
    the red door, which is locked, unfortunately. Climb out the open window beside 
    it. Creep along the ledge to another balcony further down the line. Don't worry 
    about the breaking stones, as they have no impact on your little trip.
    
    Carmelita's office is just through this open window. Hop in. Before we bother
    with that safe, let's clear the place out. Smash everything you see to stock up
    on cash. When you're done, check out the safe. Bentley will contact you with 
    the combination. Input this to access your file. 
    
    Time to make a smooth getaway. Head back out through the window. Your progress
    will be hindered slightly by Carmelita, so quickly hit the fire escape ramp 
    below the glaring red arrow before she takes it out, eliminating any chance at
    getting those coins. Make your way down to the parking lot, ignoring Carmelita
    and focusing instead on... well, you could probably do this in your sleep. Just
    get to the parking lot, traverse this obstacle course of police cars and 
    garbage cans, and head over to Le Exit and the safety of the van. Cue cutscene.
    Back at the hideout, select the first mission.
    
    
    
    ===============================================================================
                                    Tide of Terror
    ===============================================================================
                                  A Stealthy Approach
    -------------------------------------------------------------------------------
    
    Difficulty: Very Easy
    Clues: 20
    Enemies: 
     - Mr. Shamus
     - Pyro O'Connor
     - Thor McCracken
    
    Upon entering the level, have a quick look around. See that "Keep Out" sign?
    Smash it for coins, then enter the tunnel behind it. As you emerge, Bentley 
    will contact you with information regarding your climbing ability. Before
    hitting the ladder, it might not be a bad idea to collect all of the clues that 
    the area has to offer. 
    
    First off, hang a right. There's another sign to smash here, as well as three 
    trees that act as stepping stones. Hop up and leap from tree to tree to collect 
    your first clue (#1). The next tree is too tall to reach with a simple jump; 
    you'll have to hop up and grab the rope above your head and shimmy over to the
    next clue (#2). Cross to the other side of the rope to get two more clues 
    (#3,4) from the top of the cliff. Hop back down, and be sure to do so on the 
    side with the rope. Hit up the No Trespassing signs in front of the gate while 
    you're here.
    
    Cross the area to find a small dock, complete with two clues (#5,6), then hop
    aboard the not-quite-seaworthy vessel nearby. Watch out for Thor McCracken, 
    your first enemy of the game. Take him out, then hop onto the area of the deck
    behind him. Smash apart the mast to get two more clues (#7,8) and some coins. 
    Be sure to hit the wheel for more coins, then return to shore. 
    
    This area is almost cleared out, so grab the clue (#9), hit the sign, climb the
    ladder, and gather the coins at the top. Hop off the tower onto the ground on
    the other side of the fence. Run forward, and Bentley will contact you about 
    the searchlights and Signal Repeaters. 
    
    Briar patches flank each side of the path, so you'll have to make it through 
    the path of those searchlights somehow. Fortunately, there's a small increment
    of time when neither search light is completely obscuring the path, so take
    advantage of this and dart through. Take out the alarm system, but watch out 
    for Mr. Shamus on the other side. As you pass through the stone pillars, he'll
    spot you. Kill him before returning to the pillars. Destroy them to get coins 
    and two clues (#10,11).
    
    Run up the hill beyond the archway Mr. Shamus was guarding. When you reach its
    crest, Bentley will point out Raleigh's hideout. Destroy the bees for coins, 
    then run down the hill. At the bottom, defeat Pyro O'Connor and step gingerly
    onto the walkway he was standing in front of. Collect the clues (#12,13) here 
    and return to land. The waterfall here is pushing the water and everything in
    it over the cliff. Jump across to avoid being swept away. 
    
    Another waterfall lies beyond this one, but this time you've been provided with
    stepping stones, two of which hold clues (#14,15). On the other side of the
    waterfall, you'll get a hook tutorial from Bentley. Continue walking until you 
    reach a slight dropoff, then jump and grab the hook. Swing forward and release
    the hook by pressing X to drop onto the other side of the gate. 
    
    Treacherous waters lie ahead. Cross them by jumping across the spinning wheels.
    Kill Thor McCracken and jump onto the next set of spinning wheels. You'll have
    to wait for the barriers to spin out of your way before proceeding on this set.
    Run or jump in the opposite direction of a wheel's spin to avoid being pushed
    into the water. 
    
    At this point, you'll reach another signal repeater. More search lights lie 
    beyond it, but they're relatively easy to dodge, as their patterns are exactly
    the same as the first ones. Waiting between the two sets of search lights is 
    Mr. Shamus. Take care of him quickly, then dodge the beams and disarm the 
    system. Beside the fence is a clue (#16). 
    
    Run past the vault and hop onto the spinning wheels. When you reach the other
    side, hop onto the rope and climb back up to the two search light towers. Each
    one holds two clues (#17,18,19,20). Once you've collected the last one, you can
    return to the vault and open it. 
    
    Cross the water for the final time, smash the key stand, and collect Raleigh's 
    first treasure key. The level's exit lies just beyond the locked gate. Sly will 
    open it with his key. We're done for now, so let's get out of here.
    
    
    
    Clue Checklist
    -------------------------------------------------------------------------------
    [ ]  Treetop beyond the tunnel         [ ]  Stone pillars after searchlights
    [ ]  Treetop beyond the tunnel         [ ]  Walkway near waterfall
    [ ]  Top of cliff near trees           [ ]  Walkway near waterfall
    [ ]  Top of cliff near trees           [ ]  Stepping stone near waterfall
    [ ]  Dock beyond tunnel                [ ]  Stepping stone near waterfall
    [ ]  Dock beyond tunnel                [ ]  Beside the second alarm system
    [ ]  Within mast                       [ ]  Atop the search light towers
    [ ]  Within mast                       [ ]  Atop the search light towers
    [ ]  Foot of the ladder                [ ]  Atop the search light towers
    [ ]  Stone pillars after searchlights  [ ]  Atop the search light towers
    
    
    
    Master Thief Sprint (1:17)
    -------------------------------------------------------------------------------
    This challenge is nearly impossible without the Roll move, so you'll probably
    have to come back for it later. When you're ready, reenter the level. The 
    hourglass stands beside the sign in the very beginning of the level. Hit it and
    jump into the tunnel.
    
    Hit the Triangle Button to roll through the tunnel. When you pop out on the 
    other side, keep rolling until you reach the ladder. Climb up, hop down, and 
    make your way past the searchlights. Roll past Mr. Shamus (be careful to avoid
    his attacks) and up the hill, then down on the other side. Hop into the water 
    to avoid Pyro O'Connor and cross both waterfalls, rolling across the strip of
    land between them.
    
    Swing across the gate and cross the water, then roll into Thor McCracken and
    make your way over the set of waterwheels behind him. On the other side, roll
    through the searchlights (again, watch for Mr. Shamus) and hop across the final
    set of wheels. Run out through the exit to finish with a few scant seconds to
    spare. 
    
    
    
    -------------------------------------------------------------------------------
                                 Prowling the Grounds
    -------------------------------------------------------------------------------
    
    Difficulty: Exceptionally Easy
    Clues: 0
    Enemies: 
     - H.P. Squidcraft
    
    This is the hub area of Tide of Terror. You'll be coming back here between 
    levels. Run forward and double jump onto the ledge. Step forward for more fun
    with Bentley, then snag the hook and ride it to the bottom.
    
    There are a few items that can be collected here each time you enter, and one
    of these is the lucky charm hovering over the barrels that span the bay. Hop
    across to the lifeboat, and be sure to grab the horseshoe on your way. Once you
    reach the lifeboat, climb the rope. When you reach the top of this one, hop 
    over to the other rope beside it. Climb all the way to the top. 
    
    There are two extra lives to collect here. To get the first one, climb onto the
    valve near the first holographic marker. From here, jump onto the nearby tree 
    and make your way over to a jutting windowsill. Break the window and collect 
    the extra life within, then hop down. Make your way up the nearby ramp and kill
    H.P. Squidcraft before he nails you with a wad of phlegm. Beside the second 
    holograph is another window to break, complete with extra life. 
    
    Another lucky charm can be obtained by carefully hopping onto the railing to 
    the right of this level. On the other side is a briar patch, which would is not
    especially enjoyable. Hop over to the nearby windowsill and break the window. 
    The horseshoe waits inside. 
    
    Once you've collected the extra stuff, return to the first part of the ship 
    and enter the holographic marker found here. You can actually do these levels
    in any order, but for simplicity's sake, I'm going from left to right according
    to the map. 
    
    
    
    -------------------------------------------------------------------------------
                                   Into the Machine
    -------------------------------------------------------------------------------
    
    Difficulty: Relatively Easy
    Clues: 30
    Enemies: 
     - Pyro O'Connor
     - Thor McCracken
    
    
    As you enter the level, Bentley will tell you how to close the furnace doors.
    Run forward and hit the first one with your cane to slam it, netting you your 
    first clue (#1). Continue on, defeating Thor McCracken on the other side of the
    furnace, and jump onto the dangling bridge. From here, it's a short hop onto a 
    rising platform. Hanging from the next bridge is a clue (#2). Hit it with your 
    staff and cross the bridge. The next platform holds Pyro O'Connor, who happens 
    to be very much against letting you get through the engine room alive. Carry on
    until you reach a large vertical pipe.
    
    Hold down the Circle Button and edge around the pipe, then climb the rope on 
    the other side. Take another trip around the pipe, and keep going past the
    platform to obtain a clue (#3). Back up to the platform and jump onto the 
    spinning cog. Step off onto the spinning shaft.
    
    Another clue (#4) dangles above the shaft; jump and hit it with your staff. 
    Near the end, hop onto the valve to collect another clue (#5). Back on the 
    shaft, hit the metal cap on the vent to shatter it and climb in. Knock out Pyro
    O'Connor at the other end and hop onto the furnace doors. A clue hangs over 
    each set of doors, and one rests on every door (#6,7,8,9,10,11,12,13,14). Hit
    the hanging clues with your canes and be sure to hit every door. If you don't
    hit the clue, it will fall to the ground below, where you can collect it later.
    After the last set of doors, jump off, collect any fallen clues, and head 
    through the tunnel. 
    
    A signal repeater will rear its holographic head here, which is all fine and 
    dandy, since the next section involves dodging giant electric fan blades. Wait
    for each blade to pass with a grinding noice, then dart through. At the end of 
    it is Pyro O'Connor, and beside him, a rope. Climb up, take care of Thor 
    McCracken, and climb on to the wire ahead for more fun with fans. Fortunately,
    you just passed another checkpoint.
    
    This time around, watch for thin sections of wire. When you reach one, stop and
    wait for the fan blade to pass through, then dart across to the other side and
    repeat the process. When you reach the end, grab the ring with your cane and
    swing into the tunnel. Run through it and whack Thor McCracken at the end. 
    
    You'll find yourself in another furnace-door area. This time, there are lasers
    here, too. The layout of the clues is exactly the same, so collect all nine
    clues (#15,16,17,18,19,20,21,22,23) as before. Hop from each level to the next
    when the lasers lie between a different set of doors. When you reach the last
    pair of doors, hop onto the blue pipes ahead of you to collect another clue 
    (#24). Proceed through the tunnel and hit the grating at the end.
    
    Kill Thor McCracken, who is pounding away on the outside of the tunnel, and hop
    onto the spinning shaft. Halfway along it, take a sideways leap onto some of 
    the machinery and hit two hanging clues (#25,26). Back on the shaft, stop just
    short of the full range of Pyro O'Connor and wait for him to cease fire, then
    run in and whack him. Drop off the left side of the shaft and climb onto a pipe
    to collect a clue (#27), then head for the right side and hop onto the piston.
    Ride it to the top, then latch onto a hook and swing onto the machinery. Make
    your way over to the clue (#28) on top of the large wheel, then hop down on the 
    other side of the giant hunk of machinery. Cross the lava via the bridges, 
    eliminate Thor McCracken, and bash open the safe to collect the final clues 
    (#29,30). 
    
    Run back across the bridges and open the vault, then Make your way up to the 
    top of the machine again. This time, grab onto the hook above the metal 
    outcropping and ride it all the way to the end of its path. Enter the section 
    I fondly refer to as the hall of flame (I'm so clever) and close all of the 
    doors as you run through it. On the other side, leap across the gap and collect
    the treasure key. 
    
    
    
    Clue Checklist
    -------------------------------------------------------------------------------
    [ ]  Above the first furnace door      [ ]  Resting on a furnace door
    [ ]  Dangling from the bridge          [ ]  Above the first set of doors
    [ ]  On the edge fo the vertical pipe  [ ]  Resting on a furnace door
    [ ]  Hanging above the spinning shaft  [ ]  Resting on a furnace door
    [ ]  Resting on the valve              [ ]  Above the second set of doors
    [ ]  Resting on a furnace door         [ ]  Resting on a furnace door
    [ ]  Resting on a furnace door         [ ]  Resting on a furnace door
    [ ]  Above the first set of doors      [ ]  Above the third set of doors
    [ ]  Resting on a furnace door         [ ]  Sitting on the blue pipe
    [ ]  Resting on a furnace door         [ ]  Dangling above the machinery
    [ ]  Above the second set of doors     [ ]  Dangling above the machinery
    [ ]  Resting on a furnace door         [ ]  Sitting on a pipe
    [ ]  Resting on a furnace door         [ ]  Resting above the large wheel
    [ ]  Above the third set of doors      [ ]  In a safe below the hall of flame
    [ ]  Resting on a furnace door         [ ]  In a safe below the hall of flame
    
    
    
    Master Thief Sprint (2:19)
    -------------------------------------------------------------------------------
    Again, Roll is a necessity here. You simple can't move fast enough without it.
    Once you're ready, enter the level. To simplify things, close the furnace door
    before hitting the hourglass. When that's done, begin your sprint by rolling 
    past Thor McCracken. Cross the various bridges and whatnot, dodging enemies, 
    and edge around the large pipe. Climb up the rope on the other side, edge 
    around again, and make your way over to the vent.
    
    Break the grating and roll through, but watch out for Pyro O'Connor at the end.
    Hop down the furnace doors and roll down the pipe. When you emerge, you'll be
    in the room with the giant fans. Roll under them as quickly as possible, then
    climb the rope, roll past Thor McCracken, and latch onto the pipe. Cross to
    other side, hook your way to the tunnel, and roll along. On the other side,
    bounce over the lasers and roll out of the tunnel. Make your way across the
    spinning pipe, avoiding Pyro O'Connor at the other end.
    
    Quickly hop onto the piston and snag the hook at the top, then swing onto the
    platform and hop onto the top of the giant wheel. Grab the hook and ride it to
    the end, then run down the tunnel, slamming furnace doors as you go. When you 
    reach the end, leap across the small gap and hit the exit.
    
    
    
    -------------------------------------------------------------------------------
                                 Prowling the Grounds
    -------------------------------------------------------------------------------
    
    Difficulty: Exceptionally Easy
    Clues: 0
    Enemies: 
     - H.P. Squidcraft
    
    Once you finish Into the Machine, you'll find yourself back in the hub. Collect
    the goodies, then run up the ramp past H.P. Squidcraft (you'll probably have to 
    kill him) and enter High Class Heist. 
    
    
    
    -------------------------------------------------------------------------------
                                   High Class Heist
    -------------------------------------------------------------------------------
    
    Difficulty: Easy
    Clues: 30
    Enemies: 
     - Lil Bowen
    
    
    This level is a thief's dream. Nearly everything inside can be broken into gold
    coins. In fact, the first room is completely devoid of any hazards. Simply 
    break all of the glass display cases and shatter everything within, as well as 
    any statues you might see. When you reach the end, grab the two clues (#1,2) 
    and go through the door.
    
    This room has been decked out with lasers, but the same general idea as the 
    previous hallway applies. At the end of a hallway is another clue (#3). Collect
    this and continue along your merry little way. 
    
    The next room is best tackled after the lasers are disarmed. Make your way 
    around the laser barriers until you reach the alarm system and disarm it, then
    attack all of the statues to fill up on coins. There are fifteen clues in the 
    area, as well. Two can be found in the safe to the right of the signal repeater 
    (#4,5), and another pair is on the wall above the nearby statue (#6,7). Destroy
    the statue and use its base as a boost to reach these. A matching pair adorns
    the other side (#8,9). The next clue in the area (#10) rests behind the flaming 
    skull over the archway. Getting to it is tricky, but you should be able to 
    reach it from one of the walls. Three clues (#11,12,13) are bouncing around 
    near the wall to the left of the archway, and the last three clues (#14,15,16)
    are resting in an alcove near the vault. 
    
    In the next room, destroy the Raleigh statues flanking the arch, then step down 
    into the room. Two safes hold four more clues (#17,18,19,20) here, and another
    one (#21) rests on a platform beyond the two Lil Bowens. From this platform, 
    you'll have to use the lily pads to make your way around the room, dodging 
    lasers while doing so. Don't worry too much about collecting items; just go back 
    for them after you disarm the alarms. There are plenty of coins around, as well 
    as a clue (#22). 
    
    On the opposite side of the room, climb the pipe. Sneak around the column 
    beside the signal repeater for two more clues (#23,24). Wait for the search
    lights to cross the path, then run through, collecting two more clues (#25,26)
    while doing so. Sneak around the next two pillars to avoid the search lights,
    then run between two more and collect another set of clues (#27,28). The final
    two clues are behind the last column. Sneak around it, then return to the 
    previous room and open the vault. 
    
    Return to the lily pad room and make your way back to the other side. Run 
    around to the bridge and cross it. Break the glass and take the treasure key 
    within. 
    
    
    
    Clue Checklist
    -------------------------------------------------------------------------------
    [ ]  At the end of the first hallway   [ ]  Alcove near first checkpoint
    [ ]  At the end of the first hallway   [ ]  Safe beyond archway
    [ ]  At the end of the second hallway  [ ]  Safe beyond archway
    [ ]  Safe near the first checkpoint    [ ]  Safe beyond archway
    [ ]  Safe near the first checkpoint    [ ]  Safe beyond archway
    [ ]  Above the first checkpoint        [ ]  On the platform behind Lil Bowens
    [ ]  By statue near first checkpoint   [ ]  On top of a lily pad
    [ ]  By statue near first checkpoint   [ ]  Behind column in lily pad room
    [ ]  By statue near first checkpoint   [ ]  Behind column in lily pad room
    [ ]  By statue near first checkpoint   [ ]  In the path of the search lights
    [ ]  By wall near first checkpoint     [ ]  In the path of the search lights
    [ ]  By wall near first checkpoint     [ ]  In the path of the search lights
    [ ]  By wall near first checkpoint     [ ]  In the path of the search lights
    [ ]  Alcove near first checkpoint      [ ]  Behind column in lily pad room
    [ ]  Alcove near first checkpoint      [ ]  Behind column in lily pad room
    
    
    
    Master Thief Sprint (1:00)
    -------------------------------------------------------------------------------
    No time for coin collection now! Hit the hourglass and roll down the hall. In 
    the next corridor, run past the lasers to avoid triggering the alarm system. 
    The next room is simpler than it seems. You can jump over the the laser walls,
    so the only lasers you need to avoid are those coming out of the skull.
    
    Dodge the Lil Bowens and hop across the lily pads, then climb the pipe. Run
    through the first set of search lights, and avoid the second and third sets by 
    waiting for them to move all the way in, then jumping around them to the right. 
    Roll through the last set. Nail the alarm system as you run past, then cross 
    the bridge and end this ridiculous challenge. 
    
    
    
    -------------------------------------------------------------------------------
                                 Prowling the Grounds
    -------------------------------------------------------------------------------
    
    Difficulty: Exceptionally Easy
    Clues: 0
    Enemies: 
     - H.P. Squidcraft
    
    In the center of the area is a tower with a holographic marker. Sly can't reach
    it by jumping, so he'll have to find another way in. Look up with your 
    Bino-cu-com. You should see a wire extending from it. Trace this wire back to 
    its source, which is a crow's nest. Below this is a wheel. As you approach it,
    Bentley will tell you spin it. 
    
    Stand on the wheel and start walking on it. When it picks up a bit of speed, 
    try running. The crow's nest will drop to the deck. Hop on. As soon as you stop
    running on the wheel, it will begin rising again. When it reaches the top, grab
    the rings and swing over to the tower. Edge around in a clockwise direction 
    using the blue auras and enter the level.
    
    
    
    -------------------------------------------------------------------------------
                                  The Fire Down Below
    -------------------------------------------------------------------------------
    
    Difficulty: Very Easy
    Clues: 30
    Enemies: 
     - Pyro O'Connor
     - Thor McCracken
    
    Welcome to the inferno. Your first clues (#1,2) are in a safe to the right of 
    the entrance. Another one (#3) is resting on top of the first furnace. Wait for 
    the furnace doors to close and go through. Another clue (#4) is dangling above
    the flames of the second furnace. For best results, climb onto the furnace and
    jump, hitting the clue on your way down.
    
    Walk across the metal grating, killing Thor McCracken as you do so, and cross
    the bridge. Jump to collect another clue (#5). Slam the furnace doors, netting 
    yourself a clue (#6) in the process. On the other side of the lava pit, get 
    another clue (#7) from itsplace atop the valve. Kill Pyro O'Connor and bash 
    apart the coal nearby. Behind it, you'll find two more clues (#8,9). 
    
    Near the wheel mechanism, there is another clue (#10). Hop to the highest point,
    a whistle, and jump while swinging to get the clue. From this same point, you
    can jump on top of the posts supporting the confusing hook system, bypassing it
    entirely. Hop around, collecting three clues (#11,12,13), then swing across the
    rings until you reach a tower. Climb down the rail here, and be careful of Thor
    McCracken at the bottom. A clue (#14) is tucked between two pipes nearby. 
    Collect this, then climb back up to the upper levels. Hop across the posts 
    until you reach a metal bridge leading into a furnace hall and cross it.
    
    Slam the furnace doors and kill Thor McCracken and Pyro O'Connor. Beside Pyro,
    a pipe is hiding two clues (#15,16). Hop onto the lower pipe beside it to 
    reach the one with the clues. Beyond that, another pipe stretches across the
    lava, supporting two more clues (#17,18). 
    
    Pass the checkpoint and kill Pyro O'Connor. Clues about in this room. Three 
    (#19,20,21) are clustered behind coal on the left. Another one (#22) sits in 
    the next alcove. Near the wheel setup, a safe hides two more clues (#23,24). 
    Run on the wheel until the glass breaks. Go through, collect two more clues 
    (#25,26), and run along the conveyor belts. A pair of clues (#27,28) hangs near
    the end of the third one and another set (#29,30) in the center of the last 
    one. The key is just ahead, so let's be lazy. Get that and immediately return 
    to the level to open the vault in the first room. 
    
    
    
    Clue Checklist
    -------------------------------------------------------------------------------
    [ ]  To the left of the entrance       [ ]  Above a large pipe
    [ ]  To the left of the entrance       [ ]  Above a pipe spanning the lava
    [ ]  On top of the first furnace       [ ]  Above a pipe spanning the lava
    [ ]  Above the second furnace's flames [ ]  Behind a stack of coal
    [ ]  Dangling over the bridge          [ ]  Behind a stack of coal
    [ ]  Above the first furnace door      [ ]  Behind a stack of coal
    [ ]  On top of a valve                 [ ]  Beside a pile of coal
    [ ]  Behind a pile of coal             [ ]  In a safe near the wheel
    [ ]  Behind a pile of coal             [ ]  In a safe near the wheel
    [ ]  Above the wheel mechanism         [ ]  On the first conveyor belt
    [ ]  On the hook system support posts  [ ]  On the first conveyor belt
    [ ]  On the hook system support posts  [ ]  Above the third conveyor belt
    [ ]  On the hook system support posts  [ ]  Above the third conveyor belt
    [ ]  Between two pipes                 [ ]  Above the last conveyor belt
    [ ]  Above a large pipe                [ ]  Above the last conveyor belt
    
    
    
    Master Thief Sprint (1:32)
    -------------------------------------------------------------------------------
    Skirt around the outer edges of the area with the furnaces to avoid their 
    flames. Cross the bridge, dodge past Thor McCracken, and run through the 
    gauntlet. Ignore Pyro O'Connor and use the whistle as a step up onto the 
    support poles. 
    
    Roll across the nearby bridge and sprint through the passage, slamming furnace 
    doors as you go. On the other side, avoid both enemies, kill the second Pyro 
    O'Connor, and run your little heart out on the wheel. When the glass is broken,
    dart through and roll along the belts. Avoid the search lights. The exit sits
    at the end of it all.
    
    
    
    -------------------------------------------------------------------------------
                                 Prowling the Grounds
    -------------------------------------------------------------------------------
    
    Difficulty: Exceptionally Easy
    Clues: 0
    Move: N/A
    Enemies: 
     - H.P. Squidcraft
    
    There is one more key to be had in this area. As you exit the Fire Down Below,
    hop over the nearby railing. There are three towers here. The leftmost one has
    a pipe attached to it. Have Sly climb this pipe to reach the top. Jump across
    the other two towers until you reach a roof patrolled by H.P. Squidcraft. Duck
    behind the dormers while he is facing you. Run forward and hit him in the back 
    as soon as he turns around. Enter the level he was guarding.
    
    
    
    -------------------------------------------------------------------------------
                                  A Cunning Disguise
    -------------------------------------------------------------------------------
    
    Difficulty: Easy
    Clues: 30
    Enemies: 
     - H.P. Squidcraft
     - Pyro O'Connor
    
    As soon as you enter the level, snag the clues (#1,2) beside the entrance. Run
    forward and hit all the piles of books to get coins. As you approach the blue 
    rug, Bentley will warn you about Raleigh's booby traps. Before jumping into the
    barrel, decimate the grandfather clock. 
    
    When you're ready, climb into the barrel. Run across the rug, collecting the
    clues (#3,4) as you do so. On the other side, hop out of the barrel and hit the 
    globes. Kill Pyro O'Connor, then hop back into the barrel and ride it down the
    elevator. Get off at the bottom and treat the next rug with the same level of
    caution.
    
    Bentley will tune in to tell you that the guard won't notice you if you hold
    still inside the barrel. Very cartoonish. I like it. Wait for H.P. Squidcraft
    to turn his back, then run into the library. Stop moving as he swings his 
    flashlight around. When you're close enough, hop out as his back is turned and
    nail him.
    
    There are plenty of clues in the area. The first two (#5,6) are safely tucked 
    away in a safe behind the shelf just beyond the trapped rug. Another one (#7) 
    is hanging beside the next bookshelf. Stand on the stack of books and jump to 
    hit it. Also of note are the extra life near the safe and the lucky charm on a
    shelf that can also be reached by the stack of books used to get the seventh
    clue. 
    
    Beyond this shelf is another one with a ladder. Climb it and collect the three
    clues (#8,9,10), then hop down behind the guard and kill him. Put your barrel 
    back on and run along. You'll find two clues resting on or beside each furnace, 
    for a total of four (#11,12,13,14). There is also one (#15) to the left of the
    elevator and two (#16,17) to the right, as well as a safe containing two 
    (#18,19) beside one of the furnaces. Remember to use the barrel to cross the
    booby-trapped rugs. When all the clues are in your grubby little paws, don your
    barrel once more and take it up the elevator.
    
    Run down the narrow walkway and pass the first checkpoint. Take care of the 
    booby trap and cross the bridge. The searchlights will not notice a barrel
    sitting innocently, so stop before they hit you. There is a clue (#20) near 
    the alarm system (which you should disarm), and two more (#21,22) are on the
    shelf beside it.
    
    Wearing your barrel, sneak forward to the barrier of books. While H.P. 
    Squidcraft's back is turned, jump out long enough to destroy a few stacks of 
    books, then hide in your barrel again. Run through and whack him when he turns
    his back again, then carry your barrel onto the light fixture. Step down onto
    the next one, and from there, onto the floor. Shove the bookshelf nearby to 
    reveal a hidden area containing a safe with two clues (#23,24). Leave your 
    barrel here as you climb up the light fixtures to collect three clues 
    (#25,26,27) from the topmost one, then jump back down.
    
    Cross the next bridge with the spotlights and gather the last three clues 
    (#28,29,30) from their resting place beyond the search lights. From there, 
    backtrack to the area with the first alarm system. Climb the ladder and hop off
    on the other side of the shelf to find the vault. Open it, then return to your 
    barrel, disarm the final trapped rug, and grab the key. 
    
    
    
    Clue Checklist
    -------------------------------------------------------------------------------
    [ ]  To the right of the entrance      [ ]  In a safe near a furnace
    [ ]  To the right of the entrance      [ ]  To the left of the second elevator
    [ ]  On the first booby-trapped rug    [ ]  To the right of the second elevator
    [ ]  On the first booby-trapped rug    [ ]  To the right of the second elevator
    [ ]  In a safe near the first guard    [ ]  Past the search light alarm system
    [ ]  In a safe near the first guard    [ ]  On a shelf near the alarm system
    [ ]  Dangling near the first guard     [ ]  On a shelf near the alarm system
    [ ]  On a shelf near the second guard  [ ]  In the hidden safe
    [ ]  On a shelf near the second guard  [ ]  In the hidden safe
    [ ]  On a shelf near the second guard  [ ]  On the uppermost light fixture
    [ ]  On top of a furnace               [ ]  On the uppermost light fixture
    [ ]  On top of a furnace               [ ]  On the uppermost light fixture
    [ ]  On top of a furnace               [ ]  Near the second alarm system
    [ ]  Beside a furnace                  [ ]  Near the second alarm system
    [ ]  In a safe near a furnace          [ ]  Near the second alarm system
    
    
    
    Master Thief Sprint (1:30)                  Solution contributed by soulgenesis
    -------------------------------------------------------------------------------
    Before you begin, stock up on coins. Any lucky charms you have will disappear 
    when you begin the sprint, but if you get one while doing it, you get to keep 
    it. Try to be just a few coins short of the charm, as you'll need it to finish
    within a reasonable time. 
    
    As soon as you enter the level, whack the hourglass and roll down to the 
    barrel. Hop in and run across the rug, then jump out long enough to kill Pyro 
    O'Connor. Jump into the barrel and step onto the elevator, but rather than 
    riding it to the bottom, run off on the other side. Cross the trapped rug and 
    Get rid of the first guard. From here, it's relatively simple, albeit 
    dishonest.
    
    Before the bookshelf with the ladder, there is one with a stack of books beside
    it. Use the books to reach the shelf and run to the large platform at the end.
    From here, hop onto the chandelier. Jump off on the other side, cross the 
    bridge, and cut across the final rug. You'll take a hit from it, but we have a
    charm for just that reason. Temporary invincibility should get you across 
    safely on your second attempt. 
    
    
    
    -------------------------------------------------------------------------------
                                 Prowling the Grounds
    -------------------------------------------------------------------------------
    
    Difficulty: Exceptionally Easy
    Clues: 0
    Enemies: 
     - H.P. Squidcraft
     - Mr. Shamus
    
    Hop over the railing. You should land in front of the locks. Slip in your keys. 
    You should have at least three at this point. Knocking out the generator clears 
    the vent for your path into the second half of the hub area. Go on in. Bentley
    will contact you with a harebrained scheme involving cannons and whatnot, then
    it's back to work.
    
    Straight ahead of you is a ramp leading up to an extra life. Also accessible is
    a slightly smoking chimney. Hop onto this, then from there onto another one. 
    Jump onto the roof. H.P. Squidcraft is patrolling this area, so duck behind the
    pipes when he turns around. As soon as you get close enough, take him out and 
    enter the level he was guarding.
    
    
    
    -------------------------------------------------------------------------------
                                 The Gunboat Graveyard
    -------------------------------------------------------------------------------
    
    Difficulty: Relatively Easy
    Clues: 20
    Enemies: 
     - H.P. Squidcraft
     - Lil Bowen
     - Mr. Shamus
    
    As soon as you enter the level, you'll be faced with a whole deck full of 
    clues. Sort of. Bust open the safe to collect the first two (#1,2) and snag the
    two clues (#3,4) bouncing merrily between the two sets of stairs. Mr. Shamus is
    lurking at the end of this ship, but he is easily dispatched. 
    
    Behind him is a patch of sea, made difficult only by the search lights moving
    restlessly over the area. Wait for a light to pass your intended destination, 
    then quickly move through to a safe location. A clue (#5) rests on a barrel 
    lying directly in your path. Another one (#6) awaits its captor on a ship's
    steering wheel you will also have to cross. 
    
    As you step onto slightly solider ground, you'll be attacked by Lil Bowen. Use 
    physical negotiation to keep him at bay, then collect two clues (#7,8) from the 
    safe he was guarding. Before hopping on the rigging, collect the clue (#9) 
    beside the mast, then climb up. Hop to the rope dangling near the top and make
    your way up to the dangling plane. 
    
    Dodge through the search lights until you reach the alarm system. Bash it out 
    of the picture, then double back and scoop up two clues (#10,11) from the wing 
    of the plane. Return to the mysterious tank near the disabled alarm system and 
    edge around it by using the blue aura. On the other side, run down the path. 
    You'll soon pass your first checkpoint.
    
    Two clues (#12,13) lie straight ahead, but they're under heavy surveillance by
    Mr. Shamus. As you approach them, he'll fire off a shot, so be prepared to 
    dodge. When he's gone, hop onto the rope behind him. Another rope is stretched 
    across a bridge being guarded by H.P. Squidcraft, so take the easy route and
    avoid him altogether. Of course, you'll have to deal with another one as soon
    as you set foot on the S.S. Rolly, so don't let your guard down.
    
    A pair of clues (#14,15) is clearly visible behind him, so collect them, then
    hop off the submarine and follow the pathway of floating debris, collecting the
    clues (#16,17) on your way through. At the end of it, you'll have to deal with
    another Mr. Shamus and Lil Bowen, but it's well worth the efforts, as they 
    guard the last three clues: One standing freely (#18), and two in a safe 
    (#19,20). Climb the rope near Lil Bowen to reach the vault and input the code.  
    Scale the final rope and nab the key from its display case. 
    
    
    
    Clue Checklist
    -------------------------------------------------------------------------------
    [ ]  In a safe near the entrance       [ ]  On the wing of the plane
    [ ]  In a safe near the entrance       [ ]  On the body of another plane
    [ ]  Between stairs near the entrance  [ ]  On the body of another plane
    [ ]  Between stairs near the entrance  [ ]  Aboard the S.S. Rolly
    [ ]  On a barrel in the sea            [ ]  Aboard the S.S. Rolly
    [ ]  On a steering wheel in the sea    [ ]  Floating amongst the debris
    [ ]  In a safe near Lil Bowen          [ ]  Floating amongst the debris
    [ ]  In a safe near Lil Bowen          [ ]  Sitting behind Mr. Shamus
    [ ]  Beside a mast near Lil Bowen      [ ]  In a safe behind Mr. Shamus
    [ ]  On the wing of the plane          [ ]  In a safe behind Mr. Shamus
    
    
    
    Master Thief Sprint (1:10)
    -------------------------------------------------------------------------------
    Begin the level as you normally would, watching out for Mr. Shamus. When you 
    reach the area with the riggings and whatnot, bypass Lil Bowen and scurry up
    the ropes before he squishes you. If you make it to the top at 50 seconds or 
    so, you're in pretty good shape.
    
    Dart through the search lights and edge around the tank, then roll along the
    plane. Hop over and take out Mr. Shamus, then cross the rope and bounce from
    board to board. Avoid both enemies at the end and climb up the ropes. If you
    hurry, you should hit the exit with scant seconds to spare.
    
    
    
    -------------------------------------------------------------------------------
                                 Prowling the Grounds
    -------------------------------------------------------------------------------
    
    Difficulty: Exceptionally Easy
    Clues: 0
    Enemies: 
     - H.P. Squidcraft
     - Mr. Shamus
    
    Hop off the building housing the hologram leading to the Gunboat Graveyard. 
    There is a pathway leading off to the left nearby. Meander through, watching 
    out for Mr. Shamus' stars. Get him out of the way and hop into the submarine.
    
    
    
    -------------------------------------------------------------------------------
                                 The Gunboat Graveyard
    -------------------------------------------------------------------------------
    
    Difficulty: Easy
    Clues: 0
    Enemies: 
     - Crab
    
    This level comes as a welcome relief to those of us who tire of clue-collecting
    and sprinting. Instead of platforming fun, we're gunning down crabs from the
    submarine while collecting chests. You need to collect 40 of them; however, the
    crabs are going after them, too. If they manage to get away with as much as 
    one, you lose.
    
    It takes about three or four hits to open a chest in your favor, so killing 
    crabs comes first. Any crab carrying a chest should be your top priority. If 
    you can shoot crabs and chests at the same time by lining them up, that works
    quite well. Anyway, just shoot all the crabs you see, pop in to blast open a
    chest while their ranks are fairly thin, and don't let them get anything. If 
    you lose, just try again. Practice makes perfect and all.
    
    
    
    -------------------------------------------------------------------------------
                                 Prowling the Grounds
    -------------------------------------------------------------------------------
    
    Difficulty: Exceptionally Easy
    Clues: 0
    Enemies: 
     - H.P. Squidcraft
     - Mr. Shamus
    
    At this point, you should have collected everything Raleigh's got to offer. As
    you emerge from your sub mission, head straight along the pathway. Directly 
    across from it is the cannon. Step up to it to unlock it, then hop in. 
    
    
    
    -------------------------------------------------------------------------------
                                 The Eye of the Storm
    -------------------------------------------------------------------------------
    
    Difficulty: Medium
    Clues: 0
    Enemies: 
     - Raleigh
    
    Raleigh's a lot smaller in person than pictures implied. He is, after all, a 
    frog. His small stature leaves him susceptible to quite a bit of damage, so 
    he'll guzzle bees to pump himself up. As long as he's full, he's invincible,
    so it's best to run away. The room you are fighting in is composed of one 
    central dais (to which Raleigh returns in order to refill) and six surrounding 
    platforms. Raleigh's fight spans four phases; if you die or fall into the water
    at any point, you'll be forced to start over from the beginning.
    
    Phase 1: All the platforms are raised, so this is simple a matter of staying
    one platform ahead of Raleigh. Any more than that, and you won't have time to
    hit him when he deflates; any less, and you're squished. After five hops, he'll
    be open for anything you toss at him, so whack him with your cane. Since he
    takes two hops on each platform, you might want to count his jumps and be 
    waiting for him on the platform he'll stop on.
    
    Phase 2: All platforms except one (probably the one you're standing on, but 
    just in case, the one without red lights) will sink. You must avoid Raleigh by
    moving from side to side on this single platform. It's a bit more difficult
    than the previous phase, but at least you're definitely close to Raleigh when
    he loses his bloat.
    
    Phase 3: The platforms will rise again, but they'll light up as soon as they're
    touched by Raleigh. This is pretty much the same as the first phase, as it's 
    fairly unlikely that you'll make a full circuit before Raleigh shrinks, even if
    he takes eight jumps to do it.
    
    Phase 4: Like the second phase, all but one platform will drop below the 
    surface of the water. This time, however, you'll be jumping over Raleigh's 
    tongue as he whips around in circles. Getting the timing down should be fairly
    easy, so don't worry your pretty little head about it. After six circles, 
    you're free to smack him.
    
    For your troubles, you'll learn the Ninja Spire Jump. This is quite a useful
    move. You'll be needing it throughout the entire game. Carmelita will show up 
    fashionably late, but she still manages to get all the credit for bagging 
    Raleigh. When you get back to the hideout, choose the next mission. 
    
    
    
    ===============================================================================
                                   Sunset Snake Eyes
    ===============================================================================
                                     A Rocky Start
    -------------------------------------------------------------------------------
    
    Difficulty: Medium
    Clues: 40
    Enemies: 
     - Cletus
     - Gorgeous Lou
     - Inkspot Jackson
     - Paulie Shackles
    
    Welcome to America. Mesa City brings about a whole new crew of bad guys, so 
    keep your guard up. Step forward into the level and grab the first two clues
    (#1,2) from the jutting rock before the gate. Bash the "Keep Out" sign for 
    coins, then scale the pipe beside the gate. When you reach the top, Bentley 
    will tell you about the move you learned from Raleigh's section of the Thievius
    Raccoonus, the Ninja Spire Jump. Hop across the lights. When you reach the end,
    jump down and kill Gorgeous Lou, then snag the clues (#3,4) behind him. Walk 
    back towards the gate and collect a clue (#5) from the outcrop, then open the 
    safe for two more (#6,7).
    
    To get back to the upper levels, climb the pipe attached to the second column
    and hop over to the other side of the rock wall. Grab the clues (#8,9) on the
    other side. Kill the yapping dog just ahead and hang a left. There's a lake
    here, and it's chock full of debris. Hop from piece to piece to collect three
    clues (#10,11,12), then make your way onto the teetering truck at the far end 
    for one more (#13). From there, you can jump onto the tilting wooden structure
    and use the rings to reach shore.
    
    Where Cletus was chained, you'll find a mattress. Hop on to bounce to the roof 
    of the shed, then climb the pipe on top and use the ring to swing across the 
    gorge in front of you. Another Cletus is gnawing away at a bone on the other
    side, so dispatch him. As you approach the fence just ahead, Gorgeous Lou will
    charge through. Beside him, you should find three clues (#14,15,16).
    
    Jump up the rocks behind Gorgeous Lou and hop onto the crane. Bentley will tune
    in to explain the floor sensors to Sly. From your perch, drop down to the 
    slightly unstable car below, then head up the plank extending over the water to
    your left to collect a clue (#17). There are two more (#18,19) in a safe beside 
    the checkpoint. Enter the building in front of you, dodge the floor sensors, 
    and hit the deactivator at the end. Snag the two clue bottles (#20,21) to the 
    right of the exit as soon as you step out. 
    
    Pause before you step directly into the path of Paulie Shackle's ball, and wait
    for an opportunity to rush in a whack him. When he falls, hop up the stairs 
    behind him and bounce on the mattress and execute a Ninja Spire Jump to land on
    one of the lights. Make your way over to the teetering rock ahead of you. Watch
    out for Inkspot Jackson, and grab the two clues (#22,23) on the edge of the 
    rock. Hop off the rock on the other side, but don't miss the clue (#24) behind 
    the car right below it. 
    
    On a ledge to your right are three more clues (#25,26,27), and there are two 
    salivating bulldogs ahead. Across from them is a clue bottle (#28). There are
    two large, pounding devices just ahead. Dodge through them as they begin their
    ascent, and you'll easily get through. On the other side, there is a horseshoe
    balanced on a car sitting on the edge of a cliff. Also, above your head is a 
    pipe you can climb to reach the vault, but we're short twelve clues. We'll get
    back to it. 
    
    Go through the fence ahead and climb the wire underneath the crane to reach 
    three more clues (#29,30,31). Defeat both Gorgeous Lous guarding the next 
    fence, and grab the safe to the right of the fence for two more clues (#32,33).
    You can then go through the next set of pounders and grab the clue (#34) on the
    other side. You've just passed the second checkpoint.
    
    Ahead of you is a ridiculous series of train cars, full of laser traps and 
    other annoying things. In the first car, there is a clue (#35) between the two
    sets of lasers. Dodge through the lasers and get it. The next car is rigged 
    with lasers and floro sensors, and one ahead of you is partially submerged in
    water. Swing across the hooks, letting go at the furthest point, to clear the
    giant gaps. On the other side, get through a last car of lasers, then hop out 
    and grab a pipe to climb to safety. 
    
    Defeat Inkspot Jackson before he gets you with his cards and grab the two 
    bottles (#36,37) behind the fence to your right. There's another clue (#38) in
    the path ahead, and a final pair (#39,40) in a safe to the left of the path. 
    Grab all of these, and backtrack to the first set of pounders. Rather than 
    going through them, hop up and grab onto the rail above your head. Climb it to
    reach a rocky column with the vault. Enter 3-1-4 to open it, then return to 
    the end of the level. Snag the key and open the lock. We're out. 
    
    
    
    Clue Checklist
    -------------------------------------------------------------------------------
    [ ]  Jutting rock near the entrance    [ ]  Beside the first train car's exit
    [ ]  Jutting rock near the entrance    [ ]  Edge of the teetering rock
    [ ]  Behind the first Gorgeous Lou     [ ]  Edge of the teetering rock
    [ ]  Behind the first Gorgeous Lou     [ ]  Behind a car below the rock
    [ ]  Jutting rock by the gate          [ ]  On a ledge near the rock
    [ ]  Safe beside the gate              [ ]  On a ledge near the rock
    [ ]  Safe beside the gate              [ ]  On a ledge near the rock
    [ ]  Beyond the rock wall              [ ]  Across from the twin bulldogs
    [ ]  Beyond the rock wall              [ ]  On the crane's platform
    [ ]  Among the lake's debris           [ ]  On the crane's platform
    [ ]  Among the lake's debris           [ ]  On the crane's platform
    [ ]  Among the lake's debris           [ ]  Beside the Gorgeous Lou pair
    [ ]  On top of the teetering truck     [ ]  Beside the Gorgeous Lou pair
    [ ]  Right behind the first fence      [ ]  Beyond the second set of pounders
    [ ]  Right behind the first fence      [ ]  Within the first train car
    [ ]  Right behind the first fence      [ ]  Behind a fence near the level's end
    [ ]  At the end of a plank             [ ]  Behind a fence near the level's end
    [ ]  In a safe by the first checkpoint [ ]  In the path near the level's end
    [ ]  In a safe by the first checkpoint [ ]  In a safe near the exit
    [ ]  Beside the first train car's exit [ ]  In a safe near the exit
    
    
    
    Master Thief Sprint (1:30)
    -------------------------------------------------------------------------------
    Begin by scurrying up the pipe near the beginning, and jumping as far as you 
    can so as to hit the second spire on your landing. Do the same with the next
    pair of lights, and ignore Cletus altogether as you go for his mattress. At the
    top, climb the pipe and swing over the gap, and again, ignore Cletus. Quickly 
    deal with Lou as he comes through the fence, and hop up the rocks (go from the
    side, as the front tends to make Sly fall) and onto the crane. Run through the
    lasers, dodge through Paulie Shackles' sweeping attack, and hop up the steps to
    the mattress. Bounce up and cross the spires, and defeat Inkspot Jackson. Jump
    off. 
    
    Dodge both Cletuses as you dash for the pounders and roll through them. As you 
    emerge on the other side, dodge everything you can and hit all the Lous. Make 
    it through the second set of pounders, hit Paulie Shackles, and creep through 
    the train cars. You simply cannot afford the time taken away if you hit the 
    alarm systems, so DON'T TRIGGER THEM. The end is within your grasp; swing 
    across the water, roll past Inkspot Jackson, and hit the exit with a few 
    seconds to spare. 
    
    
    -------------------------------------------------------------------------------
                                    Muggshot's Turf
    -------------------------------------------------------------------------------
    
    Difficulty: Relatively Easy
    Clues: 0
    Enemies: 
     - Paulie Shackles
     - Vinnie the Pincher
    
    Welcome to Muggshot's hub level. There's not nearly as much stuff here as you
    found in Raleigh's hub. As you exit the previous level, turn right and follow 
    the path up to a bridge. Here, Bentley will stop you to talk about Muggshot, 
    who must be living in a giant fire hydrant. That's nice. Cross the bridge ahead
    carefully, and bop the guard on the head. Turn right and follow the ramp up to 
    a suspended bridge (watch for Paulie Shackles as you go up) and use the 
    mattress to get over the car here. Use the lights to cross the small gap, smack 
    Paulie Shackles on the other side, and run forward into the holographic marker
    for At the Dog Track.
    
    
    
    -------------------------------------------------------------------------------
                                   At the Dog Track
    -------------------------------------------------------------------------------
    
    Difficulty: Medium
    Clues: 0
    Enemies
     - None
    
    In this level, you play as Murray, who's controlling the van. Sly will give 
    some preliminary instructions, then it's up to you. This race isn't that hard,
    as long as you don't run into anything and you hit lots of Nitro cans. Hug the
    inside of the track whenever possible, and don't get right behind another car,
    or you'll be stuck when you finally get the opportunity to pull ahead. Use a
    Nitro boost as soon as you get it, but make sure you're pointing straight ahead
    first. Try to claim at least third place in the first lap, then move up to 
    first in the second lap and keep your position through the third one. As far as
    actual strategies pertaining to the course go, there aren't any, really. Just
    apply everything I said before, and if you fail, keep trying. Your prize for
    winning the race is a key.
    
    
    
    -------------------------------------------------------------------------------
                                    Muggshot's Turf
    -------------------------------------------------------------------------------
    
    Difficulty: Relatively Easy
    Clues: 0
    Enemies: 
     - Paulie Shackles
     - Vinnie the Pincher
    
    Kill Paulie Shackles and hop off the bridge. Past the blue cars, follow the 
    path as it turns to the left. At the end is the entrance to Boneyard Casino. Go
    on in.
    
    
    
    -------------------------------------------------------------------------------
                                    Boneyard Casino
    -------------------------------------------------------------------------------
    
    Difficulty: Medium
    Clues: 40
    Enemies: 
     - Inkspot Jackson
     - Vinnie the Pincher
    
    The door is closed, so hit the lever to the right of it to spring it open. The
    inside is full of machine-gun toting dobermans, so it's probably best to stay
    out of the beams of their flashlights. Unfortunately, one of them's standing 
    right in the path. Hey, who ever said you couldn't cut through the foliage? 
    Jump into the plants on either side and run across to the dark side, then duck
    behind him. Don't bother hitting him, as he'll always blow his whistle, which
    brings the other guards. Instead, sneak across, using the slot machines for 
    cover. Don't miss the two clues (#1,2) to the left of the second set of strips.
    
    Run past the final guard as his back is turned and hit the two slot machines to
    the right of the floor sensor section for coins. It's then time to tackle the
    floor sensors. We've handled these before, so they shouldn't be too much of a 
    problem. Just switch over to the flashing ones so you're safe when they change.
    On the other side, collect two more clues (#3,4).
    
    Sneak past the search lights and hit the alarm system at the other end, then 
    jump into the plants. Hop onto the display case and sneak over to the edge 
    above the guards. You now have to jump down and try to kill them both in one
    easy motion. Grab three clues (#5,6,7) from in front of the bar, then hop back
    onto the display cases again to snag two more (#8,9).
    
    Head past the bar and step onto the chandelier. There is a clue (#10) here. 
    Climb the rope holding up the light. Go from chandelier to chandelier until you
    reach the last one, which holds another clue (#11). Turn around and climb down 
    the rope of the fallen chandelier. At the bottom, wait for the guard to turn 
    his bag, then clout him. There are two clues (#12,13) behind the spinning thing
    in the center of the room, and four more (#14,15,16,17) in the plants around 
    it. When you've got all of them, hit the slot machines before the floor sensor
    and grab another clue (#18) from atop the slot machines nearby. It's now time
    to tackle the floor sensors. Same deal as before, but there are four clues
    (#19,20,21,22) dangling over the floor. Vinnie the Pincher is standing the end.
    
    Dispatch the guard and smash the trap deactivator. In the tunnel ahead is your
    first checkpoint, two clues (#23,24), and Inkspot Jackson, who has another clue
    (#25) right behind him. The next area is a watery place full of dangling wires
    that don't look very safe.
    
    Hop onto the first table and snag the clues (#26,27) on top. Use the spinning 
    roulette wheels to get to the next table, which holds two more clues (#28,29).
    Use the last two tables here to reach the safety of a ledge with a safe on it.
    Hit the safe for two clues (#30,31). There is another table on the other side,
    complete with two clues (#32,33). Hop across onto a few more wheels. These are
    trapped, so stay off the yellow sections. The disarm system is at the end. 
    
    Jump onto a final set of tables and climb a chandelier at the end. Hop over to
    the last one, then wait for the guard to turn away. Jump down and punish him
    for his crimes, and don't miss the clue bottle (#34) he's guarding. Cross the
    roulette wheels, which are highly secured, and his the alarm system on the 
    table at the end. Grab two clues here (#35,36). Pass the checkpoint and cross 
    the next set of wheels.
    
    On the next table, grab the clue (#37) and disarm the traps. Grab two clues
    (#38,39) from the chandelier in front of the vault, then climb up the rope. 
    The last clue (#40) is at the top. Jump back down and open the vault with 
    3-3-8. Now, climb back up the rope and leap over to the giant roulette wheel.
    
    This is where things get tricky. Hop clockwise to reach the green section, but
    as it gets close, don't move at all. Let the wheel move under you. After the
    first hit, lasers will appear to hinder your progress. No matter. Hit it twice
    more to free the key, and grab it.
    
    
    
    Clue Checklist
    -------------------------------------------------------------------------------
    [ ]  To the left of the slot machines  [ ]  Above the second floor sensors
    [ ]  To the left of the slot machines  [ ]  Above the second floor sensors
    [ ]  After the first floor sensors     [ ]  In the tunnel with Inkspot Jackson
    [ ]  After the first floor sensors     [ ]  In the tunnel with Inkspot Jackson
    [ ]  In front of the bar               [ ]  Behind Inkspot Jackson
    [ ]  In front of the bar               [ ]  On the first roulette table
    [ ]  In front of the bar               [ ]  On the first roulette table
    [ ]  On the cases behind the bar       [ ]  On the second roulette table
    [ ]  On the cases behind the bar       [ ]  On the second roulette table
    [ ]  On the first chandelier           [ ]  In a safe between roulette tables
    [ ]  On the last chandelier            [ ]  In a safe between roulette tables
    [ ]  Behind the spinning doghouse      [ ]  On the third roulette table
    [ ]  Behind the spinning doghouse      [ ]  On the third roulette table
    [ ]  Plants around said doghouse       [ ]  On the fifth roulette table
    [ ]  Plants around said doghouse       [ ]  On the sixth roulette table
    [ ]  Plants around said doghouse       [ ]  On the sixth roulette table
    [ ]  Plants around said doghouse       [ ]  On the seventh roulette table
    [ ]  Before the second floor sensors   [ ]  Chandelier in front of the vault
    [ ]  Above the second floor sensors    [ ]  Chandelier in front of the vault
    [ ]  Above the second floor sensors    [ ]  Chandelier above the vault
    
    
    
    Master Thief Sprint (2:15)
    -------------------------------------------------------------------------------
    Open the door before you hit the hourglass to save yourself a few seconds, then
    roll down and hop into the plants. Roll through the slot machines and hop 
    across the trapped floor. On the other side, dart through the search lights and
    cross the display cases as fast as possible. Leap over to the chandelier on the
    other side and climb up. Run across and jump down, kill the guard, and roll 
    across the trapped floor. On the other side, hit the guard, and roll down the
    tunnel, but stand up before you get hit by Inkspot. 
    
    Roll down the path behind him and hop onto the roulette tables. Carefully cross
    the water and proceed to the roulette table at the end of the level; be sure you
    have plenty of time left, as you'll have to hit the green section three times. 
    Once you do so, hit the center. You should have at least one second left on the
    clock.
    
    
    
    -------------------------------------------------------------------------------
                                    Muggshot's Turf
    -------------------------------------------------------------------------------
    
    Difficulty: Relatively Easy
    Clues: 0
    Enemies: 
     - Paulie Shackles
     - Vinnie the Pincher
    
    Run forward past the ramp and turn left to find a train car. Run through it. On
    the other side, hop down and go around the fire to find the entrance to 
    Murray's Big Gamble. 
    
    
    
    -------------------------------------------------------------------------------
                                  Murray's Big Gamble
    -------------------------------------------------------------------------------
    
    Difficulty: Relatively Easy
    Clues: 0
    Enemies: 
     - Gorgeous Lou
     - Vinnie the Pincher
    
    Once again, you'll have to rely on Murray to get the key. This time, Sly will
    use the turret to gun down any enemies in Murray's path while Murray himself 
    runs for the key at the end of the leve. The place is full of bulldogs, so
    you'll have to be quick. Be sure you don't hit Murray, as even friendly fire 
    will kill him. Also, don't hit the barrels of toxic waste, as these are also 
    pretty painful. 
    
    Begin by blasting the gate in front of Murray to let him through. The first
    Gorgeous Lou will appear from the building ahead. Another one will come from
    the train car beside it. The next train car and building are each hiding a dog,
    as is the next building. As Murray crosses the bridge, two enemies will come
    from the garages. Another one will come from behind the second building. 
    
    After Murray reaches the second level, gun down a bulldog as he runs through 
    the first train car. As soon as he makes it through the second one, Gorgeous 
    Lou will run out from behind it. Another one is lurking behind the building
    just ahead. Watch out for the barrels of sludge. The next building is exactly
    the same. As Murray crosses the bridge, he'll announce that he's made it 
    halfway. 
    
    There is a Gorgeous Lou behind the first garage here. Once you get past that, 
    Murray will ride a crane up to the next level, where he'll meet his first 
    doberman. Another Vinnie the Pincher is on the other side of this building. As
    Murray runs down the bridge ahead, he'll encounter yet another one. Another 
    guard is standing on a rooftop above the next bridge, and as you cross the 
    final bridge, you'll run into one last Vinnie the Pincher. When he falls, the
    path to the key is clear. 
    
    
    
    -------------------------------------------------------------------------------
                                    Muggshot's Turf
    -------------------------------------------------------------------------------
    
    Difficulty: Relatively Easy
    Clues: 0
    Enemies: 
     - Gorgeous Lou
     - Paulie Shackles
     - Vinnie the Pincher
    
    Time for some fun with junky cars. Run through the train car again and look 
    beyond it for a red car with spinning tires, and three slightly out-of-place
    padlocks. Stand on the grating beside it to insert your keys, then hit the
    lever to drop the jack. You're now free to enter the hotel. Run through the
    sliding doors. 
    
    Watch out for Gorgeous Lou as you run up the stairs and turn right. Climb the
    rope attached to the fallen chandelier, and use the Ninja Spire Jump to cross
    the room. On the other side is the entrance to Back Alley Heist. 
    
    
    
    -------------------------------------------------------------------------------
                                   Back Alley Heist
    -------------------------------------------------------------------------------
    
    Difficulty: Medium
    Clues: 30
    Enemies: 
     - Cletus
     - Gorgeous Lou
     - Paulie Shackles
     - Vinnie the Pincher
    
    Break the glass right in front of you to enter a world of neon lights and 
    grime. Turn left and follow the trail of coins until you come face-to-face with
    Cletus. Hit him, and the sign behind him, and move forward. The first two clues
    (#1,2) are just ahead. Collect them, then climb up the ladder and bounce on the
    awning to reach the next level. Bash the sign at the top and collect some clues
    (#3,4) from the safe here, then hit the sign ahead and hop down to the next 
    awning. Use it to reach two more, then hit the signs at the top and stand on 
    the ledge to the left to find three more clues (#5,6,7). Time your jump across 
    to the ledge on the right so that you aren't hit by Paulie Shackles' ball and
    chain.
    
    There is an air conditioner ahead that will fall as soon as you land on it. A
    clue (#8) is dangling just out of your reach, so you'll have to use the air
    conditioner to get it. Jump as soon as you hit it, and swing your cane midair
    to get it. When you land, climb the ladder, watch out for Paulie Shackles, and
    get the pair of clues (#9,10) behind him. Hop back down, wait for the search 
    light to make its way over to the right, and use the awning to get onto the
    ledge above. Disarm the security system and climb the ladder. At the top, 
    collect two clue bottles (#11,12), and hop over the ladder to the awning on the
    other side. Jump down to kill Vinnie the Pincher, then climb the ladder to the
    pool area. 
    
    There are plenty of crates and trash cans to smash for coins, as well as a 
    horseshoe to grab. Once you've gotten everything of value, climb back up the
    ladder and use the awning to reach the ladder. Climb it and bounce over the 
    two awnings at the top. Land on the back of the bulldog fountain to collect 
    another clue (#13), then hop over the next awning to collect another one (#14),
    and finally one more awning for one more clue (#15). After the third one, hop
    down and take out the three guards, then climb the ladder to reach the first
    checkpoint.
    
    The next bit involves great amounts of sneaking around. Wait for the search
    light to move over to the right, then use the blue auras to sneak along the
    edge. When you reach the barrier, jump over while the search light is to your
    left and run to the end. Hop down to the next level. Here, run behind the 
    pillars as the search light is moving away from the one you're going for. As
    soon as you're safe, hop down to the awnings below. Bounce over the search 
    light as it moves towards you, then head for the safety of a separate awning.
    
    There are five clues (#16,17,18,19,20) running along a rope here. Stay on one
    awning and smack them with your cane as you go past them. When you get the last
    one, jump up to the awning on the right and the stability of a ledge. You will
    then be forced to jump across a series of air conditioners to reach three more
    clues (#21,22,23). The first one is dangling at the top; get it after the first 
    air conditioner. Get the second one after you hit the second air conditioner, 
    and the third clue after you hit the third one.
    
    After that bit, you will find yourself in front of a building with floor to
    ceiling windows. Sly's always up for a bit of wanton destruction, so smash the
    first two windows and get the clue (#24) in the corner. After you defeat 
    Paulie Shackles, get two more clues (#25,26) from the safe beside him. Use the
    mattress on the right side of the room to bounce up to the second floor, which
    is guarded by Gorgeous Lou. Behind the mattress leading to the third floor is
    a clue (#27); collect it, then go up. There are two clues (#28,29) tucked into
    the corner here, as well as the vault.
    
    Shimmy down the beam to reach a platform holding the final clue (#30), then 
    shimmy back up to get to the vault. Enter the code 5-6-5 to open it. Use the
    beam to reach the platform that previously held the last clue, then sneak down
    another beam to reach the key. Break the glass and take it.
    
    
    
    Clue Checklist
    -------------------------------------------------------------------------------
    [ ]  Ledge below the first ladder      [ ]  Moving along a rope
    [ ]  Ledge below the first ladder      [ ]  Moving along a rope
    [ ]  Safe after first awning           [ ]  Moving along a rope
    [ ]  Safe after first awning           [ ]  Moving along a rope
    [ ]  Ledge across from Paulie Shackles [ ]  Moving along a rope
    [ ]  Ledge across from Paulie Shackles [ ]  Dangling above the air conditioners
    [ ]  Ledge across from Paulie Shackles [ ]  Dangling above the air conditioners
    [ ]  Dangling above air conditioner    [ ]  Dangling above the air conditioners
    [ ]  Behind second Paulie Shackles     [ ]  Corner beside the first window
    [ ]  Behind second Paulie Shackles     [ ]  In a safe beside Paulie Shackles
    [ ]  Ledge above first alarm system    [ ]  In a safe beside Paulie Shackles
    [ ]  Ledge above first alarm system    [ ]  Corner behind the second mattress
    [ ]  On the bulldog fountain's back    [ ]  Corner across from vault
    [ ]  On the bulldog fountain's back    [ ]  Corner across from vault
    [ ]  On the bulldog fountain's back    [ ]  Platform across beam near vault
    
    
    
    Master Thief Sprint (1:23)
    -------------------------------------------------------------------------------
    Break the glass, then hit the hourglass and begin by rolling to the left. Smack
    Cletus out of the way, as well as the sign behind him, then scurry up the 
    ladder and bounce on the awning. Hit the sign at the top. Run across to the 
    next set of awnings; at the top of the third one, break the sign, hop onto the
    ledge, and take out Paulie Shackles. Hop down to the section below him, and 
    run over to the awning. Bounce on it while the search light is on the right to
    reach a ladder; climb it. 
    
    At the top, use the awnings and the fountains to cross this section, and you'll
    reach the bit where you sneak around. Get through it as fast as you can, and 
    hop across the awnings. When you reach the part with the air conditioners, try
    to use them to reach one of the higher levels of the windowed building. From 
    there, quickly reach the top of said building, and hop across the beams to 
    reach the end with more than ten seconds to spare. 
    
    
    
    -------------------------------------------------------------------------------
                                    Muggshot's Turf
    -------------------------------------------------------------------------------
    
    Difficulty: Relatively Easy
    Clues: 0
    Enemies: 
     - Gorgeous Lou
     - Paulie Shackles
     - Vinnie the Pincher
    
    From the last level, hop off the ledge to the landing below. Go up the stairs
    nearby, but stop just short of Vinnie's beam. There is a mattress here. Use it
    to reach the chandeliers above. From there, hop across the wires using the
    Ninja Spire Jump to reach the next level, Straight to the Top.
    
    
    
    -------------------------------------------------------------------------------
                                  Straight to the Top
    -------------------------------------------------------------------------------
    
    Difficulty: Relatively Easy
    Clues: 40
    Enemies: 
     - Cletus
     - Gorgeous Lou
     - Inkspot Jackson
     - Paulie Shackles
    
    As Sly steps off the lift, he'll find himself nose-to-nose with a yapping 
    bulldog. Smack Cletus, then have a look around you. There are plenty of things
    to break, as well as a total of seven clues. The first one (#1) is balanced on 
    a car to the left of the entrance; get it, then hop back onto the rooftop 
    before the car falls with you on it. On the other side, collect two more (#2,3)
    along the wall, and tucked into the back, hidden by Inkspot Jackson, you can
    find two safes holding a total of four clues (#4,5,6,7). 
    
    When you've finished looting the area, head for the left side and climb up the
    glowing arrow. At the top, collect another clue (#8) and hop onto the green "M"
    sign. Jump from letter to letter until you reach the "S" sign, then drop down 
    to the higher section of the roof.
    
    Just ahead, both Cletus and Gorgeous Lou are waiting to mess someone's face up.
    Deal with them, then return to the base of the "S" sign to collect two clues
    (#9,10). A car nearby is supporting another one (#11); again, jump off before
    the car falls. There are three clues (#12,13,14) in the corner behind the "S"
    sign. Beside the water tank to the right of this corner is a safe holding two
    clues (#15,16), and if you pull on the hook dangling beside the spout, it will
    drop eight clues (#17,18,19,20,21,22,23,24) into your warm, little paws. Not 
    too shabby. There are two clues (#25,26) hanging from the tower on the right
    side of the area, plus one more (#27) on a car nearby. The final clue (#28) in 
    the area is in the back right corner, hidden by a stack of tires.
    
    When you've gotten all the clues, hop back onto the letter signs and climb up
    to the top of the "T" sign. From there, you can leap over to the tower. The
    first level holds two clues (#29,30). Use the poles to climb to the top of the
    tower, which will then fall down. Paulie Shackles is waiting to greet you on 
    the next section of the roof.
    
    Defeat Paulie, and hang a left. Gorgeous Lou is just around the corner. Make 
    your way all the way over to the other side of the roof, and watch for Inkspot
    Jackson as you get there. Beside him is a clue (#31) perched on a car, and 
    beneath the giant bone sign, there is safe holding two more (#32,33). Return
    to where you left Paulie and climb up the neon arrow. Grab two clues (#34,35) 
    from a safe on top of the roof behind the arrow, then drop down to the lower 
    roof and snag another clue (#36). Run across the catwalk and swing across the 
    gap with the ring. Don't miss the dangling clue (#37) overhead. 
    
    Climb the pole to the next level and use the bar to clear this gap. Climb the
    pole at the end to reach a final catwalk and run to the end. The neon bone sign
    will lean over and deposit you on the next section of the roof. Defeat Inkspot
    Jackson, then grab one clue (#38) from the couch on the right side, and one 
    (#39) from the car dangling off the edge of the roof. Run through the neck of
    the crane to collect the last clue (#40), then backtrack to the vault. Open it
    with the combination Bentley provides. With the latest page of the Thievius 
    Raccoonus in your hands, run back through the crane. Drop down onto the ball to
    break the glass below, then grab that key. 
    
    
    
    Clue Checklist
    -------------------------------------------------------------------------------
    [ ]  On a car left of the entrance     [ ]  Inside the water tank
    [ ]  Near a wall right of the entrance [ ]  Inside the water tank
    [ ]  Near a wall right of the entrance [ ]  Inside the water tank
    [ ]  Safe behind Inkspot Jackson       [ ]  Inside the water tank
    [ ]  Safe behind Inkspot Jackson       [ ]  Dangling from the tower
    [ ]  Safe behind Inkspot Jackson       [ ]  Dangling from the tower
    [ ]  Safe behind Inkspot Jackson       [ ]  On a car near the letter "T"
    [ ]  Under the neon "M" sign           [ ]  In a corner behind the tower
    [ ]  Below the letter "S"              [ ]  On the first level of the tower
    [ ]  Below the letter "S"              [ ]  On the first level of the tower
    [ ]  On a car near the letter "H"      [ ]  On a care near Inkspot Jackson
    [ ]  In a corner behind "S" sign       [ ]  In a safe beneath the bone sign
    [ ]  In a corner behind "S" sign       [ ]  In a safe beneath the bone sign
    [ ]  In a corner behind "S" sign       [ ]  Roof near neon arrow sign
    [ ]  In a safe near the water tank     [ ]  Dangling above the catwalk 
    [ ]  In a safe near the water tank     [ ]  On the sixth roulette table
    [ ]  Inside the water tank             [ ]  On the seventh roulette table
    [ ]  Inside the water tank             [ ]  Chandelier in front of the vault
    [ ]  Inside the water tank             [ ]  Chandelier in front of the vault
    [ ]  Inside the water tank             [ ]  Chandelier above the vault
    
    
    
    Master Thief Sprint (1:17)
    -------------------------------------------------------------------------------
    Due to the nature of this level, it's got lots of shortcuts. Begin by hitting
    Cletus, then run over to the chimney between the "G" signs and hop on. From 
    here, you should be able to grab onto the first G, shortening your trip 
    considerably. Leap across the letters to the T and use it to reach the tower, 
    then tip it. 
    
    Ignore both Paulie Shackles and Gorgeous Lou and use the slightly lower part of
    the roof to hoist yourself up. From here, hop onto the highest point of the 
    arrow and use it to reach the pole connecting the second and third catwalks. 
    Roll all the way to the end (jump to hit the bone sign), then leap off said 
    sign as soon as it breaks. Roll through the crane and carefully drop down to
    the wrecking ball. When the glass breaks, hit the exit. If you've done well,
    there should be at least 15 seconds left on the clock.
    
    
    
    -------------------------------------------------------------------------------
                                    Muggshot's Turf
    -------------------------------------------------------------------------------
    
    Difficulty: Relatively Easy
    Clues: 0
    Enemies: 
     - Gorgeous Lou
     - Paulie Shackles
     - Vinnie the Pincher
    
    Make your way back over to the chandelier and hop down. Follow the stairs 
    leading off to the right, but this time, ignore the fallen chandelier. At the
    top, duck behind the ashtray as Vinnie the Pincher turns to you, then run out
    and whack him as soon as he turns his back. Enter the next level.
    
    
    
    -------------------------------------------------------------------------------
                                     Two to Tango
    -------------------------------------------------------------------------------
    
    Difficulty: Relatively Easy
    Clues: 30
    Enemies: 
     - Carmelita Fox
     - Inkspot Jackson
     - Vinnie the Pincher
    
    As soon as you climb up the ladder, hop off and hit the garbage can for coins. 
    Get your first three clues (#1,2,3) by jumping over to the balcony on the left,
    then jump back and climb the ladder. Use the Spire Jump to land on the flag 
    pole, then climb the vertical pole to the rooftop. At the top, defeat Inkspot
    Jackson and grab the three clues (#4,5,6) in the corner. Jump across to a pipe
    attached to the next building. As you climb up, you'll be greeted by your 
    favorite firearm-toting fox. You might want to move.
    
    Jump down to the next roof and smash a safe in the corner for two clues (#7,8).
    There are three more clues (#9,10,11) in the opposite corner. Grab these, then
    use the mattresses to bounce up to a spire. Land on this, then jump onto 
    another roof, another spire, and finally another roof.
    
    Here, smash a safe beneath a platform for a pair of clues (#12,13), grab two
    more clues (#14,15) from the opposite corner, and use the mattress to bounce up
    to the platform over the safe. From here, hop across the sign spelling out 
    casino and leap onto a few boring rooftops. 
    
    When you land on the next exciting roof, grab a clue (#16) near the skylight, 
    and two more (#17,18) from a safe in the corner. Use the mattress to reach a
    clothesline, and shimmy over to a wooden platform. Run across the planks to the
    next rooftop, which has two clues (#19,20) beside a recliner. Grab these, then
    hook onto another clothesline. It will fall. Climb up to the next roof, grab a
    clue (#21), and leap down to a platform with a checkpoint and two clues 
    (#23,24). Enter the building.
    
    Grab one clue (#25) from atop the TV and two more (#25,26) from a nearby 
    corner. Run down the hallway and smack Inkspot, then enter the next room, a 
    floorless casino. Use the roulette tables to sneak around to the right and
    knock out Vinnie, then hit the safe behind him for two clues (#27,28). With
    Vinnie out of the way, use the mattress in front of you to reach the 
    chandeliers. Run along the chandeliers until you're above the other guard's
    head, then drop down and smack him. Crack open the safe nearby for the last
    two clues (#29,30), and use your collection to open the vault behind you. When
    you've done that, use the mattress to get back up to the chandeliers.
    
    Hop along the chandeliers until you run out of places to go, then jump down 
    onto an unstable wooden floor and a bunch of roulette tables. Carmelita will
    reappear, so you'll have to keep moving. Follow the trail of tables until you
    reach a ladder, then climb up and follow the chandeliers and catwalks to 
    another ladder. At the top, use a mattress to reach a few spires, then leap 
    across to a mattress leading to a catwalk. Use the mattresses on the next roof
    to reach the final one, and smash the fire hydrant cage. The key is yours.
    
    
    
    Clue Checklist
    -------------------------------------------------------------------------------
    [ ]  On a balcony left of the entrance [ ]  Inside the water tank
    [ ]  On a balcony left of the entrance [ ]  Inside the water tank
    [ ]  On a balcony left of the entrance [ ]  Inside the water tank
    [ ]  In a corner on the first rooftop  [ ]  Inside the water tank
    [ ]  In a corner on the first rooftop  [ ]  Dangling from the tower
    [ ]  In a corner on the first rooftop  [ ]  Dangling from the tower
    [ ]  Safe behind Inkspot Jackson       [ ]  On a car near the letter "T"
    [ ]  Under the neon "M" sign           [ ]  In a corner behind the tower
    [ ]  Below the letter "S"              [ ]  On the first level of the tower
    [ ]  Below the letter "S"              [ ]  On the first level of the tower
    [ ]  On a car near the letter "H"      [ ]  On a care near Inkspot Jackson
    [ ]  In a corner behind "S" sign       [ ]  In a safe beneath the bone sign
    [ ]  In a corner behind "S" sign       [ ]  In a safe beneath the bone sign
    [ ]  In a corner behind "S" sign       [ ]  Roof near neon arrow sign
    [ ]  In a safe near the water tank     [ ]  Dangling above the catwalk 
    
    
    
    Master Thief Sprint (1:58)
    -------------------------------------------------------------------------------
    Climb the first few ladders to reach the first rooftop. The hourglass is here. 
    Kill Inkspot Jackson before you hit it, then we're off. Follow the path as 
    normal, but when you reach the series of boring rooftops, hook onto the
    clothesline after the last one. Proceed as usual. The rest of the level simply
    requires that you run and roll as quickly as possible without screwing up. If
    you do well, you should have about five seconds left. 
    
    
    
    -------------------------------------------------------------------------------
                                    Muggshot's Turf
    -------------------------------------------------------------------------------
    
    Difficulty: Relatively Easy
    Clues: 0
    Enemies: 
     - Gorgeous Lou
     - Paulie Shackles
     - Vinnie the Pincher
    
    Jump off the edge to the left to return to the first floor of the hotel. Find 
    the desk to the right of the door and step up to it to open the padlocks, which
    will reveal a switch. Hit it, then run up the stairs, clouting both Gorgeous 
    Lous, and enter the elevator on the landing. Ride it up to Last Call in 
    Muggshot's penthouse suite.
    
    
    
    -------------------------------------------------------------------------------
                                       Last Call
    -------------------------------------------------------------------------------
    
    Difficulty: Medium
    Clues: 0
    Enemies: 
     - Muggshot
    
    Like Raleigh, this is a phased battle. Muggshot's pretty beefed up, but he'd
    rather use guns against you. Keep something between himself and your furry body
    to avoid excessive damage. To defeat Muggshot, you'll need to spin mirrors to 
    reflect light onto crystal things, which in turn channel light straight onto
    Muggshot. This damages him and destroys his guns.
    
    Phase 1: The crystal-like things are set in a straightforward gride pattern, 
    and there are eight mirrors for you to hit. Keep a crystal between Muggshot and
    Sly to avoid his gunfire, but he'll probably follow closely, so be prepared to 
    jump if you must. When all the mirrors have been spun around, Muggshot will run
    upstairs. Sly will follow. 
    
    Phase 2: The layout of the crystals is slightly more complex, but the same 
    strategy as before can still be applied. Dodging Muggshot is fairly easy once 
    you get the hang of things, but until then, be on your toes. You'll have to 
    jump frequently to avoid his gunfire. After he gets blasted, you'll be taken to
    the top level.
    
    Phase 3: You'll need to pick a direction and stick with it; this phase can be
    both the hardest and the easiest, depending on how things work out. You're 
    balanced on a series of ropes. Jump to a spire close to a mirror and spin it,
    then quickly move back and over to another spire before Muggshot blasts the one
    you were one, turning your mirror back around. Try not to change directions;
    backtracking could result in lots of unecessary mirror spinning. 
    
    After the final spin of the mirror, Muggshot will fall, dropping the section of
    the Thievius Raccoonus containing instructions for Tennessee Kid Cooper's Rail 
    Walk and Rail Slide. Pack your bags, kids. We're going to Haiti. 
    
    
    
    ===============================================================================
                                    Vicious Voodoo
    ===============================================================================
                                 The Dread Swamp Path
    -------------------------------------------------------------------------------
    
    Difficulty: Medium
    Clues: 20
    Enemies: 
     - Clarence Dupree
     - Marcel Woodfist
     - Mojo Dupree
     - Nasty Charlotte
    
    As soon as Sly hops out of the van, run forward and hop across the ooze to the
    first island. It holds a few coins, as well as a clue (#1). Grab this and jump
    over to the next island to deal with Clarence. With him out of the way, Bentley
    will tune in to try to back out of the mission. Put your newest move to work by
    jumping onto the branch sticking out of the water, and tiptoeing across it to 
    reach the island with the glowing head.
    
    This glowing head is hiding a clue (#2), which you should take, then hop onto
    the bouncy voodoo drum and hit the circle button to land on the rail. Hop off
    onto the top of the glowing head to collect another clue (#3), then ride it to
    the end. At this poing, jump off onto the outstretched fungus (or leaf; it's 
    hard to tell). Take the clue (#4) here. 
    
    Double jump over to the next platform. Before you take another step, Charlotte
    will drop out of the trees. Smack her upside the head, then hop onto the rail
    and slide until it ends. Switch over to the next rail. When you reach the two
    clues (#5,6) on the fungus, hop off and collect them. Jump back to the rails 
    and ride them to another platform. Again, you will be ambushed by spiders. 
    
    Hop off this platform to reach your first checkpoint, which is guarded by three
    mosquitoes. Knock off each one as it approaches. When they're gone, head over 
    to the voodoo trampoline. Jump to hit the clue (#7) dangling nearby, then 
    bounce up to the rail. A series of rails and trampolines will eventually take
    you to a rail you can walk on, which is guarded by Charlotte. With her out of
    the way, hop over to solid ground. 
    
    In the tunnel ahead, you will find two clues (#8,9) and Marcel Woodfist, a 
    particularly annoying foe. You'll have to hit him three times. The first time,
    you'll knock his head off; the second and third hits will kill off the head and
    the body. Behind him is another clue (#10), then a rail to walk on. 
    
    At the top of the second rail, you'll encounter two more giant insects. Kill 
    both Marcels, then gather their clue stash (#11,12,13). Don't miss the one 
    (#15) dangling from a tree behind you. With those in hand, Hop onto the green 
    platform and have a look around; you'll need to make a leap of faith onto the
    ground ahead. When you land, collect another clue (#14), and hop onto one of 
    the pillars at the corner and edge along the fence. When Mojo points his torch
    up, dart past him. When you reach the pillar on the other side, jump over the
    fence and smack Mojo Dupree with your cane. Collect the clue (#15) nearby. 
    
    At the bottom of the ramp is the guard compound. Rat guards are all over the
    place, and if one spots you, it will alert the others. You'll have to use 
    stealth and instant kills to deal with them. The last four clues (#17,18,19,20) 
    are scattered around the border, so collect them, then head over to the vault 
    on the right side and open it. When you're ready, destroy the five purple
    candles and grab the key. The exit is up the ramp behind the platform. 
    
    
    
    Clue Checklist
    -------------------------------------------------------------------------------
    [ ]  On the very first island          [ ]  Behind the second and third Marcels
    [ ]  Behind the glowing head           [ ]  Behind the second and third Marcels
    [ ]  On top of the glowing head        [ ]  Behind the second and third Marcels
    [ ]  Platform beyond the first rail    [ ]  Near the second and third Marcels
    [ ]  On a fungus near the third rail   [ ]  On the ground near the first Mojo
    [ ]  On a fungus near the third rail   [ ]  On the platform near the first Mojo
    [ ]  Near the second voodoo trampoline [ ]  Around the guard compound perimeter
    [ ]  Tunnel near the first Marcel      [ ]  Around the guard compound perimeter
    [ ]  Tunnel near the first Marcel      [ ]  Around the guard compound perimeter
    [ ]  Behind the first Marcel           [ ]  Around the guard compound perimeter
    
    
    
    Master Thief Sprint (1:35)
    -------------------------------------------------------------------------------
    If you've gotten every safe up to this point, the vault in this level should've
    yielded a Roll Upgrade that added a nice electric shield to the whole thing. 
    This is incredibly useful, as it allows you to roll right through enemies. Use
    it well. 
    
    Begin by hopping over the first few islands and running past Clarence. Run 
    across the rail and use the trampoline to reach the rail, which you can easily
    ride down. Make your way all the way down to the island with the mosquito trio.
    Roll past them and bounce onto the next rail. When you reach the second 
    trampoline, use it to bounce as high as you can, but instead of jumping onto
    the next rail, cut across the swamp to the area to your left; you should end
    up in front of the first Mojo Dupree. 
    
    Sneak past Mojo and enter the guard compound. Roll around the perimeter and up
    the ramp. Even with a few mistakes, you can safely hit the exit with plenty of
    time left on the clock. 
    
    
    
    -------------------------------------------------------------------------------
                                The Swamp's Dark Center
    -------------------------------------------------------------------------------
    
    Difficulty: Medium
    Clues: 0
    Enemies: 
     - Mojo Dupree
     - Nasty Charlotte
    
    On the far side of the area, there is a trampoline-thing. Use it to reach a 
    rope that will take you up to a ledge. There is a fence here, and on the other 
    side, Mojo Dupree is holding a steady beam pointed straight at the gap in it. 
    Since you can't get through this way, you'll have to sneak around. To the left 
    of the gap, hit the circle button to hug the wall and make your way around the 
    edge. On the far side, step out and thwack Mojo. With him out of the way, 
    you're free to enter the next level, A Grave Undertaking. 
    
    
    
    -------------------------------------------------------------------------------
                                  A Grave Undertaking
    -------------------------------------------------------------------------------
    
    Difficulty: Medium
    Clues: 40
    Enemies: 
     - Clarence Dupree
     - Marcel Woodfist
     - Mojo Ghost
    
    As soon as you step into this level, you'll be hit with a solid wall of sticks
    and the like. Splinter it with your cane. On the other side, as you step 
    forward, you'll meet your first ghost. A simple hit will take it out. Behind it
    is a rail. Hop on. An island sticking out of the swamp ooze beside the rail 
    yields your first clue (#1). 
    
    At the bottom of the rail, you'll stumble upon Marcel Woodfist. Deal with him,
    and the stick wall behind him. A wave of Mojo Ghosts will start swarming over
    you as you step out, so swing constantly as you advance. The gravestone they
    were coming out of is a few steps ahead of you. Destroy it to stop the stream.
    After this is another Marcel, who is guarding three clues (#2,3,4). 
    
    Use the hooked branch to swing across the gap. The first checkpoint is on the
    other side, as is a bramble wall. Beat your way through it. On the other side 
    is a safe holding two clues (#5,6). Clarence is patrolling the area ahead, and 
    in a small pool of ooze is another clue (#7). Another Marcel is just ahead, 
    guarding a clue (#8) as usual. 
    
    Directly ahead of you is a giant alligator head carved out of wood. Hop into 
    the mouth and break through the wall of sticks. Prepare for the onslaught of
    Mojo Ghosts. On the right side of the tunnel is a clue (#9). Break through the
    next bramble wall, and destroy the gravestone on the other side. 
    
    Three tiki torches are turning on and off at a steady interval. As the first 
    one is turning off, hop on to it and execute a Ninja Spire Jump. Repeat this 
    with the next two torches, then hop off on the other side. There are three 
    clues (#10,11,12) here, as well as enough Ghosts to kill young Sly in a matter
    of seconds. Swing quickly, or they'll overpower you. Sweep through and get each
    of the three gravestones here as soon as possible. 
    
    When you're done dealing with the ghosts, use the trampoline behind their 
    gravestones. Follow the left path first; at the end of it is a safe with two
    clues (#13,14), as well as four more (#15,16,17,18) encircling a column. 
    Collect them all, then turn around and take the right path.
    
    The major challenge here are spinning columns. The first spins clockwise, the
    second counterclockwise. Both are surrounded by lasers which move with the 
    columns. Wait for a large gap between lasers, then step up to a column and edge
    your way around it. Don't move too quickly or slowly, or the lasers will fry 
    you. On the other side, climb a rope to the next level. Disable the alarm at 
    the top and use the rails and rooftops to reach a swinging light of sorts.
    
    Grab the two clues (#19,20) from the edge of the light and avoid the center, 
    which can easily toast the average raccoon in a matter of seconds. On the other
    side of the light is a rope. Climb on and use this rope and the others nearby
    to reach a tunnel and a checkpoint.
    
    The tunnel is guarded by Marcel Woodfist, who isn't nearly as pleased about 
    your entrance as you might be. Beat him up, then step out of the tunnel to find
    Clarence Dupree. To the right of the tunnel's exit, a clue (#21) is balanced on
    the root of a tree. Don't miss it. Also, to the left is a rail that leads onto
    the alligator head. There are three clues (#22,23,24) between the eyes.
    
    Return to the main path and cross the tiki torches. Collect two clues (#25,26)
    on the other side, then hop onto a series of platforms. On the opposite side is
    a gravestone pumping out Mojo Ghosts. Destroy this, then collect the clues 
    (#27,28,29) on the right side. Make your way onto solid ground, which holds a
    safe containing two clues (#30,31), and three mosquitoes. 
    
    Hop onto the rail on the other side and walk along it, destroying Ghosts as you
    go. Smash the gravestone at the other end of it, then turn around and collect
    the clue (#32) tucked into a small gap between roots. Cross the rail again, and
    destroy Clarence in the next section. There is a clue (#33) balanced on a root 
    here, as well as two more (#34,35) beside another rail on the other side. Cross
    the rail and destroy both gravestones at the other end.
    
    There is a clue (#36) tucked into the corner behind the key pedestal. Before 
    collecting the key, destroy the wall of branches nearby, collect the last four
    clues (#37,38,39,40) from two safes behind the vault, and open said vault. You
    are then free to collect the key and leave the level. 
    
    
    
    Clue Checklist
    -------------------------------------------------------------------------------
    [ ]  On an island near the first rail  [ ]  On a root near the second Clarence 
    [ ]  Beside the second Marcel          [ ]  Between the alligator head's eyes
    [ ]  Beside the second Marcel          [ ]  Between the alligator head's eyes
    [ ]  Beside the second Marcel          [ ]  Between the alligator head's eyes
    [ ]  Safe after the third stick wall   [ ]  Ground after second tiki torch set
    [ ]  Safe after the third stick wall   [ ]  Ground after second tiki torch set
    [ ]  Swamp ooze after first Clarence   [ ]  Right side of the fungus platforms
    [ ]  Beside the third Marcel           [ ]  Right side of the fungus platforms
    [ ]  Tunnel inside alligator head      [ ]  Right side of the fungus platforms
    [ ]  Left side of Ghost arena          [ ]  In a safe beyond fungus platforms
    [ ]  Left side of Ghost arena          [ ]  In a safe beyond fungus platforms
    [ ]  Left side of Ghost arena          [ ]  Gap in roots by second Ghost rail
    [ ]  Safe on ledge above Ghost arena   [ ]  On a root near the sixth Clarence
    [ ]  Safe on ledge above Ghost arena   [ ]  By a rail behind the sixth Clarence
    [ ]  Around column above Ghost arena   [ ]  By a rail behind the sixth Clarence
    [ ]  Around column above Ghost arena   [ ]  In a corner behind the key pedestal
    [ ]  Around column above Ghost arena   [ ]  In a safe behind the vault
    [ ]  Around column above Ghost arena   [ ]  In a safe behind the vault
    [ ]  On the edge of the swinging light [ ]  In a safe behind the vault
    [ ]  On the edge of the swinging light [ ]  In a safe behind the vault
    
    
    
    Master Thief Sprint (2:18)
    -------------------------------------------------------------------------------
    Given the sheer length of this level, the relatively high time limit is a 
    blessing. Roll through everything, as usual. If you've got the electrified 
    roll, you can use it quite well against the Mojo Ghosts. 
    
    The hourglass can be found after the first rail; hit it, deal with Marcel and
    the branches behind him, and you're off. Roll down the narrow pathway, hitting
    Ghosts as you go, and destroy the gravestone at the end. Defeat Marcel, then 
    make your way through the level. When you reach the torches, you can safely
    reach the ground from the second one, so bypass the third torch altogether.
    
    Quickly deal with the three gravestones here, then bounce up and to the right. 
    Make your way around the spinning columns, up the rope, over to the light, and
    through the tunnel. Quickly deal with all the enemies as you run across the 
    rails, hop across the fungus, and make your way across the rails to the level's 
    exit.
    
    
    
    -------------------------------------------------------------------------------
                                The Swamp's Dark Center
    -------------------------------------------------------------------------------
    
    Difficulty: Medium
    Clues: 0
    Enemies: 
     - Mojo Dupree
     - Nasty Charlotte
    
    From the previous level, hop off the ledge you're currently standing on. There
    is a bone pipe to climb on nearby. Hop on and make your way over the swamp 
    ooze. Drop down to kill Mojo Dupree, and enter the next level, Piranha Lake.
    
    
    
    -------------------------------------------------------------------------------
                                     Piranha Lake
    -------------------------------------------------------------------------------
    
    Difficulty: Barely Difficult
    Clues: 0
    Enemies: 
     - Piranha
    
    This level introduces you to the swamp skiff, a nifty vehicle equipped with a
    flamethrower. You're given two minutes to use this skiff to run over enough 
    piranhas to light all 25 torches, but you can only hold 5 fish at once. The
    trick here is to find a clump of fish, run them down, and light a line of 
    torches. Repeat this process until every torch is lit, and the gate will open 
    for you. If you fail at first, simply practice. When the gates open, ride up 
    the ramp and leave your skiff at the dock. Sly will hop off and grab the key.
    
    
    
    -------------------------------------------------------------------------------
                                The Swamp's Dark Center
    -------------------------------------------------------------------------------
    
    Difficulty: Medium
    Clues: 0
    Enemies: 
     - Mojo Dupree
     - Nasty Charlotte
    
    Climb over the bone pipe to return to the main area, and turn left. Walk past
    the trampoline leading to A Grave Undertaking. Slightly beyond it is another
    one. Bounce on it and hit the Circle button immediately to land on a rail, 
    which Sly will slide on. It deposits you in front of the entrance to the next
    level, the Lair of the Beast. Go on in.
    
    
    
    -------------------------------------------------------------------------------
                                 The Lair of the Beast
    -------------------------------------------------------------------------------
    
    Difficulty: Barely Difficult
    Clues: 30
    Enemies: 
     - Beast, The
     - Clarence Dupree
     - Nasty Charlotte
    
    As you step into the level, Bentley will tune in to comment on the gate. Sly's
    on to something, I think. The first three clues (#1,2,3) are to the left of the
    gate. Grab them before we try to get past that gate. Hop onto the spiral rail 
    to the right of the gate and walk up, smashing candles as you go. At the top, 
    use the hook and swing over to a branch. Use the Ninja Spire Jump to land on 
    it, and jump over to the next rail. Run over the wall. 
    
    From the platform on the other side of the wall, hop onto another rail. Ride it
    until you see a ledge to the right, and hop off to find a lovely stash of 
    clues. There are four (#4,5,6,7) on the ground and three (#8,9,10) dangling in 
    the air. You'll need to climb the bone pipe to reach one of them. When you've 
    collected them all, hop back onto the rail. As you slide down, you will pass
    three clues (#11,12,13). Whack them with your cane as you go by. 
    
    At the end of this rail, you will be greeted by a horde of spiders. Defeat them
    all, and go around the tree. On the other side, climb onto the vine encircling
    it and run up, hitting the candles in your path. There is a clue (#14) dangling
    about halfway up the trunk. At the top is a checkpoint.
    
    Use the hook to reach the branch ahead to begin a series of such things. At the
    last one, you will run into Charlotte. Knock her off her thread, and use the 
    hooks beyond to swing over to a platform guarded by Clarence Dupree. Smack him,
    and return to your hook-swinging and branch jumping. Two of the branches hold
    spiders; the last one has a clue (#15). As you land, Bentley, as his usual
    paranoid self, will tell you to run. You could do it, but there really is no
    rush. The Beast will never catch you.
    
    Hop onto the rail sticking out of the swamp. At the end of it, two Charlottes 
    will drop down to hinder your progress. The same will happen after you swing
    across two hooks and land on another rail. You can then land safely on the 
    ground near two mosquitoes. There are three clues (#16,17,18) at the base of 
    this tree. 
    
    Climb up the vine, hitting candles as you go. There is a clue (#19) near the
    top. When you reach the platform beyond this, hit Clarence, then jump down to 
    a ledge nearby to collect three more clues (#20,21,22). Leap back to the base
    of the tree and climb up again. At the top, hop onto a rail lined with clues.
    There are two (#23,24). Halfway along, you'll have to hop over to another rail.
    At the end is another checkpoint.
    
    Use the hook ahead to swing across the swamp waters to a platform holding two 
    clues (#25,26), then jump onto the rail nearby. This is where the Beast becomes
    a problem; he can snap apart the rail, knocking you into the swamp ooze. Run
    along this rail and the ones following it, hitting clues as you go. There are
    three (#27,28,29) dangling over rails, and one (#30) tucked into a niche near
    a tree. The rest of the level is fairly straightforward, involving lots of
    rail sliding, branch hopping, hook-swinging, and the like. 
    
    When you reach the safety of the key, use the rail nearby to reach the vault.
    Open it, then cross the rail again and collect your well-earned key. 
    
    
    
    Clue Checklist
    -------------------------------------------------------------------------------
    [ ]  To the left of the giant gate     [ ]  At the base of the second tree 
    [ ]  To the left of the giant gate     [ ]  At the base of the second tree
    [ ]  To the left of the giant gate     [ ]  At the base of the second tree
    [ ]  On a ledge near the second rail   [ ]  Dangling over the second tree vine
    [ ]  On a ledge near the second rail   [ ]  On a ledge beside the second tree
    [ ]  On a ledge near the second rail   [ ]  On a ledge beside the second tree
    [ ]  On a ledge near the second rail   [ ]  On a ledge beside the second tree
    [ ]  Over a ledge near the second rail [ ]  Along the path of the third rail
    [ ]  Over a ledge near the second rail [ ]  Along the path of the third rail
    [ ]  Over a ledge near the second rail [ ]  On a platform by the fourth rail
    [ ]  Along the path of the second rail [ ]  On a platform by the fourth rail
    [ ]  Along the path of the second rail [ ]  Dangling along the Beast pathway
    [ ]  Along the path of the second rail [ ]  Dangling along the Beast pathway 
    [ ]  Dangling over the tree vine       [ ]  Dangling along the Beast pathway
    [ ]  Last branch near the second tree  [ ]  In a niche along the Beast pathway
    
    
    
    Master Thief Sprint (2:02)
    -------------------------------------------------------------------------------
    Give yourself a slight headstart on this level by breaking the candles on the
    first rail before hitting the hourglass. When you begin the sprint, quickly 
    get over the gate and bypass the rail entirely by jumping down to the base of
    the tree. 
    
    Run around the tree, hitting spiders as you go, and climb up. As you cross the
    area with the hooks and branches, you can avoid the spiders entirely by just
    jumping past them. Roll around the base of the second tree and climb up, then
    ride the rails down to the beginning of the beast's path. Swing across and hit
    the first rail. Dash through this section, but keep adjusting the camera. This
    would be a horrible time to fall into the swamp simply because you can't see
    where you're going. If you did well, you should have a few seconds left on the
    timer to spare.
    
    
    
    -------------------------------------------------------------------------------
                                The Swamp's Dark Center
    -------------------------------------------------------------------------------
    
    Difficulty: Medium
    Clues: 0
    Enemies: 
     - Mojo Dupree
     - Nasty Charlotte
    
    Make your way out into the hub and turn left. There is a strange platform near 
    the trampoline. Stand on it to unlock the three padlocks, which will release 
    the Beast just long enough to open the gate to the next section. Go through, 
    hitting Charlotte when she drops down, and listen to what Bentley has to say 
    about the voodoo mixer. 
    
    Jump onto the rail ahead while there's a mask in front of you, and run around,
    staying behind the mask, to the first peninsula. Get off, and enter the level
    ahead. 
    
    
    
    -------------------------------------------------------------------------------
                                  Descent into Danger
    -------------------------------------------------------------------------------
    
    Difficulty: Barely Difficult
    Clues: 40
    Enemies: 
     - Mojo Dupree
     - Nasty Charlotte
     - Pierre Flamenose
    
    Break through the sticks ahead and collect your first clues (#1,2,3) from the
    right side of the tunnel. As you step out, ignore Bentley and hop over to the
    bone pipe. Shimmy along it until you reach the end, and hop over to the next 
    rail. Make your way along this until you reach the hole in the floor, then wait
    for Mojo to point his light up. Scurry through, and continue on your merry,
    little way. 
    
    On the small island at the end of the second bone pipe, dash apart the safe to
    find two clues (#4,5). Turn around and hop onto the platform behind you to 
    defeat Mojo Dupree and collect a clue (#6), then return to the island. 
    
    There is a series of floating platforms ahead. As you cross them, Pierre will 
    launch flaming heads at you. Dodge them, and aim for the purple candle on the 
    last platform on the right side. Hit it to clear the path to Pierre, then run 
    across the bridge and kill him. Beside him are two clues (#7,8), and behind him
    is a checkpoint.
    
    Hop onto the bone pipe to the right of the giant voodoo statue, and climb up. 
    You'll have to switch to another pipe about halfway up. At the top, run along
    the statue's arm, and defeat Nasty Charlotte. From there, hook across to a 
    group of long, narrow platforms connected by unstable boards. Sly can jump from
    platform to platform, but if he tries to stand on the planks, they'll collapse
    within seconds. 
    
    Jump across to the platform on the right to collect a clue (#9), then to the 
    one on the far left for three more (#10,11,12). Hop from platform to platform,
    avoiding searchlights and spiked logs, and aim for the far side of the 
    rightmost platform. It holds two more clues (#13,14). Cross to the left side
    one final time. Disarm the alarm system at the end, then hop over to a rope and
    climb up to the chandelier. Drop down and kill Mojo Dupree, and collect the two
    clues (#15,16) he was guarding. Beyond him is another sentry, guarding two 
    safes, each holding two clues (#17,18,19,20).
    
    Climb the rope beyond this to reach another chandelier, and drop down onto one
    of the two cobra heads flanking the water fall. One holds one clues (#21); the
    other one has three (#22,23,24). From here, you can jump onto the first of the
    spiked platforms below. Deal with Mojo Dupree, then collect three clues 
    (#25,26,27) from the ground, and two (#28,29) from a safe. With these in hand,
    you'll have to make your way all the way back up to the last chandelier. Such
    is the evil plan of the game designers. 
    
    Once you reach the chandelier, jump onto the second rope and use it to enter
    the giant cave at the top of the waterfall. Hop across the sludge to deal with 
    Charlotte, then edge around the spinning column. Grab three clues (#30,31,32)
    from a narrow ledge on the other side, then walk deeper into the cave to find a
    checkpoint and a highly secured zone. 
    
    Hop onto the first rail and edge past the searchlight. The alarm system is on
    one of the platforms ahead; locate and destroy this, then find the four candles
    to clear the path to Pierre. Defeat him, and hop onto the tiki torch behind 
    him. Make sure it isn't lit before doing so. Use the next torch to reach a 
    platform holding two clues (#33,34). Hop over the next two torches to reach
    another platform; this one holds no clues. The platform beyond it, however, has
    two on the ground (#35,36), and two in a safe (#37,38). Nail Mojo before you 
    collect them.
    
    Hit the candle ahead and hop onto the rail. Slide down until you see a ledge
    holding the vault and the last two clue (#39,40). Open up, and get back onto
    the rail. Ride it to the level's end. 
    
    
    
    Clue Checklist
    -------------------------------------------------------------------------------
    [ ]  Inside the entrance tunnel        [ ]  On the head of one of the cobras
    [ ]  Inside the entrance tunnel        [ ]  On the head of one of the cobras
    [ ]  Inside the entrance tunnel        [ ]  On the head of one of the cobras
    [ ]  In a safe after the bone pipes    [ ]  On the head of one of the cobras
    [ ]  In a safe after the bone pipes    [ ]  On the first spiked platform
    [ ]  On the second spiked platform     [ ]  On the first spiked platform
    [ ]  Beside the first Pierre Flamenose [ ]  On the first spiked platform
    [ ]  Beside the first Pierre Flamenose [ ]  Safe on the first spiked platform
    [ ]  On the rightmost narrow platform  [ ]  Safe on the first spiked platform
    [ ]  On the leftmost narrow platform   [ ]  On a ledge near the spinning column
    [ ]  On the leftmost narrow platform   [ ]  On a ledge near the spinning column
    [ ]  On the leftmost narrow platform   [ ]  On a ledge near the spinning column
    [ ]  On the rightmost narrow platform  [ ]  On a platform near the tiki torches
    [ ]  On the rightmost narrow platform  [ ]  On a platform near the tiki torches
    [ ]  Within the third Mojo's beam      [ ]  On a platform beyond the torches
    [ ]  Within the third Mojo's beam      [ ]  On a platform beyond the torches
    [ ]  In a safe near the fourth Mojo    [ ]  In a safe beyond the torches
    [ ]  In a safe near the fourth Mojo    [ ]  In a safe beyond the torches
    [ ]  In a safe near the fourth Mojo    [ ]  Beside the vault
    [ ]  In a safe near the fourth Mojo    [ ]  Beside the vault
    
    
    
    Master Thief Sprint (2:08)
    -------------------------------------------------------------------------------
    Run through the tunnel and cross the first rail to find the hourglass. Hit it,
    and immediately hop onto the bone pipes to begin. Shimmy across both pipes, and
    don't bother stopping in the gap on the second one. The platform will protect 
    you from Mojo's wrath. Bounce across the platforms, sticking to the right side,
    and get the candle, then jump over, hit Pierre, and scurry up the bone pipes 
    behind him. Defeat Charlotte, and swing onto the narrow platforms.
    
    Cross these by bouncing across the wooden planks. The searchlights won't cross
    your path, so you'll reach the end quickly and easily. Once you get there, deal
    with both patrol rats, and climb the rope to the chandelier. Swing across the 
    next rope, deal with Charlotte, and edge around the column as quickly as you 
    can do so without triggering the alarm. Cross the platforms, making a box out
    of the four candles and the alarm system so as to avoid unnecessary 
    backtracking, and cross the tiki torches. Hit Mojo and the candle, and ride the
    rail through the rest of the level. If you're lucky, it will get you to the end
    before it's too late.
    
    
    
    -------------------------------------------------------------------------------
                                The Swamp's Dark Center
    -------------------------------------------------------------------------------
    
    Difficulty: Medium
    Clues: 0
    Enemies: 
     - Mojo Dupree
     - Nasty Charlotte
    
    As you emerge from the previous level, wait for a shadow to pass in front of 
    you, and hop onto the rail. Run around to the next jutting bit of land, and get
    off. Run to the light to find yourself embarking upon a Ghastly Voyage.
    
    
    
    -------------------------------------------------------------------------------
                                   A Ghastly Voyage
    -------------------------------------------------------------------------------
    
    Difficulty: Slightly Difficult
    Clues: 0
    Enemies: 
     - Mojo Ghost
     - Pierre Flamenose
    
    Note the typo in Bentley's description of the Swamp Skiff upgrade. The controls
    are basically the same as those of your submarine. Move forward along the dock
    and slide onto the riverboat. The swamp river is lined with gravestones, and
    you'll have to destroy these and the ghosts that come out of them before you 
    get swarmed and destroyed. It may take a few tries before you master the 
    controls enough to handle this. 
    
    At some point along the pathway, you'll also run into Pierre, whose heads will 
    generally miss you entirely. After the boat stops, you'll hit your first 
    checkpoint. Gun through the barrier ahead and start moving. The area just ahead
    is guarded by Pierre, but you'll have to destroy his shield first. Beyond 
    Pierre is another such barricade, this time guarding two gravestones. You'll 
    have to destroy Ghosts and the barrier at the same time. Just sweep back and
    forth, hitting the Ghosts and focusing on one side of the barrier to get one
    gravestone out of the way, then doing the same on the other side. 
    
    Your next challenge is Pierre and a gravestone. Destroy the gravestone first, 
    as Pierre's flaming heads are easier to dodge than the Ghosts. When both are
    gone, head up the ramp behind them, destroying barriers as you go. The next
    checkpoint is just ahead.
    
    As you round the corner after the checkpoint, you'll be swarmed by Ghosts. 
    Before you can continue, you'll have to destroy the barriers to your left. 
    Angle yourself so that the barriers are almost in the path of the Ghosts, then
    fire away, adjusting your aim slightly to deal with the oncoming spirits. Once
    you break through, destroy the gravestone and Pierre, and scoot forward to a
    fork in the path. 
    
    Two Pierres will launch heads at you now, but they throw at the same time and
    at the same place, so they're relatively easy to dodge. Don't stay in one place
    for too long, but stick a side and stick to it as you destroy the shields and 
    fire on each Pierre. 
    
    Your greatest challenge yet lies just ahead in the form of three gravestones.
    Your top priority here is protecting yourself, but be sure to knock out a 
    barriers and gravestones when you have an opening. After you destroy the last
    one, Sly will jump off the skiff and collect the key. Just one level left!
    
    
    
    -------------------------------------------------------------------------------
                                The Swamp's Dark Center
    -------------------------------------------------------------------------------
    
    Difficulty: Medium
    Clues: 0
    Enemies: 
     - Mojo Dupree
     - Nasty Charlotte
    
    Once you leave the level, turn left and use the trampoline to reach a ledge. 
    Defeat Mojo, then duck into a doorway to find the entrance to the final level 
    in Mz. Ruby's twisted voodoo fortress. 
    
    
    
    -------------------------------------------------------------------------------
                                   Down Home Cooking
    -------------------------------------------------------------------------------
    
    Difficulty: Slightly Difficult
    Clues: 0
    Enemies: 
     - Chicken
     - Rooster
    
    As we all know, chicken is a prime component of all things voodoo. It's also a
    big part of gumbo, and the ever-resourceful Bentley has bargained with a ghost.
    Kill 50 chickens, and the ghost will give you the key. As soon as you step into
    the main area, chickens will start pouring out, and the timer will start. 
    You've got 1:30 to get all the chickens. 
    
    Chickens are easy enough to get; just run over to one, swinging your cane. 
    They add up fairly quickly, too. As soon as roosters come out, hop onto one of
    the many things littering the floor. The roosters will run into each other, 
    blowing themselves up. Return to your chicken catching. 
    
    Alternatively, you could run around, avoiding both roosters and hoping they run
    into each other. This is a bit riskier, but a better use of your time, as you 
    can continue to hunt chickens this way. As you hit the last chicken, the ghost
    will drop the key onto the central bag of grain. Grab your booty and return to
    the hub.
    
    
    
    -------------------------------------------------------------------------------
                                The Swamp's Dark Center
    -------------------------------------------------------------------------------
    
    Difficulty: Medium
    Clues: 0
    Enemies: 
     - Mojo Dupree
     - Nasty Charlotte
    
    Along this ledge is a platform extending over the swamp. Run onto it to toss in
    your keys, then hop onto one of the spinning platforms and run up the rails 
    leading to the center. Hop onto the cauldron lid, and it will launch you into 
    Mz. Ruby's chamber.
    
    
    
    -------------------------------------------------------------------------------
                                    A Deadly Dance
    -------------------------------------------------------------------------------
    
    Difficulty: Barely Difficult
    Clues: 0
    Enemies: 
     - Mz. Ruby
    
    This is, without doubt, the best boss battle ever. Assuming you have any sense 
    of rhythm, that is. If you don't, sorry. You'll have a tough time with this 
    one. Like all bosses, it comes in phases.
    
    Phase 1: Mz. Ruby's level begins in the gnashing jaws of her giant skull 
    chamber. Hop on the molars, and wait for the pointier teeth to meet. As soon as 
    they do, perform a graceful Ninja Spire jump onto one, and immediately hop onto
    the safety of a molar again. When you reach the end, jump over the shockwave 
    and smack Mz. Ruby with your cane. 
    
    Voodoo dance time! Mz. Ruby will perform one of four moves, sending out 
    pictures of the four buttons on the right side of your controller. The 
    background music will play as she does so, then repeat itself when it's your 
    turn. It's harder to explain than it is to just pick up on it. Make sure you 
    can hear the music, or you won't be able to do it. The rest of this boss 
    strategy will consist of the moves she'll be performing. After each round, 
    you'll have to jump over her shockwave and hit her.
    
    Phase 2: 
     - 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
    
    Phase 3: 
     - 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
     - Triangle, X
     - Circle, Square, Circle
     - Triangle, X
     
    Phase 4:
     - 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
    
    When she falls, she'll drop the section of the Thievius Raccoonus dealing with
    invisibility. Carmelita will haul her away, and Sly will prepare to head to 
    China to clash with the Panda King.
    
    
    
    ===============================================================================
                                    Fire in the Sky
    ===============================================================================
                                   A Perilous Ascent
    -------------------------------------------------------------------------------
    
    Difficulty: Slightly Difficult
    Clues: 30
    Enemies: 
     - Andre
     - General Tso
     - Kung Pao
     - Ukon Tom
    
    Run through the gate ahead, and smack the first enemy you see. In a safe to the
    right of the gate is your first pair of clues (#1,2), and behind two vases on
    the opposite side are two more (#3,4). Another one (#5) lurks behind the first 
    cluster of trees, and behind another cluster on the right side, you can find
    two more clues (#6,7). Whack the monkey on the bridge, and cross.
    
    On the other side, dodge flying Ukon Toms and make your way up to Andre. Once
    he's out of the way, the Ukon Toms will stop flying. Proceed through the tunnel
    behind Andre to reach your first checkpoint. Sly will stop as the Panda King 
    buries a village under an avalanche, then it's back to your adventure. Get the
    clue (#8) beside you, and swing up to the ledge in front of you.
    
    In this tunnel, you'll be faced with another Andre. Deal with him as you 
    please. Behind him is a bridge, which has three clues (#9,10,11) on it. Cross
    this, jump over to another bridge, and swing over to a third one. On the other
    side, edge around the wall, dodging falling icicles. Wait for one to drop, then
    run past and wait for the next one to fall. On the other side is a second 
    checkpoint.
    
    The next wall is much the same as the one we just passed, complete with falling
    spikes of ice. On the other side, run across the large open area, avoiding 
    snowball monkeys as you go. As usual, there are gorillas behind this. Hit them
    when you get there, and proceed through the archway behind them. Set off each
    of the blue fireworks here for coins, and hit the red one to open the door and
    form a bridge. Use the trampoline to reach yet another checkpoint.
    
    Just ahead is an area patrolled by General Tso. Wait for him to turn his back,
    then sneak up on him and hit him with your cane. To your left is a temple of 
    sorts. Flatten your furry body against the wall and start sneaking. When the 
    flashlight is to the right of the window, run under the awning. Wait for the
    beam to move to the left, then move on. There are three windows to pass under.
    When you reach the safety of the ramp, go up. 
    
    Hit the rockets at the top of the ramp to deal with the guards, and grab the
    clues (#12,13,14). Hit the other two rockets. The first will create a bridge,
    and the second will open up a hatch in the floor. The vault is inside. Leave
    the temple and cross the newly formed bridge. The exit is behind a locked gate,
    but we don't have the key yet. Smack Kung Pao as he approaches, and smash open
    the nearby safe for two clues (#15,16).
    
    The forest ahead is heavily guarded by flashlight-toting gorillas. This is a
    perfect place to put your invisibility technique to use. It also happens to be
    full of clues. The first one (#17) is tucked into a corner near the exit. The
    nex two (#18,18) are just inside the forest. There is another one (#20) 
    slightly beyond them, and four more (#21,22,23,24) scattered over the path 
    ahead. There are also six clues (#25,26,27,28,29,30) along the wall. Collect 
    all of them, grab the key, and sneak back through the forest. As far as actual
    sneaking goes, it's best to move until General Tso is heading toward you, then
    hit the Circle button to go into invisibility mode. He will walk past you, at 
    which point you can let go of the button and continue. 
    
    When you make it out of the forest, return to the temple and go in through the
    door at the bottom. Open the vault by entering 5-7-8. If you've gotten every 
    page up until this point, you'll get the invisibility upgrade. Head for the 
    exit.
    
    
    
    Clue Checklist
    -------------------------------------------------------------------------------
    [ ]  In a safe to the gate's right     [ ]  In a safe near the level's exit
    [ ]  In a safe to the gate's right     [ ]  At the base of the second tree
    [ ]  Behind vases to the gate's left   [ ]  At the base of the second tree
    [ ]  Behind vases to the gate's left   [ ]  Dangling over the second tree vine
    [ ]  Behind the first cluster of trees [ ]  On a ledge beside the second tree
    [ ]  Behind a tree grove on the right  [ ]  On a ledge beside the second tree
    [ ]  Behind a tree grove on the right  [ ]  On a ledge beside the second tree
    [ ]  Beside the first checkpoint       [ ]  Along the path of the third rail
    [ ]  On the first wooden bridge        [ ]  Along the path of the third rail
    [ ]  On the first wooden bridge        [ ]  On a platform by the fourth rail
    [ ]  On the first wooden bridge        [ ]  On a platform by the fourth rail
    [ ]  Atop the heavily guarded temple   [ ]  Dangling along the Beast pathway
    [ ]  Atop the heavily guarded temple   [ ]  Dangling along the Beast pathway 
    [ ]  Atop the heavily guarded temple   [ ]  Dangling along the Beast pathway
    [ ]  In a safe near the level's exit   [ ]  In a niche along the Beast pathway
    
    
    
    Master Thief Sprint (2:09)
    -------------------------------------------------------------------------------
    As soon as you hit the hourglass, start rolling. Ignore the first Kung Pao, 
    deal with the one on the bridge as you please, and roll up the walkway. At the
    top, defeat Andre and run through the tunnel. The next section is fairly 
    straightforward; make your way through the snow tunnel, and across the bridges.
    
    When you reach the area with the falling icicles, you can shorten your 
    traveling time considerably by leaping as far across the ledge as possible 
    before hitting the Circle button. On the other side, roll across the open area,
    dodging Ukon Toms, and hit both gorillas. Set off the red rocket and use the
    trampoline to reach the next level. 
    
    Roll forward, wait for a safe opportunity, and nail General Tso. Make your way
    around the temple as quickly as possible, then hit the fireworks. Drop down to
    the lower level, hop across the makeshift bridge, and roll past Kung Pao. Jump
    up the steps to the exit. 
    
    
    
    -------------------------------------------------------------------------------
                                 Inside the Stronghold
    -------------------------------------------------------------------------------
    
    Difficulty: Medium
    Clues: 0
    Enemies: 
     - General Tso
     - Kung Pao
    
    Swing across the ring ahead of you and sneak across the ledge to your left. 
    When General Tso has his back turned, run onto the ramp and duck at the step.
    Wait for him to face away from you again, then clout him. Swing up to the
    next level, at which point Bentley will contact Sly about getting to the Panda
    King. Once he finishes, turn left. Sneak up to the drowsy guard, using your
    invisibility technique, and whack him. Behind him is the entrance to the next
    level. 
    
    
    
    -------------------------------------------------------------------------------
                                    The Unseen Foe
    -------------------------------------------------------------------------------
    
    Difficulty: Slightly Difficult
    Clues: 30
    Enemies: 
     - Chow Mei
     - General Tso
     - Kung Pao
    
    Cross the bridge ahead of you and make your way up to a large building. There
    are two clues (#1,2) to the left of the path near the door. Collect these, then
    hop through a window. This building is heavily guarded, but with your 
    invisibility move, it's no problem. Stand on one of the moving rugs and hit the
    Circle button; you'll be dropped off at a safe place behind the guard. Knock 
    him out, and hit the safe near the rugs for two clues (#3,4).
    
    Outside, there is another guard, as well as two clues (#5,6). Sneak up to the
    guard, going into stealth mode as soon as the flashlight beam starts swinging
    towards you, and wallop him, then turn around and grab the clues. Just ahead,
    General Tso is keeping a watchful eye on the area between two crate stacks from
    the safety of a guard tower. Sneak through, using the same drill as usual. 
    
    The building ahead is rigged with all sorts of nasty security; the place is 
    spotted with searchlights, and a laser wall sweeps through the hallway every
    few seconds. When you're invisible, neither device can spot you, so this should
    be a cakewalk. On the other side is a clue (#7). 
    
    Head back out into the bitter cold, using the sparking fireworks as bases for 
    your Ninja Spire Jump. Once on the roof, edge across the bit above General 
    Tso's head. On the other side, find a hole in the roof and drop down to deal 
    with the guard. Grab the clues (#8,9) while you're in there, then climb the 
    pipe out. Hop over to the trees, and use them to reach the first checkpoint.
    
    Jump through the gaping hole in the wall. You will have to tackle another
    moving rug; unfortunately, this one isn't moving in your favor. Run as far as
    you can before the guard shines his beam on you, then hit the Circle button. 
    When you're within caning distance of him, kill him. Beyond this, there are 
    five clues (#10,11,12,13,14) to collect. The alcoves on either side of this 
    rug, accessible only from the far end, are hiding them. 
    
    When you've got your clues, use the rail leading out of the building to reach
    the next one. The key is clearly visible just ahead, but it's separated from
    Sly by a thick, reinforced window. Walk around the ledge beside it, watching
    out for all the enemies on the other side. 
    
    With the enemies out of the way, there is a safe to rob. Bash it open, collect
    your clues (#15,16), and hop up the trees on the right side. There are two 
    clues (#17,18) on them. Hop back down and climb the trees on the other side.
    Chow Mei is waiting at the top. Deal with her, then climb the pipe. Move
    counterclockwise around the building until you can drop down onto General Tso.
    Grab the two clues (#19,20) he was guarding. 
    
    Climb back up to the next level, and the one beyond that. Ride the nearby rail
    to reach a checkpoint. The room beside it is full of lasers, shifting 
    constantly over the rug. Bounce across the room and disarm them, and then get
    the four clues (#21,22,23,24) dangling over the floor. There is a loose one 
    (#25) beside a safe on the far side of the room. The safe also holds two clues
    (#26,27). 
    
    To leave this building, wait for a hook to make its way around the belt, and
    grab on. Ride it back to the key building. Chow Mei is lurking just around the
    corner, and she's guarding two clues (#28,29). Grab them, and climb up to the
    next level. From here, you can reach the key, but there is one last place to
    visit. Climb a final pole to reach the roof; once there, hop on the trampoline
    to get the last clue (#30) from atop the spire. Open the vault beside the
    trampoline, then return to the level just below this. 
    
    To reach the key, you'll have to dodge lasers like you did in the Paris level. 
    Since you've done it before, it shouldn't be too much of a problem. Once you
    reach the bottom, disarm the lasers and grab your key. 
    
    
    
    Clue Checklist
    -------------------------------------------------------------------------------
    [ ]  To the left of the first pathway  [ ]  In a safe near the key building
    [ ]  To the left of the first pathway  [ ]  On the trees near the key building
    [ ]  Safe near the first moving rugs   [ ]  On the trees near the key building
    [ ]  Safe near the first moving rugs   [ ]  Behind the last General Tso
    [ ]  In front of the second guard      [ ]  Behind the last General Tso
    [ ]  In front of the second guard      [ ]  Dangling over the laser floor
    [ ]  End of the highly-secured hallway [ ]  Dangling over the laser floor
    [ ]  Inside the guard tower            [ ]  Dangling over the laser floor
    [ ]  Inside the guard tower            [ ]  Dangling over the laser floor
    [ ]  Alcove near the second moving rug [ ]  Far side of the laser floor room
    [ ]  Alcove near the second moving rug [ ]  In a safe in the laser floor room
    [ ]  Alcove near the second moving rug [ ]  In a safe in the laser floor room
    [ ]  Alcove near the second moving rug [ ]  Behind the last Chow Mei
    [ ]  Alcove near the second moving rug [ ]  Behind the last Chow Mei
    [ ]  In a safe near the key building   [ ]  On top of a spire on the roof
    
    
    
    Master Thief Sprint (2:25)
    -------------------------------------------------------------------------------
    Both the Roll Upgrade and the Invisibility Upgrade are highly recommended 
    before attempting this Sprint, and the strategy given requires at least the
    electrified Roll. 
    
    Once you hit the hourglass, hop in through the windows and head for the rug.
    Zip across it, and leave the building. Sneak up to the first guard and past the
    second, then enter the highly-secured building. Use a combination of rolling 
    and sneaking to get through as quickly as possible, then hop across the 
    sparking spires and make your way over the rooftop ahead. Use the next spire to
    reach the treetops, and hop over to the next building. 
    
    Again, sneak and roll up to the guard, then turn left and ride the rail down to
    the key building. Roll into the three guards to defeat them, then hop up the
    trees. Roll through Chow Mei and climb the first pole. Leap and sneak across 
    the gap in the floor and use the second one to reach the level with the rail. 
    Ride said rail across into the laser-floor building, and hop across as quickly
    and stealthily as possible. 
    
    When you reach the other side, grab a hook and cross over to the key building
    again. Climb the pole, attack Chow Mei at the top, and head for the entrance to
    the pagoda. Once you get there, make a flying leap in the general direction of
    the far wall. If you're lucky, you'll avoid all lasers and land safely on a 
    ledge. Hop over to another ledge to the right, then aim for the exit. If done 
    properly, you should finish with at least 20 seconds left.
    
    
    
    -------------------------------------------------------------------------------
                                 Inside the Stronghold
    -------------------------------------------------------------------------------
    
    Difficulty: Medium
    Clues: 0
    Enemies: 
     - General Tso
     - Kung Pao
    
    As soon as you exit the previous level, turn right and use the hook to swing 
    across the gap. When you land on the light, run over to the next level and
    enter it. 
    
    
    
    -------------------------------------------------------------------------------
                                 The King of the Hill
    -------------------------------------------------------------------------------
    
    Difficulty: Medium
    Clues: 0
    Enemies: 
     - Andre
     - General Tso
     - Nunchaku Chimp
     - Ukon Tom
    
    Much like the level found in Muggshot's domain, you'll have to protect Murray
    as he runs the gauntlet to the key. The same general strategy as before applies
    here as well. 
    
    The first enemy will come around the first building as Murray clears the first 
    hill. Excessive use of first was intentional. There is another one on the other
    side of the building. As Murray crosses the bridge, another one will pop out of
    the green structure just ahead. Gun him down, then hit the rocket at the end of
    this stretch.
    
    Murray will run across the makeshift bridge. As soon as he hits the trees, an
    enemy will give chase. Hit him, as well as the one who will shortly come out of
    the trees. The elevator to the next level is just ahead. When you approach it,
    a guard will come around the building. Another one will emerge beside the lift. 
    Be prepared for them. Murray will hop onto the elevator and use it to reach the
    second level.
    
    At the top, another enemy is waiting to ambush poor Murray. This is the only 
    enemy on this level. Murray will cross the short stretch to the elevator and go
    up. Another enemy lurks just ahead. As you pass over the green structure, a
    monkey will emerge from the snow tunnel. With this done, Murray will run up to
    a series of elevators, say he made it halfway, and go up. 
    
    Andre is waiting for you at the top. Hit him, as well as the rocket beside him.
    Once Murray crosses this latest addition to his course, General Tso will appear
    on an elevator. Shoot him quickly. As Murray enters the next building, two
    monkeys will pull a pincer on him. Get them both, or Murray's history. 
    
    When Murray makes his run for the key, he'll set off a siren. This will bring
    gorillas flocking. They'll appear randomly around the building. After you shoot
    the tenth one, Murray is free to grab the key.
    
    
    
    -------------------------------------------------------------------------------
                                 Inside the Stronghold
    -------------------------------------------------------------------------------
    
    Difficulty: Medium
    Clues: 0
    Enemies: 
     - General Tso
     - Kung Pao
    
    Swing back across the hok to the main building. Run past the enforced ceiling
    hatch to a ramp. Wait for your chance to run up to General Tso and hit him with
    your cane. With him out of the way, enter the next level. 
    
    
    
    -------------------------------------------------------------------------------
                                Flaming Temple of Flame
    -------------------------------------------------------------------------------
    
    Difficulty: Slightly Difficult
    Clues: 25
    Enemies: 
     - Chow Mei
     - General Tso
     - Kung Pao
     - Nunchaku Chimp
    
    Run across the bridge ahead, and be prepared to deal with Kung Pao at the end
    of it. When he's out of the way, climb the nearby pole and hop over to the rail 
    on the other side. As soon as you slide down to the snowy path, you'll be 
    attacked by another Kung Pao. Deal with him as you please, then use the hook 
    above the lasers to swing across the trap. On the other side, disarm them, and
    move on to the next section. 
    
    If you step right up to the base of the wall, you'll find three clues (#1,2,3).
    Grab these before you use the hooks to reach the ledge. At the top is a 
    trampoline and a checkpoint. Use the trampoline to reach the next level, but
    watch out for General Tso at the top. There is a laser trap ahead. This one
    requires that you use the narrow beam on the left side to edge over the lasers
    as they're in the lower position. 
    
    On the other side of this, hook across another laser trap, and disarm the alarm
    system. Now, hop down into the hollow in which the lasers were. There is a 
    narrow ledge leading around the mountain. Plaster yourself against the wall and
    make your way across it to find a niche containing two clues (#4,5). Return to
    the main pathway.
    
    There is a heavily-armed gorilla guarding this area. When he has his back 
    turned, you're free to move. Otherwise, use your invisibility technique to hide
    from him, and wait for him to turn away. Attack him, and grab the clues (#6,7)
    nearby. Another checkpoint will appear in the path ahead.
    
    Look up. Chow Mei is waiting on a beam above you. As you step under her, she'll
    drop down and try to mess you up. Since we know she's there, we can foil her
    plans. Do so, and head for the ledge behind her.
    
    This ledge is tricky, because there are two spotlights covering it, and you 
    have no chance to be invisible. Wait for the first light to go down, and stand
    over it. As this one rises, the other one will fall. As soon as it's safe to do
    so, scurry past the second light and onto the safety of wider ground. Disarm
    the alarm system on the other side.
    
    As you enter the building ahead, you'll receive a harsh greeting from Chow Mei.
    Quickly eliminate her, then step into the temple. The Nunchaku Chimps will 
    ignore you, so don't bother with them. Simply run around, collecting all the
    coins littering the ground. Behind one of the columns near the entrance is a
    safe containing two clues (#8,9). 
    
    When you finish looting the area, head for the furnace-like statue in the back
    of the temple. Stay out of the flames. They're deadly. Use the blue auras to 
    make your way onto the statue's back. From there, crawl onto its head, and leap
    over to the chandelier ahead of you. Use the chandelier to reach a ledge with
    a gong. Skirt around the columns to get to the other side. Once there, grab the
    three clues (#10,11,12) ahead, then turn around and climb the pole. 
    
    First, go right. Dash apart the vase and the fragile wall behind it, and hop 
    onto the rail. Jump over to the light, and from there, onto another ledge. 
    There is a clue (#13) here. There are two more (#14,15) on the light ahead, and
    a final one (#16) on the cable supporting it. Backtrack to the top of the pole
    and go the other way. 
    
    Slide down the rail to find yourself at another checkpoint. Below this is a 
    ledge containing two clues (#17,18). Drop down carefully, collect them, and use
    the nearby elevator to get back up. Now, hop onto another cable. It will drop 
    you off above General Tso. Drop down and hit him, then prepare yourself for 
    Chow Mei, who is just ahead. With her out of the way, enter the pagoda ahead. 
    
    Crack open the safe to find two clues (#19,20), and stand on the tiny, darkened 
    sliver of the lift. Hit the rockets on the elevator to begin its ascent. At the
    top, walk across the roof and drop down to collect two clues (#21,22), then 
    whack General Tso and return to the rooftop. Use the ledges leading off to the
    right to find a lift. Ride it up to find a ledge with the last three clues 
    (#23,24,25). Drop back down onto the rooftop. This time, climb the pole, jump 
    over to the other one, and shimmy up to find another checkpoint. Two ninjas 
    will appear to take you out. Don't let them do that. 
    
    Behind the Chow Meis is a series of hooks spanning a giant gap. Swing across
    carefully. On the other side, use the blue auras to edge around the wall. Climb
    the poles on the other side and hop down to find yourself at a laser temple. 
    Pick your way across, disarm the alarm, and turn around. The vault is in here.
    Open it, collect your move, and follow the path leading off into the distance 
    to find your key. 
    
    
    
    Clue Checklist
    -------------------------------------------------------------------------------
    [ ]  At the base of the hooking ledge  [ ]  On a light inside the temple
    [ ]  At the base of the hooking ledge  [ ]  On a light inside the temple
    [ ]  At the base of the hooking ledge  [ ]  On a cable inside the temple
    [ ]  In a tiny niche near a laser trap [ ]  On a ledge below the temple exit
    [ ]  In a tiny niche near a laser trap [ ]  On a ledge below the temple exit
    [ ]  Near the second General Tso       [ ]  In a safe in the pagoda
    [ ]  Near the second General Tso       [ ]  In a safe in the pagoda
    [ ]  Safe near the temple entrance     [ ]  Beyond the guarded elevator
    [ ]  Safe near the temple entrance     [ ]  Beyond the guarded elevator
    [ ]  On the balcony of the temple      [ ]  On a snowy ledge
    [ ]  On the balcony of the temple      [ ]  On a snowy ledge
    [ ]  On the balcony of the temple      [ ]  On a snowy ledge
    [ ]  On a ledge inside the temple 
    
    
    
    Master Thief Sprint (2:15)
    -------------------------------------------------------------------------------
    Hit the hourglass and roll across the bridge. Whack Kung Pao and climb the pole 
    behind him. Immediately hop over to the rail, slide down, and ignore Kung Pao
    as you hook across the lasers. Use the hooks again to reach the next ledge.
    Bounce up on the trampoline, and remember to hit General Tso at the top. 
    
    Use a combination of jumping and sneaking to cross the next section. Another
    series of hooks will take you up to General Tso's furry little back. Hit him,
    watch out for Chow Mei, and sneak along the searchlight ledge. 
    
    On the other side, roll into the temple, watching for Chow Mei, and head for 
    the statue. Climb onto its back, and leap onto the chandelier. From there, Hop
    onto the gong ledge, sneak around a column, and climb up the pole. At the top,
    turn left. Slide down both rails. Drop onto General Tso and deal with him. Hit
    Chow Mei as she approaches you, and head for the temple. Hit the lift to start
    it, and hop on as it rises. At the top, scale both poles as quickly as 
    possible. 
    
    Defeat one Chow Mei and head for the hooks before the other one can get you. 
    Swing across, jump and sneak around the mountainside, and climb the poles. At
    the top, drop down to the laser floor, hop through it, and run for the exit.
    
    
    
    -------------------------------------------------------------------------------
                                 Inside the Stronghold
    -------------------------------------------------------------------------------
    
    Difficulty: Medium
    Clues: 0
    Enemies: 
     - General Tso
     - Kung Pao
    
    At the bottom of this ramp is a red pad. Stand on it to unlock the fireworks, 
    and set them off. They'll conveniently hit right on the reinforced hatch. Hop
    down. Break through the doorway, and Bentley will give you instructions on 
    getting to the Panda King. 
    
    Turn right and look for a sparking fireworks spire thing. Hop across, and make
    your way over to the ledge over the entrance to A Desperate Race. Jump down and
    hit General Tso, then enter the level. 
    
    
    
    -------------------------------------------------------------------------------
                                   A Desperate Race
    -------------------------------------------------------------------------------
    
    Difficulty: Difficult
    Clues: 0
    Enemies: 
     - None
    
    Murray's up for another level of his own, it seems. Remember what you did in 
    Muggshot's level and apply the same strategies here. If you're good, you can
    drive your opponents into the wall, rolling them in the process. Don't spend
    too much time doing this, though. While you might be eliminating your nearest
    follower, the monkeys ahead of you are gaining a slightly bigger lead. If you
    can pull it, try to get into at least second place by the end of the first lap.
    this leaves you the second lap to pull into first, and the third lap as a 
    safety cushion should you mess up somewhere. With the key in Murray's sticky 
    hands, return to the hub.
    
    
    
    -------------------------------------------------------------------------------
                                 Inside the Stronghold
    -------------------------------------------------------------------------------
    
    Difficulty: Medium
    Clues: 0
    Enemies: 
     - General Tso
     - Kung Pao
    
    Head for the spire you used to reach the ledge over General Tso, and cross it
    again. This time, head past the ledge to the pole beyond it. Climb up, deal 
    with Kung Pao as you please, and enter the next level.
    
    
    
    -------------------------------------------------------------------------------
                                  Duel by the Dragon
    -------------------------------------------------------------------------------
    
    Difficulty: Difficult
    Clues: 40
    Enemies: 
     - Carmelita Fox
     - General Tso
     - Kung Pao
    
    As soon as you enter the level, grab the two clues (#1,2) to your right. Hop 
    onto the lift, and hit the rockets to go up. At the top, watch out for Kung 
    Pao. Use the elevator beside him, and the one at the top. As soon as you reach
    the roof, Carmelita will make her appearance. Grab the ring nearby and zip down
    the cable. As soon as you reach the bottom, the friendly, neighborhood 
    detective will open fire on you. Her aim has gotten a lot better since the last
    meeting.
    
    Grab the clues (#3,4,5) at the bottom, and run forward. Behind a few icicles,
    you can find three more clues (#6,7,8). Grab them, then backtrack. Hop onto the
    trees and use them to reach the next level. Dodge Carmelita's fire as you wait
    for the spire to stop shooting sparks, then hop on. There are three clues 
    (#9,10,11) on the other side. Use the giant, fallen icicles in front of you to
    reach a snowy ledge holding three clues (#12,13,14) and a rocket. Set off the
    rocket, then hop back down the icicles. Hit the safe at the bottom for two 
    clues (#15,16).
    
    Beneath the fallen bridge, there are two more clues (#17,18). Collect them 
    before you run to the ledge just before the icicle steps. Grab the ring 
    dangling to the right of said steps, and swing onto a wooden ledge. From there, 
    drop onto the bridge, set off the rocket in front of you, and cross over to the
    checkpoint. Kung Pao is waiting for you beyond this. 
    
    Get past him, and use the trees behind him to hop down to another ledge. This
    one holds yet another set of three clues (#19,20,21). Make your way down to the
    relative safety of the platform below. There are three clues (#22,23,24) on the
    right side of it. Grab them, then climb the pole on the left side. Set off the
    rockets at the top, and use the ring to swing over to another rocket. Hit it as
    you fall, and cross the bridges you just created. 
    
    On the other side of the bridges, you'll find yourself in an area protected 
    from Carmelita's blasts. There are two clues (#25,26) off to the left, as well
    as a safe containing two more (#27,28). With these in hand, head up the wooden
    ramp to find a total of three clues (#29,30,31). As you step onto this ramp,
    Carmelita will reappear. Edge past the windows and head for the next section.
    Here, you will have to stand beside the windows while she blasts them away 
    before you can cross in front of them. 
    
    When you emerge on the other side, hit the safe nearby for two clues (#32,33). 
    There are three more (#34,35,36) in a puddle nearby. Grab them, crack open the
    safe behind the nearby elevator for two more (#37,38), and ride this elevator
    up to the next section. 
    
    Run across the rooftops. Carmelita will be blasting them away behind you. When
    you reach the end, hit General Tso, and turn. Hop across the light and the top
    of the pillar to find yourself at another checkpoint. Use the tree as a step
    to a platform with two clues (#39,40) and two rockets. Grab the clues and set
    off the rockets. Cross the new set of icicles quickly, as Carmelita will try to
    shoot them out from under you.
    
    On the other side, try to crack open the vault. Bentley will find himself 
    unable to crack the code. You'll have to come back later. Set off the rockets 
    nearby, and climb up to the top. Hit every rocket to send Carmelita away, and 
    grab the key.
    
    
    
    Clue Checklist
    -------------------------------------------------------------------------------
    [ ]  To the right of the entrance      [ ]  Ledge after the first checkpoint
    [ ]  To the right of the entrance      [ ]  Platform after the previous ledge
    [ ]  At the bottom of the zipline      [ ]  Platform after the previous ledge
    [ ]  At the bottom of the zipline      [ ]  Platform after the previous ledge
    [ ]  At the bottom of the zipline      [ ]  On the left side of the safe area
    [ ]  Beneath an icicle-laden ledge     [ ]  On the left side of the safe area
    [ ]  Beneath an icicle-laden ledge     [ ]  In a safe beside the previous clues
    [ ]  Beneath an icicle-laden ledge     [ ]  In a safe beside the previous clues
    [ ]  Beyond the first set of spires    [ ]  Wooden ramp beyond the safe area
    [ ]  Beyond the first set of spires    [ ]  Wooden ramp beyond the safe area
    [ ]  Beyond the first set of spires    [ ]  Wooden ramp beyond the safe area
    [ ]  On top of a snowy column          [ ]  Safe beyond the window tunnel
    [ ]  On top of a snowy column          [ ]  Safe beyond the window tunnel
    [ ]  On top of a snowy column          [ ]  Puddle beyond the window tunnel
    [ ]  Safe near the base of the icicles [ ]  Puddle beyond the window tunnel
    [ ]  Safe near the base of the icicles [ ]  Puddle beyond the window tunnel
    [ ]  Beneath bridge near the icicles   [ ]  Safe behind the lift by the puddle
    [ ]  Beneath bridge near the icicles   [ ]  Safe behind the lift by the puddle
    [ ]  Ledge after the first checkpoint  [ ]  Platform after second checkpoint
    [ ]  Ledge after the first checkpoint  [ ]  Platform after second checkpoint
    
    
    
    Master Thief Sprint (2:42)
    -------------------------------------------------------------------------------
    Begin the level by hopping onto the elevator. As soon as you reach the top,
    roll past Kung Pao and hit the next elevator. Ride the ring down to the next
    section, and hop over the trees. Cross the spires, and use the hook to reach
    a platform. Hit the rocket. As it detonates, swing back onto the platform. From
    there, you can make the bridge. Roll past Kung Pao and hop down the trees.
    
    Quickly climb the pole and set up both rockets at the top, then use the hook to
    reach the third rocket. Hit it as you fall. When the bridge lands, roll across
    it, and drop down into the windowed tunnel. You can shorten the trip by leaping
    and hitting the Circle button. If you're good, you can even make it around the
    windows that you'd normally have to wait for Carmelita to break.
    
    Ride the lift up to the rooftops and scamper across them. Hit General Tso at 
    the end, and hop over to the next set of rockets. Set them off, and hop across
    the icicle chain they produce. At the other end, hit the rockets, climb up the
    stone steps, and set off the last fireworks. Hit the exit.
    
    
    
    -------------------------------------------------------------------------------
                                 Inside the Stronghold
    -------------------------------------------------------------------------------
    
    Difficulty: Medium
    Clues: 0
    Enemies: 
     - General Tso
     - Kung Pao
    
    Hop down from the safety of the ledge. You should be near the ledge that hangs
    over the entrance to A Desperate Race. Walk straight until you find a strange
    contraption that's spinning two platforms around. Jump onto one, using the
    blue auras to stay there. Ride it to the top, and take out General Tso. With 
    him out of the way, hop onto the skiff to begin the next level. 
    
    
    
    -------------------------------------------------------------------------------
                                  Rapid Fire Assault
    -------------------------------------------------------------------------------
    
    Difficulty: Difficult
    Clues: 0
    Enemies:
     - Andre 
     - Nunchaku Chimp
     - Ukon Tom
    
    Begin this level by blowing away the doors in front of you. Ride out onto the
    pathway, blast away the barrier, and prepare to meet a swarm of Nunchaku 
    Chimps. They will pour out of a trapdoor in the floor. Hit this trapdoor as you
    nail the monkeys to slam it shut, and keep moving along the pathway. After one
    more barrier and another trapdoor, you'll find yourself at the door of the
    factory. Blow it up and go in.
    
    This area is full of moving rugs, and they're all going against you. If you 
    apply the right amount of pressure to the control stick you can make it hold
    still. In addition to the rugs, there are lots of trapdoors full of Nunchaku
    Chimps for you to deal with. It is best to work from one side, shooting at an
    angle, as this minimizes the amount of movement required. When you reach the
    end of the factory, blast open the doors. There is a checkpoint on the other
    side.
    
    In the following stretch, you will be forced to deal with a constant barrage of
    Ukon Toms as you gun down barriers of ice. When you finally reach the gorillas
    throwing them, shoot them. After a short period of rest, you'll be launched 
    back in for two more rounds of this. Once the last Andre falls, shoot the 
    column behind him until the key hits the ground. Sly will hop off to claim it.
    
    
    
    -------------------------------------------------------------------------------
                                 Inside the Stronghold
    -------------------------------------------------------------------------------
    
    Difficulty: Medium
    Clues: 0
    Enemies: 
     - General Tso
     - Kung Pao
    
    Head down the ramp nearby and go past the entrance leading to the first section
    of the hub. Go up the snowy hill beyond it to find a red pad. Stand on it to 
    insert your keys, and hit the rockets to light them. Grab onto the attached 
    hook, and ride up to the Panda King's hideout.
    
    
    
    -------------------------------------------------------------------------------
                                       Flame Fu!
    -------------------------------------------------------------------------------
    
    Difficulty: Medium
    Clues: 0
    Enemies: 
     - Panda King
    
    The Panda King battle adds nothing new or exciting to the normal gaming 
    experience. His battle doesn't even come in true phases like the rest of the 
    bosses'.
    
    Dodge the fireballs by running around the room while angling yourself towards 
    the center. Once you get there, start whacking him until he shouts out an 
    attack and goes into formation. Keep attacking as you dodge the attacks. 
    Eventually, he will toss you away. Repeat this four more times.
    
    During the first bout, he will only create a ring of fire around himself. Jump
    to avoid it. The second time, he'll add a move that shoots columns of flame 
    wherever he pounded his fists. Again, a simple jump should clear you. By the 
    third round, he'll have added a chop to his arsenal. Just move to avoid it. 
    
    With the Panda King out of the way, you're free to use the latest page of the
    Thievius Raccoonus to beef up your van as you prepare for your journey to 
    Russia.
    
    
    
    ===============================================================================
                                The Cold Heart of Hate
    ===============================================================================
                                   A Hazardous Path
    -------------------------------------------------------------------------------
    
    Difficulty: Slightly Difficult
    Clues: 0
    Enemies: 
     - Robo-Falcon
    
    Begin this by doing as Murray says. Blast out the lock. On the other side, you
    will encounter a pathway strewn with mines. Shoot a mine to detonate it. You'll
    have to clear the entire path to make it safe for the van. As you begin to 
    cross the path over the lava, you'll be assaulted by a flock of Robo-Falcons.
    Shoot them down. 
    
    After the metal birds are gone, you'll have to head into an avalanche. Blow up 
    the rocks as they tumble towards you, or you're history. After this, you'll be
    hit with another wave of Robo-Falcons, then another strip of mines. As you 
    approach the second half ot his strip, another avalanche will begin. Focus on
    the falling mine-rocks; they'll take out most of the actual mines in your path.
    
    Take out any remaining mines before they destroy you. Another flock of 
    Robo-Falcons will soon show up to make life difficult. After this, you'll 
    reach the exit. Unfortunately, you just knocked off your turret. 
    
    
    
    -------------------------------------------------------------------------------
                                    Burning Rubber
    -------------------------------------------------------------------------------
    
    Difficulty: Difficult
    Clues: 0
    Enemies: 
     - Fire Slug
    
    As you try to collect computers, you'll have to face off with a mob of hungry 
    Fire Slugs after the same thing. Bat them out of the way with your ram, and run
    over a computer to collect it. The Fire Slugs are pretty slow, but there are 
    lots of them. 
    
    Go for the computers first, but beat the Fire Slugs as soon as you get near 
    them. If you're having trouble finding a computer, just follow the direction of
    the Fire Slugs' paths. Try not to let more than three Slugs run around at any
    given time, or they'll win based on sheer numbers.
    
    
    
    -------------------------------------------------------------------------------
                                    A Daring Rescue
    -------------------------------------------------------------------------------
    
    Difficulty: Very Difficult
    Clues: 0
    Enemies: 
     - None
    
    This level is guarded better than any other area we've yet encountered. It will
    be a tough trip, but nothing Sly can't handle. Begin by jumping onto the spire
    to the left, but only after the electric current passes through it. Hop onto
    the rail nearby, but switch over to the next one before you crash into the
    deadly column at the end of it. From the second rail, leap onto the cogs in
    the lava.
    
    Climb up the pole here, and use the hook at the top to swing over to the 
    lights. Land on one with a spire jump and pick your way over to the catwalk 
    near the beginning. As you land on it, it will fall, creating a ramp down to 
    the lower level. Avoid stepping on the hatched floor, as this will trigger a
    trap that opens fire on intruders. Instead, hop onto the desk, edge around the
    column carefully (watch for the spotlight), hit the trap, and hop into the 
    barrel. Take this barrel across the trapped floor and down the ramp. Turn 
    right and sneak across the floor, ducking into the barrel as the searchlights
    pass over you.
    
    On the other side, disarm both the trap and the alarm system, and drop your
    barrel. Hop into the tank, which will seal shut behind you. Unfortunately, 
    Bentley was right. 
    
    
    
    -------------------------------------------------------------------------------
                                 Bentley Comes Through
    -------------------------------------------------------------------------------
    
    Difficulty: Very Difficult
    Clues: 0
    Enemies: 
     - Security Algorithm
    
    This level is fairly hard, but rather nifty, too. You have to use the 
    Hackmobile to blow up the chunks of computer code and free the yellow security
    data. You must then run over the security data to collect it. If you get hit by
    a stray code chunk, it knocks one bar from your health meter. If a Security 
    Algorithm gets you, you're dead.
    
    The first chamber only has one chunk of code to destroy. Get it out of the way
    and grab the yellow data, and Bentley will scoot to the next room. The next 
    room has one Security Algorithm and two chunks of code. The one after that has
    one enemy and four chunks of code. Level four holds the last six data bits and
    a single, fierce enemy. Collect them all. 
    
    
    
    -------------------------------------------------------------------------------
                                    A Daring Rescue
    -------------------------------------------------------------------------------
    
    Difficulty: Incredibly Easy
    Clues: 0
    Enemies: 
     - None
    
    Bentley's hacking stopped the gas, freeing Sly. Use your cane to smash the base
    of the force field surrounding Carmelita to rescue her. Follow her out through
    the exit. 
    
    
    
    -------------------------------------------------------------------------------
                                   A Temporary Truce
    -------------------------------------------------------------------------------
    
    Difficulty: Difficult
    Clues: 0
    Enemies: 
     - Fire Slug
     - Robo-Falcon
    
    A Robo-Falcon will sweep down and grab Sly's cane, just as he and Carmelita are
    forging a temporary alliance. You'll take control of Carmelita, using her gun 
    to cover Sly as he makes his way up the giant machine to recover his cane. It's
    basically the same as the levels with Sly in a turret, protecting Murray.
    
    As Sly slides down the cable, blast some of the tall, orange structures at the
    top of the machine. Be ready to switch back to Sly as he reaches the bottom, 
    because a Fire Slug is waiting there for him. As Sly crosses the pipes in 
    front of the giant gear, another Slug will come out of the lava. Another one
    will join us when Sly is on the ground again. 
    
    When Sly begins his ascent up the metal ramps, a Slug will charge him head on.
    Another one will do the same thing as he rounds the first corner. When Sly 
    balances precariously on the towers in front of the windows, Robo-Falcons will
    start breaking through them. Try to hit them as they come out. Only one will
    appear at a time. 
    
    On the top level, you'll have to gun down the tall structures while protecting
    Sly from the Fire Slugs. It's generally best to not focus on a structure until
    you've killed any charging Slugs. After the last one collapses, Sly will grab
    his cane and head for the giant Death Ray. 
    
    
    
    -------------------------------------------------------------------------------
                                     Sinking Peril
    -------------------------------------------------------------------------------
    
    Difficulty: Extremely Difficult
    Clues: 0
    Enemies: 
     - None
    
    The Death Ray is going under, but it's nothing you have to worry about. It 
    isn't really sinking as time wears on; rather, it goes down as you make your 
    way through the level. After the initial rail slides, you'll take control of 
    Sly.
    
    Begin by hopping onto the nearby rail. Wait for the electric zap between the
    claws, then run through and make your way up the rail. At the top, swing across
    the hooks. Hop onto the next rail. Again, wait for the zap before stepping 
    between the claws. On the other side, gears will drop onto the rail. You'll 
    have to smash them with your cane. Ahead of you is a sharply-pointed gear. Hop 
    onto one of the points, performing a Ninja Spire Jump, and head for the safety
    of the next rail. 
    
    At the top of this, wait for the zap, and run through the claws onto the next 
    rail. You'll have to jump up this one, as the angle is pushing Sly back into 
    the claws. At the top, climb along the cable. As usual, beware of the claws. 
    
    After the cable, you'll reach a solid line of electricity. There are rotating
    things along this line that you'll have to hop on. Keep moving, or gravity will
    pull you into the lava. At the end of this is another cable. 
    
    The cable leads to a platform before a few electric spires. Cross them 
    carefully, waiting for each one to fire off a bolt of electricity before you
    jump to it. At the end is another cable. This leads straight to the end of the
    level. Hop off at the top to get there.
    
    
    
    -------------------------------------------------------------------------------
                                   A Strange Reunion
    -------------------------------------------------------------------------------
    
    Difficulty: Super-Duper Difficult
    Clues: 0
    Enemies: 
     - Clockwerk
    
    Hey, it's the boss! It's about time we got here. You won't be able to damage
    Clockwerk directly, but with Carmelita's blasts, you can hurt him. Dodge his 
    black orbs as Carmelita weakens him, then aim into the glowing spot.
    
    The first spot to hit is his head. Dodge by ducking into the lower right 
    corner, then fire away. Do so quickly to take away a quarter of Clockwerk's 
    health. Next, swing to the right to dodge the orbs, and target his feet. Pull
    sharply up and to the right as Carmelita shoots a missile up his feathery tail,
    and follow it with a few rockets of your own. Bear left to dodge the final set
    of orbs, and aim your crosshairs at Clockwerk's right wing.
    
    Clockwerk will fall into the lava, but like a phoenix, he'll rise out of the 
    flames, full of life and ready for another round. Okay, not quite like a 
    phoenix, but close enough. This time, Clockwerk has done away with the orbs.
    He'll send rings of electricity at you, and you'll have to aim directly into 
    the center of them to avoid them. 
    
    The order of the rings if fairly random. You can line yourself up in the center
    of one before it does its spin. There is plenty of time between rings to 
    realign yourself for the next one. After the last one, Carmelita will fire off 
    a missile at Clockwerk. Take this opportunity to lay on the damage to his wing.
    
    With one wing out of the way, Carmelita will blast away at the other one. Dodge
    a few rings, then it's your turn to do the same. From there, it's another bit
    of head-targeting, and finally, the rest of the left wing. At this point, Sly
    will drop out of the Jetpack. 
    
    You've got to reach the head now. It won't restore itself anytime soon,
    contrary to Bentley's warning, so be careful. Run up to the first narrow beam 
    and hop on. Make your way across to Clockwerk, dodging columns of lighting and
    lasers as you go. If you fail now, you'll have to fight the entire battle 
    again, so don't do it. When you reach the center, pound on Clockwerk's head 
    until he falls for good.
    
    Now, remember, there's still a vault out there somewhere. Go crack it open, and
    run the final sprint, to reach the 100% mark. Congratulations. You're a winner.
    
    
    
    ===============================================================================
                          -----------------------------------
                                        6.  FAQ
                          -----------------------------------
    ===============================================================================
    
    1. How do I begin the Master Thief Sprints?
    2. How do I open the last vault?
    3. [Insert your question here!]
    
    -------------------------------------------------------------------------------
    
    Q1. How do I begin the Master Thief Sprints?
    --------------------------------------------
        After you open the vault in a level, an hourglass will appear near the 
        entrance. Hit this hourglass to start the countdown. 
    
    
    Q2. How do I open the last vault?
    ---------------------------------
        When you reach the final vault in the game, Bentley will say that he can't
        open it, mentioning some obscure owl dialect, or something to that effect. 
        You'll have to return after you finish the game.
    
    
    Got a question? Ask it! Send all emails to bananasquid at swirvemail dot com. 
    It's what all the cool kids are doing.
    
    
    
    ===============================================================================
                          -----------------------------------
                                       7.  Moves
                          -----------------------------------
    ===============================================================================
    
    Dive (Drake Cooper's Fast Attack Dive)
    --------------------------------------
    This attack will effectively take out a whole line of enemies. It's not the 
    best move in the game, but it's still useful.
    
    
    Roll (Sally Cooper's Fast Getaway Raccoon Roll)
    -----------------------------------------------
    While not that useful in itself, this move is your savior if you're going for
    the Master Thief Sprints. It becomes more useful elsewhere if you get the 
    upgrade. 
    
    
    Slow (Dev Cooperinda's Slow Motion Jump)
    ----------------------------------------
    This is another rather useless move. If you're not good at landing, this can be
    useful. Otherwise, it's just gonna sit there, all alone... Unloved... 
    Neglected... Poor move.
    
    
    Dive Upgrade (Chris Cooper's Dive Collection Technique)
    -------------------------------------------------------
    Just like before, only vertical. Use this to gain the drop on enemies, if 
    that's the type of person you are.
    
    
    Coin Magnet (Karen Coopergina's Coin Magnet Technique)
    ------------------------------------------------------
    This is one of the most useful moves in the game, and it's not even one you 
    have to actively trigger. Sly no longer has to walk directly through coins to
    pick them up. He just has to walk NEAR them.
    
    
    Ninja Spire Jump (Rioichi Cooper's Ninja Spire Jump)
    ----------------------------------------------------
    After you defeat Raleigh, this incredibly useful move will be added to your
    arsenal. It's not really a jump so much as a landing. It allows you to drop 
    onto ridiculously small places that are marked with a blue aura.
    
    
    Mine (Rob McCooper's Explosive Hat Technique)
    ---------------------------------------------
    This is another fairly useless attack. Sly turns his hat into an explosive, and
    drops it on unsuspecting guards. It's best used with enemies standing below 
    you. Never set off a bomb while Sly is in the direct vicinity, as it will kill 
    him, too.
    
    
    Fast (B.F. Cooper's Speed Up the Clock Technique)
    -------------------------------------------------
    This is like Slow, only in reverse. It makes everything go faster. Those long
    waits for the security to focus itself elsewhere are no more! Not that it's a
    useful move. I never use it, and you probably won't, either.
    
    
    Water Safety (Suzanne Cooper's Water Safety Technique)
    ------------------------------------------------------
    This is one of those moves you should definitely have before tackling Mz. 
    Ruby's levels, so it's fortunate that you can get it as early as Muggshot's.
    Basically, it prevents Sly from drowning. Instead of dying, he is tossed out of
    the water and back onto dry land.
    
    
    Decoy (Sir Andrew Cooper's Thief Replica Technique)
    ---------------------------------------------------
    Sly sets up a decoy to distract enemies. It's fairly useless. Oh well. These
    things happen. 
    
    
    Rail Walk ("Tennessee Kid" Cooper's Rail Walk Technique)
    --------------------------------------------------------
    After you send Muggshot to the can, you'll get his section of the Thievius 
    Raccoonus, which holds this and the next move. The Rail Walk allows Sly to move
    on extremely narrow rails. You'll be using it a lot.
    
    
    Rail Slide ("Tennessee Kid" Cooper's Rail Walk Technique)
    ---------------------------------------------------------
    Like the previous move, you get this after defeating Muggshot. If Sly jumps on
    a slippery rail, this lets him slide on it. Very useful, this.
    
    
    Roll Upgrade (Kelle McCooper's Electromagnetic Raccoon Roll)
    ------------------------------------------------------------
    This is by far the most useful special move in the game, if you're going to be
    doing the Master Thief Sprints. It charges Sly's Roll move, so any enemy in his
    path is toast. 
    
    
    Binoc-u-com Upgrade (Bruce O'Coop's Computer Hacking Technique)
    ---------------------------------------------------------------
    This adds enemy data to the Binoc-u-com scan. It allows you to see enemies 
    lurking around corners and the like, but if you followed the walkthrough, those
    are generally pointed out to you, anyway. Altogether, a not entirely useless
    move, but it's close to being one.
    
    
    Invisibility (Slytunkhamen Cooper's Invisibility Technique)
    -----------------------------------------------------------
    Mz. Ruby's section of the Thievius Raccoonus teaches Sly how to become 
    invisible while he's holding still. The later levels of the game will require
    this move, so learn to use it well. While invisible, enemies with lights and
    all security devices won't see you. However, any guards that spot you before
    you enter stealth mode will still attack.
    
    
    Invisibility Upgrade (Huckleberry Cooper's Move While Staying Invisible 
    Technique).------------------------------------------------------------
    ----------' This incredibly useful upgrade lets you enter stealth mode while
    moving. Security systems should no longer be feared. While not necessary, this
    move is highly recommended, especially if you plan on finishing those Master
    Thief Sprints.
    
    
    Pit Safety (Sir Augustine of Cooper's Briefly Defy Gravity Technique)
    ---------------------------------------------------------------------
    This is the pit equivalent of the Water Safety Technique. It's as useful as its
    partner. Whenever Sly falls into a bottomless pit, he'll be tossed back onto 
    the last solid surface he was perched on. If you fall off a lot of cliffs, this
    move is a necessity.
    
    
    Vehicle Upgrade (Otto van Cooper's Vehicle Modifications)
    ---------------------------------------------------------
    When the Panda King falls, he'll leave behind blueprints for all sorts of cool
    add-ons for the van. You'll need them all for Clockwerk's levels.
    
    
    Freeze (Colonel Reid Cooper's Time Stopping Technique)
    ------------------------------------------------------
    Yet another completely useless move. This is the last move you get. It freezes
    all enemies in a level for a few seconds. Unfortunately, since all you've got
    to do after this is finish the Sprints, it's fairly useless. It doesn't freeze
    them long enough to make it worth the time it takes to execute it. 
    
    
    
    ===============================================================================
                          -----------------------------------
                                      8.  Enemies
                          -----------------------------------
    ===============================================================================
                                    Tide of Terror
    -------------------------------------------------------------------------------
    
    Crab (N/A)
    ----------
    Description: N/A
    Weapon: N/A
    Strategy: Crabs are only found in a single level, Treasure in the Depths. They
    ignore Sly and go for the chests. Just shoot them with your sub; a single shot
    should do it. Don't let one get away with a chest!
    
    
    H.P. Squidcraft (Spitium Ickium)
    --------------------------------
    Description: Loves Sushi
    Weapon: Toxic Saliva
    Strategy: Squidcraft roams around with a flashlight. As soon as he sees you, 
    he'll shoot a yucky spitball at you with deadly accuracy. It's best not to let
    him see you; instead, lurk in the shadows until he turns his back, then run up
    behind him and eliminate the problem. Squidcraft wanders around within a 
    confined area.
    
    
    Lil Bowen (Fattius Bouncius)
    ----------------------------
    Description: Loves Sunday crab buffet
    Weapon: Self
    Strategy: Lil Bowen is relatively simple to defeat. Just run close enough to 
    attract his attention, then wait for him to start bouncing towards you. Once he
    gets close enough, whack him with your staff. Bowen normally stays in one spot, 
    but he chases you if you get too close.
    
    
    Mr. Shamus (Deadlius Frisbeeum)
    -------------------------------
    Description: Horoscope Enthusiast
    Weapon: Shuriken
    Strategy: Once you get within his range, he'll launch a constant barrage of 
    missiles at you. The only way around these is quick dodging or jumping. Jump
    your way over to Mr. Shamus and hit him before he nails you from point blank.
    Mr. Shamus stands rooted in his place.
    
    
    Pyro O'Connor (Spitium Flamius)
    -------------------------------
    Description: Loves to cook Flambe
    Weapon: Welder's Torch
    Strategy: Pyro's flames last a few seconds, but that's long enough to turn Sly
    into a crispy critter. Leap over these flames and knock Pyro out of commision.
    Keep a fair distance to avoid getting singed. Like most enemies in Raleigh's
    level, Pyro only pivots. 
    
    
    Thor McCracken (Ginormous Mjolnirous)
    -------------------------------------
    Description: Has a good work ethic.
    Weapon: Hammer
    Strategy: Thor follows a fairly rhythmic pounding pattern, so it's possible to
    stand out of range until he pounds, then rush in and whack him. Alternatively,
    you can jump over the pounding hammer and hit him on your way down. Thor won't
    move to hit you, but he will turn to face you. 
    
    
    
    -------------------------------------------------------------------------------
                                   Sunset Snake Eyes
    -------------------------------------------------------------------------------
    
    Cletus (Sloberus Maximus)
    -------------------------
    Description: Loves gnawing on femurs
    Weapon: Jaws
    Strategy: Cletus lunges when he attacks, so as long as you're out of his range,
    you're safe. Just let him stretch his chain to its end, then hit him. Cletus 
    has been chained to a stake, so he can't move far, but he will charge you as
    soon as he sees you. 
    
    
    Gorgeous Lou (Stickius Attackium)
    ---------------------------------
    Description: Number of Tattoos=3
    Weapon: Spike Board
    Strategy: Lou is fairly easy to avoid, so just wait for him to swing and miss. 
    While he's running in place, crack him one with your trusty staff. Lou runs at
    you as soon as he spots you.
    
    
    Inkspot Jackson (Shiftius Dealerus)
    -----------------------------------
    Description: Master of 3 card monte
    Weapon: Card Deck
    Strategy: Jackson is this area's projectile enemy. He launches his cards at
    you, but they are easily avoided with a simple hop. Hop over to him and 
    dispatch him in the least humane way you can think of. Because he's throwing
    stuff, Jackson tends to stay in one spot. 
    
    
    Paulie Shackles (Jailbirdius Maximius)
    --------------------------------------
    Description: Hates Coopers and Coppers
    Weapon: Ball and Chain
    Strategy: Paulie swings his ball three times around his head before aiming at
    Sly. Stand out of range as he attacks, then run in and hit him while he's 
    swinging. Paulie tends to stand still at all times, possibly because he's 
    holding a giant ball meant to keep prisoners from running away.
    
    
    Vinnie the Pincher (Kneecapins Breakins)
    ----------------------------------------
    Description: Casino Enforcer
    Weapon: Machine Gun
    Strategy: Vinnie's got a flashlight in one hand, and if he sees you, you're 
    dead. Luckily, he only sees what he shines his light on, so you're safe as long
    as you stay out of it. When Vinnie's got his back turned, run up behind him and
    give him the cane. Dropping down onto him works, too. 
    
    
    
    -------------------------------------------------------------------------------
                                    Vicious Voodoo
    -------------------------------------------------------------------------------
    
    Beast, The (N/A)
    ----------------
    Description: N/A
    Weapon: Jaws
    Strategy: There's no way to defeat the Beast; you simply have to outrun him. 
    This is harder than it looks, as he easily glides through the swamp goop, while
    you're confined to a few branches and the occasional vine. 
    
    
    Chicken (N/A)
    -------------
    Description: N/A
    Weapon: N/A
    Strategy: These tasty creatures are a key component in voodoo witchcraft. While
    they can't attack directly, their mates, the roosters, will gladly defend them.
    Just swing your cane at one to send feathers flying.
    
    
    Clarence Dupree (Bloodius Suckius)
    ----------------------------------
    Description: Enjoys Sunday Picnics
    Weapon: Mouth
    Strategy: Clarence is a mosquito, so he's out for blood. He'll divebomb you if
    he spots you, so it's best to rush in and swing before he gets through your
    defenses.
    
    
    Marcel Woodfist (Shambulus Moundium)
    ------------------------------------
    Description: Devoted Ecologist
    Weapon: Self
    Strategy: Marcel generally sleeps away his free time, so you should be able to
    sneak up on him and start beating him up before he gets up and tries to squish
    you. The first hit will simply separate his head from the rest of him; you'll 
    have to destroy both parts before Marcel finally kicks the bucket. 
    
    
    Mojo Dupree (Rodentia Voodooium)
    --------------------------------
    Description: Enjoys golf
    Weapon: Voodoo magic
    Strategy: Mojo Dupree walks around with a torch in one hand and a ball of 
    glowing magic in the other. As soon as he spots you, he'll nail you with this
    ball, so you'll be sneaking past him most of the time. When you do have to 
    fight, you'll have to sneak up behind him before smacking him upside the head
    with your cane.
    
    
    Mojo Ghost (Rodentia Undeadius)
    -------------------------------
    Description: N/A
    Weapon: Self
    Strategy: These blue spectres generally spawn forth from a gravestone, and 
    you'll encounter a constant string of them until this gravestone is destroyed.
    Simply hit one with your staff to destroy it. 
    
    
    Nasty Charlotte (Arachnid Descendium)
    -------------------------------------
    Description: Enjoys bungee jumping
    Weapon: Fangs
    Strategy: One generally doesn't notice Charlotte until she pops out of the 
    forest canopy and lunges. You're usually given enough time to stop, so just
    keep an eye out for her and slam on the brakes as soon as you she appears. One
    swift bop on the head with your cane should do her in. 
    
    
    Pierre Flamenose (Thermo Headtosserus)
    --------------------------------------
    Description: Hates rainy days
    Weapon: Flaming heads
    Strategy: Pierre will spot you from a distance and start chucking flaming 
    heads in your general direction. These are fairly easy to dodge. Just run up
    to Pierre and knock him out of his stump.
    
    
    Pirahna (N/A)
    -------------
    Description: N/A
    Weapon: N/A
    Strategy: Use your hovercraft to glide over these guys in the swamp water, and
    you'll suck them right up. They provide the fuel needed to light tiki torches.
    Beyond that, they'll leave you alone. 
    
    
    Rooster (N/A)
    -------------
    Description: N/A
    Weapon: Dynamite
    Strategy: As you're clearing out the chicken coop, occasional pairs of roosters
    will burst out and a whistle will blow. Someone has strapped TNT to their 
    backs, so you'll want to keep your distance. Hitting them with your cane is 
    getting a bit too close, so hop onto one of the pots so the roosters run into 
    each other. Problem solved.
    
    
    
    -------------------------------------------------------------------------------
                                    Fire in the Sky
    -------------------------------------------------------------------------------
    
    Andre (Gorillus Catapultus)
    ---------------------------
    Description: Fears thieving raccoons
    Weapon: Ukon Tom
    Strategy: Andre throws only one Ukon Tom at a time. Once he tosses one, you're
    safe to advance until the little snowball is destroyed, at which point he'll
    chuck another one at you. Andre throws constantly from the same spot, but he'll
    target you if he sees you.
    
    
    Chow Mei (Chimpius KungFuium)
    -----------------------------
    Description: Listens to techno
    Weapon: Fists
    Strategy: Chow Mei relies heavily on the element of surprise. She lies in wait
    for evil raccoons and flips towards them as soon as she sees them. When you 
    hear her, get ready to hit her with your cane. As soon as she comes into range,
    deck her. 
    
    
    Kung Pao (Stickius Baboonium)
    -----------------------------
    Description: Lives for World Cup soccer
    Weapon: Stick
    Strategy: When Kung Pao begins swinging at you, hold your ground and wait for 
    him to complete the swing. Jump over the stick and clout him before he does the 
    same to you. Kung Pao sometimes guards his post well, never leaving it. Other
    times, he bounces over to greet you.
    
    
    Nunchaku Chimp (N/A)
    --------------------
    Description: N/A
    Weapon: Nunchaku
    Strategy: Most of the time, these guys won't bother with you. They'll stand on
    their little platforms and swing their arms around and whatnot. In Murray's 
    turret level, they'll give chase, but as with all things, just shoot them 
    before they get too close. In the skiff level, deal with them exactly as you
    did with the Mojo Ghosts in Mz. Ruby's domain. 
    
    
    Ukon Tom (Monkius Spherium)
    ---------------------------
    Description: N/A
    Weapon: Self
    Strategy: Ukon Tom is destroyed by hitting things, so either whack him with 
    your cane when he gets close enough or jump and let him hit something behind
    you. Ukon Tom is launched by Andre, so he only goes where he's been thrown. If
    Andre sees you, Ukon Tom will be set on a path of destruction leading right to
    Sly's pretty little face.
    
    
    
    -------------------------------------------------------------------------------
                                The Cold Heart of Hate
    -------------------------------------------------------------------------------
    
    Fire Slug (N/A)
    ---------------
    Description: N/A
    Weapon: Self
    Strategy: For some reason, these guys seem to have a thing for computers. 
    They'll collect them as fast as possible. Just hit them with the battering ram
    on the van. If they're chasing after Sly, you'll have to shoot them. This is 
    no different than shooting anything else.
    
    
    Robo-Falcon (N/A)
    -----------------
    Description: N/A
    Weapon: Beak
    Strategy: Robo-Falcons fly around, looking for someone to divebomb. You'll 
    never have to deal with them using only your cane, so just aim and fire 
    whatever projectile weapon you happen to be carrying at any given time.
    
    
    Security Algorithm (N/A)
    ------------------------
    Description: N/A
    Weapon: Projectiles
    Strategy: There's no way to defeat these guys; you'll just have to dodge their
    fire. They're only found in Bentley's level. They fire at you, and tiptoe 
    around on their wingtips. You can destroy their projectiles by shooting at 
    them, or you can just move out of the way.
    
    
    
    ===============================================================================
                          -----------------------------------
                                       9. Bosses
                          -----------------------------------
    ===============================================================================
                                 Sir Raleigh the Frog
    -------------------------------------------------------------------------------
    
    Biography
    ---------
    Raleigh began his life as a fairly spoiled amphibian, but there's no fun in 
    sitting around and living from someone else's work. He set out to make a 
    fortune of his own, and did so successfully through piracy. He's the Chief 
    Machinist of the Fiendish Five.
    
    
    Strategy
    --------
    Raleigh's a lot smaller in person than pictures implied. He is, after all, a 
    frog. His small stature leaves him susceptible to quite a bit of damage, so 
    he'll guzzle bees to pump himself up. As long as he's full, he's invincible,
    so it's best to run away. The room you are fighting in is composed of one 
    central dais (to which Raleigh returns in order to refill) and six surrounding 
    platforms. Raleigh's fight spans four phases; if you die or fall into the water
    at any point, you'll be forced to start over from the beginning.
    
    Phase 1: All the platforms are raised, so this is simple a matter of staying
    one platform ahead of Raleigh. Any more than that, and you won't have time to
    hit him when he deflates; any less, and you're squished. After five hops, he'll
    be open for anything you toss at him, so whack him with your cane. Since he
    takes two hops on each platform, you might want to count his jumps and be 
    waiting for him on the platform he'll stop on.
    
    Phase 2: All platforms except one (probably the one you're standing on, but 
    just in case, the one without red lights) will sink. You must avoid Raleigh by
    moving from side to side on this single platform. It's a bit more difficult
    than the previous phase, but at least you're definitely close to Raleigh when
    he loses his bloat.
    
    Phase 3: The platforms will rise again, but they'll light up as soon as they're
    touched by Raleigh. This is pretty much the same as the first phase, as it's 
    fairly unlikely that you'll make a full circuit before Raleigh shrinks, even if
    he takes eight jumps to do it.
    
    Phase 4: Like the second phase, all but one platform will drop below the 
    surface of the water. This time, however, you'll be jumping over Raleigh's 
    tongue as he whips around in circles. Getting the timing down should be fairly
    easy, so don't worry your pretty little head about it. After six circles, 
    you're free to smack him.
    
    
    
    -------------------------------------------------------------------------------
                                       Muggshot
    -------------------------------------------------------------------------------
    
    Biography
    ---------
    Muggshot used to be a kinda cute kid, but all the bigger puppies ganged up on 
    him. After a bit of media corruption, he beefed up and exacted his revenge upon
    the bullies. His role in the Fiendish Five is that of the goon. He beats the
    snot out of anybody who messes with them, and breaks everything that must be
    broken.
    
    
    Strategy
    --------
    Like Raleigh, this is a phased battle. Muggshot's pretty beefed up, but he'd
    rather use guns against you. Keep something between himself and your furry body
    to avoid excessive damage. To defeat Muggshot, you'll need to spin mirrors to 
    reflect light onto crystal things, which in turn channel light straight onto
    Muggshot. This damages him and destroys his guns.
    
    Phase 1: The crystal-like things are set in a straightforward gride pattern, 
    and there are eight mirrors for you to hit. Keep a crystal between Muggshot and
    Sly to avoid his gunfire, but he'll probably follow closely, so be prepared to 
    jump if you must. When all the mirrors have been spun around, Muggshot will run
    upstairs. Sly will follow. 
    
    Phase 2: The layout of the crystals is slightly more complex, but the same 
    strategy as before can still be applied. Dodging Muggshot is fairly easy once 
    you get the hang of things, but until then, be on your toes. You'll have to 
    jump frequently to avoid his gunfire. After he gets blasted, you'll be taken to
    the top level.
    
    Phase 3: You'll need to pick a direction and stick with it; this phase can be
    both the hardest and the easiest, depending on how things work out. You're 
    balanced on a series of ropes. Jump to a spire close to a mirror and spin it,
    then quickly move back and over to another spire before Muggshot blasts the one
    you were one, turning your mirror back around. Try not to change directions;
    backtracking could result in lots of unecessary mirror spinning.
    
    
    
    -------------------------------------------------------------------------------
                                       Mz. Ruby
    ------------------------------------------------------------------------------- 
    
    Biography
    ---------
    Mz. Ruby's childhood was much like Muggshot's, in that the other kids shunned
    her. Hers was for a different reason -- the other children weren't really up 
    for playing with roadkill. She summoned the undead to keep her company, and 
    grew into a frightening Voodoo Priestess. With her powers, the Fiendish Five 
    can break into anything Muggshot can't handle. She also makes a mean chicken
    pot pie. 
    
    
    Strategy
    --------
    This is, without doubt, the best boss battle ever. Assuming you have any sense 
    of rhythm, that is. If you don't, sorry. You'll have a tough time with this 
    one. Like all bosses, it comes in phases.
    
    Phase 1: Mz. Ruby's level begins in the gnashing jaws of her giant skull 
    chamber. Hop on the molars, and wait for the pointier teeth to meet. As soon as 
    they do, perform a graceful Ninja Spire jump onto one, and immediately hop onto
    the safety of a molar again. When you reach the end, jump over the shockwave 
    and smack Mz. Ruby with your cane. 
    
    Voodoo dance time! Mz. Ruby will perform one of four moves, sending out 
    pictures of the four buttons on the right side of your controller. The 
    background music will play as she does so, then repeat itself when it's your 
    turn. It's harder to explain than it is to just pick up on it. Make sure you 
    can hear the music, or you won't be able to do it. The rest of this boss 
    strategy will consist of the moves she'll be performing. After each round, 
    you'll have to jump over her shockwave and hit her.
    
    Phase 2: 
     - 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
    
    Phase 3: 
     - 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
     - Triangle, X
     - Circle, Square, Circle
     - Triangle, X
     
    Phase 4:
     - 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
    
    
    
    -------------------------------------------------------------------------------
                                      Panda King
    ------------------------------------------------------------------------------- 
    
    Biography
    ---------
    The Panda King began life as a pauper. He would watch the cool explosives set 
    off by richer folk, and decided to make them himself. They refused to buy his
    wares, so he turned to the dark side and blew them up. He's the Demolitions
    Expert of the Fiendish Five.
    
    
    Strategy
    --------
    The Panda King battle adds nothing new or exciting to the normal gaming 
    experience. His battle doesn't even come in true phases like the rest of the 
    bosses'.
    
    Dodge the fireballs by running around the room while angling yourself towards 
    the center. Once you get there, start whacking him until he shouts out an 
    attack and goes into formation. Keep attacking as you dodge the attacks. 
    Eventually, he will toss you away. Repeat this four more times.
    
    During the first bout, he will only create a ring of fire around himself. Jump
    to avoid it. The second time, he'll add a move that shoots columns of flame 
    wherever he pounded his fists. Again, a simple jump should clear you. By the 
    third round, he'll have added a chop to his arsenal. Just move to avoid it.
    
    
    
    -------------------------------------------------------------------------------
                                       Clockwerk
    ------------------------------------------------------------------------------- 
    
    Biography
    ---------
    Nobody knows how or when Clockwerk came to be, but he's been antagonizing the 
    Coopers for generations. He's the fearless leader of the Fiendish Five, and it
    was his idea to steal the Thievius Raccoonus.
    
    
    Strategy
    --------
    Hey, it's the boss! It's about time we got here. You won't be able to damage
    Clockwerk directly, but with Carmelita's blasts, you can hurt him. Dodge his 
    black orbs as Carmelita weakens him, then aim into the glowing spot.
    
    The first spot to hit is his head. Dodge by ducking into the lower right 
    corner, then fire away. Do so quickly to take away a quarter of Clockwerk's 
    health. Next, swing to the right to dodge the orbs, and target his feet. Pull
    sharply up and to the right as Carmelita shoots a missile up his feathery tail,
    and follow it with a few rockets of your own. Bear left to dodge the final set
    of orbs, and aim your crosshairs at Clockwerk's right wing.
    
    Clockwerk will fall into the lava, but like a phoenix, he'll rise out of the 
    flames, full of life and ready for another round. Okay, not quite like a 
    phoenix, but close enough. This time, Clockwerk has done away with the orbs.
    He'll send rings of electricity at you, and you'll have to aim directly into 
    the center of them to avoid them. 
    
    The order of the rings if fairly random. You can line yourself up in the center
    of one before it does its spin. There is plenty of time between rings to 
    realign yourself for the next one. After the last one, Carmelita will fire off 
    a missile at Clockwerk. Take this opportunity to lay on the damage to his wing.
    
    With one wing out of the way, Carmelita will blast away at the other one. Dodge
    a few rings, then it's your turn to do the same. From there, it's another bit
    of head-targeting, and finally, the rest of the left wing. At this point, Sly
    will drop out of the Jetpack. 
    
    You've got to reach the head now. It won't restore itself anytime soon,
    contrary to Bentley's warning, so be careful. Run up to the first narrow beam 
    and hop on. Make your way across to Clockwerk, dodging columns of lighting and
    lasers as you go. If you fail now, you'll have to fight the entire battle 
    again, so don't do it. When you reach the center, pound on Clockwerk's head 
    until he falls for good.
    
    
    
    ===============================================================================
                          -----------------------------------
                                      10. Secrets
                          -----------------------------------
    ===============================================================================
    
    Unlock "The Tokyo Police File" Movie
    ------------------------------------
    After defeating the final boss, you will return to the hideout, where Bentley
    will announce that Sly's friends in Japan sent over a movie. This movie is
    basically the introductory movie done in a different art style, with Japanese
    speech instead of English.
    
    
    Unlock "The Making of Sly Cooper" and "Commercials & Outtakes" Movies
    ---------------------------------------------------------------------
    Finish the game, open all the vaults, and complete all the Master Thief 
    Sprints. In short, achieve 100%. As soon as you do so, you'll be treated to
    these two movies. The first has various members of the team talking about the
    game. The second shows the commercials aired on TV, as well as commercial goofs
    and outtakes. The outtakes are hilarious. Do yourself a favor. Watch them.
    
    
    
    ===============================================================================
                          -----------------------------------
                                 11.  Revision History
                          -----------------------------------
    ===============================================================================
    
    Version 1.0 - 12/31/02
    ----------------------
    Well, it's all new. I'm fairly sure this guide is complete, but I'll update it
    if anybody sends in any better strategies or questions. Keep an eye out for an 
    update.
    
    
    Version 1.1 - 01/11/03
    ----------------------
    An updated email address, plus a bunch of weird errors. I also added a small
    amount of information on Vinnie the Pincher, but I'm missing some stuff. No big
    deal. I'll add it some other time. The big change here was the email address.
    
    
    Version 1.2 - 01/21/03
    ----------------------
    Just adding another site to the copyright, and another person to the credits
    section. Nothing's change in the guide itself. 
    
    
    Version 1.3 - 02/02/03
    ----------------------
    Added one new question to the FAQ, and made a miniscule change to the layout of
    each question. Also changed the answer to one question slightly (nothing 
    significant; just rewording). The vehicles in the controls section have been 
    cleaned up a bit, and the whole section is now aligned. Finally, the email 
    address has been fixed for Klez prevention. I'm sure you can figure it out.
    
    
    
    ===============================================================================
                          -----------------------------------
                               12. Copyright Information
                          -----------------------------------
    ===============================================================================
    
    This document is copyright 2002-2003 Bananagirl (bananasquid at swirvemail dot
    com).
    
    This document was written exclusively for use on the internet. It is not
    intended to be used in any way that is profitable for anyone, including the
    author. It is not to be reproduced in any way without express written permission
    from the author.
    
    The information found within this document is, to the best of the abilities and
    knowledge of the author, 100% accurate. However, the possibility exists that
    inaccurate information may be found within. Any errors (human, computer, or
    otherwise) should be reported to the author as soon as possible.
    
    Sly Cooper and the Thievius Raccoonus and all characters, locations, etc., are
    trademarks of Sucker Punch Productions. The author makes no claim to the 
    creation of these. This document can only legally be found at GameFAQs 
    (http://www.gamefaqs.com) and IGN (http://www.ign.com). 
    
    If you choose to contact me, contact ONLY me. I don't reply to emails sent to 
    everyone with a guide. It's just not cool. Also, don't send stupid questions,
    questions that have been answered in the guide, or mean things. It's not nice.
    
    
    
    
    ===============================================================================
                          -----------------------------------
                                  13.  Credits/Thanks
                          -----------------------------------
    ===============================================================================
    
    Thanks to:
     - soulgenesis, for his "A Cunning Disguise" Master Thief Sprint strategy.
    
     - IGN's Sly Cooper guide, for the names in the Moves section.
    
     - AdrenalineSL, for the hot lesbian sex0rz.
    
     - Whoever else thinks they deserve my thanks, for whatever reason. Nothing 
       dirty, though.
    
    
    
    -------------------------------------------------------------------------------
    
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    -------------------------------------------------------------------------------
                                                    Copyright 2002-2003 Bananagirl

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