~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ Sly 2: Band of Thieves Copyright 2004, Sucker Punch Walkthrough and Strategy Guide Written by: sparksmf (firstname.lastname@example.org) ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ Glossary: 000 - Version History 010 - Introduction 020 - Characters Of The Game 030 - Controls 031 - Basics 032 - Sly 033 - Bentley 034 - Murray 035 - Vehicles 040 - Items 050 - Safe House, Missions, & ThiefNet 100 - The Museum of Natural History 200 - Episode One: The Black Chateau 201 - Satellite Sabotage 202 - Breaking And Entering 203 - Bug Dimitri's Office 204 - Follow Dimitri 205 - Waterpump Destruction 206 - Silence The Alarms 207 - Theater Pickpocketing 208 - Moonlight Rendezvous 209 - Disco Demolitions 210 - Operation: Thunder Beak 211 - Printing Press Duel 300 - Episode Two: A Starry Eyed Encounter 301 - Recon The Ballroom 302 - Lower The Drawbridge 303 - Ballroom Dance Party 304 - Steal A Tuxedo 305 - Dominate The Dance Floor 306 - Destroy The Chopper 307 - Boardroom Brawl 308 - RC Bombing Run 309 - Elephant Rampage 310 - Bomb The Bridge 311 - Tango With Carmelita 312 - Clear The Way For Murray 400 - Episode Three: The Predator Awakens 401 - Spice Room Recon 402 - Water Bug Run 403 - Freeing The Elephant 404 - Leading Rajan 405 - Neyla's Secret 406 - Spice Grinder Destruction 407 - Blow The Dam 408 - Rip-off The Ruby 409 - Operation: Wet Tiger 410 - Showdown With Rajan 500 - Episode Four: Jailbreak 501 - Eavesdrop On Contessa 502 - Train Hack 503 - Wall Bombing 504 - Big House Brawl 505 - Lightning Action 506 - Disguise Bridge 507 - Code Capture 508 - Close To Contessa 509 - Operation: Trojan Tank 600 - Episode Five: A Tangled Web 601 - Know Your Enemy 602 - Ghost Capture 603 - Mojo Trap Action 604 - Kidnap The General 605 - Stealing Voices 606 - Tank Showdown 607 - Crypt Hack 608 - Operation: High Road 700 - Episode Six: He Who Tames The Iron Horse 701 - Cabin Crimes 702 - Spice In The Sky 703 - A Friend In Need 704 - Ride The Iron Horse 705 - Aerial Assault 706 - Bear Cub Kidnapping 707 - Theft On The Rails 708 - Operation: Choo-Choo 800 - Episode Seven: Menace In The North, Eh? 801 - Recon The Sawmill 802 - Bearcave Bugging 803 - RC Combat Club 804 - Laser Redirection 805 - Lighthouse Break In 806 - Old Grizzle Face 807 - Boat Hack 808 - Thermal Ride 809 - Operation: Canada Games 810 - Brains Over Brawn 900 - Episode Eight: Anatomy For Disaster 901 - Blimp HQ Recon 902 - Charged TNT Run 903 - Murray/Sly Tag Team 904 - Sly/Bentley Conspire 905 - Bentley/Murray Team Up 906 - Mega-Jump Job 907 - Carmelita's Gunner 908 - Showdown With Clock-La 060 - Clue Bottle Locations 061 - Episode One 062 - Episode Two 063 - Episode Three 064 - Episode Four 065 - Episode Five 066 - Episode Six 067 - Episode Seven 068 - Episode Eight 070 - Ultimate Thieving 071 - Valuable Items 072 - Pickpocket Objects 073 - Extra Thief Abilities 074 - General Tips 080 - FAQs For Sly 2 090 - Conclusions 091 - Final Review 092 - Contact Info 093 - Credits 094 - Disclaimer/Legal Stuff ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 000 - Version History ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 0.20 - Got the basic structure down for the guide plus the first area 0.30 - Wrote down the full walkthrough for the second episode 0.40 - Created some more FAQs and got the third episode finished 0.50 - Episode Four completed, added more FAQs 0.60 - Added the fifth episode, another FAQ, restructured the index 0.70 - Completed Episode Six's walkthrough 0.80 - Finished everything for the seventh episode 0.90 - Done with the basic walkthrough 0.93 - Typed up the 'Valuable Items' and 'Pickpocket Objects' sections 0.96 - Completed the large 'Extra Thief Abilities' section Final - Finished the 'General Tips' and 'Final Review' sections ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 010 - Introduction ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ Sly 2 is a really well-done game that should be played by all who enjoyed the first game. Sucker Punch kept all of the fun elements from the Thievius Raccoonus and added even more. I highly recommend this game to anyone who loves any genre at all. It's just that cool. The graphics are more polished, the areas are more of quality and quantity, and the challenges have never been greater. Well, I've said my piece about it--I guess if you're looking for help on this game, you already have it! So I won't dwell on its greatness any further. This time around, Sly, along with Bentley and Murray, must track down each member of the Klaww gang and take back the Clockwerk parts. It's a big task, but as usual, Sly is up for the challenge, especially because the threat of his archenemy becoming reassembled is far too great for this raccoon to ignore. I must immediately make it clear to all that this walkthrough will have some major spoilers in it, so watch where you look. That said, let's get on with the rest already... ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 020 - Characters Of The Game ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ Sly Cooper - The Thief: In the first game, Sly was your main character. He has all the thieving abilities you'll ever need--crawling under tight spaces, pickpocketing, quiet footsteps, and most importantly, he can hold his own when it comes to attacking enemies, whether it's by sneaking up to them silently or going head on. You needed to restore his family heirloom, The Thievius Raccoonus book, so Sly could become a master thief. In the end, he had to confront and defeat his archenemy, Clockwerk. Now in this game, Clockwerk's robotic parts have been stolen by the infamous Klaww gang. It's your job to take back these parts before they become reassembled once again! Bentley - The Brains: This little turtle is the one that creates all the plans needed for more thieving. Don't underestimate his abilities--Bentley may seem weak at first, but he can put enemies to sleep or drop bombs for a large bang. He will serve as immeasurable help during your adventures. In the last game, Bentley was sort of behind the scenes, but not anymore. Murray - The Brawn: He will also prove his worth as you go deeper and deeper into the game. This hippo likes to be referred to as "The Murray" because of his strength. Again, in Sly Cooper 1, he was only the driver for the van and that was about it. In this game however, he can punch the daylights out of enemies and lift up heavy levers or doors for you. He has a big heart and loves his stick-shift van. Inspector Carmelita Montoya Fox: She is the clumsy inspector of the game that never seems to do things right. You will encounter her several times throughout the game, and she will never greet you with a happy face. Carmelita can be nice under certain situations, however. She has been tracking down the Cooper gang for several years and hopes that one day, she will bring them to justice. Constable Neyla: A new character to the game, Neyla appears as an interesting person who should have an eye kept on her at all times. She forms a strange alliance with Sly. Can she be trusted? Which side is she working on? The Contessa: This character is one to avoid. She runs a prison facility that Sly, Bentley, and Murray would cower in fear if they were to ever see it. Don't get in that spider's way--she has a thing for hypnosis. Dimitri: He is by far the oddest member of the Klaww gang. This lizard runs an underground nightclub and forges masterpieces of art after everyone rejected his own creations. Rajan: Armed with sharp claws and a hatred for party crashers, Rajan is part of a major spice operation in India. He tries to hide his poor, humble origins with big parties and extravagant clothes. Jean-Bison: Contrary to what he looks like, Jean-Bison is not that stupid. He was frozen in a freak avalanche and now seeks to "tame the wild north" by chopping down massive amounts of trees throughout the large area. Arpeggio: This expert of mechanics does not show himself fully for a long time in the game. Everything is part of his ultimate plan. Do not make him angry if you would like Sly to live. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 030 - Controls ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 031 - Basics Start: Pause the game, go through Options, Save and Quit, Help with current job, look through the controls. Left analog stick or directional buttons: Move around, go up or down in the menu. Tilt the left analog slightly to have your character tiptoe. Select: See what gadgets you can assign yourself. Right analog: Move the camera around. R3: View with the Binocucom. 032 - Sly X: Jump. Hit X twice for an extra boost. Square: Attack with the cane, hold down for a longer time in order to get a power-up. Triangle + Square: Lift up an enemy from behind and knock them out. X + Square: Jump and smash overhead. X + R1: Jump and paraglide (later in the game). L1, L2, or R2: Assigned gadget. Binocucom mode + R1: Snap a picture. O: Perform an action (pickpocket, crawl, walk along ledges, etc). Directional buttons/left analog stick + R1: Run (will create noise). 033 - Bentley X: Jump. Hit X twice for an extra boost. Square: Attack with your crossbow. L1, L2, or R2: Assigned gadget. Triangle: Drop a bomb. Binocucom + R1: Shoot a sleeping dart at an enemy. O: Perform an action (walk across ledges, type on a computer, etc). Directional buttons/left analog stick + R1: Run (will create noise). 034 - Murray X: Jump. Hit X twice for an extra boost. Square: Attack with your fists. L1, L2, or R2: Assigned gadget. X + Square/Triangle: Thunderflop. Triangle + Square: Knock an enemy out. O: Perform an action (walk along ledges, lift heavy objects, etc). Triangle + O: Pick up an enemy in midair. O, Square, or Triangle: Throw an object that you're holding. Directional buttons/left analog stick + R1: Run (will create noise) 035 - Vehicles Turrets: Left analog stick to aim, R1 to fire. Bentley's Hacking Ship: Left analog to move, right analog to fire. RC Chopper: Left analog to move, X to drop bombs, Square to fire straight ahead. Tank: Left and right analog together to move backward or forward, left and right analog in opposite directions to rotate tank, R1 to fire. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 040 - Items ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ Health: Once you defeat an enemy or break open an object, a red plus sign will sometimes appear. This will restore your health partially and fill up your meter for gadget usage. Coins: The basic currency for the game. There are plenty of places to find these things. Loot: Pickpocket a guard with a shining pocket to obtain valuable items. Alternatively, you can steal glowing artifacts throughout the level to sell for abilities. Clues and Vaults: In each episode, there are 30 clues that need to be collected. Once you have all clues, find the vault, enter the code, and get your new ability! ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 050 - Safe House, Missions, & ThiefNet ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ Safe House: At this place, you can have your health fully replenished, hide from enemies that might be tracking you, sell something at ThiefNet, or switch one of your characters. Press R3 to go into the Binocucom mode and look around for the yellow beam that has a big "S" to successfully make your way back there. Missions: Along the way with your adventures, you'll need to complete certain jobs in order to continue. Press R3 to go into the Binocucom mode and see where you need to go. Blue is for Sly, green is for Bentley, and purple is for Murray. Additionally, once you move closer to the spot, a colored icon can be seen for you to move on. ThiefNet: Once at the Safe House, Bentley can sell things online and use the money to buy new abilities. A list of new offers appears in each new episode. The list of buyable abilities and valuable items will be further on in this page. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 100 - The Museum of Natural History ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ Enemies: Pig Guards (you never actually encounter them) Breakable Items: 'Do Not Touch' Signs, Couches, Potted Bushes, Exhibits, Chairs, Tables, Closets, Desks, Vases, Chimneys On Buildings We watch as Sly is debriefed about the mission and what to do with a quick explanation for why we're here. Once you're able to control Sly, head for the center of the room and to the thing that appears to be a drum. Hop on it and land on the giant skeleton. Move to the end of its tail and jump on the ledge to meet Bentley. After a short clip, walk into the room that Bentley has opened. Head right and then once at the end of that hallway, turn right again. At the balcony, Bentley will explain to you that in order to cross, you must jump and press O to get onto the rope. When you enter the room, you'll meet up with Murray. He'll open the door for you. Once outside again, Murray will smash another door and you can climb onto the rope. In the room, you'll meet Carmelita and Neyla for the first time. After a clip with them talking, Carmelita will get mad for letting Sly escape and she'll chase after you. Run down the hallways to avoid her electrifying shots. Along the way, Murray and Bentley will meet up with you. Eventually Sly will tell them to warm up the van, and they'll move away. Now she'll be chasing you as Sly runs down ropes with police cars lines up. Avoid her gun and make your exit into the van. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 200 - Episode One: The Black Chateau ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ Enemies: Frogs, Rats, Warthogs Breakable Items: Chairs, Tables, Signs, Antennae, Chimneys, Statues, Brief Cases, Potted Plants, Benches, Bottles, Boxes, Barrels, TVs, Clothes, Mirrors, Instruments, Signs, Ash Trays 201 - Satellite Sabotage (Sly) Goals: - Locate the job start point - Reposition all 3 dishes Remember, click the L3 to see where you need to go. For the first one, climb up the pipe and press O once there. The second one is right by the Safe House. Again, hit the O button. Then, look around with the L3 to find the last satellite. This makes for good practice learning your way around. 202 - Breaking and Entering (Sly) Goals: - Battle guards with Murray - Locate tail feathers - Take reconnaissance photos Enter the cellar and talk with Murray. All you have to do is take a few guards out. Not hard at all. Murray practically does all of the work for you. Once he lifts the door down for you, double jump over to the other side. Carefully go past a row of beams to the right. For the next set, crawl under the table to avoid being burned. Do the same with the next one. When you get to the warthog guard, crawl under the table when his flashlight is furthest away. Then, press triangle + square to get rid of him permanently once you're behind him. When confronting the next guard, simply walk up to him when he's not looking and perform the same move. Alternatively, you could go under the table nearby and wait for his light to pass. At the end, crawl into the air vent by pressing the O. Once there, Bentley will instruct you on using the triangle + square move to take out that guard. Go through the rest of the obstacles and fight off the rats. Once you're done with that, go through the air vent in the corner by the piano to take your recon photos of the area. 203 - Bug Dimitri's Office (Sly) Goals: - Enter Nightclub via balcony - Sneak into Dimitri's office - Place bug/swap paintings As Bentley will carefully explain to you, if Sly takes any damage from guards, then you have to start all over again, since the painting will be ruined. Because of this, it's best to avoid all guards in the area for now. To get into Dimitri's office, press the L3 to see where it is. A blue beam should appear. Follow it. Climb up the ropes and walk across the ledge so you're now beside the window that leads into the place. Once inside, Bentley will calmly explain that the only way into the office is through the air vent. Notice all of the rat custodians on the ground. Avoid a fight with them. To do this, head left and up the pipe. On the other side, climb back down and cross the water without being spotted. When you get to the area with the laser lights, cross over carefully and climb up the pipe. Walk down the ledge to hear a message from Dimitri. Then, walk down the rope and under the waterfall to the vent. You should notice two things once you're in this room. The first is obviously that the painting is there for you to switch with the forgery that you've been carrying hopefully (notice that the original is a copy of "The Scream"...I found that to be pretty funny). The other thing you should notice in this room is the vault. Bentley tells you the code: 2-3-1. From this, you will receive the knockout dive. After you're done, head outside for the next mission. Bentley promises Sly that if you can bring back the original painting in one piece, he'll be able to sell it for some money, so return to the Safe House and do just that. 204 - Follow Dimitri (Sly) Goals: - Steal Dimitri's access code Once you ring the bell, Dimitri will come out of his boat to look around. You need to stay close to him, and the only way to effectively do that is by immediately jumping onto the rooftops, and watch him down below. You must do this for two reasons: one is because of the fact that there are guards all around on the ground who are likely to spot you, and also because of the simple fact that every so often, Dimitri turns around suddenly to see if anyone is following him. No, it's much better to stay above him. Anyways, follow him to see what's going on. 205 - Waterpump Destruction (Murray) Goals: - Locate the waterpump - Destroy the waterpump Now Sly needs to go back to the Safe House so you can trade with Murray. After that, go back to the door that you saw Dimitri walk in and enter. As Bentley will explain to you, press the O to pick stuff up and square to throw it. In this case, pick up the block of ice and throw it at the machine box so the lasers will be disabled. Note that you have to hit the box three times before it is destroyed. After that, throw the ice at the guard and pick him up once he's knocked out. Then throw him. Move past the red lasers to the next area. Here, a bunch of rats will try to stop you. To the side is a pump filled with water. Remember what you have learned and throw the rats into the waterpump to put it out of commission. After you're done, Murray will automatically return to the Safe House for the next part of the plan for the heist. 206 - Silence The Alarms (Murray) Goals: - Locate and destroy the alarms Okay, now you need to take what you have learned previously and set it to good use. Once Murray is at the first alarm, pick up a nearby table or chair and throw it at the box. Unfortunately, this will set the alarm off. On the plus side, there are enough chairs and tables around for you to finish the job. Now to the second one. What I usually do is pick up a newspaper from the nearby stand and use that first, then use the rats. Do the same thing for the third box (don't forget to press the L3 to find them) and you're done. 207 - Theater Pickpocketing (Sly) Goals: - Pickpocket all the guards - Use keys to shut down fans This mission is pretty straightforward--pickpocket the guards and use the keys for fans. Don't forget to climb up the pipe behind the stage for that last guard watching TV. Move to the upper level to find the locks, then jump onto the fan pipes to make your way to the computer. Done! 208 - Moonlight Rendezvous (Sly) Goals: - Chase Neyla Basically, all you need to do here is meet up with Neyla at the given point and follow her without falling behind. Don't forget to keep the R1 button held down so you can keep up. Once there, Neyla will give you a key into the place, which Bentley can use for his mission. 209 - Disco Demolitions (Bentley) Goals: - Bomb all 4 support columns Here you must use Bentley as a character for the first time. Click the L3 button to find your way into the disco area. Sly will tell you to press the triangle button when near the electric control boxes to drop a bomb. After that, you need to put the guard to sleep with your dart gun. To do this, go into your Binocucom mode and click the R1 while aiming. Then while he's asleep, drop a bomb near him to finish the guard. When you're done talking with Sly, you can see in front of you that there are four green markers everywhere throughout the room. Drop a bomb near such pillars to make the disco ball fall down. 210 - Operation: Thunder Beak (Sly, Bentley, & Murray) Goals: - Get into the water tower - Shut off water to the fountain - Pickpocket the guard - Meet at the fountain - Hijack the repair truck - Climb the peacock sign - Grapple to top of sign - Defend the truck First, run over to the water tower so Bentley can be thrown inside by Murray. Once near the water, you will see five different valves that you can change. They are in this order: uppermost left, bottom-most right, the one in the center, bottom-most left, and the uppermost right. Now you'll switch over to Sly. Pickpocket the guard keys after the two rat guards walk away. Meet up with Murray and Bentley back at the fountain for an exchange. Click L3 to find the location of the truck. Then as Sly, climb up the nearby street light, jump on the rope, walk on the gold ledge down below, and climb up the pipe to the peacock's head. After the grapple is in place, immediately rush down to defend the truck. This will take awhile. Then, the head will fall down and you can go down below. 211 - Printing Press Duel (Sly) Goals: - Get the Clockwerk tail feathers Here is your first boss of the game. As long as you aren't too eager to beat him and have some patience, Dimitri isn't too hard. Hide behind one of his bottle-things filled with green ooze and wait for him to attack three times before coming out to attack. When his weapon is of no use, he'll resort to fighting with fists and feet, so be aware of that. When Dimitri is done for, Sly will grab the tail feathers and you leave to begin the next episode. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 300 - Episode Two: A Starry Eyed Encounter ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ Enemies: Goats, Monkeys, Rhinos, Snakes, Elephants Breakable Items: Chairs, Tables, Mirrors, Clothes, Vases, Beds, Drawers, Dressers, Tubs, Toilets, Bins, Cement Ledges, Brief Cases 301 - Recon The Ballroom (Sly) Goals: - Sneak through the balcony door - Take needed recon photos Once you're done talking with Bentley, hop up the many branches to make your way to the window. I usually start with the one that is by the walkway to the right. Anyways, once you're on the balcony, open the window and head inside. Now that you're inside, you can start taking those recon photos. Here is where you'll first meet the full cast. Once you're done with that, Sly will automatically head back to the Safe House. 302 - Lower The Drawbridge (Sly) Goals: - Pickpocket the guards - Unlock drawbridge winch Here we find ourselves with a simple pickpocketing challenge. There are five guards in all and they're pretty spread out. Don't forget to press the L3 button occasionally to find them all. The first guard is by the snake statue-- an easy grab. The second one is near the doors to Rajan's palace--hit the gong nearby to distract him so you can grab the keys. The third guard is patrolling the bridge to the island, the fourth is walking around a balcony on the main building of the island, and the fifth is by the elephant near the Safe House. When you have finished collection, go on the opposite side of the drawbridge and unlock everything to lower it for Bentley and Murray. 303 - Ballroom Dance Party (Sly) Goals: - Knock on door to ballroom If you attempt to enter the mansion as part of the 'Ballroom Dance Party' job, the guard that lets people in will turn Sly down because he doesn't have a tuxedo. So now, you have to ransack the guest house and find the parts needed for the outfit. 304 - Steal A Tuxedo (Sly) Goals: - Find needed tuxedo parts Once you're inside the mansion, open each room's door and enter inside. The first one is room 103. Take care of the two guards by pressing triangle + square for one of them, and then run away quickly to finish off the other while he's looking around. When you get upstairs, jump around the guard onto the chandelier to take care of him. The dance shoes are in the nearby dresser. Now continue to room 104. Inside here are several guards, so there's no avoidance to a full battle. The shirt is in the storage bin by the bed. In room 105, you'll need to use another surprise attack for the guard. The jacket is in a bin next to the steps that lead down to the TV area. Move back down the hallway to room 102. The guards are ample here. It's important that you sneak around them and surprise attack the rhino guard, then take care of the small ones by hand. The gloves are in the drawer by the rug that's near the bathroom. Now to the last room--101. There is one lone guard in here, along with snakes. Surprise attack him and take care of the rest. The tie is in the second bin that is near the steps leading down to the TV. Once you have all the pieces, it's time to go back to the guard and insist that you have the right formal wear for this event. 305 - Dominate The Dance Floor Goals: - Complete the dance Apparently, if Sly changes his clothes into something else, there's no way that anyone will be able to recognize him. Whatever. Anyways, you need to smooth out a few dance steps before the night ends, so you can practice now: Triangle + Triangle + Triangle Triangle + Triangle + O O + Triangle + X O + Triangle + O Triangle + X + Triangle O + Triangle + X Triangle + Triangle + Square X + Triangle + X X + X + Triangle + O Triangle + O + X + Triangle Triangle + O + Triangle Triangle + X + O + Triangle O + O + O + X O + Triangle + Square 306 - Destroy The Chopper Goals: - Destroy the chopper Run back to the Safe House and switch over to Murray. Once you're at the desired location and have spoken with Bentley, move over to the lever and lift it up by pressing X, O, or Triangle to lift it. The rest is just going to take practice. Controls for the turret is in the 'Controls' section of this guide. Hit the chopper whenever you can, and take out the missiles before all else. Once you're done, Murray will be taken back to the Safe House. 307 - Boardroom Brawl (Sly, Bentley, & Murray) Goals: - Locate code under a table - Enter code/turn off lasers - Pull switch to open door - Protect Bentley while he hacks the computers For the first part of this, use Sly to crawl under each individual table by pressing O until you see a code. The numbers are underneath the very last table (You don't have to memorize them). Type in the code and go past the lasers. Note that the vault is here (type in 8-5-7). For the next part, you play as Murray. Bentley needs to hack six levels in the computer, so stay close to him and fight off the guards while Sly takes care of some from afar. Be sure not to run off in order to beat up on guy while another attacks Bentley from another direction. 308 - RC Bombing Run (Bentley) Goals: - Destroy jeep At last, you play as Bentley. Move your way to his icon and prepare to use the RC Chopper. Here, you must drop bombs onto the jeep down below for the heist later on. Basically, this will take both practice and patience. Your first priority is to avoid the missiles that it'll shoot at you, and the second is to hit the jeep. Learn its route and finish jeep off. 309 - Elephant Rampage Goals: - Break elephants out of pen - Get gems off the elephants Your first order of business is to let the elephants out by crawling under a hole underneath their pen and releasing a...mouse. At any rate, this will cause them to go into a panic, and now the elephants are free. Now comes the tricky part. You have to be quick in all respects to make this happen. With the aid of L3, watch the movements of the elephants and jump onto their backs from the rooftops. There are six gems in all. Hit the elephants' heads to make them fall off. Constantly fight the lesser guards so you can have plenty of health for this job. When an elephant is about to attack you with its trunk, jump over it to avoid the blow. You must be patient with this challenge, it's the hardest one yet, probably. 310 - Bomb The Bridge (Bentley) Goals: - Bomb and destroy the bridge After talking with Sly, go down to the lower level of the bridge. First, put a bomb next to all nine cleats. Do this quickly. Once a bomb explodes, rocks will start to fall down. Jump to the upper level and work on the main support beams. Be extra careful from all the falling debris. Once you're done, Bentley will now be switched over to Sly automatically. 311 - Tango With Carmelita (Sly) Goals: - Complete the dance Basically, you need to do everything that you did during your previous practice from before. While Sly is on the floor, Murray will steal the Clockwerk wings. Here is the sequence of buttons that need to be pressed: Triangle + Triangle + Triangle Triangle + Triangle + O X + X + Triangle + X O + Triangle + Square Triangle + X + Triangle Triangle + O + X O + O + X + Square X + Triangle + X X + X + Triangle + Triangle Triangle + O + O + Triangle Triangle + X + Triangle + Triangle Triangle + X + X + Triangle O + O + O + X Triangle + X + O Once that is completed, you'll be switched over once again back to Bentley. 312 - Clear The Way For Murray (Bentley & Murray) Goals: - Protect Murray from guards Now you're back controlling the RC Chopper. This mission isn't too hard--watch over Murray while he makes his exit. Bomb the guards so he can escape. The bombs will do a considerable amount of damage, and can even knock out multiple guards at once. Anyways, just watch over Murray and you should be fine. Once he reaches the van, you're done with this episode. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 400 - Episode Three: The Predator Awakens ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ Enemies: Goats, Monkeys, Rhinos, Elephants, Snakes Breakable Items: Cement Blocks, Vases, Brief Cases, Plants, Couches, Tables, Chairs, Pillows 401 - Spice Room Recon (Sly) Goals: - Find entrance into temple - Get to the access tube - Take recon photos Bentley will show you a passageway you can use that's behind the waterfall. Go past the truck and defeat an enemy or two to get there. Be sure to crawl under the passageway to get inside. Once inside, you'll need to confront the guards. Surprise attack one of them. The rest can be taken care of easily with a hit into the water. Up ahead, defeat the rhino guard and hop in the buckets to avoid being seen. Continue down and slide across the vine to take your recon photos in the next room. 402 - Water Bug Run (Sly) Goals: - Get the bug in Rajan's office Here's a bizarre challenge for you--in order to properly bug Rajan's office, you use a...bug. Anyways, pick up the bug by pressing O, and let's start this mission: Pool #2: Sly first spots it on his Binocucom. Jump down and head up. Hop on the mushroom and place the bug in his pool. Pool #3: To the left of the Safe House at the lowest level. Pool #4: Up the vines and onward, next to the shaky building. Pool #5: Past the nearby truck and next to the tree. Pool #6: Now go left and up the vine next to the first waterfall. Pool #7: Continue upwards, across the small waterfall and up the stairs. Pool #8: Using the tree root, double jump to the nearby ledge. Walk right so you're in Rajan's office and place it in the pool. Also note that the vault is in here (the code is 3-8-6). There's also a pool just outside of Rajan's office, which I suppose is really the eighth pool, and his is the ninth. I'm not really sure why it's there however--the office is only a short distance from there. You can use it if you want, however. Now that the bug is secure and you have the new ability from the vault, hop over the lasers and start your next mission. 403 - Freeing The Elephant (Sly) Goals: - Collect all necessary spice - Drop the spice in the basket This one isn't too hard if you know your way around. Next to the elephant is a broken ridge with vines. Climb all the way to the top and slide down so you eventually have two of the spices. Three of them can be obtained by climbing up the highest tower and gliding down vines. Click the L3 to see the last one near the truck at the other side. Hop onto the mushroom for it. Now, simply run back to the elephant and place the spice in its feed so the satellite will no longer be working. 404 - Leading Rajan (Bentley) Goals: - Get Rajan's three blueprints This challenge isn't easy. I won't tell you step-by-step, but I can give you some tips for this. Basically, you need to a) make sure that Rajan doesn't see you, b) any of the guards see you, and c) all guards are taken care of when you grab a blueprint. When going for a blueprint, be sure to knock out any close guards so that they won't see you. If they do and you're forced to fight, Rajan will wake up and the mission must be done over again. This is crucial. Once you're done, Bentley will automatically go back to the Safe House so you can hear the next part of the plan. 405 - Neyla's Secret (Sly) Goals: - Keep up with Neyla - Get half of Clockwerk's heart For the first half of this mission, Neyla will lead you to the secret passage. Don't forget to keep R1 pressed throughout. Don't worry about any guards--she will instantly KO any that try to come near you. Follow her carefully until you are finally at the desired location, where a new challenge awaits. Once you're inside, wait until the guard walks past and steal his key. Then, continue on and jump inside the barrel coming around. It'll take you to the other side, where you can steal the other guard's key and unlock the winch. Grab the heart half and you're done here. 406 - Spice Grinder Destruction (Sly) Goals: - Destroy the spice grinder Walk along the edge to the side for access into here. Climb into the barrel and head left to blow up the control panel. Then jump into another barrel to finish off the other one to the left by walking quickly past the vertical lasers and to the next control panel. Now simply continue on past the rest of the lasers. Turn right to the area with the searchlights and end up by the spice grinder. Jump down and hop into the TNT barrel. There is a nearby door that can be blown up for some money inside. After that, run to the hall while carrying a barrel and blow up the control panel there. Now, go back for another barrel and go past the searchlights. Walk under the lasers that go up and down. You should now again be on the upper level. Walk quickly to the guard's flashlight area so it'll pass through you unseen once you sit still. Now just run up to the center beam of the spice grinder and jump out of your barrel to explode it. 407 - Blow The Dam (Bentley) Goals: - Take out Rajan's dam This helicopter will have controls that work the exact same way that the turret's do. Once you're able to control it, immediately start shooting the dam so you will already have some of it destroyed. Remember, shooting ammo for a long period of time will lead to overheating. As for the enemy choppers, only worry about them when their close enough to you that they'll be able to accurately hit you. Be on the lookout for lock-on missiles however--they do lots of damage and follow wherever you go. This might take you a few tries, but eventually you start to get the hang of it. 408 - Rip-off The Ruby (Sly, Bentley, & Murray) Goals: - Get Murray to the ruby - Get ruby to the first buyer - Get ruby to the final buyer Make your way to the ruby with the highest tower with all the vines. Whack it off so Murray will be able to get it. As Murray, head left and up the path to gradually make your way to the jewel. Once there, Bentley will meet up with you. The goal here is to carry the ruby without breaking it before meeting the buyer. The trick is to press the O to press the O to pick it up, then wait for Bentley to lay out a cushion so you can throw the ruby onto it safely. This shouldn't give you too much trouble. There will be a few instances when you need to be careful, however. Make sure that you're not see while carrying the ruby, or it's all over. Once the jewel is with the buyer, Murray will automatically be taken back to the Safe House, where Bentley will explain the next plan to getting Rajan to come out. 409 - Operation: Wet Tiger (Sly, Bentley, & Murray) Goals: - Get Murray to the lever - Begin lifting the lever - Finish lifting the lever - Get TNT barrel into mouth As Murray, make your way to the lever under the elephant's tusk while Bentley is up on the turret. Clear out the guards, and once you're done with that, you will be able to have Murray lift it. While he's doing that, Rajan will send down bombs from the sky to attack Murray from above. Have Bentley shoot down these explosives. As long as you keep shooting and have fairly good accuracy, it's not that hard. After that, and once Murray has lifted the lever, it's back to Sly. Jump into the nearby TNT barrel and slowly make your way to where Murray is. Be extra careful of snakes that may appear, and immediately run away if you see one. 410 - Showdown With Rajan (Sly & Murray) Goals: - Get to Rajan - Defeat Rajan In the first part of this boss, jump onto the mushroom as Sly and make your way to Rajan. He might shock you a few times with his lightning, but don't worry-- you won't be using Sly after this. Once you make it there, Neyla will refuse to help, and Sly falls to the ground. Now here's the tricky part. Okay, this part is VERY tricky--but on the other hand, by the time you're done with Rajan, you'll know his every move and time things perfectly. When you first start fighting him as Murray, don't attack him immediately, as Rajan will make the first move. Punch him a few times and then move away quickly so Rajan will sweep the floor and then hit it once without you there to take damage. When he is about to perform his lightning move, step on a lily pad to avoid being hurt. Have patience with this, and know when to back away. Every once in awhile, one of the lesser guards will drop health upon being defeated, so take advantage of that. *Alternate strategy from David Chin*: I found that jumping and belly flopping Rajan works very well as it knocks Rajan back quite a bit. You can easily use this move to knock Rajan into the electric fence that surrounds you, which damages Rajan more than simply punching him. Best time to belly flop is after his sweeping and vertical attacks. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 500 - Episode Four: Jailbreak ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ Enemies: Bats, Wolves, Birds, Tanks, Spiders Breakable Items: Chimneys, Tables, Sinks, Toilets, Wagons, Statues, Chairs, Fences, Book Piles 501 - Eavesdrop On Contessa (Bentley) Goals: - Shoot Contessa with darts This one is tough to get to, since you haven't played as Sly yet here to get to know this area's layout. As Bentley, make your way to the house with the aid of L3. When crossing the bridge, use your sleeping darts to take out the enemies. Climb up the house, go past the spikes, and jump down so you'll end up on top of the roof from where you were just walking. Hop on the cobweb to be in the correct position. Bentley will notice that she's making her rounds. Zoom in and shoot her with your sleeping darts four times to listen in. 502 - Train Hack (Bentley) Goals: - Hack all six stations Press the L3 to see where you need to go. Alternatively, you can just die here so you only need to walk out of the Safe House to be right there. In order to reverse the train's polarity, Bentley needs to hack six stations. Here you will first encounter the world of hacking. Use the left analog stick to move and the right analog stick to fire in certain directions. Note that you can move and fire in opposite directions at the same time. Station #1: Insert your ship into the nearby green chip to open the door. Hack the barrier nodes and continue. Destroy both ships and again move into the green chip up ahead. Station #2: Destroy the red ships by carefully placing yourself at the edge of the corners so you can barely hit them. After that, hurry on over to the green chip so you can continue on. Station #3: This time, red ships will come at you. Maneuver your ship as such that you're hitting the barrier nodes while destroying the ships. Once they're gone, take care of the green ship. Station #4: Three small ships will constantly come out as the larger ones fire. Quickly take care of the larger ships and then maneuver your way around the square while shooting the barrier nodes and the small ships. Run past the other large ships quickly for the end. Station #5: Now stronger, orange ships will attack you. Again, constantly shoot at the barrier nodes while going in different directions for the ships. Go into the green chip to move on. Station #6: Insert your ship into the two green chips on each side. Then it's much of the same: destroy the barrier nodes to get to the end while destroying the ships around you. 503 - Wall Bombing (Sly & Bentley) Goals: - Take out wall guards - Escape to the Safe House With your RC Chopper, bomb the wall guards twice while avoiding the missiles. Do this seven times and Sly will be free. Now as Sly, jump onto the center platform and connect onto the hanging hook by pressing O. Swing on top of the train. Then, simply run back to the Safe House to meet up with Bentley. 504 - Big House Brawl (Sly & Bentley) Goals: - Find pipe into Murray's cell - Take out 50 prisoners Once you've located the icon for this mission, you must travel across the river by the hooks and branches so Sly can crawl under the wall and into Murray's cell. He'll give a message, and now you play as Murray. This next part is pretty easy, but time consuming. Be mindful of the spikes, red lasers, and searchlights. As long as you continuously press square, you should be fine. The enemies will occasionally drop health, so pick that up in case you need it. Kill 50 enemies so Murray can be thrown into solitary confinement for you to be done here. 505 - Lightning Action (Sly) Goals: - Disable all lightning rods I like it when you move the camera slowly around the robot so that you can sometimes see its red eyes. Anyways, there are five lightning rods scattered across the area. The first one is right where you start from. You'll have to dismantle three wheels in order to fully sabotoge it. Notice that when the area for the lightning strike turns red, that that's your cue to get out of there. The next two are along the wall. Look up in the sky to see where all of them are in this level. Use the wires connected from the roofs to get to them, along with the poles set up. Be on your guard from when the lightning hits down upon these two places. The fourth rod is on top of a house. Jump down from the walls to get at it. The fifth one is near the railroad tracks. Be extra careful with the last one, because the lightning will comedown on it the most. Once you're done, a clip will should of the robot becoming deactivated. 506 - Disguise Bridge (Sly & Bentley) Goals: - Protect Bentley from guards Once Bentley meets up with you, immediately go to where the statue is posed on the ground and knock it out of the way so Sly can stand on the pedestal and pretend to be the statue instead so you can surprise attack the incoming bird guard. Then, go with Bentley by the cobweb so you're up on the bridge. Here, you must pose some more by pressing O so you can suprise attack at least one of the guards as they go by. When Bentley mentions that he is done setting up a bomb, hurry down to his side so you can have enough time to defeat the guards that come. 507 - Code Capture (Sly) Goals: - Photograph the four codes For the first guard, he'll be standing still, so it makes your job easier for the task. Insert the key and jump onto the same roof you were on for a shot. Another guard will be directly in front of the lock. Steal his key, then run somewhere for a distance so he'll hear the footsteps and will run away. Put the key in and hop onto the above batwire for a nice shot just when he returns. A third guard will be walking around. Steal his key, insert it into the lock, then run up the streetlights to the left. Run across that building and latch onto the hook for the picture on the small roof. The last guard is hanging around the haunted house. To capture a successful picture, immediately climb the streetlight to the left, run down the wire, and land on the ledge in front of the hanging hook. 508 - Close To Contessa (Sly) Goals: - Pickpocket Contessa 3 times This mission isn't easy, and it might take a few tries. Basically, you need to run up to the Contessa's party. Create noise in whatever way you feel is best so that one of the birds will wander over. Climb up a streetlight or position yourself so that you can end up behind the bird for a surprise attack. Make sure that the Contessa is a safe distance away--otherwise, she'll probably come running and spot you. For the third time, she'll have three bird guards, so be extra careful for that. 509 - Operation: Trojan Tank (Sly & Bentley) Goals: - Hijack the tank - Crawl under the tank - Get to the ground floor - Disable gate from tower - Rendezvous with Bentley - Turn on three hypno boxes - Destroy all the hypno boxes - Lift the levers to get out - Chase the Contessa As Bentley, run to the tank and turn it on. Then, you'll be switched over to Sly so you can run under the bottom of it. Crawl with Bentley as he controls the tank. Once you arrive at the other side of the gate, he'll blow the door up and now you're inside. From here, your path is fairly obvious. Walk up the steps and hook onto the hook. Run down the cells here, grab into another hook to avoid the spikes, and walk across the hinges. Once on the other side, jump to the hook and grab the pipe that leads up. Run down this ledge, connect with another hook, and run to two more hooks. At this part you should see another pipe that leads up. Climb it and land on the nearby searchlight. Jump onto the roof, which should have some spiders. Walk to the other end and hop on the next searchlight. Once on the roof, you should notice a pipe against the wall that heads down. Take it so you end up inside of the room that Bentley had talked about. Surprise attack a guard there so you can flip the switch for the gate to open. Once it does, follow Bentley down that hallway. Here you must hypnotize Murray so that he can break out. Climb up the pipe to the one side for the first area. From the hacking ship, destroy the red barrier nodes on both sides so the middle chip is exposed for your ship. Move across the hooks and over the poles for the second one. There are twice as many barrier nodes this time, along with three big red ships. Take care of the ships so they won't be a problem, then destroy the barrier nodes for the middle green chip. Now go back a little bit and hop along the hinges. Connect with the two hooks. From the hacking world, note that there are three ships on both sides. Take care of the first two immediately and start working on the others once you're in the full area. Get all of the green chips and Murray will now be in his full mode of rage. Stand by each of the hypno machines so Murray can destroy them without thinking twice. After that, Murray will see the Contessa suddenly. Walk over to the levers so you can quickly lift them. Once outside, the Contessa will be waiting for you. After a brief conversation with her, she'll run away from the group. Chase after her as Murray. When she stops every so often, the Contessa will place an egg on the ground. It will turn into a spider. She does this so you can be distracted while she runs away. The spider is actually a type of bomb that will explode if you leave it long enough. Run up to it and punch it as fast as you can until it disappears. Repeat this several times. Eventually, the Contessa will make her getaway in a blimp. This episode is now complete. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 600 - Episode Five: A Tangled Web ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ Enemies: Tanks, Birds, Werewolves, Bats, Spiders Breakable Items: Statues, Cement, Tables, Chairs, Barrels, Graves, Fences, Chimneys, Coffins, Boxes 601 - Know Your Enemy (Sly) Goals: - Take photos, get into tower Take recon photos of the boat, blimp, assault tank, and Neyla's headquarters. Once you're done with that, head up to the 're-education tower' for a visit with the Contessa. After a short clip, you will need to get more recon photos of the Clockwerk eyes, the old terminal, Carmelita, the shadow guards, and the mind shuffler that is next to the Contessa. 602 - Ghost Capture (Sly) Goals: - Enter the tomb - Break coffin and free ghosts - Photograph the ghosts - Deliver ghosts to Neyla's HQ Once you enter the tomb, you'll notice that there are some traps set in your way. Hop over the swinging axes to the right. Most people don't seem to know that you can actually climb the axes, with the blue aura on the top. For the second pair, jump in the middle. When you get to the tomb, werewolves will start to pop out at you. Hack away with the coffin in the middle so the ghosts are free. After that, Bentley will send you outside so Sly can capture the ghosts with his Binoc-u-com. These guys are all over the area now. I won't go into the specific details for finding each one, but you should probably know that for one or two of them, Sly needs to climb high up. Steady the camera carefully while in Binoc-u-com mode so that Sly can get a proper shot of them, as they tend to move around a lot. Don't forget that you need to be fairly close to the ghost in order to get a picture of them. When you have all nine, go back to Neyla's HQ near the Safe House. Climb on top of the building and drop the ghosts into the nearby chimney to make her mad. 603 - Mojo Trap Action (Bentley) Goals: - Collect 4 batches of bad mojo 1st batch: Here, there are three switches that will all slam enemies onto the ceiling with the floor. Once you pick up the machine, begin to defeat them by flipping the switches. Leave space in between so that the switches will have time to recharge. 2nd batch: The first switch shoots out daggers closest to you, the second switch sends up swords from the ground, and the third switch releases an axe to the right. Although you don't have to do it this way, I usually hit the second switch once two werewolves are moving closer to me. Then I hit the third switch for one werewolf, and the first switch for another. Then repeat. 3rd batch: The switch in the very middle lets out sleeping gas, which you can then set a bomb by them to take care of that. The beginning switch is a double flamethrower, and the left and right switches mash the enemies into the ground. There really isn't a set pattern for what you need to do here. 4th batch: Immediately go to the left switch, which torches whoever stands on the left platform, then the middle one that lowers the platform, and then the right switch to torch the right platform. Repeat this as quickly as you can, and if they still come over, then you can use the bottom switch. 604 - Kidnap The General (Murray) Goals: - Bring General to Safe House There's not much to say about this one--basically, find the general, hit him, pick him up, and go back to the Safe House. Be extra careful when brining him back--chances are good that Murray will run into a battle at least once. It helps to throw the general at your enemies. As long as you don't lose him while in battle or something, you should be fine with him. 605 - Stealing Voices (Sly) Goals: - Steal keys then wire tap - Keys then voice modulator - Keys then tap into cable Directly below you should see two bird guards--the ones that need to have their pockets picked. Be careful with them, because they both tend to move around a lot. Avoid their light with caution. Once you enter the room with the wire tap, you will notice that there are some werewolves all about. There are several ways to avoid them, but I just like to have a good battle, and, for my amusement, hit one or two of them with Insanity Strike so that they kill each other. Notice that the vault is in this room (the code is 9-6-4). Now you need to steal two more keys. The guards will be walking around narrow places, so that won't leave you with much room to steal and room away, so plan carefully with them. In the next room, you need to create some noise so that the guard will look away. do the same thing in the room after that as well. You should be able to crawl around the swords for the voice modulator. After that, you need to get two more keys again. These guards shouldn't be too hard with that. After you've gotten both of them, head to the blue marker in your Binoc-u-com. Crawl under the passageway there. Go left for a little bit until you see the door there. When you come inside, you should see hanging wires. Hop across them quickly, and be careful of the octopus. Grab the hook and slide across the wire to the other side. Take care of the two werewolves here and be extra sure that you avoid the octopus. After that, Sly will take with Bentley about the rest of the job, and you're done here. 606 - Tank Showdown (Murray) Goals: - Destroy 6 of Neyla's tanks Remember Bentley's advice and you should be fine. The controls are hard to use at first, but you get used to it eventually. If you crush some of the smaller things, then you will sometimes receive health for it, which will be handy when the tanks decide to shoot you. Anyways, try to defeat them as quickly as possible and avoid their missiles if it can be helped. After a little practice, you should be fine. 607 - Crypt Hack (Bentley) Goals: - Find the power pack - Hack all three computers In the first room, time your jump carefully and hop over the spikey logs. The next room will have rolling spikey logs that intersect at a perpendicular point with each other. Do the same thing for those. The next room will have two pairs of swinging axes, so jump over those with good timing. The room after that should have two logs colliding, and more spinning ones up ahead. For the last room, be careful of the octopus tentacles. Now you're the hacking machine. Destroy the barrier nodes while avoiding the enemy ships. After you go back through the rooms in reverse, you'll come to the next terminal. Destroy the fast and slow enemy ships so that you can fire at the barrier nodes safely. The last terminal is the trickiest. Continuously fire at the ships, which have become faster, until the barrier nodes are destroyed and you can slip on by. At the end, you will encounter a huge red ship. Fire at it repeatedly and destroy the barrier nodes further up. This should take care of the computer, and you're done with this mission. 608 - Operation: High Road (Sly, Bentley, & Murray) Goals: - Paraglide to blimp - Hack the computer - Chase Neyla - Defend the blimp - Battle the Contessa - Disable Carmelita's tank - Retrieve the Clockwerk eye Start out with Murray. Move over the bridge and to the switch that will shut off the searchlights. After that, you'll switch over to Sly and Bentley, where you must press X + R1 to paraglide over to the blimp. You will have to briefly fight a few werewolves while on. Once you're in the room next to Carmelita and the Contessa, Bentley will begin to hack the computer. Avoid the ships that will fire back at you while you shoot at the barrier nodes. this might take a few tries. This kind of reminds me of pacman, where you can trick your enemies into going to one corner while you quickly go by the other way. After the cut scene, you're stuck chasing Neyla again. There's not much advice I can give, except to stay sharp and pay close attention to what she's doing. Remember, press X + R1 to paraglide--you'll need it. When you're done, everything will be focused back to Bentley and the blimp. Shoot down Neyla's bombers with your turrets. The Contessa's tanks can actually help you here, but don't count on them as doing much. Pay close attention to the ones that are, you know, shooting at you. After that, it'll go back to Sly. Watch out for her claws and baby spiders. Other than that, the battle isn't hard. Then, as Murray, chose after Carmelita in your own tank. She's not hard here either--keep shooting and following her down the path. Eventually her tank will break down. Now as Sly again, you battle the Contessa once more. She's the same as before, only this time, she can hypnotize you so that you can't attack or down much of anything once in that state. Be aware of this. Anyways, use the same basic strategy as before, and you'll beat her eventually. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 700 - Episode Six: He Who Tames The Iron Horse ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ Enemies: Hawks, Goats, Ducks, Moose, Moles, Hawks Breakable Items: Chairs, Bottles, Barrels, Stumps, Tables, Chimneys, Fences, Ice, Signs, Benches 701 - Cabin Crimes (Sly) Goals: - Break into Bison's cabin - Photograph train routes - Collect all three blueprints - Climb up to the satellite As Bentley instructs you, latch onto the wall hooks by pressing X + O. Once you're inside, take pictures of the maps. For two of them, you need to jump on the boxes to the left side so you can take shots from there. After that, reach into the fish on top of the fireplace for the iron horse blueprints. When you have them, get out of there. Now go back to the other two cabins and steal the other blueprints. Usually I just confront the enemies. The vault is in one of the cabins--the code is 1-2-9. Remember to be careful of the bottles that are lying around, because they make noise for the guards to hear. After you're done with that, you must climb to the top of the hill. Don't forget to press X + O for the wall hook. 702 - Spice In The Sky (Sly & Murray) Goals: - Blow the locks on the trains This mission isn't easy, and it might take you a few tries. With the use of your paraglide, land on five spice balloons. This will take some heavy steering and lots of coordination on your part. Remember that you can put away the paraglide if you want (sometimes it's easier that way). You need to be careful where you land for the last balloon, because after that you travel down below for the target that is on the caboose. After you have all the spice you need, look for one of the trains below. After you finish two off, the third one will be the hardest, since you actually have to look for it and time everything just right. Try not to make any sharp turns, or it probably won't work. And don't forget that you can always put the paraglider away in order to fall faster to the target. Once you've done this three times, you'll be done with this mission. 703 - A Friend In Need (Sly & Murray) Goals: - Follow Carmelita - Pickpocket Carmelita's keys - Free Murray This one isn't that bad. Once you spot her, follow Carmelita down her path. Occasionally she will turn around with her flashlight to search for things, so stay away from her at a safe distance at all times. When she shoots an enemy, she'll always turn around to look behind her, so stay alert and watch when she does that with enemies. After you find Murray, pickpocket three keys from Carmelita. I recommend to let Sly run across the telephone wire in order to get away from her. When you have all of them, go hack and free Murray once she loses sight of you. 704 - Ride The Iron Horse (Bentley) Goals: - Steal the Clockwerk Lung Once you're on the hill, click the L3 to see where the caboose is, then time your jump right down to it. Up ahead is a room with lasers. Walk through them quickly to the next room. Here you must avoid the lasers on the floor. After that, hop on the trampoline to bring you to the top. Be extra careful of the birds here. Walk around so that the guards don't see you (you may fight all of them if you wish, but I don't recommend it). When you reach the car with the moose and two goats, climb up the left side to avoid them. For fun, Bentley can drop a bomb down to kill them. Next is a floor with lasers, so avoid those the best that you can. Up ahead is two opposite ledges that you can walk on. Halfway there will be a place you can jump to the top. Walk and hop over the moose guards to reach the Clockwerk Lung controlling the train. 705 - Aerial Assault (Bentley) Goals: - Destroy aerial defenses First thing's first--getting onto the train. Run left continuously until you see it close enough down below so that Bentley can hop on. Remember, to control the RC Chopper's weaponry, press the X to drop bombs and the square to shoot straight ahead. The rest of this is very tricky. SAVE YOUR HEALTH. Just when you think it's over, there's another stage coming up. You'll need to practice this several times in order to succeed. Remember, defense first, offense second. Always be shooting something. 706 - Bear Cub Kidnapping (Murray) Goals: - Throw cubs over the fence When you reach Murray's icon, a moose will be standing directly in the way. Jump off to the side and pull Murray up over the ledge to take care of him. Now you may begin this mission. The first cub is next to a cabin. This one shouldn't be too much of a bother. Above all though--watch out for the mother bear! Also remember that since the bear is making noise, you can't get close to any of the guards. Otherwise, they'll hear you and come running to check things out. Take the simplest route possible for this part. The other cub is inside the bear cave. This time, the mother will be patrolling outside, so you'll have to take the backway. Also watch out for the other bear that is in the cave. Once you have the cub, go through the backway again and throw him into the fence. 707 - Theft On The Rails (Sly) Goals: - Steal the Clockwerk Lung I'm not exactly sure what Sly means when he says that there's more than one way to get onto the caboose--I always run up to it and jump on. But whatever. Once inside, sneak past the guards with some carefully timed jumps. After that is a room with floor lasers and searchlights. Avoid these with the help of the three chairs on either side. Now climb up the ladder. Walk past the patrolling guards (or fight them, I don't care). For the part with the two moose guards, crawl under the table to avoid their flashlights. Hop over the moving floor lasers in the next room carefully. Time your jumps correctly over the moose guards in the next two rooms while avoiding the bottles and the lung is yours. 708 - Operation: Choo-Choo (Sly, Bentley, & Murray) Goals: - Work your way through the train - Protect Sly from Neyla - Find the Clockwerk stomach - Defeat Neyla After Murray carries the guys to the train, you play as Sly onboard. Go through the above compartments where the moose guards are and under the lasers in the following room. Neyla will appear out of nowhere, so it'll be up the RC Chopper to take care of things. This is a very hard goal, and all I can say is to practice, and keep an eye on her weapons at all times. Bank hard to the right and left when she shoots the targeting missiles (they're REALLY hard to avoid). Back to Sly now. Continue past the guards carefully. When you get to the car with the decks inside, walk the ledge, connect with the climbing hook, crawl under with the pipe, and use three more hooks to land safely on the other side. This might take you a few tries (don't forget to lean back). Avoid more guards to get to the stomach. Now you're back with the RC Chopper. This time your bombs come in handy. As a helpful tip for this, remember that you can always drop bombs and shoot at the same time. After Neyla crashes, the stomach is now yours to keep. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 800 - Episode Seven: Menace In The North, Eh? ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ Enemies: Goats, Ducks, Moose, Hawks Breakable Items: Fences, Bottles, Barrels, Tree Stumps, Chimneys, Chairs, Tables, Benches 801 - Recon The Sawmill (Sly) Goals: - Take exterior recon photos - Take lighthouse photos First off, go to the sheet of ice that Bentley had directed you to. Press X + O to climb up it. Now you need to take your recon photos. Start out with the bear walking around, which is easy enough to find. Then move over to the boat, which is to the very left. After that, find Jean Bison's house that isn't too far from the boat. Lastly are the saws, on the far right. After that, Bentley want you to take some lighthouse photos. Head on over there and climb under the hole. Once you reach the room, take recon photos of the battery charger, spinner, front door, and Jean Bison himself. 802 - Bearcave Bugging (Sly) Goals: - Snatch tags from bears - Place all the tags outside The first thing that you need to do is crawl into the bearcave. One you've done that, Bentley will explain to you that Sly must take the transmitters from the bear's mouths while they yawn (press O). He will also advise not to step on the ice that has been placed sporadically on the floor--the bears could wake up from the noise that it creates. This part might take a few tries. It doesn't really matter which direction you start, but personally, I go left. There are six bears all together in here. For two areas you must climb on the wall with your cane, so don't forget to press O for that. When you're done with this, Bentley will want you to now place the transmitters on various places throughout the level. This shouldn't be too hard--and don't forget that the huge icicles sticking out in the one wall are climbable. 803 - RC Combat Club (Sly & Murray) Goals: - Break inside the mulch mill - Steal a disguise for Murray - Win in the RC drone duel You start out by playing as Murray. Wander in to the clubhouse. Bentley will explain that they won't let you in if you don't have a disguise, so you need to hide Murray in a barrel so Sly can steal a moose's head (stuffed of course!). First off, there should be a pipe you can climb up with, by the searchlight. Hop onto the other side of the fence from here. Be careful to avoid the bottles and the moose's light. Connect with the two hooks up ahead and land on the log. Up ahead you should notice a spinning wheel. You need to land on its spikes quickly and leap off again so that Sly will be okay while it's still resting. The same thing applies to the long, thin saws up ahead. After that, crawl under the wheel and connect with the hook. Land while the moose is falling asleep. Then, climb up the pipe and land on the fence. Rest upon the metal spikes and jump to the center room. In this room, jump to the right of the moose guard so he avoids seeing you now (remember, you can't surprise attack him because you'll have to start the whole mission over again!). Then crawl under the last table and wait for his light to move away slightly before taking the head on the floor. Now you play as Murray again. With the disguise, he'll ask a moose whether or not he will accept the challenge of an RC combat. He will readily accept this. Bentley will give you some quick tips on controlling the RC. Remember, X gives it gas, and you can only fire when the car isn't moving. Pick up the ammo as quick as you can before the other vehicle does. Fire as often as you can, and your opponent will eventually be defeated. 804 - Laser Redirection (Sly) Goals: - Point the laser outside - Use crystals to free book Once you're inside the building, hop onto the upright log and sneak by the moving lasers. When you are in the big room, notice that the vault is to the left. The combination is 5-8-3. Now climb the ladder and avoid the floor lasers that are around. Hop past the metal claw and land to the next area. Connect with the hook and run quickly across the saws. Pull the switch and then Sly can climb through the nearby hole to get outside. Now, you need to run around and redirect the laser so that it will eventually point to the book. This will take awhile and you'll have to travel far, but after you're done, the book will be yours. 805 - Lighthouse Break In (Sly, Bentley, & Murray) Goals: - Get inside the lighthouse - Shut down power to battery Once you're done talking with Bentley, paraglide to the lighthouse and head up. When you find yourself inside, proceed downward. To take care of the ducks easily, sneak to the right of them and give them a single whack over the edge. DO NOT go straight down to the bottom--the red current flowing up will give you a big electrocution. Once at the bottom, destroy the chair so Bentley and Murray can get in and talk with Sly. Now here comes the tricky part. As soon as Murray and Bentley get set to go about their tasks, you need Sly to backtrack a little and climb up the ropes to the control panel at the top. But be careful--stay on one rope too long, and Sly will get electrocuted by the red current, and possibly even fall down. Keep a sharp eye for down below. You only have so much amount of time to complete this, so hurry up! 806 - Old Grizzle Face (Bentley & Murray) Goals: - Use bear to wreck oil mains This mission is hard yet simple. Wait for Bentley to bomb up a fish. 'Grizzle Face' should then smell it and come running. Sometimes you need to get closer to him in order to do this. Anyways, the thing that you need to understand about the bear is that he can't jump down/up anywhere. Murray needs to run down some sort of 'ramp' for him to move across. Sometimes he will find a path for himself, but most of the time you need to lure him down the correct way for the oil well so he can break it. Anyways, Murray needs to lure the bear to the oil wells four times. You should get the hang of it after a little practice. They're pretty spread out, though. Once they're all destroyed, Murray will be done here. 807 - Boat Hack (Sly, Bentley, & Murray) Goals: - Attach boat grapples to silo After Murray throws you on board, hack the computer on the boat. Go past the white ships and open the gate up so that you can shoot the red barrier nodes. Once that's done, shoot the grapple up to Sly. For the next hack, you need to do much the same, only the ships are a lot faster. First though, hop onto the trampoline sheet on the side of the building so Murray can toss you. And again, shoot the grapple up to Sly so he can hook it to the building. The last hack is really hard. Be extra careful to avoid everything that you can now. Remember, defense first, offense...uh, at the same time. When Murray tosses you on board, you'll see an old friend in the water. 808 - Thermal Ride (Sly) Goals: - Ride thermals to iceberg - Bring egg to the Safe House The first half of this is a piece of cake. Climb to the top of the antenna and paraglide to the thermals. As long as you are directly paragliding to each of them, you should make it every time. Now for the tougher part. When you head to the nest, the eagles will try to stop you. Avoid them by swinging extremely left or extremely right. After you land and swing up to the nest, Sly can now head back to the Safe House with the other icebergs that are around. 809 - Operation: Canada Games (Sly, Bentley, & Murray) Goals: - Win the power chop event - Win the power climbing event - Win the log rolling event During the power chop event, wait for the meter to reach the dent in the log to hit it with Murray. Do this a few times until it breaks. Then, when Bison steps up, run over as quickly as you can as Bentley to put the egg by him so he'll lose his focus while chopping. Next is the climbing event, and Sly's up. Connect with the climbing hooks as fast as you can in order to get up there. The hooks with red underneath means that they can electrocute you. After you're done, Murray will try to grapple Jean Bison three times. You absolutely MUST hurry while doing this--Bison is a fast climber and Murray needs to run from grapple to grapple. Try to aim as accurately as you can. In the log rolling event, stay on the barrels in the following order: middle, left, middle, right, left, middle, left, right, left, right. Lastly, you must throw your alarm clock near the judges so they hear it, come over to the cave, and become knocked out so you can form a disguise. 810 - Brains Over Brawn (Sly, Bentley, & Murray) Goals: - Defeat Jean-Bison - Stow aboard the battery After everyone comes to, Sly will ask Bentley to crawl down the hole so he can find a way for everyone else to escape. The problem is, Bentley will now have to unexpectedly deal with Bison. Bentley will command Sly in the above room to throw certain switches in order to help take out him. Triangle is for the saws, square is for the flames, and O is for logs. It will take a long time for Bison to be defeated, and towards the end he will throw dynamite at you. Take some advantage over the fact that he will soon call his minions forward to help, who you can use as health restorers. Once Bison is defeated, run outside and rush over to the blimp. You only have a certain amount of time to do this, so hurry up! ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 900 - Episode Eight: Anatomy For Disaster ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ Enemies: Birds, Clock-La, Robots Breakable Items: Fences, Tables, Chairs, Barrels, TNT, Boxes, Wind Propellers, Cages, Boxes, Control Panels, Alarms 901 - Blimp HQ Recon (Sly) Goals: - Break into the blimp HQ - Take needed recon photos - Pickpocket keys, hit switch - Reverse platforms' polarity Climb up the nearby rope and paraglide to the blimp's wing. Then, climb up the pipe and crawl into the vent. Now, take a picture of the electro-platform, Clockwerk, the eggs, Arpeggio, and Neyla. Now, you need to pickpocket four of the guards. After you hit the switch, jump on all of the platforms to depolarize them. Overall, it's not too hard. Watch the cutscene once you're done with this. 902 - Charged TNT Run (Sly) Goals: - Get chargers to blow engine First thing's first--get into the TNT barrel. Bentley has already pointed it out to you, so that should be no problem. Remember, you can't jump out of it, or the TNT will kill you. Now Sly must travel to the first charger. It's not far from the barrel--only about one area ahead. In order to obtain the second charger, continue around the propellers and drop down to the bridge below. Yes, dropping down to another area is perfectly okay. The third charger is farther away. Run to one of the fire platforms with a balloon above them and use the boost on either side to make it up there. Then, you simply need to run the rest of the way. Be extra careful to avoid the guards and searchlights. Lastly, Sly must go to the engine room itself. Run to the opposite platform from the last charger and time your run across the slow spinning wheel to make it to the other side, where the engine is. 903 - Murray/Sly Tag Team (Sly & Murray) Goals: - Destroy the power stations - Shutdown the engine room First, you must obviously get into the room. In order to do that, Murray needs to destroy five alarms and pry open the door. The alarms need to be hit 3 times each with something that Murray can pick up. Hit it once, and the alarm will sound, notifying other guards, so watch out for that. After you're done with this, run to the door and pry it open for Sly. In the first area, avoid the lasers carefully to make it on the other side. With all the practice you've had with this previously it shouldn't be too much of a problem. The next area is trickier. Time your jump onto the spinning wheel just right to avoid taking damage. Sometimes you'll need to backtrack. The vault is in here (the code is 7-2-5). 904 - Sly/Bentley Conspire (Sly & Bentley) Goals: - Pickpocket the door keys - Disable the engine room The first part of this mission is easy enough. Run around throughout the area and relieve the guards of their keys. A few of them look as though you need to distract them/create some noise so that you can take their key when they move away, but I didn't need to do that for any of them. Now we move over to Bentley. First, you must destroy all of the moving lights in the immediate area. But be careful--if you don't shoot its counterpart after the first, Bentley is as good as dead. After that, you can go to the upper area. See the orange-ish spot on the floor? Place a bomb next to each of them to destroy them. But be careful of the few machines that come out from this and attack Bentley. 905 - Bentley/Murray Team Up (Bentley & Murray) First it's time for a good old hacking job. Now I know what you're thinking--oh no! Hacking has always been hard in the past, and since this is the very last episode, it must be REALLY hard! Right? Wrong! Your hacking ship has been equipped with a special type of weapon, which allows your missiles to ricochet again and again off walls, making it (relatively) easy. As for the part with Murray: first, lift up the heavy metal cylinder things. Each time you finish with one, a bird will come out and run after you, so don't forget to take care of that. Then, on the second level, you need to avoid the electric machines and belly flop the cylinders that Murray had lifted previous from here to be done. 906 - Mega-Jump Job (Sly) Goals: - Get on top of all four towers This is by far the most fun mission in the game. In order to reach the towers, Bentley took the initiative to attach a special boost pack on the back of Sly so that he can jump around. There are four towers in all, and when Sly fixes all of them properly, they will release a radio wave for Carmelita so that she can find the blimp from her chopper successfully. This really isn't too hard--and I advise that you make the most of this mission and jump to all the places you had trouble getting to before. There is a bottle on top of a center building that you can now get because of the extra boost. 907 - Carmelita's Gunner (Sly) Goals: - Shoot down Clock-La This is by far the hardest job you'll need to carry out. Clock-La is mad, and now you must battle her...with Carmelita's help. There are several missiles that she can release, all of which can be positively deadly: Yellow missiles: One hit kill with your gun. Easy to target. Red missiles: Pack more of a punch. Hit it three times to destroy it. Electric Rings: Shoot it once to make the electricity move to its outer border. Hypnosis missiles: The worst of all. Repeatedly hit Clock-La to avoid it. Take out everything as quickly as possible. You can only get hit a precious few times. Unless you're a magnificent player, this will take a few tries. 908 - Showdown With Clock-La (Sly, Bentley, & Murray) Goals: - Catch up to Clock-La - Destroy Clock-La You may have noticed when you were shooting that Clock-La's health didn't empty completely. Well, now's your chance. First thing's first though--catching up to her. Use Sly's paraglide to make it from object to object. Be quick about it, as they tend to move around. Once you land on her, begin going to town on her head. Whack each of her eyes repeatedly until they both bust. Be careful though, because she will defend herself by shooting her hypnosis waves at you. You may wait behind her head if you wish, so the attack will go elsewhere. When Clock-La falls to the ground, you're nearly done. As Murray, run past the lasers and open her head up. Then, have Bentley run over next to him so he can bomb the head in order to take the hate chip. After that, enjoy the ending! ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 060 - Clue Bottle Locations ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 061 - Episode One #1: From the starting point, jump on the three hanging lights. Go left on the rooftop. Jump on the antenna and up again for the bottle. #2: While still on the roof, go across the wider bridge to the next building. At the other end, find the clue on the small bridge. #3: Go back to the building where you found Clue #2 and go across the other bridge. Jump down to the boats and pick up the bottle. #4: Head back up the building and run across the smaller bridge this time. This building should have a hotel sign. There is a clue at the other side, on the bridge connecting to the next building. #5: Continue on to the next building with the purple center. The bottle is on the very top of the structure. #6: Look down the same building to see the boats. Jump down the ledge to get the bottle in the middle. #7: Climb again to the same building with the purple and walk across the wide bridge to see it there. #8: On the roof with the huge clock, climb up the nearby pipe. The next clue will be on the end of a thin bridge. #9: Go behind the tower with the clock to see a bottle there on the roof and before the bridge. #10: By the clock, you will see an area with chairs and tables. Underneath it and on the main street is a clue. #11: Go back on the building with the clock, up the pipe, and across the bridge. On the other side of that building is a bottle down below. #12: On the building you were just on, walk across the string of lights. A clue is down by the chairs and tables. #13: By the potted plant from the area where you just got the last clue, a bottle will be on the nearby bridge. #14: Continue down the bridge and head straight to a building with a reddish roof. Cross the rope with lights and get the blue by the door. #15: Below the potted plant next to you, you should see a yellow ledge. Walk carefully across the blue sparkly edge to get it. #16: Now start from the Safe House again, on the roof. Walk across the rope and jump down to the boats. The clue is by the table. #17: Head up on the roof of where that rope lead you to. Keep going right with the Safe House behind you, and a bottle will eventually be found. #18: Keep going across that roof and walk down the rope with lights. At the other side of that building, you will see a clue on the rail next to the door. Double jump to get it. #19: Go back on the building that you had just walked from on the rope. The bridge nearby will have a clue on it. #20: On the other side of that bridge, there are balconies for windows on the left side. The third one has a bottle. #21: Up ahead you should see the Sly head icon. Don't walk into it just yet. From the icon, jump up the red car to the building and the clue can bee seen on the other side, down in the grass. #22: Go to the nearby area where the chairs and tables are. To the left, stand on the table and double jump to the rope. Get the clue on the ledge. #23: Walk down the other side of the rope across the area to find the next clue on the balcony's ledge. #24: From where you found #22, there is a path down on the ground that leads you further on. Find the bottle on the boat. #25: Walk up the steps to an area with stereos. Hop on the first two stereos you see and then again on the lights to walk across the rope for the clue on top of the fountain. #26: From that bottle, go left and double jump on top of the set of lights with the clue there. #27: Go back on the circle and to the other rope across from where you are for the bottle on the ledge. #28: Walk across the last rope and onto the lights there. Double jump up to the balcony for this clue. #29: Go back to the place with the chairs and tables. Head up to the rope and travel across the ledge on the right for a bottle. #30: Go to the Safe House once more and down to the area where the boats are. Head right, and there should be a clue next to the bigger boat. 062 - Episode Two #1: From the Safe House, go right until you see the broken up bridge. Move down it for a bottle. #2: Continue down the bridge and walk across the rope placed there. The ground has a clue under the waterfall. #3: Now go left from the Safe house. To the right of the river is the bottle. Jump on the spikes to get to it. #4: Once you have that clue, walk across the ledge carefully to the right to see this bottle at the end. #5: Go back to the Safe House, and this time to the left of the river. After you jump across the spikes, find the clue on the other side of the tree. #6: Continue up the spikes that are in front of you. The bottle is on the small patch of land ahead. #7: Jump onto the wall to your right. On this wall, there are things that look like speaks sticking out. On the left of your view is a bottle on one of them. #8: From that clue, hop onto the nearby orange-light thing that's to the right and onto the next building. Jump on the center structure and then again to the left column for the bottle on the other side. #9: Hop down to the building to your left now. On the other side of this building is a rope that connects columns. Walk across to find the clue. #10: Here the rope forks into two different sections. Take the one that's to the right. once on the building, there is a clue to the right of the machine. #11: Again, look to the right and climb up another rope. Eventually you will find another clue on the roof of the building. #12: Now go back down the rope to the previous building. This time, take the rope on the left side. Jump down on the other side of this building for a clue. #13: You should see a bridge nearby. Run across it and hook onto the vine on the right poll. The bottle is on the ground up from the wires. #14: Run up and jump on the first purple hanging roof that you see. Move left on that building and jump on the vine hanging there. Run down it for the bottle to the left. #15: Go onto the same vine, but run up it this time for a bottle on the other side of the tower. #16: From the tower, jump down to the building on the left. Double jump at the end of it for the clue hanging on the ledge. #17: Now run to the building that is connected with this one. A bottle is on its balcony, under the rope. #18: There is another clue on this same building. It's on the balcony, on the opposite side of the previous one. #19: Back on the building, jump on the vine that points closest to the Safe House. Walk across for the bottle. #20: Run to the other building that is also connected to it (facing the Safe House, it's to your left). The bottle is on the other side of the column. #21: Walk back across the bridge to the mainland. Jump onto the first purple hanging roof that you see to the walkway with arches. Run down it and find the clue to the left. #22: Head to the fountain. Walk over to where Rajan's palace appears to be, next to the spinning barrel. Run across the bridge. You should see a bottle on the balcony to the right. Jump up there and grab it. #23: Go on top of the building that the elephant encircles. Jump on the vine and notice a clue bottle on one of the columns. #24: Jump onto the small spike that is directly across from the last clue on the other side of the building. Go on the branch. If you double jump just right, you will end up on the arch with the clue on the other side. #25: Press L3 to go by the Sly icon. Left and near the water at the edge of a tree is a bottle. #26: Go into the street hallway near the fire. A clue should be immediately inside that place. #27: Continue down the hallway and make a left turn for the second clue inside the street. #28: Go back to the fire. This time, go left from where the hall is near the water for a secret back way. After walking on a ledge, you will see the bottle. #29: Continue down the vine. Switch to another one and go down for the clue on a balcony. #30: Go up the vine again and grab the other bottle that is up and one down from the balcony. 063 - Episode Three #1: From the starting point, jump down to the right, then down again so you're at the lowest part of the ground. You should see a nearby hut that has a clue under its overhang. #2: Next to the overhang are spears sticking out of the water. A bottle will be on one of them. #3: Go up the bridge that you should see nearby with the river. Run to the left and climb up the vines there. Once on top, run over and hop on the mushroom to find this clue. #4: Continue down the road until you come to the wobbly building. A battle is on its left side, so look there. #5: Shortly after, you should come to a large container burning fire. Climb up its vine and reach the clue next to it. #6: Now, go past the truck and past the fire pedestal. Go down to the lower level by the nearby bridge below the water. A clue will be to the left, behind the spinning cog. #7: Climb up the nearby vine. To you left is a wooden spear that extends out from the wall. Jump across to the other one for a clue. #8: Continue up the steps until you get to the mushroom. Jump on it and go up the vine, then jump on the upper vine. Climb up it and run to the other side of the ledge for a bottle. #9: Look down below to the bottle on top of the arch. If you time your jump just right, you can break it with your cane. #10: Run past the cogs and to the pool of water. Hop onto the above ledge with the large tree root. Run ahead and below should be a balcony with a clue. #11: Inch back over with the ledge to the right. Walk around the fire burner to its other side and jump onto the structure for a bottle. #12: Below the bridge is a vine that is growing. Take the vine that leads down for a bottle. #13: Walk past the lilies and jump onto the mushroom. Run down the path to find a bottle by the door. #14: Go to the other side of the tusk and walk down the broken up bridge until you come to a vine that leads down below. Climb down for a clue on the opposite vine there. #15: Climb back up and continue down the bridge. Again, you should come to a vine. Walk across it for another bottle. #16: Continue down the bridge. To the right, use the stones provided to double jump up to the ledge to get the clue. #17: Now go by the waterfall. Jump down left. You should notice by the river that there is a branch floating in it. Further ahead is the clue. #18: Press L3 and run to Sly's icon. Just past that is a truck with a bottle on top of it. #19: Move back to the waterfall at the lowest ground. A bottle is directly beside the water. #20: Go back to the truck. behind it is a tree. On the other side of this tree is a bottle there. #21: Past the truck is an elephant pushing a lever. Crawl up the vine on the nearby walls and run across. A clue is on a chopped stump of a tree. #22: Climb up the next vine to the unstable structure. Hook onto a vine to the left, and another that will take you up a high building. When you get to another half-tree stump, climb down to see a clue next to the roots. #23: Now climb back up the vine and continue sliding down. Time your jump right to come on top of the alligator's head for a clue. #24: Continue down the vine. Eventually, you will come to the end of it, with a clue at the other side of an arch. #25: Go back to the truck. On the other side of the bridge, there is a vine next to it that leads to a high tower. Once you're on top, take the vine that is the closest to the Safe House for a clue. #26: Slide back to the tower. Take the opposite vine for another bottle on the half-tree stump. #27: Run down the vine that sort of overhands the truck for yet another clue at the other end of it. #28: This time, continue on to the next vine near the truck. A bottle should be a ledge down, on a mushroom. #29: Jump on the mushroom and make your way past more vines. Then, rush down to the lower ledge with a glowing treasure for a bottle. #30: Nearby is an arch with a clue on it. Time your jump right and the bottle will be yours to keep. 064 - Episode Four #1: Directly on top of the Safe House. To get it, climb up the nearby streetlight. After on that building, jump from the chimney to the train's wire for a clue on the left. #2: Jump on the roof of the house that has a computer under it. Cross to the other side with the batwire, jump on the cobweb, and the bottle will be on the ledge of that roof. #3: Fall onto the next building via the nearby hook. Climb up the pipe. A clue is up on the roof here. #4: Go back down the pipe. To the right is some batwire. The clue is on the second bat. #5: Turn around to the building you were just on. Now move to the next roof with the hook hanging. By the red electrical machine, hop up the long wire for the clue on it. #6: Head back down and go to your left up the stairs. Jump onto the nearby wagon and find the clue to your right. #7: Go down. You should see a bottle to the side of this building on top of the cobweb there. #8: Run to the 'Disguise Bridge' icon. A bottle is between the bridge's support beams close by. #9: There should be a boat and deck further over. A bottle is on the floating branch in the river. #10: Go the other way so you're at the other side of the bridge. Climb up the first pole that you see, and then again to the next one for a clue. #11: Climb to the top of the house. You should notice some batwire to the side of it. A clue is there. #12: From this roof, walk up the wire ahead. Run down this area above the rails and eventually you'll come to a bottle. #13: Continue down. A bottle will be to the side on a smaller frame above the tracks to the right. #14: At the very end, until you come to more buildings, will be a bottle to the high left, on a ledge. #15: By this clue, you should see a hole that leads to another area. A clue is on top of the fence, to the left. #16: Jump onto the cobweb to be on the upper level. Jump down below on the other side of the fall for a clue on a ledge. #17: Swing from hook to hook. Run along the wire here for a bottle resting on it from above. #18: Go back to where you were from the previous clue and crawl inside the hole there. A bottle is on top of the very large gate to the right. Hop onto the streetlight to get it. #19: Jump onto the center house's roof top. Run along the roof that is below the above deck. On the other side should be a bottle, where the bird is walking around under. #20: Go to the adjacent building with the broad roof. Once on top, climb the pole to the side of the roof for a bottle on the top of it. #21: Climb back down the building. A clue is in one cell connected to it, on one side with fences. #22: Go back on the building and climb this fence now. You will see the bottle here on this fence eventually. #23: Back on the same building, you should run up the window ledge and onto the searchlight with a clue on top. #24: Run left. Eventually, you should come to a pipe on the side that heads up to a roof with a clue on top. #25: Further up you should encounter a hanging hook. Connect with it and land on the top of the pipe for a bottle. #26: Go back and continue. Eventually you should see another bottle on a roof-- climb up the pole near the next building and hop on its roof. Climb across the wire to find it there. #27: Continue down. You should see a bottle at the edge of the wall on the other side, next to the haunted house. #28: Go along the wall some more. A clue is again by the haunted house. You should see it along the ledge there. #29: Back at the Safe House, go left and on top of the red electrical machine. A clue is sitting there on the wire. #30: The last clue should be closer to the Safe House now. It is on the top of the frame for the tracks. Keep running down until you see it balanced up there. Don't forget to press L3 to see where the vault is. The code is 2-4-8. 065 - Episode Five #1: On the building with the Sly icon, there should be a hook nearby. Swing over to obtain the clue on the next roof. #2: There is a structure in the middle of the square with two lions on either side. Ride one of the tanks to jump up there. #3: Climb on top of the building that has the French flag on it, aka Neyla's headquarters. On the side with the hooks, you should see a clue on the next roof. Climb up the right streetlight to get it. #4: Continue down that roof. Hop onto the next building. You should see a clue on the other side of the bridge that connects the roof. #5: To the very right you should see a passageway, where a tank will sometimes go through. A bottle is there. #6: Go past the building where the first clue was and across the bridge to the next area. A bottle is on the building to the furthest most right. #7: Jump on the middle building, hop across the batwire, and hook over to the electrical wire for a bottle on it. #8: After you're done sliding down the electrical wire, you should see another bottle, slightly to the right. #9: Continue going right and across a wood pathway that leads down. A clue is at the end of this pathway. #10: Climb up the nearby streetlight to the left. Hop on the roof next to it for a bottle there. #11: Go back on the ground and continue on. Run down the dock that you should see to your right for a clue at the end. #12: Climb up the nearby pipe. You should find a bottle to your right here, on top of the hanging cage. #13: Continue down the street to the right. Take a right into the graveyard, where you'll find a clue behind on of the graves. #14: Up ahead you should see a dock. A bottle is resting on the middle pier, further down under the overhang. #15: Take the boat so that you end up on the other side of the water. Crawl under a hole in the wall there so you can have a bottle. #16: Run across the bridge with the two searchlights. Go right and climb up the roof that is next to the truck. Connect with the hook and take the pipe for a clue that will be there. #17: Climb up the next pipe on the other side of the ledges. A bottle is on the ledge, to the right. #18: Take the next pipe up. It's the same thing here--towards the end of the ledge and past the statues is a bottle. #19: Jump down again to your left (land on the bridge). To the right of the building with the barrels is a clue on its right ledge down below. #20: From here, go down the other pipe to the side for a bottle resting on this ledge as well. #21: Take the pipe up again and run across the next bridge. Slowly make your way up this tall building until you see a clue on the other side. #22: Go back to the bridge that you were just on. Look down to your right, and you should see a clue on a roof. Fall to it. #23: Another bottle is slightly further below this roof--it's up ahead, on the very tip. You should see it. #24: Make your way up and back to the same bridge. This time, fall from the middle of it to see the clue. #25: This time, go to the right (Still on the same building). A bottle is here, on the roof opposite to where you were. #26: Return to the building you were just on and climb the pipe to go higher. Run down the left bridge for a clue by the searchlight. #27: Go back and run up the right bridge this time. Jump on the spike that is on the lean, middle building to get to this bottle. #28: Continue right. Run up the inner left bridge and jump on the small roof there for a bottle on the other side. #29: Keep going right with the bridges. Eventually, you should come to a clue that is on top of the wood that suspends a hook. #30: Back at the Safe House, go to the right electrical wire this time. Another bottle should be on there once you slide down. 066 - Episode Six #1: To the right side of the Safe House, when you first come out of it (on top of a pillar here). #2: Walk across the nearby ice platforms down below and to the docked boat. A bottle is on the very top of it. #3: Go back to the Safe House's door. Walk past the bridge with the wharf sign and climb up the docked boat for a clue. #4: Run over to the right boat this time, on the other side of the wharf. The bottle is on the very top of it. #5: Head back to the sign that you had just passed. Climb on top of it for a bottle to one side. #6: Now, walk down the wire and up the roof of the Safe House. A clue will be hanging out on its chimney. #7: Run down the rope that connects the Safe House to the next roof. Hop over to the roof on the right for a clue on the other side. #8: Go back to the roof that you were just on before. Jump to the roof on the left side this time. Climb to the highest point of it and up the top flagpole. A bottle will be there. #9: Keep moving to the other side of this roof. A clue should be here behind the stack of chimneys. #10: Go back to the flagpole. Walk across the rope here that stretches to the north building. A clue is on the sign there. #11: Now that you're on this building, you should go back on this roof. On the other side of it is a bottle. #12: Run down the next rope that connects that building to a smaller one. Another clue is on the roof here. #13: Walk back to the roof that you were just on previously. You should see some telephone wire that you can run down on. Eventually, you will come to a bottle resting on the wire. #14: At the very end of the telephone wire, hop down and walk across to the other side of the closest railroad tracks. Below, you should see blocks of ice. A clue is sitting on one of them. #15: Run across the field of traps and go on top of the roof of the cabin. Further ahead, you should see platforms from the mountain. A clue is there. #16: Go back on the roof of the cabin. Walk across the rope there until you can see a bottle next to the train tracks. #17: Run back to the cabin and down to where the van is driving. Off to the side are sine platforms in the mountain. A clue is there. #18: Climb to the top. You should be right next to a railroad track. Move up it for a clue to the side. #19: Underneath the nearby cabin is a ridge. Walk past the falling icicles for a bottle on one of the platforms. #20: Continue up the platforms. Once you reach the top platform sticking out of the mountain, a clue will be on it. #21: Hop down to where the Sly icon is in your Binoc-u-com. You should see a bear walking around--with the cave near. Go inside for a clue. #22: Another clue in this cave is not too much farther ahead. Watch out for the bear that walks around in here. #23: Again, a third clue should be in this place. It's on the other side of the cave from the other two bottles. #24: Go back outside again to where you just were. The cave should be near some tracks. Walk down the tracks for a clue. #25: Walk back to the cave and across the bridge to the right. Move down the tracks here until you come to a bottle on them. #26: Continue up the tracks. You should come to a cabin. A clue is over here, sort of hiding behind the tree. #27: Towards the end of the fence here, you should see platforms sticking out of the mountain. A bottle is at the end of them. #28: Hop down so that you're on the main ground. A clue is on top of the rock in the river nearby the last clue. #29: Another clue is almost directly under the cabin that you were just by. It's on a raised platform next to the trees. #30: Go on the train tracks that are above you. A bottle is placed on them a little further from the cabin. 067 - Episode Seven #1: Go right from the Safe House. Past the traps, up the small hill, and past the singular outhouse is one bottle. #2: Run across the nearby telephone wire that is to the left of where you found the last clue. A bottle is on this wire. #3: Go back to where you found the first clue and hop down to where the three outhouses stand. Run past the truck with logs for a clue in the cavern. #4: Hop up the next truck, where the logs are being sliced. A clue is on top of the telephone wire directly above. #5: Continue down the wire. At the end of it, you should see a bottle next to the spinning wheels. #6: Swing across with the hook ahead and land on the large roof. Move to the other end and hop on the large icicle. Go left for a clue that you eventually will see on the side of a roof. #7: Go back on the icicles and to the roof on the building that you were just on with the saws. To the right side is a ledge with a clue. #8: Jump up the same roof again and hop down the other side. Walk across the thin ledge for a bottle. #9: To the left, you should see a tree. Hop down there for a bottle that is right beside it. #10: Next to the tree is another cabin. The cabin should have a clue that is on the tip of its roof. #11: Hop on its chimney and look below, by the Safe House. A bottle is next to the traps on the lower level. #12: Run back to where you first saw the logs being chopped. Hop down below the bridge that carries them. A clue is next to the door. #13: Go back to the Safe House. This time, go the other way, down to the other ships that are docked. Keep going that way until you see a hook below a cabin that leads to a bottle. #14: Jump up to the nearby roof. Hop on top of the saws and glide to the bottle that is near Sly's icon. #15: Back on the saws you were just on, you should see a clue sitting on the bridge that the logs travel on. #16: Go back on the roof and travel down the wire that's connected to it. You will eventually find a clue on this wire. #17: Walk to the end of the wire so that you're on the roof of another building and look for the clue that is next to the wheel. #18: Jump down to the shoreline to the left. A small guard is in front of a clue when you walk further down. #19: Walk up the pier and across the ice. Eventually you should see a bottle next to an outhouse by the huge building. #20: To the side of the huge building is a sheet of ice that you can climb up with your cane. Go past the icicles and hop up to the roof. Climb up the pipe for a clue on the very top of the pole. #21: Hop down to the ground and continue across the ice and logs. Eventually you will come to another outhouse with a clue by it. #22: Take the climbing hooks up. You should see a building, and to the right side of it is a bottle. #23: Jump to the top of the building now. Walk on the bridge that carries the logs down for a clue at the end. #24: Paraglide to the tower with the ice sheet so you can climb it. Now, glide down to the nearby stack of logs for a clue. #25: Run to the building ahead with the giant buffalo head on it. A bottle is resting to its left side. #26: Hop to the next building in front of you. By the massive wheel, you should see a clue resting on its axel. #27: Connected to the building is a wire. Run down it for a clue on top of the only telephone pole. #28: From where you are resting, you should see a small cabin directly in front of you. A clue is on its roof. #29: Not to far from this cabin is a bear wandering around. A bottle is in the center of the area that it circles. #30: Go back in the direction of the Safe House, but a little to the right. A center platform will have a tree, and next to it, a bottle. 068 - Episode Eight #1: Once you're outside the Safe House, jump down. Then jump down again so you are on the lowest level for a clue to the left. #2 Go back to the Safe House's entrance again. This time, you should see a blue aura directly above the door. Climb up that rope for a bottle at the top. #3: Run down the left of the rope. A bottle will be resting on top of the end platform that is sticking out slightly. #4: Up ahead is a gigantic flag. Paraglide to it and land on the small, metal blimp...thing. A clue is on the wire connecting to it. #5: Continue on to the platform with the fire in the middle. Climb up the rope that is nearby and switch to another so that Sly is on the top for a clue. #6: Now go to the metal blimp that is on the other side of the area, faintly close to the Safe House. A clue is by its propeller. #7: Climb up the nearby flagpole. The bottle will be resting at the very top, next to the flag that is here. #8: Paraglide to the closest platform with a fire. A clue is below, resting on the mechanism that normally boosts you up. #9: Paraglide to the central platform up ahead, where a bottle is on the roof of this area. To the best of my knowledge, this can only be obtained with the Feral Bounce move or the booster pack from the Mega-Jump Job mission. #10: Jump back down to the central pathway. To your left, there should be a wire sticking out. A clue is resting on the one adjacent to it. #11: Another wire up ahead, exactly like that one, will also have a bottle that is resting on its end. #12: Now jump down to the lower, but not the lowest, walkway, which is under the building that you used Feral Pounce on. Run down for a bottle next to a small propeller to the side. #13: Continue down this walkway for a bottle that is next to a wind device that you can climb underneath. #14: another bottle is further down on a short, dead-end pathway that connects with the current path that you are on. #15: Now go down to the lowest level, where the base of the huge propellers can be found. A clue is on one side of this base. #16: You should see two wires that intersect (away from the direction of the Safe House). A clue is on them. #17: To the right are lasers that move. Hop onto the wire they burn and connect with the hooks ahead. Keep doing this until you see the bottle on the wire. #18: Proceed to the pathway, where the searchlights move. A clue is right next to the nearby ladder here (don't go up it just yet). #19: Head right, go past the area will all the barrels, and find a bottle that is on the left side of the boxes in the next area. #20: Continue past that area. Now, you should see a bottle in the very center of a propeller, with light bulbs on all sides. #21: By the nearby searchlights will be a wire sticking out. There is a bottle resting on the very end of it. #22: Climb up the pole that's near this wire and hop onto the ledge of the huge moving wheel. Run down it, in the direction that points to the Safe House, and run to the opposite side of the left building for a clue by the ladder. #23: On the other side of this building is a flagpole. On the very top of it is a bottle resting there. #24: There is a building opposite to this one that is directly on the other side. Go to it. You should find a bottle on the lampwire here. #25: Now, run up the gigantic moving wheel. On this higher area, there is a clue on top of a bridge connecting the two nearby platforms. #26: Climb up the rope at the far end of the second building connected to the bridge and paraglide to the clue on the glass. #27: Run right on the glass. A bottle will be on the hinge part of it, right before the flapping, torn wings. #28: Move across the wings. A clue is on the other side of these, resting on the other hinge in this area. #29: Run across the glass here. Travel down the rope that connects it to find a clue on top of the archway here. #30: You should see Sly's icon on a nearby platform. Directly underneath his icon is the final clue. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 070 - Ultimate Thieving ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 071 - Valuable Items Episode One Name: Crystal Chalice Time: None Price: 153 Location: At the entrance leading into the club (aka Disco Demolitions) Name: Gold Painting Time: None Price: 232 Location: Dimitri's office (Breaking And Entering) Name: Ivory Jewel Box Time: None Price: 205 Location: On top of the balcony near the fountain. Name: Jade Vase Time: None Price: 246 Location: Atop a balcony next to the window for Dimitri's office Episode Two Name: Ming Vase Time: None Price: 249 Location: Down below the area from the Steal A Tuxedo mission Name: Ancestral Kite Time: None Price: 307 Location: On the left balconies from the water pipe of Boardroom Brawl Name: Burial Urn Time: O:40 Price: 354 Location: Across the bridge that is to the right of the Safe House Episode Three Name: Crystal Flask Time: None Price: 352 Location: To the right of Rajan's office Name: Golden Scroll Case Time: 1:10 Price: 402 Location: The wall left of the elephant tusks Name: Gilded Scepter Time: 1:30 Price: 447 Location: The wall left of the elephant tusks Episode Four Name: Ceremonial Lantern Time: None Price: 451 Location: Next to the center lightning tower in the middle area Name: Crystal Ball Time: 1:30 Price: 504 Location: Inside one cell in the center area Name: Golden Orb Time: 1:40 Price: 553 Location: By the water tower...er, attack robot Episode Five Name: Crystal Vase Time: None Price: 546 Location: On the other side of the gate leading to the castle Name: Royal Tiara Time: 1:15 Price: 601 Location: In a small grave yard that is further from the larger one Name: Jeweled Crown Time: 0:50 Price: 652 Location: Under a bridge in the upper towers Episode Six Name: Crystal Bell Time: None Price: 605 Location: On the highest point, next to the satellite Name: Alabaster Chalice Time: 0:45 Price: 654 Location: Next to the cabin with all the bear traps Name: Golden Plate Time: 0:45 Price: 704 Location: Inside the bear's cave Episode Seven Name: Jade Decanter Time: None Price: 647 Location: Right next to Jean Bison's cabin Name: Collectible Plate Time: 0:45 Price: 701 Location: On the side of a cabin across the river Name: Jeweled Chalice Time: 0:40 Price: 748 Location: On the top of the lighthouse Episode Eight Name: Golden Vase Time: 1:00 Price: 726 Location: At the furthest bottom area, next to the boxes Name: Jeweled Egg Time: 1:20 Price: 752 Location: Against a wall to the upper area of the right spinning wheel Name: Golden Headdress Time: 1:20 Price: 803 Name: On the left side of the upper building from the left spinning wheel 072 - Pickpocket Objects ------------------------------------------------------------------------------- Bronze Comb (11) Silver Comb (19) Gold Comb (27) ------------------------------------------------------------------------------- Bronze Ring (17) Silver Ring (40) Gold Ring (60) ------------------------------------------------------------------------------- Bronze Watch (14) Silver Watch (31) Gold Watch (44) ------------------------------------------------------------------------------- Bronze Pen (22) Silver Pen (49) Gold Pen (71) ------------------------------------------------------------------------------- Bronze Medal (29) Silver Medal (54) Gold Medal (84) ------------------------------------------------------------------------------- Bronze Pocket Watch (32) Silver Pocket Watch (62) Gold Pocket Watch (97) ------------------------------------------------------------------------------- Small Nugget (41) Medium Nugget (79) Large Gold Bar (120) ------------------------------------------------------------------------------- Topaz (39) Sapphire (81) Ruby (122) ------------------------------------------------------------------------------- Small Diamond (45) Medium Diamond (91) Large Diamond (137) ------------------------------------------------------------------------------- Small Necklace (42) Medium Necklace (84) Large Necklace (127) ------------------------------------------------------------------------------- 073 - Extra Thief Abilities Name: Knockout Dive Character: Sly Description: Leap at enemies, leaving them stunned on the ground. How to get: Open the vault in Episode 1 My review: This ability is one of those types where you either like it or you don't. I can see how it has its uses, but I believe that there are better ways and better methods to takes out your enemies than this one. Plus, it steals a sizable chunk out of the ability meter. Not bad in the beginning, though. My rating: 3/10 Name: Insanity Strike Character: Sly Description: Confuse your enemies into attacking each other with a tap from your cane. How to get: Open the vault in Episode 2 My review: I found this to be absolutely essential during some fights. A quick tap of Sly's cane, a hit to an enemy, and...presto! The enemy is now on your side. From there on after, the thing that you hit will now start attacking your enemies for you. Very handy in tight situations, and besides, it's quick to use during heavy combat. My rating: 10/10 Name: Voltage Attack Character: Sly Description: Electrify your cane...shocking! How to get: Open the vault in Episode 3 My review: A very nice ability as well. For such a nice move it sure doesn't take much away from your meter. Tap the ground once with your cane, and run up to an enemy. Whether that enemy sees you or not doesn't matter. When Sly hits the enemy, it will disappear instantly. On the downside, a surprise attack has the same capabilities, except for the fact that it can't be used when spotted. My rating: 8/10 Name: Long Toss Character: Sly & Bentley Description: Throw things further with Sly and Bentley. How to get: Open the vault in Episode 4 My review: Basically, all this does is allow Sly or Bentley to throw stuff at a farther distance. I guess that's a pretty handy thing to have, right? Still though, it's nothing special, especially since it came from a vault... My rating: 6/10 Name: Rage Bomb Character: Sly Description: Confuse all enemies in the area into attacking each other. How to get: Open the vault in Episode 5 My review: This ability is an extension to Sly's Insanity Strike move. Aim and toss a bomb that will detonate after a second or two and will the confuse any guards that it came in contact with. This move has its ups and downs: on the one hand, it's a plus that it can hit multiple enemies at once, but for the downside, you need to take the time to aim and wait for it to go off. Also, the enemies need to stay within the blast radius long enough. Usually, they don't like to stay in one place for too long, and consequently, you can only manage to hit one guard out of many, which is what Insanity Strike does anyways to the guards. I prefer Insanity Strike, although this is good as well. My rating: 7/10 Name: Music Box Character: Sly Description: Attract enemies, then <yawn> watch them nod off. How to get: Open the vault in Episode 6 My review: This is a very nice ability, when used effectively. Still, there's not a whole bunch of scenarios where this would really come in handy. It's good that the guards in this one fall asleep. If you prefer it, then use it. My rating: 7/10 Name: Lightning Spin Character: Sly Description: Spin to create an intense electric field...ouch! How to get: Open the vault in Episode 7 My review: An extension to Sly's Lightning Strike ability. This move is pretty handy in tight situations. Now, you can hit multiple enemies at once instead of just one (provided that they are in the same vicinity). The only downside with this move is that it drains a lot from your ability meter. My rating: 9/10 Name: Shadow Power Character: Sly Description: Move without being seen. How to get: Open the vault in Episode 8 My review: Despite all the hype it must get for being in the last episode's vault, it's fun to play around with, but that's about all. You can't attack while in this mode, you can't jump or run, and it also drains the meter quickly when you use it. The only practical use it has is sneaking around guards, but there are plenty of other ways to do that. And since you receive this in the last episode, you can't try it for many hard missions. My rating: 4/10 Name: TOM Character: Sly Description: Let TOM do his thing and grab the guard's attention...allowing you to slip on by unnoticed. How to get: Press start, then left, left, down, right, left, right My review: On of the two unlockable abilities. Really, the alarm clock does the exact same thing that this gadget is built to do (distract the guards by noise) so it's kind of repetitive. Does TOM stand for something, or is it named after someone that I don't know...? My rating: 7/10 Name: Time Rush Character: Sly Description: Live the fast life while you speed up the clock How to get: Press start, then down, down up, down, right, left My review: I don't really understand the point of this ability. You speed up time, for both you and your enemies. What good is that? Unless this comes in handy when you're racing a clock or something, which I have yet to confirm. Overall, I see no real use, except that it 'looks neat.' My rating: 2/10 Name: Smoke Bomb Character: Sly Description: Obscure the vision of your enemies for a hasty getaway. How to get: Pay 300 at ThiefNet My review: A nice item in the beginning, but that's all it is. I can think of better, more effective things to use or do than this. And besides, not only does it last for a pretty short period, but it takes a good deal away from your meter. Still, if you find it useful, then by all means use it. My rating: 4/10 Name: Combat Dodge Character: Sly Description: Sidestep enemies in combat. How to get: Pay 600 at ThiefNet My review: This is another one of those abilities where you either like it or you don't. I personally found no long-lasting use for it, but then again, I wasn't terribly good with using it. This ability can be pretty effective for a battle, although sometimes there's an object in your way, which renders this move useless for Sly. My rating: 6/10 Name: Stealth Slide Character: Sly Description: Roll through the level...silently! How to get: Pay 650 at ThiefNet My review: Basically this is Sly's ability to run, minus the noise. A serious con is that Sly can't go upstairs while using this move. Since it's something similar to rollerskates, he won't be able to travel very far while going up hill. It has one good use: travel fast, silently. That's all. I'd rather take my chances with running and save up my meter. My rating: 3/10 Name: Silent Obliteration Character: Sly Description: Finish off juggled enemies without attracting attention. How to get: Pay 1300 at ThiefNet My review: This move, for what it's worth, is very useful. No longer will you need to worry about other guards while you surprise attack an enemy. It can be considered half of what lightning strike does. Best of all, it doesn't empty any of your ability meter. Very handy indeed. My rating: 10/10 Name: Thief Reflexes Character: Sly Description: Slow down time to a crawl. How to get: Pay 1600 at ThiefNet My review: This is one cool ability. It has no good use, except for the fact that you can see an enemy's attack coming. An added plus is that it drains away from the meter very slowly. Most importantly though, you can just go out and have lots of fun watching it. My rating: 8/10 Name: Feral Pounce Character: Sly Description: Jump over vast distances. How to get: Pay 1900 at ThiefNet My review: A perfect upgrading move. Not only does this allow you the ability to reach the last bottle in the eighth episode whenever, but it won't drain anything in your meter. This move has several uses, and makes for a very nice shortcut. Unfortunately, you can't put it to real good use, since you receive it during the very last episode. My rating: 10/10 Name: Paraglider Character: Sly Description: Fly through the air with this quick-deploy paraglider. How to get: Pay 600 at ThiefNet (this is a mandatory ability in Episode 5) My review: What can I say? You MUST buy it in order to complete the game, so it has to have some uses, right? And indeed it does. Perfect for a great variety of occasions, the paraglider and Sly will become inseparatable. My rating: 10/10 Name: Alarm Clock Character: Sly Description: Confuse your enemies with this distracting alarm clock. How to get: Pay 600 at ThiefNet (this is a mandatory ability in Episode 7) My review: As stated earlier, this ability is exactly like the TOM gadget. I don't think it's particularly handy, as there are better, more effective ways to avoid enemies, and it can even backfire on you. Still, it's a requirement to beat the game, so I'll give it some credit there. My rating: 7/10 Name: Trigger Bomb Character: Bentley Description: Throwable bomb with remote detonation. How to get: Pay 200 at ThiefNet My review: I suppose that this might come in handy, provided that your target actually walks over the specified area. Unfortunately, enemies tend to, uh, you know...move around a lot. Not only that, but if the bomb misses its mark, then the enemy will hear it, and likely see you. I don't recommend this ability. My rating: 5/10 Name: Size Destabilizer Character: Bentley Description: Shrink guards by whacking them with your crossbow. How to get: Pay 500 at ThiefNet My review: I see absolutely no point in this ability, save for the fact that it sort of 'looks cool.' Even after you shrink the enemies, they can still attack you--in the meantime, more show up, and you to waste more time killing off the first target. I don't advise using it at all. My rating: 1/10 Name: Snooze Bomb Character: Bentley Description: Put enemies in the area to sleep. How to get: Pay 550 at ThiefNet My review: Another one of Bentley's trinkets that I feel is pretty pointless. Basically, the only way you're going to hit an enemy is if you use distraction methods first. Never mind trying to fool multiple enemies at once. Bentley's dart gun does the job, far, far more effectively. My rating: 2/10 Name: Adrenaline Burst Character: Bentley Description: Run like a turtle has never run before. How to get: Pay 1000 at ThiefNet My review: This is the same as Sly's Stealth Slide, but unlike that ability, Bentley will still create noise while using it. It's nice for a fast getaway, but also drains your meter quickly. This is one of those abilities where you can either use it or not, depending on how you feel. My rating: 4/10 Name: Health Extractor Character: Bentley Description: Capture guards and extract medicine from them. How to get: Pay 1050 at ThiefNet My review: Yay, Bentley finally gets a decent ability. Unlike a lot of his other gadgets, this one has a remote detonation, so you can use it at will. A common problem with Bentley is that he tends to be pretty weak, so this move can help out a lot when playing as him. My rating: 10/10 Name: Hover Pack Character: Bentley Description: Extend your jumps by hovering in the air. How to get: Pay 1200 at ThiefNet My review: Although your meter drains pretty fast, this ability is still useful. Bentley can now go twice as high as a normal double jump. It's not as high as it could be, but that's still a fairly decent distance. If you have trouble sneaking Bentley around, then get this. My rating: 9/10 Name: Reduction Bomb Character: Bentley Description: Shrink enemies in the area. How to get: Pay 1700 at ThiefNet My review: An extension to Bentley's Size Destabilizer ability. This one sucks slightly less because you can hit multiple enemies at once. As a severe con, though, there is no remote detonation, so you just have to take your chances with the guards. I don't think it's very useful. My rating: 5/10 Name: Temperal Lock Character: Bentley Description: Freeze time around the guards...temporarily, at least. How to get: Pay 2000 at ThiefNet My review: If you need a fast getaway plan, then look no further than this move right here. I'm pretty sure that this ability freezes all of the enemies in the level, not just the ones nearby. You can use it about three times, but that's more than what you really need (during emergencies, anyways). My rating: 10/10 Name: Fists Of Flame Character: Murray Description: Turn ordinary punches into fiery ones. How to get: Pay 400 at ThiefNet My review: Basically, this move is a one-hit KO type thing, similar to Sly's Lightning Strike move. It's kind of a waste though, especially since Murray usually creates instant KOs by himself with an ability. Still, this move can be useful at times during combat. My rating: 9/10 Name: Turnbuckle Launch Character: Murray Description: Jump to heroic heights. My review: Now unlike Bentley's Hover Pack move, your ability meter won't drain away. This move is really useful, especially since Murray isn't all that...er, agile. I recommend you get this early on so you won't have trouble moving him around in later episodes. My rating: 10/10 Name: Juggernaut Throw Character: Murray Description: Thrown objects explode on impact. How to get: Pay 750 at ThiefNet Ny review: Since this move will be performed automatically, you don't need to worry about pressing L1, L2, or R2, or worry about your ability meter draining down. I'm not quite sure how much the exploding object makes of a difference, though. But since it damages nearby enemies, that makes it useful. My rating: 8/10 Name: Atlas Strength Character: Murray Description: You can jump while carrying somebody. How to get: Pay 900 at ThiefNet My review: Not much to say about this one. Jumping while carrying an object is good, right? Too bad you can't double jump while using it, though. Its usage is automatic, so that adds to its coolness as well. The fact that this move does not really come towards the end is also good. My rating: 9/10 Name: Diablo Fire Slam Character: Murray Description: Use while carrying an enemy to create deadly firestorm. How to get: Pay 2000 at ThiefNet My review: It took my a minute or two to figure out how to use this. I suppose that it's a plus to hurt enemies around you when slamming a guard on the floor. You can also give an instant KO to whoever you're carrying, although I doubt I'd ever really use this move. My rating: 7/10 Name: Berserker Charge Character: Murray Description: Scatter enemies with this powerful run. How to get: Pay 1400 at ThiefNet My review: Unlike the other two characters' 'fast run' abilities, Murray's lasts for a shorter amount of time, and he can attack enemies this way. This has to be the worst way for Murray to attack. I don't recommend using it. It probably would've been better if Murray could instant KO them with this move, but since he doesn't, he's left vulernable to attacks ahead. My rating: 3/10 Name: Guttural Roar Character: Murray Description: Terrify your foes. How to get: Pay 1500 at ThiefNet My review: You can use this move both during combat and out of it. Basically, if you don't feel like fighting, then this move is for you. It does require some amount from the ability meter, though. Still, this move is very useful to you. It's a shame you only get it during the last part of the game. My rating: 10/10 Name: Raging Inferno Flop Character: Murray Description: Use while jumping to create a wall of flame on impact. How to get: Pay 1150 at ThiefNet My review: An extension to Murray's Diablo Fire Slam ability. Minus the fact that you can only use it a few times, this is the perfect ability. In a small instant, Murray can give KOs to multiple enemies. Helpful indeed, especially during tough combat situations, which Murray tends to run into. My rating: 10/10 074 - General Tips ------------------------------------------------------------------------------- Jumping - General - Make good use of the double jump move - Running before you jump to another platform extends your distance - Always look for some sort of object or net that will bounce you up Jumping - Sly - Keep the paraglider handy when you're able to receive it - If you're having a hard time moving up, buy his Feral Pounce move Jumping - Bentley - If you're having a hard time moving up, buy his Hover Pack move Jumping - Murray - If you're having a hard time moving up, buy his Turnbuckle Launch move ------------------------------------------------------------------------------- Combat - General - Whack enemies over the building or a high area to take care of them - Your enemy will quickly attack back after you hit it, so dodge this move - It's always better to avoid fights Combat - Sly - Use the surprise attack option for guards whenever you can - Confuse one or two guards with Sly's Insanity Strike move Combat - Bentley - Since Bentley is so weak, his dart sleeping gun works best to avoid them - Upgrade with his trigger bomb so you can run to a safe distance Combat - Murray - Use the surprise attack option for guards whenever you can - Upgrade to Murray's Raging Inferno Flop to kill multiple enemies ------------------------------------------------------------------------------- Running Away - General - Run to the other side so they will usually lose you - Jump to any roof so that the bigger guards will not be able to get you - If you avoid the larger guards' light then they can't shoot with accuracy Running Away - Sly - If you're on a building then a quick paraglide will cause them to lose you - Make good use of Sly's Smoke Bomb ability to run away - Climb up anything that has blue aura around it--they can't get up there Running Away - Bentley - Use Bentley's Adrenaline Burst move for a fast getaway Running Away - Murray - Never run away with Murray--in most cases, it's safer to stay and fight ------------------------------------------------------------------------------- Avoiding Battle - General - At all costs, do not make noise. Look for any nearby guards before running - Be mindful of the larger guards and their flashlights - Be at a safe distance to avoid being spotted by the smaller guards Avoiding Battle - Sly - Upgrade to his Silent Obliteration ability as soon as possible - Buy his Stealth Slide to get around easier without being detected - Obtain the vault's Shadow Power move to avoid being seen Avoiding Battle - Bentley - Use his sleeping darts to knock any guards around out of commission - Obtain his Temperal Lock move so all of the guards will not move Avoiding Battle - Murray - Buy his Guttural Roar ability to make the guards run away ------------------------------------------------------------------------------- Finding Bottles - Sly - Always look in the highest and most unlikely of places for them - Make good use of the Binocucom to see any that might be around - Turn the music volume in the options menu down to hear their clinks better ------------------------------------------------------------------------------- Pickpocketing - Sly - Always be sure that the guard has a valuable item with the Binocucom - Some guards will turn around while on patrol, so watch out for that - Occasionally you must distract guards so they can move to reveal pockets - Be careful that no other guards can spot you while pickpocketing ------------------------------------------------------------------------------- ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 080 - FAQS For Sly 2 ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ This section is for various questions that have been asked to me, or ones that I have thought of myself: Q: I have 29 out of 30 bottles. Can you help me find the last one? A: Let me start by saying that there is NOTHING more annoying in the world than missing just one bottle and you look all over but you can't find it. That drives me crazy. That said, no, I can't help you. I have no idea which one you are missing specifically, and I can't do anything, short of finding it in your game for you (which isn't going to happen). I may be able to give you some general tips with it, however. I try to describe locations the best I can. Q: According to your walkthrough for finding the bottles, we can't find them previously because you seem to go in order from bottle to bottle. Will it matter that I already have a few? A: Yes, but all is not necessarily lost. As I've said, I try to describe the location the best I can. Hopefully you'll be able to tell where I'm talking about, but if not, then yeah, you're out of luck... Q: Where is the vault in episode four? A: Once you have all thirty bottles, press L3. Among the icon missions, you should see one that has a picture of a vault. Go there, crawl underneath the passageway, and you'll see it in the room. Q: Is there any way at all that I could unlock some sort of thing to see where all of the clue bottles are throughout an area? A: There was in Sly 1, but sadly no, not in this game...it would've been really helpful, but then again, I suppose that takes out all the challenge from collecting them, eh? Q: Regarding the Gold Painting in Dimitri's office. A guard managed to catch me stealing it and I went back later to try again... A: You only have one shot to return this treasure to the Safe House. If you come back again, it won't be there. Q: Is there any option that would allow me to replay missions? A: From what I've seen, and the people that I've asked...no. You will just have to start a new game for that... Q: I heard that there are hidden movie clips. Is this true? A: Indeed it is. To view them, go to the episode menu where you can choose which episode to work on. Stop and wait at 1, 3, 5, 7, and 8 to view a movie from each of them. It takes about ten seconds, but a badge will flash on the screen, which is when you press the square button to see them. Q: My game isn't working right in episode seven. My saved game won't let me complete the lumberjack games properly. Can you shed any light on this matter? A: David Stiner from Sucker Punch productions was the one who informed me about this one. It's a real nasty glitch that everyone should be aware of. When you're competing in the lumberjack games, between the alarm clock throwing and the end of the episode, manually saving your game will cause your file to be 'wedged' since it's between a boss. The auto save will take good care of you, but the manual save will not. Go to http://www.suckerpunch.com/bug for the full procedure on how to fix it without losing your data. You'll have to redo five missions, but at least your game won't be lost. Q: Know of any good cheats/codes that I can use? A: I know of only two. They are the codes to acquire the Tom and Time Rush gadgets, and the codes can be seen in the Extra Thief Abilities section. Q: Do you think there will be a third Sly Cooper game? A: ...These things usually come in threes, which by no means is any indication at all if Sucker Punch will make another one. At any rate, a third game to the Cooper series would certainly be welcomed by many. I have a strong feeling that they will, though. But then again, I've never been one to predict things, especially as far as games are concerned. ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 090 - Conclusions ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ 091 - Final Review Graphics: Superb, especially when you compare it to Sly 1. A vast improvement, on both the environment and with the characters themselves. Everything just seems more polished. With the way Sly is animated, I don't think Sucker Punch could've done much better. I do have one small complaint though, which I'm sure many others noticed--sometimes the graphics tend to lag. It's only for a second or two, but it still happens. 9/10 Sound: You can tell that the creators paid extra close attention with it. Being a musician myself, sound and music is very important (don't laugh). From the noises that gradually become larger when you approach the object to the sound that is in the background, you couldn't ask for more. 10/10 Gameplay: How many other games do you know where you actually get to play the thief? I've always loved the overall sneakiness, and Sly 1 showed us that. This time around, however, it's Sly 1 again times twenty. And now that two other characters have been added, you can do so much more gameplay-wise. Each mission offers something new and different. 10/10 Story: Acceptable. Decent, shall we say? I suppose I should give the creators more credit, though--everything in the story is interlocked and has some type of connection, whether you realize it or not. I think Sly 1's story was better, but then again, this is what usually happens in sequels. 8.5/10 Replay Value: Ah, now here is where the game runs into some serious trouble. You start out...you make your way through the game...you beat the last boss in the last episode...now what? All that there's left to do is to collect the clue bottles, but that quickly wears off, especially if you, uh, already've gotten them during the first time around. There's no bonus area or feature if you find all the bottles, you can't redo any of the missions...there's simply nothing to do once you finish the game. This is Sly 2's serious downfall. 1/10 Overall: Sucker Punch took out all of the bad things in Sly 1 and gave this new sequel stuff to really enjoy. One of my favorite improvements from the first game is how Sly 2 is way longer. Instead of five areas, we were given eight. It might be a shame that this game has virtually no replay value, but Sly 2 is fun again once you come back to it after awhile. I'd also like to point out that what this game lacks in replay, Sucker Punch makes up for it with originality. Do I recommend buying this game? Yes. Of course. 8.5/10 092 - Contact Info email@example.com is the only e-mail address that I'm going to use for this guide. Here are the things that I will accept: - Game help questions regarding this game that haven't been addressed - Problems/incorrect information within this guide - Alternative strategies with bosses ONLY - Anything else in general with Sly 2 that I may need to add Versus the things that I won't accept: - Attachments - E-mail titles that are irrelevant to this guide - Flames/'your guide sucks' (well then let's see you write one!) I'm assuming my readers will use good judgment, but I've also grown far too accustomed in the online world for listening to idiots. When/if you send me an e-mail, title it with something that I know is about this game. And again, I will be more than happy to answer any questions, or hear about any problems or mistakes that this guide might have. If you ask me a question that's already in this walkthrough, however, I'll probably just delete your message. ...On a more irritating note from e-mails I've received, I AM NOT A GUY. 093 - Credits Here is a list of people I would like to thank now that this guide is done: - gamefaqs.com/CJayC: For hosting this guide. - ign.com: For uh, also hosting this guide. - Bill Wolford/Peter McConnell: I gotta have my music...thanks guys. - David Stiner/'Birdsnest': Thanks for the info on the glitch. - Chris Sego/Ben Kosmina: For the tip how sound can be lowered for bottles. - David Chin: Thanks for the alternate strategy regarding Rajan. - All of those people who told me that I was missing the Ivory Jewel Box. - Rick: Thanks dear, for putting up with me for so long...heh. - Dad: For buying this game online and forgetting that I never paid you back. - Sucker Punch: Thanks for making such a great game! 094 - Disclaimer/Legal Stuff Copyright 2004. sparksmf. I worked very hard to create this guide, and I don't intend for it to be stolen or credited as someone else's work. This guide is mine. You may only reproduce it for personal/private use. If one of you readers out there see it in another place, notify me immediately. For now, the only sites that this walkthrough is located at is: - Gamefaqs.com - IGN.com So if you see this in those places, that's okay. Otherwise, it hasn't been authorized for anywhere else. Thank you, and I hope this guide has helped. All characters, names, etc, belong to their respective owners.
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