Sly Cooper: Thieves in Time FAQ
Author: Galaxy Crisis

CONTENTS:
I.       Legal Information (LEGL)
II.      Introduction (INTR)
III.     Character Bios (BIOS)
IV.      Controls (CTRL)
V.       Collectibles and Pickups (COLL)
VI.      Main Menu (MAME)
VII.     Game Screen (GASC)
VIII.    Pause Menu (PAME)
IX.      Hideout (HIDE)
X.       Walkthrough (WALK)
         A.  Prologue (ISAR)
         B.  Episode 1 (TJPN)
         C.  Episode 2 (GWYR)
         D.  Episode 3 (COCR)
         E.  Episode 4 (OMAM)
         F.  Episode 5 (FOTH)
         G.  Epilogue (DAOA)
XI.      ThiefNet Upgrades (THUP)
XII.     Sly Masks (SLMA)
XIII.    Clue Bottles (CLBO)
XIV.     Treasures (TREA)
XV.      Trophies (TROP)
XVI.     Past Revisions (PARE)
XVII.    Credits (CRED)
XVIII.   Contact Information (COIN)

---------------------------
I. LEGAL INFORMATION (LEGL)
---------------------------

Copyright (c) 2013 Galaxy Crisis

This document is intended for personal, private use only; it may not be
reproduced for any other purpose.  It may not be distributed publicly under any
circumstances, on any website or other form of media, without advance written
consent.  If permission is granted, this document may not be altered.  Breaking
any of these rules is a violation of copyright law.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

To date, only GameFAQs is allowed to host this document.

-----------------------
II. INTRODUCTION (INTR)
-----------------------

This guide will focus on Sly Cooper: Thieves in Time for the PlayStation 3.

This game is the fourth installment in the Sly Cooper franchise, which was
launched in 2002 by Sucker Punch Productions.  This game was developed by
Sanzaru Games, which collaborated with Sucker Punch in the release of The Sly
Collection, a PS3 port of the first three games, in 2010.

The franchise's main characters are the title character, the latest in a long
line of master thieves, and his two thieving buddies, who steal from other
thieves and corrupt individuals in cartoon-style capers while at the same time
doing their best to avoid being captured by the law.  In this game, the gang
travels through time to prevent the Cooper bloodline from being erased from
existence.

This game has a digital instruction manual, which requires 38 MB to install if
you want to view it without the disc in the system.  When you buy the PS3
version of the game, you can also download the PlayStation Vita version to your
PS3 free of charge, then transfer it to your PS Vita.  Select "Disc Benefits"
on the XMB to download the PS Vita version.  Having both versions will allow
you to play this game anywhere, as well as use some special features you cannot
use otherwise.

--------------------------
III. CHARACTER BIOS (BIOS)
--------------------------

--SLY COOPER--

Sly Cooper is the latest member of a long line of master thieves.  There was no
honor and fun in stealing from everyday civilians, so his family has devoted to
stealing from other thieves and unjust folk.  Each generation passes on their
skills to the next via a book of secrets called the Thievius Raccoonus.

Sly lost his parents at a young age, and ended up at the Happy Camper
Orphanage, where he met up with Bentley and Murray, who would become his
partners in crime and lifelong friends.

After the events of Sly 3, the thief decided to hang up his cane and mask in
order to start a relationship with his longtime pursuer, Carmelita.  However,
he couldn't shake off the thievery bug for long, and he eventually returned to
Paris to case a museum owned by a corrupt mogul.  It was then that Bentley
showed up with some disturbing news.

--BENTLEY--

Bentley the turtle is the brilliant tactician behind every Cooper gang caper.
A technological wizard, he can hack into any security system and obtain intel
using his ThiefNet system.  He has been wheelchair-bound since his legs were
crushed at the end of Sly 2, but that hasn't stopped him; in fact, his
wheelchair is a high-tech marvel!

When Sly decided to retire, Bentley set up a laboratory with fellow techie
Penelope, a pilot mouse who worked with the Cooper gang during the events of
the last game.  Their experiments demanded so much focus that Bentley almost
didn't notice that Penelope had vanished.  He also noticed that the writing in
the pages of the Thievius Raccoonus, which he had been studying, was slowly
disappearing in front of his eyes.

--MURRAY--

Murray is a headstrong hippo who serves as the Cooper gang's muscle.  He has a
close bond with the gang's van, having built and worked on it for years.
Originally the gang's getaway driver, Murray's role expanded into a hard-
hitting force as each caper became more elaborate.

After the gang's last caper, Murray went into racing with the Cooper Van, where
he became famous, or infamous, for his aggressive driving.  Soon he couldn't
find any sponsors because of the high insurance premiums due to all the
accidents he caused.  So he moved on to demolition derbies, where he remains
undefeated.  When Bentley showed up, Murray jumped at the chance to help his
friends again.

--CARMELITA FOX--

Inspector Carmelita Fox of Interpol has been pursuing Sly and his gang through
all their capers.  Armed with her shock pistol, she will stop at nothing to
lock Sly up in jail.

During the events at the end of Sly 3, Carmelita thought she would no longer
need to pursue Sly because he had suffered amnesia.  Unbeknownst to her, Sly
was only feigning amnesia so he could get close and start a romantic
relationship with her.

-------------------
IV. CONTROLS (CTRL)
-------------------

--CONTROLS COMMON TO ALL CHARACTERS--

Left stick.........................Move character
Right stick........................Move camera
X..................................Jump
X, then X in mid-air...............Double jump
O..................................Interact with objects
Square.............................Light attack
R1.................................Sprint
L3 (press left stick)..............View compass and collectibles
R3 (press right stick).............Use Binocucom
Select.............................View map and status screens
Start..............................Pause menu


--CONTROLS UNIQUE TO SLY--

Triangle (hold)....................Cane Charge
Triangle (while in air)............Knockout Dive
Triangle, then Square..............Stealth Slam when behind an enemy
O..................................Pickpocket
O..................................Attach to suitable objects
L2 (hold) and left stick...........Costume menu
L2 (tap)...........................Quick change with most recent costume


--CONTROLS UNIQUE TO BENTLEY--

X (hold while in air)..............Hover
Triangle...........................Drop Sticky Bomb
Triangle (hold)....................Plant Sticky Bomb on enemy
O..................................Pickpocket
L1 (hold) and left stick...........Aim Sticky Bomb
Triangle (while aiming)............Throw Sticky Bomb
L2 (hold) and left stick...........Select ammunition
R1 while using Binocucom...........Fire dart


--CONTROLS UNIQUE TO MURRAY--

Triangle (hold, then release)......Spin attack
Triangle (while in air)............Thunder Flop
O..................................Stomp to pick up an enemy or object
L2 (hold) and left stick...........Select gloves

While holding an enemy or object:
Square.............................Throw
Triangle...........................Slam
O..................................Shake


--HACKING CONTROLS--

System Cracker and Alter Ego hacks:
Left stick.........................Move
Right stick........................Fire
R1.................................Logic Bomb (Alter Ego hacks only)

Spark Runner hacks:
Tilt controller....................Move
Directional buttons................Change lanes


--RC VEHICLE CONTROLS--

Left stick.........................Steer
Right stick........................Camera
X..................................Accelerate
Square.............................Brake/Reverse
R1.................................Fire projectile
L1.................................Boost
L2.................................Change costume
L3.................................View compass

----------------------------------
V. COLLECTIBLES AND PICKUPS (COLL)
----------------------------------

--COINS--

Coins are used to purchase new abilities from ThiefNet.  They can be acquired
by smashing objects, picking pockets, defeating enemies, or finding treasure.


--HEALTH--

Health powerups are denoted by red crosses, and are found by either smashing
objects or defeating enemies.  Pick up one to restore a portion of your health.


--TREASURE--

There are twelve rare treasures hidden within each time period, except for the
prologue and epilogue in Paris.  Press O to pick it up, then make it to the
Hideout before time runs out and without taking damage to add it to your
collection.  Some treasures can only be acquired by using a specific costume,
so if you cannot get to a certain treasure, come back later with the right
costume.


--SLY MASKS--

Copies of Sly's signature icon can be found in every time period, including the
prologue and epilogue in Paris.  Some might be hidden indoors, so keep an eye
out.  There are sixty Sly Masks in the entire game; collect enough of them to
unlock special features.


--CLUE BOTTLES--

In every time period except the prologue and epilogue in Paris, there are
thirty Clue Bottles scattered through the open area.  Get all thirty Clue
Bottles to unlock the corresponding hidden safe in the period.

--------------------
VI. MAIN MENU (MAME)
--------------------

Press Start on the title screen to bring up the Main Menu.


--NEW GAME--

Select this option to start the game from the beginning.


--LOAD GAME--

Select this option to load a save file.


--CROSS-SAVE--

Select this option, then select "Download from Cloud" to download your save
file from the cloud server to your system.  See the Pause Menu section for
further details.


--OPTIONS--

Select this option to bring up the Options sub-menu.

Game:

In this sub-menu you can toggle on and off the subtitles in cinematic scenes
and enable or disable the radar on the game screen.  You can also adjust the
brightness of the graphics displayed.

If you have a TV capable of 3D display, you can enable or disable 3D mode from
this sub-menu and adjust the 3D strength.  Otherwise these two options will be
grayed out.

If you have the PS Vita version of this game, you can enable or disable the AR
server from this sub-menu.  By enabling the AR server, you can use the PS Vita
to help find hidden collectible items.

Select "Reset Defaults" to return all settings on this sub-menu back to their
defaults.

Controls:

In this sub-menu you can change how the camera moves when you move the left
stick.  You can also turn on and off the vibration function on your controller.
Select "Reset Defaults" to return all settings on this sub-menu back to their
defaults.

Audio:

In this sub-menu you can adjust the volume for sound effects, music, and speech
during gameplay and in cinematic scenes.  Select "Reset Defaults" to return all
settings on this sub-menu back to their defaults.

Help:

In this sub-menu you can review how to perform general moves, special moves
used by Sly and his ancestors, and moves that can be used while wearing
costumes.


--EXTRAS-

Select this option to bring up the Extras sub-menu.  When you first start the
game, this option will be grayed out.  Once you select "Go to Main Menu" from
the Pause Menu, you can access this option on the Main Menu.  See the Pause
Menu section for further details.


--AR TREASURES--

This option is only available on the PS Vita version of the game.  After
enabling the AR server on your PS3 version, select this option.  When the rear
camera becomes active, point the PS Vita at the TV and press the R button.
Look through the PS Vita's touchscreen to see a green overlay on the TV, with
any collectible items highlighted in yellow.  Tap the touchscreen to create a
beacon to help guide you to an item.  Press the L button on the PS Vita to
display the overlay in full screen mode.

-----------------------
VII. GAME SCREEN (GASC)
-----------------------

The icon in the upper left corner of the screen represents the character you
are controlling.  A red pulse emits from this icon whenever the character is in
visible range of an enemy.  The appearance of the pulse can change depending on
the costume.

The large colored meter above the character icon shows the character's health.
Getting hit by attacks or caught in traps drains your health, and when it turns
completely red, you must start over from the last checkpoint.

The small gauge beneath the character icon is the character's Gadget Gauge.
Using a character's unique ability drains the Gadget Gauge, and you must wait
for it to recharge before using it again.

The radar in the lower right corner displays the proximity of any enemies in
your surrounding area.  An arrow on the outside of the circle shows the way to
your next objective.

When entering a new area or by pressing L3, an arrow appears beneath your
character.  This is the compass, and it points to your next objective or to the
Hideout if a job is unavailable.

When you press L3, you will also bring up a display in the upper right corner
showing how many coins you currently have and the total number of Clue Bottles
you have collected in the episode.

Press R3 to view the Binocucom screen.  The character icon at the top of the
screen works the same way as the icon in the Health display, only it's more
sensitive to approaching enemies.  The bars on either side of the icon indicate
zoom level.  Use the reticle to line up your subject when taking pictures with
Sly, or to target an enemy with Bentley's dart gun.

Press Select to open the Map screen.  The left stick is used to zoom in and
out, while the right stick is used to move around the map.  An arrow marks your
current location, and an X in the same color as the arrow designates the start
point of an objective.  Red blips denote enemy locations.

-----------------------
VIII. PAUSE MENU (PAME)
-----------------------

Press Start during gameplay to bring up the Pause Menu.


--OPTIONS--

Select "Options" to bring up the Options sub-menu.  See the Main Menu section
for further details.


--EXTRAS-

Select this option to bring up the Extras sub-menu.

Unlockables:

In this sub-menu you can enable or disable special features that you unlock by
collecting enough Sly Masks.  Select "Reset Defaults" to return all settings on
this sub-menu back to their defaults.

Cinematics:

In this sub-menu you can view all cinematic scenes you have previously seen.
The cinematic scenes you can see here are the ones that are narrated.  As you
progress through the game, more cinematic scenes will become available.

Chalk Talks:

In this sub-menu you can view all the Chalk Talks you have previously seen.
These are the discussions that the gang has before certain jobs, usually the
last job of every episode.  As you progress through the game, more Chalk Talks
will become available.


--SAVE GAME--

The game automatically saves when you reach certain points.  When you see a
blue circular arrow in the lower left corner of the screen, the game is saving.
Select this option to manually save the game.


--LOAD GAME--

Select this option to load a save file.


--CROSS-SAVE--

Select this option to bring up the Cross-Save sub-menu.  Here you can upload
and download your save data to a cloud server so you can switch play between
the PS3 and PS Vita versions of the game.

Upload to Cloud:

Select this option to upload your save file to the cloud.  If you plan on
switching play between the two versions of the game, make sure you upload your
save file to the cloud before you stop playing on one version.

Download from Cloud:

Select this option to download your save file from the cloud to your system.


--SKIP CINEMATIC--

When a cinematic scene is playing during a job, pause and select this option to
skip the scene.  Note that some cinematic scenes cannot be skipped.


--RESTART CHECKPOINT-

Select this option to manually restart from the last checkpoint.


--RETURN TO HIDEOUT-

Select this option to return to the Hideout.  This will cancel any job you are
currently playing.


--GO TO MAIN MENU-

Select this option to go to the title screen.

------------------
IX. HIDEOUT (HIDE)
------------------

The Hideout in each time period serves as a hub where you can choose
characters, buy upgrades, travel through time, or admire all your ill-gotten
gains.  Press L1 or R1 to navigate the different areas in the Hideout.


--CHARACTER SELECT--

From here, you can choose a character to control or purchase upgrades from
ThiefNet.  An icon appears over a character's head whenever he has a job
available, but you can explore the open world with anyone you wish.  Use the
left stick to highlight the character you want to control, then press X to
leave the Hideout.

Press Triangle on this screen to access ThiefNet on Bentley's laptop.  Here,
you can buy new abilities, attacks, or weapons using the coins you have
amassed.  Use the left stick to scroll through the list.  If you have enough
coins, press X to buy the highlighted upgrade.  A green WiFi icon will appear
over the laptop whenever new items are available.


--COSTUMES--

Use the left stick to highlight any acquired costumes, and press X to get a
brief description.


--MURRAY'S VAN--

Press X to turn the van into a time machine.  Here you can choose to replay any
completed jobs from the current time period, or travel to any time period you
have already visited.


--ARCADE--

On this screen, you can choose to play table tennis with Bentley, or try to
beat the high score on the arcade machine.  You will need to find all the rare
treasures in order to unlock the arcade machine in each time period, though.


--TREASURES--

This screen displays all the treasures you have collected so far.  Use the left
stick to highlight a treasure, and press X for a close-up view of it.

---------------------
X. WALKTHROUGH (WALK)
---------------------

--PROLOGUE: Paris, Present Day (ISAR)--

In order to save the Cooper clan from being erased from history, Bentley has
developed a means to travel through time, and he has installed the device in
the Cooper Van.  In order to travel to a specific time, the device needs to
scan an object from that time period.  Bentley suggests that the gang steal a
samurai sword, conveniently on display in the same museum Sly was casing.


First Job: I Smell A Rat
This job will get you used to the basic controls of each character.  You start
the job controlling Sly.  Walk north down the path, turn west, jump over a few
uneven areas, then turn south.  Jump over another bump, then head west over
some more uneven areas.

After being informed on how to use the camera, look up to the security
helicopter, then proceed west into the open rooftop.  Leap on the antenna, then
jump to the small chimney when the helicopter's light is not shining on it.
Quickly jump to the cable and traverse the street.

Sly will notice Murray clinging onto the top of a truck as it enters the
museum.  Continue across the cables and jump to the small vent.  Climb the pipe
to the next rooftop; it will tilt slightly as you're climbing it.  Sidle along
the ledge to the northeast to the next area.

When the light is shining away from the antenna and small chimney, jump to both
of them, then quickly jump to the nearby pipe.  Leap from the pipe to the small
vent on the higher roof, then jump to the roof spine itself.  Cross the roof,
then jump on the spire and cross the nearby cable to the sign.

After a close shave, Sly will land on the rooftop on the other side of the
sign.  When the light is not shining on the vent, jump to it, then jump to the
pipe on the water tank.  Climb up the water tank, then slide down the cable to
the flagpole.  Sly will automatically climb it, but it will break!  Looks like
he will have to find another way in to the museum.

When the light is not shining directly on the ledge to the south, quickly sidle
along it to the balcony.  Cross the balcony and climb the pipe, then leap to a
spire and climb another pipe to the next rooftop.

In front of you now is a small structure with some boxes next to it and a vent
and antenna to your right.  Let's take a small detour here.  Climb the boxes
and travel on the roof of the structure to the other side of the fence.  Below
in the corner you will see a Sly Mask.  Leap towards the two small chimneys on
the west side, then avoid the helicopter's spotlight while getting the Sly
Mask.  Leap on the two chimneys to get back on the roof and cross back over to
the area with the vent and antenna.

Leap on the vent, then the antenna to get to the next part of the rooftop.
Avoid the security light, then jump on a vent and over a platform to the
skylight.  The skylight is locked, and the guard looking at it has the key.
Sneak up behind the guard, then pickpocket him until you get the key.  Once you
do, press Triangle, then Square to do a Stealth Slam and dispatch the guard.
Walk up to the skylight and press O to unlock it.

Control now shifts to Bentley as he travels through the sewers.  Jump north and
go through the tunnel.  You will come across a blockage.  Lay a Sticky Bomb
next to the blockage to destroy it, then continue through to the open area.
Jump to the tracks, then jump again to the next platform.  Head through the
tunnel to the northeast.  Bomb the next blockage, jump to the platform, then
hover to the next tunnel.

Continue to the next platform, which is blocked by some gears.  Hold L1 and use
the left stick to aim a bomb at the gears, then press Triangle to throw it.
Once the gears are destroyed, hover to the platform, then hover again to the
next tunnel.

Once you reach the next open area, don't cross the tracks just yet.  Instead
head south along the platform to a small alcove.  Break the box here to find a
Sly Mask behind it.  Now hover across the tracks and platforms to the other
side of the open area.  Head down the tunnel to the southwest.

Lay a bomb next to the grate, then when it's destroyed drop down the shaft.
Bentley will avoid a security laser net beneath the shaft.  When you regain
control, continue down the tunnel.  Hover over another security laser net, then
stop before you approach the control room.  There are two guards standing
watch; aim and throw a bomb so it lands right next to them to take them out.
Once the path is clear, approach the console and press O.

Welcome to your first System Cracker hack.  Use the left stick to move
Bentley's tank avatar, which starts in the green Shell code.  The right stick
fires the Bit Cannon in whichever direction you hold it.

In the first area, simply move along the path to the docking gate to the next
area.  In the next area, shoot at the firewall to the right until it is
destroyed, then enter the gate to the next area.

In this area, there is a yellow lock to your right.  The key is blocked by a
firewall to your left.  Blast through the firewall, then grab the yellow key
and bring it to the lock to shut down the laser blocking the docking gate.
Head through to the next area.

In this area, the way through is blocked by pink crystals.  These crystals
cannot be broken by the Bit Cannon.  Shoot down the firewall to the left, then
hover over the pink spot to activate the Panzer code.  Now you can use Giga
Bombs to easily blast through the pink crystals.  Unfortunately, once you
activate the Panzer code, security drones will start appearing from the red
spots.  You can either avoid them or destroy them.  Destroy the pink crystals
as you head down the narrow path to the next room.  The docking gate will be to
your right, but it is blocked by a laser.  At the top of the room you will see
three spots: the yellow lock, a green spot that will activate the Shell code,
and a pink spot that will activate the Panzer code.  The green spot is blocked
by a firewall, and the key is to the left, blocked by several pink crystals.
Destroy the pink crystals and the firewall, then switch to Shell code; you can
only pick up the key with the Shell code.  Take the key to the lock, then head
for the docking gate.  This hack is now complete.

Control now shifts to Murray as the gate opens.  After a brief tutorial on
Murray's attacks, head down the alley, punching out all the guards you
encounter.  Once you reach the other end, take out all the guards and Murray
will automatically enter a building, where a bunch of guards will dogpile on
him!  Tap O repeatedly to break out of the dogpile.

Once you regain control, head to the barrel dispenser.  Stomp down next to it
to pick a barrel up, then throw it at the junction box in the other corner.
Pick up another object, then jump up to the upper platform and destroy the
junction box there.

The security system is down, leaving Sly free to drop down and swipe the sword.
Press O when prompted.  Just as he's about to leave, however, someone comes in.
It's Carmelita!  Guess their on-again, off-again relationship is back to off
again.  Sly escapes through the skylight he came down and hightails it to the
van where Bentley and Murray are waiting.

For the getaway scene, other than being able to move left and right to destroy
obstacles, the controls are on autopilot.  After Murray drives the van over the
fence, preparations are made for time travel.  Press O when prompted to make
Murray floor it!  The Cooper Van makes like the DeLorean time machine from Back
to the Future, flying off the road and zipping out of sight and out of time
before it can crash into the vehicles in front of it.


--EPISODE 1: TURNING JAPANESE, Feudal Japan, 1603 A.D. (TJPN)--

The gang's first stop is feudal Japan, home to famous ninja Rioichi Cooper, the
guy who invented sushi.  His restaurant also served as a front for his various
ninja exploits.  Unfortunately, when the Cooper gang arrive, Rioichi has been
captured and his restaurant is under lockdown.


Job 1: Photo Op (Sly)
To get to the start point for this job, from the Hideout building, climb the
bamboo stalk near the door, then cross the structure connecting the building
with the one north of it.  Turn east and cross the rope to the building roof
with the start point.

For this job, Sly is going to be doing some recon.  You will be taking pictures
of several locations.  Use the Binocucom to look for the required places; they
will be denoted by a red targeting icon.  Aim at the red icon, zooming in or
out if necessary, until it turns green, then press R1 to take the picture.

Turn south to notice a guard crossing the bridge south of you.  Take a picture
of the guard as he is walking.  Jump to the wooden path south of the building
you are on and head east.  Climb the building you come to, then turn north and
take a picture of the Imperial Prison where Rioichi is being held.  Cross the
cable to the south of you and take a picture of the Dragon Gates on the other
side.  Head to the other side of the gates and cross the rope.  While on the
rope, turn towards the Sushi House, Rioichi's restaurant, and take a picture.

Continue traversing the rope and jump to the first building you come close to.
Head west over buildings until you reach a rope leading northwest to a
building.  Cross that rope, then cross another rope leading southwest to the
building north of the Geisha House.  At the other side of that building, take a
picture of the entrance.

Once you take a picture of the Geisha House, a cigar-smoking tiger named El
Jefe will come out of the building.  Take his picture to complete the job.

Bentley will recognize El Jefe as a mercenary that Interpol has been chasing
after.  Looks like the Cooper gang aren't the only ones with a time machine!


Job 2: Breakout (Sly)
The start point for this job is on the roof of the building where you took the
picture of the Imperial Prison.

Sly's next task is to break Rioichi out of the prison, but the only way in is
through the front door.  So he is going to need a disguise.

Head south towards the Sushi House and you will notice a guard who is dozing
off on street level.  Drop down behind the guard and pickpocket a helmet from
him.  Now head west to where you took the picture of the Geisha House.  Cross
the rope over the fountain to the Geisha House's roof.  Behind the Geisha House
is another dozing guard.  Drop down behind him and pickpocket a chestplate.
Get back on the roof of the Geisha House, cross the rope again, and head north
across buildings and ropes until you are forced to drop to street level.  Jump
to the wooden path north of you, then head north and across the bridge.
Further down the path, on the north side of this small area, you will see the
last dozing guard.  Get behind him and pickpocket the leggings.

Congratulations, you just got your first costume, the Samurai Armor!  Press L2
to don the disguise and fool any of the guards you come across.  Press L2 again
to remove the disguise.  The Samurai Armor is fire resistant and comes with a
shield you can use by holding then releasing Square to deflect fireballs.  The
downside is you cannot use any of your normal moves, such as jumping or
pickpocketing, while wearing the armor.  You also cannot run while wearing it.

Now that you have your disguise, how are you going to get to the prison
entrance?  Go back across the bridge you crossed to get to this area.  When you
reach a red drum, turn left and follow the path east.  At the point where the
path curves south, head through the open gate.  Grab on one of the flagpoles at
the closed gate at the end of this small path and climb up to the level of the
entrance.  Jump to the area when it's safe, then don the armor and approach the
entrance.  After a little intimidation, the guard lets you pass.

Once inside the prison, you will notice you're not wearing the armor anymore.
Quickly don it again, then walk past the guards and head north to the cage
where Rioichi is being held.  Sly will automatically take off the armor to show
Rioichi he means to bust him out.  Once you regain control, don the armor again
and head west.  After you pass a few guards, you will come to two crawlspaces,
one to the south and one to the west.  Approach a crawlspace, then remove the
armor and press O to crawl through the narrow passage.  The crawlspace to the
south leads to a cell with a Sly Mask.  Get it, then go back the way you came
and head to the crawlspace to the west.  On the other side of this narrow
passage, you'll come across a bunch of guards eating.  Crawl under the table;
the guards are too busy eating to notice you.  Afterwards, head north to the
wooden path.

Here you have to make a small jump, but there is a guard keeping watch.  You
have to wait until the guard lowers his head (and his light), then quickly
avoid him and jump to the raised section of the path before he raises his head
again.  Don the armor once you're past this point and walk past two more
guards.

The next part of the prison will demonstrate the armor's resistance to fire.
While wearing the armor, walk down the twisting path.  Dragon statues will
appear, shooting fire from their mouths, but you'll be safe in the armor.
However, you will have to avoid axe blades swinging along the path.  Once an
axe swings by, quickly walk through the hazardous area before the axe swings
back.  When you reach a spire, remove the armor and jump across to the next
path, then quickly don the armor again and traverse past more dragon statues
and swinging axes.  At the end of this path, remove the armor once more and
jump across two more spires to the next platform.  Get past the next guard and
head east.

Now you have to avoid another guard while jumping a small gap in the wooden
path.  Wait until he lowers his head, then quickly get past him and jump the
gap.  Don the armor again to get past the next guard and some dragon statues,
then remove it, leap to the rope and slide down it.  Climb the pole near you
when you land, then sidle along a ledge and climb another pole.  Once you reach
the top, look in the direction the next guard is facing to find a platform with
a crawlspace.  Jump to that platform and enter the crawlspace to reach a cell
with another Sly Mask.  Go back to the area with the guard, then get past him
and head south.  Jump across another gap, then move to the next area.

Now you have to get a key from one of the guards to open the gate.  Don the
armor and walk past the guard, then head south past the gate to a dozing guard.
Remove the armor and pickpocket the key.  Leave the guard be and head back to
the gate to unlock it.  You're almost there.  Head south through the open
gateway.

Once you step on the green symbol, the path will crumble!  Four pairs of dragon
statues will emerge, and when you approach each pair they will begin shooting
fireballs at you.  Don the armor before approaching the first pair, then use
the shield to deflect the fireballs back at the statues.  If you miss, you
won't get hurt because of the armor.  Once you get rid of that pair, a spire
and another platform will appear.  Remove the armor and make your way to the
platform, then quickly don the armor before the next pair of dragon statues
begins shooting fireballs.  Take out these dragon statues, then remove the
armor and jump across another spire to another platform.  Next use the lamp to
swing across to the next platform.  Don the armor again to deal with the next
pair of dragon statues.  Cross another spire to another platform, then swing
across to the next platform and quickly don the armor to take out the final
pair of dragon statues.  Jump across one more platform and two more spires to
reach Rioichi's cage and complete the job.


Job 3: Sushi House Startup (Sly)
To get to this job's start point, cross the rope south of the Dragon Gates and
jump to the first building you come across.  Cross the structure connecting
this building to the one west of it to reach the job start point.

The only way into the restaurant is through the front door, and it is guarded.
Security is on high alert since you broke Rioichi out.  Drop down to street
level, then don the Samurai Armor and approach the guards.  After Sly dismisses
them, he'll signal Rioichi, who will vault off Sly's shield and enter the
restaurant through a window.

You will now control Rioichi as he moves through his restaurant to get it back
up and running.  After getting his cane from underneath the doormat, he will
need to get back his three sushi knives, which serve as keys, from various
guards patrolling the interior of the restaurant.  There are also several
recently installed security lights that he will have to avoid.

Once you gain control, make your way to the bamboo stalk near the boxes in
front of you.  Climb to the top, then leap to the lamp.  You will now learn how
to use Rioichi's Leaping Dragon technique.  Hold R2 to gain focus, then move
the left stick to aim at a target.  Once the way to the target is clear, press
X to launch to the target.  There are three targets you can launch to.  If you
launch to the pipes in the northeast corner of the room, you will find a Sly
Mask.  Make your way back to the lamp, then launch yourself to the fan.  Next
launch to the roof of the vendor's shack in the center of the room.  Cross the
roof and jump on the fan on the other side, then launch to the shuriken next to
the platform in the northwest corner.  Sidle along the ledge, avoiding the
light patrolling it, and jump onto the pipe overlooking the next room.  Jump on
the tail of the hanging fish as it's spinning, then jump to the bamboo stalk
near the guard and climb back to the floor.  Pickpocket the carving knife from
the guard and unlock the gate behind him.

The next obstacle is a laser net.  Jump on the rhino statue nearby, then launch
to the next two rhino statues to get past the laser net.  When the guard ahead
lowers his head, quickly sneak past him.  Bounce off the tarp to the pipe
above, then walk and jump to the next pipe.  Traverse this pipe over the next
guard, then drop down behind him.  Pickpocket the fillet knife and unlock the
nearby gate.

Another laser net to get past, and this time there are two sets of lasers
sweeping the floor from the ceiling.  Also, instead of rhino statues, now you
must launch off of small bonsai plants.  You have to time your launch right so
you don't get zapped by the sweeping lasers.  In addition, the perches on the
bonsai plants are unstable; stand on them for too long and you'll lose your
footing and drop right onto the laser net.  You can jump in place until you are
ready to make the next launch.  Get past this laser net and into the next room.

Once in this room, don't alert the guards as you make your way to the bamboo
stalk next to the statue in the center.  Climb up, then jump to the chopsticks
on the statue.  Leap to the hanging fish, then leap to the lamp on the other
side.  Launch to the next lamp, then leap to the platform in the corner.
Continue making your way around the perimeter of the room until you reach the
door.  Drop down to it and enter.

Once again, you must time your launches off of unstable perches to get past a
third laser net.  Once you get past, pickpocket the cleaver from the guard and
unlock the gate.  Once in the next room, look to your left and you will see a
pole.  Climb the pole and jump to the wall to get the Sly Mask.  Now throw the
lever to activate the boiler and turn on the restaurant sign.  This job is now
complete.

Now you have a choice of which job to do next, but both jobs need to be
completed in order to progress through the episode.


Job 4: Something's Fishy (Murray)
The start point for this job is in the western tunnels.  From the Hideout, head
north on the street until you reach a T intersection.  Turn right and walk a
short distance until you see a wooden path to your left.  Go down the wooden
path until you reach a point where you can jump to an adjacent path, near a
building with a paddlewheel.  Jump to that path and head into the tunnels.

Even though you have to reach this job start point with Murray, Bentley
actually gets the job rolling by hacking the nearby console.  This is your
first Alter Ego hack, where you control an avatar of Bentley wearing a jetpack
as it traverses through a side-scrolling stage akin to Gradius or R-Type.  As
with the System Cracker hack, hold the left stick to move around, and hold the
right stick in one direction to fire the blasters in that direction.

Move through the corridor and blast a path through the barricade of purple
bubbles.  Get through before the bubbles reform and you'll come across yellow
Ion Bits.  Collect five yellow Bits to increase the power of your blasters by
one level.  Your blasters' power level can be increased to a maximum of 10.
But watch out!  If you take damage, your blasters' power will drop a level.

Next you will see a blue Ion Bit.  This is a Logic Bomb.  Collect it, then
press R1 to detonate it, wiping anything around the avatar.  You can carry up
to three Logic Bombs at a time.  Get through the next bubble barricade.  Next
you'll come across moving purple nanobots.  Avoid or destroy them as you
navigate through the corridor, blasting more purple barricades.

Next you will have to deal with some stationary nano-cannons.  Avoid the blasts
they fire.  Near this pair of nano-cannons, you will notice a small red Ion
Bit.  This is a health powerup; if you are hurt pick it up to restore some
health.  Go through the next set of corridors and pick up another Logic Bomb.
Eventually you will notice a large red Ion Bit at the top of the screen.  Pick
this Ion Bit up to instantly raise your blasters' power by one level.

After you reach the third Logic Bomb, blast through some more purple barricades
to reach the end of the corridor, where you will find a lot of yellow Ion Bits
and two more Logic Bombs.  Here you will face the CPU, a one-eyed monster.
Shoot at the CPU's eye until its health is depleted to complete the hack.  If
you have any Logic Bombs in stock, move in close and use one when the eye isn't
shielded.  Take cover behind the walls when it shoots a large green laser and
avoid or destroy the blue creatures it sends after you.  Keep firing until the
CPU crashes.

Once the hack is complete, you will assume control of Murray.  Before you
approach the gate in front of you, turn around and get the Sly Mask at the door
you came in.  Return to the gate and open it by rapidly pressing O.  After
Murray brings the cart into the next area and sets it down, open the gate to
the left.  Down the path you will encounter a swarm of electricity emitting
bugs.  Hit the funnel shaped plant, called a Giant Lamp Leaf, to your left to
attract the bugs to it and clear the path.  Jump to the platform, then jump to
the other side before the plant loses its luster and the bugs disperse.

Down a few steps you will notice two rows of grates, with wooden spiked logs
popping out of them at timed intervals.  Cross the grates while avoiding the
spikes and open the gate on the other side.

Now you have to jump across some lily pads.  Quickly jump across because Murray
will sink if he stays on them.  You'll next come across another swarm of bugs.
This time, however, the Lamp Leaf is on the other side of the area.  Grab a
rock from the nearby dispenser and throw it at the Lamp Leaf, then jump across
the lily pads to the other side.

The next path is dimly lit, so keep Bentley near you as you navigate it.  The
spider webs you encounter here serve as trampolines.  Bounce off the spider
webs and jump over any gaps in the path to reach the fishing pond.

Bentley will take over here and start fishing, using a magnet as a lure.  Tilt
the controller until the magnet is close to a fish.  Keep the magnet close
until the fish turns red, then press X when prompted to hook it.  Catch eight
fish in 90 seconds to continue.

Now Murray has to take the fresh catch back to the cart at the beginning of the
area.  Head back the way you came.  When you reach the area with the bugs,
throw the crate of fish to the cart on the other side, then get a rock from the
dispenser and throw it at the Lamp Leaf.  Get to the cart and pick up the fish
again.  Cross the lily pads, then cross the grates while avoiding the spikes
and get to the next area with bugs.  Throw the crate of fish to the cart, then
punch the nearby Lamp Leaf.  Get to the cart and pick up the fish.  Take the
crate to the last cart and throw it in to complete the job.


Job 5: Pretty in Pinker (Rioichi)
The start point for this job is on the roof of the building north of the Geisha
House, where you took the picture of it.

Rioichi needs to get inside the Geisha House and get a costume for Murray to
use during an undercover operation.  Cross the cable in front of you to the
roof of the Geisha House, then open the hatch and drop in.

You will land on the stage, in front of the display with the geisha costume,
your main objective.  Of course, the display is locked, and the device to
unlock it is somewhere in this building.  Once you regain control, climb up the
bamboo stalk to your left and jump on the platform.  Jump across the platforms
on this level to the open door.

Head down the corridor, avoiding the spotlights, until you reach the next room.
Jump in place on the bonsai plant, then when the lights are not shining on the
two posts ahead, quickly launch yourself across the pond.  Get on the bamboo
stalk and climb up, then jump to the platform.  From here, leap on the fan,
then launch to two more fans to the platform on the other side.  Break the
crate here and get the Sly Mask, then drop down to the floor and avoid the
guards as you enter the door.

Jump over the gaps in the broken bridge and you'll come to a room with a
crushing device.  Leap onto the shuriken in the post, then when the path is
clear, quickly launch to the next two perches before you get squashed.  Move on
to the next room.  Drop down, then jump in place on the bonsai plant.  When the
light is not shining on the post, quickly launch to it, then launch to the
bamboo stalk.  Climb up and head into the next area.

Sneak past the spotlights, then carefully navigate through the gaps in the
laser net.  You'll next see a set of boilers.  Fire will come shooting out
through some of the grates on the boilers.  Jump on the pipe on the first
boiler, then walk across, avoiding the shooting flames, and jump to the pipe on
the next boiler.  Walk across the pipe and jump to the pipe on the third
boiler.  Avoid the flames here and jump to the platform with the console.
Press O to interact with it.

This is your first Spark Runner hack.  If you're familiar with Labyrinth, you
will have a good idea of how the controls work here.  Simply tilt the
controller to move the spark down the path.  Don't let the spark fall into any
holes, and get to the end of the maze before time runs out.  Move the spark
over purple clock icons to add two seconds to the timer.

Move the spark through the winding path until you come to a wire.  Get on the
wire and the spark will automatically travel down its length to the next path.
Move around the bumper to the next wire.  Now the spark will travel past
another wire.  Use the directional buttons to jump the gap between adjacent
wires.  Get to the next path, avoid falling into the holes, and get to the next
wire.  Jump the gap to the wire above you, then get on the next wire to reach
the last area.  Move the spark into the green target to complete the hack.

Once you resume control of Rioichi, head down the corridor, avoiding the
spotlights, until you find yourself back in the room with the geisha costume.
Leap on the perch in front of you, then leap to the fan.  From there, launch to
the pipe on the display.  Climb up to the top.

Murray will drop down from above, but the rope will break and he'll crash to
the floor, breaking the display and alerting everyone inside!  You will now
have to go through a rhythm type sequence.  As the button prompts travel across
the staff at the bottom of the screen, press the corresponding button when it
passes over the highlighted square.  As an aid, the staff will pulse to the
beat.  If you press a button at the wrong time, you'll lose a bit of health.
You will also come across groups of button prompts highlighted with a
starburst.  Press all these highlighted prompts correctly and Murray will be
showered with coins.  There are three parts to this rhythm sequence, with a cut
scene separating each part.  The first button prompt of the third part is
tricky because you only have a split second to press the button (O in this
case) at the right time.  The job is complete once you pass through the rhythm
sequence.

Once you complete both jobs, the next two jobs will become available.  Once
again, you can complete them in any order you choose.


Job 6: Tiger Tail (Bentley)
The start point for this job is on the roof of the building north of the Geisha
House.  From the Hideout, head south along the street until you see a bridge.
Cross that bridge and follow the street until you reach an intersection.  Turn
left and head through the building with the job start point.  Once on the other
side, jump on the tarp next to the building to reach the roof.

You will be controlling Bentley's RC car to tail El Jefe and eavesdrop on him
as he walks around the grounds.  You have a limited time to get to each
checkpoint.  Use the left stick to steer and hold down the X button to
accelerate.  Press Square to brake and go in reverse, though you probably won't
need to do that here.  Press L2 to don a disguise and move stealthily past any
spotlights.  While wearing the disguise, the RC car moves at half the normal
speed, so once it is out of danger, remove the disguise and continue chasing El
Jefe.  Press R1 to shoot any obstacles in your way, but be careful you don't
shoot the guards.

El Jefe is heading toward the prison.  Cross the bridge, then use the disguise
to get past the guard's spotlight.  Remove the disguise once you're past it,
then get past two more guards.  After the third guard, immediately turn left
and get past the next guard up ahead.  Keep going forward until you reach a
guard at the next building.  Get past it, go through the tunnel, blast the
boxes on the other side, then make a hard left.  Blast some more boxes, then
cross the bridge to your right.  Get past one more guard on the other side to
reach the first checkpoint.

Next you have to reach the western tunnels.  Follow the path as it curves to
the left.  Don the disguise at the intersection to avoid being detected by the
guard, then turn right and cross the bridge.  Don the disguise to get past two
guards, then continue down the path as it curves around, blasting a few boxes
along the way.  Get past one more guard and head into the tunnels.

The last checkpoint is under the building where the job start point is.  Follow
the path as it curves to the left, then get past the guard and immediately turn
right.  Once out of the guard's spotlight, remove the disguise and head to the
building in front of you.  Get past two more dozing guards and reach the
building in time to finish the job.


Job 7: Spiked Sushi (Rioichi)
The start point for this job is in the western tunnels, right next to the gate
near the computer console.

Your task here is to get two poison plant seeds.  Make your way to the open
gate on your right.  Climb the rope next to the gate and jump to the platform.
Swing across two hooks to the next platform.  Jump on the nearby perch, then
launch to the next two perches.  Swing across a hook to the next platform, then
swing across one more hook to the platform with the poison plant.  Strike the
blossom, then take the plant seed.

Drop down to the gate and enter it.  Cross two lily pads to a platform, then
cross two more lily pads to the next platform.  You will notice a rope in front
of you that you can climb.  Don't climb it just yet.  Continue down and you
will notice a funnel shaped plant surrounded by grates.  Avoid the spiked logs
that come out of them, strike the Lamp Leaf to attract the bugs up above, then
head back to the rope and climb it.  Quickly jump on to the tree branch and
launch yourself to the tree branch on the other side.  Strike the blossom on
this platform, then take the plant seed to finish the job.


Job 8: Altitude Sickness (Sly)
The start point for the final job of the episode is on top of the archway
between the Hideout building and the Dragon Gates.

Bentley will detail the plan to break into El Jefe's palace.  Once you regain
control of Sly, you will notice three guards in front of the Dragon Gates.  Two
of them are conked out, and the third one is dozing off.  Get behind the dozing
guard and pickpocket the key from him, then head for one of the two locks in
front of the dragon mouths.  Open the lock, then walk on the roller to open the
dragon mouth.  Once it starts shooting fireballs, don the Samurai Armor and
deflect one back at it to activate the switch.  Repeat the process on the other
side to open the gate.  Walk up to the open gate and enter the palace.

Once inside, the gang will see a huge blimp rise into the air.  After the blimp
rises, turn around and get the Sly Mask near the gate.  Follow the path to the
bridge, where you will find El Jefe has been expecting you!  The gate will
close and several rat guards will parachute down.  Rioichi drops over the side
of the bridge while the others deal with the guards.  Controlling Murray, help
the gang take out 15 guards.  Once you do, control will shift to Rioichi.

Jump to the tree branch, then launch to the spire and to the next branch.
Quickly jump onto the platform from the unstable perch, and jump across some
more platforms to a large rock formation.  Sidle along a ledge, then leap to a
spire and launch to and unstable branch.  Jump onto the platform, then leap
across some more platforms and onto a spire.  Launch across some lamps to an
unstable branch.  Jump onto platform, then jump across more platforms to
another large rock formation.  Sidle along the ledge, then jump across more
platforms to a spire.  Launch to the rope, then climb up and run on the roller
to open the gate.  Once he rejoins the group, head through the open gate.

El Jefe will jump Rioichi and take his cane!  Then he'll run across the bridge,
setting it on fire with his swords and destroying it in the process.  Control
now shifts to Sly.  Leap across the perches on the destroyed bridge, then head
through the gate and toward the steps ahead.  Before going up the steps, look
to your left and get the Sly Mask in the corner of the room.  Head up the steps
and press O at the door.

BOSS 1: EL JEFE
After some trash-talking, Sly will climb up a tower near the statue.  Once you
regain control, head across the ropes in front of you while dodging the
fireballs El Jefe throws your way.  Get to El Jefe's position and he'll leap
away.  Leap to the flagpole and onto the platform.  Wait at the corner until El
Jefe shoots fireballs at the wall ahead and jumps to the top of the tower.
Jump across the platforms and make your way around.  Climb the flagpole to the
top of the tower.

Now you will face El Jefe for real.  The tiger will create a small fire
shockwave with his swords.  Jump over it, then run counterclockwise around him
as he creates a large stream of lightning from his swords.  Once the stream of
lightning stops, prepare to jump a low sweep of his lightning-charged sword.
When he starts striking the floor at his feet with his swords, quickly don the
Samurai Armor and deflect the fireball he shoots back at him to knock him
dizzy.  Take off the armor and wail on him until he roars.  Move back and
repeat the process, avoiding the shockwaves and lightning, and deflect another
fireball back at him.  After dealing enough damage El Jefe will leap away,
spinning a long sail, which will fall in front of you and make a bridge.

Run down the new bridge, then jump carefully until El Jefe breaks some boards
and leaps away before continuing.  Jump across the platforms to the bamboo
stalk and onto the next platform.  Grind the bamboo rails to the next tower.
Move around and climb the flagpole to the top.

Now El Jefe will leap into the air before creating a large fire shockwave.
These ones are too big for you to jump over.  Don the Samurai Armor and let
them pass you.  El Jefe will create some lightning spheres in a cross
formation.  Quickly remove the armor before he creates the stream of lightning
and double jump over each hurdle of lightning spheres as you run
counterclockwise.  The lightning spheres will disappear when the stream fades.
Once again, El Jefe will sweep his sword before shooting a fireball.  Be
cautious, as he'll sometimes do two low sweeps.  Deflect the fireball back at
him, then wail away until he roars.  Repeat the process until he leaps away
again.

El Jefe will destroy the crane in a fit of rage.  Cross it, then jump across
the bamboo stalks, dodging the fireballs, until you reach the next tower.  Head
down the path, then climb the flagpole to the top.

Don the Samurai Armor and let the fire shockwave pass through you, then quickly
take it off.  Now instead of creating a large stream of lightning from his
swords, El Jefe can create two streams of lightning and spin around, sweeping
the floor with his swords.  Jump over each stream of lightning until he stops
spinning, then jump over his low sweeps.  He'll do two or three low sweeps this
time before shooting a fireball.  Deflect it back at him, then wail away until
he roars.  After creating the large fire shockwave now, he will either create
the lightning spheres or sweep the floor with charged swords.  Avoid the
attacks accordingly and repeat the process until El Jefe is finally defeated.

Unfortunately, before Sly can retrieve Rioichi's cane, the rat guards from the
blimp drive him away.  Sly looks up at the cockpit to see a shadowy figure.  As
the rat guards return to the blimp with the cane, one of them drops a Wild West
badge.  Then the blimp zips out of sight and out of this time period.


--EPISODE 2: GO WEST YOUNG RACCOON, Cotton Mouth Bluff, 1884 A.D. (GWYR)--

After turning El Jefe to the authorities in the present, the gang travel to the
Wild West.  When they arrive, they find that famed outlaw Tennessee "Kid"
Cooper is in jail, and the sheriff is celebrating by putting his face all over
town.  Talk about an over-inflated ego.


Job 1: Under Arrest (Sly)
The start point for this job is right outside the Hideout.

The only way to break Tennessee out of jail is from the inside.  For the first
time in his thieving career, Sly will have to actually let himself be arrested.
Before he does, though, he needs to build a reputation as an outlaw.

For starters, Bentley suggests defacing some posters of Sheriff Toothpick.
There are six scattered throughout the town.  From your vantage point you can
see the first poster on the building ahead on you, just across the train
tracks.  Get on the cable leading south from the Hideout, then when the coast
is clear, jump down to the train tracks and cross them to reach the building.
Wait until the guard is away from the poster to deface it.  From here, climb
the drainpipe at the northwest corner of this building to the roof.  Once
there, look across the train tracks to find the building with the second poster
nearby.  Cross the train tracks when the path is clear and deface the poster
when you reach it.

Climb the utility pole behind you and leap to the cable at the top.  Cross it,
then travel on the rooftop to the cable leading north.  Continue crossing
cables until you reach the next rooftop, then cross one more cable until you
reach the utility pole.  The third poster is on the building in front of you.
Drop to the ground and deface it.

Climb the utility pole you dropped down from, then cross the cables back into
town.  The building with the fourth poster is directly across the train tracks
from the building with the second poster.  Climb down the utility pole in front
of the second poster, then cross the train tracks when the path is clear and
drop down to the fourth poster to deface it.

From here climb the lamppost to the east.  Jump to the rooftop, then head
around the barn with the steel roof to the south.  At this building's southwest
corner, you will see a green tarp.  Bounce off it, then jump to the box in
front of you, then on to the small roof.  Cross the cable to the next rooftop;
you're back on the roof of the building with the first poster.  Climb down the
drainpipe and head west to the water tower.  Once you reach the sign turn left
and drop down to the fifth poster.

From here simply follow the plank laden path leading past the south side of the
water tower.  The next building you come to has the sixth and final poster.

Next you will have to steal a lollipop.  Climb the utility pole nearby, then
cross the cables to the train tracks.  When the path is clear, jump down to the
tracks and grind the rail east.  Jump off at the building with the fourth
poster.  Turn the corner and you will see your target.  Climb the lamppost on
the side of the building in front of you, then jump to the lollipop and swipe
it.

From here, drop down and head southeast around the building with the hotel
sign.  Pass the wagon and bounce off the green tarp to your left to the rock
formation.  Jump to the top of the rock formation to see a banner.  Your last
task is to take down that banner.  Cross the nearby cable leading to the train
tracks, then follow the tracks east and climb the utility pole.  Cross the
cable at the top, then jump to the cable holding the banner.  Simply whack the
three clothespins on the cable to take it down.

Once you take down the banner, Sly will willingly give himself up and this job
will be complete.  You will also receive your second costume, the Jailbird
Costume.  This costume sports an iron ball and chain, restricting your
movement.  However, you can press Square to throw the iron ball and smash
objects.  You can also balance on the iron ball by pressing R2 and roll around
on it.  Press R2 again to get off the iron ball.


Job 2: Jailhouse Blues (Bentley)
The start point for this job is the small building right next to the building
where Sly defaced his first poster.  From the Hideout, go down the stairs
behind your left.  Once on the ground, turn around and head east toward the
train tracks.  Get on the train tracks by jumping on the hay bales, then jump
to the wooden ramp on the side of the building with the poster.  Follow the
ramp, then turn left to reach the rooftop with the job start point.

Bentley will have to do some recon.  Hover across the train tracks to the
building where Sly defaced the second poster.  Bounce off the green tarp to the
rooftop, then bounce off the green tarp here to the next rooftop.  Move to the
first recon point next to the crates on this rooftop.  Bentley will take out
his Binocucom.  Zoom in and take a picture of the prison tower where Sly and
Tennessee are being held.  Once you take the picture, drop down the north side
of the building and head toward the building where Sly defaced the third
poster.  Get around the first building, then jump off the green tarp and land
next to the tall building.  Bounce off the green tarp on the other side of this
building to reach the next recon point.  Zoom in and take a picture of the
munitions arsenal.

Drop down and make your way south, toward the covered wagons.  Once there go up
the stairs and head west.  The last recon point is located just beyond the sign
at the base of the stairs leading to the Hideout.  Zoom in and take a picture
of a structural weakness in the back wall of the prison.

Control now shifts to Sly, where he is taken to his cell and discovers his
cellmate is none other than Tennessee "Kid" Cooper, the guy he means to bust
out.  Once you gain control, press Square at the window bars in front of you to
throw the iron ball at it and break a large hole in the wall.  Drop down, walk
up the ramp, and break open the door to let Tennessee out of the prison tower.
Follow him to an iron block.  Throw the iron ball at it to push it down the
corridor.  It will drop down a pit, clearing the path.  Move down the path
until you reach the next iron container to your right.  Push that block down
the corridor, then move down the path until you see a door to your left.  Go
through it, then turn right and push the block down the corridor and into
another pit.

Move down the path until you reach the next intersection.  Now you have to jump
over the next pit.  Tennessee will wait at the intersection until the path is
clear.  Press L2 to remove the costume, then double jump over the pit.  Head to
the crawlspace ahead and move through the narrow passage.  On the other side,
take out the spiders, then don the Jailbird costume and push the iron block
down the corridor, squashing the guard on the other side.  Move to the iron
block and push it into the pit, clearing the way for Tennessee.

Enter the door that opens.  Tennessee will pick up a barrel of TNT and move on
to a platform.  Your task now is to guide Tennessee to the weak section of the
wall so he can blow it up.  Throw the iron ball at the platform to push it down
the cable, then remove the costume.  Head to the small shed to the south.
Break the crate and get the Sly Mask, then cross the cable after Tennessee.  In
the next room there are three large mine carts.  Push the carts down the tracks
with the iron ball, then remove the costume and head up the ramp.  Avoid the
spotlights as you jump across the carts, then use the iron ball to push the
block and open the door for Tennessee.  Jump back over the mine carts and
follow him.

Now Tennessee is on a melting pot.  You will have to use the iron ball to push
it through this room.  But make sure he doesn't get hit by the flame jets or
the TNT will blow up.  When the flame jets are not blowing, push the melting
pot down the path, then jump across the platforms to follow it, avoiding the
flame jets yourself.  Push the melting pot when the path is clear, then follow
it again.  Push the melting pot down the path when it's clear one more time,
then catch up with Tennessee.

Your next obstacle is a laser net.  Don the Jailbird costume, then press R2 to
balance on the iron ball and roll around on it using the left stick.  Avoid the
spotlights as you make your way to the green switch on the other side.  Run
over it to deactivate the laser net.  Head into the next room.  Move north and
break some barrels, then get the Sly Mask in the small alcove.  Return to the
entrance and head into the yard.

Now you have to solve a simple block puzzle.  There are three large blocks, one
metal block and two wooden ones.  On the other side is an archway that the
metal block can pass through.  Use the Jailbird costume's iron ball to push the
wooden block on the northern side of the floor east to the northeast corner,
then push the wooden block on the southern side of the floor east, then north
to the first wooden block.  Now push the metal block east, then north to the
second wooden block.  Push the metal block east through the archway.

In this last room, you have to get past one more laser net.  You also have to
use the iron ball to push iron blocks so you can make a clear path.  Balance on
the iron ball and roll down the narrow path to the safe spot behind the iron
block.  Press R2 to get down from the iron ball, then push the iron block down
to the pit.  Balance on the iron ball again and head down the narrow path to
the next safe spot.  Push the iron block, then balance on the iron ball and
head down the narrow path to the safe spot in front of the weak spot in the
wall.  Push the iron block, then balance on the iron ball and head down that
path to the switch.  Once the laser net is deactivated, push the last iron
block into the pit to clear the path for Tennessee.  Move to the weak spot in
the wall.  Tennessee will lay down the barrel and light it, clearing the way
for the two Coopers to escape.  This job is now complete.

Tennessee will fill the gang in on the current situation.  It seems he was
arrested by Toothpick before he could pull off a bank heist.  Curiously, the
bank heist happened anyway, and Tennessee believes Toothpick stole all the gold
inside the bank.


Job 3: Cooper for Hire (Bentley)
The start point for this job is near the building where Sly defaced the fourth
poster.  Go down the stairs of the Hideout building, then head east.  Go down
the stairs you will see just past the turntable and head under the train
tracks.  Turn left and follow the tracks to the building with the poster, then
turn right to find the job start point next to some crates.

The task now is to get Tennessee's gun back from Toothpick's vault.  Once you
gain control, follow Toothpick as he walks toward the mine to the east.  Stay
close, but don't let him spot you.  When he stops, take cover behind some
nearby crates before he looks behind him.

After passing through two covered bridges, you will reach the mine.  Bentley
will prepare to hack the console, but before he can, he's ambushed by giant
scorpions.  Murray and Tennessee rush to the rescue.  Murray mans a gun, and
now you have to take out 30 scorpions before they reach Bentley.  If a scorpion
reaches Bentley, he'll lose some health.  Move with the left stick and press R1
to shoot the gun.  Take out all the scorpions before Bentley loses all his
health to clear the way for him to hack the console.

This is a System Cracker hack.  Move along the path.  Blast through the
firewall, then run over the blue spot to change to Speeder code.  This code is
fast, and its shots can ricochet off of walls.  Continue on the path,
destroying two more firewalls, then take out four cannons with ricochet shots.
Next you will see a large blue switch.  Hold R2 and create a laser loop around
the switch, then switch to Shell code, pick up the key and bring it to the
lock.  Head right to the docking gate to the next area.

Once you enter, move down the path, going around the rotating bars of
electricity.  Avoid the red wormhole and get past some security drones, then
continue down the next path, going around some more bars of electricity.
Switch to Speeder code, then draw a laser loop around both blue switches.  Move
down the path, avoiding the sweeping fire bars.  Take out the cannon, then
switch to Shell code and go between the two wormholes over the lock.  Pick up
the key, then head back to the lock to open it.  Head to the docking gate to
the next area.

Now you have to deal with a drone composed of four pieces.  Avoid its shots as
best as you can and take out the drone piece by piece.  Once only one piece is
left, its shots will split into three.  Take out this last piece of the drone,
then destroy the firewall in front of the laser blocking the gate.  Next,
switch to Speeder code and destroy the cannons guarding both the key and the
lock with ricochet shots.  Switch back to Shell code, then collect the key and
take it to the lock.  Enter the docking gate to complete the hack.

Murray will lift the door for Tennessee to pass through.  Once inside, he'll
break open the case with his gun.  You will now control Tennessee as he makes
his way through the mine.  To use the gun, hold L1 and move the right stick to
aim, then press R1 to shoot.  The large targeting icon will shrink when it's
over an enemy or object you can fire at.  You can move with the left stick
while aiming.

Move to the vault and shoot at the locking mechanism several times.  Don't let
up until the door opens.  Head through and down the ramp.  Tennessee will stop
in front of a laser net on the floor.  Shoot at the switch to deactivate it,
then continue down the path.  Take out some spiders by pressing Square to swing
the gun, then head to the ramp in front of the door.  You will now learn how to
use the Crackshot technique, which allows you to shoot multiple targets at
once.  Hold R2 when the Gadget Gauge is full, then move the right stick to mark
suitable targets before the Gadget Gauge drains completely.  Release R2 to
shoot at all the marked targets.  Crackshot the five targets on this vault door
to open it, then head through.

Now you will grind some rails to the next area.  Along the way, you will
encounter arcs of electricity.  If they are crossing the rails, jump over them,
and if they are only on the rail ahead of you, simply jump to the other rail.
There will also be collapsing rocks that block one of the rails; jump to the
other rail to pass them.  Make your way along the rails, avoiding the obstacles
and jumping the gaps in the track, to reach the next area.

In this area, ready your gun, then take out the two guards that pop out on the
other side of the pit.  Move with the left stick while aiming to avoid their
shots.  If you shoot a red TNT barrel when a guard is near it, the explosion
will knock him out instantly.  Once the guards are out, climb the crates to
your right.  Cross the bridge to your left and get the Sly Mask, then head
across the pit.  Drop down and take out some spiders, then ready your gun and
shoot down the guard on the other side of the next pit.  Double jump over it,
then turn the corner and shoot down the next guard.  Cross the bridge, then
turn left.  Take out some spiders, then cross another bridge.  Shoot down two
guards, then double jump over the pit.  Turn right, take out some spiders, then
Crackshot the vault door open.

Grind the rails to the next area, avoiding the obstacles and jumping the gaps.
While on these rails, you will be informed that you can shoot your gun while
grinding the rails.  This will come into play later.  Once you pass these
rails, immediately take out your gun and shoot down some guards.  Double jump
over the pit, then shoot down some more guards.  Cross the bridge and take out
some spiders before turning the corner and shooting another guard.  Turn the
corner and shoot down another guard, then move down the ramp and take out two
more guards near the vault door.  Crackshot the targets on the crate nearby and
get the Sly Mask behind it, then Crackshot the vault door open and grind the
rails.

Remember when you were told you can shoot while grinding the rails?  Here you
must shoot two vault doors open before you reach them.  For the first one,
simply shoot at it until it opens.  For the second one, you will need to
Crackshot it open.  Once you pass through the second door, you will be out of
the mine and the job will be complete.


Job 4: Saloon Bug (Sly)
From the Jailhouse Blues job start point, look south to see two cables.  Cross
the cable to your right, then jump to the higher part of the roof on this
building.  Jump and land on the small chimney on the structure to your right,
then jump on the structure to find the start point for this job.

Toothpick's office is on the second floor of the saloon.  Bentley plans to
plant a bug so the gang can eavesdrop on his conversations.  From the job start
point, drop down to the rooftop below, then cross the wooden ramp.  Turn right,
jump on the small chimney, then jump to the roof in front of the saloon.

Bentley will enter the saloon posing as a bartender prospect.  You must now
send mugs of sarsaparilla down to thirsty patrons.  Use the left stick to
highlight a lane to send mugs down.  When a patron appears at the end of one of
the lanes a speech balloon will appear above him displaying the number of mugs
he wants before he's satisfied.  Press X to send the required number of mugs to
the patron before the speech balloon turns completely red.  At first, the
patrons will ask for one mug, but as you satisfy more patrons, they'll start
asking for two or three mugs before they're satisfied.  If you make three
mistakes, you have to start over.  Satisfy thirty patrons and control will
shift to Sly.

Some of the patrons are still awake and patrolling the floor below.  Jump on
the pipe and walk to the end.  When the roving spotlight passes over the next
pipe, jump to it, then quickly run along it, jump to the next pipe, then
quickly jump to the bear statue before the roving spotlight comes back around.
Jump from the bear statue to the platform.  Crawl through the narrow passage,
then jump to the pipe on the other side.  When the spotlight isn't shining on
the wall, jump to the next pipe.  Jump onto the stovepipe, then onto the
platform.  Smash the casino sign with the Jailbird costume's iron ball, then
head into the next room.

Drop down to the top of the stairs, then look towards the rotating covered
wagon display.  Get on the slot machines at the bottom of the stairs, then jump
and grab the ring on the front of the covered wagon when it comes around.  Hold
down on the left stick and press X to slingshot to the top of the covered wagon
and get the Sly Mask.  Return to the top of the stairs and crawl through the
narrow passage.  Jump to the pipe and make your way to the next platform.  Use
the Jailbird costume's iron ball to push the container down the track, being
careful to avoid the spotlight, then climb the container and jump to the pipe
hugging the wall.  Sidle along the wall, then jump to the neon light.  Climb
the light, then jump to the next neon light, avoiding the rotating electrical
arcs.  Move along with the arcs' rotation until you can jump to a third neon
light.  From here jump to the wooden beam, then jump to the fan and then to the
platform with the open vent.

Sly will place the RC car into the duct.  Now you must guide the RC car through
the duct until it reaches Toothpick's office.  Avoid the lasers ahead, then
pass the fans when they stop blowing.  Shoot down the spiders, then you will
come to a fork.  You can take either path; the two merge together later.  Once
the two paths merge, get past one more fan, then zip under the lasers before
they come back down to reach the end and complete the job.


Job 5: Blind Date (Tennessee)
From the Hideout, cross the cable in front of you to the building with the
start point for this job.

Looks like Toothpick has captured someone.  Wait a sec, that's Carmelita!
What's she doing in this time period!?  No time for questions, you've got to
save her!  Cross the cables all the way north, then drop to the ground and
enter the door next to the building with the poster.

Toothpick stuffs Carmelita in a stagecoach and sends it on a wild ride.  You
have to clear the path for the runaway stagecoach.  Quickly grind on the rails,
avoiding the arcs of electricity, to the first platform.  Crackshot the three
targets, then head left and wait until the stagecoach driver destroys the
obstacle in front of you.  Grind the rails to the next platform.  Take out the
TNT barrels, then dodge the sticks of dynamite thrown towards you until the
obstacles are cleared for you.  You can shoot down the enemies throwing them,
but more will just take their place. Once the obstacles are destroyed, grind
the rails to the next platform.

Crackshot the targets and the TNT barrels here, then grind the rails to the
next platform.  Crackshot some more targets and TNT barrels, then grind the
rails to the next platform.  Crackshot the targets and the TNT barrels here,
then dodge the sticks of dynamite until the path clears and grind the rails to
the next platform.

Crackshot the targets and the TNT barrel here, then grind the rails to the next
platform.  Crackshot the targets and the TNT barrels, then dodge the sticks of
dynamite until the path clears.  Grind the rails to the last platform.
Crackshot the targets and the TNT barrels here and the path will finally be
clear for Tennessee to rescue Carmelita and complete the job.

Unfortunately, before Tennessee and Carmelita can regroup with the Cooper gang,
Toothpick rounds them up!  Tennessee is forced to assist Carmelita in rescuing
Sly, Bentley, and Murray.  As much as Carmelita would like to see Sly locked
up, she would rather put him in jail herself.  Besides, now she's got a bone to
pick with Toothpick.


Job 6: Jail Break (Tennessee)
From the building with the spinning star sign, head east between the two hotel
buildings.  Turn right and head south to the covered bridge leading to the
mine.  Go into the bridge, then past the first set of crates jump out the
window and grab the rope.  Climb down to the start point for this job.

Carmelita will come by with a raft.  Tennessee will jump on and the two head
down the river toward the prison.  While Tennessee steers the raft, you will
control Carmelita as you clear the way.  Use the R1 button to fire her shock
pistol, and hold the L1 button to lock on to enemies and objects.  Sweep the
area and take out all the enemies, then shoot at the wooden barrier you
approach until it breaks.  Shoot the TNT barrels that pop out of the water,
then aim at the high ledge to your right and take out all the enemies that
appear.  Once all the enemies are gone, Tennessee will dock the raft.

Control now shifts to Tennessee.  You must open the gate so the raft can
continue.  Grab onto the ring in front of you, then hold down on the left stick
and press X to slingshot up to the next ring.  Slingshot from this ring to the
top of the platform.  Swing across two lights to the water tank.  Walk around
it to the next platform.  Ready your gun and shoot the guard on the other side
of the small laser net, then double jump over it.  Crackshot the three targets
on the iron block, then shoot the switch to deactivate the laser nets.  Keep
your gun ready as you turn the corner and shoot down some more guards, then
head for the lever and pull it.  Slide down the cable, then jump across the
posts and get back on the raft.

Shoot the TNT barrels, then take out the enemies to your right of the barrier
and the sticks of dynamite they throw.  Once the enemies there are gone, aim to
your left and take out the dynamite throwing enemies on the left side of the
barrier.  Once they're gone, shoot the barrier itself until it breaks.

The raft will be docked again, and you will control Tennessee.  Move on the
pipe around the tank, then climb the rope and jump on the pipe at the top.
Move on this pipe around the tank and get on the platform.  Ready your gun and
shoot down two guards before moving up the stairs.  Crackshot the three targets
on the iron block, then climb the crates to where it was.  Shoot down another
guard, then approach the edge of the platform and aim to your left.  Shoot down
another guard, then Crackshot the targets on the iron block.  Once it's
destroyed, shoot the switch that was concealed to deactivate the laser net.
Drop down and shoot one more guard, then make your way to the lever and pull
it.  Grind the pipe to the next platform, then climb down the rope you find
here to the platform below.  Jump on the rocks to get the Sly Mask, then return
to the rope and climb back up it.  Slide down the cable to the raft.

Shoot down the TNT barrels and the enemies until you reach the prison.
Carmelita and Tennessee will both get off this time.  Controlling Tennessee,
slingshot up the rings to the top, then head right and shoot the door until it
opens.  Enter it and you will find the gang.  While dealing with the enemies,
shoot down the four targets on the gang's cage to bust them free and complete
the job.

Carmelita tells the gang how she got to this time period.  After the Cooper
gang went back in time to feudal Japan, Carmelita decided to investigate the
museum grounds.  That's when she stumbled on the owner of the museum, a skunk
named Cyrille Le Paradox.  Cyrille caught Carmelita and sent her back in time.


Job 7: Grand Key Larceny (Murray)
The start point for this job is at ground level in front of the building where
Sly defaced the third poster.

The gang may be free, but Toothpick still has their van, and without it,
they're stuck in this time period.  The van is on Toothpick's train.  The plan
is to boost it in transit, but before they can do so, they are going to need
three keys to activate some rail switches and divert the train.  The guards
holding them are participating in some events.  The gang will have to best the
guards in these events to get the keys.

First up is a boxing match with Murray.  Head to the building with the poster
in front of you and press O to enter.  Before facing the champ, you will have
to take down twenty small boxers.  Once you do, the champ will fight you.
However, he won't be alone.  More small boxers will rush in to help the champ.
Punch the champ until his health meter is drained to win his key.

Next, Sly will have to move through a race course while rolling on the Jailbird
costume's iron ball.  Move down the path, getting around the TNT barrels, then
turn left and head up the stairs.  Move around the TNT barrels and avoid the
spotlights to reach the first checkpoint.  Head down the path, avoiding the TNT
barrels, until you reach another spotlight.  Avoid that and get around some
more TNT barrels to the second checkpoint.

Now the spectators will through sticks of dynamite on the course.  Avoid the
red targets, as they signify where the dynamite will land.  Navigate the
weaving path, then go through the barn, avoiding the electric bars, to reach
the third checkpoint.  Move along the path, avoiding the TNT barrels and thrown
sticks of dynamite, to reach the fourth checkpoint after the path makes a hard
right.  Turn left and move down the path as it snakes to reach the finish line
and get the key.

Now it's Carmelita's turn.  You have to score 100 points in a shooting
competition.  Hit the targets with the bull's-eye on them to score points.
Bull targets are worth 2 points, monkey targets are worth 5 points, and vulture
targets are worth 10 points.  Hitting a green target will deduct 1 point from
your score.  Score 100 points within one minute to win the guard's key.  The
gang will reconvene with the keys and the job will be complete.


Job 8: Operation: Gold Digger (Sly)
The start point for the final job of the episode is at the curve in the train
tracks between the two railway bridges.  From the mine, simply head south along
the train tracks to reach the job start point.

The train has been diverted, and the gang jump to their designated positions on
the train to take back the van and the gold Toothpick stole from the bank,
which is also on board.

First up is Murray, who lands at the rear of the train where the van is.  Take
out the enemies that appear, then when you have a clear opening, get a TNT
barrel from the dispenser and throw it at one of the four locks securing the
van.  Destroy all four locks and Murray will get in the van, drive off the
train, and accelerate to pick up the others when they're finished with their
objectives.

Next up is Carmelita, who will move with Bentley to reach a computer console.
Shoot down the guards that pop out and jump over to the next car.  Take out the
next guard, then jump over the first gap and stop before you jump over the
second.  Take out the next guard, then jump over this gap and stop at the edge
of the car.  Take out the two guards, then jump to the next car.  Jump over the
gap, then shoot out one more guard.  Control will shift to Bentley.  Throw a
bomb at the large crate to destroy it and reveal the computer console.
Approach it and you will enter an Alter Ego hack.  This stage starts scrolling
normally, then when you reach the first large red Ion Bit it changes direction
and it will scroll down and to the right.  When it starts scrolling to the
right again, you will be near the CPU.  Take out the CPU to complete the hack
and rig the train whistles.  Murray will drive up and Bentley and Carmelita
will jump in the van.

Control now shifts to Tennessee.  Jump to the coupler, then jump to the narrow
ledge on the train car in front of you.  Sidle along the side and around the
corner to the door and head inside.  You must now get by a laser net and
several laser gates.  Jump on the safe platform, then jump to the next platform
when the spotlight isn't shining on it.  Quickly Crackshot the three targets on
the iron crate to your left to destroy it and reveal a switch.  Shoot the
switch to make the laser gate passable.  Before the spotlight comes back to
your position, jump over the laser when it's at the bottom, then jump to the
next platform when the spotlight moves away from it and Crackshot the targets
on the two iron crates.  Jump across platforms, avoiding the spotlight, to the
next laser gate.  Jump over the lasers here, then shoot at the switch beyond
the laser gate ahead to deactivate all the laser gates and the laser net in the
car.  Return to where you shot the first switch and get the Sly Mask, then head
back to the front of the car.  Turn the corner and Crackshot the targets on the
door to open it.  Murray will drive up and Bentley will grab the gold.

Jump to the pipe just outside, then climb it to the end.  Swing off three hooks
to the narrow ledge on the next train car.  Sidle around the corner to the door
and head inside.  Jump to the platform and Crackshot the targets on the iron
crate.  Double jump around the spotlight to the next platform, then quickly
jump to the next platform.  Crackshot the targets on the iron crate to your
right, then shoot the switch behind it.  Jump to the platform next to the laser
gate.  Jump to the long platform when the path is clear, then keep moving past
the laser gate before you get zapped from behind.  Turn left and jump to the
next platform, then Crackshot the targets on the iron crate behind this laser
gate.  Crackshot the targets on the second iron crate, then shoot at the switch
behind it.  Jump over the laser to the platform, then jump over a second laser
to the next platform.  Turn right and shoot the switch beyond the laser gate to
deactivate all the laser gates and the laser net in the car.  Return to where
you shot the first switch and get the Sly Mask nearby, then head back to the
front of the car.  Turn the corner and Crackshot the targets on the door to
open it.  Murray will drive up and Bentley will grab the gold in this car.
Jump on the pipe outside and climb along its length, under the car and out,
until you reach the end.  Jump to the next car.

Two rat guards will parachute down beside Tennessee and restrain him while
Toothpick knocks Tennessee's gun away.  The rat guards will grab the gun and
make off with it.  Control now shifts to Sly as he chases after Toothpick.

BOSS 2: TOOTHPICK
Sly will start atop a crate.  From his high platform, Toothpick will throw a
device that will activate a laser net.  Balance on the Jailbird costume's iron
ball.  The crate will break and you will drop to the car's floor.  Roll over
the device Toothpick threw to smash it and get rid of the laser net.  Toothpick
will now throw some dynamite that you must avoid.  Next he will man the gun to
your left and shoot at you.  Keep moving to dodge the volleys.  Once the gun
shoots six volleys, he will start making celebratory whoops.  That's your cue
to use the Jailbird costume's iron ball and hit the three valves on the sides
of the car.  Once you do, the whistles will blow in Toothpick's ears and he'll
drop down to your level.

Furious, Toothpick will grow huge and jump around to try to smash you.  Keep
running to avoid getting crushed.  After four jumps, he will jump in front of
the center boiler and start spinning, creating small whirlwinds that you can
avoid or jump over, followed by two large whirlwinds that you must dodge.
After creating the large whirlwinds, he'll get dizzy.  Run up to him, then use
the Jailbird costume's iron ball to send him into the boiler.  Wail on him
until he escapes and jumps back up to the high platform.

Now he'll throw two sticks of dynamite at a time, shoot the gun for seven
volleys, and sometimes he'll throw up to two devices that will create a laser
net.  When he throws the devices, quickly balance on the Jailbird costume's
iron ball before the laser net forms and roll over the devices to get rid of
it.  When he starts making celebratory whoops in between attacks, hit the
valves with the iron ball to bring Toothpick back down to your level.  This
time he'll jump five times to try and crush you and when spinning he will
create three large whirlwinds before he gets dizzy.  Use the iron ball to send
him into the boiler and wail on him before he escapes again.

Now Toothpick will throw up to three sticks of dynamite at a time, shoot the
gun for eight volleys, and throw up to three devices to create the laser net.
When there's an opening, hit the valves with the iron ball in between attacks
to bring Toothpick down to your level.  He'll try to crush you six times this
time around and when spinning he'll create four large whirlwinds before he gets
dizzy.  Use the iron ball to send him into the boiler and wail on him until his
health meter is depleted.

Toothpick will be sent flying out of the smokestack and land right next to
Tennessee.  He'll kick the armadillo off the train before jumping off himself.
Bentley soon discovers the train is on a direct course for a broken bridge.
Sly jumps on the van, but Murray cannot stop it!  The gang dump the gold out of
the van for Tennessee to pick up, then Bentley grabs Murray's Australian fossil
necklace to use in the time machine.  The train and the van go over the cliff
edge.


--EPISODE 3: CLAN OF THE CAVE RACCOON, Gungathal Valley, 10000 B.C. (COCR)--

The van jumps out of the Wild West as it falls into the ravine, but they're
traveling blind through time.  The van drops out of the wormhole and crashes in
a frozen wasteland.  Based on initial observations, the gang seems to be in
prehistoric times.  Carmelita storms off in a rage.  Because of the crash, the
time machine isn't working properly, so once again, the gang is stuck with no
way back to the present.


Job 1: Stone Age Reconnaissance (Sly)
The start point for this job is just north of the Hideout.  Climb the pole in
front of you, then cross the vine to the large nest.

Two parts of the time machine broke off in the crash, and they need to be
recovered before it can be fixed.  Unfortunately, the parts that broke off are
in the hands of some dangerous wildlife.  In addition, there seems to be
another device that doesn't belong in this time period.  Sly will need to take
pictures of the locations of the two missing parts and the conveyor belt system
that does not belong in this era.

Use the Binocucom and scope out the pterodactyls soaring above the nest.  One
of them is holding the Temporal Sprocket part of the time machine.  Take a
picture of it as it's flying around.  Cross the vine back to the Hideout
building.  Drop to the ground and follow the path east.  Turn left at the end,
then turn left when you reach a small bridge and go down the hill.  At the
bottom turn right and cross the large bridge.  Climb up the sign on the other
side, then cross the vine to the nest.  Look toward the stone bird and you will
see a penguin move between three caves near it.  This penguin has the Gravity
Encabulator part of the time machine.  Zoom in all the way and take a picture
of the penguin.

Return to the Hideout building and follow the path west.  Climb the pole at the
intersection, then cross the vine.  From here cross the vine leading west to a
tall mushroom shaped rock, then cross the vine leading north to a bear statue.
Climb the rope on the statue, then leap on the scepter and take a picture of
the machinery beyond the wooden wall.

Bentley will inform you of some activity near a building that resembles an
arena.  Get down from the bear statue and head down the vine back to the tall
mushroom shaped rock.  You will see a bear called the Grizz painting something.
Take a picture of him when he turns and shows his face to complete the job.


Job 2: Unexpected Ties (Sly)
Before starting this job, purchase the Paraglider from ThiefNet if you haven't
already; you will need it here.  From the Hideout building, follow the path
west.  Turn left and follow the path south until you come to some bones next to
a bridge.  Go through the hole in the bones to reach the start point for this
job.

Sly must now enter the arena and find out what the Grizz is up to.  Cross the
vine in front of you, then make your way to the arena just ahead and enter the
crack in the side wall.

Once inside, you will notice tar bubbles rising up.  You will have to avoid
them as you make your way through this area.  Jump to the spire, then to the
platform.  Jump across the next set of spires, waiting until the tar bubbles
pop before you continue, until you reach the next platform.  Walk behind the
dodo guard and enter the crawlspace.

Crawl through the narrow passage to the other side.  Climb the tree next to the
bridge, then jump to the vine and cross it.  Swing across a hook to the next
vine, then cross it.  Drop down to the ground, then scale the fallen tree trunk
to your left.  Jump to the platform, then climb the small tree to the next
platform.  Here you will see an icicle.  You can climb up this, but if you stop
while on the icicle, you will slide back down.  Scale the icicle to the top,
then jump across some more icicles to the next platform.

Sly will notice someone under a net surrounded by guards.  Bentley will realize
that person is a prehistoric raccoon.  Could he be one of Sly's ancestors?
Bentley has an idea on how to rescue him, but first Sly has to get a Sabretooth
Tiger skin from a bedroom up ahead.

Swing across the rings above the bridge to the next platform, then turn left
and use the Paraglider to glide over the heat geyser to the next platform.
Climb the icicle, then grab the vine and slide down it.

The Grizz will be right below you.  Drop down behind him and pickpocket the key
to the bedroom.  He will be moving, so make sure he doesn't notice you.  Once
you get the key, Sly will automatically move to the bedroom door.  Open it,
then grab the Sabretooth Tiger skin from the bed.

You just got the Sabretooth costume.  This costume allows you to pounce on
suitable targets.  Press R2 to play dead, then crawl around until an arrow
points to a target.  Once you see the arrow, press X to do a Cyclone Pounce to
the target.  You can use this move to attack enemies from a distance or to leap
to posts that resemble elephant punching bags.  You can only do a Cyclone
Pounce when the Gadget Gauge is full.

Go behind the bed to get a Sly Mask, then head down the passage to the west
until you reach a river of lava.  Use the Sabretooth costume and Cyclone Pounce
the punching bag post.  Cyclone Pounce the enemies ahead, then Cyclone Pounce
the next punching bag post.  Climb the icicle and double jump to the top of the
fighting cage.  Jump to the platform on the other side, then turn left and
Cyclone Pounce the punching bag post.

Head down the cave to a pool of lava.  Swing on the hook, then jump to the
spire.  Here you will see a lava bubble.  Like the tar bubbles before, you will
have to avoid this.  Jump to the next spire when the path is clear, then swing
across the next hook and leap to the platform.  Cyclone Pounce the guard across
the gap when there are no tar bubbles, then move forward.

The guards will take the prehistoric raccoon's stick away and throw it to the
Grizz, who will hand it to a rat guard.  The guards on top of the five
pedestals ahead are restraining him.  When there are no lava bubbles in your
way, use the Cyclone Pounce on the guards.  The prehistoric raccoon will break
free and introduce himself to Sly.  Sly cannot pronounce his name, so he
decides to call him Bob.  This job is now complete.

After Bob is brought safely to the Hideout, he explains how the Grizz appeared
and started stealing pterodactyl eggs, becoming a competitor of sorts that he
could not beat.  Depressed, he went into a slump and had gotten out of shape,
making it easy for the Grizz to capture him and take his stick, the very first
Cooper cane.  Based on the Grizz's Interpol file, Carmelita has been after him
for quite a long time.


Job 3: Getting Stronger (Bob)
From the Hideout building, follow the path east.  Turn left at the end and
follow the path to a small bridge.  Cross that bridge and head to the other end
of the platform, then drop down to the ground, then turn right at the two bird
statues.  Bounce off the animal to reach the start point for this job.

The first order of business is to get Bob back into climbing shape so he can
help the gang find the missing time machine parts.  Head down the path to the
open area.  Murray will be Bob's training coach as he gets back into shape.

First you must complete tasks at six stations placed around the area.  Press O
at each station to begin each task.  At the station closest to the entrance,
you must balance an egg on a stick while penguins drop to either side of your
platform to tilt it.  Tilt the controller to keep the egg on the stick.  If the
egg falls off, you fail.  Keep the egg balanced until 25 penguins drop down and
jump off the ice to complete the task.

At the next station clockwise from the egg-balancing station, you will swing at
penguins as they drop down from a ledge into a hole in the ice.  Simply press
Square when the penguin is in front of you to swing and hit the penguin.  If
you miss three times you will fail the task.  Hit ten penguins to complete the
task.

At the next station, you will fire penguins from a slingshot to targets that
will move across the screen.  Hold the left stick down to ready the slingshot,
aim by moving it left or right, and release to fire.  If you miss five times,
you fail.  Hit five targets to complete the task.

At the fourth station, you will dodge penguins as they fly towards you.  Move
the left stick in the opposite direction that the penguin flies from.  For
instance, if the penguin comes from the right, move the left stick to the left.
If you get hit three times, you fail.  Dodge ten penguins to complete the task.

The next station is a whack-a-mole style game.  When a penguin pops out of a
hole, press the corresponding button to hit it.  Don't hit any of the rocks
that pop out or you'll be stunned for an instant.  If you miss three times, you
fail.  Whack fifteen penguins to complete the task.

At the last station, you will have to push a massive penguin out of a circular
ring.  Simply follow the button prompts.  Rapidly tap the O and Square buttons,
then tap X repeatedly.  Repeat the process until the penguin is pushed out to
complete the task.

Once you complete the tasks at the six stations, you must now go through a
sequence where all the tasks you completed will be thrown at you at random.  In
this sequence, the tasks you do will not last as long as when you first did
them.  For instance, you might only have to hit three targets with the penguin
slingshot or balance the egg on the stick until twenty penguins drop down and
off the ice.  The egg-balancing tasks in this sequence can get tricky, though,
because the fewer the number of penguins that will drop, the faster they will
drop on the ice.  Complete twelve tasks in this sequence to complete the job.


Job 4: Going Up (Murray)
The start point for this job is at the base of the large stone bird with the
large nest on top of it.  From the Hideout building, follow the path north and
down the hill.  At the bottom turn left and head west to the job start point.

The task here is to get the Temporal Sprocket back from the pterodactyls.  Head
across the bridge to the northeast to the rock wall, then take out the five
dodos at the base.  Once you do, approach the wall.  Murray will try to climb
it, but he'll get nowhere.  Bentley will call in Bob to climb the wall.

Jump, then press O to latch onto the wall.  Move up the wall until you come to
some bones.  Press Square to pound the wall and break the bones, then continue
up and to the left until you reach a gap in the wall.  Press X to jump the gap,
then hold R1 to slide down the wall quickly to the platform.  Enter the pipe.

Move to the wall and begin scaling it.  Break some bones, then jump two gaps to
the right.  Break some more bones and continue climbing up.  Jump over a gap to
your left, break some bones, and climb to the platform at the top of this wall.
Go through the tunnel and take out some bugs and the small ice mounds they
crawl out of to keep more from emerging.  Scale the wall at the end of the
tunnel.

Move left and right to avoid the eggs falling from the two dispensers above.
Once you reach the top, move right and get the Sly Mask, then move left past
the egg dispensers and jump over the grates when the spiked logs aren't popping
out of them.  Slide down the wall on the other side to avoid the eggs falling
from the dispenser here.  Jump over the grates to the left, then climb up to
the platform.  Go through the tunnel and jump across the nests to reach the
Temporal Sprocket.

Before Bob can secure it, a pterodactyl comes by and snatches it away!  Begin
scaling the wall you land at.  Get past the small geysers when they're not
blowing cold air and you'll approach a baby pterodactyl.  Climb past it when
it's sleeping, then head left and up past some cold air geysers and up and
around a baby pterodactyl.  Go down past some more cold air geysers and a baby
pterodactyl, then head left.  Get up past the egg dispenser and the baby
pterodactyl, then continue climbing.  At the top, head right to some grates and
cold air geysers.  Jump over the grates to the geysers when they're not blowing
cold air, then carefully make your way up and jump over the grates to your
left.  Climb up and jump over the grates here when the spiked logs aren't
popping up and when the geysers aren't blowing cold air, then quickly climb up
past one more set of cold air geysers to the top.  Grab the time machine part
to complete the job.


Job 5: Starving Starving Hippo (Murray)
From the Hideout building follow the path north and down the hill, then turn
right and head east to the start point for this job next to the bridge.

The Gravity Encabulator has been broken into five pieces, and each piece has
been eaten by a penguin.  Murray will have to chase the penguins all over the
open area and squeeze the pieces out of them.  The penguins will be grouped on
the bridge in front of you.  When you get close, the penguins will scatter.
Chase after a penguin with a piece of the time machine part, then when you're
close press O to grab it.  Repeatedly tap the button that is prompted to
squeeze the piece out of the bird.

When you get a piece of the Gravity Encabulator part, the penguins will
reconvene in a different part of the area.  Get to where the penguins are
grouped and repeat the process until you get all five pieces.  Once you do, the
job will be complete.


Job 6: Ice Ice Bentley (Bentley)
From the Going Up job start point, cross the ice bridge leading northwest to
the start point for this job in front of an ice cavern.

After a final check of his gear, Bentley ventures into the ice cavern to find
the Grizz and tag him with a homing dart.  For this job, Bentley's Binocucom is
equipped with a thermal sensor.  Any sources of significant heat will appear as
bright spots.  In the first room, there are several cracked walls of ice.  Use
the Binocucom and follow the Grizz's footprints to one of the cracked walls,
then blow it up with a bomb and follow the passage behind it.  Take out the
bugs and the small ice mound they come out of, then when you reach the end of
the tunnel throw a bomb at the pile of bones on the platform ahead.  Once the
pile is destroyed, hover to that platform, then hover to the next platform and
move on to the next room.

This room has a statue and a painting.  Use the Binocucom and look at the three
hot spots on the statue, then fire a dart at each of the corresponding hot
spots on the painting to open the door.  Move down the tunnel until you come to
a platform with a pile of bones on it.  Throw a bomb at the pile of bones, then
hover to the platform.

Eggs will be rolling down the next tunnel.  You must take refuge in small
alcoves on the sides of the tunnel to avoid the eggs.  When the path to the
first alcove on the left side is clear, hover to the tunnel and quickly move to
the alcove.  Run to the next four alcoves as you make your way to the top of
the tunnel.  Throw a bomb at the cracked wall of ice from the last alcove to
destroy it, then run through the passage when the path is clear.

Make your way down the tunnel to the next room.  Here the Grizz will give three
gems to some guards, then enter the next passage as the door closes behind him.
You must pickpocket the gems from the guards carrying them.  The thing is,
there are more than three guards in the room.  Use the Binocucom to see which
guards are holding the gems; the gems will show up as hot spots.  The three
guards you need to pickpocket are the ones in the southwest and southeast
corners of the room, and the one walking around the platform near the door.
Nab the gems, then open the door and head into the next tunnel.  Throw a bomb
at the pile of bones on the platform to destroy it, then hover over to the
platform.

Now you must navigate another tunnel that eggs are rolling down, but this time
you must also avoid some spots on the floor when they blow ice cold air.  When
the path is clear, quickly hover to the tunnel, then run up and hide in the
alcove to the left.  Run and hide in the alcove to the right, next to the line
of cold air jets, then when the path is clear run to the alcove to the left.

The next alcove to the right is blocked by a cracked wall of ice.  When the
path is clear, quickly run up and throw a bomb at the wall, then retreat back
to the alcove you hid behind.  Once the wall is destroyed, make your way to the
tunnel when the path is clear.  Take out the bugs and the small ice mound, then
throw a bomb at the wall at the other end.  Run to the next alcove directly
across from your position.  The alcove to the right at the top of the tunnel
and the exit to the left are both blocked by cracked walls of ice.  When the
path is clear, quickly move and throw a bomb at the cracked wall of ice to the
right, then avoid the cold air jets and get the Sly Mask in the alcove.  Throw
a bomb at the cracked wall to the left to destroy it, then enter the passage.

In the last room, you will see the Grizz talking about his plans for an
elaborate prehistoric art scam.  Now's your chance to tag the Grizz with a
homing dart.  Just to be safe, Bentley decides to tag him with three homing
darts.  You have to tag him thrice within one minute.  Move to the opening
between the fences in front of you and use the Binocucom.  Aim for the rip in
the Grizz's pants and fire a dart.  Once the Grizz is tagged with the first
dart, the spouts of ice will move to block your position.  Jump to the left
platform and fire a dart at the rip in the Grizz's pants again.  Jump to the
right platform and fire a third dart to complete the job.


Job 7: Duty Calls (Sly)
The start point for this job is on the roof of the house directly south of the
Hideout building.  From the door, follow the path west until you see a fallen
log to your left.  Cross it, then jump to the rooftop to your right to get to
the start point for this job.

Sly must tail the Grizz as he walks around the open area while Bentley tries to
get the security codes for his lair.  Drop down the south side of the house to
the road and follow the Grizz.  Stay close, but not too close.  Stop when he
stops to answer his phone.  Based on the conversation he has, the deal he made
with Le Paradox doesn't seem to be going too well.  When he starts moving
again, follow him.  Eventually he will pass by two guards in front of a bridge.
Climb the tree near the guards, then jump to the perch on the bridge and jump
down behind the guards.  Continue walking behind the Grizz until you reach an
ice bridge just past a rock wall to your right.  Climb the pole next to the ice
bridge, then cross over the vines to avoid the guards below.  Once you're past
the guards, drop down to the ground and stop when he stops in front of the ice
cavern.

When he starts moving again, climb the pole next to the ice bird statue, then
cross the vines while following behind the Grizz.  He will now look behind him
to see if he isn't being followed, but since you're on the vines he won't see
you.  When he crosses the ice bridge he will start running.  Cross the vine to
the house next to the bridge lined with large tusks, then avoid the dodo guard
and jump up on the small rooftop.  Jump on the tusks and down to the bridge
behind the Grizz when he passes.  Bounce off the trampoline at the end of the
bridge to the platform, then jump back down to the ground past the guard.  Stop
when the Grizz stops, then when he starts running, quickly follow him, avoiding
the guards nearby.  Follow him across the next bridge to the arena, then north
to his lair near the bear statue.

The Grizz will throw down his phone, breaking it.  Bentley was so close to
getting the security codes!  Fortunately, Carmelita shows up with good news;
she was tailing the Grizz herself and has the security codes and the layout of
the Grizz's lair.  This job is now complete.


Job 8: Operation: Jurassic Thievery (Sly)
The start point for the final job of the episode is at the tree near the Going
Up job start point.

The time has come to ruin the Grizz's prehistoric art scam.  Make your way to
the Grizz's lair, right behind the bear statue, and interact with the device in
front of the door to open it.  Head inside and the gang will split up and head
to their designated positions in the factory.

Control now shifts to Bentley.  Move to the end of the path, then hover to the
next platform when the lava bubbles aren't blocking your way.  Get rid of the
guard by putting a Sticky Bomb in his pocket, then throw bombs at the roots
below the two valve covers to your right.  Jump on the first valve cover, then
when it rises jump to the next cover.  From here jump to the next platform.
Destroy the roots below a third valve cover, then jump on it.  When it rises
hover to the top of one of the spinning rotor blades.  Let it carry you around,
then hover to the next spinning rotor.  From here hover to the platform next to
the egg lift and jump on it.

The egg lift will carry you up to the next platform.  Jump on it, then take out
the guards here and head to the end of the bridge.  Across here is an egg vat.
Use the Binocucom and fire a dart at each of the five targets as they spin
around to stop the vat and raise the sections of the bridge so you can cross.
Head right from the egg vat, then take out the guard next to the computer
console and hack it.  In this Spark Runner hack, move the spark right, then
down, then right to a wire.  Cross the wire, then move right to the next wire.
Jump the gap to the wire above, then move around the holes and avoid the
bumpers.  Head down past two rotating devices to the last area and move the
spark into the green target to complete the hack.

Move across the hammers when they are at your level.  Hover to the next hammer
before the one you're on drops and make your way to the ledge in front of the
second egg vat.  Here a ball is swinging in front of you.  Use the Binocucom
and fire darts at the five targets when the ball is not in front of you.

Disable the second egg vat and control will shift to Bob.  Climb the wall past
the crack when it doesn't shoot out flame jets.  Jump over the grate, then
climb down past another crack and move right to the first valve.  Press O to
get on it, then rotate the right stick clockwise until it opens.  Move up and
destroy the mushrooms, then climb past another crack and jump on the platform.
Move right, then climb the next wall.  Head up past some cracks, then destroy
some mushrooms.  Jump over the grate to your right when the cracks ahead aren't
shooting out flame jets, then quickly head to the safe area in the corner.
When the path is clear head down to the second valve cover and open it.  Make
your way down to the safe area beyond the next set of cracks, then head down
past some more cracks.  Move right and jump over the grate to get the Sly Mask.
Return to the safe area, then head right and jump over the grate.  Destroy some
mushrooms and jump over the next set of grates, then head up past some cracks
to the last valve and open it.  Bob will jump to a lift where Murray and
Carmelita are, but Murray will lose his balance and fall onto another lift.

Control now shifts to Sly.  Cyclone Pounce the punching bag post, then Cyclone
Pounce the guard on the platform to your left, next to the lever.  Activate the
lever to start the devices ahead.  Grab a hook when it spins around then let
the device carry you around to the next device.  Grab on a hook here, then when
you reach the next platform jump to it.  Use the Paraglider and glide over the
geysers, avoiding the swinging balls.  Beyond the second swinging ball you will
see a small platform with some crates on it.  Land on it and get the Sly Mask
behind the crates.  Use the Paraglider again.  Head left and continue gliding
over the geysers to reach the platform with the control panel.  Take out the
guard and Bentley, Bob, and Carmelita will regroup with Sly.

Control now shifts to Murray, as the lift carries him to a frozen pond, right
in front of the Grizz!  Murray doesn't want to miss this chance to take the
bear down.  The Grizz puts on some skates and begins skating around the ice.

BOSS 3: THE GRIZZ
Run around the ice and avoid the Grizz's attacks.  He can create one or three
ice shockwaves when he jumps.  Jump to avoid the single shockwaves and double
jump over the triple shockwaves.  The Grizz can also charge at you; run out of
the way to dodge him.  He can also slide on his stomach and charge at you
faster; jump out of the way to avoid the faster charge.  Keep avoiding his
attacks until the Grizz moves to the center of the ice.  He will spin then jump
in the air, then when he lands a ring of wooden blocks will appear around him.
Three of the wooden blocks have blocks of ice beneath them.  You must hit the
ice blocks, while jumping over the shockwaves the Grizz creates, until they
slide and hit him.  You only have a limited amount of time to send all the ice
blocks at the Grizz before the wooden ring breaks apart.  Once you hit the
Grizz with all the ice blocks, you will play through a short rhythm sequence as
Murray chases after him.  Note the button prompts on the top of the staff, then
when the button prompts appear on the bottom of the staff, copy the exact
sequence by pressing the correct buttons as the bar passes over them.  Do this
correctly through three sequences and Murray will catch the Grizz and send him
spinning to the edge of the frozen pond.  Punch him like crazy until he
recovers.

Now the Grizz will start using some new attacks.  Sometimes when he spins he
will create ice blocks.  These ice blocks must be avoided.  When he roars he
will stomp on the ice, creating three areas where icicles will fall from above.
Avoid the icicles and his other attacks until he creates the wooden ring again.
This time there are eight ice blocks, arranged in groups of two, which you must
send the Grizz's way.  If you punch the wooden block between two ice blocks,
you will actually hit both ice blocks.  While punching the ice blocks the Grizz
will either create shockwaves or stomp on the ground and make icicles fall from
above.  Once you hit the Grizz with all the ice blocks you will go through the
rhythm sequence again, but this time when you have to copy the button sequence,
a question mark will appear over one or more of the button prompts.  You have
to memorize which button prompts are under the question marks.  Correctly copy
three button sequences and Murray will catch the Grizz again and send him
spinning to the edge of the pond.  Punch him until he recovers again.

Avoid his attacks again until he creates the wooden ring once more.  Now there
are nine ice blocks you must send at the Grizz.  Once you do, you will go
through the rhythm sequence again.  This time, question marks will appear over
all the button prompts when it's your turn, so you must memorize the entire
sequence before then.  Correctly copy three button sequences and Murray will
send the Grizz spinning to the edge of the pond again.  Punch him until he is
defeated.  Murray will then pick up the Grizz and send him flying into the ice
wall in front of the gang, breaking it.

After the gang reunites and fix the time machine, they are informed of their
next destination.  Carmelita reluctantly decides to join the Cooper gang on
their adventure.  Using the Grizz's crown, they travel in time to medieval
England.


--EPISODE 4: OF MICE AND MECHS, Medieval England, 1301 A.D. (OMAM)--

Medieval England is the time of Sir Galleth Cooper, founder of the Cooper
Order.  Unfortunately, when the gang arrive, they learn he has been reduced to
working at a local circus as a jester.


Job 1: Shopping Spree (Sly)
The start point for this job is at the northwest corner of the rampart lining
the castle town.  From the Hideout building, cross the rope to the house
nearby, then cross the rope the building to the north.  Head across the rooftop
and cross the rope on the other side.  Look to the northwest and you will see a
pipe on the side of the building you are on.  Jump to that pipe, then climb to
the higher rooftop and cross the rope leading toward the building next to the
rampart.  Cross one more rope to reach the start point for this job.

Bentley has an idea for an outfit that you can use to blend in with the crowd,
but first you will need to get the raw materials.  Go back across the rope you
came to get to this job start point, then cross the rope leading southwest to
the next building.  Drop down to the lower rooftop, then cross the rope at the
southeast corner.  You will eavesdrop on some robotic guards mentioning some
quality metal at the tavern.  The tavern is at the northern end of the outer
town.  Slingshot off the ring on the lamppost on the back side, then enter the
hatch on the roof.

From where you enter, jump on the sword in front of you, then double jump to
the next sword.  Jump to the crank when it gets close, then jump to the
chandelier and then to the next platform.  Crawl under the table, then turn
right and jump to the mixer.  Walk on it and jump to the pipe, then jump to the
next pipe when the cup on the display isn't in your way.  From here jump to the
ledge and notice the metal cog behind the electrified gear.  Grab the cog when
the opening in the gear comes around, then drop down to the floor and exit the
tavern through the front door.

Make your way to the catapult in the southeast corner of the outer town.  Cross
the rope near it, then before you go under the rampart jump on the rope
spanning the two flagpoles to your right.  Cross the flagpoles and ropes lining
the wall around the southwest corner of the rampart to eavesdrop on some more
guards mentioning some wood at the bakery.  Continue around the flagpoles and
ropes until you reach the next rooftop, then drop down to street level and head
east.  Turn left at the catapult, then turn right and go down to the docks.
From here head north to reach the bakery.  There's a computer console in front
of it.  Interact with it and Bentley will proceed to hack it remotely.

This is a System Cracker hack.  Move left and up.  Take out the cannon, then
switch to Panzer code and take out the pink crystals around the corner.  Head
right and take out some more crystals, then take out the cannon and move up.
You will see a pink switch next to a key.  Shoot the pink switch to deactivate
the laser, then move up, right, and down.  Take out the cannon, then switch to
Shell code and pick up the key you passed.  Take it to the lock and enter the
docking gate to the left to the next area.

Switch back to Panzer code and take out the pink crystals, then shoot the pink
switch and move right.  Go around the rotating bar of electricity and head
down.  Take out the cannon and continue down and left around another rotating
bar of electricity.  When you are right in front of the pink crystals, destroy
them, then continue left.  Keep moving around the next rotating bar of
electricity while you destroy the pink crystals beyond that, then move left and
down.  Take out the cannon, then head down and right to the next room.  Here
drones that lay mines will move around.  Take out the pink crystals blocking
the green spot and the two firewalls blocking the key and the lock, then switch
to Shell code and put the key in the lock.  Head into the docking gate to the
next area.

Move up around the rotating bar of electricity, then destroy the four-part
drone.  Switch to Panzer code and destroy the pink crystals and switch to the
right, then move up to the docking gate to complete the hack.

Sly will appear inside the bakery.  Approach one of the open oven doors on the
side, then jump and press Square and slam the door closed.  Get past the door
before it pops open again, then head to the rear of the oven.  The wood is in
the oven hatch on this side.  When it opens, wait until the flame jet subsides,
then grab the wood before it shuts closed.  Slam down an oven door, then get
past it and exit the bakery.

Jump on one of the tarps on either side of the building west of the bakery to
get to the rooftop, then make your way across to the clock tower.  Drop down
over the west side and land on the rope spanning the two flagpoles just below
the ledge to eavesdrop on some guards mentioning leather at the shoemaker
building.  Drop to street level and head south.  Turn right at the end of the
path, then left at the bridge.  Cross the bridge to the shoemaker building and
head inside.

Head up the stairs and through the open door.  Now either crawl under the shelf
next to the boarded up door or climb the rope next to it and go over the shelf.
Either way, on the other side you will see some machinery that is clearly too
advanced for medieval times.  Grab on the joint of the laser gun on the machine
ahead when it comes around, then swing on it until you can jump to the next
platform.  Crawl under the next machine, then head to the leather just ahead of
you.  Grab the leather when the lasers aren't in the way to complete the job.


Job 2: Juggling Act (Sly)
The start point for this job is atop the sign at the entrance to the circus
west of the Hideout building.

Sly must now enter the circus and find Sir Galleth.  Cross the rope on the sign
until you approach the nearby tower.  Jump on the three steel perches extending
from the tower, then jump on one of the ropes with blue globes on the end when
it comes around.  Let it carry you to the platform with the basket of arrows,
then jump to it.

Press L2 to switch to the Archer costume.  With this costume you can use an
arrow from the basket and fire at nearby targets.  Press O at the basket to
pick up an arrow, then hold R1 to draw the bow.  Use the left or right stick to
aim, then release R1 to shoot the arrow.  While the arrow is in flight, you can
move it with the left stick.  This is useful if you want to hit a moving
target.  If you hit the bull's-eye, you will get some coins!  The arrows you
shoot have ropes attached to them, so you can make new ropes to cross.  Unlike
the first three costumes, you can jump, run, climb, land on perches, sidle
along ledges, and cross ropes while wearing the Archer costume.  However, since
you're wielding a bow, you cannot grab hooks.  Also, you cannot use the
Paraglider when wearing this costume.

Shoot an arrow to the nearby target, then cross the new rope to the platform.
Make your way across the next set of ropes to the big top tent.  Jump to the
pole over the opening and head down inside.

Once inside, shoot an arrow from the basket to the nearby target, then cross
the new rope.  Jump to the tightrope and cross it to another rope.  Jump to it,
then climb down to the platform with the basket of arrows.  Shoot an arrow
through the rings to the target, then cross the new rope through the rings
while avoiding the flame jets that come out of them.  Cross the next tightrope
to the platform, then sidle on the ledge around the pole.  Cross the tightrope
here to some platforms with trampolines, then bounce off them to the next
platform overlooking some giant trumpets.

Jump across the trumpets to the next platform.  Don't stay on a trumpet for too
long or you'll fall off.  From the platform shoot an arrow at the moving
target, then cross the rope to the next platform.  Break the box here to reveal
a basket of arrows, then shoot an arrow at the target behind the barrel.  Cross
this new rope to the platform and get the Sly Mask.  Go back across the rope to
the previous platform, then jump across the two trapezes to the platform with
the catapult.  Jump in it to be launched to a small platform with a basket of
arrows.  Shoot an arrow at the moving target ahead, moving it to avoid the
cannonballs, then cross the new rope and avoid the cannonballs yourself.

Jump on the trapeze, then jump to the pole.  Jump on the next trapeze, then
when flames aren't shooting out of the ring jump through it to the next
trapeze.  Jump from this trapeze to the platform with the basket of arrows.
Shoot an arrow at the moving target ahead, moving it to avoid the cannonballs,
then cross the new rope and avoid the cannonballs yourself.  Jump across some
trumpets to a rope, then climb it all the way to the top, past the platform in
front of the coiled snake, to reach a platform with a Sly Mask.  Head back down
to the platform in front of the coiled snake.  Grind down the tightrope when
flames aren't shooting out of the coiled snake, then bounce off the trampoline
to the next rope and climb it to reach the platform.  Go around the pole, then
drop through the ring when flames aren't shooting from it to the platform
below.  Shoot an arrow from here at the moving target, then cross the new rope
to the next platform.  Bounce off the trampoline, then jump off some more
platforms to reach Sir Galleth and complete the job.

After returning to the hideout, Sir Galleth explains how he had been captured
while trying to single-handedly take on a robotic army created by a formidable
Black Knight who is terrorizing the land.  This Black Knight is not in any
criminal database.  Has Cyrille Le Paradox forged an alliance with someone from
medieval times?  And how did the Knight make all those robotic guards?  Sir
Galleth is all too eager to march back and take on the Black Knight again.
Looks like the Cooper gang is going to have their hands full.


Job 3: Cane Swipe (Sly)
From the Shopping Spree job start point, drop down to the rampart to the east,
then drop down over the south side of this rampart to street level to find the
start point for this job.

The Black Knight will come out of the castle keep with a patrol of two guards.
Between the Knight and the guards is a case containing Sir Galleth's cane.  The
only time the Black Knight leaves the castle is to go to the blacksmith shop.
This may be your only chance to get Sir Galleth's cane back!

Before you can get the cane, Bentley wants some pictures first.  You have to
take a picture of the Black Knight from the front.  Get ahead of the Black
Knight, jump to a rooftop to avoid the red spotlight, and use the Binocucom to
take a picture.  Next take a picture of the case that Sir Galleth's cane is
locked in.  Once you take both pictures, you can now make a move for the cane.
Move behind the patrol and take out the rear guard with a Stealth Slam, then
move back when the other guard comes running.  When the guard turns back
around, take it out with another Stealth Slam.  Head to the case and Bentley
will hack it remotely.

In this Alter Ego hack, the stage will scroll straight up.  Move through the
twisting maze and blast through the purple barricades.  Soon you will encounter
some blue nanobots moving across the screen.  These nanobots will fire if they
see you.  Avoid these nanobots, then continue your way up through the stage.
When you reach the diagonal corridor, you are almost at the CPU.  Take out the
CPU to complete the hack.  The case will open.  All Sly needs to do is grab the
cane and the job will be complete.


Job 4: Eye in the Sky (Sir Galleth)
The start point for this job is at the trampoline on the rampart south of the
clock tower.

Sir Galleth must take out three balloons hovering over the three towers in the
castle town.  These balloons serve as the Black Knight's eyes and ears.  Make
your way to the tower at the docks in the southeast corner of the castle town.
The only way to reach the top is with Sir Galleth's Catapult Crash technique.
Grab the ring on the northern side, then hold R2 and press X to launch from the
ring to the pipe above.  Jump to the pole, then to the platform.  Sidle along
the ledge and around the corner, then jump on the pole.  Jump from here to the
platform, then grab the ring and Catapult Crash up through the wood blockage to
the pipe above.  Jump on the pole, then to the next platform and Catapult Crash
off this ring to reach the top.  Catapult Crash off the ring here to destroy
the surveillance devices on the balloon above.

Drop down to street level and head west, towards the tower with the spinning
platforms south of the shoemaker building.  Grab the ring on the northern side,
then Catapult Crash up to one of the rings on the next level when there is a
gap between the spinning platforms above you.  From here Catapult Crash up to
the next ring when it comes around, then Catapult Crash off this ring to reach
the ring at the top when you come under the gap in the platform above.
Catapult Crash from this last ring to the balloon above.

Drop down to street level and make your way north, then east to the tower north
of the bakery.  Catapult Crash off the ring on the southern side and through
the wood platform.  Land on a pole of one of the spinning cogs in the corner on
the next level.  Let the pole carry you around, then jump to the platform.
Jump on a pole of the next spinning cog to reach the ring on the northern side,
then Catapult Crash off this ring, through another wood platform and onto a
pole of one of the spinning cogs on the level above.  Make your way to the
southern side again, then Catapult Crash off the ring here through the wood
platform to the ring at the top.  Catapult Crash from this ring to the balloon
above.  This job is now complete.


Job 5: Mechanical Menace (Sir Galleth)
From the Shopping Spree job start point, cross the rope to the west to the
house.  Drop to the lower rooftop on the southern side of this house to find
the start point for this job.

Rumors abound of a Moat Monster in a nearby cave.  Sir Galleth decides to go
into the cave and investigate.  Drop down to street level and head across the
bridge to the north.  Grab onto the ring and Catapult Crash up through the
hatch to the cave entrance.  Enter the cave.  Carmelita will be following close
behind.

Head down the dark cave to the end and you will come to a large mechanical
tower.  Before you start climbing it, head right towards the edge of the
platform.  Look down and you will see a platform below with a Sly Mask.  Drop
down to get it, then grab the hook here and Catapult Crash up to the level of
the tower base.  Grab the hook at the base of the mechanical tower, then when
the next hook comes down, Catapult Crash up through the hatch to the hook.
Ride the hook up, then Catapult Crash up through the next hatch to the hook
above as it comes from the left.  Ride the hook over the obstacle, then press
Triangle to disengage from the hook and drop to the platform.

Get to the roller, avoiding the hot sphere moving up and down, then run on it
to bring the next hook down to your level.  Grab the hook, then after it goes
up again Catapult Crash up through the hatch to the next platform.

Grab the hook and Catapult Crash from it between the flaming teeth of the gear
above to the next hook.  Catapult Crash up through the wood platform when the
hook is underneath it and grab on the next hook.  Drop to the hook below, then
when the hook above the hook you disengaged from is above you, Catapult Crash
up to that hook.  When the hook moves all the way to the right, drop down to
the lift, then to the platform below.  Jump on the metal pipe, then jump to the
next platform.

Grab the hook, then Catapult Crash up between the two hot spheres to the next
hook.  Catapult Crash up through the wood platform to the next hook, then when
it moves to the left Catapult Crash up between the flaming teeth of the gear
above to the next hook.  Catapult Crash up through the hatch to the next
platform.

Grab the hook, then Catapult Crash up to the next hook.  When the next hook
moves above the wood platform, Catapult Crash up through the platform to that
hook.  Let the hook carry you to the left, then drop to the platform.  Run on
the roller to bring the next hook to your level, then grab the hook when the
hot spheres are away from it.  Let the hook carry you up, then when the hot
spheres above are away from you, Catapult Crash up through the hatch to the top
of the tower.

You will now see the true nature of the Moat Monster, a three-headed mechanical
dragon.  Grab the hook on the rock spire to the right of the dragon, then
Catapult Crash to the top of the spire.  Jump on the nose of the dragon head,
then jump to the open mouth of the center head.  Quickly jump to the nose of
the third head before the mouth closes, then slide down the cable to the plug
behind the dragon.  Sir Galleth will proceed to remove the plug, but it does
not have the desired effect.  Instead the dragon stirs to life!  Carmelita will
reach the top of the tower to see Sir Galleth get eaten.

Now it's up to Carmelita to take down the mechanical dragon and save Sir
Galleth.  Avoid the fireballs that the three heads shoot, then when one of the
heads moves down to breathe fire, step to the side and shoot at the nozzle in
its open mouth several times to stun the head.  Move to the front of the
stunned head and Carmelita will jump on top of it.  Rapidly tap R1 to shoot out
one of the head's eyes.

Now you only have to deal with two heads for the duration.  The dragon will now
fire missiles that home in on you.  Shoot down the missiles, and jump over the
lasers that may move over the top of the tower.  Some miniature dragons may
also appear on the platform; shoot these down too, because they can hurt you.
When one of the heads moves down to breathe fire, step to the side and shoot at
the nozzle several times to stun the head.  Move to the front of the head, then
shoot out one of its eyes.

One more head to go.  Now the dragon will spin its wings to try and blow you
off the platform.  Keep moving toward the dragon to avoid going over.  Deal
with the other attacks, then when the head moves down to breathe fire, step to
the side and shoot at the nozzle several times to stun the head.  Move to the
front of the head, then shoot out one of its eyes.

The three heads will stir again.  Now you must take out the other eye on each
head.  Deal with the dragon's attacks, and note that more than one head will
move down to breathe fire this time around.  Also, when the dragon spins its
wings, sometimes lasers will move over the platform at the same time.  Repeat
the process of stunning a head, then shooting out the eye, until all the eyes
are shot out.

Once the dragon is permanently disabled, Sir Galleth emerges covered with oil,
and quite embarrassed that a lady has rescued him.  This job is now complete.


Job 6: Short Supply (Murray)
The start point for this job is at street level on the west side of the clock
tower in the castle town.

The time has come to shut down the Black Knight's operations in the three shops
you have entered already.  Controlling Murray, make your way to the tavern and
enter through the front door.  Guards will drop down to your level.  Stomp and
pick up a guard, then throw it at one of the three mixers in the tavern.  It
will take two hits to completely destroy a mixer.  Once all three mixers are
broken, control will shift to Sly.

Make you way to the shoemaker building and enter.  Once inside, go up the
stairs and enter the door, then climb up the rope to the top of the shelf.  Use
the Archer costume and shoot an arrow at the target when the laser gun is about
to pass by it.  Quickly run across the new rope and jump to the machine before
the laser gun comes around and cuts through the rope.  From the top of the
machine, shoot an arrow at the target beyond the second machine and cross the
new rope to the platform with the computer console.  Interact with it and
Bentley will hack it remotely.

In this Spark Runner hack, move the spark right and cross the wire, then move
right and cross the next wire.  Jump the gap to the wire below, then after it
curves down jump the gap to the wire on the right.  Move down through two
rotating devices, then right to the wire.  Cross the wire to the last area,
then move the spark into the green target to complete the hack.

The machines in the shoemaker building will shut down.  Control now shifts to
Sir Galleth.  Head east to the bakery and enter.  Once inside, slam down one of
the oven hatch doors and get past it before it pops open again.  Grab the ring
behind the wooden column and Catapult Crash up to the attic.  Here you must
deactivate three power nodes, then quickly exit down the open hatch you came
in.  Grab a ring on one of the power nodes, preferably the one to either your
left or right, and Catapult Crash up to destroy the pipe.

You now have thirty seconds to reach the next power node and destroy it, and
now lasers will start sweeping from the ceiling across the floor.  Avoid the
lasers and make your way to the next node, then grab the ring and Catapult
Crash up to destroy the pipe.  You now have thirty more seconds to reach the
last node, and the lasers will shift to moving across the floor.  Again, avoid
the lasers and make your way to the next node, then grab the ring and Catapult
Crash up to destroy the pipe.  Now the hatch will open and vertical lasers will
start moving around the room.  You have twenty-five seconds to avoid the lasers
and drop down the open hatch.  If any lasers hit you during this entire
sequence, you must start all over.  Once you drop down the hatch, the job will
be complete.


Job 7: Shell Shocked Heart (Sly)
The start point for this job is at street level, on the north side of the
shoemaker building in the castle town.

The Black Knight is on the move again.  Bounce off the tarp to the roof of the
shoemaker building, then when the Black Knight turns the corner and starts
crossing the bridge, drop back down to street level and follow close behind,
but not too close.  Stay out of the Knight's red spotlight.

The Black Knight will enter the blacksmith shop.  Control now shifts to
Bentley.  Jump off the tarps on the west side of the shop to reach the roof,
then enter through the hatch.

Once inside, you have to move along the rafters.  Throw a bomb at the wood
blockage to destroy it, then use the Binocucom and shoot a dart at the device
behind the lasers to deactivate them.  Turn left, then follow the rafters until
you reach a laser net beyond a gap.  Shoot a dart at the device to deactivate
it.  Before you go across the gap, turn around and throw a bomb at the wood
blockage behind you to destroy it.  Get the Sly Mask behind it, then hover
across the gap.  Turn left and continue down the path until you approach a
computer console.  The Black Knight will mention a plan called Operation
Overlord, then head into the next area.  Interact with the console and Bentley
will proceed to hack it.

This is a System Cracker hack.  Take out the two cannons, then switch to
Speeder code.  Shoot the small blue orbs and draw a laser loop around the large
blue switch to deactivate the first laser.  Head up, switch to Panzer code and
shoot the pink switch to deactivate the second laser, then destroy the pink
crystals and head up.  Go around the rotating bar of electricity to the last
room.  Switch to Speeder code, then shoot the small blue orbs.  Take out the
drones in the room, then draw a laser loop around the two large blue switches
to deactivate the lasers around the key.  Switch to Shell code, pick up the key
and put it in the lock to the left.  Move right to the docking gate to complete
the hack.

Enter the gate that opens and follow the tunnel to the corner.  Turn right,
then shoot a dart at the device to make the laser net passable.  Jump over the
lasers and continue down the path.  Head past the laser net to your left, and
shoot a dart at the device behind the pistons.  Head back to where the laser
nets were and hover over the gap.  Continue down the path to the computer
console.  Bentley will overhear that the Black Knight stole his time machine
plans and gave them to Cyrille Le Paradox!  Bentley vows to crush the Black
Knight himself.  Approach the console and Bentley will proceed to hack it.

This is an Alter Ego hack.  The stage will start scrolling straight down.
After passing by several groups of blue nanobots, the stage will soon start
scrolling to the left for a short time, then it will scroll down again.  When
you see the large red Ion Bit, the stage will soon scroll to the right.  After
you see some more blue nanobots the stage will scroll down again.  After
passing some more blue nanobots the stage will scroll to the right and you will
reach the CPU.  Shoot at it until it crashes to complete the hack.

Enter the gate that opens and follow the tunnel.  Jump across the machines to
your left and throw a bomb at the large crate to destroy it.  Get the Sly Mask
here, then return to the tunnel.  Turn right at the corner, then shoot a dart
at the device to make the laser barriers passable.  Avoid the sweeping lasers,
then head forward.  Turn left and throw a bomb at the barrier behind the
lasers, then use the Binocucom and look to your right.  Shoot a dart at the
device on the machine to deactivate the lasers.  Continue along the rafters
until you come to a gap.  Throw a bomb at the wood blockage beyond the laser
net to destroy it.  The bomb will also hit the device behind the blockage,
deactivating the laser net.  Hover over the gap, then hover over the next laser
net and continue down the path.

Two laser nets will activate.  Approach the laser net ahead and look to your
left.  Shoot a dart at the device behind the piston to deactivate the first
laser net, then continue past the second laser net and shoot a dart at the
device behind the piston there to deactivate the second laser net.  Head down
the path to the end.

The Black Knight's chestplate will open and someone will come out.  Holy
smokes, the Black Knight is Penelope, Bentley's techie gal pal!  Say it ain't
so!!  This job is now complete.


Job 8: Hard Target (Sly)
The start point for this job is on top of the clock tower.  Climb one of the
ropes on the clock face to the top, then spring off the flagpole to reach the
top of the clock tower.

Sly and Sir Galleth convene to discuss a plan to get inside the castle keep.
Because Bentley is still heartbroken, they're going to have to do it without
his help.  Fortunately Sir Galleth has an idea about some bombs they can make,
and the two Coopers split up to gather the necessary materials.

You will now control Sir Galleth as he gathers some Fire Bulbs.  Jump into the
catapult at your position, then when you land turn right and go around the
corner of the building.  Go across the bridge to the area with the cave and
head to the tall tree on the west side.  Grab the ring at the base of the
stalk, then Catapult Crash up to the next ring.  From here Catapult Crash up to
the glowing Fire Bulb at the top of the tree.

Make your way to the catapult at the southeast corner of the outer town.  Grab
the ring on the nearby tall tree, then Catapult Crash up to the vine.  Land on
it, then jump across two more vines to the next ring.  Grab the ring and
Catapult Crash up to the Fire Bulb at the top of the tree.

Head west to the two tall trees near the entrance to the circus.  Grab the ring
at the base of the eastern tree, then Catapult Crash up to the vine.  Jump to
the branch, then walk across and double jump to the branch on the western tree.
Jump across two vines here to the next ring, then grab it and Catapult Crash up
to the Fire Bulb at the top.

Control now shifts to Sly.  He must acquire a bottle of Magic Powder.  Head to
the circus.  Don the Archer costume, then approach the tent at the end of the
stone path.  You will now play an archery game.  You must score 120 points
within 90 seconds to get the bottle of Magic Powder.  Aim and shoot at any
targets with a bull's-eye on them to score points.  After 30 seconds, moving
targets will start appearing.  Moving targets are worth more than stationary
ones, and you will need to hit quite a number of those if you want to get
enough points in time.  Aim just ahead of a moving target, then shoot the
arrow.  The target will move in the arrow's path.  Any targets that do not have
a bull's-eye on them are considered friendly targets.  Hitting a friendly
target will deduct points from your score.  Get 120 points in time and you will
get the bottle of Magic Powder and complete the job.


Job 9: Operation: Mousetrap (Murray)
The start point for the final job of the episode is at the drawbridge to the
castle keep.  From the blacksmith shop on the west side of the castle town,
head north past the clock tower.  Follow the street all the way north to reach
the drawbridge.

There isn't much of a plan this time.  After the group brings down the
drawbridge, everyone's just making things up as they go.  Murray sets the bombs
on the drawbridge and takes cover in the moat.  Press O when prompted to
detonate the bombs and lower the drawbridge.  The group will make their way to
the castle gate.

Sir Galleth will charge Penelope, but she will easily block his attack, take
his cane, and throw him back.  After handing the cane to a rat guard, she will
lower the gate.  Carmelita will push Sly forward before the gate closes.
Penelope will dock her Black Knight suit in the cockpit of a massive silver
mechanical knight.

BOSS 4: PENELOPE, THE BLACK KNIGHT
Sly will start this fight in the Archer costume.  In the arena, there are three
tall towers.  Each tower has a basket of arrows on top of it.  Penelope will
start by shooting lasers from the silver knight's eyes.  Run to avoid being
zapped as you head to the tower in front of one of the silver knight's
shoulders.  Bounce off the trampoline to the top, then get an arrow and draw
the bow.  A shield will appear in front of you.  Shoot the arrow, then move it
through one of the holes in the shield and hit the green shoulder joint.  If
you miss, Penelope will grab the tower and shake you off it.  Once you hit the
shoulder joint, Penelope will now shoot a laser and sweep the area, starting
from the far side.  Move across the new rope to the joint before the laser cuts
through it, then when you reach the joint, rapidly tap R1 to shoot some more
arrows into it.

Run to the tower in front of the other shoulder, avoiding the missiles that
Penelope will now launch.  The red targets designate where the missiles will
land.  After several salvos are launched, Penelope will punch the ground,
creating a shockwave you must jump over to avoid.  Once you reach the tower in
front of the other shoulder, bounce off the trampoline to the top.  Grab an
arrow, then shoot it through a hole in the shield and hit the green shoulder
joint.  Run across the new rope before the sweeping laser cuts through it, then
shoot some more arrows into the joint when you reach it.

Run to the tower in the center, avoiding Penelope's attacks, and bounce off the
trampoline to get to the top.  Shoot an arrow, move it through one of the small
openings in the shield, and hit the green spot on the silver knight's chest.
If you miss on this tower, Penelope will shoot lasers at the tower and you will
take some damage.

Once you hit the chest, you must repeat the entire process and hit the three
green spots on the silver knight once again.  Keep avoiding all of Penelope's
attacks, taking note that the missile salvos will now come faster and she will
punch the ground three times in succession.  Once you hit the green spot on the
chest a second time, the massive silver knight will collapse...right on top of
Sly!  He's pinned, at the mercy of Penelope's Black Knight suit.  Thankfully,
Bentley comes to the rescue, in a suit made from what remained of Penelope's
Moat Monster.  He tries to talk some sense into Penelope, but it soon becomes
clear that she won't listen to reason.

Now Bentley in his new suit has to battle Penelope in her Black Knight suit.
Move around and press X to sidestep her punches, then when there's an opening
move in and press Square to get in some punches of your own.  Press Triangle
when the prompt appears to do a massive super move.  Once you do a super move,
you won't be able to move quickly for a while.  As Penelope's health meter
drains, the openings between her punches will become smaller.  When her health
meter is nearly depleted, the two mechs will grapple with each other.  Rapidly
tap Square until Bentley knocks Penelope back, defeating her.  He'll then free
Sly from underneath the silver knight's helmet.

After returning to the Hideout, the gang is informed of their next destination,
ancient Arabia.  This time, Carmelita comes through with the item the gang
needs, a gold coin she had pocketed as evidence before she was caught by
Cyrille Le Paradox.  As the gang travels back in time, Sly can't help but
notice Bentley's newfound confidence.


--EPISODE 5: FORTY THIEVES, Ancient Arabia, 1001 A.D. (FOTH)--

The gang travels to ancient Arabia to find Salim Al-Kupar, who was known for
having the stealth of forty thieves.  In fact, he was actually a member of the
infamous Forty Thieves.  However, the gang is disappointed to learn that when
they arrive, many of the Forty Thieves have retired, so they won't have much
backup.  Even worse, Salim is nowhere to be found.  The first order of business
is to find him.


Job 1: Lost and Found (Sly)
From the Hideout building, turn left and head south.  Turn left at the stone
camel head and head through the archway.  Go east past the fountain, then make
a slight left at the next fountain.  Enter the tunnel ahead to find the start
point for this job.

Word has it that Salim has been driven into hiding, but is still in the area.
To help find him, Bentley has modified Sly's Binocucom with a visual guidance
system that will detect anything Salim may have come into contact with.

Head north through the tunnel to a river.  Cross the river by jumping across
some posts, then crossing a rope to the other side.  Head to the lamp shop just
to your right and enter it.  Head down the corridor into the room.  Look to the
left and use the Binocucom to take a picture of the highlighted lamp on the
windowsill.  Next take a picture of the massive green door.  Exit the lamp
shop.

Bentley still needs more data before he can track where Salim might be.  Cross
the river south of the lamp shop and head back to where you started this job.
Now head south through the tunnel and jump on the purple tarp to reach the roof
of the building in front of you.  Cross the rope leading southeast and Bentley
will inform you there is something Salim touched nearby.  Continue across the
rope, then cross the wooden bridge to the next building.  Head toward the
southeast corner of the building, then use the Binocucom and look down towards
the blue tarp and take a picture of the highlighted pedestal.

Head back across the wooden bridge, then cross the ropes leading northeast of
this building to the next one.  Double jump to the rooftop, then cross the rope
leading north of this building.  Jump on the next rope you come to and cross
it, then Bentley will inform you of something that Salim touched nearby.
Continue across the rope to the next building, then cross the rope leading
southeast.  While on this rope, use the Binocucom and look south toward the
blue tarp next to the building and take a picture of the highlighted mustache
shaped comb.

Drop down to street level and head northeast.  Follow the road until you come
to a bridge to your right.  Cross the bridge, then turn right and follow the
path.  Go past the bridge to your right and cross the bridge lined with
flagpoles ahead.  Once on the other side, jump over the railing to the east and
land on the cliff.  Move to the tree and Bentley will notify you again.  Move
to the bars on the building, then use the Binocucom and take a picture of the
highlighted carpet.

Bentley will now tell you that Salim is hiding on a boat.  Bounce off the
pillows to the level of the bridge, then cross the rope leading from the bridge
to the building to the southwest.  Drop down to street level and make your way
to the boat on the northern side of the building.  Board the boat and enter the
door to meet Salim and complete the job.

Salim tells the gang of his problem.  A wealthy elephant named Miss Decibel
came to town.  Salim and his three remaining comrades decided to rob something
from Miss Decibel as their last heist.  Unfortunately, Miss Decibel captured
Salim's comrades and he's been trying to find a way to rescue them ever since.
Salim is not entirely convinced that the Cooper gang is here to help him.


Job 2: Open Sesame (Sly)
The start point for this job is at street level on the south side of the
building east of the lamp shop.  Bounce off the blue tarp on the west side of
the lamp shop to reach the roof, then drop down to the lower rooftop on the
east side.  Drop down to street level at the other side of this rooftop, then
head for the job start point directly ahead.

Salim had to pawn his thief outfit, and now Sly has to get it back.  You have
to collect three flawless gems around the area to pay for the outfit.  Head
west to the elephant fountain, then turn left and head south to the river.
Bounce off the purple pot on the deck to your right and land on the stone
platform above.  Swing from the flagpole to the next stone platform, then press
O to get the flawless gem.

Drop down to the deck and head east.  Follow the river under two bridges.
Bounce off the pot to the level of the second bridge you passed under, then
cross that bridge.  Bounce off the pillow next to the building to the left of
the fountain, then bounce off the pot on the roof to the flagpole on the wall.
Spring off the flagpole and land on the stone platform, then get the flawless
gem here.

Jump back to the rooftop, then cross the wooden bridge to the next rooftop.
From here cross the rope leading to the bridge lined with flagpoles.  Jump onto
the bridge and head north, then turn left.  Jump over the railing to the cliff
below, then jump to the stone platform.  Swing off the flagpole to the next
platform, then swing off another flagpole to the stone platform with the last
flawless gem and acquire it.

Head back across the flagpoles and stone platforms to the cliff.  Bounce off
the pillows to get back over the railing.  From here cross the rope leading
south to the next building.  Double jump to the rooftop, then cross the archway
between this building and the one to the southeast.  Drop to the street level
from the southwest corner of this rooftop and you will be back where you
started this job.  Approach the door.

After some negotiations, Sly will acquire the Thief costume.  This costume has
the ability to slow down time.  Press R2 and time will slow down while the
Gadget Gauge slowly drains.  Time will return to normal when the Gadget Gauge
is depleted or you press R2 again.  Press Triangle while wearing this costume
to swing a mighty scimitar.  As with the Archer costume, you can jump, run,
climb, land on perches, sidle along ledges, and walk on ropes, but you cannot
grab hooks or use the Paraglider when wearing the Thief costume.

Head west to the elephant fountain.  Keep moving west, past the Indian rope,
until you come to a purple pot on your left.  Next to this pot is a switch that
opens the adjacent gate.  Bounce off the pot and land on the switch, then press
R2 to slow down time.  Jump off the switch and get under the gate before it
closes.  Head through this building.

Sly will see Miss Decibel meet with Cyrille Le Paradox himself!  Sounds like a
perfect opportunity to eavesdrop on their conversation and find where Salim's
three buddies are being held.  Head to the gears ahead and press Triangle to
destroy them with the scimitar, then follow Miss Decibel and Le Paradox.  Turn
right, then jump on the purple tarp to the lower rooftop of the lamp shop.
From here jump on the rope leading east to the nearby bridge.  It seems Miss
Decibel has made the thieves work on forging a royal lineage for Le Paradox,
and she needs some deliveries made to keep the thieves working.  Slowly work
your way across the ropes down the length of the bridge as you follow the two
criminals.  Jump to the inside of the arch, then jump on the next rope and
cross it to the next building.

Cross the rooftop, then get on the rope leading south and follow Miss Decibel
and Le Paradox.  Get to the next building, then after a scene you will
automatically appear in your normal getup, at street level in front of the gate
the two criminals just passed through.  Enter the gate and the next gate ahead
will close.  Don the Thief costume again, then bounce off the pillow and onto
the switch.  Slow down time and get under the gate, then destroy the gears to
your right with the scimitar.  Enter the tent ahead while still wearing the
Thief costume and get the locations of the captured thieves from Miss Decibel
to complete the job.


Job 3: Rug Rats (Salim)
From the Open Sesame job start point, cross the bridge directly to the south,
then turn left and follow the river to the start point for this job.

One of Salim's comrades is in the tower behind the carpet shop just across the
river.  Jump over the rocks across the river to the carpet shop.  Move around
to the south side of the shop, then enter the crawlspace and head inside.

Once you're through the crawlspace, you will be told how to use Salim's
Climbing Cobra technique.  Grab on the Indian rope, then hold R2 to zip up the
rope to the top.  Jump to the pole before the snakes reach you, then swing from
the pole and jump to the chandelier chain.  Jump from here to the platform and
move forward.  Drop down to the floor on the eastern side of the room behind
the moving guard, then go around the perimeter to the Indian rope.  Climbing
Cobra up the rope and jump to the platform at the top.  Walk across the carpet
draped pole to the next platform.  Jump on the pole connected to the central
pillar, then jump to the chandelier chain.  Swing off the pole to the next
chain, then jump to the platform.  Cut the rope holding up the pallet of
carpets and Salim will jump on it as it falls to the floor, creating a hole to
the caverns below.

Once you regain control, notice the scorpions and the mounds around you.  The
scorpions will keep coming out of the mounds unless you destroy them.  Head
north around the hole and destroy the two mounds and the scorpions nearby, then
jump to the rock platform with the crawlspace and enter it.  Once on the other
side of the passage, jump west to the small rock platform, then jump up to the
higher rock platform.  Swing across two hooks to the next platform before the
hooks lower you to the level of the scorpion mounds below.  Swing across one
more hook to the next platform.  Climb up the rope at the end, then jump and
climb up two more ropes to get inside the tower.

Destroy all the scorpions and the mounds on the floor, then approach the device
in the center.  Press O to interact with it, then alternate between pressing
down and up on the left stick to use the lever and raise the pole.  Climb up
the pole once it is completely raised and jump to the pole extending from the
wall.  Walk over it and jump to the platform.  Climbing Cobra up the Indian
rope, then jump to the next Indian rope and Climbing Cobra up that one.  Jump
to the next platform before the snakes reach you.

Sidle along the ledge, avoiding the guard's spotlight, and you will come to a
chain with rings.  This chain is very fragile.  Like with the Indian ropes, you
must use the Climbing Cobra technique to zip up the chain to the top.  Before
it breaks, quickly jump to the short fragile chain, then quickly jump to the
third fragile chain and Climbing Cobra up that one to the top.  Jump to the
platform before the chain breaks.

Sidle along the ledge around the column, then sidle along the next ledge,
hiding behind the pillars to avoid the guard's spotlight.  Once you reach the
other side, enter the room with the guard you just passed.  Dispatch all three
guards in this room with Salim's special Stealth Slam, complete with Silent
Obliteration, and get the Sly Mask the guards were blocking.  Return to the
entrance of the room and sidle along the next ledge around the column, then
climb down the rope to the platform below.  Climbing Cobra up the fragile
chain, then jump to the next fragile chain and Climbing Cobra up that one.
Jump to the platform at the top before the chain breaks.  Sidle along the
ledge, then jump over the gap to the next ledge and sidle along it to the next
platform.

Use the device here to extend the snake's tongue, then jump on it and jump to
the next platform before the tongue retracts.  Climbing Cobra up the Indian
rope, then jump to and Climbing Cobra up the next two Indian ropes to the next
platform.  Avoid the moving spotlight as you make your way to the device.  Use
it to extend the snake's tongue, then jump on it and jump to the next platform
before the tongue retracts.  Get to the other end of the platform, avoiding the
two moving spotlights.  Jump to the rope, then jump to the chandelier chain.
Jump to the next rope and climb up to the top of the tower.

Salim's thieving buddy is in a hypnotic trance.  Approach the console and
Bentley will hack it remotely.  This is a Spark Runner hack.  Move down past
some holes and onto one of the wires to the left or right.  Jump the gap to the
wire in the center, then move down to the next wire.  Cross it, then move down
and cross the short wire.  Move right, then up, then left and through the
rotating device to the next wire.  Cross the wire, then move left around the
hole to the hole over the next wire.  Drop down to the wire, then cross it to
the green target.  Move the spark into the target to complete the hack.
Salim's buddy will come to his senses and you will complete the job.

The next two jobs can be done in any order you wish, but both must be done
before you can progress through the episode.


Job 4: Copy Cats (Murray)
From the Hideout building and head north, then turn right and head under the
archway.  The start point for this job is right next to the camel taxi shop to
your left.

Salim's thieving buddy is being held just inside, and there are no guards in
the shop.  Sly and Murray should have no trouble reaching the thief.  However,
Murray inadvertently trips a trap, and he and Sly fall down to the caverns
below.  The two land on separate paths.  You will alternate control between the
two characters as they make their way through the cavern to get back up to the
camel taxi shop.

When you regain control of Murray, head to the wheel nearby.  Interact with it,
then alternate between pressing down and up on the left stick to raise the
sunken ship ahead.  Jump to the sunken ship and cross it, then continue until
you come to some spinning blade pillars.

Control shifts to Sly.  Don the Thief costume, as you'll be using it a lot
here.  Jump across the railings of the sunken ship, then climb the rope to the
wooden beam.  Sidle along the beam, over the guard, and jump to the switch to
open the door.  Slow down time, then drop to the door and get through it before
it closes.

Now you will come to a round sewer room, with barrels, rafts, and boxes moving
along a strong current.  Slow down time and jump across the debris, going
against the current, until you reach the platform.  Return time to normal, then
when the Gadget Gauge is full slow down time again and jump across the debris
to the next platform.  Bounce off the pot and land on the switch to open the
door, then slow down time and get through the door before it closes.

You'll enter another sewer room.  Slow down time and jump across the debris to
the stationary posts.  Return time to normal and jump across the posts, then
slow down time again and jump across the debris to the next platform.  Return
time to normal, then jump to the short fragile chain and quickly jump to the
switch and open the door.  Slow down time and get through the door before it
closes.  Destroy the gears with the scimitar to stop the blade pillars in front
of Murray.

Control now shifts back to Murray.  Punch through the blades and drop to the
pile of crates in the water below.  Jump across a raft and another pile of
crates, then bounce off the tarp to the next platform.  Take out the guards you
come across as you head east towards the wheel.  Before you can raise the
sunken ship, three cannons will start firing.  Murray will man the nearby gun
turret.  Take out the cannons and the cannonballs they fire.  Each cannon will
take multiple hits to disable, so take care not to fire too much and overheat
the gun turret, or you'll be vulnerable for a short time.  Once the cannons are
disabled, raise the sunken ship, then go up the plank and cross the ship.  Jump
to the wooden platform, then jump to the next platform and head to another set
of spinning blade pillars.

Control shifts back to Sly.  Enter the sunken ship.  Jump on one of the barrels
or boxes and let the current carry you to the platform with the Sly Mask.  Get
it, then slow down time and jump across the debris, going against the current,
to return to the platform at the entrance.  Now slow down time and jump across
the debris to get to the rope on the other side.  Climb up the rope, then grind
down the mast.  Sly will enter an area loaded with piles of coins.  It's a
thief's paradise!  Too bad there are also sleeping guards in the area, and just
touching the coins will wake them.

After a conversation with Bentley, Sly will appear in his normal getup.  Don
the Thief costume again, then continue down the path between the piles of
coins.  Jump to the display with the goblet inside it, then sidle along the
display and jump to the crates on the other side.  Slow down time, then quickly
jump across the two stacks of coins to the safe spot.  Return time to normal,
then when the Gadget Gauge is recharged slow down time again and jump across
three coin stacks to the crates.  Jump down to the path ahead and exit this
area.  Next you will come across two guards.  Their heads will only lower for
brief periods of time...too brief to get past them normally.  Slow down time
when a guard lowers his spotlight and get past each guard in turn.  Destroy the
gears at the end with the scimitar to clear the path for Murray.

Control returns to Murray.  Punch through the blades, then take out the guards
as you head west.  Jump down to the platform below, then jump to the pile of
crates in the water.  Jump across three rafts to the next pile of crates, then
jump across one more raft and bounce off two tarps to the next area.  Take out
the guards as you head for the wheel.  This time you must take out four cannons
before you can raise the sunken ship.  Once you do, the prow will break through
the floor of the camel taxi shop, right in front of Salim's buddy.

Control now returns to Sly.  Jump across the rafts and floating perches in the
water to the rope.  Slow down time and get past the platforms near the
explosive barrels until you reach the pile of crates.  Bentley will warn you
that the ship Murray just raised is about to sink again.  Jump to the floating
perch, then jump to the rope and climb it.

Once you jump from the rope and land on the mast, the ship will begin sinking.
You have only twenty seconds to get to the camel taxi shop.  Fortunately you
can slow down time and lengthen that duration.  Head down the mast, then jump
across the red railings on the ship's hull.  After you reach the ship's
figurehead, climb up it.  Time should return to normal as you're climbing the
figurehead.  Keep climbing to reach the camel taxi shop.  Once there approach
the console and Bentley will hack it remotely.

In this System Cracker hack, you start in a room with a red wormhole in the
center.  Move around the wormhole and take out the cannon, then head up into
the next room.  Here there is a large laser bar rotating around the room.
Switch to Speeder code, then head around the laser bar and past the two
wormholes.  Draw a laser loop around the large blue switch before the laser bar
comes around and breaks it, then head up and left through the path.  Take out
the cannon beyond the corner with ricochet shots, then head up and right and
around a rotating bar of electricity.  In this last room, take out the four
part drone, then take out the cannons blocking the paths to the key and lock.
Switch to Shell code, then head up the upper path to pick up the key and take
it to the lock at the end of the path to the right.  Enter the docking gate to
complete the hack.  Salim's buddy will come out of his trance and you will
complete the job.


Job 5: Up In Smoke (Bentley)
The start point for this job is at the stone camel head just south of the
Hideout building.

The path to where Salim's buddy is being held is guarded by turrets.  Sly and
Salim will move through the town while Bentley provides cover with smoke bombs
dropped from his RC chopper.

Move the RC chopper with the left stick, then press R1 to drop a smoke bomb.
Once you drop a smoke bomb, you must wait until it hits the ground before you
can drop another.  Hold L1 to boost the chopper.  The Gadget Gauge will drain
for as long as you boost.  Move down towards the building with the steel hatch
on it.  A turret will rise from it and shoot mines in the air.  If you move
close to a mine, it will start homing in on the chopper.  Boost away from the
mine until it explodes, then move over one of the six targets designated by red
spots and drop a smoke bomb.  A green X will show where the smoke bomb will
land.  If you're on target, the red spot will disappear.

After you hit all six targets, Sly and Salim will make their way through the
smoke.  The chopper will automatically move left to the area with the next
turret, near where Sly followed Miss Decibel and Le Paradox.  Once you regain
control, move over the building with the steel hatch.  This time there are
seven targets you must drop smoke bombs on.  Some of the targets have mines
close by.  Lure the mines away from the target, boost away from the mine until
it explodes, then get back to the target and drop a smoke bomb on it when it's
clear.

After you hit all the targets, Sly and Salim will move again.  The chopper will
automatically move down to the area with the third turret, near the lamp shop.
Once you regain control, move over the building with the steel hatch.  Here you
must drop smoke bombs on eight targets.  Once you do, Sly and Salim will arrive
at the place where Salim's buddy is being held.  Control will shift to Sly.
Simply move to the console and Bentley will hack it remotely.

This is an Alter Ego hack.  The stage will begin scrolling to the right.
Shortly after you reach the first Logic Bomb you will come across a vertical
laser barrier.  Get through the laser barrier when it drops and continue
through the stage.  Next you will come across a quickly rotating laser bar.
Move around it, then get the large red Ion Bit and continue.  After you reach
the second Logic Bomb you will approach another vertical laser barrier.  Once
you reach the third Logic Bomb the stage will begin scrolling down and the
speed of the scrolling will pick up a bit.  At the next large red Ion Bit the
stage will scroll to the left and the speed of the scrolling will slow down.
After the fourth Logic Bomb you will come across two short horizontal laser
barriers and a long vertical laser barrier.  Get through the vertical barrier
when it drops and you will reach the CPU.  Shoot it until it crashes to
complete the hack.  Salim's buddy will come out of his trance and you will
complete the job.


Job 6: Heavy Metal Meltdown (Salim)
From the Open Sesame job start point, cross the bridge directly to the south,
then jump on the green tarp of the building to your left.  Cross the rope
leading southeast to get to the rooftop of the next building.  Grab the ring at
the base of the tower and slingshot up to the top to reach the start point for
this job.

Bentley has analyzed the devices Miss Decibel was using to hypnotize Salim's
thieving buddies, and has reprogrammed them to work to the gang's advantage.
Miss Decibel is in her office in the library, and the plan is to distract her
while Salim plants a bug.

Drop down to the lower rooftop, then cross the rope leading southwest.  Next
jump on the rope leading west and jump to the rooftop at the other end.
Climbing Cobra up the Indian rope you find here and jump to the ledge on the
library.  Head inside through the window.

Once inside, Salim will let Bentley in.  Bentley will give Salim the bug and
three transmitters he must plant around the library.  Turn right and head north
to the fragile chain.  Climbing Cobra up it and jump over the barricade to the
east.  Make your way to the fragile chain in this area.  Climbing Cobra up the
chain, then jump to the next fragile chain.  Quickly jump from here to the
books, then jump to the chandelier.  Jump to the fan, then to the ledge on the
doorway.  From here jump to the rope, then climb it and jump across two
platforms to get the Sly Mask.  Return to the books next to the chandelier,
then jump up to the highest platform and place a transmitter.  Jump down to the
books next to the barricade, then jump back over the barricade and head down
the stairs.

Go around the stairs and head for the lit crawlspace to the east.  Crawl
through the narrow passage and head to the other end of the secluded area you
emerge in.  Jump on the books and place a transmitter, then crawl back through
the narrow passage.  Return to the base of the stairs and Climbing Cobra up the
fragile chain.  Quickly jump into the room at the top, then head to the fragile
chain in this room.  Climbing Cobra up the chain, then jump to the platform.
Swing across the hook to the next platform and place the last transmitter.

Control will shift to Bentley.  Now that the transmitters are in place, Bentley
has to activate them.  Place a bomb on the dark spot in the floor, then drop
down the hole created.  Move to the green book on the floor, then use the
Binocucom and fire a dart at the transmitter through the opening in the
bookshelf.  Turn around and use a bomb destroy the cracked section of the
barricade, then head around it and make your way to the stairs.  At the top of
the stairs use a bomb to destroy the cracked wall.  Take out the scorpions and
the mounds behind it, then destroy the next cracked wall with a bomb.  Go
through the tunnel and destroy one more cracked wall with a bomb, then jump up
the three stacks of books and fire a dart at the transmitter nearby.  Head back
through the cavern you came in.

Now you must throw bombs at the blockages on the fans.  Throw a bomb at each
blockage through one of the openings in the pile of books, then take cover
behind the books before each bomb detonates.  This is because once a bomb
detonates, Miss Decibel will stand up and look around.  Once she sits back down
and the music starts playing again, it's safe for you to continue.  After the
blockages are destroyed, head to the south side of the room and jump across the
fans to the room with the last transmitter.  Jump up the books, then throw a
bomb at the blockage on the fan to destroy it.  Jump to the fan, then jump to
the stack of books and hover to the platform next to the fragile chain.  Use
the Binocucom from here and fire a dart at the transmitter.

With the three transmitters activated, they will start playing some loud rock
and roll music.  Miss Decibel will cover her ears and start flailing around.
Control will shift to Salim as he jumps on a rope.  Climb up the rope and jump
to the fan.  Jump to the pole between two large rings, then walk across and
jump to another pole between two large rings.  Walk across it and jump to one
of the two ropes at the end.  Climb down to the desk when Miss Decibel isn't
looking and plant the bug to complete the job.


Job 7: All Rolled Up! (Sly)
The start point for the final job of the episode is on the roof of the building
northwest of the elephant fountain near the library.  From the Heavy Metal
Meltdown job start point, drop to the lower rooftop and cross the rope leading
northwest to the next building.  From here cross the rope leading southwest to
the next rooftop.  Head to the northern end of this roof to find the start
point for this job.

Bentley has discovered that Miss Decibel plans to deliver the documents
detailing Le Paradox's in the lamp shop.  The first order of business is to get
past the large green door Sly took a picture of earlier.  Drop down to street
level, then jump to the dock to the west.  Jump on the boat, then jump across
the rocks in the river to the lamp shop and head inside.

There are guards blocking the door, so someone needs to make a distraction
while the others open it.  The job of distracting the guards falls on
Carmelita, who reluctantly performs a belly dance for them.  This is a rhythm
sequence much like what you went through with Murray back in Episode 1.  There
are two major differences here.  First, the beat won't be as helpful as an aid,
as there are quite a few instances where buttons must be pressed in rapid
succession.  Second, after each button pressing sequence you must shake the
controller to make Carmelita shake her hips.  If you shake the controller fast
enough, you will gain some coins.  If you don't shake it fast enough, you will
lose some health.  There are six button pressing sequences, each followed by
shaking the controller.  Complete the entire rhythm sequence and the gang opens
the door.  Salim will stay behind to make sure Carmelita is safe, while the
gang ventures further inside the building.

Behind the door is Le Paradox's blimp!  Way more than what Bentley was
expecting.  The way further is blocked by lasers, and the control area is
guarded.  Bentley decides to use his RC car to lure the guards away.  Steer the
RC car under the lasers, then turn right and head for the guards.  Once the
guards notice the car they will give chase.  Steer the car back down the
passage and to the air duct, staying ahead of the guards.

Once inside the duct, steer down the path, destroying any small obstacles and
scorpions along the way.  Steer past a laser barrier when the lasers are above
you, then turn right.  Carefully make your way down the path between the laser
net and you will come to rotating laser bars at a fork in the road.  Go down
either fork, shoot down the fans blocking your way and get past more lasers.
Shortly after the paths merge, shoot down a fan, then boost past the lasers
when you have a clear shot.  Navigate another laser lined path around the turn,
then destroy the next fan and boost past the lasers.  Follow the path around a
few more turns, navigate one more laser lined path, and get past the laser
barrier when the lasers are over you.  From here shoot down the generator at
the end, then steer through the hole back to the gang.

The lasers in front of the gang will deactivate, and the way is clear to the
control area.  Controlling Bentley, turn right and head to the console.
Interact with it and Bentley will proceed to hack it.  In this Spark Runner
hack, move down to the wire and cross it.  Jump the gap right to the next wire,
then jump right again to another wire.  Jump the gap left to the next wire,
then jump left again.  Move down, then left, then up, then right uphill and
through the bumpers to the next wire.  Jump the gap down, then right, then down
three times, then left.  Jump the gap down to the next wire, then up to the
wire to the last area.  Move the spark into the green target to complete the
hack.

The gate leading to the blimp is open, and Sly and Murray head through it.
However, shortly after they pass through, the gate reactivates and two laser
turrets start up.  Rat guards will start parachuting down.  Controlling Murray,
stomp down and pick up a guard, then throw it at one of the turrets.  Each
turret will take four hits to disable.  Once both turrets are out, the gang
reunites just as the blimp begins to take off, revealing Le Paradox at the
controls.  Just then, Miss Decibel appears behind them, carrying an unconscious
Salim!  Even worse it was Le Paradox who knocked him out, and took his cane.
The blimp continues to rise.  Miss Decibel drops Salim and chases after it,
imploring to be let on board.  Follow her.

BOSS 5: MISS DECIBEL
Sly will start this fight in the Thief costume.  Miss Decibel will use her
trunk and blow herself up to the next platform.  She will then blow air down
the fragile square platforms you must jump across, breaking lots of them before
they reemerge.  Slow down time and jump up the square platforms to Miss
Decibel's level.  If a platform starts shaking, it's about to break.  Once you
reach Miss Decibel, she will jump and create a shockwave, after which she'll be
dizzy.  Jump over the shockwave, then run to her and wail on her until she
recovers.

Miss Decibel will blow herself up to the next platform and create a music
ribbon of five laser lines, with electric orbs travelling down each line.  Slow
down time, then jump on a laser line and run up it, switching between lines to
avoid the orbs.  There are two platforms along the sides of the ribbon that you
can jump to in order to let the Gadget Gauge recharge.  Once you reach Miss
Decibel, she will start blowing a stream of musical notes.  Run away from the
note stream, slowing down time if it gets too close to gain some distance.
Afterwards, she'll jump up again.  Jump the shockwave she creates, then run up
to her when she's dizzy and wail on her until she recovers.

Miss Decibel will blow herself up to the next platform.  This time there are a
few large narrow scale pans you must drop before you reach her.  Approach the
chain and use the scimitar to slice through it, dropping the first scale pan.
Jump on to it, then jump to the next scale pan and cross it.  Jump down to the
large platform below.  Head to the chain here, but before you destroy it climb
down the rope nearby and jump to the pole to get the Sly Mask.  Return to the
chain and use the scimitar to slice through it, then jump on the scale pan.
Slow down time and make your way up the fragile square platforms to Miss
Decibel's level.  Once there, she will create a note stream, then do a belly
flop to create a shockwave.  After that she will shoot out three electrical
orbs that home in on you.  Slow down time and run away from them until they
dissipate.  She'll jump once more, and this time she'll get dizzy.  Run up to
her and wail on her until she recovers.

Miss Decibel will blow herself up to the next platform and create the music
ribbon again.  Navigate the music ribbon as before, stopping on the platforms
to allow the Gadget Gauge to recharge.  Once you reach Miss Decibel, she will
try to get away again, but this time, after switching back to his normal getup,
Sly will grab onto her.  She knocks him off and he lands on the large platform
on the blimp, then she lands on it herself.

Quickly switch back to the Thief costume.  There are three electrical pillars
on the edge on the platform.  Avoid Miss Decibel's attacks until she bounces
three times and creates a shockwave, then run up to her when she's dizzy and
whack her a few times.  This time she will get angry and proceed to charge at
you.  Slow down time before she starts charging, then make your way to one of
the electrical pillars.  Move out of the way of Miss Decibel's charge and she
will run into the electrical pillar, zapping her.  Make Miss Decibel run into
all three electrical pillars and you will have finally defeated her.

Le Paradox folds up the platform, forcing Sly and Miss Decibel off the blimp.
Afterwards, Le Paradox reveals that not only did he take Salim's cane, but he
has taken Carmelita hostage!  After cutting ties with Miss Decibel, Le Paradox
zips back to the present.


--EPILOGUE, Paris, Present Day (DAOA)--

After returning back to the present, the gang finds that Cyrille Le Paradox has
become world famous, thanks to his forged pedigree.  After doing some digging,
Bentley finds some shocking information.  Le Paradox is from a family of
thieves just like Sly.  In fact, his father planned to steal the world's
largest diamond before Sly's father could, and frame him for the crime.  But
Sly's father was one step ahead, and when Le Paradox's father was caught, there
was no one to teach him the family business.  Le Paradox has been keeping a
ruse of being an upstanding citizen, while secretly trafficking stolen
treasures.  Le Paradox blames the Cooper family for his own family's past
misfortunes, and he plans to wipe out the Cooper bloodline completely.  Sly and
the gang have to stop him, but first they must find a way to rescue Carmelita.


Final Job: Deja Vu All Over Again! (Sly)
Sly climbs up to Le Paradox's blimp, which is currently hovering over the
museum.  Once inside, he'll see Carmelita directly ahead in the dark room.
Approach her, and Le Paradox will trap the two of them!  He'll then take Sly
and Carmelita to the cockpit.

Bentley and Murray soon show up with all five Cooper ancestors so they can get
their canes back and free Sly and Carmelita.  First up, Rioichi has to get his
cane from the case in the room.  When you gain control, jump on the crates next
to you, then jump to the blue light.  Use the Leaping Dragon technique to
launch to the next light when the green flame isn't shooting over it.  Launch
to the next light when the flame isn't shooting over it, then quickly launch to
the next light.  Jump on the platform and get Rioichi's cane back.

The door to the next room will open and rat guards will come through.
Controlling Murray, help Rioichi take out all the guards and the group will
enter the next room.  Control will now return to Rioichi as he proceeds to get
Bob's cane. Before you jump on the crates in front of you head to the southwest
corner of the room.  Double jump over the open bay doors and around the crate
and get the Sly Mask.  Return to the crates and jump on them, then get on the
blue light.  Launch to the next light when the green flame isn't shooting over
it, then quickly launch to the next light.  Launch to the fourth light when the
green flame isn't shooting over it, then quickly launch to the next light.
Launch to the sixth and seventh lights when green flames aren't shooting over
them, then quickly launch to the eighth light.  Launch to two more lights when
green flames aren't shooting on them from above, then quickly launch to the
next light.  Jump to the last light, then jump on the platform.  Approach the
case and get Bob's cane back.  Rioichi will toss the cane to Bob, then
disappear as the timeline begins correcting itself.

Control now shifts to Bob as he proceeds to get Salim's cane.  From your
position, approach the frozen crates and start climbing them.  Move left at the
top and jump over the gap when the cold flame isn't shooting down on it, then
jump over the next gap when the cold flame isn't shooting down on it.  Climb
down, then left, then jump over the next gap avoiding the cold flame.  Climb
up, then left and get on the platform.  Move across the platform and climb on
the patch of ice.  Move left and jump over the gap avoiding the cold flame,
then jump over the next gap avoiding the cold flame here.  Move left and get on
the platform.  Climb on the frozen crates.  When the cold flames aren't
shooting out, move left and quickly slide down.  Jump the gap at the bottom and
climb up, then jump the next gap avoiding the cold flame.  Jump the next gap
avoiding the cold flame and climb up, then jump the next gap avoiding the cold
flame.  Climb left and down to get on the platform, then approach the case and
get Salim's cane back.  Bob will toss it to Salim and disappear back to his own
time period.

The next door will open and more rat guards will come out.  Controlling Murray,
help Salim take out the guards, then everyone will enter the next room.
Control will shift to Salim as he gets Sir Galleth's cane.  Jump on the chain,
then Climbing Cobra up it past the two flame jets when they aren't shooting
flames and jump to the pipe at the top.  When the flames aren't shooting on the
next chain, jump to it and quickly Climbing Cobra up it, then jump on the next
pipe.  Jump to the next pipe, then move past the three flame jets to the end.
Jump to the next pipe over the first flame jet, then move past the next four
flame jets when there's an opening and quickly jump to the platform.  Approach
the case and get Sir Galleth's cane back.  After tossing the cane to the
knight, Salim disappears.

Control shifts to Sir Galleth as he gets Tennessee's gun.  Grab the ring on the
crate and Catapult Crash up to the next ring, then when the next ring moves
over you Catapult Crash up to it.  Let the ring carry you under the blue fuse,
then Catapult Crash up to it and break it, disabling the laser net on the
platform below.  Land on it, then jump and grab on to the next ring when it
approaches you.  Let the ring carry you to the left, then Catapult Crash up to
the next fuse to disable the laser net on the platform.  Land on it, then head
to the wall and jump on the pipe.  Get past the flame jets as you move across
it, then jump down to the next platform.  Move across the platform and grab the
ring, then when the next ring moves above you Catapult Crash to it.  Let the
ring carry you to the left, then Catapult Crash up to the fuse to destroy it.
Land on the platform with the disabled laser net, then jump and grab on the
next ring when it approaches you.  Let the ring carry you to the fuse, then
Catapult Crash up to it and destroy it.  Land on the platform with this
disabled laser net, then approach the case and retrieve Tennessee's gun.  Sir
Galleth will toss the gun to Tennessee and disappear back to his own time
period.

The next door will open and more rat guards will emerge.  Controlling Murray,
help Tennessee take out the guards and the group will enter the next room.
Control will shift to Tennessee.  Move to the open bay doors, then shoot the
switch beyond to close them.  Quickly run past the two bay doors before they
open up again, then climb the pipe at the end.  Jump on the crates, then jump
to the platform in the southwest corner to get the Sly Mask.  Return to the
pipe and continue climbing.  At the top, swing across two hooks to the next
platform, then shoot the switch on the wall to stop the spinning panels.  Cross
the path of panels, then jump to the next path of panels and cross it before
the panels start spinning again.  Head to the door, then shoot the switch on
the far wall.  Cross the two paths of panels, then quickly shoot the switch at
the end and jump to the third path.  Quickly shoot the switch here and get
across the next two paths before the panels start spinning again.  Enter the
door and you will see the gate to the cockpit.  You will have 45 seconds to
open the gate.  Three lights will glow in a specific sequence.  Time will not
tick away while the sequence is being shown.  Use the Crackshot technique and
hit the lights in the exact same sequence.  Next you will have to Crackshot
four lights in a specific sequence, then you will have to Crackshot five lights
in a sequence.  Once you do that the gate will be open.

Le Paradox shows Sly and Carmelita a new device, a time tunnel.  Just as he's
about to send the two of them into the tunnel, Tennessee shoots the glass cage
holding them, setting them free.  Afterwards, he disappears back to his time
period.  Furious, Le Paradox tries to use a mechanical claw to bash Sly and
Carmelita, but in doing so, he inadvertently wrecks the time tunnel, tearing a
hole in time and space!  The entire blimp could tear apart any minute.  Sly
orders Bentley, Murray, and Carmelita to escape while he stays behind and takes
care of Le Paradox.

FINAL BOSS: CYRILLE LE PARADOX
This is actually one of the easier boss fights of the game.  Jump across the
mechanical arms and follow Le Paradox.  Eventually, Sly and Le Paradox will
engage in a fencing match.  Simply follow the button prompts, either pressing
or rapidly tapping the corresponding button.  Complete the sequence and you
will do damage to Le Paradox.

A flash will occur, and the entire area around the machine will be sucked in
the time tunnel.  Continue jumping across the mechanical arms until you reach
Le Paradox again.  Another fencing match will happen.  Follow the button
prompts here.  Complete the sequence to deal more damage to Le Paradox.

After a scene, Sly will start grinding down the rails of the flaming blimp,
chasing after Le Paradox.  Jump between the rails until you reach Le Paradox,
after which one more fencing match will begin.  Follow the button prompts and
complete the sequence to knock Le Paradox off the pole, hanging on for dear
life.

As for what happens next, you will have to see for yourself.  View the ending
and credits to find out what all the villains and supporting characters are
doing after the events of the epilogue.  If you get the platinum trophy, you
will see another scene after the credits showing what happened to Sly himself.

----------------------------
XI. THIEFNET UPGRADES (THUP)
----------------------------

As you progress through the game, more upgrades will become available via
ThiefNet.  These range from special items to dart ammunition to combo attacks
for the characters.  All ThiefNet upgrades require coins that you collect
through various means.


--EPISODE 1 UPGRADES--

Available at beginning of episode:

Paraglider (Sly): 100 coins
Jump then hold R1 to glide.

Elbo El Drop'o Combo (Murray): 200 coins
Press Square, then Triangle to perform combo attack.

Sleep Ammo (Bentley): 100 coins
Hold L2 and use the left stick to select ammo.  Darts and bombs will put
enemies to sleep temporarily.

Available after completing Photo Op job:

Cane Swat Combo (Sly): 200 coins
Press Square, then Triangle to perform combo attack.

Mega Charge Attack (Murray): 400 coins
Hold Triangle to charge until Murray holds out both arms, then release to
perform attack.

Adrenaline Rush (Bentley): 300 coins
Double tap R1 to boost.  Uses Gadget energy.

Available after completing Breakout job:

Mega Charge Attack (Sly): 400 coins
Hold Triangle to charge until Sly brings his cane back further, then release to
perform attack.

Available after completing Sushi House Startup job:

Silent Obliteration (Sly): 800 coins
When doing a Stealth Slam, nearby enemies won't hear you.

El Drop'o (Murray): 600 coins
Press Square while in the air to slam Murray's elbow on an enemy.

Available after completing Something's Fishy job:

Looty Shake (Murray): 200 coins
While holding an enemy, press O to shake.  You can shake out more coins, plus
any small treasures.

Available after completing Pretty in Pinker job:

Bomb Kick (Bentley): 200 coins
Press Square while in front of a live Sticky Bomb to kick it forward.

Available after completing Tiger Tail job:

Shock Ammo (Bentley): 300 coins
Hold L2 and use the left stick to select ammo.  Darts and bombs will zap
enemies.


--EPISODE 2 UPGRADES--

Available after completing Under Arrest job:

Rail Sprint (Sly): 400 coins
While walking on a cable, hold R1 to sprint.

Steerable Fist Spin (Murray): 200 coins
Use the left stick to steer Murray while he's spinning.

Trigger Bomb (Bentley): 600 coins
After dropping a Sticky Bomb, press R2 to detonate it remotely.

Available after completing Jailhouse Blues job:

Steerable Cane Spin (Sly): 200 coins
Use the left stick to steer Sly while he's spinning.

Heat Seeking (Bentley): 900 coins
Hold Triangle and release to drop a heat seeking bomb.

Available after completing Cooper for Hire job:

Clothesline (Murray): 400 coins
Double tap R1 and steer the attack with the left stick.  Uses Gadget energy.

Available after completing Saloon Bug job:

Confusion Ammo (Bentley): 500 coins
Hold L2 and use the left stick to select ammo.  Darts and bombs will confuse
enemies temporarily.

Available after completing Blind Date job:

Smoke Bomb (Sly): 500 coins
Press L1 to drop a smoke bomb.  Uses Gadget energy.

Auto Fire (Carmelita): 100 coins
Hold L2 and use the left stick to select.  Hold R1 for continuous fire.

Available after completing Jail Break job:

Juggernaut Throw (Murray): 1000 coins
Any item Murray throws becomes explosive.

Available after completing Grand Key Larceny job:

Fists of Flame (Murray): 200 coins
Hold L2 and use the left stick to select these gloves.  Punches will deal fire
damage.  Uses Gadget energy.


--EPISODE 3 UPGRADES--

Available after completing Stone Age Reconnaissance job:

Meter Recharger (Sly): 1000 coins
Recharges the Gadget Gauge almost instantly.

Run While Charging (Murray): 600 coins
Allows Murray to move while charging for a special attack.

Multi Bomb (Bentley): 800 coins
Allows Bentley to drop up to five Sticky Bombs in rapid succession.

Available after completing Unexpected Ties job:

Run While Charging (Sly): 600 coins
Allows Sly to move while charging for a special attack.

Charge Shot (Carmelita): 300 coins
Hold L2 and use the left stick to select.  Hold R1 to charge up a powerful
shot, then release to fire.

Available after completing Getting Stronger job:

Raging Inferno Flop (Murray): 600 coins
Performing a Thunder Flop will create an expanding fire ring.

Throwing Shield (Bentley): 400 coins
This shield automatically deploys whenever you're aiming a Sticky Bomb.  Uses
Gadget energy.

Available after completing Going Up job:

Light as a Feather (Murray): 400 coins
Allows Murray to sprint while carrying something.

Available after completing Starving Starving Hippo job:

Dukes of Dynamite (Murray): 400 coins
Hold L2 and use the left stick to select these gloves.  Punches will deal
explosive damage.  Uses Gadget energy.

Bomb Blast v2.0 (Bentley): 1200 coins
Doubles the blast radius of a Sticky Bomb.

Available after completing Ice Ice Bentley job:

Shrink Ammo (Bentley): 700 coins
Hold L2 and use the left stick to select ammo.  Darts and bombs will shrink
enemies temporarily.

Available after completing Duty Calls job:

Flash Bomb (Sly): 600 coins
Press L1 to throw a flash bomb.  Uses Gadget energy.


--EPISODE 4 UPGRADES--

Available after completing Shopping Spree job:

Moving Pickpocket (Sly): 500 coins
Allows Sly to continue moving during any pickpocketing attempt.

Sprint While Charging (Murray): 700 coins
Allows Murray to sprint while charging for a special attack.

Scorching Hover Pack (Bentley): 700 coins
When hovering you will do damage to any enemy below you.

Available after completing Juggling Act job:

Clothesline a lo Macho (Murray): 700 coins
Double tap R1 and steer the attack with the left stick.  Hold R1 to clothesline
enemies for a longer period of time.  Uses Gadget energy.

Available after completing Cane Swipe job:

Sprint While Charging (Sly): 800 coins
Allows Sly to sprint while charging for a special attack.

Bomb Drop v2.0 (Bentley): 300 coins
Allows Bentley to boost using R1 while holding a Sticky Bomb.

Available after completing Eye in the Sky job:

Stun Shot (Carmelita): 500 coins
Hold L2 and use the left stick to select.  Press R1 to fire a stun shot.

Available after completing Mechanical Menace job:

Diablo Fire Slam (Murray): 800 coins
When holding an object, press Triangle to slam it into the ground, creating a
huge fire ring.

Triple Shot (Carmelita): 700 coins
Hold L2 and use the left stick to select.  Press R1 to fire three spread
projectiles per shot.

Available after completing Short Supply job:

Licks of Lightning (Murray): 600 coins
Hold L2 and use the left stick to select these gloves.  Punches will zap
enemies.  Uses Gadget energy.

Bend it like Bentley (Bentley): 400 coins
Press Square when in front of a live Sticky Bomb to kick it towards a nearby
target.

Available after completing Shell Shocked Heart job:

Homing Darts (Bentley): 600 coins
When using the Binocucom, press R1 to fire a heat seeking dart.

Available after completing Hard Target job:

Cane Push (Sly): 600 coins
Double tap R1 to push enemies away with Sly's cane.  Uses Gadget energy.


--EPISODE 5 UPGRADES--

Available after completing Lost and Found job:

Paraglider Dive Attack (Sly): 400 coins
While gliding, press Square when near a target to dive-bomb it.

Cuffs of Confusion (Murray): 800 coins
Hold L2 and use the left stick to select these gloves.  Punches will confuse
enemies temporarily.  Uses Gadget energy.

Meter Recharger (Bentley): 1000 coins
Recharges the Gadget Gauge almost instantly.

Available after completing Open Sesame job:

Silent Sprint (Sly): 1000 coins
When sprinting, nearby enemies won't hear you.

Adrenaline Burst Plus (Bentley): 400 coins
Double tap R1 to boost.  Hold R1 to boost longer.  Uses Gadget energy.

Available after completing Rug Rats job:

Meter Recharger (Murray): 1000 coins
Recharges the Gadget Gauge almost instantly.

Available after completing Copy Cats job:

Mega Stomp (Murray): 400 coins
When stomping, Murray can grab enemies from further away.

Available after completing Up In Smoke job:

Air Smash (Sly): 700 coins
During a Knockout Dive, Sly will spin his cane into the ground.

Moving Pickpocket (Bentley): 500 coins
Allows Bentley to continue moving during any pickpocketing attempt.

Available after completing Heavy Metal Meltdown job:

El Drop'o a lo Macho (Murray): 800 coins
Press Square while in the air to slam Murray's elbow in the ground, doing
damage to all enemies around him.

Super Jump (Carmelita): 1200 coins
Hold R2 to charge, then press X to perform a super jump.

---------------------
XII. SLY MASKS (SLMA)
---------------------

Sly Masks can be found in every time period, including the prologue and
epilogue in Paris.  Collect enough Sly Masks to unlock special features.


--PROLOGUE MASKS (2 TOTAL)--

1.   In Sly's section of the job, behind the small structure with boxes next to
it.  Climb the boxes, then walk on the roof to the other side.  Drop down, then
avoid the helicopter's spotlight to get the Mask.

2.   In Bentley's section of the job, in the second open area with tracks.
Before jumping to the tracks, go along the wall to a small alcove.  Break the
box to find the Mask behind it.


--EPISODE 1 MASKS (11 TOTAL)--

1.   Inside the Imperial Prison, after getting past the guards west of
Rioichi's cell, there are two crawlspaces, one to the west and one to the
south.  Crawl through the one to the south to reach the Mask.

2.   Inside the Imperial Prison, after sliding down the rope and climbing up,
look in the direction the guard is facing.  Jump to the platform with the
crawlspace and crawl through the narrow passage to reach the Mask.

3.   Inside the Sushi House, in the first room.  Climb up the bamboo and leap
on the lamp, then launch to the pipes in the northeast corner.

4.   Inside the Sushi House, in the last room.  Climb up the pipe and leap for
the Mask above the gate you came in.

5.   Inside the Sashimi Caverns, at the entrance.  Once you enter with either
Murray or Rioichi, turn around and get the Mask at the door.

6.   Inside the Geisha House, in the room after the first corridor.  After
launching across the fans, break the box on the platform to find the Mask.

7.   Inside the Emperor's Palace, at the beginning of the area.  Once you
assume control of Sly, turn around and get the Mask near the gate.

8.   Inside the Emperor's Palace, after the bridge El Jefe destroys.  Enter the
gate, and before going up the steps, turn to your left to find the mask in the
corner.

9.   In the open area, north of the L-shaped building in the northwest area.
Use Rioichi's Leaping Dragon technique and launch from the shuriken on the
street between the two lanterns to the shuriken on the cliff ledge with the
Mask.

10.  In the open area, near the southern entrance to the western tunnels.  Use
Rioichi's Leaping Dragon technique and launch from the shuriken on the street
to the rhino statue on the platform with the Mask.

11.  Play the Alter Ego arcade machine.  Enter the first portal you come to and
you will reach the area with the Mask.


--EPISODE 2 MASKS (11 TOTAL)--

1.   Inside the Saddle Sore Correctional Facility, during the Jailhouse Blues
job.  Once Tennessee picks up the barrel of TNT, break the crate at the small
shed to your south to find the Mask.

2.   Inside the Saddle Sore Correctional Facility, during the Jailhouse Blues
job.  Once you enter the room with the block puzzle, head north and break the
barrels to find the Mask in a small alcove.

3.   Inside the mine, the Budd Stagg Caverns, in the area after the first set
of rails.  After taking out the guards across the first pit, climb the crates,
then cross the bridge to your left to find the Mask.

4.   Inside the mine, the Budd Stagg Caverns, next to the vault door blocking
the third set of rails.  Crackshot the steel crates to the right of the vault
door to find the Mask.

5.   Inside the saloon, Bar Dynamite, atop the rotating covered wagon display
in the casino room.  Get on the slot machines near the stairs, then hook onto
the ring on the front of the wagon and slingshot to the top of the wagon.

6.   Inside the Saddle Sore Correctional Facility, during the Jail Break job.
Once you pull the second lever, grind the pipe to the platform, then climb down
the rope to the platform below.  Jump to the rocks with the Mask.

7.   On board the GoldDigger Express, in the first train car Tennessee passes
through.  Deactivate the laser net, then head back to the first switch you shot
to get the Mask.

8.   On board the GoldDigger Express, in the second train car Tennessee passes
through.  Deactivate the laser net, then head back to the first switch you shot
to find the Mask nearby.

9.   In the open area, behind the building to the west of the saloon.  Climb
the utility pole next to the building with the poster, then walk around the
large rock formation to reach the building's rooftop.  Drop down into the
secluded area to find the Mask.

10.  In the open area, behind the shack in the northern canyon that the train
passes through.  Jump on the rail atop one of the train cars, then ride it
around until you reach the shack.  Jump to it, then use the Jailbird costume's
iron ball to push the iron block into a small recess.  Jump on the iron block,
then double jump to the platform with the Mask.

11.  Play the System Cracker arcade machine.  After clearing all the enemies in
the second area, head right to find the Mask.


--EPISODE 3 MASKS (11 TOTAL)--

1.   Inside the arena, the Lair of the Bear, behind the bed in the room where
you get the Sabretooth costume.

2.   Inside Frostbite Peak, at the top of the second wall.  Once you reach the
top, move right past the egg dispensers to reach the Mask.

3.   Inside the Cold Storage Caverns, at the top of the second tunnel that eggs
roll down.  Once you reach the top, throw a Sticky Bomb at the cracked wall of
ice to your right and jump into the alcove with the Mask.

4.   Inside the Purple Paw Paint Factory, during the wall climbing portion of
the job.  After remove the second valve cover, climb all the way down the wall
past the cracks that shoot flame jets and head right past a grate to the
platform with the Mask.

5.   Inside the Purple Paw Paint Factory, in the area with the geysers.  Use
the Paraglider and glide over the geysers to gain enough altitude to reach the
Mask behind some crates on a platform just past the second swinging ball.

6.   In the open area, in a small nest just south of the Hideout building.  Get
to the roof of the Hideout building, then use the Paraglider and glide to the
nest with the Mask.

7.   In the open area, at the highest level of the very tall spire north of the
arena.  Use Bob to climb the wall on the west side.

8.   In the open area, at the end of the rock wall at the western end of the
southern wooden bridge spanning the river.  Use Bob to climb the wall to reach
the Mask.

9.   In the open area, underneath the southern wooden bridge spanning the
river.  Jump on one of the ice floes flowing down the river to get the Mask.

10.  In the open area, on the south side of a large tree southwest of the Duty
Calls job start point.  Climb the tree on the south side of the mushroom shaped
rock nearby, then jump to the rock and use the Paraglider to glide to the stone
beak platform with the Mask.

11.  Play the Spark Runner arcade machine.  From the starting point hit the
four bumpers around the spark and the Mask will appear to the left.


--EPISODE 4 MASKS (11 TOTAL)--

1.   Inside the big top tent, The Amazing Cooperoni, on the platform just
before the first set of trapezes.  Break the crate to reveal a basket of
arrows, then shoot an arrow at the target behind the barrel on the platform
with the Mask and cross the rope to it.

2.   Inside the big top tent, The Amazing Cooperoni, on the platform at the top
of the rope past the second set of trumpets.  Climb all the way to the top,
past the platform in front of the coiled snake, to reach the Mask.

3.   Inside the cave, the Belly of the Beast, at the base of the large
mechanical tower.  Before you start climbing, move to the right and look down
to see the Mask of a small platform below, next to the lava.

4.   Inside the blacksmith shop, the Assembly Line, on the rafters in the first
area.  When you come to the gap with the laser net beyond it, turn around and
throw a Sticky Bomb at the wood blockage on the southern side of the room to
reveal the Mask behind it.

5.   Inside the blacksmith shop, the Assembly Line, in the tunnel after the
second computer console.  Jump on the two machines to the south, then throw a
Sticky Bomb at the crate on top of the duct to destroy it and reveal the Mask.

6.   In the open area, on a platform on the tower near the entrance to the
circus.  Jump on the three perches on the tower, then jump on one of the ropes
with blue globes on the end.  Let the tower carry you around to the platform
with the Mask.

7.   In the open area, on the rooftop on the front side of the tavern.

8.   In the open area, near the top of the tower at the docks in the southeast
corner of the castle town.  Use Sir Galleth's Catapult Crash technique to scale
the tower, then once you reach the third ring double jump around the corner to
the platform with the Mask.

9.   In the open area, on the top of the tower with the spinning platforms
south of the shoemaker building.  Use Sir Galleth's Catapult Crash technique to
scale the tower, then break the crates at the top to get the Mask.

10.  In the open area, on top of the roof of the tall structure directly east
of the Shopping Spree start point.  Bounce off the trampoline on the rampart to
a pipe, then use Sir Galleth's Catapult Crash technique and slingshot off the
ring on the northern side to reach the Mask.

11.  Play the Super Alter Ego arcade machine.  Enter the second portal you come
to and you will reach the area with the Mask.


--EPISODE 5 MASKS (11 TOTAL)--

1.   Inside Honest Hassan's Carpets, in the tower.  After avoiding the guard's
spotlight on the ledge after the first set of fragile chains, enter the room
with the guard.  Dispatch the three guards in this room with Salim's special
Stealth Slam, then get the Mask.

2.   Inside the cavern underneath the camel taxi shop, In a Jiffy Yellow Cab,
on Sly's path.  Once Murray reaches the second set of spinning blade pillars,
head into the sunken ship.  Jump on a crate and let it carry you along the
current to the platform with the Mask.

3.   Inside the library, Crabby Guy Paperbacks, in the area behind the
barricade.  When you're controlling Salim, after you climb the two fragile
chains, jump to the chandelier, then jump to the fan and then to the top of the
doorway.  From here jump to the rope, then climb it and jump across two
platforms to reach the Mask.

4.   Inside Wise Monkey Lamps, during the fight with Miss Decibel.  After you
hit her twice, before you cut the second chain, jump on the rope nearby.  Climb
down and double jump to the pole with the Mask.

5.   Inside the Lazy Trunk Spa & Lounge, above the large pillow.  Bounce off it
to get the Mask.  You do not enter this area during a job.  To get inside, head
for the spa building at the north end of the bridge lined with flagpoles.  Jump
over the railing to the east and land on the cliff, then enter the crawlspace
next to the two pillows.

6.   In the open area, on top of the tallest spire of the building next to the
Open Sesame job start point.  Get to the rooftop, then don the Thief costume.
Slow down time and scale the fragile chain to the top of the spire.

7.   In the open area, underneath the bridge lined with flagpoles.  Get on the
rocks in the river on the east side of the bridge, then double jump and quickly
press O to land on the perch with the Mask.

8.   In the open area, on top of the arch of the southern bridge lined with
stone lizard statues.  Cross the rope leading north from the building north of
the elephant fountain near the library, then spring off the flagpoles on the
side of the arch to reach the Mask.

9.   In the open area, atop the small ornamental spire of the green roofed
building west of the lamp shop.  Don the Thief costume and climb the tall
Indian rope to the top of the tall ornamental spire of the building next to it.
Jump to this spire, then remove the costume and use the Paraglider to glide to
the ornamental spire with the Mask.

10.  In the open area, on the island with the tower gate southwest of the
Hideout building.  From the Up In Smoke job start point, head south to a basket
of arrows.  Use the Archer costume and shoot an arrow at the moving target on
the island.  Cross the new rope to the island, then move to the basket of
arrows here.  Shoot an arrow at the moving target on the next island.  Cross
this new rope to that island and go behind the structure to find the Mask.

11.  Play the System Cracker Extreme arcade machine.  In the Panzer zone, when
you reach the room filled with rotating bars of electricity, head to the left
and break down the false wall to the area with the Mask.


--EPILOGUE MASKS (3 TOTAL)--

1.   Inside Le Blimp, during Rioichi's portion of the final job.  Once you
enter the second room, double jump over the open bay door and around the large
crate in the southwest corner to reach the area with the Mask.

2.   Inside Le Blimp, during Tennessee's portion of the final job.  After
climbing the pipe past the set of bay doors in the fourth room, jump to the
crates, then jump to the platform in the southwest corner to find the Mask.

3.   Play the Maximum Chaos arcade machine.  Reach the end of the Spark Runner
zone and you will see the Mask in the upper left corner of the area with the
green target.  If you fall off the path or through a hole here, quickly pause
before the spark dissipates and select "Restart Checkpoint" to start from the
beginning of the Spark Runner zone without having to go through the Alter Ego
zone again.  If you're going for the high score as well, your score will not
reset to 0 when you select "Restart Checkpoint".


--UNLOCKABLES--

5 Masks...............Monkey Paraglider skin
10 Masks..............Camo Paraglider skin
15 Masks..............Ultimate Sly costume
20 Masks..............Ultimate Bentley costume
30 Masks..............Ultimate Murray costume
40 Masks..............Ultimate Carmelita costume
50 Masks..............Ratchet's Wrench weapon
60 Masks..............Cole's Amp weapon

-------------------------
XIII. CLUE BOTTLES (CLBO)
-------------------------

In each time period except the present, there are thirty clue bottles scattered
across the open area.  Collect all thirty clue bottles and you will be able to
access the corresponding safe in the period.  To open the safe once you find
it, follow the on-screen prompts to line up the tumblers; either move the left
stick, move the right stick, or tilt the controller.  Line up all the tumblers
before time runs out and you will unlock the safe and acquire the treasure
within.


--EPISODE 1 CLUE BOTTLES--

1.   Climb to the upper roof of the Hideout building, then cross the rope to
the west to the Clue Bottle atop the chimney.

2.   This Clue Bottle is atop the structure connecting the Hideout building
with the one north of it.

3.   From Clue Bottle #2, this one is on the rope leading north, overlooking
the waterfall.

4.   From Clue Bottle #3, continue across and spring off the flagpole on the
east side of the building you come to.

5.   North of the L-shaped building in the northwest area, near where you
pickpocket the last piece of the Samurai Armor.  Spring off the flagpole, then
jump back on land.

6.   Atop a post in the water near the L-shaped building in the northwest area.

7.   Atop a post in the water in the western tunnels, east of the gate with the
computer console near it.

8.   On the roof of the building with the Photo Op job start point.

9.   At the north end of the wooden path east of the Photo Op job start point.

10.  From Clue Bottle #9, head west.  This bottle is on the rope directly
ahead.

11.  At street level, in the tunnel under the building with the Breakout job
start point.

12.  Atop a post in the water, next to a boat near the building with the
Breakout job start point.

13.  From the Breakout job start point, cross the rope leading south.

14.  At the Dragon Gates, right next to the gate between the dragon mouths.

15.  Atop the archway between the Dragon Gates and the Hideout building, at the
Altitude Sickness job start point.

16.  From Clue Bottle #15, look to the bridge leading west toward the Hideout
building.  This Clue Bottle is atop a lantern just off to the bridge's northern
side.

17.  At street level, next to the tree with purple foliage just north of the
building with the Sushi House Startup job start point.

18.  Above the tarp on the roof of the building west of the building with the
Sushi House Startup job start point.

19.  From Clue Bottle #18, cross the rope leading over the river.

20.  From Clue Bottle #19, continue across the rope to the next building, then
get on the structure connecting it with the building to the north.  Leap from
there to the chimney.  You can also slingshot from the base of this chimney to
the top.

21.  From Clue Bottle #20, look west to see an archway.  Get on top of this
archway to see this Clue Bottle atop a post in the water nearby.

22.  From Clue Bottle #21, get back on top of the nearby archway and spring off
the tree branch to the cliff.  Walk north and spring off the next tree you see.

23.  From Clue Bottle #22, continue north on the cliff, spring off another
tree, walk past the tunnel with the fireball shooting gate, and cross the rope.

24.  Atop the statue in front of the Sushi House.  Climb atop one of the
lanterns, then leap for the fishing pole.

25.  Atop a post in the water south of the Sushi House.

26.  Above a tarp on the roof of the building southeast of the Sushi House.

27.  Spring off the tree on the south side of the bridge between the Sushi
House and the Geisha House.

28.  Cross the rope under the south side of the bridge southwest of the Hideout
building.

29.  Atop the fountain in front of the Geisha House.

30.  At street level, behind the Geisha House.

The safe is at the L-shaped building in the northwest area.  Open it to get
Coopergiwa's Gold Magnet, which magnetically attracts any nearby coins.


--EPISODE 2 CLUE BOTTLES--

1.   Right behind the Hideout.  Once you exit, go down the small staircase
behind you to your left.  Before going down the next staircase, you will see
the Clue Bottle atop a small bluff.

2.   From the Under Arrest job start point, cross the cable in front of you,
then cross the next cable to reach the Clue Bottle atop a utility pole.

3.   Go down the stairs of the Hideout building, follow the wooden deck around
the back and climb the pipe at the bottom of the ramp to reach the Clue Bottle
on the rooftop.

4.   From the Under Arrest job start point, cross the cable in front of you,
then jump to the lamppost to see the Clue Bottle atop the lean-to at ground
level.

5.   From Clue Bottle #4, get back to the top of the building and cross the
cable leading north.  Jump to the Club Bottle atop the flat rock.

6.   Atop one of the covered wagons north of the Hideout building.  Climb the
utility pole near one of the other wagons, then jump across to the Clue Bottle.

7.   Walk west from the covered wagons and jump up the bluff.

8.   On the rooftop of the building just north of the covered wagons.

9.   From Clue Bottle #8, cross the cable north to the utility pole, then cross
the next cable to the building.  Bounce off the drum to the highest rooftop,
then use the Paraglider to reach the Clue Bottle on the building with the
poster.

10.  From the Under Arrest job start point, drop down the rock formation just
over the balcony.

11.  On the crates atop the rooftop of the building west of the Jailhouse Blues
job start point.

12.  Atop a small shack next to the water tower.

13.  At the base of the rock formation on the west side of the water tower,
next to the train tracks.

14.  On the storefront of the building just southeast of the water tower.

15.  Climb the utility pole next to the water tower, then cross the cables
south all the way to the end.  Look to your right and you will see the Clue
Bottle on the building.

16.  On the cable between the building with the Jailhouse Blues job start point
and the building with the Saloon Bug job start point.

17.  From Clue Bottle #16, continue across the cable, then cross the cable to
the east.

18.  Atop the rock spire with the TNT barrel next to it in front of the saloon.
Climb the utility pole near this spire, then jump to the Clue Bottle.

19.  Climb the lamppost in front of the saloon, then leap for the walkway to
find this Clue Bottle.

20.  Jump to the pole near the gun turret at the mine, then climb up to the
Clue Bottle on the ledge.

21.  Atop the cable between the two covered bridges leading to the mine.

22.  From Clue Bottle #21, drop down to the area between the two covered
bridges, then drop to the platform with the Clue Bottle just over the east
side.

23.  Climb the pole on the east side of the building with the spinning star
sign, then get the Clue Bottle on the roof.

24.  On the cable between the two hotel buildings just east of the building
with the spinning star sign.

25.  Atop the barn with the steel roof south of the building with the spinning
star sign.

26.  From Clue Bottle #25, use the Paraglider to glide toward the building with
the flagpoles, then drop and spring off the flagpoles to reach the Clue Bottle
at the top.

27.  Inside the barn.  Bounce off the tarp to the platforms above.

28.  At ground level, behind some crates to the west of the western covered
bridge.

29.  At ground level, behind the large rock formation next to the southern
railway bridge.  From the Saloon Bug job start point, cross the wooden ramp to
the south, then cross the wooden ramp to your left.  Drop down the southern
side of this rooftop and cross under the train tracks.  The Clue Bottle is
directly ahead.

30.  At the shack in the northern canyon that the train passes through.  Jump
on to the rail atop one of the train cars, then ride it around until it comes
to the shack.  Jump to the shack, then use the Jailbird costume's iron ball to
push the iron block into a small recess.  Jump on top of the iron block, then
double jump to the platform on the shack and make your way around to the Clue
Bottle.

The safe is right next to the Saloon Bug job start point.  Open it to get
Muggshot's Coin, which increases loot drops.


--EPISODE 3 CLUE BOTTLES--

1.   On the roof of the Hideout building.  Climb the tree next to the bird
statue just east of the door, then jump on the bone perches.

2.   Atop the bird statue just east of the Hideout building.  Bounce off the
mushroom at its base.

3.   Go down the broken train tracks in front of the Hideout building, then
turn left and jump from the platform to the Clue Bottle in the small nest.

4.   From the Hideout building, follow the path west until you come across a
fallen log to your left.  The Clue Bottle is on the log.

5.   Atop the tall mushroom shaped rock northeast of the arena.

6.   From Clue Bottle #5, climb down the tree on the north side, then get the
Clue Bottle over the turtle catapult's tail.

7.   On top of the bear statue.

8.   Inside the large mammoth skull east of the bear statue.  Cross the vine
leading east on the south side of the area with the statue to reach it.

9.   From Clue Bottle #8, jump to the pole south of the mammoth skull, then
jump to the roof with the mushroom on it.  Bounce off the mushroom, then grab
the vine at the top of the spire south of the house and slide down to get the
Clue Bottle.

10.  Bounce on the tarp next to the rock wall northeast of the Going Up job
start point, then cross the nearby bridge to a platform with a skeleton of a
dinosaur rearing its head back.  Jump on the rock in the skeleton, then jump up
to get the Clue Bottle.

11.  From Clue Bottle #10, bounce off the mushroom on the same platform to
reach the Clue Bottle in the small nest.

12.  From Clue Bottle #11, use the Paraglider and glide to the geyser to the
south and get the Clue Bottle within the air stream.

13.  Over a post on the western end of the bridge east of the Ice Ice Bentley
job start point.

14.  Jump on the crate next to the ice bird statue near the Ice Ice Bentley job
start point, then use the Paraglider to glide over the geyser and to the Clue
Bottle in the eye socket of the large skull.

15.  Over the bridge lined with tusks west of the Going Up job start point.
Jump on one of the nearby tusks, then double jump to the Clue Bottle.

16.  Over the tail of the turtle catapult west of the Getting Stronger job
start point.

17.  From Clue Bottle #16, jump on the tail of the turtle catapult to be
launched, landing just south of a fish skeleton.  The Clue Bottle is in the eye
socket of the fish skeleton.

18.  From Clue Bottle #17, head south of the fish skeleton to a vine.  Cross
the vine, then jump on the mushroom to your left to get the Clue Bottle on the
platform.

19.  From Clue Bottle #18, drop down over the east side of the platform, then
cross the vine leading northeast.

20.  Over the tar pool directly underneath the platform with the bear statue.

21.  Cross the vine east of the bear statue to the end.  Jump down to the path
below and head north and around the corner to find the Clue Bottle as you enter
a tunnel.

22.  At ground level, near the eastern end of the southern wooden bridge
spanning the river.

23.  Jump off the tarp to the roof of the house west of the Going Up job start
point, then cross the vine leading over the river until you reach the tail
skeleton.  Jump off the bone perches, then double jump to the Clue Bottle.

24.  Hidden underneath an eye socket of an upside down skull east of the
northern wooden bridge spanning the river.

25.  From the Starving Starving Hippo job start point, cross the bridge, then
turn right and jump on the mushroom next to the mushroom shaped rock to reach
the Clue Bottle.

26.  From Clue Bottle #25, climb the dangling vine southeast of you to the top
and get the Clue Bottle in the nest.

27.  On a platform underneath the bridge northeast of the Going Up job start
point.  You will have to drop over the eastern side of the bridge to get it.

28.  Underneath the northern wooden bridge spanning the river.  Jump on an ice
floe to get to the Clue Bottle.

29.  From the Hideout building, follow the path east.  Turn left and follow the
path north to the small bridge.  Climb the pole to your left, then cross the
vine to the Clue Bottle in the nest.

30.  Drop down the opening in the walkway on the east side of the arena to a
platform below, then jump to the stone beak south of you to get the Clue
Bottle.

The safe is in a cavern at the eastern shore of the southern end of the river,
underneath the area with the Unexpected Ties job start point.  Open it to get
Clockwerk's Eye, which will reveal the locations of Clue Bottles and Safes on
your radar and map.  How very convenient!


--EPISODE 4 CLUE BOTTLES--

1.   Atop one of the carnival wagons at the entrance to the circus, just west
of the Hideout building.  Get on the barrel next to the nearby tent, then jump
to the top of the wagon.

2.   Behind the dunk tank at the circus.

3.   At ground level, behind some trees on the west side of the circus grounds.

4.   On the highest roof of the building just northeast of the Hideout
building.  Get on the lower rooftop, then climb the pipe to highest roof.

5.   From Clue Bottle #4, drop down to the lower rooftop and get on the sign at
the northern end of the roof.

6.   Atop the lamppost at the southeast corner of the building southwest of the
tavern.

7.   On the catapult behind the tavern.  Be careful not to get launched into
the water.

8.   On the lower rooftop of the building southeast from the tavern.

9.   From the Shopping Spree job start point, cross the rope leading west to
the rooftop with this Clue Bottle.

10.  Atop the flagpole at the Shopping Spree job start point.

11.  From the Shopping Spree job start point, drop down to the rampart to the
south and follow it to a flagpole between two towers on your right.  Climb the
flagpole and jump to the tower with the Clue Bottle.

12.  From Clue Bottle #11, jump back down to the rampart and follow it south to
find the Clue Bottle directly ahead between two towers.

13.  Cross the rope near the catapult in the southeast corner of the outer town
to the Clue Bottle underneath the rampart.

14.  Jump in the catapult in the southeast corner of the outer town to be
launched to the nearby ledge.  Enter the archway to find the Clue Bottle
between some crates to your left.

15.  From Clue Bottle #14, jump on the green tarp ahead to the roof of the
building to your left, then jump to the rope above the archway you just exited.

16.  On the highest rooftop of the shoemaker building.

17.  From Clue Bottle #16, cross the cable leading north to the rooftop with
the Clue Bottle.

18.  At ground level, behind the tower with the spinning platforms south of the
shoemaker building.

19.  On the flagpoles and ropes lining the wall of the southwestern corner of
the rampart lining the castle town.

20.  On a tarp on the rooftop of the building west of the bakery.

21.  On the top of the big top tent.  Scale the tall tower near the entrance to
the circus grounds to reach a platform with a basket of arrows.  Use the Archer
costume and shoot an arrow at the target to create a rope.  Cross the new rope
and make your way to the big top tent.  Cross the top of the tent to reach the
Clue Bottle.

22.  From the Shopping Spree job start point, drop down to the rampart to the
east, then jump over the northern side to the Clue Bottle on the lamp tower at
the end of the bridge to the castle keep.

23.  From Clue Bottle #22, cross the bridge, then cross the rope leading east.

24.  Head north from the bakery down the path to the tower, then get the Clue
Bottle on the catapult behind it.

25.  On the highest rooftop of the building northwest of the bakery.

26.  On top of the clock tower, near the Hard Target job start point.

27.  Atop the flagpole just east of the Eye in the Sky job start point.

28.  Atop a flagpole on a lamp tower just south of the bakery.

29.  On the ship at the docks in the southeast corner of the castle town.  Use
the catapult at the eastern end of the area with the shoemaker building to
reach the ship.

30.  Break the crate near the tower at the docks to reveal a basket of arrows,
then use the Archer costume and shoot an arrow at the target to the west.
Cross the new rope to reach the Clue Bottle.

The safe is on the ship just east of the bakery.  Open it to get Sir Raleigh's
Frog Hat, which prevents you from taking damage when falling in water.


--EPISODE 5 CLUE BOTTLES--

1.   Over an ornamental spire on the camel taxi shop just north of the Hideout
building.

2.   From Clue Bottle #1, go to the northeast corner of the rooftop and get on
the archway between this building and the one east of it.

3.   From the Lost and Found job start point, jump on one of the purple tarps
and get on the building to the south, then cross the rope to the building to
the southeast and get the Clue Bottle over an ornamental spire here.

4.   From Clue Bottle #4, cross the wooden bridge to the building to the
southwest, then get on the archway between this building and the one next to
the library wall.

5.   Over the blue tarp on the west side of the lamp shop.

6.   Over the rocks in the river south of the lamp shop.

7.   Atop a post in the river south of the building west of the lamp shop.

8.   On the rooftop of the building next to the Open Sesame job start point.

9.   On the archway between the two buildings north of the elephant fountain
near the lamp shop.

10.  Over a shade post near the boat where you found Salim.  Bounce off the
camel next to the shade post, then bounce off the tarp on the shade post to
reach the Clue Bottle.

11.  Atop the cabin on the boat where you found Salim.  Jump on the railing at
the stern of the boat, then jump to the cabin roof.

12.  On a rope leading northeast from the building northeast of the elephant
fountain near the lamp shop.

13.  High above the elephant fountain near the lamp shop.  Don the Thief
costume, then slow down time and climb the Indian rope next to the building
northwest of the elephant fountain all the way to the top.  Jump to the
ornamental spire, then slide down the cable.  Drop to the Clue Bottle when you
are over it.

14.  On top of the tall ornamental spire on the building northeast of the
elephant fountain near the lamp shop.  Get to the rooftop of the building next
to the Open Sesame job start point, then don the Thief costume.  Slow down time
and climb the fragile chain to the top of the ornamental spire, then slide down
the cable.  Jump to the Clue Bottle when you pass by it.

15.  Above the three pillows behind the spa building at the north end of the
bridge lined with flagpoles.

16.  Don the Thief costume, then slow down time and climb the Indian rope
behind the spa building.  Jump to the rope at the top, then cross it and jump
to the rope with the Clue Bottle.

17.  On some rocks at the top of the waterfall east of the spa building.

18.  Above the rope leading east from the bridge lined with flagpoles.

19.  Above a flagpole on the wall behind the carpet shop.

20.  Atop a stone lizard statue on the eastern bridge lined with stone lizard
statues.  Don the Thief costume, then slow down time and climb the Indian rope
next to the building northwest of the elephant fountain near the lamp shop all
the way to the top.  Jump to the ornamental spire, then slide down the cable.
Jump to the Clue Bottle when you pass by it.

21.  On a rock in the river underneath the eastern bridge lined with stone
lizard statues.  Jump across the poles north of the rock to reach the Clue
Bottle.

22.  Atop a pole in the river south of the eastern bridge lined with stone
lizard statues.

23.  Atop the elephant fountain in front of the library.  Get to the rooftop of
the building southeast of the fountain, then jump on the ornamental spire.
Double jump to the elephant fountain, then use the Paraglider to glide to the
fountain.  Let go of the Paraglider when you're close and quickly press O to
jump on the perch with the Clue Bottle.

24.  At the southeast corner of the rooftop of the building southeast of the
elephant fountain in front of the library.

25.  From Clue Bottle #24, cross the rope leading to the building to the
northeast.

26.  On the tall tower of the building northeast of the elephant fountain in
front of the library.  Grab the ring at the base of the tower and slingshot to
the top.

27.  From Clue Bottle #26, drop down to the lower rooftop and cross the rope
spanning the river.

28.  In the arch of the southern bridge lined with stone lizard statues.  Climb
the flagpole next to it.

29.  On the northern tall tower of the building with the All Rolled Up! Job
start point.  Climb the rope to the top.

30.  From Clue Bottle #29, drop down to the lower rooftop and cross the short
rope leading west to the wall.

The safe is next to the stone camel head just south of the Hideout building,
near the Up In Smoke job start point.  Open it to get The Guru's Staff Piece,
which halves all damage you take.

---------------------
XIV. TREASURES (TREA)
---------------------

There are two types of treasures in the game.  Small treasures are acquired by
pickpocketing enemies.  If an enemy's pocket is glowing, that means the enemy
is holding a small treasure.  Rare treasures are scattered throughout the open
area.  Press O to pick one up, then quickly get back to the Hideout without
taking damage and before time runs out to acquire it.  Each treasure is worth a
specific amount of coins.


--SMALL TREASURES--

Prologue/Epilogue:

Swiss Cheese: 100 coins
Gas Grenade: 200 coins
Tomato Juice Box: 500 coins

Episode 1:

Kabuki Mask: 100 coins
Mahjong Tile: 200 coins
Ivory Chopsticks: 500 coins

Episode 2:

Gold Nugget: 100 coins
Deputy Badge: 200 coins
Silver Belt Buckle: 500 coins

Episode 3:

Lava Rock Spearhead: 100 coins
Amber Fossil: 200 coins
Tribal Penguin Mask: 500 coins

Episode 4:

Pocket Watch: 100 coins
Platinum Gear: 200 coins
Emerald Dragon Eye: 500 coins

Episode 5:

Pearl Earring: 100 coins
Scorpion Tail: 200 coins
Ruby Ring: 500 coins


--RARE TREASURES--

Episode 1:

Golden Teapot: 113 coins
On the platform just beneath the west side of the building with the Photo Op
start point.

The Ninja Cookbook: 120 coins
On a boat on the east side of the building with the Breakout job start point.

Jade Samurai Helmet: 131 coins
At street level, atop a covered pile of boxes at the southeast corner of the
Geisha House.

Lucky Neko: 145 coins
Atop large rock spire next to the bridge southwest of the Hideout building.
Spring off the trees to reach the top.

Jade Peach: 151 coins
At street level, atop a covered pile of boxes on the south side of the building
southeast of the Sushi House.

Meditation Turtle: 199 coins
Atop the building northeast of the L-shaped building in the northwest area.

Raccoon Daruma: 213 coins
Climb up the bamboo stalk on the south side of the L-shaped building in the
northwest area, then leap on the spires to the next platform.  Use the Archer
costume and shoot an arrow at the target to the northwest, then cross the new
rope to the platform on the cliff.  Approach the tower gate, which will rotate
because you have the Archer costume.

Samurai Warrior: 228 coins
Under the bridge just north of the building with the Sushi House Startup job
start point.  From the large tree with purple foliage nearby, drop down some
ledges to the area under the bridge.  Use the Jailbird costume's iron ball to
push two iron blocks out of the way, then use the iron ball to hit the red
light on the wooden gate.

Dragon Claw Statue: 236 coins
Climb up the bamboo stalk on the south side of the L-shaped building in the
northwest area, then leap on the spires to the next platform.  Cross the cable
to reach the tunnel with the fireball shooting gate.  Don the Samurai Armor,
approach the gate, and deflect a fireball back at it.  You will need the
Paraglider to get this treasure to the Hideout in time.

Golden Lion Statue: 249 coins
Head across the bridge north of the Geisha House, then spring off the branches
to the top of the rock spire to the west.  Use the Archer costume and shoot an
arrow at the target.  Cross the rope to the next rock spire, then switch to the
Sabretooth costume and Cyclone Pounce the punching bag post to the south.
Approach the ice gate on this platform, which will break because you have the
Sabretooth costume.

Gyro Slicer 2000: 301 coins
Slingshot to the top of one of the chimneys of the L-shaped building in the
northwest area, then cross the cables southeast to the large rock spire.  You
will need the Paraglider to get this treasure to the Hideout in time.

Tales of a Samurai Hippo Comic: 414 coins
Get to the top of the Sushi House, then don the Archer costume and shoot an
arrow at the target on the platform with the gold gate.  Cross the new rope to
the platform, then switch to the Thief costume and jump on the switch.  Slow
down time and enter the gate before it closes to open it for good.

Episode 2:

Diamond Cactus: 118 coins
At the entrance to the mine, just north of the computer console.

Branding Iron: 124 coins
On the platform with the Jail Break job start point.

Ten Gallon Hat: 131 coins
Climb the utility pole next to the building where Sly defaced the sixth poster,
then jump to the rooftop.

Street Sign: 140 coins
On the roof of the building with the spinning star sign.

Bottle of Sarsaparilla: 153 coins
Near the west side of the building where Sly defaced the third poster.

Temporal Flux Driver: 197 coins
Between two small shacks next to the train tracks in the northern canyon.

Fake Mustache: 209 coins
From the water tower, head directly west toward the train tracks.  Cross the
tracks to the platform with the TNT barrel on it, then don the Sabretooth
costume and Cyclone Pounce the punching bag post on the other side of the
ravine.  Cross the cable to the next platform, then enter the tunnel and
approach the ice gate, which will break regardless of whether or not you don
the Sabretooth costume.

Tacky Tombstone: 226 coins
Head across the first covered bridge leading east toward the mine.  Use the
Archer costume at the basket of arrows at the eastern end of the covered bridge
and shoot an arrow at the target to the north.  Cross the rope to the ledge and
approach the tower gate in the tunnel, which will rotate because you have the
Archer costume.

Steer Horns: 237 coins
Behind the wooden gate with the red light near the mine.  Climb the pole behind
the gun turret, then swing across two rings to the next platform.  Cyclone
Pounce the punching bag post ahead, then balance on the Jailbird costume's iron
ball and get past the two laser nets.  Hit the red light on the gate with the
iron ball to open it and deactivate the laser nets.

Golden Spike: 253 coins
Climb the utility pole east of the southern railway bridge, then jump to the
rock with the basket of arrows.  Don the Archer costume and shoot an arrow at
the target on the building.  Cross the new rope to the wood deck, then shoot
another arrow at the moving target on the windmill.  Cross this new rope and
jump to the wooden platform.  Switch to the Thief costume and jump on the
switch to open the gold gate in the tunnel.  Slow down time and jump across the
perches in the tunnel, then enter the gate before it closes to open it for
good.

King Monkey Love: 303 coins
Get on the rail of one of the train cars and ride the train around to the large
rock formation with the wooden platform on the south side of the train tracks
east of the saloon.  Jump to the wooden platform, then go to the north side and
bounce off the drum to the top of the rock formation.  Use the Archer costume
and shoot an arrow at the target, then cross the new rope to the platform.

Bag of Cash: 409 coins
Underneath the Hideout building.  Climb down the rope on the southwest side to
the ground, then head west to see a tunnel.  Use the Jailbird costume's iron
ball to push the iron block down the path, then head into the tunnel.  Turn
right and go down the stairs, then don the Samurai Armor and deflect a fireball
back at the fireball shooting gate.

Episode 3:

Dino Egg: 112 coins
From atop the tall mushroom shaped rock northeast of the arena, climb down the
tree on the north side, then jump to the pole near the turtle catapult.  Jump
to the roof with the mushroom on it.  Bounce off the mushroom, grab on the vine
atop the spire south of the house, and while you're sliding down it jump off
the vine to the platform just past the wooden wall.  You will need the
Paraglider to get this treasure to the Hideout in time.

Cave Painting: 121 coins
On the eastern shore of the river, underneath the southern end of the ice
bridge between the Going Up job start point and the Ice Ice Bentley job start
point.  You will need the Paraglider to get this treasure to the Hideout in
time.

Ruby Crystal: 136 coins
On the south side of the mushroom shaped rock south of the Duty Calls job start
point.

Stone Wheel: 144 coins
Next to the tall spire north of the arena.  Climb the pole near the arena, then
cross the vine to the spire.

Sabretooth Skull: 154 coins
At the western end of the vine that passes by the tail skeleton in the river,
behind a pillar of ice.

Slytankhamen's Vase: 194 coins
On top of the skull of the skeleton of the dinosaur rearing its head.  From the
Stone Age Reconnaissance job start point, use the Paraglider to glide over the
geyser between the large nest and the skeleton, then jump on the bone perches
to the skull.  Naturally, you will need the Paraglider to get this treasure
back to the Hideout in time.

T-Rex Skull: 214 coins
From the Starving Starving Hippo job start point, cross the bridge, then turn
right.  Jump off the mushroom to your right to the mushroom shaped rock, then
jump to the vine and climb up to a platform with a nest.  Head down this
platform to a basket of arrows.  Use the Archer costume and shoot an arrow at
the target on the tree next to the Hideout building, then cross the new rope
and shoot an arrow from the next platform to the target south of you.  Cross
this new rope and approach the tower gate, which will rotate because you have
the Archer costume.

Grizz's Skates: 222 coins
At the western end of the cavern behind the northern waterfall, break the
cracked wall of ice with the Jailbird costume's iron ball, then don the
Sabretooth costume and Cyclone Pounce the two punching bag posts to the ice
gate, which will break because you have the Sabretooth costume.

Grizz's Lair Key: 238 coins
From the Starving Starving Hippo start point, cross the bridge, then turn
right.  Go between the two rocks to your right and jump to the platform in the
river beyond the opening in the fence.  Jump on the tail bone, then jump to the
long bone and head right.  Jump across more bones to the small cave.  Don the
Thief costume, then jump on the switch to open the gold gate.  Slow down time
and jump across the bones around the waterfall, then enter the gate before it
closes to open it for good.

Spiked Club: 252 coins
From the eastern end of the northern wooden bridge spanning the river, head
towards the nearby geyser and enter the cavern just east of it.  Use the Archer
costume at the basket of arrows and shoot an arrow to the target across the
lava.  Cross the new rope to the next platform, then shoot an arrow to the
target next to the fireball shooting gate.  Cross this new rope to the gate,
then quickly switch to the Samurai Armor and deflect a fireball back at it.

Mona Lita: 306 coins
Inside the cavern behind the northern waterfall, behind a pillar east of the
Sanzaru Games logo.  You will need the Paraglider to get this treasure to the
Hideout in time.

Lutrela Nivadensis: 407 coins
Balance on the Jailbird costume's iron ball and roll across the molten passage
at the eastern end of the cavern behind the northern waterfall.  Use the iron
ball to hit the red light on the wooden gate.  You will need the Paraglider to
get this treasure to the Hideout in time.

Episode 4:

Bell Tower: 111 coins
On a balcony on the north side of the building northwest of the bakery.

Rolling Pin: 124 coins
On top of the dunk tank booth at the circus.  Scale the nearby tower and use
the Archer costume to shoot an arrow to the target on the platform.  Cross the
new rope to the platform, then drop down to the dunk tank booth.

Silver Mug: 135 coins
From the computer console at the southwest corner of the bakery, head west
towards the catapult and enter the tunnel ahead.

Coin Purse: 148 coins
On the right side of the drawbridge to the castle keep.  Move right at the
drawbridge to reach a basket of arrows, then use the Archer costume to shoot an
arrow at the platform across the moat.  Cross the new rope to the platform.

Magic Potion: 158 coins
Jump in the catapult east of the shoemaker building to be launched to the ship
at the docks.  Make your way to the basket of arrows at the stern, then use the
Archer costume and shoot and arrow at the target on the platform with the
tower.  Cross the new rope to the tower and approach the tower gate, which will
rotate because you have the Archer costume.

Brass Spyglass: 193 coins
At ground level, behind the big top tent at the circus.

Archer's Handbook: 211 coins
On the left side of the drawbridge to the castle keep.  Use the Archer costume
at the basket of arrows in front of the drawbridge and shoot an arrow to the
target on the platform with the punching bag post.  Cross the new rope to the
platform, then switch to the Sabretooth costume and Cyclone Pounce the punching
bag post on the platform to the north.  Approach the ice gate, which will break
because you have the Sabretooth costume.

Golden Anvil: 227 coins
On top of the tower south of the Eye in the Sky job start point.  Only Sir
Galleth can reach this treasure; use his Catapult Crash technique to scale the
tower.

Jeweled Shoe: 238 coins
Jump in the catapult behind the tower north of the bakery to be launched to a
wooden gate.  Use the Jailbird costume's iron ball and hit the red light to
open the gate.

Medieval Metal Man: 247 coins
Behind the fireball shooting gate just east of the Medieval Menace job start
point.  Don the Samurai Armor and deflect a fireball back at the gate.

Stained Glass Compass: 307 coins
On top of the tower north of the bakery.  Only Sir Galleth can reach this
treasure; use his Catapult Crash technique to scale the tower.

Golden Arrow: 401 coins
From the Mechanical Menace job start point, drop to street level and head north
across the bridge to the area with the cave.  Head to the tall tree, then don
the Sabretooth costume and Cyclone Pounce the punching bag post on the platform
to the left.  Switch to the Thief costume and jump on the switch to open the
gold gate.  Slow down time and jump on the catapult to be launched back to the
area with the cave.  Head to the gate before it closes to open it for good.

Episode 5:

Le Paradox Portrait: 115 coins
At street level, next to the archway between the two buildings east of the
elephant fountain near the lamp shop.

Jewel Encrusted Silver Scimitar: 123 coins
On top of the crate at the northwest corner of the carpet shop.  Jump down to
it from the roof.

Golden Magic Lamp: 134 coins
At street level, next to the building with the Heavy Metal Meltdown job start
point.

Jeweled Pillow: 145 coins
Inside the building with the green roof near the lamp shop.

Gold Cobra: 156 coins
On top of the tall tower on the building northeast of the elephant fountain in
front of the library.  Grab the ring on the south side and slingshot to the
top.

Puffin's Cookie Jar: 191 coins
On top of the stone platform behind the carpet shop.  Jump from the roof of the
carpet shop and spring off one of the flagpoles to reach the platform.

101 Ways to Cook Scorpion: 218 coins
From the Up In Smoke job start point, head south to a basket of arrows.  Use
the Archer costume and shoot an arrow at the moving target on the island.
Cross the new rope to the island, then move to the basket of arrows here.
Shoot an arrow at the moving target on the next island.  Cross this new rope to
that island, then approach the tower gate, which will rotate because you have
the Archer costume.

Arabian Carpet: 222 coins
Head to the building north of the carpet shop, then enter the open gate on the
east side.  Cyclone Pounce the punching bag post across the river and approach
the ice gate, which will break because you have the Sabretooth costume.

Miss Decibel Painting: 235 coins
From the boat where you met Salim, head west to a basket of arrows.  Don the
Archer costume and shoot an arrow at the target out to sea.  Cross the new
rope, then jump across two posts to a rope.  Cross the rope to the small beach.
Switch to the Thief costume, then bounce off the pot and land on the switch to
open the gold gate.  Slow down time and head to the gate before it closes to
open it for good.

Marble Horse Head: 244 coins
Go behind the spa building, then use the Jailbird costume's iron ball and push
the iron block into the pit.  Balance on the iron ball and roll over the switch
to deactivate the laser net, then use the iron ball to push the next iron block
into the pit.  Switch to the Sabretooth costume and Cyclone Pounce the punching
bag post when the lasers are at the bottom of their path.  Switch back to the
Jailbird costume and use the iron ball to open the wooden gate.

Bright Cane Polish: 309 coins
On top of the tall ornamental spire of the building northwest of the elephant
fountain near the lamp shop.  Don the Thief costume, then slow down time and
climb the tall Indian rope all the way to the top.

Thief Treasure Chest: 408 coins
From the Up In Smoke job start point, follow the beach east to the library
wall.  Jump on the ledge and sidle along it around the column to an alcove.
Climb the rope to the rooftop and move forward until you see a tunnel to your
right.  Balance on the Jailbird costume's iron ball and hit the switch in the
tunnel to deactivate the laser net.  Switch back to your normal getup and swing
across the hook to the platform, then quickly switch to the Samurai Armor and
deflect a fireball back at the fireball shooting gate.

-------------------
XV. TROPHIES (TROP)
-------------------

These are all the trophies associated with this game.


--BRONZE TROPHIES--

Family Matters
Rescue Rioichi Cooper in Episode 1.  This is story-related.

Low Calorie Sushi
Defeat El Jefe at the end of Episode 1.  This is story-related.

Play It Safe
Collect all 30 Clue Bottles and unlock the Cooper Safe in Episode 1.  See the
Clue Bottles section for locations of the Clue Bottles and the safe.

Gunslinger
Meet up with Tennessee "Kid" Cooper in Episode 2.  This is story-related.

Dust Bunnies
Defeat Toothpick at the end of Episode 2.  This is story-related.

Put It In Your 401K
Collect all 30 Clue Bottles and unlock the Cooper Safe in Episode 2.  See the
Clue Bottles section for locations of the Clue Bottles and the safe.

Bigfoot For Real
Find Bob in Episode 3.  This is story-related.

Bearcicle
Defeat the Grizz at the end of Episode 3.  This is story-related.

Savings Account
Collect all 30 Clue Bottles and unlock the Cooper Safe in Episode 3.  See the
Clue Bottles section for locations of the Clue Bottles and the safe.

Boom Stick
Find Sir Galleth Cooper in Episode 4.  This is story-related.

I Believe the Time Is Now
Defeat Penelope, the Black Knight at the end of Episode 4.  This is story-
related.

Zenny, Gil, or Just Loot
Collect all 30 Clue Bottles and unlock the Cooper Safe in Episode 4.  See the
Clue Bottles section for locations of the Clue Bottles and the safe.

I Need A Mouse Trap
Uncover the Black Knight's true identity at the end of the Shell Shocked Heart
job in Episode 4.  This is story-related.

Keep Your Turban On
Meet up with Salim Al-Kupar in Episode 5.  This is story-related.

Home Sick
Defeat Miss Decibel at the end of Episode 5.  This is story-related.

Check Please
Collect all 30 Clue Bottles and unlock the Cooper Safe in Episode 5.  See the
Clue Bottles section for locations of the Clue Bottles and the safe.

Online Shopping
Make a purchase on ThiefNet.  Since you need the Paraglider for several jobs,
that upgrade will likely be your first purchase.

Sparrow Approves
Use the compass many times to navigate.  Keep pressing L3 until you get this
trophy.

Wardrobe Malfunction
Unlock your first costume.  You will get this trophy when you acquire the
Samurai Armor.

Cooper Calling Card
Collect a Sly Mask.  See the Sly Masks section for locations.

Oh Look It's Shiny
Pickpocket ten different small treasures.  See the Treasures section for
details.

Child Of the 80's
Beat the top high score of one Hideout arcade machine.  Scroll down to "8-Bit
Bentley Style" for details.

What's Behind Door Number One?
Unlock a costume gate in any episode.  Costume gates require the use of a
costume to open.  Each costume gate has a rare treasure behind it.  Some gates
require another costume just to reach them.  To open a fireball shooting gate,
use the Samurai Armor and deflect a fireball back at it with the shield.  To
open a wooden gate, hit the red light with the Jailbird costume's iron ball.
To open an ice gate, simply approach it when you have the Sabretooth costume
and it will break regardless of whether or not you are wearing it.  Similarly,
approach a tower gate when you have the Archer costume and it will rotate.  To
open a gold gate, don the Thief costume, find the nearby switch and jump on it,
then slow down time and head for the gate before it closes to open it for good.

Arcade Operator
Unlock one arcade machine.  There is an arcade machine in every Hideout,
including the Paris Hideout you can travel to after completing the prologue.
Collect all the rare treasures in a single episode to unlock the arcade machine
in that episode.  The earliest you can unlock this trophy is Episode 5, since
one treasure in every episode requires the use of the Thief costume to access
it.  The arcade machine in the Paris Hideout requires collecting every rare
treasure in every episode to unlock it.

Clockwerk Collector
Collect twenty rare treasures.  See the Treasures section for details.

Apollo Wins
Do not make a single mistake during the final sequence of the Getting Stronger
job in Episode 3.  If you make a mistake, simply pause and select "Restart
Checkpoint" to try again.

Get To the Chopper
Do not take any damage during the RC chopper portion of the Up In Smoke job in
Episode 5.  There are several checkpoints in this portion; if you don't take
damage in one area, then take a hit in the next, you can pause and select
"Restart Checkpoint" to go back to the beginning of that area without having to
start the job over.

The Cooper Open
Have a 20 hit rally with Bentley in each Hideout.  This includes the Paris
Hideout that you can travel to after completing the prologue.  Twenty hits
means each player must hit the ball ten times.  You do not need to win the
point every time to get this trophy.

Cheers
Do not make a single mistake in Bentley's bartending portion of the Saloon Bug
job in Episode 2.  If you make a mistake, simply pause and select "Restart
Checkpoint" to try again.

Navigate Like Drake
Take a look at every map in every episode.  This includes maps of the open
areas, all maps of indoor areas associated with jobs and boss battles, and maps
of the Hideouts.  Some indoor areas in Episodes 4 and 5 have more than one map
associated with them.  One indoor area in Episode 5 is not associated with a
job; see the Sly Masks section for details on the Lazy Trunk Spa & Lounge.

Hubba Hubba
Do not make a single mistake in the six button pressing sequences of
Carmelita's dance portion of the All Rolled Up! job in Episode 5.  If you make
a mistake, simply pause and select "Restart Checkpoint" to try again.

Lunch Money
Slam 100 enemies with Murray.

Unexpected Package
Place 60 bombs in enemy pockets with Bentley.

Waddle Waddle
Shoot 40 penguins with Carmelita.  This can only be done in Episode 3.

Airborne
Use the Paraglider and glide for 10 seconds without using any geysers.  Simply
glide from the highest point in an open area to the lowest point.  For
instance, get to the top of the bear statue in Episode 3 and glide down to the
riverbank.

Ancient Warfare 3
Use Tennessee's Crackshot technique to take out 10 enemies in 65 seconds.  This
can easily be done during the Blind Date job in Episode 2, when you're not busy
clearing the path for the stagecoach.

Crazed Climber
Climb the large mechanical tower during the Mechanical Menace job in Episode 4
in under 90 seconds.  If you're fast enough you will get this trophy when you
reach the three-headed mechanical dragon.

Golden Arrow
Complete the archery game portion of the Hard Target job in Episode 4 without
hitting any friendly targets.

Downgrade
Complete any Alter Ego hack without leveling up your blasters even once.  It's
best to do this in the first Alter Ego hack, during the Something's Fishy job
in Episode 1.

Radical Ninja
Do a Stealth Slam on 15 enemies in a row without alerting anyone to your
presence.

Hero Tech
Battle with a secret weapon.  Collect 50 Sly Masks to unlock the Ratchet's
Wrench weapon, then enable it and hit an enemy with it.


--SILVER TROPHIES--

Costume Party
Obtain all five costumes.  You will unlock this trophy when you get the Thief
costume.

PayDay
Purchase every ThiefNet upgrade.  All upgrades will be available after
completing the Heavy Metal Meltdown job in Episode 5.

Cloud City
Defeat El Jefe without taking damage.  Not only can you not take damage at the
three towers you face him on, but you also cannot take damage while traversing
between towers.  There are several checkpoints in this sequence; if you don't
take damage in one area, then take a hit in the next, you can pause and select
"Restart Checkpoint" to go back to the beginning of that area without having to
start the job over.

Hassan Would Be Proud
Pickpocket every small treasure in the game.  This includes the small treasures
you can get in the two jobs in the present, i.e. the prologue and epilogue.
You will need to purchase the Looty Shake upgrade from ThiefNet to get small
treasures with Murray.  Alternately, there is a single rat guard you can
pickpocket with Sly during the prologue after you slide down the cable; simply
pause and select "Restart Checkpoint" after each pickpocketing attempt or if
the guard is not carrying any small treasures to start at the point just after
you slide down the cable.  Repeat until you get all three small treasures.

Quarter Cruncher
Unlock all six arcade machines.  Collect every rare treasure in the game.


--GOLD TROPHIES--

Mark Your Territory
Collect all 60 Sly Masks.  See the Sly Masks section for locations.

8-Bit Bentley Style
Beat the top high score of every Hideout arcade machine.  This includes the one
in the Paris Hideout that you can travel to after the prologue.  The top high
scores are: 25000 for the Episode 1 Alter Ego machine, 4500 for the Episode 2
System Cracker machine, 1000 for the Episode 3 Spark Runner machine, 20000 for
the Episode 4 Super Alter Ego machine, 4500 for the Episode 5 System Cracker
Extreme machine, and 4000 for the prologue Maximum Chaos machine.  You do not
need to clear the arcade machines to beat the high scores.  For the two Alter
Ego machines, getting the high score means getting your blasters' power level
to the maximum of 10 and keeping it up at that level as best you can; the
blasters' power level serves as a point multiplier.  Also, in the Episode 1
machine, bypass the first portal you see, while in the Episode 4 machine, enter
the second portal you see, then bypass it when you come around to it again.
For the two System Cracker machines, simply take out all the enemies you
encounter.  To defeat the last multi-part drone when it gains colored parts,
switch to Speeder code and draw a laser loop around the drone to get rid of the
blue parts, then switch to Panzer code and take out the pink parts.  After that
use any code to take out the last part.  Beating the top high score in the
Spark Runner machine takes a lot of skill and luck.  Just get as many purple
clock icons and get as far down the path as you can.  The Maximum Chaos machine
is a three part sequence of all of Bentley's hacks.  If you can focus on
leveling up the blasters' power level early on in the Alter Ego zone, you
should easily beat the high score before you enter the Spark Runner zone.

Final Chapter?
Defeat Cyrille Le Paradox and clear the game.


--PLATINUM TROPHY--

Mask and Stripes Forever
Collect all bronze, silver, and gold trophies.  Get this trophy and view the
credits to view an extra ending scene afterwards.

--------------------------
XVI. PAST REVISIONS (PARE)
--------------------------

No past revisions as of yet.

--------------------
XVII. CREDITS (CRED)
--------------------

Special thanks go to:

The people on the GameFAQs forums, for informing me on the locations of several
Sly Masks, particularly the ones in the arcade machines.

My mom and younger brother for purchasing this game for me; it was a belated
birthday present.

The developers at Sanzaru Games, for creating this game in the first place.

---------------------------------
XVIII. CONTACT INFORMATION (COIN)
---------------------------------

Should you wish to contribute to this FAQ, or inform me of any mistakes I may
have made, please e-mail me at galaxycrisis@aol.com.  E-mails should be as
clear and concise as possible, and preferably composed in English.  Please
specify in the subject line "Sly Cooper: Thieves in Time" or anything similar.
NO FLAMING OR HATE MAILS WILL BE TOLERATED.