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    FAQ/Walkthrough by MasterVG782

    Updated: 10/30/04 | Search Guide | Bookmark Guide

                         Sly 2: Band of Thieves FAQ/Walkthrough
    This FAQ is copyrighted by Jarrod Garripoli (MasterVG71782@hotmail.com) and is
    for private and personal use only. No part or whole of this document shall be
    reproduced in any form whatsoever. This document is free and may not be used for
    any commercial uses. This document may not be altered without permission from
    the author.
    GameFAQs (www.gamefaqs.com) is the only site allowed to use this document,
    meaning no other websites are allowed to use this:
    THIS MEANS WWW.CHEATCC.COM is NOT ALLOWED to USE or POST this document on their
                                  Table of Contents
       I. Updates
      II. Introduction/Story
     III. Controls
      IV. Characters
       V. Walkthrough
          A100. Episode 1 - The Black Chateau
          B101. Episode 2 - A Starry Eyed Encounter
          C102. Episode 3 - The Predator Awakes
          D103. Episode 4 - Jailbreak
          E104. Episode 5 - A Tangled Web
          F105. Episode 6 - He Who Tames the Iron Horse
          G106. Episode 7 - Menace from the North, eh!
          H107. Episode 8 - Anatomy for Disaster
      VI. Clue Bottle Locations
     VII. Gadgets
    VIII. Secrets
      IX. Acknowledgements
    --------------------------------------------------------------I. Updates
    10/2......................Started FAQ
    10/31.....................Added some codes to Secrets
                              Made some minor layout changes
                              Added gadgets that can be bought
                              Updated the FAQs section
    ---------------------------------------------------II. Introduction/Story
    This game takes place after the first Sly Cooper. You have recovered the
    Thievius Raccoonus from the hands of Clockwerk and his men and defeated the
    metal bird. Now, it seems that the Clockwerk parts have been stolen and you're
    the number one suspect on Inspector Fox's list. You have to clear your name and
    "retrieve" the parts back from the fiendish crew known as the Klaww Gang.
    Each episode is divided into missions, starting with reconnaissance, then
    setting up the heist and then the actual heist at the end. Not every episode
    ends with a boss fight. Sometimes you are given multiple missions at once and it
    doesn't matter which one you do. At other times, you can have multiple missions
    for one character and I will try to give the general area for the starting point
    of that mission. All missions have beacons that designate their starting
    position, but I will not exactly point out their location unless I need to do
    so. Here are some tips if you get lost on the overworld area:
    1) L3 will always refresh the beacons' locations
    2) Try to get to a high place to locate them
    3) If you can't find the beacon's starting point, then check every nook and
       cranny of the area where the start is supposed to be. Sometimes, there might
       be a pipe or trampoline nearby to help you.
    There will be SPOILERS in this guide, since it can be hard to do so without
    them. It is not my fault if you look ahead and spoil the game's story for
    *****END NOTE*****
    ----------------------------------------------------------III. Controls
    ______All 3 characters_____
    Left analog stick....................Controls the character's movement
    Right analog stick...................Controls camera
    X, then X in air.....................Double Jump
    Hold R1 with left stick..............Run
    Circle when near a sparkling ledge...Sneak along it
    R3...................................Use/Put away Binocucom
      Left stick.........................Scan with Binoc
      Right stick........................Zoom in/out
    L1, L2, or R2........................Use gadget or powerup
    Circle...............................Activate/Pick-Up/Open door
    Circle near table with sparkles......Crawl underneath it (Murray cannot do this)
      Right stick........................Look around
    _____Sly's Moves_____
    X, then Square in the air........................Overhead Smash
    X, then Triangle in the air......................Dive Spin
    Hold Square, then release........................Power-up Whack (Sly will glow)
    R1 (while in Binoc)..............................Takes picture
    Circle near sparkling pipes, etc.................Grab onto them/Stand on them
    Circle (behind enemy unseen).....................Pickpocket
    Triangle, then Square (behind unseen)............Finishing Slam
    _____Murray's Moves_____
    X, then Square or Triangle in air................Thunder Flop
    Triangle, then Square (behind unseen)............Roundhouse Punch
    Circle (near knocked out enemy/item).............Picks it up
    Circle, Square or Triangle (carry enemy/item)....Throws it
    _____Bentley's Moves_____
    Triangle.........................................Drops a bomb
    R1 (while in Binocucom)..........................Fires sleeping dart
    -----------------------------------------------------------IV. Characters
    _____SLY COOPER_____
    Sly is a part of a long line of master thieves. He was put into an orphanage
    when he was little, where he met his friends for life, Bentley and Murray. Sly
    has always been a practitioner of stealth and uses such to steal anything he
    wants. One of his mottos is to only steal from master criminals themselves, and
    he doesn't steal from the common people. He seems to have a *bit* of a crush on
    Inspector Fox.
    Met Sly at an orphanage when they were little. Bentley is the brains of Sly's
    crew and initiates all of the planning into the heists. His superb skills in
    electronics and quick thinking can lead to many successes and also helps Sly
    and crew to get out of many sticky situations.
    Met Sly at an orphanage when they were little. Murray is the brawn of Sly's
    crew and prides himself on his muscle. Murray also is used as the driver for
    all the operations, which helps from the getaways from Inspector Fox.
    Carmelita is a fourth generation cop working for Interpol. She has been hunting
    the Sly gang for years, but has never been able to capture them. Her obsession
    for capturing Sly is great and can sometimes be more trouble than she bargains
    for. Her outlook on crime is very black and white, meaning that all criminals
    (jaywalkers to murderers) should be brought to justice.
    _____CONSTABLE NEYLA_____
    Neyla grew up a poor child in New Delhi and scammed her way into a British
    university. There, she ran a homework ring where she had people doing her work
    for her. When this was discovered, the authorities were impressed with her
    skills and she was offered a job with Interpol.
    _____THE CONTESSA_____
    A world renowned criminal psychologist, she's law enforcement's premiere prison
    warden. She uses hypnotherapy to cure thieves of their "criminal impulses." She
    can usually be found in her rehabilitation center in Prague.
    _____KLAWW GANG_____
    The Klaww Gang is comprised of four individuals: Dimitri, Rajan, Jean-Bison and
    Arpeggio. They run a spice operation around the world and seem to be using the
    stolen Clockwerk parts to enhance their production.
    -----------------------------------------------------------V. Walkthrough
    The game starts out with you trying to steal the Clockwerk parts, so no one else
    will be able to get their hands on them for evil. This part is pretty
    straightforward, so I'll spare the words and let you do your own platforming.
    You find out, once you get into the room containing the parts, that someone else
    has already taken the parts. Inspector Fox accuses you of stealing them, but
    Neyla says that this seems to be the work of the Klaww Gang. You escape
    Inspector Fox's attempt to try and capture you and go on the lead of Neyla to go
    after the Klaww Gang.
                           A100. EPISODE 1 - THE BLACK CHATEAU
    Bentley says that you need to do some reconnaissance first, so head to the first
    job beacon.
    Bentley needs you to reposition the satellites scattered around the area to
    point at the antenna on top of the safehouse. Climb the pipe at the base of the
    tower at the first satellite and get to the top. Hit Circle at the holographic
    marker and Sly will automatically reposition the satellite. Two more to go.
    Hitting L3 will show you any job beacons on the map, as well as any beacons
    DURING jobs showing you where objectives are located. This is perhaps the most
    important tool in the game. With this mind, find the next satellite and
    reposition it in the same way. The same goes for the third and final satellite
    as well. Job completed.
    Go through the door and you'll meet up with Murray. With Murray's help, defeat
    the rat guards. After that, Murray will lift a lever so you can double jump over
    the nearby gate. Make your way past the first set of lasers, then crawl
    underneath the tables to get past the second and third sets. Once past the third
    set, you'll find a flashlight guard, so crawl under the table nearby and
    continue on. (Do not attack the guard; doing so will result in a failed job).
    The next guard rotates his light back and forth, so hide under the table when
    the light is opposite you and quickly out the other side when you get the
    Crawl through the air vent and into another area with a flashlight guard and
    yellow lasers. You have to perform a stealth attack (Triangle + Square, without
    being seen) to defeat him and knock out the lasers. Do this move on the next
    guard and move onto an area with rat guards. Spare the time and just battle it
    out normally. After finishing off the rats, break the vent next to the piano
    and crawl through it to go into the printing press room. Go to one of the
    windows and bring out your Binocucom. Once Bentley stops talking, you can start
    taking your reconnaissance photos. You have to zoom in on the object until the
    target is green, then you can snap it with the R1 button. You need to take
    pictures of the generator, the money printer and Dimitri. Very easy to take
    them. Job completed.
    You have to take a painting, armed with a bug, into Dimitri's office and switch
    it with a real one. You cannot take any damage while you have the painting, so
    avoid all fights if possible. Make your way over to the balcony and jump onto
    the wires. Next, jump onto the right balcony and sneak along the ledge to the
    center area to go through the window. Once inside, head over to the area of the
    floor crawling with lasers and climb the pipe nearby. Next, sneak along the
    ledge until you come upon a balcony where you can reach a chandelier by
    ropewalking. Go to the next balcony, then sneak along the ledge to another
    balcony with an air vent to crawl through. Crawl through it and you'll arrive in
    Dimitri's office, so swap the real painting with the bugged one. Job completed.
    You can bring the painting back to the safehouse, where you can sell it via the
    internet to make some coins. Sometimes, there will be other valuables located
    throughout the stage and you can pick these up and bring them back to sell them
    for more coins. These are not part of any jobs and do not count towards 100%
    game completion. Sometimes the treasures are booby-trapped, and you'll only have
    so long to bring it back to the hideout before it is destroyed. Anyways, get to
    the next job beacon for Sly.
    Your job this time around is to keep a close eye on Dimitri as he walks around,
    without being spotted by him. Start the job by ringing the bell on the boat and
    Dimitri will exit it. It is important that Dimitri does not notice you at all
    during this job, because if he does, job failed. Occasionally, he'll stop in
    his tracks and look around him, but as long as you stay high and on the
    rooftops, you should have no trouble tracking him. It is also important that you
    do not get too much distance between you and him, as that also ends the mission
    in a failure. Hitting the L3 button shows you where he is via the blue marker,
    so use that to help you. His destination is a door between two sets of steps
    near the water tower used during the first mission. Job completed.
    After this job is done, you'll need to go back to the hideout and switch to
    Murray. The next mission is unlocked after completing Follow Dimitri.
    To get past the lasers, you'll need to throw objects at the security box located
    on the other side of them. Stomp the ground by pressing Circle and throw the
    object at the box (Bentley says to use the ice blocks, but any object will do).
    It will take 3 hits to destroy it. Do the same with the second security box,
    then pick up an object and throw it at the guard. This will knock him
    unconscious, so hurriedly go to where he is, pick him up and toss him (I like
    the lasers). Once you arrive in the next room, it's time for a little brawling.
    Knock the rat guards unconscious with a punch, then pick them up and throw them
    into the nearby water container. After about five guards, the waterpump will be
    destroyed. Job completed.
    Your job here is to destroy three alarms situated outside, so they don't alert
    Dimitri during the actual heist. You have to throw any 3 objects at the alarm
    to destroy it. Once you hit it one time, the alarm will sound and guards will
    come to try and stop you. If you need to, feel free to use the guards as
    projectiles. Once the third alarm is finished, job completed.
    Go to the hideout and switch to Sly.
    Your actual goal here is to put a splice in the spotlight controls on top of
    the large chandelier. Unfortunately, things don't get that easy for you. You
    have to slow down the fans before you can get up there and you'll need 6 keys
    to access the control panel before that. There are 6 guards situated
    throughout the area all carrying keys that you'll need to pickpocket. You may
    have to pickpocket them several times (REMAIN UNSEEN), since they usually
    carry some coins, but you'll get the key eventually.
    Get the first 3 keys from the guards in the initial area, then go to where the
    control panel is and go down the stairs to find another 2 guards. The guard
    with the final key is on the rafters above behind the curtain you saw in the
    first room. Use the keys on the control panel and shut off the fans. Use the
    stopped fans to get on top of the chandelier and put the splice clips on the
    controls. Bentley will use the spotlights to destroy the in-house security
    panels. Job completed.
    Once you get to the job beacon, Neyla will appear out of nowhere and Sly and
    her have a little chat. Before she can trust you, she has to see if you can
    keep up with her, literally. She shoots off and you must simply keep up with
    her the entire time. Hold R1 to run and don't worry about any guards spotting
    you; simply concentrate on Neyla. Don't forget to use the ropewalks and the
    awnings to keep up with her. Eventually, you'll be outside the back entrance
    to the club, but Neyla can't go in without a warrant. Fortunately, you don't
    need one, so she opens the door so you can use it to your advantage. Job
    I recommend that you buy the targetable bombs upgrade for Bentley before
    doing this mission. You DON'T HAVE to buy them, but it can make things a
    whole hell of a lot easier for you.
    First thing to do is bomb the first laser security box to disable the first
    set of lasers. Then fire a sleep dart at the guard (Binocucom, then R1) and
    use a bomb to get rid of him and the next laser box. You have to bomb the
    pillars supporting the disco ball, so bomb the first one at the bottom of
    the steps. Now, go up the ramp and get behind the counter to bomb the guard
    there and the next support beam. Then, take out the next security box and
    the two guards roaming around. Lastly, bomb the last two support beams and
    the disco ball comes crashing down. Job completed.
    The last job requires the services of all three members, starting with
    Bentley. Go to the job beacon to start it.
    First, make your way over to the water tower and have Murray throw you up
    to the entrance. Bomb it open, drop back down and have Murray toss you up
    again. Inside, turn each valve once to shut off the water pressure to the
    fountain outside. This should get a guard to come outside and get the
    repair van to try and fix it. The game turns to Sly and you have to
    pickpocket the repair truck keys from the guard. Once you have them, return
    to the fountain and Sly will hand the keys to Bentley and Murray.
    You now have control of Bentley again, so make your way over to where the repair
    truck is located. Once you get there, the game switches back to Sly and
    you'll have to make your way up towards the top of the peacock sign. Jump
    on the nearby lamppost, then get onto the wire and head towards the club.
    Sneak along the ledge and then grab the pipe that leads up to the top of
    the sign. Murray and Bentley will pull up in the truck and you have to aim
    the hook to where Sly can grab it and attach it to the sign. Of course,
    this alerts the guards and they're going to try and get rid of the truck.
    You will have to defeat about 9 rat guards with Sly. The good thing is that
    the guards only come from the truck's front side, so you won't have to worry
    about any sneak attacks. After the defeat of the last guard, the peacock
    sign manages to be brought down, leading a path to the printing press room
    and the Clockwerk Tail Feathers. Unfortunately, Dimitri stands in your way
    first before you can get your hands on the Tail Feathers.
    *****BOSS: DIMITRI***** (SLY)
    Dimitri has three attacks that he uses throughout this battle, with all of
    them being easy to dodge. The first attack is three long-range shots from
    his gun, after which his gun jams up leaving you time to get in close.
    Simply hide behind one of the metal pillars to avoid the shots, eventually
    crawling your way closer and closer to Dimitri. Once in melee range, Dimitri
    has his two other attacks, a lunging uppercut and a tail sweep, both of which
    are rather easy to avoid. After 4-5 hits, Dimitri will get knocked down and
    after he gets knocked down twice, he'll hurry across the room and start
    firing his gun again. He'll continue this pattern until he is defeated.
    Episode completed and the Clockwerk Tail Feathers are now yours.
                         B101. EPISODE 2 - A STARRY EYED ENCOUNTER
    Make your way to the first job beacon.
    The only way to get inside to spy on the ballroom is by the balcony. Bentley
    mentions that there is no way to climb onto the balcony, but there seem to be
    a number of branches to help in Sly's endeavor. Go from branch to branch
    until you get to the balcony and go through it. Make sure you do not go out
    the doorway, since there are guards stationed right there. You need to now
    take some recon photos. The two Clockwerk wings and the electronic winch are
    first, then Rajan himself after those three. With those pictures out of the
    way, Bentley asks you to take photos of Rajan's guests, which include
    Jean-Bison, then Contessa, Carmelita, Arpeggio and lastly Neyla (in that
    order). Job completed.
    To lower the bridge, you'll need to access the winch but it is locked down
    tight. You'll need to pickpocket 5 keys from guards stationed throughout
    the compound. 4 of the key-holding guards are inside, while one is standing
    outside next to a tree in the courtyard where the elephant roams about.
    Once you have all 5 keys, use them on the winch and lower the drawbridge.
    Job completed.
    Sly knocks on the door, but the guard won't let him in without a tuxedo.
    Not too much of a problem; Sly will just need to steal one. Make your way
    to the guesthouse and enter it. You have to enter each guestroom and
    ransack it until you find a piece of the tuxedo. The room straight ahead is
    Rajan's room (Room 103), so enter it to find two guards roaming the bottom
    floor. The tuxedo piece is located on the upper section of the room, so
    make your way there. You have to spire jump onto one of the chandeliers,
    then get behind the guard to stealth kill it. This will ensure that the
    guard won't turn around when you smack the cupboard near the bed for the
    Dancing Shoes. Back out into the hallway and go up the right set of stairs
    and through the door at the top (Room 101).
    Stealth kill the guard, then ransack the room to find the Bowtie. Go back
    outside, down the stairs a bit and into Room 102. Stealth kill the flashlight
    guard first, then take out the other two normal ones and find the Gloves in the
    room. Take the left set of stairs halfway to Room 104. There are 4 normal
    guards in here, so take them out and find the Shirt. Go all the way up the
    stairs to find the entrance to Room 105. Stealth kill the flashlight guard,
    kill the regular one and find the Tuxedo Jacket. Job completed.
    You have to take down the chopper that is flying around in the sky. Head over
    to the turret and lift the lever by repeatedly pushing the buttons. Now it is
    time to man the turret. The R1 button is used to fire, but the gun's
    temperature has to be watched (meter is at the bottom of the screen). If the
    gun overheats, simply rest for a short bit of time to let the temperature go
    down. The chopper's only means of attacking you is to shoot missiles. They
    can easily be shot (and must be if you want to survive). Keep shooting at the
    chopper when you get the chance to and it will eventually go down. Job
    During the heist, Sly will have to dance with Carmelita to distract everyone
    from Murray stealing the Wings. Carmelita is picky about her dance partners,
    so you'll need to impress her beforehand. It just so happens that Constable
    Neyla will dance with you. First, they will present to you the button
    presses that you must memorize and then you must perform those same button
    presses (they won't show you the buttons needed). If you do well enough (and
    it is pretty simple), then Carmelita will be impressed and she'll be your
    dance partner later on. Job completed.
    Murray is a bit big to fit through the pipe, so Sly must unlock the vault
    door from the inside. The guards keep the code to shut down the lasers that
    lead to the vault switch under one of the breakable tables in the room.
    Crawl under each of the tables to find the code, then Sly will use that code
    to shut down the lasers. Make your way past the moving floor lasers and flip
    the switch next to the safe to open the door to let Murray and Bentley
    Bentley will need to hack 6 barriers and he needs Sly and Murray to protect him
    from the guards that will show up once he does hack in. You control Murray in
    this section of the job. Stick close to Bentley and let the guards come to you,
    so one doesn't slip by and hit Bentley. Bentley will move from one side of the
    room to the other every time he finishes hacking a barrier. When you finish the
    last enemy is when Bentley will finish his hacking. Job completed.
    Your ultimate goal here is to get the jewels off the headdresses of the
    elephants. Crawl under the steps to enter the pen. Approach any rat to
    scare it and it will end up scaring the elephants, making them break out of
    their pen. The hard part of this job now begins. You have to jump onto the
    elephants' backs and whack away at the headdress until one of the jewels
    pops out. Once you get a jewel, the elephant will throw you off of its back
    and you'll have to jump back on again. After the first jewel, the elephants
    will retaliate by swinging its trunk at you, which can be avoided by simply
    jumping over it. You have to get 6 jewels, 3 per elephant and once you have
    all 6, they will be put back into the pen. Job completed.
    You have to destroy the surface to air defense, which is a jeep. You
    control a RC Chopper, which moves by using the left analog stick and drops
    bombs with the X button. The jeep's only means of attacking is to fire
    missiles, which can be dodged by executing some very quick and sharp turns.
    Once the jeep is destroyed, job completed.
    You will need to destroy this bridge to keep reinforcements from the
    guesthouse area from coming. Go to the lower area of the bridge and start
    laying bombs on all the support beams. Once you bomb the first one, rocks
    will start to fall from above. The rocks will cast a shadow when they're
    about to land, so you can easily dodge them. Once you destroy all 9
    support structures on the bottom, take the trampoline to the upper area
    and bomb all 9 support beams there. The bridge will then collapse.
    Next comes the dancing section with Carmelita that follows the same rules
    as the part with Neyla earlier. Things might become a bit trickier this
    time around, but it shouldn't be too much of a problem as long as you pay
    attention to the buttons you need to press. When the dance ends, Rajan
    finds out the Wings are gone.
    Murray will make his escape on foot, while Bentley provides aerial
    support. Both normal guards and flashlight ones will have to be bombed
    as Murray makes his way towards the front gate. Make sure to keep an eye
    on Murray the whole time while you bomb the enemies, sometimes going ahead
    to bomb them. You can't hurt Murray with your bombs, so bomb away if you
    have to if they happen to surround him. Once Murray arrives at the van,
    he'll jump in and this episode is completed.
                        C102. EPISODE 3 - THE PREDATOR AWAKES
    In order to enter the temple, you'll need to access a secret entrance
    behind the waterfall. Take the path behind the truck, take out the guard
    and enter the secret entrance. Continue along the path inside, taking
    out the guards, then take the wooden walkway to the right of the 4th
    guard. Take out the flashlight guard if you want, but you will need to
    take one of the buckets on the line to a platform with some sort of
    plant life on it (guards can't seem to see you in the buckets). Take the
    wooden walkway, being careful of the snakes, to some slippery vines.
    Take these to the pipe entrance, and then enter it. You will need to
    take pictures of the Clockwerk Heart, Rajan, the crane controls and the
    entrance to that area. Job completed.
    To shut down the elephant-driven satellite surveillance system, you'll
    need to harvest some spice plants and put them into the elephant's feed
    bag. Doing this will make the elephant go into an "uncontrollable fit
    of rage," thus destroying the satellite. Cross the nearby bridge and
    climb the vines to get to the higher section of the forest and a tall
    stone structure with vines leading off to different directions. Two of
    them lead directly to spice plants, so pick them up and return to the
    structure (you can "climb" back up the slippery vines by jumping,
    pressing Circle and repeating). Take the vines that lead to the
    buildings near the cliff then follow that path to another spice plant.
    Three down and three more to go.
    Make your way back to your hideout and get to the area above it. Take
    the slippery vine down and then climb the vine at the end to get
    another plant. Make your way to the topsy turvy stone structure and
    take the stone path nearby to a tree with a mushroom trampoline
    nearby. Jump on it to get another plant. Now, make your way to the
    other unstable stone structure and jump on the stone walls underneath
    until you get to a vine that will lead you to the structure's base.
    Keep climbing the structure until you find more slippery vines, which
    will lead to the last plant. Bring them over to the elephant's feedbag,
    put them in and watch the satellite be destroyed. Job completed.
    This can be quite a frustrating mission. You must take the Indian water bug
    nearby into Rajan's office. However, the bug is only happy when it is in one
    of the many pools of water located throughout the temple's grounds. If it
    becomes unhappy, then it will begin to emit a noise that will alert the
    guards and since you can't take any damage when this bug is on your back,
    you'll have to make sure it stays happy. Once you deposit the bug into a
    pool, do a bit of going ahead to take out any guards before the next pool, so
    you can avoid any trouble beforehand.
    You can easily see the first pool you'll have to make your way to from your
    current location. Make your way to that pool, then look to the cliffside area
    for the next pool near the towering stone structure with a big opening. From
    there, the next pool is along the cliff area, at the base of a tree near the
    temple area. The next pool is on the second level of the temple, which can be
    accessed quickly by a vine in the fountain. From there, go up the two ramps
    nearby to find the next pool. The next pool is on the ledge above, near the
    large tree. You have to go to the edge, sneak along the ledge and take the
    trampoline to the ledge above. From there, go inside the nearby entrance and
    make your way past the lasers to the very last pool. Job completed.
    You have to steal 3 blueprints from Rajan as he makes his rounds.
    Unfortunately, your regular sleeping darts won't have any affect on him, but
    his great appetite will be worked to your favor. There are Indian watermelons
    scattered throughout the grounds. Your darts now produce a sound when they
    hit something, so you can use these to lure Rajan to the watermelons. Once
    Rajan eats a melon, he will doze off for a few moments, which is your chance
    to nab one of the blueprints from Rajan. You must nab 3 blueprints, so take
    your time. Job completed.
    You "borrow" a helicopter from Rajan to blow up the dam. Of course, Rajan
    will have his own defenses for the dam. The guns have the same properties as
    the turret from the previous episode, so keep your eye on the overheat meter.
    The choppers fire two kinds of missiles at you, pink ones that go straight
    and dark red ones that home in on you. Make sure you shoot the dark red ones.
    They try to get closer and closer to you and when they get close enough,
    they'll begin to hit you repeatedly with missiles, so destroy them before
    they can do that. Whenever you get the chance to, keep firing at the dam to
    eventually destroy it and flood part of the temple. Job completed.
    Neyla says she found the location of a secret entrance that leads to the
    half of the Heart that you noticed hanging earlier. This job is similar to
    the one before where you had to keep up with Neyla. In fact, it is more of
    the same. As before, don't worry about the guards and keep your eyes focused
    on Neyla, so you don't lose track of her. Eventually, you'll arrive at the
    secret location, so go through it. Once inside, you'll have to pickpocket
    two keys from the guards so you can access the switch that's holding the
    half of the Clockwerk Heart. If you fall down into the area below, just hop
    into one of the buckets and it will lead you up to the area you need again.
    Once you have both keys, use them on the control panel and that half of the
    Clockwerk Heart is yours. Job completed.
    Get to the top of the area where the jewel is to start the job. Smack it
    with your cane a few times to loosen it and make it fall to the stairway
    below. Now, you have to go pick it up with Murray and carry it around. When
    you get to the gem, stomp the ground to pick it up. Bentley will be helping
    you throughout this section by inflating some cushions that you can throw
    the gem on to pass areas such as broken bridges and maybe take care of some
    enemies that may have spotted you.
    Once you reach the waterfall, a member of the group that is going to buy
    the gem comes down and inspects it. He tells you to continue on to the spot
    where the real buyer will finally purchase it from you. Continue on with the
    ruby and keep tossing it on the cushions Bentley sets up for you when you
    need to do so. Eventually, you'll find two cushions back to back, with the
    left one being the last one. Job completed.
    You have to sneak along a nearby ledge to get to the job beacon. Jump into
    the TNT barrel and use it to blast the first laser box. Get another barrel,
    move past the lasers and blast the second laser box. Continue into a hallway
    with some spotlights, then go pass some more lasers and into the room with
    the spice grinder. In this room are four flashlight guards, two on the top
    and two roaming on the bottom. I suggest taking out the guards, since it will
    make things a lot easier now and a bit later on. Once you take out the guards,
    hop into the TNT barrel on the floor below and blast the laser box in the
    hallway nearby. You now have to bring a TNT barrel back into the hallway with
    spotlights and to the walkway above to blast the spice grinder. Get another
    barrel, go through the spotlight hallway (don't worry about that one laser
    box, you won't need it for anything) and walk around the wooden path to the
    spice grinder. Job completed.
    You start out with Murray, who has to lift the switch on the side of the
    elephant's mouth. When you get to the lever, you'll have to take out a few
    guards. When you grab the lever, you'll gain control of Bentley, who has to
    provide a bit of air support. Rajan will try to drop some bombs and you,
    Bentley, have to shoot them with the guns from the helicopter from before. It's
    not too hard since they're being parachuted down, so this part shouldn't
    trouble you too much. When you take out the last one, you'll switch back to
    Murray, who has to manually lift the lever now.
    After the lever has been lifted, Sly will have to jump into a TNT barrel and
    move it into the newly opened passage. Jump into the barrel and start moving
    towards the temple area. I recommend following the coast all the way around,
    then start heading inwards. The flashlight guards can't notice you if you don't
    move, but do notice you if they are right on top of you. Once you get into the
    position that you need, jump out of the barrel and let the flooding begin. Rajan
    will now come out of hiding and Neyla will show up as well. You will need to
    spire jump from point to point until you reach the ledge below Rajan, all the
    while avoiding the lightning that he shoots at you. Once you reach the ledge,
    Neyla will bail on you and Rajan will blast Sly with some heavy voltage. Murray
    will jump down to check on Sly, only to have Rajan block off the area and
    challenge Murray to a fight.
    *****BOSS: RAJAN***** (MURRAY)
    Rajan has three attacks throughout the battle. He can electrify the water, which
    is avoided by standing on the lily pads. He also does a sweeping attack,
    followed by an uppercut. Simply just jump to either side to avoid the sweep and
    the following uppercut. His last attack is to summon normal guards, around 2-3
    each time he does. I wouldn't worry too much about them and just concentrate on
    Rajan. My strategy is to move around him counter-clockwise, jumping over the
    sweeping attacks and land about 2-3 punches (don't get greedy) before he
    initiates his sweep again. Follow this and Rajan's defeat shall come swift.
                             D103. EPISODE 4 - JAILBREAK
    Thanks to Neyla's double-crossing, Sly and Murray are being held by the
    Contessa in Prague. Now it is up to Bentley to rescue them.
    Make your way to the top of the house where the job beacon is and watch out for
    the spike traps on the way up. The Contessa will randomly pop up from one of
    several locations on the big wall and it is your job to quickly fire a dart at
    her, so you can eavesdrop in on her conversation. You first find out that she
    is actually a secret member of the Klaww Gang. Secondly, you hear that Contessa
    is hypnotizing the criminals in her prison and then forcing them to tell her
    where they are keeping their hidden stash of loot. For the last two times, she
    will talk about Murray and Sly, respectively. Job completed.
    Bentley will need to hack into 6 terminals to finally reverse the polarity of
    the train and use it as a means to help Sly escape from "the hole." This is the
    first instance of hacking for Bentley in this game. Start by going to the first
    terminal. The left analog stick controls your avatar inside the hacking areas,
    while the pushing the right analog stick in any direction will fire in that
    direction. A lot of hacking areas involve destroying a barrier made up of little
    red circles, which follow you if you try to go past them (so you have to destroy
    them). Once inside the first area, move into the first green hole to unlock the
    door into the next area. Follow the train tracks away from the tunnel entrance
    to eventually find all of the terminals.
    The second terminal is pretty easy. Just follow the path, destroying enemies as
    you go, until you reach the hole at the end. Follow the tracks to the third
    terminal. Destroy the barrier while watching for the moving enemies, then go
    into the hole to finish this terminal. Follow the tracks to the next one.
    Destroy the shooting enemies, then go after the barrier. Next, destroy the last
    two shooting ones and go into the hole to finish off the fourth terminal. The
    fifth terminal introduces the shooting/moving type of enemy. Destroy the
    barrier, then go into the hole to finish the 5th. One more terminal and a bit
    more challenging than the previous ones. We get regular moving enemies, as well
    as the moving/shooting ones. In the first room, go into the holes in the bottom
    left and right areas to open the doors behind the barrier, then destroy the
    barrier and go into the hole. We see the train make a rather large hole in the
    wall. Job completed.
    All of the guards located on the big wall have motion detection sensors, so
    Sly will have a tough time escaping with these guards still active. You control
    the RC Chopper once again during this mission, so try to remember the controls
    (X drops the drop and left stick controls the chopper). It takes two bombs to
    normally defeat each guard and there are 7 in total located on the wall. They
    will be shooting back at you, with normal shots that are easily dodged and with
    missiles that are the same as that jeep job. Once all of the guards are
    finished, Sly will escape "the hole" and you will control him now. Jump on top
    of "the hole," then double jump and grab the hook to land on the train. Go
    through the hole in the wall and make your way back to the safehouse. Job
    Bentley will need you to protect as he plants bombs on the bridge so he can
    destroy the power lines underneath. You will need to break the statues and HOLD
    Circle, so you can take the place of the statue and fool the guards. Once the
    guards have passed you, feel free to go and kill them so they won't bother
    Bentley and disrupt his bomb placing. The enemies will always come from the
    opposite direction from Bentley, so that should hopefully give you enough time
    to hide.
    There will be one bomb Bentley has to lay below the bridge, so knock out the
    statue and get rid of the guard when you can, then follow Bentley to the top.
    Once on the top, Bentley will switch to the other side of the bridge (vice
    versa also) after each round of enemies. Use the same technique of hiding as
    below the bridge, so knock out the second or so statue at each end for hiding.
    First round of enemies include two flashlight guards. Second round includes
    three wolf guards. Next round is one flashlight guard and two bat guards. The
    fourth round includes two wolf guards and one flashlight guard. The fifth
    round is 4 normal guards (bats/wolves). The sixth, and final, round consists
    of two flashlight guards. Job completed.
    Make your way to the entrance to the place where Murray is being held. Once
    inside, Sly will tell Murray of the plan and Murray will have to get into a
    big enough fight to be put into solitary confinement. Murray will need to
    defeat 50 guards, so enter the big area and begin the brawl. There are traps
    about that can hurt you, but they can also hurt the guards, so you can use
    them to your advantage. You don't need to keep track of how many enemies you
    have defeated, since Murray will keep count and there is a counter on the
    walls as well. Once you defeat number 50, Murray will be captured and thrown
    into solitary. Job completed.
    If you haven't bought the Alarm Clock gadget for Sly yet, I would suggest
    buying it before this next mission. It will be a lot of help in distracting
    the guards.
    You will need to pickpocket two tank keys and the tank schedule from Contessa
    while she is making her rounds. Things won't be so easy since she'll have a
    few guards accompanying her each time. There will be 2 guards the first time
    and 3 guards the second and third times. You would probably want to take out
    the guards until there is one left, then use the alarm clock to distract him
    away from Contessa so you can pickpocket. Every time you successfully
    pickpocket from her, she will move to a different location. Once you get both
    keys and the schedule, job completed.
    Your goal in this job is to capture enough codes so Bentley can crack the
    Contessa's code. Near each alarm panel is a guard who holds the key to unlock
    access to the alarms. You will first have to pickpocket the key, then use it
    on the panel to set off the alarm. This will alert that one guard who will go
    to the panel and input a code to shut it off. While he is heading towards the
    panel, you have to head to a spot where you can take a picture of the code
    input monitor. Like the recon photo jobs, you have to have a green target in
    order for the photo to count. I will tell you the location where a photo can
    be taken.
    For the first alarm, a good spot to take the photo is the rooftop where the
    job start beacon was located. For the second alarm, you should position
    yourself on the spire jump, the two spire line, closer to the station
    building. For the third alarm, a good spot is on the ledge between the two
    swinging hooks. Get on top of the one house, then jump to the other one and
    swing to the ledge. For the fourth, and final, alarm, you should get to the
    ledge with two hooks. Get to the top of the house (from the first job), and
    spire jump/swing hook over to the ledge. Once you get all 4 codes, Bentley
    will have enough codes to decipher the final one. Job completed.
    You will have to redirect the electricity hitting the rods so that it will
    then hit the giant robot. You have to turn 3 wheels on each rod to redirect
    the electricity, with a total of 5 rods throughout the area. If the ground is
    starting to become red, then that means that electricity is going to hit that
    rod and it also means you should stay away from it. The first rod is directly
    above where you start. The second and third are along the wall from the RC
    Chopper job. The fourth and fifth are outside of the prison area. The fourth
    is on top of a house, while the fifth is near the train tracks. You will not
    have use of the tracking system, but will have to rely on the lightning
    instead. Not too hard. Job completed.
    Move Bentley to where the tank is located, being aware of any enemies guarding
    it, and get in it. Now you control Sly and you must crawl under the tank.
    Bentley will start driving towards the front gate and you have to make sure
    you're under the tank, away from view, the whole time. Once he arrives at the
    building where Murray is being held, get out from under the tank and Bentley
    will blast the door open.
    Once inside, go past the spotlights and get onto the metal walkway. Throughout
    this little section, watch out for wolf guards that may pop out from the cells.
    Use the hook to swing to the other path, then swing over the spike trap. Keep
    going along this path, using the two teeter-totter platforms to continue on.
    Keep going, using the swing to grab onto the pipe. Try to time the next hook to
    swing so you can stealth kill the guard. Keep going until you eventually can
    spire jump to the top of the one building. Spire jump to the required building
    and position the camera so you can jump down to the platform on the other side
    of the ceiling. Once inside, stealth kill the guard, then use the panel to open
    the door to solitary confinement.
    Go to ground level and enter the solitary confinement area. In this area,
    you'll have to turn on the hypnotic machines by accessing the panels. Of course,
    the panels are being blocked by lasers, so when you approach each one Bentley
    will hack into the computer and shut them down. Once Bentley finishes hacking,
    Sly will automatically turn on the machine and you'll have go to the next laser
    Go to the side opposite the entrance, avoiding the lasers, and go up the pipe
    and towards the first switch. Bentley will hack in and it's time to do some
    in-computer stuff. There will be barriers on the left and right, guarding the
    holes to open up the doors leading to the middle hole. Once you finish the
    hacking, you gain control of Sly again. Use the swinging hook to get to the
    other metal path, then use the 2 spire jumps to get to the next laser wall.
    Bentley hacks in to find pretty much the same thing as the first time, only
    the barriers are double in thickness and there are some red shooting enemies
    now. Once you're done, go back across the two spire jumps and go across the
    two seesaw-like platforms. Then, use the two swinging hooks to get to the next
    laser wall. There's more of the same in the hacking zone, with the only
    difference being the barriers are triple-layered and there are more shooting
    enemies. When this is done, a third machine is activated and Murray breaks
    down the door of his prison cell.
    Murray is still under the effects of the spice that was fed to him, so you'll
    need to destroy the hypno-machines. Neither Sly nor Bentley can break the
    machines by themselves, so you'll have to play a bit of matador with Murray.
    Lure Murray to each machine and he'll break it with his charge. The Contessa
    walks in only to see that Murray has escaped and he has some friends with
    him. She escapes and you'll have to use Murray to lift the two levers on each
    side of the door. You'll now be on the prison wall and you'll need to pursue
    Contessa. As you go after her, she'll lay down spider eggs, which emit
    spider-bombs. Simply attack each one until it goes up in a puff of green
    smoke. Eventually, you'll corner Contessa, but she escapes on her blimp. Job
                              E104. EPISODE 5 - A TANGLED WEB
    Before you go on any jobs, make sure to buy the Paraglider gadget for Sly,
    since you'll be required to use it in this episode and ones in the future.
    If you don't have enough coins now, I'll be sure to remind you before the
    first job that you need it for.
    The first part of this job is to take some reconnaissance photos outside.
    You'll need photos of the boat, Neyla's headquarters, one of the
    Contessa's assault tanks and the blimp flying overhead. Once you have taken
    those pictures, head up and towards the reeducation tower. The main entrance
    is locked, so you'll need to get to the tower window. Climb and swing until
    you get to the window, then go inside. You'll need photos of the older
    terminal, Carmelita, the Clockwerk Eyes, Mind Shuffler and the Shadow Guard.
    Job completed.
    You need to break into a tomb and let loose some ghosts, so make your way to
    the tomb and go inside. Once inside, go downstairs, past the guillotines and
    spike traps and downstairs once again to find the coffin you need to break in
    the middle of the room. Smack the coffin a few times, paying no mind to the
    wolf guards, to free the ghosts. Once back outside, you'll have to recapture
    the ghosts using a slight modification to your Binocucom. You simply just have
    to take photos like you have been doing all this time to capture the ghosts.
    Once you have all 9 ghosts, get to the top of Neyla's HQ and drop them into
    her chimney, which will make her think she's being attacked by the Contessa.
    Job completed.
    Since the Mind Shuffler is made up of machine and magic, Bentley says they'll
    need a bit more than just normal methods to destroy it. You'll end up having
    to go to 4 different tombs to collect the overflow of bad mojo using a
    collector. Head into the first tomb and pick up the collector. Once you do,
    normal guards will start to pursue you and you'll have to defeat them all
    before you're done with that tomb. Luckily, you can use the traps left behind
    in the catacombs to vanquish the guards. You cannot get hit while carrying
    the collector, so be careful not to get hit. In the first tomb, all three
    buttons control the floor/ceiling to crush any enemies. You'll also notice
    that when the button is green is when you can use the trap. When it is red,
    you'll have to wait until it turns green to use it again. One-fourth of the
    mojo collector is filled, so head outside and to the next tomb.
    The traps in the second tomb begin to vary and the collecting of bad mojo
    begins to get a bit harder. The switch closest to the entrance make the
    side walls come together to smash the enemies. The left switch in the back
    makes darts shoot from the right wall in the first sector right in front of
    you. The middle switch activates spikes to come up in the openings in the
    floor. The right switch makes a guillotine switch from front to back in that
    column only. Once you destroy the last guard and the meter is filled, move
    on to the third tomb.
    You'll find 4 switches in the third tomb. The switch in the front activates
    a flamethrower that revolves around the switch. The switch in the middle of
    the room makes sleeping gas fill the floor below the switch. You can use
    this time that the guards are asleep to lay down some bombs to defeat them.
    The two switches on the left and right sides of the room make the ceiling
    drop down and crush any foe that happens to be standing under them. Once
    the meter is filled, move onto the 4th and last tomb.
    There are also 4 switches in this room. The front switch makes electricity
    shoot throughout the room, so this should be used as a last resort since it
    has a long recharge. The switches on the left and right activates pillars
    of flame on the other side of the room, each respective to their side. The
    middle switch makes the platform opposite of it drop so the guard that may
    be standing on it falls into the water. Once you're finished with this
    room, the mojo collector will finally be filled and the Mind Shuffler can
    now be destroyed. Job completed.
    You have to kidnap the head of security and bring him back to the safehouse
    for interrogation. He can only be hurt by two things, fire and water. Other
    than those two things, the General cannot be hurt so feel free to use him
    as a projectile to take out any other guards bothering you. The gadget,
    Atlas Strength (allows you to jump while carrying something) helps a little,
    but it isn't required to finish this job. Once you bring him back to the
    safehouse, Bentley will begin his interrogation. Job completed.
    Listen carefully to Bentley's instructions on how to operate the tank.
    Pushing both analog sticks forward makes the tank go forward. Pushing them
    both down will make it go in reverse. Pushing the left/right stick
    left/right will make the tank turn in that direction. The R1 button fires
    the turret. You need to blow up the 6 mercenary tanks near Neyla's
    headquarters and your safehouse. Once you hit a tank, that tank will begin
    firing back at you. Once you destroy all 6 tanks, job completed.
    You will need to steal a wiretap and the voice modulator so Bentley will
    be able to give orders to Neyla's mercenaries using her voice. With that
    said, your first job is to steal two keys from the nearby guards. Once
    you get both keys, head to the castle and use the keys to go inside.
    Don't worry about any stealth killing here and just pummel the guards.
    Once you defeat all of the guards, go ahead and steal the wiretap. 
    Once back outside, you'll need to steal two more keys in order to gain
    access to where the voice modulator is. You can try to use a distraction
    to steal the one from the bridge, but the other one will be a bit tricky.
    The other guard is located on a small ledge just over the edge of the
    roof, so you'll need to drop down from above and QUICKLY steal the key
    before the guard can notice you. Once you have both keys, go to where
    the voice modulator is being held and go inside the area. Use the alarm
    clock to distract the guards, so you can kill them, then go and steal the
    voice modulator.
    With the wiretap and modulator in your possession, you'll need to install
    them under Neyla's HQ. Unfortunately, the doors leading to it have been
    locked, so you'll need to steal one last set of two keys. Go to where the
    guards are circling and crawl under the table to hide yourself. You can
    use this crawl space as a quick getaway from the guards after you steal a
    key. Once you steal one of the keys, I suggest stealth killing that guard
    and quickly hiding to make the second key easier to obtain. Once you have
    both keys, go to the pier area near the safehouse and crawl under one of
    the drains. Use the keys on the door and go inside. Use the slippery
    ropes and hooks to get through the first two areas while watching out for
    the tentacles. In the third room, kill the guards and then install the
    wiretap and voice modulator. Job completed.
    In order to powerup the terminals to essentially powerup the one in the
    tower, you will need to run this gauntlet and grab the power source at
    the end. The first, second, fourth and fifth rooms all have spike strips
    moving around, while the third room has guillotines and the sixth room
    has platforms suspended in water with tentacles trying to obstruct your
    path. Once at the end, grab the acid battery and you'll have to
    backtrack to the three terminals you passed on your way down. You can't
    take any damage with the battery on your back, so be extra careful on
    your backtracking. Once you get to the first terminal, Bentley will hack
    This first hacking area has a 3-layered barrier blocking the path with
    all kinds of slow moving red enemies pouring the area. Once you make it
    past this area, there will be one shooting red enemy blocking the hole
    to finish this area. Make your way back to the second terminal and hack
    into it. The second one will be the same as the first, with the barrier
    being 4 layers and some medium moving reds will be amongst the slow
    moving ones. The third terminal will again be more of the same. The
    medium moving reds have been replaced by faster ones and there is a
    tank-like structure before the last hole. Once all three terminals have
    been hacked, the old terminal in the tower can be accessed. Job
    Get Murray to the job beacon and he will automatically shut down the
    main gate spotlights. With these down, Bentley will order the
    mercenaries to attack. After that gets through, you'll need to paraglide
    over to the blimp with Sly and Bentley. Hold R1 while jumping in the air
    to glide over to the blimp. Once you get on the blimp, two wolf guards
    will come out, so take care of them. You'll get to the window from the
    recon mission and will go into the room again. 
    This time, Bentley will hack into the old terminal so he can free
    Carmelita. There will be a 3-layered barrier blocking the hole and there
    will be medium-moving reds plus some moving/shooting ones as well. Once
    you free Carmelita of her restraints and Contessa finds out, she'll chase
    after the Contessa. You can now go into the Contessa's little laboratory
    to blow up the Mind Shuffler and free the Clockwerk Eyes. Bentley uses
    the bad mojo collector to blow up the Mind Shuffler and free the Eyes.
    Neyla manages to snag one of the Eyes, runs away and Sly gives pursuit.
    These are similar to the jobs where you needed to stay on Neyla's tail,
    except there will be instances where you will need to use the Paraglider.
    Eventually, Neyla will get caught in a spider web and the Eye will be on
    the ground. The game switches to Bentley escaping to the previously used
    blimp. Once you get on the blimp, you'll need to shoot down 20 mercenary
    planes. The planes fly about the sky and will shoot towards the blimp
    sometimes. Once the last plane is shot down, the game switches back to
    Sly. Contessa will appear and you will now have to fight her.
    *****BOSS: CONTESSA (PART 1)***** (SLY)
    The Contessa has two attacks that she will use. She will strike forward
    with her legs for a short bit and she also lays three eggs that release
    spiders. Avoid the forward strike and strike the spiders with your cane,
    then use your cane to keep whacking Contessa. Eventually she will go
    down, knock the Eye out of your hands and steal it.
    After Bentley took down the planes, Carmelita used her shock pistol to
    down the blimp that Bentley was riding. She also managed to snag the
    Clockwerk Eye away from Bentley and is trying to escape using one of
    the tanks. It is up to you, Murray, to stop Carmelita by using a tank
    himself. Keep tapping R1 so you can begin firing on Carmelita's tank as
    soon as you can. Always keep an eye on her and never lose track of her
    tank. After a few shots, Carmelita will be stopped and that Eye is now
    yours. The game cuts back to Sly and you'll have to do battle with
    Contessa again, this time with her in possession of one of the
    Clockwerk Eyes.
    *****BOSS: CONTESSA (PART 2)***** (SLY)
    The Contessa maintains the same moves from the last battle, but has
    one new move. Every once in a while, she will fire a green beam in
    front of her that will mess up your controls a bit. Otherwise, it will
    be the same exact battle as last time. Once you defeat her, the other
    Clockwerk Eye is now yours. Job completed.
                       F105. EPISODE 6 - HE WHO TAMES THE IRON HORSE
    Use the wall climbing hooks to get to the cabin and go inside. Once
    inside, you'll have to take photos of the train routes posted along
    the walls of the cabin. Hide under the nearest table and crawl out
    when you have a good chance to take a photo of the route in the NW
    corner of the room. Next, go into the NE corner of the room and use
    the barrel to take a picture of the SW route. Hop onto the fireplace
    and then the rafters to take a picture of the SE one.
    Bentley now tells you that you will need to steal 3 blueprints from
    3 cabins. The first one is located in the same cabin; just go on top
    of the fireplace to steal it. Go back outside and enter the cabin on
    the big hill. There are 5 normal guards in here, so feel free to go
    nuts if you want. Once you steal the blueprint in there, go outside
    and enter the last cabin with bear traps around it. There are 4
    flashlight guards inside, so sneak around them if you want (I ransacked
    the place pretty much) and steal the blueprints. After you steal the
    last blueprint, Bentley will tell you that you need to go to the
    satellite located at the top of the mountain in the middle of the area.
    Use the hooks and ledges to get to the top and to find the satellite.
    Job completed.
    Murray went out to try and find a bite to eat, but he was captured by
    Carmelita. Unfortunately, Bentley doesn't know where Murray is being
    held, so you will have to follow her until you find Murray. Periodically
    throughout you following her, she will do a complete 360 degree turn and
    scope out the area around her. When Carmelita arrives at the cage where
    she's keeping Murray, they will have a little chat and then she will
    leave. Murray tells you that you will need to pickpocket 3 keys from
    Carmelita to free him. Every time you pickpocket one of the keys, she
    will chase you around until you can lose track of her. Once you have all
    3 keys, go and free Murray. Job completed.
    The only way onto the Iron Horse trains is through the caboose, but the
    hatches on them are closed down pretty tightly. Bentley has a plan to
    use the spice gas, from the balloons in the air, to blast open the locks
    on the hatches. Head over to where the ice plane is and Murray will fly
    you up into the air so you can paraglide to the balloons and collect the
    gas. Every five balloons will fill up your tank, which you then have to
    land on the caboose of the train and will automatically blast open the
    hatch. Every time you hit a balloon, you will get a little boost back
    into the air. Once you open all 3 hatches, job completed.
    When the Iron Horse gets close to your location, get ready to jump onto
    the caboose and go inside. You'll have to make your way to the engine
    car of the train, which is where the Clockwerk Lung is being used. The
    first and second cars have lasers. Jump on top of the third car and
    avoid the birds swooping in while you make your way to the fourth car,
    which has 3 guards. The fifth car has 2 guards and the 6th car has one
    flashlight guard and 2 normal ones. There are more lasers on the seventh.
    When you get to the 8th car, sneak along the ledge until about halfway,
    then jump onto the boxes and take out the 2 flashlight guards. After you
    do that, move to the engine car and grab one of the Lungs. Job completed.
    You must board and enter the train before it enters the tunnel. Bentley
    will be using the RC Chopper to take out the air defenses on the second
    Iron Horse train. The first car has 4 guards and 2 missile launchers on
    it. These missiles explode in the air and red bullets spray into six
    directions. The second car has some planes, which just fly in from off
    the screen, and 2 choppers, which shoot at you. The third car has 2
    guards and 4 missile launchers and the fourth car has planes and 4
    choppers. The fifth car has planes and 2 missile launchers, while the
    6th car only has planes. The 7th and final car has 4 choppers and 2
    missile launchers. Thanks to Bentley, Sly can now infiltrate this train
    to steal the other Lung. Job completed.
    Jump onto the caboose of the train when it passes by and go inside. The
    first car has 2 flashlight guards inside, but they doze off every now
    and then, so sneak by when you have a chance. There are lasers and
    spotlights in the second car, so be careful. Jump on top of the third
    car, watching out for the 4 normal guards there. The fourth car has 2
    flashlight guards and the 5th car has more lasers. The 6th car contains
    3 flashlight guards, with 2 of them being asleep. The 7th and final car
    has another 3 flashlight guards, but they doze off like in the first
    one. Once you get past the 7th  car, all that's waiting for you is the
    second Clockwerk Lung. Job completed.
    To get the third Clockwerk part, Bentley says that the handrail is
    required but it is locked down pretty tight and neither Murray nor
    Bentley can free it. Bentley proposes that you kidnap two bear cubs and
    toss them in the basket above the car, which will result in them
    squabbling. With that, the mother bear will come and free her two cubs.
    Begin by picking up the cub near the cabin with the bear traps. Work
    your way over to the handrail and toss him into the basket. The other
    cub is located in the bear cave, so pick it up and bring it to the
    basket. Once you have both bear cubs in the basket, they will begin to
    fight and the mother will come and break them free. Job completed.
    Get to the hand car and things will go automatically. You approach the
    third and final train, then Sly will board it after a few words of his
    own. Once in the first car, use the luggage rack on the right side to
    get past the first guard, then sneak past the second guard when he dozes
    off. Crawl under the lasers in the second car and navigate through the
    little mini-maze. Sneak along the ledge on the outside part of the train
    on the third car. When you approach the fourth car, Sly will climb to the
    top only to find Neyla in his way.
    Bentley will use his RC Chopper to get rid of Neyla so Sly can continue
    forward. Neyla has 3 attacks while flying back and forth on the screen.
    She can shoot normal bullets, either randomly or in a fixed pattern, shoot
    missiles that track you for a short bit before exploding, or she can send
    out some planes. Keep firing at her until she is destroyed, then the game
    will switch back to Sly. Climb to the top of the car and move to the next
    car while avoiding the birds that swoop down.
    Use the alarm clock to distract the 2 guards on the 5th car, then sneak
    past them. For the 6th car, you need to sneak along the ledge until you
    come to a wall climbing hook. From there, jump to the pipe and grab it,
    then go under the train and you'll find 3 more wall climbing hooks on the
    right side of the train. There will be 2 flashlight guards on the 7th car
    and 2 more on the 8th car. Once you get to the engine, you find out that
    Bison seemed to have bolted the Clockwerk Stomach, but Bentley mentions
    that a well placed bomb down the stack will knock it loose.
    Neyla shows up once again and you'll have to defeat her again before you
    can lay claim to the Stomach. She retains all of the same moves from
    before, except for when she lowers her altitude and fires missiles at you
    that explode similar to the launchers from the Aerial Assault job. Other
    than that, this battle is simply the same as the last. Once she is
    defeated again, Bentley will automatically pilot the chopper to the
    smokestack and drop a bomb in it, thus knocking the Stomach loose. Job
                        G106. EPISODE 7 - MENACE FROM THE NORTH, EH!
    This logging camp doesn't seem to be on any maps, so Bentley needs to
    you take some recon photos. Outside, he'll need you to take pictures of
    the sawmill blades, the boat, Jean-Bison's cabin and the bear that is
    roaming about. Once you have all of those photos, head over to the
    lighthouse. You'll have to jump on some platforms and walk on a log in
    order to find a secret entrance to the lighthouse. Once inside, you'll
    need photos of the battery charger, the front door, the spinner, and old
    Jean-Bison himself. Job completed.
    Get to the entrance and go inside the cave. Once inside, you will need
    to steal radio transmitters that the bears have been tagged with. You
    cannot run inside the cave, nor can you step on the thin and crackly ice.
    If you do either of these two things, the bears will wake up and you will
    have to start over. The radio transmitters are inside the bears’ mouths
    and you must pickpocket them when they open them to yawn.
    Go to the first bear straight ahead and steal the first transmitter, then
    steal the second transmitter from the bear that is surrounded by the ice.
    Once you have those two, steal the next one from the bear close to the
    surrounded one. Use the spire jump to get to the next area, then use the
    ice wall to get the fourth transmitter, then climb back. Get the next
    transmitter from the near bear, then use the ice wall to climb to the area
    with the last transmitter. Once you have all 6 transmitters, use the spire
    jump, wall climbing hook and swinging hook to get back to the entrance and
    go back outside.
    You will need to place all 6 transmitters that you’ve just stolen in
    specific locations throughout the area. When you place the last transmitter,
    you will be able to listen in on Jean-Bison. Job completed.
    Once you get inside of the cabin, you will need to redirect by means of a
    switch on the other side of the wall. Unfortunately, you will have to take
    the long way around since there is a grate blocking the direct way. Use the
    first 2 platforms to get to the spot where you’ll have to sneak along the
    ledge while avoiding the lasers. Continue until you get into a big area with
    some spotlights and guards. In this area, follow the ground clockwise until
    you get to a ladder. Climb this ladder and go past the lasers to the other
    side, then use the spire jump to the next area. Swing, spire jump and walk
    on the saw blades (don’t worry, they won’t hurt you) to get to the last area
    with a flashlight guard and the switch to position the laser to the outside.
    Once the laser is pointing outside, you will have to plant crystals to
    redirect the laser to where it will melt the ice to free the log chopping
    guide. When you finally redirect the laser with the final crystal right in
    front of the ice wall, the guide will be yours. Job completed.
    Get to the cabin with Murray and go inside. Before Murray can compete in
    the club, he will have to get a moose disguise. Unfortunately, there is no
    way for Murray to get it, so Bentley sends Sly in to get it for him. Don’t
    worry about the guards on the right side and walk by them to get to the
    corner with the spotlight and a pipe leading up. Climb the pipe and jump to
    the left of the guard, avoiding his line of sight. Swing to the log, then
    spire jump to the spinning blade when it is safe. Walk on the saw blades,
    crawl under the next set of spinning blades and spire jump and swing to the
    next area when the guard dozes off. Climb the pipe, then spire jump and
    swing over to the big platform. Crawl under both of the tables to obtain the
    moose head. Sly will throw the head to Murray and he will put it on and be
    able to participate in the combat club.
    The left analog stick controls the vehicle and the X button is the gas. The
    right analog stick controls the turret and the R1 button fires. You have to
    pick up the ammo when it falls to the ground and you must defeat the other
    vehicle. You can only aim the turret when you are at a complete stop, so do
    this when you know the enemy has no ammo left. Once you defeat the car, you
    ask the guard to tell you the location of the battery. Job completed.
    You have to use Grizzle to break the oil mains, since you can’t seem to do
    it yourself. Grizzle is blind and only has his sense of smell, so Bentley
    will throw bombs into the river and send fish flying your way. You have to
    use the fish to lead Grizzle to each oil main and you can also throw the
    fish at the guards to have Grizzle defeat them for you. Do not worry about
    Grizzle attacking you, since he can’t attack you even if you’re holding a
    fish. Two of the oil mains are located below the cliffs, so just throw a
    fish down there and Grizzle will find a way down there. Once you destroy
    the final oil main, job completed.
    Jump into Murray’s hands and use him to get Bentley onto each boat. Once
    you get on each boat, you will hack into the boat’s computer control
    system. There will be new green enemies inside each hacking area, which
    move, lay bombs and take a few more hits than usual to defeat. Each area
    is essentially the same, only with more red shooting enemies and thicker
    barriers. After each boat has been hacked, you will have to aim the hook
    on the boat so Sly can grab it and attach it to the battery silo. Once the
    third hook has been attached, the battery will be drained. Job completed.
    Use the Paraglide to get over to the lighthouse and start climbing the ice
    wall, watching out for the icicles on the horizontal sections. Once you
    get to the top, enter the hatch. Carefully make your way down the path
    while taking out the guards and avoiding the spotlights. When you get to
    the bottom, break the chair to open the front door, thus letting Bentley
    and Murray inside. While Murray and Bentley are doing their own thing,
    you’ll have to climb back to the top of the lighthouse using the power
    cords. There are three wires, with jolts of energy being sent up two of
    the three each time. You can see which wires are getting hit, so jump to
    the safe one each time. Once you get to the top, throw the switch and the
    machine is destroyed. Job completed.
    You need to glide to each updraft created by the destroyed oil mains.
    When you hit each updraft, you will be launched upwards so you can
    proceed to the next updraft. After a few updrafts, you will then need to
    proceed towards the eagle’s nest, while avoiding the four eagles that
    head towards you. Moving either to the left or right will avoid the
    eagles. Once you land on the island with the nest, use the wall climbing
    hook and the ice wall to grab the egg. Once you have the egg, use your
    glider and the small ice islands to bring it back to your safehouse. Job
    Start off by approaching Jean-Bison. The first event is log chopping. In
    all of these games, you will NEED to get PERFECT 10s for your score. For
    the log chopping event, you’ll need to get the moving marker as close to
    the line as possible each time. You have to chop the log as quickly as
    possible. When you finish the event, it’ll be Bison’s turn. The game
    switches to Bentley. You have to sneak behind Bison and plant the eagle’s
    egg so that one attacks him, therefore messing him up. Move along the path
    while avoiding the eagles that swoop down. Use the moving icebergs to get
    behind Bison, then put down the egg and watch the eagle affect Bison’s
    chopping. The judges score him badly, but he uses a bit of intimidation to
    receive perfect 10s.
    Next up is the wall climbing portion of the games. Using Sly, you must
    climb the wall by using the hooks as quickly as possible. I have made it
    in time going from either side, so that doesn’t particularly matter. Near
    the top are a few places where there are panels that emit electricity, so
    try your best to avoid getting hit by them. When it is Bison’s turn to
    climb, you’ll have to use Murray to attach 3 hooks onto Bison to pull him
    down off the wall. You will have to be a bit quick when shooting the hooks,
    since Bison does move rather quickly up the wall. I’d say you have about 2
    chances per hook to hit Bison before he will get to the top of the wall.
    When Bison gets pulled down, the judges score him horribly but he uses
    intimidation once again to achieve perfect 10s.
    The last event in the games is the log rolling contest. In this game, you
    will have to jump from log to log using Bentley without touching the water.
    Every round, only lasting a few seconds, two of the three logs will fall
    into the water and it is your goal to get onto the safe one. There’s
    nothing too problematic here, though you have to last until the timer on
    the right side of the screen gets to zero. Once your turn has ended, Murray
    mentions the fact that the judges are severely intimidated by Bison, so you
    will have to lure the judges to a nearby cave using the alarm clock gadget
    and replace them before Bison gets finished with his turn.
    You have 3 judges to replace, so start by jumping onto the first iceberg
    and throwing an alarm onto the second one. This will catch the attention of
    the first judge and lure him to the second iceberg. Use alarm clocks to lure
    him to the cave entrance, then jump inside the barrel to hide before he can
    see you. You’ll get a little cutscene with Bentley replacing that guard. Do
    this two more times to replace the last two guards and Bison will finish
    his turn. The gang gives Bison all 0s, but Bison sees through the disguises,
    knocks all three of you unconscious and locks you up. When you all wake up,
    you find yourself in the control room of the sawmill. Bentley will then try
    to escape the locked up area by going through a small pipe. When you land
    on the floor, you find Bison standing there. He says that he stole all of
    the Clockwerk parts you had accumulated and sold them to Arpeggio. Now it
    is time to fight old Bison.
    *****BOSS: JEAN-BISON***** (BENTLEY)
    You will not be doing any damage directly to Bison with Bentley. Instead,
    you’ll be shouting commands to Sly, who is above controlling the sawmill’s
    machines. You will have to lure Bison to one of the machines and give the
    command to Sly to operate that one. If Bison gets close to you, he will
    charge a short distance. The Square button controls the flames, the
    Triangle button controls the saws and the Circle button controls the logs.
    After Bison gets hit 4 times, he will summon some lesser guards into the
    arena, but these guys shouldn’t pose any trouble. When Bison gets to a
    little less than half health, he will begin to throw sticks of dynamite at
    you. These are similar to your bombs, so you have a bit of time to escape
    their range before they explode. 
    When you finish off Bison, he admits defeat and there is an announcement
    that Arpeggio’s blimp has arrived. You’ll go outside and you will have
    exactly one minute to make it to the battery silo. Once you get to the
    base of the silo, the gang will hide inside. Job completed.
                         H107. EPISODE 8 - ANATOMY FOR DISASTER
    Climb the pipe and Paraglide over to the blimp. Once you land, climb the
    pipe nearby to an air vent and go inside. You will have to take a few
    photos without being seen by the guards AND without defeating any of them.
    The mech eggs are located beneath the platform where you entered, inside
    the glass case. You also need photos of Clockwerk’s head and the
    electro-platforms circling the area. Once you have these 3, head to the
    side opposite the entrance and take pictures of Neyla and Arpeggio. Sly
    wants an immediate plan of action to stop Clockwerk from being activated
    once again.
    You need to start by stealing 4 keys from the guards in the immediate area.
    Steal the key from the stationary guard, then steal the remaining 3 keys.
    (The guards will have the blue glowing pockets before this, but they won’t
    have keys until this part.) Once you have all 4 keys, use the trampoline
    to get to the control panel and slow down the rotating platforms. Once you
    do that, use the ropes supporting Clockwerk to get to the platforms and
    press the buttons. When you press a button, use the glider to return to
    the top of Clockwerk to avoid some needless confrontations. Once all 4
    switches are pressed on the platforms, Clockwerk will fall. Job completed.
    After Clockwerk falls, you will get to see a bit of story. It seems
    Arpeggio is using Clockwerk to fulfill his dream of flying, along with the
    idea of immortality. Unfortunately, Neyla double crosses Arpeggio and
    fuses herself with the Clockwerk frame, thus creating Clock-La.
    Try doing the next three missions in the order I have listed, so you won’t
    need to backtrack to the hideout to switch characters.
    In order to open the door for Bentley, you must pickpocket 5 keys from
    guards. You will probably have to distract the one guard near the boxes
    so you can steal the key, but the other 4 shouldn’t be too much trouble.
    Once you have all 5 keys, go to the door and use the keys to open it so
    Bentley can go inside.
    Once inside, Bentley will have to destroy the bulbs in order to get to
    the second level. Once you shoot one bulb, you will have to shoot the
    bulb in which the electricity is going to or else the engine will blow
    up with you inside. Once all of the bulbs have been destroyed, go up to
    the second level. You need to lay bombs to destroy the orange-yellowish
    nodes on the ground, while avoiding the robots. Once all of the nodes
    have been destroyed, go inside the door and pull the lever to shut down
    this engine. Job completed.
    Begin with Bentley. You will have to hack into some control panels to
    open up the door leading to the inside of the engine. Go to the first
    control panel and hack into it. In this hacking area and the ones to
    follow, your bullets are able to bounce off the walls, so use that to
    your advantage to defeat the enemies inside. In the first area, take out
    the shooting enemies as you progress through the barriers, then go into
    the hole at the end to finish it.
    Go to the second terminal and hack into it. You will encounter fast
    moving red enemies in addition to the shooting ones. Use the walls to
    take out the shooters guarding holes that open up the doors to the
    middle. Once both doors are open, destroy the barrier and go into the
    hole to finish this section.
    Go to the third terminal and hack into it. There is a 2-layer barrier
    right away, so destroy it and move on. Red moving/shooting enemies will
    keep pouring out and you have to keep driving them back until you can
    get into the hole and finish this section.
    Once all 3 terminals have been hacked, the door will open and Murray
    will go inside. Once inside, you will have to lift each capsule and after
    each one has been lifted, one normal guard will come out and into the
    area. Once you have lifted all of them, take the trampoline to the second
    level and thunder flop (Jump, then press Square) all of the capsules to
    destroy them while taking mind of the robots. Once all of the capsules
    have been destroyed, the door leading to the switch will open, so go in
    and pull the switch to shut down the engine. Job completed.
    There are 5 stations that you need to destroy before you can pry open the
    door to let Sly inside. You need to throw any 3 objects at the station to
    destroy it and once you hit it once, some normal guards might come to stop
    you. Once all 5 stations are destroyed, move to the door and use Murray to
    lift it so Sly can enter.
    Once inside, you will have to follow the big laser wall, while avoiding
    the ground lasers, to the trampoline that will lead you to the next level.
    Once you are on the second level, you will need to follow another laser
    wall while spire jumping from buzzsaw to buzzsaw (making sure that you
    don’t get hit when the saw spins). When you get to the room with the
    switch, go inside and flip it to shut off this engine. Job completed.
    Bentley can’t find a way to enter this engine, so you will have to shut
    it down from the outside. You will need to walk a TNT barrel to a weak
    spot and detonate it to blow up the engine. However, the TNT barrel alone
    won’t be enough. You will have to collect 3 magnetic chargers before you
    can blow up the engine. Whenever you get close to one, it will
    automatically attach to the barrel. If you blow up/die after getting a
    charger, you will not have to recollect that one and will start from the
    position of the charger.
    Go up the ramp and get to the center area with the very large fan. Go
    counter-clockwise until you reach a glass platform. Drop off of it and
    make your way to the first charger. Once you get that first one, make
    your way to the platform under the large fan. Go up the first ramp to the
    right from where you came and then follow the path to the second charger.
    After collecting the second one, make your way to the area with your
    safehouse. The trampolines now act like a lift, so take one of those to
    the platform with fire in the middle. From there, you should be able to
    get to the third charger easily. Once you collect all 3 chargers, make
    your way up to the rotating fan near the engine you need to blow up. Once
    you make it to the other side, use a lift to get to the engine’s weak
    spot, jump out of the barrel and the engine is toast. Job completed.
    Bentley has picked up Carmelita on the radar and she has agreed to form
    an alliance to take down Clock-La. Unfortunately, she can’t seem to find
    the blimp, so you decide to do a bit of work to help Carmelita to find it.
    You will need to increase the power on the 4 generators on the blimp.
    Bentley mentions that getting to these generators will be a bit of trouble
    since they’re so high, but Bentley has given you a new gadget, the Mega
    Jump. Pressing R2 will make Sly jump much higher than normal. Facing north
    from where you start will show you the locations of all four towers. You
    need to get to the top of each one and perform a spire jump once you get
    to the top to activate the signal. You can do the towers in any order, but
    for the sake of this guide, I will mention an order.
    Let’s start with the southeast one. There is a pipe nearby that you can
    use to Mega Jump from to get to the first platform of the tower. Go under
    the broken section, then Mega Jump to the next level and to the top of the
    spire to activate it. Next will be the southwest tower. Find the nearby
    flagpole and Mega Jump to the first level of the tower. Then jump to the
    second level and activate the tower. Two towers down and two more to go.
    Make your way to the northwest tower, get on the propeller rudder and Mega
    Jump to the first level. Get to the top and activate the tower. Go to the
    last tower and do the same thing as the third one. Carmelita is now
    heading towards the blimp. Job completed.
    Sly will act as the gunner in the battle against Clock-La. This is the
    very last job, so be prepared for a good fight.
    *****BOSS: CLOCK-LA*****
    For part one of the fight, Clock-La has an assortment of moves at her
    disposal. She will begin by firing yellowish missiles at you, which can
    be destroyed with one hit of the guns. As she takes a bit of damage, she
    will begin to fire red missiles that take a few hits from your guns to
    destroy. A bit later in the fight, Clock-La will begin firing rings with
    electricity flowing through the middle. You will have to shoot the ring
    on the outside in order to deactivate it, so Carmelita can fly through
    it. These rings will first be mixed in with yellow missiles, then she
    will fire them in sets of 3 and towards the end, she will mix the rings
    in with the red missiles. From the beginning of the fight and until the
    end of this part, Clock-La will attempt to fire an energy blast at you
    which HURTS A LOT. You can tell when she’s about to do this when the
    Clockwerk Eyes begin to pulsate. When you see this happening,
    concentrate all of your attacks on Clock-La and hope that the blast is
    When she gets near death, she will fly into the main propeller and
    destroy it. She also flies over to Bentley and Murray and picks up the
    area where they were standing. You will have to glide from blimp piece
    to blimp piece until you land on Clock-La. Once you do so, you’ll have to
    get in close and hit the head with your cane. Clock-La’s only method of
    attack during this part is to fire energy blasts at you when you’re
    standing on either side. The only safe spot from these blasts is the spire
    jump located right behind the head. You could probably about 3-4 hits in
    before you will need to hide behind the head. You need to destroy both
    eyes. Clock-La will plummet to the ground when both Eyes are destroyed,
    but it’s not completely over yet.
    When you land, Clock-La is still functional and there are lasers moving
    on the ground before Clock-La’s head. You will need to bypass the lasers
    with Murray and open the beak with his muscles. After you do that, move
    towards the beak with Bentley and bomb both sides of the beak where there
    are barrier panels. Once you do that, the Hate Chip is now exposed, so
    take it with Bentley and Clock-La is now finished. 
    Sit back and enjoy the ending.
    -------------------------------------------------VI. Clue Bottle Locations
    -------------------------------------------------VII. Gadgets/Powerups
    Sly, Bentley and Murray all can get some sort of gadget/power up in the game.
    All three can get them from ThiefNet through the safehouse, but Sly can also get
    some more when he gets all of the clue bottles and opens the safe in the episode
    level. The effectiveness of a gadget is purely my opinion and is rated on a
    scale of 1-5, with 5 being highly effective. 
    The PARAGLIDER and ALARM CLOCK gadgets are required to finish the game, so
    buy them as soon as they are available.
    *****END NOTE*****
                                      Sly’s Gadgets
    SMOKE BOMB (300 coins)
    Sly can use this gadget to create a pillar of smoke around him to help him
    escape hairy situations. You can also use this gadget as a distraction to lure
    enemies to your current location, while you head off in another direction.
    COMBAT DODGE (600 coins)
    Sly can use this gadget to sidestep enemy attacks in a battle. I found the
    flashlight guards can still hit you despite sidestepping them, thus making this
    gadget pretty useless.
    STEALTH SLIDE (650 coins)
    Sly can use this gadget to slide, without making any noise, through a level.
    This is effective for quickly sneaking up on enemies, but doesn't have much
    use otherwise.
    ALARM CLOCK (REQUIRED, 600 coins)
    This is quite possibly Sly's best gadget that can be bought. It allows Sly to
    throw an alarm clock that can distract the guards so Sly can kill/move past
    them with ease.
    THIEF REFLEXES (1600 coins)
    This gadget allows Sly to slow down time to a crawl. This can be effective
    during missions with laser barriers, but it isn't very effective otherwise.
    FERAL POUNCE (1900 coins)
    PARAGLIDER (REQUIRED, 600 coins)
    This gadget allows Sly to glide through the air by using a small parachute.
    It is quite effective in slowing down your descent and is also required for
    a few missions later on in the game.
    SILENT OBLITERATION (1300 coins)
    This gadget, when purchased, automatically knocks off the noise that you do
    when you stealth kill a guard from behind. There is still a slight noise made
    during the first hit (Triangle) of the two hit combo.
                      --------BOTTLE POWERUPS COMING SOON--------
                                  Bentley's Gadgets
    TRIGGER BOMB (200 coins)
    This is one of Bentley's better gadgets. You can throw a bomb from afar and
    you can control the detonation to a degree (after a while, the bomb will
    detonate). You can also use these to distract guards.
    SNOOZE BOMB (550 coins)
    Lay one of these bombs on the ground and it will emit a sleeping powder. Useful
    for when a guard is chasing you. This is also a great gadet for a certain mojo
    mission in the episode "A Tangled Web."
    SIZE DESTABILIZER (500 coins)
    Transform guards into tiny size replicas! This is mostly a fun gadget and
    doesn't have many uses. Guards will still have the same power as before.
    ADRENALINE BURST (1000 coins)
    This gadget makes Bentley run a lot faster than normal, for a limited time.
    Useful when escaping from guards, but it doesn't seem much faster than normal
    HEALTH EXTRACTOR (1050 coins)
    This gadget allows Bentley to throw a machine down, which when activated, sucks
    an enemy in and transforms him into a health powerup. Not too shabby when you
    desperately need health.
    HOVER PACK (1200 coins)
    The name of the gadget says it all. It allows Bentley to use a hover pack to
    reach some new heights or to lengthen a jump.
    REDUCTION BOMB (1700 coins)
    This gadget is basically the same as the Size Destabilizer, only with a bomb.
    The timing of the bomb can be a bit difficult, making this gadget pretty
    useless when considering the high price.
    TEMPORAL LOCK (2000 coins)
    This gadget, when deployed, freezes enemies for a limited amount of time. It
    sounds like a useful gadget, but it uses a HUGE chunk of your gadget meter,
    which makes it a little below par.
                                 Murray's Powerups
    FISTS OF FLAME (400 coins)
    This powerup for Murray is mediocre. When activated, your fists become enflamed
    and makes your punches do a lot more damage. However, your punches return to
    normal only after one hit with the flaming fists.
    TURNBUCKLE LAUNCH (400 coins)
    This powerup enables Murray to jump a bit higher than normal. Press the button
    you designated it to, then jump to reach new heights!
    JUGGERNAUT THROW (750 coins)
    This powerup seems to give thrown objects more power. Not very useful
    considering that Murray is a tank in hand-to-hand combat.
    ATLAS STRENGTH (900 coins)
    This powerup allows Murray to jump while holding any object/enemy. This is quite
    an useful powerup during missions when you have to carry stuff, like "Kidnap
    the General."
    DIABLO FIRE SLAM (2100 coins)
    This powerup allows you to slam held enemies into the ground to create a little
    explosion. The steep price of this powerup doesn't make it too appealing.
    BERSERKER CHARGE (1400 coins)
    Murray turns himself into a battering ram with this powerup. It's not very
    effective, although you can use it to escape from an enemy faster.
    GUTTURAL ROAR (1500 coins)
    Use this powerup to temporarily scare enemies away. The effect doesn't last
    very long and with the steep price of the powerup, it makes it below average.
    RAGING INFERNO FLOP (1150 coins)
    This powerup transforms a regular belly flop into one with a wall of flame
    surrounding it. This is probably one of Murray's better powerups, although
    that's not saying much when you look at the others.
    --------------------------------------------------------IX. Secrets
    Hidden Videos
    There are some hidden videos that can be accessed through the episode list. To
    access a video, simply highlight one of the odd-numbered episodes when you can
    scroll through them, then wait until you see a Square flash on the screen to
    view the video.
    Episode 1 – Heist Cartoon
    Episode 3 – LaLa Movie
    Episode 5 – Commerical shown on TV
    Episode 7 – Making of Sly 2: Band of Thieves
    Episode 8 – Credits when you beat the game
    Hidden Moves
    There are two hidden moves that were revealed during Cartoon Network’s promotion
    of Sly 2. They are TOM and Time Rush. Both can be entered on the Pause menu.
    TOM - Left, Left, Down, Right, Down, Right (Deploys a decoy dummy to fool
    Time Rush - Down, Down, Up, Down, Right, Left (Speeds up time)
    ----------------------------------------------X. Frequently Asked Questions
    Q) When was Sly 2 released?
    A) Sly 2 was released, in North America, on September 14, 2004.
    Q) How long is this game?
    A) There are 8 episodes in total and each one takes around 2 hours to complete.
       If you factor in the clue bottles and possibly trying to get all the
       gadgets, then game will probably last around 20-25 hours.
    Q) Why don't you have a walkthrough for (insert section here)?
    A) I feel that not every section requires a detailed explanation. For instance,
       during the "Kidnap the General" mission, you have to bring back the general
       to your hideout. Every person will create their own path back to the hideout,
       making a predestined path completely useless, in my opinion.
       Some sections are so brain-dead obvious that it shouldn't take more than 2
       seconds to figure out what to do. If I get enough questions about a
       particular spot or I feel an explanation is needed, then I'll be more than
       happy to change it.
    Q) I'm pickpocketing a guard, but not getting any loot! Why!?!
    A) Guards only have loot when their pocket is glowing gold. Otherwise, they are
       only carrying coins.
    Q) HELP! I have X number of bottles and can't find the rest! Can you help me?
    A) I'm sorry, but I can't really help you on that. Nothing is more frustrating
       than finding most of the bottles in a level only to be missing a few. I
       can't answer this question unless I was there with you when you found the
       bottles you have. All I can say is to go through each bottle on the list
       above and you may perhaps remember which ones you have gotten and which
       you have not.
    ------------------------------------------------------XI. Acknowledgements
    CJayC – For making the best video game site
    Sucker Punch – For making one of the best platformers in this generation
    YuGiOhFm2002 & YuGiOhAngel – For making their fantastic Clue Bottle FAQ

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