
|
|
Walkthrough-- Introduction: Paris, France
With the exception of the intro stage and the ones in the last episode, every stage in Sly Cooper is connected to a hub. When Sly enters an enemy hideout, he'll have to go through a stage that leads to the hub. Every hub is divided into two halves, with the second half being locked off until Sly finds enough keys to enter it. Ultimately, both halves lead to six more stages, so that means there is a grand total of seven stages in every episode. ALL stages must be passed in order for Sly to obtain the seven keys that let him reach the boss. Due to the hub system, the order of the stages Sly goes through in your game may not be the same as the author's. To keep things simple here, I've organized the stage walkthroughs by episode. The clues within a stage will be numbered for your convenience. I shall refer to small safes that hold clues simply as "safes," and I shall refer to the bigger vaults that require code-input as "fancy safes."
Sly's quest begins late at night in the city of his current residence. Run and jump around on the rooftop of the police station, getting familiar with the controls. Smash the small spinning fans and antennae to get coins. Jump on the old mattress below the starting point for fun. When Sly is done screwing off, follow the coins up the ramp near the starting point, which leads to the water tower. After the tips on the blue sparkling lights, go up to them and hold the Circle Button. Sidle over to the other side of the water tower. Jump across the large antennae to the ventilation shaft. Break the vent and enter. Inside is a vertical shaft criss-crossed with lasers. Avoiding the lasers, jump onto the platforms with coins floating over them. Line up Sly and center the camera behind him before each jump. At the very bottom should be an odd-looking device with horns attached to it. This is the alarm connected to the lasers above - smash it to turn off the lasers and to get some coins. Inside the hallways, Bentley informs Sly that Inspector Fox's office is marked by a red door. It is the only red door here, so Sly should move his butt through the corridors until he sees it. There are no enemies here, so there is nothing to worry about. Sly also cannot open any doors here, including Carmelita's. He should follow the blue sparks outside onto the balcony, where he can sidle against the wall. Inside Carmelita's office, Sly can smash up her files, her chair, and other objects for coins. (Carmelita obviously drinks a lot - check out that bottle of wine on the desk, and then destroy it for more coins!) Approach the fancy safe and Sly will automatically kneel down and prepare to crack it. Bentley tells him the code is 9-3-7. Press Left, Right, Up, and Down to adjust the digits. After Sly grabs the files and leaves his calling card, Murray will tell him to get down to the parking lot. Before leaving, he should gather whatever coins are remaining in the office. Just for fun, hit the fancy safe - notice how Sly becomes stunned as his cane recoils off of it? Now go through the open window. Outside, Sly will meet up with Carmelita and try to hit on her... in vain. As soon as Carmelita starts to open fire, Sly should run like hell down the fire escape, via the wooden ramps. Carmelita is not very good with her aim (at least for now), so her shots will do little more than destroy the ramps. On the ground, turn away from the building and race towards the rows of parked police cars. Sly should dodge Carmelita's shots and jump over the cars until he enters the getaway van. Once he's in, Murray will speed off, leaving Carmelita with an empty gun and a humongous repair bill. With Carmelita's files in hand, Sly and his friends return to their hideout. They will be ready to visit the first member of the Fiendish Five. Before leaving, Sly can watch Murray munch on some snacks. Press the Cross Button for some fun. ("You want... one?")
Sir Raleigh's "fortress" is hidden in the Isle O'Wrath within the Welsh Isle. Being the first Fiendish Five hideout Sly enters, the stages here should be a breeze compared to the stuff later on. As long as Sly keeps himself out of deep water, sharp bushes, and, of course, traps, he should have little trouble beating Raleigh.
There is 1 clue at base of ladder (#5) and 2 clues on the treetops under the yellow rope (#6, #7). Sly can smash the periscope for coins. Climb on the rope and get the 2 clues on top of the wall by the gate (#8, #9). Drop down onto the other side of the gate. Bentley will dish out some tips on searchlights and signal repeaters. Wait for the lights to pass, and then dash through between them. Do not touch the thorny bushes. On the other side is the alarm. Destroy it. There is a throwing star guard waiting ahead. Jump over his stars, run up, and smash his brains in. Get the 2 clues on the destructible stone pillars (#10, #11). Up the road past the signal repeater, Bentley informs Sly about Raleigh's storm machine. Wait for the blowtorch guard to blow out a stream of fire, then run up and attack. The running water will push Sly off to the side. Keep jumping to avoid being pushed off. Pick up the 2 clues on the ledge hanging out past the falling water (#12, #13). In the next part, pick up 2 clues ontop of the stones sticking out of the water (#14, #15). Bentley will eventually give Sly a tip on grabbing onto and swinging from hooks. Leap up towards the hook and press the Circle Button to make Sly latch onto it. Push down and up to build up some momentum and then jump again to sail over the gate. Jump across the rotating wheels. They are not too tough to navigate as long as Sly keeps moving. Kill the hammer guard. The next set of wheels is trickier, because they have barrier-like projections sticking out. Jump onto the wheels and simply walk against the spin to stay on top. Make it to the other end and hit the signal repeater. Kill the throwing star guard and work through the searchlights. Get the 1 clue near the alarm (#16). Move up to the fancy safe to hear Bentley's suggestion. If he has been collecting every clue up this point, he should only have sixteen clues at the moment. He needs more, so move on ahead for now. Jump across the wheels and smash open the glass case containing the key. Sly can use this key to open the door in front of him, but he shouldn't exit yet. Grab the yellow rope and climb up to the two searchlight towers. There are two clues on each tower, for a total of 4 clues (#17, #18, #19, #20). With all the clues, return to the fancy safe, press Circle to start entering the digits, and crack it open with Bentley's help. Hopefully, this should be the second fancy safe Sly opens in the game (the first one is Carmelita's), and he should obtain the rather useful dive move. When he's done, he should proceed to the exit and go on to the first hub level. PROWLING THE
GROUNDS (hub stage) Run forward and grab onto the hook, so Sly can safely pull himself down onto the rocks below. Jump across the floating debris. From the lifeboat, climb up the two ropes to get onto some high ground, where a fountain is nearby. (If Sly looks closely enough, he'll notice that the hideout actually lies ontop of the remains of various ships.) Sly will soon hear Raleigh venting his anger over the public address system. From this area, Sly can enter several other stages. (Whenever he returns here, he will start in front of the fountain.) Before entering any of the doors marked by Bentley, Sly can pick up some coins, a 1-Up, and a charm. Some of these items are found behind destructible windows, which Sly can easily jump up to via the orange treetops. Just be sure not to touch the sharp bushes. When Sly has 3 keys, he can get to the power generator, trash it, and then enter the tunnel leading to second half of the hub. When Sly has 7 keys, he can unlock the cannon (at the second half of the hub) and launch himself towards Sir Raleigh's airship. INTO THE MACHINE -
30 Clues Total This stage takes place at the boiler room area of Raleigh's storm machine. Like what Bentley says, Sly should use a jumping attack to slam the furnace doors shut. These doors open back up after a while, so don't stay in front of them! Get 1 clue in the hallway (#1) and whack the hammer guard. Near the pump, under a metal walkway, is 1 clue (#2). Beat the blowtorch and hammer guards, and sidle around the giant pipe. Climb up the rope, and then sidle around the upper part of the same giant pipe. Sidle all the way around to grab 1 clue (#3). Grab 2 clues near the rotating shaft (#4, #5). One is floating in the air; the other is on a large valve. Bust open the grating and go inside the ventilation shaft. Whack the torch guard. Now comes a tricky part. In front of Sly will be three pairs of gratings. When Sly lands on them, they will swing down, only to spring back up (due to the fire blasts below them). In essence, the gratings are spring boards. If Sly jumps onto one, he will keep bouncing on it, so don't worry about him falling. Using the gratings, grab the clues. There is one clue on each of the six gratings, and there are three more floating in the air between them, all for a total of 9 clues (#6, #7, #8, #9, #10, #11, #12, #13, #14). Note how the clues on the gratings drop when the gratings below them fall. Also note how the next grating pair is lower than the previous one, so Sly CANNOT go back up. If Sly doesn't want to come back here again, he should grab or drop all the clues before falling to the ground below. At the bottom, grab any clues that dropped and then break the grating. There's a signal repeater here. Watch the fans cutting through the floor. Sly should hear a grinding sound as the fan blades pass. Simply run through when a blade passes by. Kill the blowtorch guard before going up the rope. There's another signal repeater and a hammer guard. Climb onto the pipe and go through more blades. Now Sly should hear electric noises as the blades whirl by. Along the way, Sly will have to jump and cling onto another bit of pipe to continue on. Swing on the hook to go over into the next big pipe. Waste the hammer guard. Now there is more grating, but lasers between them complicate matters. If Sly stays cool and waits for the openings in the lasers while he bounces on some grating, he should do fine. There are six clues on the grating and three in the air between each pair as before, for another total of 9 clues (#15, #16, #17, #18, #19, #20, #21, #22, #23). This time, there is also 1 clue on some semi-transparent pipes past the grating (#24). Jump from the last grating pair to reach it. Kill two more hammer guards and go into the boiler room. There are 2 clues on a spinning gear next to the rotating shaft (#25, #26). Past the torch guard, ontop of a pipe near some molten rocks (the black and red crap) is 1 clue (#27). Climb up the pipe and go towards the furnace, which looks like a giant spinning disc. Whack the hammer guard there. Get 2 clues inside the small safe by smashing it (#28, #29), and get coins from the wooden crates. Bentley will tell Sly that he can't just jump onto the furnace and that he needs an alternate way. Turn back a bit. The fancy safe is behind the giant wheel. Somewhere in front of the giant wheel is a piston (it has black grease on it). Jump on it and use it to reach a hook. Use the hook to climb onto the gearworks and to get up on the high walkway. From there, latch onto another hook. This one will carry Sly towards the furnace, jamming up the rotating shaft in the process. With the shaft stopped, run back to the other end of the shaft to grab the final 1 clue (#30), floating over the giant wheel. If Sly has all the clues, he can simply drop down to the fancy safe, open it, and then come back up. Inside the furnace's tunnel, quickly use jumping attacks to shut the furnace doors. Remember, these things open back up, so don't stick around. When Sly makes it to the other end, he should have little trouble jumping across the metal walkway and over the fan blades to the key. HIGH CLASS HEIST -
30 Clues Total Raleigh's art gallery is exactly the kind of place Sly enjoys robbing from. Smash the objects along the walls to grab coins. 2 clues are found before the first door and set of lasers (#1, #2). Watch how the lasers move and squeeze through between them. 1 clues lies behind a corner near the alarm for the lasers (#3). The stone steps area is pretty creepy. The lasers coming out from the statue's eyes will follow Sly as soon as he steps on the stone floor, but he can outrun them. The trick is to weave through the stationary lasers while staying ahead of the statue's tracking lasers. This is like an obstacle course, only Sly can die if he messes up too much. As long as he keeps moving, he should be fine. Sly can come back for any coins he has missed after breaking the alarm under the eyes. A signal repeater lies below the eyes too. There are 3 clues at the west side of the steps (#4, #5, #6). There are 3 clues at a break in the fence on the east side of the steps (#7, #8, #9). There are 2 clues in the safe to the east of the alarm (#10, #11). There are 4 clues to the sides of the eyes, with two on each side (#12, #13, #14, #15). There is also 1 clue behind the eyes (#16). Sly will have to use the breakable statues or the ledges behind the gate to reach it. There are two clues in each of the two safes past the gate, making a total of 4 clues (#17, #18, #19, #20). Kill the two bodyslamming guards nearby first. Wait for them to land, then run up and kill these losers. Grab the 1 clue on the wooden platform at the beginning of the next part (#21). This part has lasers rotating over the pool of water. The solid wooden platforms here are above the lasers, serving as safe zones (including the one for the 1-Up nearby). The lily pads, however, are not. Time Sly's jumps across the pads so he doesn't hit the lasers. Stay cool, and focus on dodging the lasers without getting dunked. The alarm for this trap is on the wooden platform at the other end. With the lasers off, Sly can grab the 1 clue on the lily pads (#22). A signal repeater is above on the stone floor ahead. Two clues are near the pillar next to the signal repeater (#23, #24). 2 clues are in the path of twin searchlights (#25, #26). Sneak through this area by sidling around the pillars and avoiding the searchlights. Another 2 clues lie in more searchlights (#27, #28). Sly can use his cane to hit them once he is past the lights. The last 2 clues are behind the final pillar Sly sees before the key (#29, #30). If Sly has missed any clues in this area, now is a good time to destroy the alarm and go back for them. The fancy safe is in the far corner east of the gate with the laser eyes. THE FIRE DOWN
BELOW - 30 Clues Total This stage takes place at the mining complex in Raleigh's hideout. Note that the fancy safe is near the beginning here. Get the 2 clues inside a safe at a corner behind the starting point (#1, #2). Get the 1 clue on the furnace in front of the starting point (#3). Remember to wait for the fire to go out before passing in front of the furnaces. Get the 1 clue floating in air next to the second furnace (#4). Jump from the furnace to reach it. There is 1 clue on the way to the hallway ahead (#5). Use jumping attacks on the furnace doors to close them. There is 1 clue inside the hallway (#6). The next room contains a blowtorch guard. There is 1 clue ontop of a high pipe (#7). Use a lower pipe nearby to reach up there. There are 2 clues behind some breakable black ore (#8, #9). To cross the pool of magma ahead, run ontop of the small turbine and get the power meter charged up. Then jump up and latch onto a moving hook. While hanging on, the hook will bring him to the other side. Jump off and kill the hammer guard there. Get the 1 clue between some pipes across from the signal repeater (#10). Head towards the large furnace in front. Climb up the pipe. Use the hooks and walkways to get onto the gearworks holding the moving hooks Sly has just rode on a few moments ago. There are 4 clues ontop of these gearworks (#11, #12, #13, #14). The last one is floating in midair, so Sly will have to jump off to grab it. From the gearworks, use the high metal walkway to enter another hallway full of furnaces. Kill the hammer and blowtorch guards at the other side. There are 4 clues on the pipes in this area (#15, #16, #17, #18). Falling off of the pipes is very easy, so get to the nearby signal repeater first in case anything bad happens to Sly. In the next section, get the 4 clues behind some ore (#19, #20, #21, #22). There are 2 clues inside the safe here (#23, #24). Now, run on the small turbine when the searchlight is not over it. The goal is to power up the conveyor belt on the other side so it carries a flaming chunk of coal through the gate. It will take a few runs on the turbine to move the coal all the way over, due to the searchlight. With the gate out of the way, Sly can grab the 2 clues on the belt (#25, #26). Navigate across the belts, watching for more searchlights. The last 4 clues are floating in the air before the platform with the alarm and the key (#27, #28, #29, #30). Don't forget to reenter the stage to unlock the fancy safe near the starting point. A CUNNING DISGUISE
- 30 Clues Total Libraries have never been more dangerous. Raleigh protects his books and other treasures in this stage with some nasty traps. Get the 2 clues near the starting point (#1, #2). Smash the books for coins. After the tip on the booby-trapped rug and the dart guns (disguised as globes), wear the barrel by jumping into it. Get the 2 clues on the rug while running across to the other side (#3, #4). As long as Sly is wearing the barrel, he won't get nailed by the darts. When Sly is behind the dart guns, they won't be able to shoot him. Jump out of the barrel and smash both guns. With them gone, Sly can grab any remaining coins in peace. Be sure to kill the blowtorch guard before proceeding with the barrel - the barrel won't protect Sly against anything else but darts! Take the barrel down the elevator, and use it to cross another rug. Get the 2 clues inside the safe (#5, #6) and the 1-Up near the bookcases. The flashlight guard ahead can be easily tricked. Wearing the barrel, move towards him when he faces away. Stay still inside the barrel when he turns back and he won't notice Sly at all. When the opportunity arises, whack him from the back. The next flashlight guard keeps the path constantly monitored, so leave the barrel for now and climb the ladder. Get the 3 clues on top (#7, #8, #9). Get the 1 clue floating in midair by jumping from ladder (#10). Sly can turn around from the ladder to see it. After getting the clues, take out the flashlight guard. Do so by whacking him from the back or by using a death-from-above attack. Get the 4 clues on the twin furnaces (#11, #12, #13, #14). Now go back and get the barrel. Past the flames is a rug with more dart guns. Get the 3 clues behind rug (#15, #16, #17). There are also 2 clues inside the safe behind one of the furnaces (#18, #19). Ride the elevator up to a signal repeater. Use the barrel to sneak past a rug and some searchlights. Destroy the alarm there. Get the 3 clues on the sides of the bookcase (#20, #21, #22). Sly can use the ladder to reach the fancy safe behind this bookcase. The next flashlight guard is tougher to surprise, because some piles of books block the path. Sneak up to the books with the barrel. As soon as the guard turns away, jump out and attack one pile, then jump again to hide back inside the barrel. When the path is clear, Sly can easily sneak up on the guard and waste him. Now Sly needs to use the large chandeliers to get across to the other side. Before crossing over, however, climb up on the chandeliers to find the 3 clues way up at the top (#23, #24, #25). When Sly is done with that, he should wear the barrel and walk across the chandeliers to the other side. (If he falls off with the barrel, he will need to ride the elevator back up.) Look for a spinning bookcase on the other side. Push it in, and smash the safe hidden behind it for 2 clues (#26, #27). Past the chandeliers, move through two more searchlights. Get the last 3 clues near the alarm (#28, #29, #30). Sly should head back to unlock the fancy safe, and then go through one more rug trap to get the key. THE GUNBOAT
GRAVEYARD - 20 Clues Total Get the 2 clues inside the safe on the ship at the beginning (#1, #2). Raleigh will complain some more over the public address system, telling his guards to protect the key. Get the 2 clues between the stairs on the boat (#3, #4). Jump across the debris ahead. There is 1 clue on a floating barrel (#5), 1 clue on a floating wheel (#6), 2 clues inside a safe near the bodyslamming guard (#7, #8), and 1 clue behind the mast near some rigging (#9). Climb up the rigging and then a rope to get onto the wrecked plane. Avoiding the searchlights, run towards the tail of the craft and destroy the alarm. Go back a bit to get the 2 clues on one of the plane's wings (#9, #10). Keep going past the pillar ahead. Beyond the signal repeater, there are 2 clues on another plane (#11, #12). Kill the throwing star guard in front. Get onto the rope, and drop down to kill the flashlight guard below. Another flashlight guard walks around on the sub (this ship is called the S.S. Rolly). Get the 2 clues at the stern of the sub. Sly can smash the periscopes on the conning tower for coins. Go across the port fin to reach some wooden planks floating on the water. There are 2 clues on the debris (#16, #17). Look out for a throwing star guard. There is 1 clue next to a safe at this area (#18). The last 2 clues are inside the safe (#19, #20). Climb up the ropes to find the fancy safe and the key. TREASURE IN THE
DEPTHS (Submarine stage) This is the first so-called special stage in the game. Follow Bentley's instructions. Press the Left Stick to move the submarine, and press the Right Stick to fire. Due to this setup, Sly can fire in a direction independent to that of his movement. Sly's goal is to break open 40 chests, so Bentley can free the key. These chests are pretty tough, so they suck up a few hits before shattering apart. To complicate things, pesky crabs will come outta the pipes and attempt to steal the chests. The challenge is to destroy 40 chests while stopping the crabs from making off with one. As soon as Sly loses a single chest to the crabs, he fails. Fortunately, he cannot lose lives in this stage, so he is free to retry an indefinite number of times. Success in this stage depends mostly on Sly's reflexes, but there are some good tips he can follow to improve his chances. First, he should quickly take out any crabs that grab hold of a chest. Remember, if Sly loses one chest, he must restart the stage. Second, the crabs appear in greater frequency as Sly destroys more and more chests. When he is down to the last five chests or so, the crabs will start to swarm in. Third, the rock in the middle of the stage blocks everything. If Sly is trying to blast a crab on the other side, he will have to move around the damn rock. Fourth, the sub is invincible. Sly can bump into crabs, rocks, and chests without worrying about his craft imploding and his skull caving in. If Sly is fast enough and can keep up the pressure on the crabs, he should do fine. THE EYE OF THE STORM (Boss stage - Sir
Raleigh) Time to take out the trash. Like he says it himself, Raleigh will bloat himself up and attempt to crush Sly. The arena consists of a ring of floating platforms that surround a raised central platform. Sly is restricted to the floating platforms, and Raleigh begins each phase of the battle from the raised platform. Raleigh is invincible until he reverts to his normal size, upon which Sly can hit him. If Sly succeeds, Raleigh loses some life and the next phase kicks in. If not, Raleigh repeats his attack. For the first phase, Raleigh simply follows Sly around. Sly can jump across the platforms to keep clear of the boss, or better yet, he can stay on one platform and run underneath the boss as he bounces past overhead. After so many jumps, Raleigh shrinks and opens himself up to a beating. Whack him. For the second phase, all the platforms Sly isn't standing on drop into the water. Again, Raleigh will try to crush Sly. Just run underneath the boss as he bounces over, and then kick his ass when he shrinks. For the third phase, every platform Raleigh jumps on will sink (the red lights on the affected platforms blink as a warning). Sly will have to stay ahead of the boss to avoid both getting crushed and falling into the water. Raleigh is not very fast, and the platforms take a few seconds before sinking, so Sly doesn't have to stay too far ahead of the boss. Again, when Raleigh shrinks, whack him. Notice that the platform Raleigh shrinks on does NOT sink. For the fourth and final phase, all the platforms except the one Sly is standing on plunges into the water again. Raleigh will jump down, lash out his tongue, and start spinning. Sly needs to jump over Raleigh's tongue until the boss shrinks and then deliver the final blow. Raleigh speeds up as he keeps spinning, so Sly should time his jumps as necessary. If Sly wins, the boss will fall into the water. After a brief exchange of words, Raleigh literally croaks, leaving Sly free to take back an important piece of the Thievius Raccoonus. Rioichi's notes will teach Sly the spire jump, which lets him leap onto narrow points marked by sparkling lights. After returning to the team's hideout, Sly and his friends will be ready to visit the next member of the Fiendish Five. Before leaving, Sly can watch Murray dance. Whoa....
Muggshot's headquarters lie in his casino in the town of Mesa City, Utah. The mobsters Sly faces here are much more aggressive than Raleigh's pirates, but they are no smarter. Rioichi's spire jump technique will help Sly deal with the indoor security systems and other environmental hazards. As the old saying goes, ninja do not fear death. Neither should Sly. A ROCKY START - 40 Clues Total Go back up, and spire jump to go over the wall of boulders. Kill the tethered dog. Get the 2 clues near here (#8, #9). Go onto the lake via the debris. There are 4 clues scattered across the debris (#10, #11, #12, #13). After grabbing them, Sly should work his way back to the main path. Bounce on the mattress, climb the pipe, and then latch onto the hook. Swing over and kill the tethered dog. A club guard charges through the wooden fence, but Sly can just run up and attack to waste him. Get the 3 clues behind the broken fence (#14, #15, #16). Jump onto the magnet hanging from the crane. After Bentley gives Sly a tip on the floor lasers, find a signal repeater and the safe holding 2 clues (#17, #18). Get the 1 clue on the telephone pole sticking out over the water below (#19). Now Sly should work his way through the lasers inside the subway car. When they flash, they're about to switch sides. While flashing, lasers can be touched. Use this fact to Sly's advantage. Smash the alarm for some coins. Get the 2 clues by the exit of the subway car (#20, #21). The ball-and-chain guard periodically swings out his weapon. Wait for him to retract his weapon, then rush up and dive at him. Go up the rocks and the mattress, and spire jump. Jump over the playing cards of the card guard to get at him. Grab the 2 clues at this area (#22, #23). There is 1 clue behind a yellow car and two tire piles here, under a rock ledge (#24). Back on the street, go to the corner-like ledge to find 3 clues (#25, #26, #27). Also pick up the 1 clue near the two tethered dogs (#28). Move past the crushers. Kill the club guard who comes outta the fence. The rope above a yellow car here leads to the fancy safe. There are 2 clues inside the safe behind the fence (#29, #30). Two guards are waiting behind the next fence. Before the next pair of crushers, jump onto a crane nearby to find 3 clues (#31, #32, #33). Beyond the second pair of crushers are a ball-and-chain guard, a signal repeater, and 1 clue (#34). There is 1 clue inside another subway car with more lasers (#35). Swing across the floorless area via the hooks to avoid falling into the drink. The upcoming part has more lasers. At the end, go up the pipe. Kill the card guard. There are 1 clue next to guard (#36), 2 clues behind the wooden fence (#37, #38), and 2 clues inside the safe to the side of the door (#39, #40). Before taking the key and exiting to the hub level, be sure to return to the fancy safe. MUGGSHOT'S TURF
(Hub stage) When Sly has 3 keys, he can unlock the switch under the red car. Hit the yellow switch to send it smashing down the barrier blocking the way to the second half of the hub. When Sly has 7 keys, he can go to the west service counter (at the second half of the hub) to reveal a switch. Hit the switch to open up the door to Muggshot's lair.
This is Muggshot's Vegas-style casino. With all the lights on, a thief won't be able to go very far without being seen, so why not hit the yellow switch on the wall? As soon as Sly does, the lights go out and the door opens, but the gun guards inside the casino will start their patrols too. Gun guards patrol the aisles between the slot machines. Sneak around them by taking side routes. If a guard is alerted, other guards will come, making Sly's life very painful. Be sure to get the 2 clues in one of the aisles (#1, #2). Smash the chips on the poker table for real coins. Cross the bridge with the lasers. Remember, when the lasers flash, they're about to switch sides. Sly can also touch the lasers when they are flashing. Get the 2 clues past the bridge (#3, #4). Now go up onto the high ledge. Hug the wall, sidling past the guards. Step onto the moving sign, using it as a moving bridge. 2 clues are waiting for Sly when he makes it to the other end (#5, #6). From here, Sly can drop down and sneak up on the two gun guards. Run up to their side and bash away. Grab the 3 clues they were guarding (#7, #8, #9). Get the 1 clue on the fallen "G" glass sign (#10). Climb up the rope and jump across more hanging letters to cross the water below. There is 1 clue on another "G" sign at the end (#11). Jump down on the guard between the two poker tables, killing him. Get the 6 clues on the line of slot machines behind the rotating doghouse display (#12, #13, #14, #15, #16, #17). Also get the 1 clue near the destructible slot machines just before the laser area (#18). There are 4 clues at the laser area (#19, #20, #21, #22), with one at the other end and three in the middle. As Sly jumps between the laser grids, he can swing his cane to get them. That, or he can destroy the alarm first and then come back for them. To deal with the gun guard, sneak up on his sides. Smash the swinging legs of the Muggshot display for coins, and then find the signal repeater. Go down the hall for 3 clues (#23, #24, #25) and a card guard. The large room Sly enters is flooded, with exposed wires dangling from the ceiling. If you've seen that office scene in Valve's Half-Life, you know what Sly should do here - jump across the tables and don't fall into the water. Grab the 2 clues on the first table (#26, #27). Cross the roulette tables and find 2 clues on another poker table (#28, #29). There are 2 clues inside a safe up some steps (#30, #31). Find 2 clues on yet another table (#32, #33). These roulette tables are now trapped, with lasers that can be jumped over. Don't worry too much if Sly trips them, since the alarm is right past them. Leap down to the tables below, and then climb up the rope onto more glass letter signs. Sly should work his way across them and then drop down to a table for 1 clue (#34). If he stays at the farthest corner of table, he will avoid the flashlight of the gun guard here. The next part should be lots of fun. Jump on the wheels, avoiding the lasers. Due to their setup, Sly can't just sit on the wheels forever; he must jump ahead to avoid the lasers. There are 2 clues and a signal repeater on a table halfway through (#35, #36). Make it across some more wheels to find 1 clue and the alarm on the next table (#37). The fancy safe is in the area ahead, along with 2 clues on a hanging sign (#38, #39). Go up for the last 1 clue (#40). Jump down from the signs onto the giant roulette wheel. As Bentley implies, Sly can only jump clockwise (relative to the wheel) due to the counterclockwise spin of wheel. Sly's goal is to land on three orange spaces without touching the lasers, so he can free the key. As he touches more and more orange spaces, the traps will grow nastier. MURRAY'S BIG
GAMBLE (turret stage) Time to do a little sniper work. (Anyone remember the train station scene in the Mission Impossible game released by Infogrames?) Murray steals the spotlight here. He will race across the stage in an attempt to grab the key at the top. Of course, several guards are looking forward to wasting him. Sly will be manning a turret. Press the Left Stick to aim and press the Square Button to shoot. Sly's duty is to provide cover fire for his friend. Whenever a bad guy approaches Murray, Sly has to shoot him. If Sly can protect Murray until he grabs the key, the team wins. If not, the heroes have to start over. Sly loses a life whenever Murray dies, but since there aren't any signal repeaters anyway, don't worry about Game Overing. Murray begins his run as soon as Sly blasts the door. Like with the other special stages, success in this one depends mostly on Sly's reflexes. Still, there are a couple hints he can use to boost Murray's survival rate. First, DO NOT SHOOT MURRAY. Friendly fire is very real in this stage. Second, shooting the grayish barrels cause them to explode. If Murray is caught in the blast, he dies. Third, Murray and the bad guys always move along the same routes. If Sly can memorize their paths, he will be prepared for any surprises. (Bad guys tend to appear from corners or windows.) Fourth, know how the camera works. A yellow reticle means that Sly has acquired a target. The zooming is automatic - when Sly pans away from Murray, the camera zooms out, and when he pans towards Murray, it zooms in. With this in mind, Sly can aim ahead and take out some barrels early on. Fifth, if Sly is experiencing a lot of trouble, he can pick up some charms before entering this stage. Any charms Sly brings in will be transfered over to Murray. Murray's path is rather simple. He will move past a handful of garages, weave through some subway cars, cross a bridge, ride up on a crane magnet, and then run across the rooftops to the key. Murray will report his progress when he hits the halfway point.
AT THE DOG TRACK
(racing stage) Now's your chance to play as Murray. He's been challenged to a race. If he wins, he gets a key. Operating the van in this mode is very simple. Press the Left Stick or the D-Pad to drive. Unlike many other racing games, press Up to accelerate and press Left and Right to turn. Press the Square Button to use a tank of nitro. To win, Murray has to place first at the end of three laps. Overtake the four opponents as soon as possible, and try to grab every nitro tank along the way. The other racers can also pick up nitro tanks, but they never use them. Turning too hard causes the van to skid a bit, but Murray recovers rather quickly. The nitro boosts are very short, so they should be used only if Murray needs to recover from a bad turn or if he can pass another racer. The best strategy is to memorize the course. No lives are lost if Murray blows it, so he is free to retry as many times as he wants. Actually, he can just restart the stage is he gets off to a bad start (like if the opponents grab all the nitro early on). Do not worry about ramming other racers - nobody can die in racing stages. STRAIGHT TO THE
TOP - 40 Clues Total This is the top of the Muggshot's headquarters. Start off by killing the tethered dog. Notice that the key is just under the skylight with the orange "glass," but the structure is reinforced. Following Bentley's advice, Sly's goal is to use the wrecking ball way above to smash apart the skylight. There are two safes holding a total of 4 clues north of the skylight (#1, #2, #3, #4). Kill the card guard there. Get the 1 clue on the blue car dangling on a crane to the west (#5). Jump off quickly, because the car will fall. There are 2 clues against the wall east of the skylight (#6, #7). Climb the yellow neon sign's pipe west of the skylight. Get the 1 clue before going up the orange neon pipe (#8). Jump across the orange neon pipes to a signal repeater. There are 2 clues near the repeater (#9, #10). 1 clue is on a dangling blue car (#11). 1 clue is on another blue car (#12). 3 clues are near some junk against the wall north of the repeater (#13, #14, #15). 2 clues are inside a safe near the water tower (#16, #17). 8 clues are inside the water tower (#18, #19, #20, #21, #22, #23, #24, #25). Hang onto the gold hook to drop 'em out. 1 clue is at the corner northeast of the repeater and the metal tower, among lots of junk (#26). 2 clues are under the metal tower (#27, #28). Use the orange neon pipes to get onto the second level of this tower. There are 2 clues on the second level (#29, #30). On the third level, climb the orange neon pipe to send the top part of the tower crashing over onto the next rooftop. Up ahead, ball-and-chain and club guards greet Sly. Find a signal repeater. There is 1 clue above the repeater (#31). Kill the card guard to find a safe holding 2 clues (#32, #33) and a blue car with 1 clue (#34). Climb up orange neon pipe past the repeater. Get the 2 clues inside a safe at the top (#35, #36). Climb onto the metal walkway behind the giant sign. Muggshot will say something over the public address system about taking care of whoever messes with him. There is 1 clue hanging in the air here (#37). Climb up to the top of the sign, where a part of the walkway (it forms the dog bone part of the sign) will fall over onto a distant rooftop. Once Sly steps off, the walkway bends back. Kill the card guard. The fancy safe is here. 1 clue on the sofa (#38). 1 clue is on the blue car (#39). The last 1 clue is on the crane arm (#40). Go back for the fancy safe, and then return to the crane. Climb down onto the wrecking ball to move it into the skylight, freeing the key. BACK ALLEY HEIST -
30 Clues Total Ahh, the ghetto. This should bring all sorts of memories back to Sly.... The camera for this stage is usually locked to the sides, given the game a view reminiscent to those in classic 2D platform action titles. First, follow the coins and kill the tethered dog. Get the 2 clues and then climb up the ladder (#1, #2). Use the awning to bounce up to the ledge. Smash any signs in the way. There are 2 clues inside a safe (#3, #4). Go up on the awning. Get the 3 clues on the high ledge to the left (#5, #6, #7). Look out for a ball-and-chain guard on the right ledge. Jump on the air conditioner (the gray box) and immediately jump off to the right to grab the 1 clue in midair (#8). These air conditioners break off, so Sly will not get another chance at the clue unless he restarts the stage! Climb up the ladder to kill the ball-and-chain guard on the fire escape. Get the 2 clues behind him (#9, #10). At the bottom, run forwards as the searchlight goes away. Use the awning to jump over the light and onto the alarm. Go up the ladder to avoid the guards below. Get the 2 clues up there (#11, #12). Go forwards via the awnings. Get the 3 clues on the three large dog statues (#13, #14, #15). Find a signal repeater. Drop down to kill the three gun guards Sly just passed over earlier. Climb down the ladder to a courtyard with a fountain. Smash apart the hobo furniture for coins. Return to the signal repeater to continue on. Sneak past more searchlights by using the ledges and walls. Follow the coins down through three levels. For the first level, Sly should kneel behind the ledge and jump over the barriers when the lights are not over him. For the second level, he should hide behind the walls to avoid the lights. For the third level, he has to bounce over the light with the help of some awnings. The alarm is high up at the end of the row of awnings. There are 5 clues riding on the moving clothesline (#16, #17, #18, #19, #20). Strike out with the cane as they pass by to get them. Bounce up on the awning, through a sign, onto a ledge before a group of air conditioners. Quickly jump back and forth between the air conditioners, striking out to hit the 3 clues in between them (#21, #22, #23). (If Sly screws up in getting the clues, he can die and restart from the previous repeater for another attempt.) Get the 1 clue behind the window to a ghetto apartment (#24). Kill the ball-and-chain guard, then get the 2 clues inside a safe (#25, #26). Bounce up on the mattress to the next floor. Watch out for a club guard. Get the 1 clue (#27) and smash up the place for coins. Go up yet another floor. There are 2 clues near the fancy safe (#28, #29). Go down the narrow wooden beam to the last 1 clue (#30). Return to the fancy safe, and then follow the wooden beams down again, this time to the key. TWO TO TANGO - 30
Clues Total Going up! Get the 3 clues on the fire escape next to the starting point (#1, #2, #3). Climb up the pipe to the roof to find 3 clues (#4, #5, #6) and a card guard. Leap across to the pipe by the next rooftop. When Sly climbs up, he'll meet Inspector Fox. After a little chat, he should start sprinting across the rooftops, because Carmelita will start shooting. Luckily for him, she only aims at his last position, so as long as Sly keeps moving, he won't get wasted. The real challenge is to pick up clues while under constant fire, but as long as Sly stays cool, he'll do fine. Jump across to the next building. Find a safe holding 2 clues (#7, #8). Get the 3 clues at the opposite corner (#9, #10, #11). Bounce on the mattresses and spire jump to reach the next building. Get 2 clues inside the safe under the remains of a water tower (#12, #13). There are 2 clues near the skylight (#14, #15). Use more mattresses to get up to some roofs, and jump across. On the rooftop with the three skylights, there is a safe holding 2 clues (#16, #17), and there is 1 clue between some fans (#18). Use the mattress and the wooden beam above to go onto the upper rooftop. Get the 2 clues at the corner, near a chair (#19, #20). Climb along the clothesline. This will break on one end, forcing Sly to climb up fast onto the next building. (He won't be able to go back.) Jump down onto the distant balcony below. Notice that Carmelita stops pursuing Sly when he lands on this balcony. A signal repeater is there along with 3 clues (#21, #22, #23). Also get the 3 clues inside, past the sliding glass doors (#24, #25, #26). Go down the hall to find a card guard. Beyond him is an old casino floor. Sneak behind the two gun guards. A safe holding 2 clues is behind the guard overlooking a mattress (#27, #28). Kill him, then use this mattress to reach the glass letter signs hanging overhead. Do some death from above (a mine works great) on the remaining guard below, who watches a safe and the fancy safe. Get the last 2 clues inside that safe (#29, #30), and then simply walk over to the fancy safe to unlock it. Climb back up onto the hanging signs. Before jumping off the last sign to the path below, use the Binocucom to peer out of the window. Guess who's back? As soon as Sly leaps down, Carmelita will resume her shooting spree. This time, Carmelita's shots destroy more structures, so Sly had better move his butt. Go across the tables, up the ladder, across the signs, up another ladder, onto a mattress, onto a point (use spire jumps), onto another mattress, across metal walkways, up a series of mattresses, and towards a red birdcage containing the key. Smash up the birdcage without getting shot. When Sly breaks out the key, Carmelita - who is standing on a balloon - will float away to pester him another day. LAST CALL (Boss stage - Muggshot) (At the second half of the hub, unlock and flip the switch at the west service counter. Sly can then enter the doorway to Muggshot's lair.) As it turns out, Muggshot isn't the dumb thug we all think he is. He knows his vocabulary, and he knows when a thief needs to be gunned down... with vengeance. Armed with twin automatic pistols, Muggshot will attempt to blast Sly over a total of three phases. Sly cannot harm Muggshot by swinging his cane at him; the brute is simply too strong. However, if Sly flips all the mirrors within a phase (by striking them), Muggshot retreats to a higher floor, and the next phase will kick in. There are no checkpoints. For the first phase, Muggshot "walks" around, following Sly. As soon as the boss obtains a clear line of fire, he will pull out his pistols and release a short barrage of lead. Scattered about the area are crystal structures. To avoid Muggshot's gunfire, Sly can use the crystals for cover or he can simply double jump over the bullets (the latter requires good timing). There are eight mirrors in all, and they are arranged along the outer perimeter of the room. For the second phase, things are the same as the first, only the floor layout is more complex. Sly has to hit another eight mirrors. Remember to hide behind the structures or jump to avoid Muggshot's fire. For the third and final phase, Sly must do some serious spire jumping. This is actually the easiest phase, if Sly knows what to do. Spire jump across the points on the ropes to get to the six mirrors. These mirrors are the only means of protection Sly has against Muggshot's bullets. Again, flip them all to beat Muggshot, who now constantly aims towards Sly's direction. Muggshot's bullets can revert flipped mirrors in this phase, so Sly shouldn't be standing behind a flipped mirror whenever the boss shoots. Furthermore, Muggshot now fires in set periods of time, so Sly should time his moves appropriately. First, he should go behind a mirror. After Muggshot fires, Sly should hit the mirror and then quickly move over to the next mirror. When Muggshot fires again, nothing will happen, because the mirror Sly is now behind of is already facing away! Again, Sly should simply hit the mirror when the gunfire stops and then move on to the next mirror. By using this simple strategy, Sly will have the boss down in no time. After Sly flips the last set of mirrors, Muggshot realizes that brute strength just isn't enough sometimes. With the boss incapacitated, Sly takes back an important piece of the Thievius Raccoonus. The "Tennessee Kid's" notes will teach Sly the rail walk/slide, which allows him to move along certain narrow edges with perfect balance. (And no, Sly will NOT get to use his ancestor's gun as a weapon.) After returning to the team's hideout, Sly and his friends will be ready to visit the next member of the Fiendish Five. Before leaving, Sly can watch Murray play with a Sony PSOne. From the sounds we hear, he seems to be sucking at whatever he's playing....
Mz. Ruby resides in some remote swamps in Haiti. Sly's sneaking skills and cane attacks should help him overcome the necromancer's supernatural servants. Water pits are prevalent in the stages of this hideout, but the Tennessee Kid's rail moves should let Sly use all those narrow branches and slippery vines to keep himself high and dry. Better yet, he should obtain the water safety technique to really make his life easy here. THE DREAD SWAMP
PATH - 20 Clues Total Use the drum to bounce up to an overhead vine. Grind down it towards the 1 clue on the tree leaf (#4). A second leaf is guarded by a spider. Attack it when it dangles down. Rail grind the next vine. Sly must soon jump onto another vine to avoid falling into the water. (If he has the water safety technique, he should have absolutely no problem here.) There are 2 clues on the tree trunk to the side of the vine (#5, #6). Jump off to get them. Continue grinding down to a leaf, fight two more spiders, and find a signal repeater. Kill three mosquitoes. Jump on the drum to get 1 clue hanging in midair (#7) and to get onto a vine. Traverse a series of vines and drums, following the vines. Sly will eventually land on a branch he can rail walk on. Kill a spider there. Go into the tunnel, which actually runs through a giant tree trunk. Get the 2 clues along the walls (#8, #9). A giant plant monster will awake. Just keep swinging to kill it - the first blow breaks it into two, and then each part takes another hit to die. Get the 1 clue past the plant monster (#10). Rail walk up the branches onto the top of the trunk. Fight another two plant monsters. Keep swinging to destroy them all. There are 3 clues grouped together behind one monster (#11, #12, #13) and 1 clue hanging high on the opposite side of the trunk (#14). Now step onto the leaf. Jump down onto the ground ahead, finding a signal repeater and a voodoo guard. There is 1 clue here (#15). Go up on the ledge behind the signal repeater. Hug the wall and sidle across. Watch out for the flashlight of the guard. At the other side, Sly can jump up ontop of the gate and kill the guard. There is 1 clue ontop of this gate (#16). Smash the ceremonial masks for coins. Bentley will tell Sly that he needs to destroy five magical candles to deactivate a mojo shield around the key. The candles are found within the group of huts. Several voodoo guards walk in circles around these huts, so sneak in between them and whack all the candles to unlock the key. If Sly wants to really play it safe, he can try using mines to thin out the patrols. 1 clue is on the bridge leading to the exit (#17). 2 clues are at the edge of the hut area, south of the bridge (#18, #19). The last 1 clue is near the fancy safe (#20), which is somewhere north of the huts. After Sly obtains the key, he can exit to the hub level. THE SWAMP'S DARK
CENTER (Hub stage) When Sly has 3 keys, he can unlock a gate southeast of the huge altar. Doing so unleashes a character from one of the stages, who destroys the barrier leading to the second half of the hub. At this second half, Sly should rail walk along the vine, matching his speed with the shadows from the churning machine to avoid being caught by the voodoo guards. When Sly has 7 keys, he can go onto the ledge in front of the Down Home Cooking entrance to partially shut off the churning machine (at the second half of the hub). He can then jump onto the cauldron lid at the machine's center (the guards will be gone, as are the lights) to launch himself towards Mz. Ruby's skull temple. THE LAIR OF THE
BEAST - 30 Clues Total Get the 3 clues in front of the massive gate (#1, #2, #3). Bentley will tell Sly that he feels creeped out by the stuff past the gate, so why not check it out? Go up a spiraling vine. Hit candles, rail walk, and swing to get to a leaf that lets Sly climb to the other side of the gate. Grind down the vine, but be ready to jump towards the pipe, which leads to a large ledge with lots of items. Get the 7 clues along the ledge and the pipe (#4, #5, #6, #7, #8, #9, #10). After doing so, continue grinding down the vine, swinging at the 3 clues along the way (#11, #12, #13). (If Sly misses them, he can spire jump back up the vine.) At the bottom, kill several spiders. Follow the path onto a branch. Rail walk up along it, climbing around the tree. Get the 1 clue hanging in the air (#14). Find a signal repeater at the top. Jump and swing across the branches, killing spiders and mosquitoes along the way. There is 1 clue on a low branch (#15). On this same branch, Sly will see some reeds move. Bentley will offer some frantic advice, but don't panic... yet. Back on solid ground, there are 3 clues (#16, #17, #18) and some mosquitoes. Get the 1 clue hanging on the tree over the spiral branch (#19). At the top, jump from the leaf onto a nearby ledge with 3 clues (#20, #21, #22). Grind down the vines. Sly will have to jump from vine to vine to avoid falling. 1 clue is along the first vine (#23), and 1 clue is along the second (#24). A signal repeater is at the bottom. Swing over to the ledge ahead. Get the 2 clues there (#25, #26). As Sly rail walks along some low branches over the swamp, the beast will attack. What is the beast, you ask? It's a giant serpent that chases Sly, knocking away all the plant life that gets in its way. Because Sly is running towards the camera in this scene, judging his jumps may be more difficult, but if he pauses too much, the beast will mop the swamp bed with his corpse. While rushing through this scene, try to get the last 4 clues among the branches (#27, #28, #29, #30). If Sly survives the ordeal, he will find himself on a ledge with the key. The beast will disappear, returning to wherever the hell it came from. Before securing the key, rail walk along the nearby branch to find the fancy safe. A GRAVE
UNDERTAKING - 40 Clues Total Smash the branches apart, and a ghost will materialize on the other side. Keep whacking away to kill it. Grind the vine, and get the 1 clue on the rock jutting out in the middle (#1). At the bottom, kill a plant monster and break through more branches. Past this are what appears to be many ghosts. Keep attacking while slowly advancing until Sly smashes the gravestone that generates the ghosts. (Doesn't this feel like Midway's Gauntlet?) There are 3 clues next to another plant monster (#2, #3, #4). Swing across to a signal repeater. There are 2 clues inside a safe behind the repeater (#5, #6). A mosquito is also nearby. Continue down the path. Get the 1 clue next to a plant monster (#7). Walk into the mouth of the giant wooden crocodile. Whack some ghosts and branches, killing a gravestone. There is 1 clue just past some branches (#8). Beyond the maw, spire jump across the three torches. Each torch spews out fire periodically, so Sly should time his spire jumps appropriately. At the ground below, fight tons of ghosts from three gravestones. There are 3 clues grouped together in this area (#9, #10, #11). Climb up via the drum. Sneak around the nearby pillar first. There are 2 clues inside a safe (#12, #13) and 4 clues around another pillar behind the same safe (#14, #15, #16, #17). Now go towards the spinning pillar. This pillar has lasers, so sidle between them, matching the pillar's motion. Next, sidle around a second spinning pillar. Climb up the rope and smash the alarm. Rail walk along the wooden branch over to a swinging wooden chandelier, where 2 clues are (#18, #19). Swing across ropes to a signal repeater. Go into the tunnel and fight a plant monster and a mosquito. There is 1 clue near this mosquito (#20). Notice that Sly is back outside, only he's above where he was earlier on. Rail walk along the vine over the snout of the wooden croc head. Get the 3 clues between the firepit-eyes (#21, #22, #23). Go back and spire jump across the three torches to proceed. Get the 2 clues on the ledge he lands on (#24, #25). Now leap down to the floating lily pads. Jump across pads, killing ghosts and a gravestone. Get the 3 clues on one of the pads (#26, #27, #28). When Sly makes it across, there are three mosquitoes and a safe holding 3 clues (#29, #30, #31). Rail walk down the branch. Kill the ghosts and the gravestone. Then go back up and get the 1 clue between some tree roots (#32). Beyond the gravestone are a mosquito and 3 clues (#33, #34, #35). Cross over to another branch. This time, there are two gravestones. Move in steadily and kill everything, but don't touch the key yet. There is 1 clue behind the key (#36). Hack through some more branches to find the fancy safe and two safes. The safes each contain two clues for a total of 4 clues (#37, #38, #39, #40). PIRANHA LAKE (Swamp skiff stage) (At the first half of the hub, climb along the bone rail near the huge altar to reach this stage. Sly has to use the bone rail because a gate blocks the main path in.) Time for some serious swamp action. Piloting a skiff, Sly must light up 25 tiki torches within the time limit in order to unlock the barrier to the key. Press the Left Stick to move the skiff, and press the Square Button to release a burst of flame. Fuel for the flamethrower is limited, so Sly will have to get more ammo by running over the piranhas that inhabit the lake. And as if that's not enough, the skiff has only enough room for five bursts. Sly cannot afford to screw around in this stage if he wants to light up all the torches before time runs out. He should quickly zip across the lake, grabbing whatever piranhas he can. To save time, race back and forth across the lake, lighting up any torches he comes across as he grabs the fish for ammo. His focus should be on the torches - pick up just enough piranhas to light them. Do not waste time by stocking up too much ammo, and definitely do not waste fuel (the flamethrower has a crappy range, so make sure Sly lines up the skiff well). Notice how the torches are arranged along the inner and middle edges of lake. If Sly succeeds, he can ride up to a higher portion of the lake, dock his skiff, and then grab the key. DESCENT INTO
DANGER - 40 Clues Total Get the 3 clues past the branches at the beginning (#1, #2, #3). After Bentley makes a comment about some serious sanitary violations, rail walk along the branch and jump onto the floating platform (it's made of stretched hide). Sly can look north through the waterfall to see the key, but it's unreachable from this point. Jump and grab onto the bone rail, using it to climb under the voodoo guard. Make sure the guard does not catch Sly with his flashlight. Eventually, Sly will have to jump onto a second bone rail. Watch out for another voodoo guard's flashlight - pass by when the guard is not looking down. At the end, get the 2 clues inside a safe (#4, #5). Jump back onto the ledge where the second voodoo guard is and murder him. Do not touch the sharp wooden barriers lining this ledge. Get the 1 clue past the voodoo guard (#6), and then turn back. (Sly cannot jump over to the next ledge; he'll have to get there from a later part of this stage.) From where the safe was, go onto the floating platforms. A skull guard will toss flaming skulls at Sly's position. Simply jump left and right across the platforms to avoid the skulls, destroy the candle to deactivate the mojo barrier, and then go up to the guard and whack him. There are 2 clues (#7, #8) and a signal repeater in this area. Climb up the bone rails on the side of the giant statue. Sly will eventually step onto the outstretched right arm of the statue. A spider is waiting over the open hand. Swing across the two hooks to reach the stone platforms. Avoid the searchlights and the spiked logs. Wooden platforms crumble when Sly lands on them, so he should jump off of them quickly. There are 6 clues scattered around here (#9, #10, #11, #12, #13, #14). To make Sly's life easier, destroy the alarm at the end of the area before going for the clues. Beyond the alarm is a rope, which Sly can use to reach a high wooden chandelier. Go up there to sneak above the voodoo guard overlooking the 2 clues below (#15, #16). Drop down and kill him, and then grab the clues. The other guard nearby (who patrols the front of a giant bat statue) should not notice Sly smashing in the head of his comrade. When he faces away, run up to him and kill him too. Under the bat statue there are two safes, each with two clues for a total of 4 clues (#17, #18, #19, #20). Climb up the rope in front and get onto another wooden chandelier. Mz. Ruby will tell Sly over the public address system to scram. Ignore her threats and look down below to find the 4 clues along the sides of the waterfall (#21, #22, #23, #24). Leap down to grab them. Sly can step on the wooden ledge sticking out into the waterfall without fear of being pushed off. From the ledge by the waterfall, jump down onto another ledge Sly has passed by earlier (remember how he climbed the bone rail underneath this ledge?). Kill the voodoo guard there. Get the 2 clues lying in the open (#25, #26) and the 2 clues inside the safe (#27, #28). Sly should now work his way back up, this time jumping onto the top of the waterfall. If he simply walks through the force field, he will trip the alarm. Go around the spinning pillar instead, sidling between the lasers. A signal repeater is on the other side. Be sure to grab the 3 clues on a nearby stone ledge (#29, #30, #31). After Bentley's note about the source of the muck, rail walk along the branch and go onto the floating platforms. Avoid the searchlights and smash the alarm first, and then whack the candles, all the while dodging the flaming skulls from the skull guard. When the mojo barrier is deactivated, kill the skull guard and proceed. Spire jump across the two torches. Get the 2 clues on the wooden platform (#32, #33). Spire jump across another two torches. Get the 2 clues lying next to the safe (#34, #35) and the 3 clues inside the safe (#36, #37, #38). Kill the voodoo guard at the edge of the balcony-like area and hit the magic candle, revealing a vine. Grind along this new vine. Be sure to jump onto the grassy ledge with the last 2 clues (#39, #40) and the fancy safe. The vine ends inside an alcove behind the waterfall, where the key is located. Hmmm.... Now why would someone like Mz. Ruby keep something like this at her hideout??? The controls for the hover blaster are similar to those for the submarine. Press the Left Stick to move, and press the Right Stick to fire. Ammo is infinite, but the range of the blaster's shots is limited. Sly's goal is to ride through the stage, blasting apart barriers and enemies who get in his way. The camera automatically keeps up with him, so he can just focus on shooting and dodging bad guys. Unlike the sub stage, Sly can die here if he gets hit. Begin by riding the vehicle down the wooden walkway. Practice shooting the signs and lamps, getting a feel for the hover blaster, before going onto the wooden lift for some real action. Kill ghosts, gravestones, and skull guards. Move while firing to survive. (Sly can even go up to the front of the lift and shoot ahead to destroy the opposition earlier.) At the end is a stone wall, some masks, and a signal repeater. Move ahead and fight a skull guard behind a stone wall. Blast through the wall to get at the sucker. Beyond that are two gravestones, which are also placed behind a wall. After that comes one skull guard and one gravestone behind another wall. Bentley will eventually inform Sly how the ectoplasmic muck is the power source of the gravestones. Scary. Now go up the ramp, busting through the barriers towards a signal repeater. For some weird reason, the camera tends to look back here, even though more enemies are down the path. There are one gravestone and one skull guard. Destroy the gravestone first and then the skull guard. Remember to dodge the returning fire. Up ahead are two skull guards waiting behind some thick walls. The last section is marked by three well-protected gravestones. Kill the ghosts while slowly pounding away at the walls. If Sly manages to break through, he will find the key. DOWN HOME COOKING
(chicken killing stage) Bentley tells Sly that he has made a deal with a ghost who is hanging out at this chicken coop. The ghost will gladly hand over the key if Sly can whack 50 chickens within the time limit (hey, the guy's in a hurry to make some gumbo!). The only thing Sly has to look out for are the brown roosters, who periodically emerge to protect their fellow chickens. Immediately hop down and start killing the white chickens. To save time, Sly should stay near the hatches where the chickens come out from. He can also use the dive move to plow through multiple chickens at once. When a whistle blows, two roosters come out from the hatches. These lunatics act like suicide bombers - they chase Sly and attempt to blast him. Sly cannot simply outrun the roosters, because they're pretty damn fast. The only effective way to get rid of the roosters is to make them touch each other, causing them to blow each other up. Race around or jump over the objects scattered across the floor to trick them into killing each other. Don't waste time dropping decoys; the roosters are not fooled by them. A DEADLY DANCE
(boss stage - Mz. Ruby) Ruby already knows Sly's coming, so she has wasted little time in preparing her magical powers. This battle consists of a short first phase and a rather long second phase. Each one presents completely different challenges. For the first phase, Sly needs to spire jump across some stalagmites. The cave he's in resembles the jaws of a giant croc, and the ceiling slams down periodically. The trick is to jump across the "teeth" without getting pierced by the stalactites. There is no time limit, so do not rush. At the end, Sly will find Ruby on the ground, sending out energy rings with her tail. Jump over the rings and attack her. Ruby is not stupid and will teleport to a distant altar. For the second phase, Sly has to match Ruby's voodoo moves. Those who have played Enix's Bust-a-Groove games should find this part very familiar. First, Ruby throws out a simple series of Sony DualShock 2 (TM) button symbols. Then, Sly has to press the same buttons in the same order and rhythm to dodge her symbols. Timing is of the utmost importance. DO NOT PRESS THE PROPER BUTTON UNTIL THE SYMBOL IS ABOUT TO HIT SLY. If Sly is successful, he will sing and dance to the beat of the background music. If he mistimes it, a "thump" sound will be heard, and he will most likely be knocked off. Whether Sly makes it or not depends on his timing, but there are some pieces of advice he can use. First, Ruby always fire the same sets of symbols. Sly can memorize her combos for an easier time. Second, Sly can bring in some charms before entering this stage. That should let him screw up once or twice. Third, the second phase contains three parts, with no checkpoints in between. If Sly does not pass all three parts in one take, he must restart the entire phase. Fourth, Ruby resorts to her energy ring attack at the end of each phase. Sly can jump over the rings and attack her, just like at the end of the first phase. For the first part of the second phase, Sly will be standing ontop of Chumley, Ruby's turtle servant. Ruby's combos are as follows: Square, Square, Square For the second part of the second phase, Sly will be jumping across rocky spires. Ruby's combos are as follows:| Square, Circle, Cross For the third part of the second phase, Sly will be standing ontop of a mosquito. Ruby's combos are as follows: Square, Circle, Square Remember that Sly has to hit Ruby at the end of each part. Note: Don't try this at home, kids. Sly is a professional; attempting to dance like him can result in spraining your ankle, throwing out your back, or worse. If you're still caught up with the mojo, why not sing along instead? Here's a list of the gibberish he spews out, according to the button pressed: X- "juu" Falling from Sly's final blow, Ruby realizes that the master thief packs some pretty mean mojo too. With her out of his way, Sly takes back an important section of the Thievius Raccoonus. Slytunkhamen's notes will teach him the magic that can render him invisible. After returning to the team's hideout, Sly and his friends will be ready to visit the next member of the Fiendish Five. Before leaving, Sly can watch Murray enjoying a paddle ball. Hey, it's a pretty addicting toy....
The Panda King sits in the safety of his fortress high up in the Kun-Lun Mountains of western China. The guards are meaner than before, and the environments are full of dangerous traps and death pits. Even the clues are hidden a bit more cleverly. If Sly can find the invisibility upgrade and the pit safety technique, he'll have a much easier time in this hideout. A PERILOUS ASCENT - 30 Clues Total To the right of the gate is a safe with 2 clues (#1, #2). There are also 5 clues lying near some smashable objects and behind the trees in the middle (#3, #4, #5, #6, #7). Kill a second club guard and cross the bridge. Snow should start falling. Up the hill is a monkey guard, who rolls monkeys towards Sly. Run left and right to avoid the monkeys and to get at the guard. Follow the narrow road to find a signal repeater. Bentley and Sly will soon watch the Panda King bury a village alive. Man, that's gotta suck. Get the 1 clue near the repeater (#8) and swing across on the hook. Go up the snowy path, where a monkey guard is stationed. Jump over the rolling monkeys and whack the guard. Past the guard is a wooden bridge with 3 clues (#9, #10, #11). Don't worry as Sly walks across the bridge; those crumbling planks are just for show. Sly will have to do some jumping and hook-swinging to make it across the gaps in the bridge. At the end of the bridge, a large gate seems to block his progress. Sly might notice a signal repeater on the other side of the gate. Sidle along the mountain side to get around. While sidling, watch the falling snow above to see where the icicles will fall. After passing the repeater, Sly will have to sidle along a second, longer ledge with more icicles. Move back and forth as necessary to avoid the sharp ice. Now there will be two monkey guards. Use the wide open space to run around the rolling monkeys. After wasting the guards, hit the fireworks up ahead. The big red one knocks a gate over, while the smaller ones offer coins. Jump on the tarp to bounce up to a signal repeater. Hide behind the statue to avoid the flashlight of the sword guard. Whack him when he turns away. Now, the circular door of the building is locked, so sidle around the edge of the building. Three sword guards will be peering down the walls. To avoid their flashlights, step under the small awnings when the lights move away. Sly will eventually go up a ramp and find some fireworks. Hit the fuses to murder the three guards. Inside the top floor of the building are 3 clues (#12, #13, #14) and two more rockets. Hit both rockets to lower the drawbridge outside and to give Sly access to the lower floor of the building, where the fancy safe is. After Sly opens the circular door from the inside of the building, it will remain opened. Fight the club guard past the drawbridge. Find a signal repeater, a safe holding 2 clues (#15, #16), and a locked door. After chatting with Bentley, Sly will need to go through a large group of trees to find the key. Avoid the massive numbers of sword guards. Press the Circle Button to use invisibility so Sly can sit through the flashlights, but remember that this trick doesn't work if the guards are alerted to Sly's presence. A safer but slower option is to use mines. Find the key and a signal repeater at the other side. There are 6 clues along the wall (#17, #18, #19, #20, #21, #22), 1 clue at the corner of the building with the locked door (#23), and 7 clues scattered among the trees (#24, #25, #26, #27, #28, #29, #30). That makes for a total of fourteen clues. After Sly grabs them, he should return to the fancy safe before exiting to the hub level. INSIDE THE STRONGHOLD (Hub stage) When Sly has 3 keys, he can unlock the massive bunch of rockets. Setting them off will destroy the hatch nearby, blowing open a hole in the roof. Drop down and tear apart the paper door to enter the second half of the hub. When Sly has 7 keys, he can unlock another massive bunch of rockets (at the second half of the hub). If he latches onto the rockets after lighting their fuse, he will be carried to the Panda King's inner sanctum. THE UNSEEN FOE - 30 Clues Total Get the 2 clues near the front door (#1, #2). Jump through the open windows. Bentley will give Sly some tips on using invisibility. Go on the conveyor rug and hold the Circle Button. Sly should move through the flashlight unnoticed. Cool. On the other side, sneak up on the guard and kill him. Get the 2 clues inside the safe (#3, #4) before exiting the building. There is another sword guard overlooking the 2 clues (#5, #6). Sneak towards him, using invisibility when his flashlight is about to fall on Sly. Kill him and get the clues. Cross the bridge ahead, avoiding the flashlight from the sword guard on the tower. Again, use invisibility. Inside the next building, there is a large hallway that curves up to the right. Go through the hallway, using invisibility to avoid the searchlights and the moving laser grid. Kill the alarm at the end and get the 1 clue (#7). Now spire jump across the fireworks pillars to the roof of the guard tower. Like with the torches from the swamps, time Sly's spire jumps to avoid the flames. Sidle across the front edge of the roof, climb down the pole in the back, get the 2 clues (#8, #9), and kill the sword guard. Go back onto the roof and jump across a fireworks pillar and some snowy treetops to reach a signal repeater. Go through the broken window. A sword guard looks down the hallway, and the conveyor rug is moving backwards. Alternate between running and using invisibility to reach the guard without being seen. Up close, it'll be tougher to dodge the light, but by then Sly should be able to charge up and kill him without too much fuss. After disposing of the guard, Sly should find himself in some sort of loading area. Search among the crates for 5 clues (#10, #11, #12, #13, #14). Grind down the cable. Sly will see the key, but it's locked away behind a barrier. Cross the bridge instead, killing a club guard, a ninja, and another club guard. Ninjas always attack with a punch, followed by a roundhouse kick. Run up and bash her brains in when she pauses between her moves. Beware of her punch - it has more reach than her kick. There is a safe holding 2 clues (#15, #16). Behind the safe, ontop of the northeast trees, are 2 clues (#17, #18). Go up the northwest rock and treetops to reach a circular roof of a pagoda. Fight a ninja. Now go up the flagpole to sneak above a sword guard on the other side. There are 2 clues behind this guard (#19, #20). Sidle over him, and then give him some death-from-above (or use a mine). Come back up. Climb the flagpole and grind down to a rooftop with a signal repeater. Go through yet another open window. Sly can sneak across the lasers by jumping between them, but he can also use invisibility to fool the lasers. Smash the alarm on the other side. There are 4 clues hanging over where the lasers were (#21, #22, #23, #24) and 2 clues inside the safe (#25, #26). Now grab onto the moving hooks and ride them back to the pagoda. Fight a ninja and grab the 2 clues behind her (#27, #28). Climb up the flagpole. There is an entrance here that leads to the interior of the pagoda, but don't go in yet. Go up another flagpole to reach the top roof, where the fancy safe is. Jump up on the tarp to get the last 2 clues (#29, #30), with one hanging high in the air and one at the very peak of the pagoda. Inside the pagoda, Bentley will mention how this complex is actually a production plant for explosives. But what Sly should worry about is the criss-crossing laser trap (which is similar to the one in the ventilation shaft back at the police station in Paris). Jump between the lasers to reach the safe ledges. The bottom of the interior is actually a pool of water, so Sly can't just pack on some charms and plunge through the lasers. After Sly makes it through, destroy the alarm and grab the key. FLAMING TEMPLE OF FLAME - 25 Clues Total Kill the club guard. Bentley will tell Sly how this area is some sort of training ground for the Panda King's psycho henchmen. Climb up the pole and rail grind down the cable. Kill a club guard at the bottom. Use the hook to swing over the laser grid and to reach the alarm. Go down the slope past the alarm to find 3 clues (#1, #2, #3), then use the hooks overhead to swing up and onward to a signal repeater. Bounce up on the tarp and kill the sword guard quickly. Sidle along the ledge, passing the lasers when they move below the ledge. Next, use the hooks to swing over more lasers and then destroy the alarm. There is something under where the lasers were. Find a narrow ledge hidden down there, and sidle along it to find 2 clues (#4, #5). After going back up, hide behind the low wall to avoid the flashlight of a sword guard. Kill him from the back. There are 2 clues along the wall near this guard (#6, #7). Go down to a signal repeater. See that ninja up there? When Sly approaches her, she will drop down and do some really bad kung-fu that consists of a punch followed by a roundhouse kick. Run up and bash her brains in when she pauses between her moves. Beware of her punch - it has more reach than her kick. Go onto the ledge, moving past two searchlights. The alarm is on the other side. Enter the temple, watching out for another ninja. The nunchuck guards on the columns will only harm Sly if he touches their nunchucks. Other than that, they don't do anything but swing and scream a lot. Grab the coins lying around the floor and inside the pots. There is a safe holding 2 clues behind the pillar near the entrance ramp (#8, #9). Sidle up onto the back of the statue. Jump across the wooden chandelier and towards the large gong. (Sly can hit the gong for fun.) Sidle behind the gong and go onto the broken end of the bridge to find 3 clues (#10, #11, #12). Climb up the flagpole behind the gong. Jump across the red lanterns on the right (or south) side of the statue, getting the 4 clues along the way (#13, #14, #15, #16). Go back and grind the rope on the left side of the statue. Find a signal repeater. Below the ledge with the repeater is another wooden ledge. Drop down carefully to find 2 clues (#17, #18). Hit the fireworks platform while standing on it to get back up. Now grind the cable across the chasm. Sly will fall down if he grinds to the very end of the cable, so he should be wary of the sword guard waiting below. Fight a ninja, and sidle around the structure. Kill the sword guard there, and get the 2 clues nearby (#19, #20). There are 2 clues inside the safe within the structure (#21, #22). Use the fireworks platform to go ontop of the structure. Before moving on, Sly should take a little detour. Head away from the flagpoles. On the mountain side are some ledges. Jump across them to find another fireworks platform that will take Sly up to the last 3 clues (#23, #24, #25). Get back to the flagpoles and climb up to a signal repeater. Kill two ninja in the way. Swing across the pit via the hooks. (The pit actually lies underneath a giant carving of a dragon.) Sidle along the mountainside, and go up more flagpoles. Sly can sneak across the lasers by jumping between them, but he can also use invisibility to fool the lasers. Smash the alarm on the other side. The fancy safe is here in this room. The key is just outside, on the head of the dragon statue. THE KING OF THE HILL (Turret stage) Time to save Murray's ass again. As in the previous turret stage, Sly has to cover his friend as he sprints over dangerous territory. Murray's route takes him across the snowy hills, up some fireworks platforms, and towards a temple. Hit the big red rockets to drop the gates so Murray can continue on. At the last section, where Murray trips an alarm, kill all the enemies or else he won't secure the key. RAPID FIRE ASSAULT (Hover blaster stage) Hmmm.... Just who is providing these hover blasters to the members of the Fiendish Five?! Like what Bentley says, this blaster is identical to the one back at the swamps. Bust through the door and proceed. Shoot the hatches to stop the nunchuck guards. Break through another door and enter a large room filled with conveyor belts. This is the Panda King's "fireworks production" facility. The King will instruct his employees over the public address system to waste Sly on sight. How kind of him. Past the double hatches, hit the red rocket, and then drop down. Close the three hatches ahead. Go outside to find a signal repeater. Kill three monkey guards past the barriers. Go down into the cave. Kill four monkey guards behind even more snow barriers. Destroy the column to get the key. A DESPERATE RACE (Racing stage) (At the second half of the hub, enter the doorway northeast of the paper door to reach this stage.) Murray gets challenged to another race. The rules are the same: if Murray places first after three laps, he wins the key. Again, use nitro to recover from bad turns, and overtake the other four racers as soon as possible. The only new thing to look out for here is slippery ice. If Murray turns while he drives over a patch of ice, he risks skidding out of control. DUEL BY THE DRAGON - 40 Clues Total Pick up the 2 clues at the beginning (#1, #2). Go up on the fireworks platform, kill the club guard, and then ride some more fireworks platforms. When Sly climbs onto the roof, he'll meet up with Inspector Fox. After a brief exchange of harsh words, Carmelita starts to open fire. Like before, Sly has to dodge her fire while picking up clues. Carmelita's aim hasn't improved that much, but Sly can get shot up the butt if he screws around too much. Ride the hook down to the 3 clues (#3, #4, #5). Go down the slope to another 3 clues (#6, #7, #8). Go back up across the treetops. Spire jump across the fireworks pillars to find 3 clues (#9, #10, #11). At the bottom of the pillars is a safe holding 2 clues (#12, #13). There are 2 clues lying in the open (#14, #15). Quickly jump across the ice pillars to 3 clues before Carmelita blows them away (#16, #17, #18). If the pillars are gone, Sly will have to use a hook nearby to swing up to some higher ground, from where he can jump towards the clues. Hit the two big red rockets to knock down a gate. Find a signal repeater on the other side. Kill the club guard (Carmelita will not shoot at him, because she's focusing on Sly). Jump across the treetops. Go down to the 3 clues (#19, #20, #21). Go down some more to another 3 clues near a wooden pillar (#22, #23, #24). Climb up the flagpole and hit the two rockets there. Swing across the hook to reach a third rocket, striking it while in midair. This should bring down a second gate. Run across the gate. Eventually Sly will step onto a red lantern. Jump down to the ground below, and Carmelita will stop shooting for a while. There are 2 clues lying in the open (#25, #26) and 2 clues inside the safe (#27, #28). Pick up 3 clues on the bridge (#29, #30, #31). At this point, Carmelita will start firing again. Sidle across the windows. Hide behind the pillars and let Carmelita's shots blow away the statues blocking Sly. There are 2 clues inside a safe along the way (#32, #33). Get the 3 clues lying in the open (#34, #35, #36). There are 2 clues inside a safe under the pavilion (#37, #38). Ride the fireworks platform up, and run across the rooftops. Swing on the hook to cross the gap. Near the red lantern, Carmelita stops shooting. There is a sword guard here. Jump across the red lantern to a signal repeater. At where Sly finds the last 2 clues (#39, #40), Carmelita shows up again. Hit the two rockets to cause a row of giant icicles to drop. Sly must jump across the icicles, but Carmelita can shatter them with her gun. Sometimes she shoots at an icicle ahead of Sly. Fortunately for him, destroyed icicles will be promptly replaced. Look at where Carmelita is aiming, and move forwards as soon as she gives Sly an opportunity. At the end, Carmelita jumps away, leaving Sly alone with two rockets and the fancy safe. Hit the rockets to create some steps. Jump up onto the tail of the dragon (this whole stage is built around a gargantuan dragon statue). Hit all the five rockets here to get rid of Carmelita and to get the key. I sure hope she's okay under all that snow.... FLAME FU! (Boss
stage - the Panda King) Sly discovers the Panda King to be an honorable man, in an evil sort of way. After the two swap some philosophy with each other, it's time for some Chinese Action Theater. The King will assault Sly will various moves from his art of flame-fu. Likewise, Sly should fight back with some hardcore cane-fu. The arena consists of several circular steps, with Sly starting at the bottom and the King staying at the top. There is only one phase in this battle, but the King's attacks depend on Sly's location. When Sly is at the outer, lower steps, the King hurls fireballs relentlessly. Sly can kneel behind the statues or certain ledges to avoid the projectiles, but a better technique is to run off towards the left or the right. (The statues are easily trashed by the fireballs, so they're not that great for cover anyway.) When Sly is at the top, the King will stop using fireballs, step into the innermost red circle, and employ three different melee-range attacks. In between these attacks, Sly can just run up, swing his cane at the boss, and then retreat. The trick is to keep moving and to avoid getting fried. Listen to the King to know what move he's about to execute. The Fire Wheel encircles the King with a ring of flames. Sly should simply stay outside of the red inner circle to avoid this attack. The Palms of Thunder sends columns of flames up from where the King slams the ground. This attack is always directed towards Sly, so Sly should get out of the red inner circle as soon as the boss raises his hands. The Homing Chop is a flaming karate chop directed at Sly's last position. Unlike with the Palms of Thunder, Sly can just run around the King and hit him from the back while the boss does his chop. After the King sucks up certain amounts of damage, he will belly-bounce Sly away. This move does not harm Sly, but it forces him back to the lower steps, where he must endure another barrage of fireballs. If Sly proves himself to be a great warrior as well as a master thief, he will defeat the Panda King. Besides avenging the villagers, Sly will take back an important part of the Thievius Raccoonus. Otto's notes will allow the heroes to add some weapons to their getaway van. After returning to the team's hideout, Sly and his friends will be ready to visit the final member of the Fiendish Five. Before leaving, Sly can watch Murray reading quietly next to Bentley. I wonder what those hotdogs are really made out of....
Clockwerk's base is located inside the Krack-Karov Mountain in the cold wastelands of Russia, according to the information gathered from Bentley's analysis of the hover blasters. And with Sly's careful observation of the pages he's collected so far, he notices something extremely unsettling about the leader of the Fiendish Five. To make things worse, this hideout is not the kind Sly is accustomed to. There are no keys, no clues, no fancy safes, and not even a hub stage; there are just tons of deathtraps and environmental hazards that will truly test the cooperative spirit of our heroes (and by this, I mean ALL of them). A HAZARDOUS PATH (Turret stage) Blow away the door to begin. First, shoot the mines before the van drives over them. (Murray is too idiotic to stop.) Next, shoot down some robot birds. (After flying around in the air for a while, they will charge towards the van.) Clockwerk's deathray will eventually fire, creating an avalanche. Blast any falling boulders that will crash into the van. Then comes more birds and more mines. At the part with the orangeish boulders, don't stop firing. These orangeish boulders take a LOT of punishment before breaking up. The last section is marked by a large swarm of birds. Blow them all away, and the heroes make it into the tunnel alive, but not without a little accident. (Oops.) BURNING RUBBER
(Gathering stage) The big problem is, some fire slugs also wanna pick up the computers. Because there are only one hundred and nineteen computers, once the slugs pick up 60 computers, the team can't proceed. Murray's goal is to grab 60 computers before the slugs do. While the slugs can't harm the van, the van's battering ram can knock them away. Race around the arena, collecting computers as quickly as possible. Keep using that ram to kill slugs so they won't grab computers. The ram itself can also collect computers. If Murray succeeds, the team gains access to the command center underneath the tower. A DARING RESCUE (Part 1) Spire jump onto the point to the left of the main path. Make sure the electricity is off before doing so. Next, jump over to the cable and grind it, and then jump to the next cable before hitting the electrical nodes. Grind some more and jump onto the gears. Climb up the pipe. Leap up to the gold hook nearby, swing over, and spire jump onto the top of the light. Now, look around for other lights. Sly should spire jump across them until he lands on a high metal walkway. Standing on this high walkway causes it to fall down, forming a ramp. Go up towards the computers. The odd-looking portion of the floor is linked to a dart gun. (Remember the rug traps in Raleigh's library?) Jump up to the pillar instead and sidle around it. Smash the dart gun, and find a barrel. Sly can use this to sneak through the traps on the main path. Wearing the barrel, go down the ramp and head towards Carmelita. Ignore the darts and focus on avoiding the searchlights. At the end, destroy the alarm and "save" the inspector. BENTLEY COMES THROUGH (Hacking program stage) Hacking is a precise art, and that is reflected in the fairly high difficulty of this stage. To obtain the yellow data packets, Bentley must first shoot apart these orange boxes and then touch the packets. Bentley's program has only five hit points. When it runs out of hit points, it craps out. Colliding into chunks of the orange boxes takes off one hit point. Touching the red shots of the security programs outright kills his program. The outer perimeter of the "rooms" can be touched without penalty. As soon as Bentley's program collects all the packets within a level, it will proceed to the next one. Here is a list of what each level contains: Level One - 1 packet. A DARING RESCUE (Part 2) Thanks to Bentley, the gas is vented off, and Sly regains consciousness. He should smash the tube to break out Carmelita and then follow her into the doorway. A TEMPORARY TRUCE (Stun gun stage) This stage plays exactly like the other turret stages, only the action is more hectic. Although Sly is obviously far more agile than Murray, the fire slugs tend to approach quickly from his rear, forcing Carmelita to work fast to keep him from getting burned. Surprisingly, her shots cannot harm Sly, so she should feel free to unleash a barrage of electrical death all around the master thief if that's what it takes to keep him alive. There are only two robot birds in this stage, and they come out from the windows at the part where Sly spire jumps across some pillars. At the top of the machine, Sly pauses until Carmelita destroys the massive power coils blocking his path. While he's waiting, fire slugs will try to sneak up on him, so she should check his back periodically. After Carmelita blows away the last set of coils, Sly will recover his cane and continue on. SINKING PERIL As soon as he can, Sly should rail walk up the pipe and swing across on the hooks. Watch out for the electrical gates. Sly can actually double jump and then spire jump to pass over these gates, even when the electricity is on, but his position and timing must be perfect. (Make sure he double jumps straight up when he's right next to the gate, and then press Up and Circle at the very peak of his somersault to make him spire jump over the gate. The error margin is extremely small.) If Sly wants to play it safe, he can just wait for the electricity to subside before passing through. Rail walk some more, smashing any gears in his way. Spire jump onto the sharp spokes of the gear and keep moving forwards. The next cable is slippery. Sly will have to continuously spire jump up along it to prevent himself from sliding back down. Climb another pipe. Land on the fallen platform, and then spire jump across the rotating points. Stay on the right side due to the counterclockwise spin of the points. Also make sure that Sly doesn't touch the energy beams running through the points. Climb a pipe and land on a second platform. Now, spire jump across the row of points. Make sure the electrical currents are gone before going landing on a point. Climb up the pipe, passing three electric gates. At the very top, jump onto the slanted roof towards the orange holographic light. If Sly survives this grueling stage, he will find Carmelita's jetpack. A STRANGE REUNION
(Boss stage - Clockwerk) For the first phase, fly to the sides to dodge Clockwerk's purple shots and ignore his taunts. Carmelita hasn't forgotten about Sly and will help him stop Clockwerk. Wait for her to shoot the boss, causing a part of Clockwerk to sparkle with electricity. Sly then has to shoot the sparkling part. Although Carmelita's shots do some damage to Clockwerk, most of the pain will be coming from Sly's rockets. When Clockwerk seems to be defeated, he will plunge into the lava, only to rise again, this time explaining why he didn't kill Sly all those years ago. For the second phase, Clockwerk will spit out large energy rings. Sly must fly through the middle of the rings or else he will die. Look at where the rings are, and then line Sly up with them. Other than that, this phase is the same as the previous one. Follow up on Carmelita's shots and pound the sparkling parts of Clockwerk. When the boss is torn up, he'll drop into the lava a second time, but he's STILL not dead. For the third part, the jetpack runs outta fuel so Sly ditches it. His goal now is to finish Clockwerk off. Despite what Bentley says, Sly can take as long as he wants to get to the boss. Nevertheless, it won't be easy. Sly must use all of his skills to jump, sidle, and climb his way across the debris floating on the lava. Beware of lasers and Clockwerk's purple lightning shots, which can pass through objects. Notice that the tops of the laser-emitting devices can be spire jumped onto. After following the pipe down and then climbing back up, watch out for more lasers. From the very top of this pipe, leap down onto Clockwerk's crippled back, and his ugly head will rear up. Simply smash the head to pieces to win. (If Sly waits long enough, he can hear Clockwerk say some silly or otherwise odd phrases, such as "feet together" and "Shift F5.") If Sly doesn't make it, go back and kick psycho owl's ass. If yes, congratulations on finishing the game and enjoy the ending movie. After ten long years of searching, Sly has finally avenged his father and taken back another part of the Thievius Raccoonus. Oh, and we'll see what happens between Sly and Inspector Fox, too. Will she keep her promise? Will he gather the guts to ask her out??? Will we see anything that will jeopardize this game's "E" rating and possibly violate state law (if you know what I mean, and I think you do)?!?! That's for you to find out. Now, even though Sly has beaten his greatest enemies, he has not beaten the greatest challenge. First, he should return to the stages to unlock any fancy safes he has missed. (The last fancy safe cannot be unlocked until Clockwerk is beaten.) Then, if he's up for it, he can try beating the Master Thief Runs. Check out the secrets section of this guide for more details on what special bonuses the game has to offer. Secrets
Sly Cooper and the Thievius Raccoonus contains a few secrets: Access "The Tokyo Police
File" Movie Access "The Thievius
Raccoonus" Movie Access "Behind the Scenes"
Movie Have fun, thief dude. |