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