------------------------------------------------------ SLY 2: BAND OF THIEVES, for the Sony PlayStation 2 ------------------------------------------------------ A Full FAQ/Walkthrough, ver 1.0; Oct 16, 2004 By Merca (c) 2004 Chris Noonan. All rights reserved. "Are you in, or are you out?" - Coheed & Cambria =============================================================================== TABLE of CONTENTS =============================================================================== I. Introduction II. Characters III. Game Basics a. Controls b. Thief School IV. Walkthrough a. Prelude (Cairo) b. The Black Chateau (Paris) c. A Starry Eyed Encounter (India) d. The Predator Awakes (India... still) e. Jailbreak (Prague) f. A Tangled Web (More fun in Prague) g. He Who Tames the Iron Horse (Canada) h. Menace in the North, Eh? (Canada, eh?) i. Anatomy for Disaster (Somewhere above Paris) V. Gadgets and Powerups a. Sly b. Bentley c. Murray VI. Bestiary a. Common Enemies b. Bosses VII. Clue Bottles VIII. Loot Locations IX. Secrets X. FAQ XI. Revision History XII. Legal Disclaimer XIII. Closing WHAT'S NEW!? The walkthrough is 100% complete, and a good bit of the other sections are done. =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= I ------------------------------------------------------ INTRODUCTION =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= Not unlike Sly and the gang, Merca (yours truly) is back in the hizz. Today's story: a shiny new guide for the best platformer so far this year--Sly 2: Band of Thieves! Considering that this is the sequel to the best game to ever include the words "Thievius" and "Raccoonus" in its title, you know Sly 2 has to be something special. And special it is: this game is all about raccoons. Y'know, those dirty little furballs that live in garbage cans and piss all over the place. Rumor has it they carry rabies, too. Hippos (yes, those health- deterioratingly fat things that clean themselves with the dirtiest mud you can find) and turtles (those nasty green lizards who can hide in their own backs) also play major roles. Excited yet? As I may have started saying earlier, I am known as Merca, and I'm here to hold your grimy little hand as we brave this tale rife with trash-eating, rabies- transferring, mud-washing creatures. Try not to blush. My goal with this so- called FAQ/Walkthrough is to convey messages of happiness, love, and peace to the world. Oh, and also to tell you how to beat this game. So if you're scared, don't have the stomach for it, or can't handle the truth--this may not be the guide for you. Otherwise, by all means, come on in. (as a bit of a side note, don't eat Swedish Fish. They'll give you diarrhea like you wouldn't believe.) Enjoy! -Merca faintwhitefigures311 (at) gmail (dot) com =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= II ------------------------------------------------------- CHARACTERS =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= Within the confines of this short yet sweet chapter, you'll find information detailing the three heroes in Sly 2: Band of Thieves. In addition to a small portion about the character's personality, you'll find tips explaining how he is best used (if applicable). ====================== SLY COOPER - THE THIEF ====================== This smooth, debonair raccoon serves as the game's central protagonist. His weapon of choice is a golden cane of doom, whilst his preferred terrain is the shadows. Basically, he's a decent fighter who is best suited to a stealthy approach of going about his missions. He's one of only two characters who can hide beneath table using the Circle Button, and the sole thief who can walk across ropes, climb vines or poles, and stand on tiny spires. Making him an even better covert weapon, Sly comes equipped with a "stealth kill" of sorts. To execute this devastating attack, quietly move in behind a foe (target) and press Triangle followed right away by Square. This will due the afflicted in, but take note that it will also alert any close by enemies. Hence, its important to make sure you are alone before pulling it out. ==================== BENTLEY - THE BRAINS ==================== A whiz kid turtle, Bentley is the brains of the team, coming up with the plan of attack for each and every mission. Granted he is not the strongest member of the band physically, Bentley has a secret weapon up his sleeve: technology. Not only is he equipped with a dart gun that fires tranquilizer darts, but he also carries an unlimited supply of small explosives with him. Put the two together and you've got a very powerful stealth weapon (knock an enemy out with a dart, then set the bomb while he's snoozing--BAM! Problem solved). As if that wasn't good enough, Bentley can aim his dart gun in first-person mode (hit R3 to open first-person view, then move the Left Stick to aim and the Right Stick to zoom in/out). Beautiful! ====================== THE MURRAY - THE BRAWN ====================== The mighty muscleman of the group, Murray (or "The Murray" as he has dubbed himself) is a hippopotamus like no other. Due mainly in part to his clumsiness and large size, Murray isn't too hot at sneaking around. However, whenever you need some extra muscle to destroy something, Murray is the obvious choice. In battle, he has a pair of terrific moves, both of which are simple combos. The first (performed by pressing Square right after Triangle) knocks a foe into the air just before sending them flying with a potent kick. Jet Li, eat your heart out! The second move is even cooler; press Triangle to whap a baddie above, then mash Circle to grab him as he falls. From there, you can toss that foe into another with the Circle Button to cause a boatload of damage! * I tend to refer to the Murray as "our portly pal", so try to remember that when you have no idea who I'm talking about. ======================= INSPECTOR CARMELITA FOX ======================= As one of the underlying villains throughout the game, Carmelita is a cop for Interpol. That being said, she has a terrible vendetta against the Cooper gang (Sly in particular, it seems) and would like to see them behind bars more than anything. She'll show up as a recurring pest during many of the game's episodes, but her "villainy" (if you can even call it that) takes a backseat to that of the nefarious Klaww Gang. =============== CONSTABLE NEYLA =============== Working closely with Carmelita, Neyla has an accent like you wouldn't believe (great 311 song, by the by). Despite her position as a police officer, Neyla seems to have some ulterior motive for tracking down Sly. Who knows, maybe she isn't so bad after all? Only time will tell (either that, or you could just play the darn game). ============== THE KLAWW GANG ============== Composed of five reprehensible criminals (Dimitri, Rajan, Jean Bison, Arpeggio, and one other who shall remain a mystery to avoid spilling any unnecessary beans), the Klaww Gang is the source of all that is unhappy in this game. As it seems they have been collecting the parts of Clockwerk, the evil creature who threatens every member of the Cooper gang, it's the aim of Sly and co. to seek out and defeat these iniquitous scoundrels. Mini-profiles abound! Dimitri - a sleek lizard from Paris, Dim here likes to boogie with it hardcore stylee, if ya knows what I mean. If you don't quite understand why I'm talking like an idiot, it's because I'm trying (key word there being "trying") to mimic Dimitri. Rajan - an Indian tiger with a short temper, Rajan leads the illegal spice dealing operation that provides the backbone for the Klaww Gang's financial structure. Jean Bison - a rough riding Canadian with a sharp ax (but not such a sharp mind), Jean Bison rules the frozen north with an iron, uh, train. Trains are his game. Trains! Arpeggio - a British (at least, that's what I'm assuming) bird, Arpeggio is the mastermind behind the Klaww Gang's true aspirations. Fear him like something you are really afraid of. =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= III ----------------------------------------------------- GAME BASICS =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= The purpose of this handy little section is to cover all the basic information useful to know before playing Sly Numero Dos. Think of it as a condensed version of the instruction manual, only written yours truly, and much tastier than any kind of condensed soup. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= a. Controls =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Left Analog Stick - Move Likely the most obvious control, some people are just so unperceptive (dumb) that they need others like me to tell them how to walk. Push the Left Stick slightly to slowly walk along or tilt it all the way to yield a quick yet silent dash. Right Analog Stick - Camera control By twiggling (not a real word, but it should be) the Right Stick around, you can adjust the camera to allow for a better view of your surroundings. Also, press the stick in like a button to switch to a first-person perspective; great for checking out the immediate area. Start Button - Pause the game To take a break from the action, smash the Start Button to bring up the pause menu. From here, you can save and quit, abandon a current job, check out a detailed map of the control scheme, tinker with some options and more. Select Button - Gadget/powerup selection Much like the Start Button, hitting Select will open up a menu. This one, however, is where you can choose which gadgets/powerups you want to allocate to the L1, L2, and R2 buttons. X Button - Jump An integral command in any platformer, you can perform a useful double jump by pressing X a second time once airborne. Square Button - Normal attack Your basic thief attack, mashing this button lets you string together an endless combination of cane thwacks (with Sly), dart gun bonks (Bentley), and fist pows (Murray style). Triangle Button - Upward strike Another attack option, this move is a great combo starter. Not only does it kick off Sly's stealth kill, but when playing as the Murray it provides the basis for two awesome moves (Triangle then Square or Triangle then Circle). Definitely a more useful method of mayhem then the Square Button's normal attack. Circle Button - Action This round button with a round shape on it serves as your basic action button; press it to open doors, climb on vines/poles (as Sly), pick things up and more. Sly's pickpocket move (see section IIIb for a more in-depth explanation) is also at the mercy of this circular button. R1 Button - Sprint Hold down this small rectangular button while moving with the Left Stick to break into a dead sprint. Good for moving quickly (duh). Bad for sneaking. Be careful with this, as it's just about as sneaky as walking up to the enemy and asking if they'll kindly hand over their prized treasures. When playing as either Sly or Bentley, pressing R1 in first-person view has a secondary use; taking snapshots or shooting sleep darts respectively. The Murray, sadly, is apparently too fat or dumb for cool add-ons. L1, L2, and R2 Buttons - Use gadget/powerup By assigning commands to these three shoulder buttons via the proper menu (see: Select Button), said commands can be performed in the field. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= b. Thief School =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= For those of you with a normal middle name as opposed to something along the lines of "stealth" or "sneaking", this section may prove handy. ===================== BASIC THIEF KNOWLEDGE ===================== The Thief Meter --------------- Located in the center of the health meter, the Thief Meter is actually just an icon of your character's face. When nearby a foe or two, the icon will begin to pulse yellow, and your character's footsteps will make a cartoony creeping sound. When this happens, you know that you could be spotted at any time, so move carefully and quietly. Whatever you do, do NOT use R1 to sprint--that's like asking the enemies to see you. Should an enemy catch sight of you, the icon will flash red. That's your cue to either pull out all the stops to cause some serious damage or hightail it to safer ground. Keep in mind that hiding beneath tables at this point is often useless, since any foe who sees you creep below will simply destroy the table. Jobs ---- Jobs, or missions as I'll often call them, are the lifeblood of Sly 2. Without them, the game would have to be called Sly 2: Run Around Some Random City Doing Nothing. That probably wouldn't be too much fun. In any event, to activate a job, you must first reach a job start beacon. These beacons are basically just tall skylights that can be seen from a distance. Job start beacons come in three flavors: blue (Sly's jobs), green (Bentley's jobs), and purplish pink (Murray's jobs). Find your way to one such beacon with the appropriate character and the mission will commence. In some missions, you'll need to travel to certain locations. To better find these places, objective beacons (lights similar to job start beacons, only with a bulls-eye symbol at the top) are implemented to guide the way. Usually job start beacons and objective beacons are not visible, so you'll need to press L3 (push the Left Stick in like a button) to display them. You may also notice a third type of beacon, one with an "S" at the top. Head for that and you'll eventually find yourself at the safe house. Safe Houses ----------- There is one safe house in each city. Two things are possible at a safe house: 1) you can switch characters and 2) you can buy new gadgets or powerups as well as sell plundered loot using ThiefNet. If you happen to get lost, look for the yellow beacon with an "S" at the top--follow it to find your way back to the safe house. Loot ---- Scattered around the various cities you are sure to find a plethora of valuables. So long as you aren't currently on a job, you are free to grab it and take it back to the hideout where it can be peddled on ThiefNet for a hefty sum. However, it's not quite that easy. Being attacked while carrying a piece of loot will destroy it, ruining it. Also, some loot is booby- trapped, meaning that when you grab it you'll be ambushed by a pack of women with incredibly large breasts. Okay, that was terrible. I apologize. To be honest, booby-trapped loot simply has a time limit. Return it to the Safe House before the timer runs out and you're good to go. Sometimes loot is hidden in the pockets of guards. I call this stuff "Common Loot", since more than one piece of each type exists. To plunder these bad boys, you'll need to make good use of Sly's pickpocket maneuver (see below). It can be sold via ThiefNet, just like the rare, more expensive things. Coins ----- Found in myriad different ways (everything from smashing up crates, barrels, tables, etc to snatching them directly from a foe's wallet), but there's really only a single use for them. Another spiffy feature of ThiefNet is that you can purchase invaluable new abilities for our trio of terror. ======================= MOVES OF A MASTER THIEF ======================= In order to effectively explore the game without always having guards on your tail, it's important to master a few very basic moves. Climbing/Running Across Ropes ----------------------------- Being the nimble raccoon that he is, Sly can very easily run across ropes or scramble up them. When you notice a blue sparkle lingering on something, jump towards it and press the Circle Button to grab hold/balance on it. Sly can also balance on the point of spires. In later levels, both hooks connected to walls and rings suspended from above can be used to reach far off areas; again, just look for the blue sparkle and latch on with the Circle Button. Crawling -------- In addition to being an utterly terrible song by an even worse band, crawling is a useful way to escape the wrath of enemy guards. Blue sparkles dancing around beneath a table signify that you can hide beneath, so approach it and press Circle to dive under. Unless a guard saw you go under, you'll be invisible. Note that Murray is unable to execute this action, due in no small part to his bulky figure. Wall-Ledge Sneak ---------------- To cross narrow ledges, our heroic heroes can press their backs to the wall and sidle across. As with the two above actions, look for the blue sparkles before pressing (and holding) down that Circle Button to move across. Surprisingly enough, this move can be performed by all three thieves, even the overly-horizontal Murray! Pickpocketing ------------- A Sly-exclusive maneuver, it's possible to slink up behind a guard and pilfer coins and other valuables from his pocket. To do so, quietly move up behind your target and tap Circle. Usually you'll only grab some coins the first few times, so keep digging if you're looking for a key necessary to completing a mission. ====== COMBAT ====== Being that Sly 2 is a stealth game, the emphasis is actually placed on avoiding combat rather than partaking in it. Even so, sometimes you're left with no alternative but to drop the gloves and throw down. Each hero has different strengths and weaknesses in battle. Sly --- Sly is a quick little fighter who is at his best before being spotted. His most effective move is a stealth kill of sorts; sneak up behind a foe and press Triangle-Square to smash him up right nice. This will immediately eliminate the enemy, but as with everything else, there is a bit of a downside. The trouble here is that it makes a decent bit of noise, so using it with other foes nearby will most likely alert them. After being spotted, Sly can prove a rather efficient fighter if the circumstance is right. On top of buildings, you can easily knock enemies off the edge with either the Square or Triangle Buttons. On the ground, however, running to a safer area would be the preferred choice. Bentley ------- Another character who excels in stealth combat, Bentley is, er, "unlucky" in close-quarters combat. His most lethal attack is a beaut, though! Pop a sleep dart into an enemy from afar before moving in and finishing the guy off with an explosive (Triangle). If you're spotted while playing as the Bentmeister, getting the heck out of there is really the only course of action that isn't likely to get you killed. Murray ------ Simply put, Murray is a tank. With his fists of fury and an extensive array of combat-based powerups, Murray is the ideal character in a fight. He has two particularly useful moves: first is the Triangle-Square combo. Pull it off properly to see Murray pummel a foe into the air before sending him flying with a deadly roundhouse kick. Secondly, we have the Triangle-Circle combo. This will allow Murray to grab the enemy and toss him at another nearby adversary. Exquisite. ============= THE BINOCUCOM ============= You can view things from a first-person perspective by hitting R3 (press the Right Stick in like a button). While in this mode, Sly can take pictures using the R1 Button, where as Bentley has the ability to fire sleep darts with stunning precision thanks to the same button. Its worth noting that our portly pal Murray has no added abilities while utilizing the binocucom, I'm sorry to say. ======== VEHICLES ======== Since platformers nowadays try to put every single genre into one, Sly 2 is, of course, filled to the brim with different vehicles to play around with. A list... RC Chopper ---------- Bentley's weapon of choice, this bad boy controls like a dream. While in control, you can drop bombs with the X Button. Later on, it will also gain the ability to shoot forward using the Square Button. Save a single job late in the game, the only threat to this chopper are surface-to-air missiles which can be easily avoided by turning sharply (very sharply). Gun Turrets ----------- These come in a few different flavors during the course of things, but they all work the same. You can aim with the Left Stick and fire a stream of hot lead with R1. However, if you continuously let loose with an unyielding stream of fire, the turret will soon overheat (a gauge at the bottom of the screen will display this certain tragedy). To avoid this, simply tap R1 while firing and take short breaks every now and then. The Hacker Ship --------------- While hacking computers, Bentley will get to take part in a very cool, somewhat Galaga-esque mini-game. Moving the hacker ship is done with the Left Analog Stick, where as shooting is handled with the Right Stick. The Tank -------- In Prague, Murray will get to go a little crazy with this behemoth. In an attempt to go all Ape Escape on us, the tank is controlled with both of the analog sticks. Push both forward to move forward or pull them back to retreat. Should you push one stick forward while tugging back on the other, the tank will rotate. Feel free to blast away with R1. Destruction ahoy! ======= ENEMIES ======= Generally speaking, enemies come in two distinct flavors. There are smaller foes who are capable of jumping/climbing with the best of them and there are larger guys who tend to carry flashlights. The former aren't so physically strong meaning that they can be dealt with by Sly or Bentley, but they are quick, can get to anywhere Sly might be (except the top of a pole or lamp post), and are great at alerting all the nearby guards. The flashlight guards, on the other hand, are tanks. Head-on, Murray is the only hero who can put a dent in them, and they often have long range attacks, as well. Fortunately, they have terrible eyes; they're field of vision is limited to the areas illuminated by their flashlights. Either way, both types of guards can be difficult to deal with, so stealth is best for your health (haha, I should be a rapper). ======================= VAULTS AND CLUE BOTTLES ======================= Clue Bottles are small green-ish flasks with pieces of paper spewing out the top. Think of them as a message in a bottle, except that these aren't washing up on the beach. Anyhoo, 30 of these bottles lurk in each respective level. Once you locate and smash open each and every one, Bentley will be able to decipher the passcode to that level's vault. Track down the vault and open it up to find some useful goodies stashed away within. Inside each vault is a brand-spankin' new powerup, most of which are pretty darned useful. You are not worthy. Or maybe you are. I really don't know. Either way, its definitely worth it to hunt down the Clue Bottles and bust them vaults open. =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= IV ------------------------------------------------------ WALKTHROUGH =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= As always, allow me to kick things off with a few random notes that no one will ever read... * You may notice that I sometimes explain where to go with the aid of one of these words: north, south, east, west. To find out exactly which way is which, first, look for a tree with some moss on it. After that, open up that binocucom of yours and check the triangular gauge just above the job objective. That will tell you which way is which. * For those of you who are unnecessarily cool, I'm more than willing to take advice and add it into the guide should it prove useful. So basically, if you have a more effective method of surmounting a mission, drop me a line at faintwhitefigures311 (at) gmail (dot) com. It will be much appreciated, that I assure you. * Destroying various pieces of the environment--furniture, barrels, whatever--will yield coins and sometimes health. It should go without saying that breaking these objects open is almost always a good idea, so I won't bother telling you to smash pots every few seconds. Common sense, people, common sense. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= a. Prelude (Cairo) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= From the get-go, you may want to take a few seconds to familiarize yourself with the controls. There are also some plants and other objects scattered around the museum lobby that you can smash to obtain coins, if stocking up on things unnecessarily early is your style. Once prepared to move onward, hop onto the off-white trampoline device in the center of the room. This will send you flying into the air, allowing you to move onto a giant dinosaur display suspended from the ceiling. Carefully walk to the far side of the bones, then jump off to the right, onto the adjacent ledge. Following a quick cutscene, wait for Bentley (your turtle buddy) to open up the gate. When he's done so, move through the passage into the next room. As with before, there are some things to break for coins, if you feel up to that. Otherwise, simply take a right and head to the end of the hall. Make another right at the bottom of the stairs, then proceed to the nearby balcony. Cross the series ropes ahead (jump with X, then hit the Circle Button) before entering the subsequent room to meet up with Murray. Our portly pal will lift the gate ahead, allowing you to slip under. From there, sprint along another rope leading to our destination. After things go south, flee from Carmelita and Neyla by running straight toward the screen. It wouldn't be a terrible idea to constantly hit the Square Button, as doing so will likely break a few objects as you escape, scoring a few coins to your name. The balls of electricity being hurled your way are really nothing to be worried about, though Bentley and Murray may not agree. After your partners split, continue the escape, skidaddling along another few ropes. Carmelita's aim is still god-awful, so there's nothing to stand in the way. After sliding down the final rope, dash into the getaway vehicle. Mission complete! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= b. The Black Chateau (Paris) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= How many Frenchmen does it take to defend Paris? No one knows, they've never done it before! (I'm sorry, that was terrible) == SATELLITE SABOTAGE =========================== First things first, make your way toward the blue beacon visible from the rooftop where you start. Keep in mind that the streets are littered with guards, so its best to stick to higher ground for now. Once you arrive at the designated point, Bentley will give you your objective: find three satellite dishes and reposition them. Doesn't sound too difficult, eh? The first one is just ahead (by pressing L3, a light will appear to guide the way to the next satellite), atop the water tower. Scale one of the lamp posts to gain access to the rooftops and wait for the guards to look the other way. When the coast is clear, dash over and climb the pole connected to the tower. Press Circle near the satellite to do the job. That's one down, two to go! Hit L3 to find the next satellite, then head for it, sticking to the roofs the entire time. You won't even need to drop to street level for this one. The third and final satellite is equally simple to take care of. Again you won't have to stray from the rooftops to get to it. == BREAKING AND ENTERING ======================== From the end of the previous mission, this one is only a few steps away. Cross to the next roof and drop onto the streets to find an inconspicuous doorway leading inside. Say "hi" to Murray (who, by the way, is just itching for a fight), then run ahead to begin the beatdown process. The only way to progress here is to eliminate all of the rats guarding the door. With aid from Murray, it should be a snap. Since Sly doesn't have too many combat moves, you'll want to rely on repeated taps of the Square and Triangle Buttons. Kinda cheap, but effective nonetheless. Once the area has been cleared of rodent scum, Murray will open up the gate. Double jump (jump, then jump again while airborne) to reach the other side. From here, carefully zip past the first set of moving lasers. The next set seems a bit trickier, but fear not, good ol' Bentley knows what to do. Press Circle next to the table to crawl below, effectively bypassing the laser grid. Do the same for the next set of lasers and you're golden. Just down the hall, however, is a powerful guard carrying a flashlight. Whatever you do, don't let him shine that light in your eyes. You could go blind. Oh, and it will also alert other nearby guards, shoveling a hole mess into your lap. No fun. Instead, what you'll want to do is simple (and also quite obvious): slide underneath the various tables to the right. Sure, it looks like the guard would catch sight of you, but there's nothing to worry about. Really. I'm not lying. Make it through to the safety of darkness on the opposite side and you'll catch sight of a second flashlight guard. This feller is a bit tougher, since he swivels his view from left to right and back again. Even so, that's nothing worth fretting over. Patience is a virtue, my friends. Wait for him to turn his head (and move his flashlight), then dive below the table ahead. Again, take some time and wait for him to turn around, at which point you should slide out and race onward. Duck into the ventilation shaft you find before you (hit Circle--it's just like going under a table) and shuffle to the end. Uh-oh. Another burly guard is in the way, and there aren't any tables to provide cover, either! What to do? Listen to Bentley's advice--the turtle knows what he's talking about. Slowly creep up behind the rotten hog and hit Triangle followed right away by Square. The key word in that last sentence was SLOWLY. Anyhoo, hopefully you'll execute the stealth kill properly. If not, two things will happen: 1) I will laugh at you for sucking and 2) you'll have to take down the enemy head-on (which is pretty difficult). Should the second thing occur, use Sly's speed to your advantage. Run circles around the enemy and whack him every so often. In any event, the lasers obstructing your path are now gone, so hurry along into the next room. An additional laser grid is right in front of your nose, but this one can be easily sidestepped if you wait for the right moment. After dashing through to safety, pause until the guard down the hall turns around, then quickly but quietly move behind the desk on the left. Take all the time you need to get ready--eventually, the idea is to hop out and perform your newly-discovered stealth kill move when he turns his back. If you happen to screw that up, try to knock the foe into the laser fence--instant kill! Go on into the ensuing room, where a pair of rats are on patrol. You can fight them if need be, although it is quite possible to scamper by unnoticed. Either way, there is another ventilation shaft on the far side of the room. Bust it open and crawl through. In the following area, approach the windows ahead and press R3 to bring up the first-person view mode. There are three photos you need to take before moving on: one of Dimitri (the reptilian fellow prancing about), one of the money printer (the machine on the floor), and one of the generator (the large device front and center). Snap all three and you're done! == BUG DIMITRI'S OFFICE ========================= After receiving the bugged painting at the job start beacon, take to the rooftops and make pace for the next beacon. Remember, even if an enemy so much as grazes you with an attack, the painting will be destroyed, forcing you to restart. Be careful. Soon enough, you'll find that the beacon is pointing to a balcony above what appears to be an outside restaurant of some sort. In order to reach said balcony, slide up a pole that can be found on the right side of the plaza. From there, push your back to the wall and creep along the narrow edge until you come to the balcony. Head through the window. Inside, knowledge that the door leading to our destination is locked puts a crook in the plan. The only remaining way to reach the desired area is to crawl through an air vent on the platform above. How are we going to get there? Well, take a look downstairs. See the area with the infrared beams everywhere? That's where we are going to have to head. To make matters worse, four, count 'em, FOUR, rodent guards are hanging around down there. Okay, so carefully descend the staircase and cut through the small room to the right. From there, make a run through the water ahead and onto the area with the infrared lasers. Its actually quite possible that you won't even be spotted, so long as you are quick enough. At this point, climb up the golden wire next to the bar, then sidle along the wall to the right. From the subsequent platform, jump to the rope connected with the chandelier and head all the way across. Again, sidle along the wall, this time moving to the left behind the waterfall. As you make it, smash open the vent and squeeze through. At the end of the vent, you'll fall into the room below, which just happens to be the exact place we want to be. Swap the paintings and head through the door. If you can make it back to the hideout without getting hit, Bentley will be able to sell the real painting for a ton of cash. To get past the rats who infest the previous room, the most effective method I've found is to just sprint past and hope they don't connect with a hit. It's actually more efficient than one would think. Once outside, simple stay on the rooftops and the painting is as good as yours. == FOLLOW DIMITRI =============================== A rather straightforward mission; the goal here is to shadow our boy Dimitri as he parades around town. Get spotted and its mission over, so be cautious. Ring the designated bell on the boat to begin the job. Once the crook emerges, press L3 to mark him with a beacon, and stay on his tail. It may be worth noting that since guards are on patrol as per usual, the rooftops are far safer. Sure, you may need to drop to street level a few times to keep pace with Dimitri, but for the most part you can follow him from above. Eventually, you'll curve around the water tower on the east side of town before watching as Dimitri slips through a door. Easy peasy. == WATERPUMP DESTRUCTION ======================== First things first, go back to the Safe House and switch control to the Murray; this job is all his. Once that's done, go initiate the mission by entering the door we saw Dimitri go through in the previous job. Inside, a nasty laser grid precludes the path onward. Fortunately, Bentley has an idea. Hit Circle next to the adjacent ice machine, then chuck it at the computer-like device on the other side of the lasers. A few ice blocks later, the lasers will turn off, allowing you to progress. Just ahead, apply the same tactics to get past the infrared beams; toss nearby barrels and such at the computer. A lone pig-man is defending the area further on. To deal with this sticky situation, snatch an ice block from the machine and nail the guard with it. Then, while he's down, gallop over and press Circle to lift him. He's at your mercy now; lob the fool into the infrared lasers in front to seal the deal. Take note that now you'll need to creep through the aforementioned beams. Linger on the safe side until an opening becomes apparent, then dash through. The subsequent chamber is filled with rat guards. Luckily, we can use them to our advantage! One by one, grab the rodent scum (either by pressing Circle after they've been knocked down, or by using the Triangle to Circle combo) and hurl them into the toilet-esque device near the wall where you entered the room. Sooner or later, the pump will blow up. Mission accomplished! == MOONLIGHT RENDEZVOUS ========================= After meeting up with Constable Neyla, its necessary to prove your skills to the girlie. Essentially, this job is just one big chase. Hold down R1 to sprint, and keep your eyes on Neyla. Don't bother with any foes you might encounter along the way--a simple whack or two will force them out of your way. Before too long, you'll end up at Dimitri's back door. This will open up a new mission for Bentley, so high tail it back to the Safe House to switch things up. == DISCO DEMOLITIONS ============================ Your first order of business is to blow up the laser fence directly ahead. Approach the console on the left side and press Triangle to plant an explosive, then move as far away as possible to avoid the ensuing blast. Next, put the sentry ahead to sleep by hitting him with a tranquilizer via the first-person perspective. When he nods off, rush in and set a bomb next to him to finish the poor guy off. Another beam fence blocks the path onward. Bomb it and proceed. The objective in the disco room is to bomb four pillars providing support to the disco ball. The first such pillar is directly to the left as you enter, on the floor below. Hop down and set the charge, then back off and enjoy the fireworks. Now move up the ramp to the left, but stop at the top. Knock out the guard from afar, then put him out of his misery before he wakes back up. The second pillar is right next door, so take that out, as well as the nearby laser system. A second guard is strolling and patrolling the catwalk behind said laser fence, so drop him like a sack of bricks. Run over to the third pillar and blast it to pieces. This will likely alert the last enemy in this area. Fear not--a simple dart-bomb combo will take him out of the game. With that taken care of, the final pillar is a sitting duck! Blow it to smithereens! == THEATER PICKPOCKETING ======================== Actually reaching this mission's start beacon is a wee bit tricky, so allow me to run things down for you. From the balcony beneath the start beacon, run across a rope heading away from your desired location. From there, look on the right side of the building you are standing on to locate a pole. Climb on up, then dash across a narrow archway. Now run along another rope--this one will take you to the beacon. Once inside, Bentley will drop the four-one-one. In order to slow down the fans, we'll need to grab six different keys from six different guards. Our first target is just to the right. Wait for him to begin walking away, then quickly and quietly get behind him. Press Circle to pickpocket him; the keys are buried pretty deep, so keep digging until you find it. Once you've obtained the key, slam the guard with your Triangle-Square stealth kill move. Continue down the corridor afterward, dashing across a rope to reach a successive part of the theater. Stand on the right side of the doorway and watch for the next guard to appear. The second he turns around, get in there and start digging. Once the key is yours, deliver the finishing move and carefully head downstairs. The third key-bearer can be found down here. Hide behind one of the red clothes-hangers, popping out when you've got the chance. As always, rapidly pickpocket him to acquire the key, then put him out of his misery. Head in the opposite direction from the stairs. Just past the curtain is a staircase where you'll find a metal pole. Scale it and glance down the hall to find our fourth target. Cross the suspended railings and hop onto the platform where he's standing. Granted you don't make too much noise, this guard won't even move, making him easy cannon fodder. Grab the key and get out of there. Now then, hop down to the floor and peak through the curtain. What's tricky about this next area is that there are two guards, one right behind the other. Here's the plan of attack: climb up the gold pole to the right of the curtain. Once there, wait for the guards to walk below. When they do, drop down and silently pilfer the fifth key prior to taking down the corresponding foe. This will almost certainly alert the other enemy, so immediately scramble up the pole we used before and wait for him to forget about the incident. The moment he turns back around, his key is all yours. With all six keys firmly in tow, find the way back upstairs and unlock the fan control panel (its right between where the first and second guards were). The fans can now be used as platforms, so climb up and jump across to the beautiful golden chandelier. Our work here is done! == SILENCE THE ALARMS =========================== A Murray-exclusive, destruction is the name of this mission's game. There are three alarm horns located in town, and its your job to destroy them. Pick up nearby chairs, tables, and what-have-you, then hurl them at the target. The difficult thing is that the alarms will go off as soon as their hit, notifying any and all close by guards of your presence. Fortunately, the rat guards that appear non-stop make great ammo for throwing at the alarms. Once the first alarm has been smashed, hit L3 and find the next one. Do the same for the next two alarms and you're good to go. == OPERATION: THUNDER BEAK ====================== So the time has finally come to begin the heist. Take control of Bentley and head for the beacon to initiate the job. The Murray will join you, so head straight for the water tower. A couple of rats on are guard, but Murray won't have any trouble dispatching them. Once they're out of the way, jump into the Murray's arms (press Circle) and have him toss Bentley onto the greenish circle on the tower. Blow it open with an explosive charge, then head inside. You'll find a grand total of five valves inside; despite Bentley's rambling, all you need to do is turn each valve a single time to do the trick. The focus will switch to Sly, who's role is to snatch the keys to the repair truck from the repair man. Stay on his tail until the two rat guards following him head off in another direction, then lift the key and return to the fountain. Again you'll take control of Bentley. Simply travel toward the beacon and Murray will do all the work. As Sly, use the bouncy awning to the left of the nightclub to access a high-up platform from which you can drop onto the side of the club. From there, sidle your way along the wall before ascending a pole which leads to the top. Now you'll have to fire the truck's harpoon close enough for Sly to grab hold of it. Aim it as high as possible, and have the harpoon overlap Sly before firing. Before proceeding with the plan, however, you'll need to slide down the rope and defend the repair truck from a mob of rats. Don't try to kill them one at a time--instead knock them back with repeated cane whacks until they finally croak. Also, stay close to the truck and let the enemies come to you, not the other way around. After clearing out all the foes, its time to put up your dukes and throw down with Dimitri. --[ BOSS ]------------------- Dimitri, the Reptilian Robber ----------------------------- Being the game's first boss, Dimitri isn't too difficult of a foe. Even so, its never a bad idea to take caution. Here's the lowdown: Dimitri only has a single attack--firing beams of who-knows-what at you. Luckily for us, this attack has a few drawbacks, namely that it dies after three blasts. So, hide behind a pane of glass or some of the glass containers until he stops firing. At this point, sprint over and deliver a few thwacks here and there. Rinse and repeat. If necessary, you can find health hidden inside a few of the glass containers, so destroy them if things aren't looking so swell. When Dimitri's health gauge runs dry, its hasta la vista, baby! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= c. A Starry Eyed Encounter (India) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Welcome to India... Whatever you do, stay AWAY from the bathrooms. Better to have your bladder explode than face those repercussions. == RECON THE BALLROOM =========================== Since the direct route into the city (the drawbridge) is currently closed off, its necessary to find an alternate course of action. Near the end of the river to the right, there are several conical rocks. Using the spire jump explained by Bentley, cross over to the small piece of land. From there, hug the wall as you move along to the right. You're now into the city, so take some time to get acclimated with your new surroundings. When ready, find the way to the towering blue beacon to start your first mission. Unfortunately, there's no way we can enter Rajan's ballroom through the front door. Instead, we'll have to sneak onto the designated balcony via the trees. Any branch covered in blue sparkles can be walked across, and there are several large leafs to be stood on; reaching the required area should prove an undemanding task. Through the door on the balcony you'll enter a private room with a picture perfect view of the ballroom. Refrain from breaking anything or stepping out of the room and you'll be just fine. Now then, whip out your binocucom and get ready to snap some pictures. First off is Rajan--he's the feline fellow strutting about the balcony on the far side of the room. After that, you've got three shots of the Clockwerk Wings to take; one of each wing and a third of the winch connecting them to the ceiling. With those four photos in the bag, Bentley suggests snapping a few of the party's guests. Search the balcony where Rajan was standing earlier to catch all five selected visitors. == LOWER THE DRAWBRIDGE ========================= At the current point in time, Bentley and Murray are unable to access the city and, as such, are sadly left out of the action. So, we'll need to sneak inside the walls and lower the drawbridge. Once you get inside (using the same method as in the previous mission), head for the appropriate beacon to get started. In order to lower the drawbridge, we'll need to plunder a total of five keys from nearby guards to open the locks. You've done this sort of gig before--pay a visit to each of the marked guards, dig around in their pockets, and finish them off before they know what hit them. As long as no other enemies are close at hand to witness the crime, you should have all five keys in due time (catch the rhyme). Keep in mind that one of the key-carrying guards is found outside the city limits, not far from your current safe house. Snatching his key is a bit tough, thanks to the patrolling elephant. Wait for the elephant to move behind your guard before heading in for the steal. Additionally, there is a guard standing outside the entrance to Rajan's ballroom who is likely to stir up a bit of trouble. Since he won't move at all, you'll need to get him going by causing a distraction of some sort. The nearby gong will do just the trick--whack it, then hop onto the neighboring rope and wait until he starts returning to his post. That's your cue to race in and nab that key! Just be wary of any other adversaries the gong might arouse. With all five keys ready, go unlock the winch and lower the drawbridge. A job well done! == BALLROOM DANCE PARTY ========================= Seeing as the doorman won't allow Sly into the party without a penguin suit, we'll need to raid the guest house in search of extra clothes. Find your way to the next beacon, at which point the mission proper begins. There are five rooms in the guest house, with each one containing a piece of the mandatory tux. Now, there are two guards in the corridor, one guarding each wing. In light of this, the best way to travel about the guest house is via the rafters. There are poles and trampoline pads all over--use them to access the upper reaches, just be wary of snakes. The first room is directly ahead from the entrance to the house. Being Rajan's personal chamber, the guard ratio is through the roof. Pause until there is an opening in the downstairs patrol, then bolt for the stairs (but watch out for the serpent hiding in the pot). A third flashlight soldier, this one stationary, provides security for Rajan's sleeping area. Hop onto a chandelier and climb the wire attaching it to the ceiling. Then, leap across to the bedroom and use your stealth kill to deal with the guard. That done, you are free to loot the room; a pair of dance shoes can be found within the wardrobe. Back in the main hallway, head left from Rajan's room and enter the first door you stumble across (number 102). Three baddies inhabit this area, but if you are sneaky enough, you won't have to deal with a single one of them! Start off by creeping behind the trio of terror, across the bed. Head up the stairs and deliver a quick blow to the dresser. BAM! You've got yourself a pair of gloves! Very nice. Back to the corridor with you. Continue onward to the room at the end of the hall (number 101). There's only one enemy in here, and he's more than ready to be taken out. Hop into the bed area and get behind the fool before presenting him with a tasty can of stealth killing action. Yummy! Smash open the carts across from the bed to find a bowtie. That's three down, two to go! In the hallway, run all the way down past Rajan's room and step inside the room marked number 104. Four opponents lurk inside, though none are the least bit difficult in battle, so I suggest taking them down head-on. Pop open the drawer next to the bed to locate a shirt. Return to the hall and head for the final room. Two enemies can be found inside: one a sleeping weakling and the other a vigilant flashlight soldier. Stealth kill the flashlight foe, leaving the other fellow for a direct skirmish. The final piece of clothing, the tuxedo jacket, is hidden inside a cart opposite the bed. Now we're looking good! == DOMINATE THE DANCE FLOOR ===================== With a full tuxedo now in our repertoire, the doorman will gladly grant Sly entrance to the ball. To impress our lovely rival Carmelita, we'll need to master a nifty little mini-game. First, a set of buttons will be displayed on-screen. When prompted, press the same buttons at the proper time to put on a display that won't soon be forgotten. After several rounds of moves, Carmelita will intervene, rather impressed. Mission complete! == BATTLE THE CHOPPER =========================== With drawbridge open, the Murray is free to enter the city and wreak some havoc. Reach the job start marker (there are some bouncy awnings that you can use to make it there) and you'll need to turn on the gun turret first and foremost. To do that, simply mash one of the four face buttons until things snap into place, at which point you can begin shooting down the chopper. Using the turret is a bit tricky; aim with the Left Stick while shooting with the R1 Button. However, its important to keep an eye on the gauge at the bottom of the screen. Should it fill up, you won't be able to shoot until your turret cools off. To avoid this, tap R1 at a somewhat slow rate instead of holding it down. Now, about the chopper itself. Its only means of defense is to fire a volley of missiles your way. Since we don't want the turret to go bye-bye, you'll need to shoot those down. Only fire at the helicopter if there aren't any incoming projectiles--a good offense is not the best defense in this case. The battle will come to a conclusion when either your turret is destroyed (watch the gauge on the top-left of the screen) or when the chopper goes down (meter on the right). Hopefully it will be the latter. == RC BOMBING RUN =============================== An explosively fun job for Bentley, your objective is to utilize a remote- controlled helicopter to destroy Rajan's surface-to-air defenses. In layman's terms, you'll be flying above the city dropping bombs on a marked target below. To control the RC 'copter, use the Left Analog Stick while dropping explosives with the X Button. What's a wee bit tricky is that the jeep below will fire homing missiles in your direction. Evading them isn't easy, though it can be done. Try turning abruptly to shake off any projectiles on your tail. Deplete the red gauge located on the screen's right side to finish the job. == ELEPHANT RAMPAGE ============================= Once you've reached the mission start location, crawl underneath the steps and take a look around. Approach one of the mice in this area and they'll freak out the elephants--return outside and get ready to wrangle the beasts! There are now two elephants rampaging about the city streets; climb to their backs using the rooftops and repeatedly whack their headdresses until a jewel pops off. Each elephant has three jewels each, so chances are this will take a while. Even so, its not a particularly difficult task, just a time consuming one. Watch out for the elephants' trunks, also, as they will try to knock you off their backs. Jumping works wonders in this case. As a little aural clue, the mammoths will blow their trumpets (trunks) before attempting to swat you off. Keep your ears open. == BOARDROOM BRAWL ============================== Inside Rajan's palace, Bentley will call up and explain the situation: you need to locate a secret code used to unlock the vault room and let your partners in. The code is written underneath one of the tables in this area and--wouldn't ya know it--its the table farthest from where you are now. Sneak over in that direction, using the many tables scattered around the place for cover. Once you've got the code, head for the laser fence (which you passed on the way to finding the table with the code) to shut it off. From there, carefully cross over the floor lasers and hit the switch to let in Bentley and Murray in. Now then, while Bentley hacks the computer, its up to you (playing as Murray) and Sly to keep the swarming enemies away from our turtle buddy. Don't try to kill each foe as he approaches; instead, you'll want to punch them once or twice to knock them back before focusing on another, more immediate threat. There are six levels that Bentley will need to hack, and for each new level he will have to switch to a different computer terminal. Thankfully, he'll let you know when he's on the move, so you won't be defending an empty computer. One last thing: don't you dare forget about Murray's ability to pick up foes. With this skill, you can cause damage from afar and still stand right next to Bentley. Score! == BOMB THE BRIDGE / OPERATION: HIPPO DROP ====== Take control of Bentley and set your course for the bridge connecting the guest house area with the palace area of the city. The idea is to blow it sky high, but it'll have to be done in two different phases. First, you need to bomb the lower portion of the bridge. A total of nine connectors need to be destroyed (use Bentley's hand explosives to do the trick) on this first section of the bridge. However, be careful of falling rocks, as the bridge will begin to crumble as soon as the first connector is destroyed. Once you set the final explosive on the lower portion, bounce up to the upper section and resume the bombing fest. Another eight metal connectors need to be blown up before this one is over. With that part of the mission complete, Sly will approach Carmelita. You know what this means... another round of intense ballroom dancing! Just like last time, watch the commands on the bottom of the screen, then repeat when prompted. Its a relatively simple task, especially if you didn't have any trouble the first time around. After the beautiful moment between Sly and Carmelita, the perspective switches as Murray makes his great escape. Controlling Bentley's RC Chopper, you'll need to follow Murray as he races about the city, dropping bombs on any foes that threaten his safety. As for the bombs, don't worry--they won't damage the mighty Murray, no matter how close they might land to him. The second our portly pal reaches the drawbridge, its game over for Rajan and co. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= d. The Predator Awakes (India... still) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Although, technically, the predator was awake all last episode. Oh, and get your mind out of the gutter, people, the term "predator" is no euphemism in this case. == SPICE ROOM RECON ============================= Before we can begin preparations for the heist, we'll need to complete the obligatory recon mission. Creep around behind the strangely out of place truck, bag the foe that lurks ahead, and then enter the temple's hidden passageway. Inside, carefully proceed across the bridge to the left and stealth kill the first unlucky soul you meet. Sadly, this will alert the other nearby enemies (although if you retreat from whence you came fast enough, you won't be noticed). Just go crazy with that cane of yours; the enemies in this part of the factory aren't a threat. You may also want to note that thwacking foes into the watery pit in the center of the location will result in an instant kill. Good deal, eh? Moving on, past the fourth monkey soldier is a wooden catwalk. Here, you'll likely find a patrolling flashlight guard. He's one tough cookie, which means you definitely don't want to eat him. Probably don't want to fight the fellow, either. So, sneak up behind him instead and deliver a blow he won't soon forget (the fabled stealth kill). With the area clear of foes, you are free to wait for moving water bucket with some upward mobility (jump on just like you would a rail or spire). From this location, our destination is just a stone's throw away: run down the catwalk ahead and use the super-slippery vine to reach the access tube. At this location, you are in peak position to snap a few recon shots. Get Rajan as he wanders about, as well as the Clockwerk Heart suspended from the ceiling. The other two photos are of the entrance (that hole in the wall near Rajan) and the crane's controls (the piece of machinery holding the heart in place). Those four are all you need! == FREEING THE ELEPHANT ========================= While the basic idea of this job is simple, actually carrying out Bentley's master plan is much easier said than done. So, there are six spice plants scattered across the ruins. We need to capture each one before doing anything else. The first plan is located high above on a tree straight ahead from where this mission kicks off. Climb up the vines along the sheer rock face adjacent to said tree and, from there, ascend the tree using another few vines. In just a few short moments you should have spice plant numero uno. Lovely. Now for the second plant. Hop onto the vine leading toward the safe house, hopping off just before it ends so that you land atop the large stone tiger portrait. On the other side of the tiger, you can ride another vine straight across to a tall tree. Hop off near the tree and grab onto a dangling vine. Scamper on up and claim the second plant. Yummy! From here, drop to the ground below and dash across one of the rope bridges to the side. Then, move upward onto the massive elephant platform and focus your attention on a tree off to the right. There's a spice plant up there, but how the heck are we supposed to get to it? Keep your pants on, boys and girls. Hop over the water mill onto the platform below and use the surprisingly bouncy mushroom to fly up to our third plant. Halfway there! Alrighty then, find your way back up to the gigantic elephant platform, this time crossing to the opposite side (either by bouncing over with the aid of a well-placed mushroom or by crossing the "lake"). Use the semi-broken bridge to the east to reach a locale from which all three remaining plants can be seen. Also visible should be a tall, white-ish tower with vines sticking out in every which-way. Drop to the ground and run over there, climb up to the top via one of the vines and finally slide over to plant number four. From there, climb back up the vine you just used to reach the tower again. Now slide down a different vine to another tree with a plant. Only one left! Take a look around--the only remaining plant should be nearby a large waterfall. From the tower, slide down the vine to the north and you should end up on a tree next to a Clue Bottle. Now look below and to the left; see another vine? You should. Ride it on over to a solid platform. Then, run over toward the mushroom (which just happens to have a Clue Bottle sitting atop it) ahead and bounce up to yet another platform. Quickly dispatch of the enemy here before using the vine to reach the sixth and final plant. Beautiful! Return to the elephants and drop the plants into their feed. Voila--this job is done! == WATER BUG RUN ================================ An interesting job, to be sure, and also a nice change of pace. In an attempt to bug Rajan's office, we'll need to transport the water bug all across the ruins. What makes this mission tough, however, is that the bug can only live in water, and will create a ruckus if you don't submerge it in the wet stuff every so often. Additionally, if you are struck while carrying the bug, you will have to restart the job. Sound like fun? Let's get crackin'! First and foremost, take a look downward from where you begin. You should spot another pool of water (identical to the one where the bug is currently sitting). That is our first destination, so press Circle to grab the bug and hop off the ledge. When you reach the button, use a bouncy mushroom to reach the platform with the pool and drop off the bug before silently disposing of the foe roaming about this ledge. Before picking up the water bug again, its imperative that you also take out the enemy on the ledge below (on the opposite side of where we came from). With that done, pick up the bug and drop onto the ledge ahead. Wait for the flashlight guard to walk past, then slink behind him and finish him off. After that, return the bug to the previous pool before heading out again. Now, head eastward into the grotto (the stone area with the fountains). Another flashlight soldier is cruisin' for a bruisin' ahead, but let's take the safer approach and use the vine on the wall to the left. This part is a bit tricky, so be careful. By now, the water bug is probably screeching its head off, alerting a nearby enemy. Use R1 to sprint past (knocking the enemy back with a cane thwack or two) and up the stairs. Find the pool near the bridge ahead, drop off the bug, then go back and clean up the mess you just made (or hide underneath the adjacent table until things clear themselves up). Now its time for a bit of combat--leave the bug where it is for now and proceed onward (across the bridge and up the staircase to the left). Defeat any nearby enemies, then go back and retrieve the bug. Place him in the pool upstairs, just to recharge the little fellow. Once that's done, grab him again and look to the right of the archway. Beside a large tree, there is a small ledge that you can walk across. Do so (taking the bug with you) and use the mushroom you find to bounce up to the final platform. Quickly deposit the bug in the pool before you, then deal with the foe up here. When he's gone, enter Rajan's office at the designated point. Inside, watch out for the snake in the pot to the left. If you screw up here, you'll have to start all over again. There's just one last little problem to surmount; Rajan's office is covered with lasers! Get snipped by even one and its all over. Carefully jump across to safety and plant the bug. * Take note that the vault for this level is also hidden away here in Rajan's office. == LEADING RAJAN ================================ Bentley's first job in this level, what you need to do is simple: lift three blueprints from Rajan himself. Carrying out this task, as I'm sure you can guess, isn't nearly so simple, however. In order to nab these blueprints, you'll have to lure him toward his favorite watermelon (which can be located in various places around the ruins). To do this, shoot a dart toward where you want Rajan to go. Remember, though, that he doesn't have some sort of mega hearing aid, so you'll need to shoot the darts relatively close to Rajan and gradually move him toward the melon. The first melon is on the platform above where Rajan begins. Once Rajan scarfs down a melon, he'll pass out, leaving you a window of opportunity--dash in and snatch one of the blue prints (why you can't grab all three at once is beyond me). After getting ahold of the first blueprint, hide beneath the nearby table until Rajan moves on, at which point you can pop out and lead him to the next melon, which is in the grass near the truck to the left. I suggest staying atop the platform where you found the first melon before moving in to steal the second blueprint. After you've got print numero dos, take cover atop the nearby truck whilst luring Rajan to the final melon. Lure him through the tunnel ahead (and slightly to the right) and down the bridge, then finally onto the platform where the final melon rests. Once he's asleep, use the mushroom at the bottom of the bridge to get up there and make off with the last blueprint. == NEYLA'S SECRET =============================== The first part of this mission is simple: follow Neyla wherever she goes. We enjoyed a job like this back in Paris, if you can recall. Don't worry about any foes in the area, concentrate instead on keeping up with Neyla (she'll whack all the enemies once or twice anyway). Hold down R1 throughout the job to sprint and stay on track with the girl. The mission will end if you lose track of Neyla, or even if she just gets too far ahead of you. Eventually, she will take you to a secret entrance, where half the Clockwerk Heart is hidden. First things first, you'll need to swipe a pair of keys from the two guards on this upper level (the area where we start off). Getting the first key is easy; wait for the flashlight guard who appears to be moving straight toward you to turn up the incline leading to the heart, then dash in, snatch the key, and finish off the soldier. Nabbing the second key is a little trickier: use one of the rotating water buckets opposite from where you entered to access the opposite side of the main platform. Sneak in behind the second guard, loot him, then open the winch. Half of the Clockwerk Heart is all yours! == SPICE GRINDER DESTRUCTION ==================== In order to proceed, we'll need to do something about those nasty laser fences blocking the way. So, as Bentley suggests, hop into the TNT barrel ahead and walk it over to the laser fence on the left. Stand in front of the mechanism, then jump out and stay clear of the blast. Hop into another barrel and progress onward. At the next fence, wait for an opening before slipping through, then plant the TNT next to the subsequent fence. After that, carefully make your way through the lasers ahead and take a right, as we won't be able to blow up the lasers on the left. Watch out for the moving spotlights--if you're seen, machineguns will pepper you with fire. Take a left at the end of the hall, then move past the two sets of lasers. Now, we'll need to destroy the grinding wheel, which can be seen straight ahead, heavily guarded. Hop down to the lower level and jump into the TNT barrel. While hidden inside one of these barrels, guards will not notice you, provided you remain stationary while in their presence. Carefully travel left around the central platform and through a small tunnel. Blow up the laser mechanism at the end of the hall, then go back and retrieve another TNT barrel (although be ready to dive underneath a nearby table after the explosion, since you might alert a nearby baddie). * In the downstairs area, you may notice a pole leading straight up near the laser tunnel. Scramble on up and deactivate the force field to find a few briefcases set out for you. Smash them up to reap a poor man's fortune. With that laser fence now out of the way, you can safely travel through the hallway rife with spotlights and to the upper level. Once there, slowly make your way toward the grinder. Don't even think about moving a muscle when a soldier has his flashlight on you; doing so would be certain death. And uncertain death is much better than certain death, wouldn't you say? Anyhoo, once you reach the spice grinder, hop out of the barrel and watch as it blows sky high. == BLOW THE DAM ================================= As the game's resident explosives expert, you'll take control of a butt-kicking assault helicopter to blow open the dam. Tap R1 repeatedly to shoot the 'copter's machineguns without overheating. Your main target is the dam high above the giant elephant head, although many other helicopters will show up to make things difficult. Attacking the enemy 'copters isn't as important and shooting down their homing missiles, however. This is especially true considering that there is an endless array of helicopters, so taking the time and effort to shoot down every last one of them is futile. Keep in mind, though, that if a helicopter gets too close, it will unleash an unending barrage of missiles, so watch out for that. As soon as the gauge on the right is emptied, this mission is complete. * If you ever feel the need to try out that assault chopper again, simply head into the bottom of the tower where Bentley came out after the job ended. == RIP-OFF THE RUBY ============================= * You may have a bit of trouble getting to this mission's start beacon. To find your way there, first return to where we found the final spice a few missions back ("Freeing the Elephant"). From there, you can find a series of vines that will eventually lead top the beacon. To begin this job, simply whack the shiny red ruby four times to knock it loose. From there, you'll take control of Murray, so hurry over to the ruby's location and pick it up (you can get to the ruby by using the lillypads all over the pond). In order to keep the ruby safe, you'll need to periodically toss it onto cushions that Bentley will lay down. This is necessary before making jumps, otherwise the ruby will bust and this job will be over. For this first section of the mission, simply follow Bentley. There aren't any enemies to worry about (yet), so its a pretty clean deal. After meeting with the first buyer, Bentley will speed off, seemingly leaving you behind. Follow him down the stairs, posthaste. Ignore any enemies you come across, since you've got no way to defend yourself against them anyway. After making a left at the bridge, Bentley will sidle along the wall and set up a cushion for the ruby. Toss it, then sidle along yourself. If you've been spotted by the enemy yet, this would be a great time to do some smashing and get them off your back. Once that's over with, grab the ruby again and continue after Bentley. From there, simply toss the ruby onto the next ledge and deliver it to the buyer. == OPERATION: WET TIGER ========================= Its finally time to grab the other half of the Clockwerk Heart and get outta this jungle! Take control of Murray and head for the beacon, where you'll find Bentley. Head to the next beacon. Before Murray can open up the mouth, its important to clear out any guards that might be around. Just chuck them at each other and you'll do fine. Once you've done that, you'll switch over to Bentley, who'll again have to use the assault chopper. Look above Murray's position (into the sky) to discover a barrage of bombs falling fast. Quickly shoot them down, as well as the subsequent salvos. Remember to tap the fire button instead of holding it down; this will prevent your guns from overheating. The scene switches back to Murray. Mash any one face button to open up the mouth. Now its Sly's turn to shine. Jump into the nearby Cherry Bomb 500 (the barrel of TNT) and walk it over toward the designated beacon. As long as you remember not to jump while inside the bomb and stop moving when enemies are present you should reach your destination in no time flat. Plant the bomb right in front of the door and watch Rajan flee. After Neyla shows up, follow her toward Rajan's position. Hop across the poles, but watch out for Rajan's lightning blasts. If you wait until just before he brings down his staff to jump he won't be able to hit you. --[ BOSS ]------------- Rajan, the Feline Felon ----------------------- You'll be playing as Murray throughout this battle. In the beginning, you won't have many offensive choices, so simply throw a punch Rajan's way every so often. He'll retaliate with staff whacks, but those can be easily leaped over. Rajan also has a nasty electricity attack; avoid it in one of two ways 1) jump when the lightning strikes or 2) stand on one of the lilly pads. The latter is much easier, so head for a lilly pad when Rajan raises his staff and looks like he's channeling energy. Soon enough, your foe will call in a pack of cronies to help him out. This is a double-edged sword: on the one hand, you have more enemies to deal with. However, these foes can also be used as ammunition--throw them at Rajan to wreak some serious havoc. They also provide health every once in a while when defeated. You can even toss a foe at Rajan right before he executes his lightning attack to cancel it. Continue the assault and the battle will end as soon as Rajan's life gauge hits zero. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= e. Jailbreak (Prague) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= "When someone tries to blow you up, not because of who you are, but for different reasons altogether." - Kramer (Seinfeld) == EAVESDROP ON CONTESSA ======================== Since you're alone as Bentley at this point, the principle thing to remember is the importance of his sleep darts. Bentley has almost no stealth moves, so you'll need to rely on that to carry you the various jobs that lurk ahead. Fortunately, there are empty barrels scattered around the city that Bentley can take refuge in. Similar to the TNT barrels Sly has used in the past, only without all the explosions. What's even cooler is that you can actually fire your sleep darts while concealed within a barrel. When you reach the Contessa's house (the house marked with the beacon), use the carriage to climb onto the roof. Travel from there to the top, where the mission proper will commence. Your goal here is to fire a dart at the Contessa whenever she's within range. After each dart, you'll witness a cutscene. Just be ready for her to swing into view and hitting her with the darts should be no problem. == TRAIN HACK =================================== By tracking down and hacking six computer terminals hidden around the city, you'll be able to smash the train into the prison walls. Let's get to work. The first terminal is just ahead from the mission start point, so head there and get ready to play the first of many hacking mini-games to come. Hacking a computer, apparently, is like playing Galaga. The Left Stick controls your ship while the Right Stick fires lasers. First off, move into the green node to unlock the door ahead. Then, glide on ahead and blast through the double rows of red ships. Past there you will encounter two red ships--unlike the smaller guys before, these ones will attack. Don't bother with them, just plow right on past and enter the green node at the bottom to be done with the first computer. Make your way to the next computer. To hack it, move your ship downward and hurry past the red ships. There's no need to bother destroying them all; just shoot at them as you race by. Move into the green node on the other side of the wall to finish this second terminal. The third computer is also pretty easy to hack; keep a continuous stream of lasers headed toward the small red ships blocking access to the green node. Move your ship back every once in a while to take down the other red ships (who only take a single shot to defeat). When you find the fourth computer, move your ship directly to the left of the blue block near the small red ships. This will prevent the red battleships on the right from hitting you, while leaving yourself in prime position to fire at the small ships. Don't forget to take down the unarmed red ships as they come at you from below, also. Once you get past the small ships, you are free to race straight for the green node. For the fifth terminal, if you stay on the move and concentrate your fire on the small red ships, you shouldn't need to worry too much about the orange battleships. Hacking the sixth computer is a bit different from the others. In the first area, there are two green nodes. Unlock both to open the path ahead, which is blocked by, you guessed it, small red ships. Cut a path through them and press onward. The final lock is right behind them. == WALL BOMBING ================================= You've used Bentley's RC Chopper before, so you should be down with the general principle of this stage. A total of seven enemy soldiers patrol the walls above Sly's prison and, by golly, its up to you to bomb the heck out of them. Sounds simple, but of course there are always loopholes to make your life harder. Case in point: you'll be bombarded with return fire in the form of missiles, so be ready to make some quick turns, y'hear? Also, some guards like to think they are smart and hide underneath shelter. Just drop the bomb from an angle and you should connect with those guys sooner or later. With that first part of the job done, its time to bust Sly outta there. Hop onto the prison from whence you came and use the ring Bentley pointed out to swing out of the prison and into safety. Trek back to the safe house to put this one in the bag. == BIG HOUSE BRAWL ============================== Okay, move toward the marked grate using the conveniently placed rings and floating logs. Crawl through and say "hi" to the big guy. In order to piss everyone off enough to get thrown in solitary, you'll need to kick enough tail to drop 50 foes. The key to winning this battle is to use the prison's spikes to your advantage. Notice the metal plates filled with holes on either side of the room. Yeah? Step on one. Didn't feel to good, did it? Now toss any enemy onto one. Bam. He's dead, isn't he? Also, if you happen to have Murray's Juggernaut Throw ability, it shall prove incredibly useful here. If not, just use the spikes. Floor 50 enemies (a counter on the wall will keep track for you) to finish this one off. == DISGUISE BRIDGE ============================== As soon as the job begins, smash the nearby statue and hop on to turn all stone-like. When you are no longer in the field of vision of the oncoming guard, jump behind him and pull out your famous stealth kill. After that, follow Bentley around to a spider web, which can be used to bounce up to the top of the bridge. He'll head right, so you should go left and pose as a statue. You know what to do when the guard walks past. A second enemy will appear once the first is down, so don't go lax just yet. Subsequently, Bentley will move to the opposite side of the bridge--you should move to where he was previously and do your best impression of a gargoyle. Three werewolves will walk past, oblivious to your presence. Stealth kill the last one. You must deal with the other two head-on, but they won't put up too much of a fuss. After that escapade, switch places with Bentley again. Nothing new here, just a vulture followed by a pair of bats (like last time, stealth kill the one trailing behind, then deal with the other guy face-to- face). While the fourth bomb provides nothing new, the one after that presents an interesting confrontation. Two bats and two werewolves AT THE SAME TIME. Something to be worried about? Not really. Do your typical gargoyle stuff until everyone has walked past, then hop out and take down the werewolf in back. The remaining trio will turn on you, so be ready for an uneven skirmish. If possible, defeat the other werewolf first, since he presents the largest danger. With that sticky situation out of the way, nothing more than a pair of vultures stand between you and the final bomb. == CODE CAPTURE ================================= Alrighty, let's start by swiping the key from the first guard, shall we? He's on the streets below and to the right. Once you've got the key, head to the nearby security station, set off the alarm, and scramble up the pole across the street. In order to get a good shot of the security code, you'll need to be on the rooftop, just slightly to the right of the spire. When you've got the shot, head for the next guard. Although you can nab his key from the side, getting to the security panel just isn't going to work. You may have noticed a bell nearby, however. Give it a whack, then scramble up the adjacent lamp post. Race over and activate the alarm, then get back up to the rooftops in time to snag the photo. To get a clear shot of the screen, you will want to position yourself on the wire hanging between two roofs across from the station. Now for the next code. After getting the key, you will most likely be interesting in scouting out where you'll take the next shot before actually setting off the alarm. If you glance around your surroundings, you should notice a carriage nearby, and a platform above that. That's where you'll need to get. Just how the heck are we supposed to get there? Use the lamp post across from the security station to hop onto the wires above the train tracks. From there, grab ahold of the close by ring and swing on over to our destination. Sound difficult? It is, but only if you activate the alarm when the guard is nearby. Wait for him to get as far away as possible before setting it off; doing such will allot plenty of time. Okay, okay, replace "plenty" with "enough." Moving on, its time to nab the fourth and final code. After snatching the key and blaring the alarm, climb up to the opposite rooftop and, from there, use a ring suspended above to swing across to a platform on the left. Take the shot from there; its perfect. == LIGHTNING ACTION ============================= The objective of this mission is to destroy the Contessa's secret attack robot (water tower). To do this, we'll need to basically just readjust five lightning rods. The first rod is easy to find--its right in front of your initial location. Turn each handle a single time to do the trick. Four more! From here on, the job is pretty simple. Just locate the source of a lightning bolt and head there, turn the handles and voila! It's mission complete. The Contessa is really gonna miss that attack robot (water tower) of hers. == CLOSE TO CONTESSA ============================ So. At first glance, this sounds like the prototypical pickpocket mission, no? Well, think again, boys and girls. Given that the Contessa has her personal bodyguards on her like lovers, nabbing her keys will not be easy. Your first task is to defeat the bodyguards one by one. The guard in back should be brought to justice with a stealth kill; but beware, this will alert the other guard. Scamper up a lamp post and hide out on top until he forgets about you and goes back to the Contessa. Before he gets within range of the Contessa, you must kill him. If spider-lady was to hear him get rubbed all over the ground, she'll run away and you'll have to restart. Anyhoo, with the two bodyguards disposed of, quickly yet quietly slink in behind the Contessa and nab the first key before she notices something is up. After you steal the first key from her, she will realize what's gone down and disappear (she will do this a second time after you get the next key). Once you track her down again, you may notice that something is different: she now has three guards. Pull the same tricks as last time to steal the second key, as well as the tank patrol schedule. == OPERATION: TROJAN TANK ======================= From the get-go, you'll need to head for the tank. Where you arrive, you'll find a pair of sleeping werewolves blocking the path. Don't bother fighting them--instead, just hop right into the tank and you'll be fine. As control switches over to Sly, make your way toward the tank and crawl underneath. When it starts moving, you'll need to move forward in pace with the tank so that you remain concealed. Inside the prison, smash your way past a trio of spiders, then pull the lever and slip through the door. On the other side of the lights, there is a set of stairs. Climb up them. To the right is a deadend and a werewolf, so instead hop off to the left, using the ring to reach the ledge. Proceed along the catwalk, but stop just before the metal plates filled with holes. Remember the Murray mission earlier on? Yep, we'll need to cross over those plates. Thankfully, a ring has been placed for our use. Swing over and deal with the feisty werewolf (knocking him off the ledge is the easiest way to do so). Continue along, though be wary of the platforms you'll need to use. They are rather unstable, and the only way to get across without falling is to stay in the absolute middle. Yet another werewolf will great you on the other side. Just knock him off the catwalk and be done with it. Right before you step onto a second spike plate, look to the right. See the shiny ring hanging from who- knows-what? Leap over and grasp it, then swing to the pole behind. Clamber on up and say "howdy" to still another werewolf. You know how to deal with him. Ahead is a chasm too far to jump across, so use the ring to swing over. Watch out--a vulture is waiting for you, so be ready to dispose of him. You'll find a couple more rings ahead. Swing across, then climb up a pole and use that nifty spire jump move of yours to stand atop the nearby light. From there, hop onto the adjacent platform and dispose of a few arachnids. Continue to the next ledge (more spiders!), where you can climb down a pole and into the control room. Take out the vulture guard (preferably with that lovely stealth kill that I'm sure you becoming quite fond of) to clear the area of any dangers. Then, mess around with the computer to open the doors to solitary confinement. "Hot stuff." There are two ways to get down to the ground floor, and I'm sure you know which one is the easiest. Take a leap and follow Bentley into the solitary confinement area. Following the cinematics, carefully make your way around Murray's cell, avoiding the lasers as best you can. On the far side, you should find a pole to climb up. Once there, dash across the wire and approach the panel which seems to be attracting the close by lasers. Its time for another round of hacking fun (Galaga!). Blast through the weak red ships ahead and station your ship one of the two rows of small red dots. Destroy them all (as well as any red ships that attack) and open the first lock. Do the same with the other row of red dots, thus opening the path to the final green node, which will do the trick. Now run to the opposite side of the catwalk and cross the chasm with the aid of the ring. From there, spire jump across the next break in the flooring to reach the next panel. Hacking-wise, its the same course as last time, only now there are three stationary cannon ships (which I recommend taking out) and each lock is guarded by two rows of small red dots. Back to reality, return to the previous catwalk before crossing two rather unstable platforms to reach the other side. Swing over a hole of sorts to find the final panel. Again, hacking it is the same basic deal as before. However, there are now six cannon ships (do yourself a favor and destroy AT LEAST the four near the dots guarding the locks) and three rows of small red dots. Remember to keep moving so you aren't surrounded. Downstairs, Murray is halfway loco and halfway pissed the heck off. Use his sheer anger to bust the four hypnotic devices (those green things with the spinning arms). To do this, simply stand behind one and Murray will dart directly towards you. Move at the last second and he'll plow right through the mechanism. Rinse and repeat. With good ol' Murray back to normal, its time to pursue the Contessa as she attempts to make an escape. As Murray, approach the two crank bars near the grate and mash any one of the four face buttons to pry it open. You'll need to lift both before proceeding. Back outside, keep on the Contessa's tail until she flees to her blimp. Don't bother with the spider bombs she lays; just running past is your only prerogative. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= f. A Tangled Web (More fun in Prague) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= "Caught in a web... Hangin' on by a thread." - Dream Theater * A later mission in this level requires the use of a gadget called the Paraglide, which is now available over ThiefNet for 600 coins. Save up for it now so you don't have to later. == KNOW YOUR ENEMY ============================== Great Rage Against the Machine song. Also our first mission here in this level. As you've probably come to expect, we'll need to start off by taking a few recon photos. First, snap one of Neyla's headquarters, which is just across the street. Just know that you'll need to get much closer to it to get a proper snapshot. You'll also need to capture the boat in the river north of Neyla's place, the Contessa's blimp way above the city, and one of the Contessa's assault tanks on film. After grabbing those four shots, its time to ascend the re-education tower to take a couple more photos. Since the front door is locked, climb around to the window is our only remaining option. Don't fret--its nothing a raccoon such as yourself can't handle. Once you've witnessed the Contessa's sadistic-ness, take the four shots necessary. Both Carmelita and Clockwerk's Eyes (the things firing the beams at Carmelita) are easy shots, as is the one of the Shadow Guard (the vulture enemies). The Mind Shuffler is to the right of the Shadow foes, and the Old Terminal is directly to Sly's left. That's all, folks! == KIDNAP THE GENERAL =========================== Murray's first mission in Prague is, thankfully, an easy one. When you reach the start beacon, Bentley will mark the general with an arrow. Approach him when control is once again yours and pick him up like you would a normal foe. Fortunately, he won't put up a fight at all, and since he's so tough, you can't damage him. In fact, you can actually use him as a projectile to toss at other enemies! However, this doesn't work too well, since he'll start walking away as soon as he gets back on his feet. I find it significantly more effective to simply run away from any guards that might catch a glimpse of you. Make it back to the safe house and you're done! The largest obstacle on your path to safety is probably the bridge connecting the area near Neyla's headquarters (and our safe house) with the Contessa's territory. You'll likely have a few enemies on your tail by the time you reach this bridge, and there are a few spotlights along the way. Get caught in the light and you'll be fired at; this almost always results in Murray fumbling our friend the general. I've found the easiest way to get past here is to simply toss the general ahead, past the spotlights, then sneak around them yourself. Just be careful where you throw him--the general will die should he end up in the river below (fire will also cause an instant death to him, but that's not something you need to be concerned about). * It really helps to have Murray's powerup "Atlas Strength" for this job. With it, you can both jump and sprint while carrying the general, making getting past angry foes a much less strenuous task. Its a rather expensive investment at 900 coins, but well worth it. == GHOST CAPTURE ================================ As Bentley informed you, simply enter the designated building and head downstairs. Sadly, this burial is booby-trapped; you'll soon run across a series of spiked floors and swinging pendulums. There are two ways to go about getting through this gauntlet: the obvious way and the smart method. As suggested by its name, the obvious name is rather, well, obvious. Time your jumps perfectly and leap across the spikes before the pendulums make a sandwich out of you and the wall. The smart technique is to grab hold of the poles connecting the pendulum's blades to the ceiling (notice the lovely blue sparkles). No danger, but no fun. The choice is all yours, boys and girls. Continue downstairs to find the Evil Wolf Priestess's coffin, along with a host of other coffins. Guess what? They contain living werewolves who'll pop out with a vengeance. If you aren't up for a throwdown with evil creatures that want to chew on your bloody, detached head, merely smash up the priestess's coffin (the one in the center of the chamber--duh!). You won't have to deal with the enemies. Back outside, all the ghosts from the tomb (nine in total!) have escaped and are floating about freely. Time to go Fatal Frame-stylee. Using Sly's built- in binocucom camera, its imperative to take a single shot of each ghost, thus capturing it for later use. The ghosts are all incredibly easy to find, though keep in mind that you'll need to get quite close in order to take a viable photo. Once all nine specters have been captured, take them to Neyla's HQ, where they can be dropped through the chimney. Its like Santa Claus, only with blood-curdling, freaky ghosts instead of a jolly, fat, present-baring friend! == MOJO TRAP ACTION ============================= Possibly the most fun and unique mission in the entire game, you, my FAQ reading friends, are in for a treat like no other. Upon entering the first of four tombs, you'll have to put up with a bit of chit-chat. When that's over with, grab the Bad Mojo Collector (that weird doohickey on the pedestal ahead) and approach the three switches further into the chamber. Since a single blow from an enemy will destroy the BMC (Bad Mojo Collector), hand-to-hand combat isn't going to work. Instead, we've got three switches to use. Each switch does the same thing (in this tomb at least; the next three will be a bit tougher). The idea is to hit a switch to defeat the oncoming enemies. Sounds pretty simple, right? It isn't. Given that the switches take more than just a few seconds to recharge after being used, you'll have to carefully time when to hit a switch and when to hold off. You may even be forced to knock a foe back with your crossbow. After a certain amount of baddies have been defeated, you will need to move onward to the next crypt. Once there, get ready for another spirited brawl. This time around, there are four switches, each with a different function. The one in the back-center will cause spikes to protrude from the two dark-colored incisions on the floor ahead. Hit it when foes are near one of said incisions. On the left is a button that will toss swords in a leftward motion. This will only strike foes who are very near to you. Don't waste it, as it is a lifesaver when several enemies are baring down on you. The switch on the right sends a pendulum flying down the left side of the floor ahead. Since every foe has to walk in the path of this pendulum to reach you, the left switch will prove invaluable. Finally we have the button in back. This is meant to be a last resort; when enemies have made it past the first three switches, you can hit this one to crush them. A useful tip: if the back switch isn't functioning yet and a foe has made it past the other three buttons, whack him a few times with your crossbow to position him in danger of the left switch. Bam--you know what to do after that. Fill the gauge on the right side of the screen a second time and it shall be time to progress onward yet again. The third tomb provides an interesting new situation. The four buttons are now arranged in a circular manner, forcing you to constantly run circles around the chamber. The one closest to where you entered releases a jet of red hot steam, hot enough to burn any close by foes to death. Left from there is a button that drops a heavy piece of stone on adjacent baddies. The switch on the right side of the room has the same function. In the center of the chamber is a fourth switch. This one releases the Contessa's farts (either that or some boring sleeping gas) on all sides, effectively clearing out the room... for a while. What is actually pretty cool here is that you can easily avoid getting hit by simply running circles around the room whilst waiting for the switches to be usable again. Same deal as last time--fill the gauge and continue on. Interestingly enough, the final crypt is concealed within the well. Jump in where directed and you'll find the door. This is probably the most fun level in the mission, so don't get so worked up that you miss out on the enjoyment, ya hear? Anyhoo, the switches on the left and right set fire to the platforms on the opposite respective sides, therefore burning any foes there to a crisp. The center button drops the wooden platform straight across, drowning any baddie stupid enough to stand there. Finally, the switch in back electrocutes all enemies present. Great thing to fall back on when in doubt, but it recharges slowly so don't count on it too often, eh? The key for this tomb (and all the previous ones, really) is to get into a groove. The enemies come in a distinct pattern, so if you can start moving in tandem with them and hitting the proper button at the perfect moment you'll be golden. Don't forget that if a foe slips past your defense and makes it to the platform you are on, its quite easy to give them a smack and push them into the wet stuff. == STEALING VOICES ============================== Before partaking in the actually fun portion of this job, you'll need to lift a pair of keys from two guards on the streets below. Its easier, I think, to grab the key from the moving enemy first. Once you've got his, wait on the nearby lamp post for an opening to jump in and quickly make off with the other key. With both of them in your position, head for the marked entrance to the Contessa's castle and step inside. Within the castle, you must sneak past four werewolf soldiers, two of which are taking nap. There are some conveniently laid out tables to hide beneath, so bide your time and wait for an opening to slowly move ahead. If you get spotted, its no big deal. Put up your dukes and beat them down. Take note that knocking a foe into the flames on either side of the chamber will result in an instant kill. Lovely. No matter your method of mayhem, you'll find a nice prize on the opposite side of the room--the wiretap! Back outside, the time is ripe to snatch another set of shiny keys. The first guard is directly ahead from the entrance to the area we just exited. Slink on over in that direction, wait for him to turn his back, then jump in and pork that key (steal it). Make sure you act quickly, however, because he won't have his back to you for long. The second key-bearer is on a small balcony on the side of the castle. Find your way up there (hopping down from the roof is the easiest option) and use the pole on the wall to hide until he turns his back, at which point you know exactly what to do. Enter the castle a again, this time from the front door. In the first room, you'll find quite a few spiky walkways along with a solo vulture. He's right in front of the doorway leading onward, so we'll need to get him on the move. There are two ways to do this, but one requires the use of the Alarm Clock, one of Sly's gadgets that you may not have purchased yet. If you have it, toss a clock toward your right, then back off a bit until he walks past you. From there, make a mad dash ahead and he won't know you were ever there. Now, if you don't have an alarm clock, you just need to smash up the torch to the right. Doing so will create quite a racket, prompting the vulture soldier to come check it out. When he moves, leap over the spikes and head upstairs. The same tactics must be applied up here; either toss a clock or bust up the torch. Either way, the guard will come see what's causing all the noise. While he does that, you should swiftly crawl underneath the weapon rack against the left wall. At the end, poke out and grab the voice modulator, then slip back under the rack before the sentry returns to his post. Make your way back downstairs and find a way past the soldier (likely all you'll need to do is hop over the spikes and dash for the door). Before we can continue the fun, another set of keys must be pilfered from their comfortable beds in the pockets of vulture guards. The trick to getting these keys is to take your time. Due to the guards' confusing patrol patterns, they will almost always be close to each other, putting our boy Sly in quite the quandary. If you wait on the nearby road (far away enough that they won't catch sight of you), you'll be in prime position to race in when you got an opening. Also, don't try to get the key in one go; you won't have enough time to dig through their pockets several times. When you have obtained both keys, Bentley will direct you to our next destination. Head for the beacon. You'll find a tunnel just small enough for Sly to squeeze through. Just on the other side is the door, so open it up right nice and step inside. To cross the first pool, all you need to do is simply slide across the wires. Same deal getting across the second one--use the ring to swing over to the wire and zip along to safety. On the subsequent unstable wooden platform are a pair of werewolves. Sprint past them and onto the stone area behind, where you won't have to deal with the tentacles. Defeat the wolves and this job is finito! == TANK SHOWDOWN ================================ Murray will automatically steal himself a tank, so that's one thing to cross off of your worry list. Getting used to the controls will take some time, that's for sure. It seems the creators decided to go all Ape Escape on us with the dual analog controls, but no matter. Push both sticks to proceed forward or pull them both back to retreat. If you push one forward and the other back, the tank will rotate. You can fire bombshells from your turret with the R1 Button. Now that you've got the controls down, its due time we took down some of Neyla's mercenary menaces. Basically, just drive around until you locate a tank with blue lights. Once you've found one, simply start pounding away on it with the R1 Button. It'll be in pieces before you know it. Fortunately for us, none of the enemy tanks seem to know what they're supposed to be doing, so dropping six of them shouldn't pose a problem. Just keep on eye on your life gauge and you'll do fine. == CRYPT HACK =================================== In order to power up that old computer terminal in the re-education tower, you will need to venture into three crypts and hack the computers inside them. Before that, however, we'll need to power them up. First things first, we will need to traverse the "complex medieval gauntlet of death" to acquire a battery on the far side of this tomb. Carefully time your leaps across, using the double jump ability to clear any dangers that may become apparent after your initial jump. Following a couple of pendulum pairs, move upstairs to find a third challenge. This one is actually pretty easy, just proceed onward, double jumping when the two rods smash together. Ahead from there is a trap similar to the first two in the crypt. Downstairs from there is what appears to be a simple platforming episode en route to the battery. Think again. As you hop from platform to platform, tentacles with appear from who-knows-where to whack at you. Keep on the move and there will be nothing to worry about. The moment you obtain the battery, Bentley will hack into the nearby computer. With red enemy ships appearing from all angles, I suggest moving in a circular motion around the area. When you're near the top, target the small dots impeding the path ahead. At any other time your fire should be concentrated on the enemy ships that are closing in on you. Once the path onward is clear, race ahead to find the green lock guarded by a singular cannon ship. Quickly take it down (before you are swarmed with foes from the previous area) and unlock the green node. Afterwards, you must retrace your steps through the catacombs. A problem, however: taking the slightest bit of damage will destroy the battery, forcing us to restart. Holy hard missions, Batman! How are we gonna get past this death trap without taking damage? Well, since you've already gotten past the traps once, you already know how to effectively get by. Its very important to take all the time in the world to make sure you have the perfect opportunity to get past. When you stumble across the second computer, be ready to partake in another round of hacking mastery. Its basically the same course as last time, only now there are even more foes in the initial area. This makes it difficult to execute my circular motion strategy. So, instead of that, you must simply keep moving, taking the chance to fire at the guardian dots whenever you can. Past there is a single cannon ship in front of the lock node. Blast him out of the way and finish this hack job off. Back to reality, you've got a few more snares to sneak by unscathed. As for the hacking, its pretty much the same deal as before. Gradually drill your way through the guardian dots, making sure the ever-present red ships don't get too out of hand. Finally, head toward the green node, which just happens to be guarded by one massive enemy cannon ship. Literally run circles around it, firing the whole time and it'll be down for the count before you even realize. Blast through a small row of guardian dots to access the node. == OPERATION: HIGH ROAD ========================= Once Murray's part is done (as simple as reaching the job start beacon), the scene will switch to Sly and Bentley. Jump and press R1 to use the Paraglide gadget. Aim yourself at the blimp ahead; either land directly on it or use the rope hanging off to pull yourself up. On the blimp, you'll have to deal with a pair of angry werewolves. Beat them down with a few good cane whacks and you will arrive at the re-education tower. Here, Bentley must hack into the terminal to release Carmelita's restraints. This is a rather interesting course--there is plenty of cover (which is a good thing), but also many foes swarming about (a bad thing). Move around in an irregular pattern to avoid most of the foes, firing at the guardian dots when you have the chance. With the path open, dash in and open the lock. Following a cutscene, Sly must pursue Neyla. Its actually a very similar concept to a few of the chase missions earlier on, only now Neyla is running away from you, as opposed to leading you. Either way, keep your eyes on her, be ready to use your Paraglider, and, if you are having trouble, try to memorize her pattern, since she goes to the exact same place every time. Also, do try to avoid the objects she slashes at with her whip--many of them will explode. Another thing: when you reach the guillotine, do yourself a favor and go around it. Otherwise she'll drop the blade and you won't be pleased with the results. Stay on track with her long enough to meet up with the Contessa. Before this showdown, however, Bentley has a bit of a showdown himself. Using the blimp's turret, you must shoot down 20 mercenary airplanes. They often swoop in more than one at a time, so its important to focus on a single plane until it goes down. Remember, if you continuously fire without relent, your turret will soon overheat. Controlled spurts of gunfire are the way to go. When all 20 planes are down, its back to Sly with us! --[ BOSS ]-------------------------- The Contessa, the Arachnid Adversary ------------------------------------ Currently, the Contessa only has two attacks: a barrage of hand swipes and the release of three spiders. The former is a breeze to avoid--just move out of the way and she won't be able to touch you. The spiders are not worth worrying about, either; a single cane thwack will do them in. Sometimes the spiders even drop health powerups upon defeat, so they do more good than bad, really. As for the Contessa herself, the best time to attack is after she uses her hand swipe move. She will be wide open for a few seconds, giving you the chance to cause some major damage. Don't worry about falling off the edge, as the Contessa will simply pull \ you back up, Spiderman-style. Now its Murray's turn to do a bit of work. Using the tank, you need to stay behind Carmelita and continually pepper her tank with shots. Its game over if she gets away, so be sure to stay near her, chucking shots at her as you go. --[ BOSS ]----------- The Contessa, Round 2 --------------------- Despite the Contessa's new found ability to screw with Sly's mind, this battle isn't too far removed from the previous one. She has the same basic attacks as before, with a sole addition. Every so often, the Contessa will pause to emit a green light. Steer clear of this, as getting caught in the light will render offense impossible for a while, as well as toy with your sense of direction (leaving you wide open for attack). As long as you can avoid the light, this fight provides nothing that you can't deal with. Deplete the Contessa's health gauge for the second time to finish her off once and for all! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= g. He Who Tames the Iron Horse (Canada) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Welcome to Canada, eh? What's that aboot, eh? == CABIN CRIMES ================================= To begin with, find your way over to Jean Bison's cabin. Reaching the ledge it sits on is easier than it looks. Use the hooks pointed out by Bentley to scale the wall, then run over and step inside the cabin. Crikey! The beast himself is inside, tramping around like a teddy bear on speed! No worries, there are several tables scattered around the cabin which can be used for cover. Here is a little map I've devised of the Entrance [1] [2] Key <2> <1> --- [ ] denotes a table (hide under them!) \O/ < > denotes a screen (take photos of them!) | Number 6 is Jean Bison (avoid him!) / \ 6 <3> [3] [4] Jean Bison's pattern is as such. He moves clockwise from table four to table three, then upwards past table two to table one. From there, he'll curve back around past table four. The idea is to pop out from beneath a table and snap a shot of one of the three screens (denoted with < >) while his back is turned. It doesn't matter which order you snap the shots in, as long as you get all three without getting caught by Bison. Once you've got all three shots, stealing the plans hidden in Bison's fish is a necessity. There are some random doohickeys to the left of the fireplace-- use them to climb onto the rafters. From there, hop onto the fireplace and pry your goodies from the fish. There are two other cabins somewhere in the level, each one containing another set of plans. Head outside and Bentley will mark the first. When you arrive at the next cabin, use the lumber on the left to reach the rafters. Since a duck impedes the path onward (and we want to keep our cover intact), use the ring on the right to swing to the other side. Proceed a bit, then use a second ring to access the fireplace and the plans. Make your exit and head for the third and final cabin. In here, you must carefully proceed left around a sleeping guard. Near the fireplace are a set of barrels that can be used to get to the fish. Hop off them and grab the plans. Escape the cabin intact, preferably using the rafters to safely reach the door. There is now a mountain to climb. Head to the base and wind around until you find a tree to climb. Do so and you'll find yourself on higher ground, from which you can use a series of hooks and rings on the wall ahead to get to the summit. Once there, approach the machinery to put this one in the bag. == A FRIEND IN NEED ============================= Right from the beginning, hop off the edge of the peak to near yourself to Carmelita. She's likely to jump back and forth from each side of the river for a bit, so don't get too close to her yet. Once she starts moving on, you must get a bit closer and stay on her tail. Don't get too close, however; every so often she'll turn around to inspect her surroundings. As long as you don't get caught in her flashlight, you'll be fine. Fortunately, enemies won't pose much of a problem here, as Carmelita herself will deal with any foe who gets too close. Eventually, she'll lead you to where Murray is currently locked up. Here's the deal: Murray's cage has three locks, each with a corresponding key. Now, we've done pickpocketing missions plenty of times before, but this one comes with a unique twist. Each key is held by Carmelita! Due to her increased mobility and awareness, nabbing those keys will be far tougher than you might expect. Shortly after you've nabbed key numero uno, Carmelita will notice that she's been had. She'll race right after you, so sprint off before she sucks down your health with that shock pistol of hers. Note that climbing a pole or running across a wire high above Carmelita won't protect you from her wrath. When she's on your tail, your best bet is to simply lit out of there and keep running until she's far away. At that point, you'll need to go back in and get the next key. With all three keys in your pocket, Murray is as free as a bird. Keep in mind that you won't be able to unlock Murray's cage if Carmelita is after you, so lay low for a bit after grabbing the last key. Head in and open that cage up when she ceases her pursuit. == SPICE IN THE SKY ============================= For this mission, we'll need to pop several balloons filled with spice gas in order to blow open the caboose of each Iron Horse train. Using the Paraglider, guide yourself so that you collide with one of the many balloons. When you burst a balloon, the resulting energy will propel you higher into the air, making for an easy way to pop the next balloon. Once you've gathered enough spice gas (five or so balloons worth), Bentley will tell you to land on a caboose. Search the tracks below for a train with a red bullseye on its last car and position yourself above it. Release R1 to drop (but be ready to quickly press R1 again to bring the paraglider back out)--as you fall, be sure to make some small adjustments so that you land on the proper train. Apply the same tactics for the next two trains. == RIDE THE IRON HORSE ========================== Almost as soon as the job begins, the train you need to get on will fly past. Hop on and make your way back to the caboose, from which we can enter the innards of the beast. Once inside, proceed ahead into the subsequent car, which just so happens to be filled with infrared beams. Wait for an opening and dash by--you've dealt with these things a million times before. In the following car you'll find a laser system set up on the floor. Wait for the moving beams to pass by, then jump down into the middle of a diamond. From then on, jump to the next diamond when the moving beams swing back across. On the other side you will need to use a trampoline-like device to bounce onto the top of the train. Swiftly move across before one of the vultures above swoops down and knocks you off. Hop off when you reach the end and survey the threats ahead. Three bird baddies are lounging about, but you don't want to alert them. Nail each one with a sleep dart before speeding over to the next trampoline and propelling yourself onto the top of the train again. Here, another group of birdie baddies await. Either put them to sleep with tranq darts or sneak around (go right around the first bird and left around the second). No matter your course of action, you must drop down on the far side. Just ahead are three enemies, one of which being a hulking flashlight soldier. Facing those guys would be a challenge with Sly, let alone Bentley. Instead of going in head-first, climb onto the cargo to the left and sneak past. Easy! Inside the next car is a laser trap. Carefully hop across, timing your jumps from diamond to diamond so that the beams on the side don't hit you. Past there, you will have to sidle around the cargo impeding the path onward. Since a guard either side, however, sidling all the way to the other side isn't going to work. Instead, leap on top of the cargo when you can. Once there, getting past the two baddies below shouldn't prove troublesome. The first Clockwerk Lung is just ahead--its all yours! == AERIAL ASSAULT =============================== As with last mission, you'll again need to leap onto a thundering train below, then head for the caboose. However, this one isn't nearly as accessible as the last. Run left from where the job begins. You should spot the designated train below you, so continue running onto the train tracks above. When the train passes below, hop off and stick the landing. We're in! Unlike last time, Bentley won't actually be infiltrating the train just yet. Before that can take place, we'll need to neutralize the train's defenses from above. For this mission, the RC Chopper we'll be using has an additional feature that you haven't seen before. By pressing the Square Button, the chopper can now fire machineguns. Very nice! This job actually plays out somewhat similarly to a rail-shooter. The screen will slowly scroll forward (stopping at times to allot some time to blow everything up) and you'll be swarmed with foes to kill and projectiles to dodge. There are two types of enemies here: ground-based foes who attack from the train (the missile launchers are especially potent--dismantle them first!) and flying baddies. The latter come in the form of planes that swoop in front of you; they can be easily defeated with a single gunshot each, thankfully. Beware of darker-colored planes, though, as they can absorb more damage and fire projectiles at you. == BEAR CUB KIDNAPPING ========================== To get access to the hand cart, we'll need to toss the two nearby bear cubs into the cage. Catching the cubs is quite a simple task, given that they are both snoozing happily. Run over and press Circle to grab one, then run it back to the hand cart's cage and toss it in. Note that it helps to have the Atlas Strength powerup for Murray at this time, since you may need to flee from a guard or two. Once both cubs have been encaged, the mother bear will show up in a fury and smash the cage. Mission complete! == THEFT ON THE RAILS =========================== As soon as the job begins, sprint forward and hop onto the train. Then, move back to the caboose and enter. Run into the cabin ahead, where two flashlight foes stand guard. A tad bit sleepy, each guard will fall into a light sneeze every so often, providing a prime opportunity to slip by unnoticed. Move quickly and don't step into the flashlight and you'll have absolutely nothing to worry about. The subsequent cabin contains a tricky combination of search lights and infrared laser beams. Avoiding the beams is easy--just jump when the sole moving laser swings by. The lights are a bit tougher (due to the constant jumping needed to evade the infrared beams), but can be overcome with a little patience and a little well-timed sprinting. Past there, you will need to climb up a ladder onto the roof. On top of the third car are four enemies, two stationary, two moving. If possible, sneaking past these foes is by far the easiest course of action. Of course, that may not be possible, so be prepared for a fight. If you do get caught, try knocking the baddies off the side of the train for an instant kill. Far easier than doing things the hard way, wouldn't you say? On the far side of the car, drop off to find a pair of flashlight guards guarding the path ahead. Getting by can be difficult, since each soldier often crosses into the sight of the other. Fortunately, there's a nice little table to hide under. Wait safely beneath until the coast is clear (i.e., the guard has just walked past), then hurry onward before you're spotted. Next up is another set of infrared beams. This time, the lasers move rapidly toward you, alternating between being on the left and being on the right. To reach the other side, continually jump forward (moving back and forth to avoid the beams). Once there, carefully proceed onward, where a few additional flashlight baddies lurk. Two are asleep on the floor (don't wake them up!), while a third patrols the car in a circular pattern. When the moving enemy walks past, quickly get behind him and stay there until you can break free and head for the next car. The final car contains three drowsy piggies. Getting past will be no cakewalk, I'm sorry to say. Luckily, all three will drop their heads and provide an opening at the same time, allowing those of you with mad fast playing skills to hastily jump over the lights (and bottles) and get to the other side before they wake again. Those of you who aren't so quick will probably end up getting caught. If such is the case, I suggest sprinting ahead into the last car, where the second Clockwerk Lung awaits! == OPERATION: "CHOO-CHOO" ======================= This heist begins with Sly inside the third Iron Horse train. Creep into the car ahead, where a couple of highly-dangerous baddies are having a party. Hop onto the shelf above and to the right using the conveniently-placed metal box. The guard near the door falls asleep periodically, so wait for him to drift off before jumping down and bolting for the exit. A maze of beams blocks the direct route onward in the following car, but fortunately we can crawl right under thanks to a shaft of some sort. The car after this is locked up, and for good reason: an angry Jean Bison is patrolling inside. Sneak around the side of the cabin--Bison won't notice a thing! When you reach the opposite side, Neyla will show up with an appetite for destruction. --[ BOSS ]---------- Neyla's Enemy Engine -------------------- Playing as Bentley's prized RC Chopper, Neyla's plane proves not much of an adversary. All of Neyla's attacks consist of firing/releases either bombs, smaller enemy planes, or some other sort of projectiles. As long as you keep toward the bottom of the screen, you will have plenty of time and room to avoid or shoot down the oncoming threat. Speaking of shooting, you should have the Square Button held down at all times during this skirmish, allowing you to constantly chip away at the plane's health meter. Following that battle of epic proportions, get on top (of the train, you dirty- minded person) and head for the end. Drop off and wait for the guards ahead to leave an opening, at which point you should race onward and dive beneath the table. Like in last mission, wait for an opening before popping out and slinking past the snoozing guard. To get around the next cabin, you must sidle around to the left. Halfway through, you'll need to use a hook to reach a pole that leads beneath the train and eventually to the opposite side of the cabin. Here, another couple of pig guards are on patrol. Position yourself behind the nearest soldier and silently walk in sync with him until you can move past toward the second guard. Do the same with him, then head for the cabin ahead when the opportunity presents itself. Getting through this last car seems a bit tricky at first, but once you notice the shelf on the upper left side you shouldn't have a problem. Use the metal boxes below to get up there (make sure you wait until the guard isn't looking before you go... common sense, eh?), then drop off on the far side. Unfortunately, before we can claim the Clockwerk Stomach, Neyla shows up for a second round of hardcore pummeling. --[ BOSS ]---------------------------- Neyla's Enemy Engine, Round Numero Dos -------------------------------------- The trouble with Neyla this second time is that she can now toss everything she has at you at once. Stay as far south as you can and don't stop firing... ever. Also, keep in mind that destroying the mini- planes she sends at you isn't necessary; avoiding them is far easier and equally effective. Once you suck her health down to about half of its potential, Neyla will drop to lower ground. Good news first or bad news first? How 'bout the good: she is now susceptible to your bombs. The bad news is that mini-planes will still be swarming you, so don't for a minute stop firing your machineguns. You also need to watch out for her projectile bombs--stay far away from where they explode, so that you will have plenty of time to avoid the resultant fireballs. Before completely biting the dust, Neyla will return to your altitude for her final spell. Once Neyla is out of the way for good, the Clockwerk Stomach is ours for the taking! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= h. Menace in the North, Eh? (Canada, eh?) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= People say throwing away unused paper is wasting trees. But the trees used to make paper are already dead. What's the deal, eh? (just another excuse to say "eh") == RECON THE SAWMILL ============================ Recon photos, blah blah blah. You know the deal. First thing you'll need to do is simple: use Sly's new dual cane to scale the ice (note that the cane can only be split in two to climb sheets of ice such as this) on the hill north of our new safe house. Now, four recon photos need to be snapped. Luckily, all four (the sawmill blades, the boat, Jean Bison's house, and the grizzly bear) are clearly marked in your binocucom with towering blue lights. Snap a clean shot of all four to unlock a new objective: finding a way to sneak into the lighthouse. Due to some conveniently-placed logs, rocks, twigs, and what-have-you, getting to the lighthouse island shouldn't prove a problem. From there, circle around the lighthouse until you find a tunnel leading into the innards. Once inside, three additional photos need to be taken: one of the front door (the main door leading into this lighthouse), one of the spinner (the spinning device--duh), and one of the battery charger (which is suspended above the spinner; its a large red mechanism, impossible to miss). Finally, snap a shot of Jean Bison to wrap this job up. == RC COMBAT CLUB =============================== When the job starts, head for the designated cabin, where you'll need to hide inside the barrel on the left. As Sly, we'll need to sneak past a few guards and nab a disguise for Murray. To begin with, head right around the ring (you won't be spotted as long as you don't sprint). Also keep in mind that killing any of the enemies in this mission will result in an immediate game over. Stealth is key here. Then, curl around toward the spotlight, where you should pause until you have an opening. When you do, grab the pole behind the spotlight and climb on up. At the top is a single enemy--jump past him and use the hooks ahead to cross the pit filled with dangerous machinery. Before reaching solid ground again, you must get past a spinning razorblade. Given that it stops periodically, that short period of time is your chance to hop on and hop over to the following ledge. From there, take a left to find yourself standing in front of yet another razor sharp blade. The same tactics apply here; wait for the blade to stop before jumping on and hurrying to safety. Past there is a literal jungle of whirling blades. Fortunately, we can simply crawl right underneath. On the other end, use the dangling doohickey ahead to reach the hook hanging from the ceiling. Before leaping to the ledge in front, wait for the baddie ahead to drop his guard (he falls asleep every few seconds). When he does, swiftly swing across and run left before he wakes and spots you. Next up, there is a pole leading to climb. Do so, then hop onto the adjacent fence. Now, use the series of objects before you to reach the platform in the center of the cabin. A lone soldier keeps watch over the entire platform, but luckily some tables have been laid out for us to crawl beneath. Slink below both sets of tables to reach the moosehead. Sly's part is done! As for Murray, he'll now be taking part in the combat club. The controls for the RC Combat Car are as follows: the Left Stick controls both your turret (when stopped) and movement (when moving). The X Button accelerates, while Square can be used to fire explosives (once you've picked up some ammo). Ammo is dropped all over the battlefield; drive over it to pick it up. The goal is, of course, to blast your opponent into submission. Since you have to be stationary to aim the car's turret, I find that it's more effective to drive towards your opponent and shoot. This way, you can keep on the move while still drawing blood (not literally). Just keep in mind that firing your turret too close to the enemy tank will cause damage to your RC tank as well. Win this single match to complete the job! == BEARCAVE BUGGING ============================= First things first, sneak into the bear cave via the visible tunnel. Inside, there are six bears, each with a radio transmitter in their mouth (don't ask how it got there). Pickpocketing the transmitters is the easy part; what makes this difficult is that the cave is filled with thin ice. Stepping on it will wake the bears, ending the mission immediately. So, let's begin, shall we? Bear numero uno (number one) is straight ahead from the entrance. Leap over the ice and snag the transmitter as soon as he yawns. From there, take a left. See the next bear? You should. Trouble is, he is surrounded by thin ice and there's very little room to get near him. To avoid waking the beast, circle around to his front, where there is a small bit of room to hop over, nab the transmitter, and get back to the other side. The third bear is about ten feet from the second. Just casually slink over and steal his transmitter when that guzzle pops open. Behind the third bear is a sheet of ice that is far from safe to walk across. Use the stalactites (stalagmites? I forget which is which) to cross. Immediately look to the left: it's a grizzly bear's ass. Lovely sight, eh? Another stalactite (stalagmite) can be used to access a sheet of ice on the wall. Use Sly's new double cane ability to cross to the bear's front, where you can snatch the transmitter. Back on the other side of the bear, proceed onward (avoid the patches of ice scattered about the floor, please) to find the fifth bear. Just one more! To reach the final bear, climb the rock pole near the fifth bear, then transfer to the icy wall. Edge over to the safety of the solid rock floor. The last bear lies just ahead; his transmitter is all yours, provided you don't decide to blow things now. With all six transmitters, getting outside is our next objective. Use the objects set up just past the last bear to find your way back to the entrance. How convenient! Back outside, you must place the six transmitters in various places around Jean Bison's cabin. Planting them is as simple as traveling to the marked location and bashing that Circle Button a single time. With all six transmitters in place, this job is as good as done. == LASER REDIRECTION ============================ To get the laser working the way we want, its imperative that we flip a switch on the other side of the leftmost wall (assuming you are looking at the laser). Since a grate blocks the crawl-tunnel, we will have to take the long way around. Leap onto the stump ahead, then to the platform on the left wall. With infrared beams going crazy, being cautious here is huge. Press your back to the wall and sidle your way across, stopping to let the lasers pass before moving past. With the lasers behind you, hop onto the stump ahead and then move to the ledge beyond that. From here, drop onto the floor below. Move away from the spotlights, but watch out for the sole sleepless guard. If you head straight past the sleeping guard and take a right, you should spot a ladder than can be used to slide right on up to the ledge above. At the top, jump over the lasers (stay in the middle of the ledge--it helps) as you proceed toward the opposite side. There, a hook can be stood on. After that, leap to the platform ahead. From here, you can use a series of hooks, moving blades, and other stand-able objects to reach the final ledge. A single guard patrols the ledge, and we've been given a table to hide under. Wait below until the coast is clear, then dash over and flip the switch. With that done, slide through the crawlspace (which is now wide open) and make your exit. Outside, you must find where the laser ends and place a crystal there (love that Circle Button) to redirect it. From there, you must again trace the laser and smack a crystal down. This mission will be over once the laser has been redirected enough to thaw the book for us. == LIGHTHOUSE BREAK IN ========================== First, paraglide over to the lighthouse. Then, use the patch of sheer ice to scale the towering building. At the top is a lone guard--just push him off the edge and drop inside through the hatch. Once you're in, use the winding staircase to head for the bottom. There are guards everywhere, but thankfully they're stupid enough to have their backs turned. Easy stealth kills, eh? There are also spotlights to avoid, back they just move back and forth. Getting past is easy. When you reach the bottom, let Murray and Bentley in through the front door. With them inside, you'll need to ascend the wires in the center of the tower to reach the top again. The tricky part, however, is that electrical currents are constantly being channeled through the wires. To avoid them, you will need to quickly switch to a different wire. Once you arrive at the top, simply flip the marked switch to bring this job to an end. == BOAT HACK ==================================== Find Murray standing near the first boat. He's ready for a bit of turtle- tossin', so line up the shot and let loose. Once on the boat, you'll get to do a bit more hacking, in typical Sly 2 style. Galaga! Drive straight ahead, ignoring all the enemy ships; they are far more trouble than they're worth. Slide into the first green node to unlock the path ahead, which will soon be swarming with white ships. As with before, don't try to destroy them all. Just clear a path for yourself and proceed. The final lock is, as I'm sure you expect, guarded by a series of small red dots. Circle around them, firing at all times, also steering clear of the white enemy ships. With that done, grab the grappling hook and fire it over to Sly, who's standing atop the battery silo. Take Murray and head out for the next boat. When you get close by, have Murray chuck Bentley over there and start hacking again. The course is exactly the same as last time; new enemies are the only thing to differentiate the two. Apply the same tactics as last time; you won't have much additional trouble. When you've successfully hacked the computer, you'll again need to shoot the grappling hook Sly's way. Same deal as last time. Now make your way to the final boat. After being tossed onto the block of solid ice, move onto the boat and hack it up. Still the same course with a few more adversary ships. Nothing you can't handle. When done, send the last hook to Sly and we're done! == OLD GRIZZLE FACE ============================= This is a fun one: we need to destroy four local oil mains. However, since we have no other means to tear them apart, we'll need to enlist the help of a local bear. Using the fish that Bentley provides, the bear will follow you around as long as you've still got a fish with you. So, grab a fish and lead old Grizzle Face (the bear) to each oil main. Note that you may have to take a roundabout route from time to time, since Grizzle Face can't drop off ledges like you. Also, toss a fish at a guard and enjoy the mayhem. == THERMAL RIDE ================================= From the top of the lighthouse, you'll need to paraglide through a series of smoke clouds in order to reach the eagle's nest. As long as you can safely guide your paraglide into the first cloud (which is easy, since its straight ahead from where you begin), you won't need to worry about navigating for the rest of the mission. When you enter a cloud, you will automatically be pointed at the next. Beautiful! The most difficult point you'll face in this mission is during the trip to the eagle's nest. A series of angry eagles will fly right towards you. Needless to say, you want to avoid them at all costs. To do this, swerve first to the right, then left, right again, and finally back to the left. Make it past all four eagles and you'll land on the island. Scale the sheet of ice to reach the top, where our prized egg lies! Grab it and return to the safe house. == OPERATION: CANADA GAMES ====================== The first event in the Lumber Jack Games is the log-chopping competition, where Murray is representing our squad. To break open the log, you need to time your chops well. To do this, we've got a nifty meter at the top of screen. Press X when the cursor is in the middle of the gauge to deliver a powerful blow. A few of these chops will bust them log open in no time flat. When its Jean Bison's turn, you'll need to cross the shuttle icebergs ahead in order to reach him. Move quickly, because you'll want to get this done before time runs out. When you reach Bison, plant the egg and watch the results. Watch out for swooping eagles yourself, though; if one hits you before you can plant the egg, you will have to restart. Next up is Sly's event: the wall climb. Its a basic deal, for the most part. Use the hooks to ascend to a sheet of ice. From there, you'll run across an electric current up ahead. As soon as the electricity stops, propel yourself up and don't look back. When Bison's turn comes around, Murray will need to man a trio of grappling hooks to pull this buffalo behemoth off the wall. Since he will be constantly moving, I suggest waiting until Bison has just moved to a new location before firing the hook. If you can aim quickly enough, you should be able to get all three hooks done. Finally is the spinning log competition. As Bentley, you must stay out of the water using the three logs. Every couple of seconds, one or two logs will dip into the drink. When this occurs, you'll need to move to the log that remains above the water. Because of this, you always want to stand on the center log, so that getting to either of the other logs won't be a problem. Survive the entire round and you're as good as gold. Now then, since the judges are so scared of Bison, we'll need to replace them. To do this, Sly must lure them away, one by one. Once you're back in control, move across the platforms leading toward the judges booth. Toss an Alarm Clock onto the platform between the judges and yourself and watch one of the suckers take the bait. Move back on iceberg and toss another clock onto the platform you were just standing on. Lead the judge back to solid ground this way, then into the cave. Rinse and repeat for the other two. Just work fast--Jean Bison isn't gonna slow down for us. We've been captured! Uh-oh! Time for a daring escape. Unfortunately, Jean Bison shows up to put yet another wrench in our plan. --[ BOSS ]---------------------- Jean Bison, the Buffalo Behemoth -------------------------------- By himself, Bentley is defenseless against this hulking brute. Luckily, Sly upstairs can operate a few offensive weapons for us. By pressing the Square Button, Sly will ignite flames to appear from the numerous grates around the room. Pressing Triangle, on the other hand, will activate every sawblade in the area. Finally, hitting Circle will drop the heavy logs suspended above. Jean Bison will blindly follow you wherever you should go, so simply lead him into the path of danger and have Sly lower the appropriate boom. Eventually, Bison will invite some of his cronies to help out, but they can be dealt with in the same manner. He'll also start tossing sticks of dynamite here and there, but they won't pose a problem if you steer clear of them. As long as you keep your distance from Bison and avoid your own death traps, this one will be over before you know it. Afterwards, sprint for the battery before Arpeggio flies off with it. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= i. Anatomy for Disaster (Somewhere above Paris) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This is it--the final stretch! Are you ready? == BLIMP HQ RECON =============================== A level starting out with a recon mission!? Who woulda thought something so ridiculous could ever happen? Erm, so yeah. Let's get started, shall we? Following Bentley's briefing, you'll need to paraglide onto the blimp's wing. Once there, climb a pole on the side of the blimp leading into a ventilation shaft. Inside the ship, three shots needed to be taken. The mech eggs can be found directly below where you begin, behind a sheet of glass. Getting a shot of the electro-platforms shouldn't be too difficult, either. Just line up the photo and wait for it to zip by. The hardest part about photographing Clockwerk is that you need to get it from the front, and that requires you to sneak past the guards. There are tables to hide below, but sprinting ahead when the coast is clear seems to be the most effective method. When prompted, go check out the front of the blimp (on the opposite side of where we entered), where our archenemies reside. Snap a shot of each one. After the cutscene, you must pickpocket a key from each guard. The stationary baddie nearest to Arpeggio and Neyla's room is easy; hop behind him without being spotted and grab the key. The soldier near where we entered is also easy, since he is all alone. The other two are a bit difficult. I highly recommend taking out each guard after you've got his key. This will clear things up a bit. With just the two sentries patrolling beneath Clockwerk, you should be able to sneak up behind each one without the other noticing. * Should you get spotted, the guards will be helpless to catch you if you stand on the arch above the catwalk leading toward Arpeggio's room. Lay low up there until the guards forget about you. With all four keys, use the bouncy pad on the left side of the central area to reach a high-up platform. Unlock the mechanism with the keys to slow down the four magnetic inducers spinning around the blimp. Now then, we'll need to change the polarity of these inducers (basically just flip a switch on each one). In order to do that, use the bouncy pad on the floor again to get on top of Clockwerk. From there, use one of the wires connecting Clockwerk to the ceiling to climb way up. When an inducer platform moves past, jump to it and smack the device. Bam--polarity changed! Do the same for the three remaining platforms. == SLY/BENTLEY CONSPIRE ========================= Step one: lift five keys from five guards positioned around the level. The guards aren't all next to each other and there are very few hazards to worry about, so pickpocketing the keys should not prove too difficult. Deliver the keys to Bentley outside the first engine after nabbing all five. Inside, Murray will provide a (rather poor) explanation of what to do. Here's the lowdown: there are numerous pairs of bulbs ahead. Using your dart gun, you need to destroy each bulb. Here's the catch: you must destroy each pair together. Basically, that just means that if you destroy a bulb on the floor, the next bulb you must destroy is the matching one on the ceiling. Not too difficult, just requires a bit of patience. Use the bouncy pad on the far side of the room to head upstairs once every last bulb has been destroyed. Here you'll find a plethora of orange circles on the floor ("power nodes", Murray calls them). Destroy all of them with bombs, but be careful of the mechanical foes guarding the place. Try to target them with a few bombs, as well. With all the power nodes gone, you are free to head into the control room and shut down the first engine. == BENTLEY/MURRAY TEAM UP ======================= Before Murray can enter the next engine, Bentley will need to hack a few (three, to be exact) computer terminals. Galaga! The terminal nearest to this job's start point should be your first target. What's cool about this hacking level is that your gunshots bounce off the walls. This effect is key to making it through this stage alive. Just pound shots off the walls before every turn to clear out all the foes and you'll get through no problem. Head for the next terminal. The same bounce your shots off the wall principle applies here, although in a bit of a different manner. The lock is blocked off by two gray levers, which can be retracted by entering the green nodes on the left and right sides of the stage. You already knew that. Since each node is blocked by stationary cannon ships, however, you'll need to use wall shots to defeat them. To make things a bit tougher, small ships will constantly appear from the center of the level. Here's what I do: fire a few wall shots at the cannon shops on the left, then move over to the right and do the same thing. After a few seconds, I move back to the opposite side. Take out the small ships while on the move. Now make your way to the last computer. To hack it, you will again need to use wall shots often. First, cut through the miniscule red dots that preclude the path onward. Following that, push ahead to find four red cannon ships coming your way. Hold them off (and eventually defeat them) with bounce shots before continuing on. Past there is the node needed to hack the computer, but its guarded by four ships. Take them out from around the corner, then dash into the node before more foes appear. Now taking control of Murray as he heads inside the engine, you must lift each of the large cylinders in the area by grabbing hold and mashing one of the four face buttons. Between lifting cylinders, enemies will pour into the chamber, so be ready to take them out (either with your fists or by chucking stuff, such as explosive barrels, their way). Sly will tell you when its cool to head upstairs, so listen up for the word. On the upper level, use Murray's Thunder Flop (Square while in the air) on each of the cylinders to destroy them, opening the control room. Flip the switch. Two engines down, two to go! == MURRAY/SLY TAG TEAM ========================== This time, opening the door to the engine will require the destruction of five clearly marked power stations scattered around the stage. Blowing them up is as easy as tossing a few barrels/chairs/guards at the power stations. Take out all five, then head for the third engine yourself to pry the door open for Sly. Mashing the X Button hard enough should do the trick. Inside, a complex laser grid is all that stands between you and the bouncy pads that lead upstairs. Having Sly's Thief Reflexes ability helps significantly, but it is far from necessary. Take your time and carefully cross to the pads, then leap upstairs. Keep in mind that the laser fields are still present upstairs, so don't rush ahead all stupid-like. To reach the control room, Sly must perform his spire jump on the many blades up here. Don't stay on one blade for too long, lest it start turning. However, because of the laser field, you can't progress too much too fast. Bide your time, and jump back to a previous blade if necessary. When you get to the control room, flip the switch and enjoy watching engine three sizzle. == CHARGED TNT RUN ============================== In an attempt to blow the fourth (and final) engine sky high, Sly will need to walk a barrel of TNT over to the engine. However, since the TNT itself won't be powerful enough to do the job, three chargers must be picked up along the way. These are all marked on your binocucom and will automatically attach to your barrel when you approach. No matter how out of place a barrel of TNT may seem, the guards won't so much as give you a second glance as long as you don't move a muscle while in their sight. When you've got all three chargers, walk over to the engine and watch the fireworks. == MEGA-JUMP JOB ================================ Using Bentley's Mega-Jump pack, climbing four radio towers spread all over the blimp will prove a simple task. Get near each tower and press R2 to use the pack, which will jet you to the top. Spire jump onto the highest point of each tower to send out a signal. Nail all four and you are done. == CARMELITA'S GUNNER =========================== The time has finally come to take to the skies and gun down the dreaded Clock- La! --[ BOSS ]---------------------- Clock-La, the Malevolent Machine -------------------------------- You've manned turrets before; R1 shoots your machineguns, which will overheat if used too often without a break. Tap the button instead of holding it; it will make a difference, whether you notice it or not. In any event, Clock-La has a few attacks at her disposal, all of which can be quite potent. The first is a basic explosive missile. They have green trails and move slowly, making them easy to shoot down (thankfully, they only take a single shot to destroy). There are also red projectiles. These require a few more shots to take down, and move faster than the green ones. Destroy them first, if possible. Clock-La can also release energy rings that will close in on you. To avoid these, shoot the edge of the ring until the energy inside disappears. Even though the ring will keep moving, you won't take any damage. == SHOWDOWN WITH CLOCK-LA ======================= Okay, whip out that paraglider of yours and get ready to do some serious flying! The distance between each "island" is really far, so make sure you jump at the very edge. When you get close enough, glide over to Clock-La's nearest wing. Here's the deal: Clock-La has yet to bite the dust for good. She's got a sliver of health remaining, and its our job to change that. Stand to either side of her back and she'll face you. That is your cue to go crazy on her eye--smack it until you can't smack any more. She'll be done in a mere matter of moments. When you regain control, cautiously proceed through the infrared beam grid. Mash any button you want to pry open Clock-La's mouth, then progress through the lasers again, this time as Bentley. Drop a bomb next to Neyla's blue face to reveal the Hate Chip. Congratulations! You've just beaten Sly 2: Band of Thieves! =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= V ---------------------------------------------- GADGETS AND POWERUPS =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= Ever wondered what the heck all those coins you've been accumulating are supposed to be used for? Well, here's the answer. Our brainy buddy Bentley can purchase a wealth of nifty gadgets and useful powerups over ThiefNet, provided you've got the right amount of coins. Once a powerup has been bought, you can set it to the L1, L2, or R2 Buttons to be used at will. Keep in mind, though, that when the green gauge under your health meter is depleted, you will not be able to use powerups again until it is refilled. * There are two secret gadgets for Sly which are not covered in this section. For further details on them, check out chapter nine (Secrets). =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= a. Sly =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Smoke Bomb (300 coins) ---------------------- The quintessential thief's item, a Smoke Bomb is basically just a small puff of smoke. That puff, however, will temporarily clog the sight of any nearby foe, allowing you to make a smooth getaway after being spotted. Combat Dodge (600 coins) ------------------------ A powerup that only works after being sighted by a guard and while in the combat stance, the Combat Dodge is a quick sidestep that allows Sly to evade a blow with ease. Stealth Slide (650 coins) ------------------------- While this powerup is actually pretty fun (its like wearing roller skates!), it rarely comes in handy during a job. What the Stealth Slide does is this: it allows you to quickly (faster than Sly's typical walk, at least) yet silently slide around. Great for quietly zipping behind an unsuspecting guard. Alarm Clock (600 coins) ----------------------- A terrific diversionary gadget for sneaking past stationary enemies. When you toss one of these bad boys, all close by enemies will go check out the racket, leaving you plenty of space to sneak past a previously heavily-guarded area. A true godsend, as well as an item required in some jobs. Thief Reflexes (1600 coins) --------------------------- Another fun one, using Sly's Thief Reflexes slows time to a crawl. Not only is this powerup great for performing cool Matrix-style camera stunts and whatnot, but it makes slinking through laser fences a simple process. Sadly, I've yet to find many other uses for it. Feral Pounce (1900 coins) ------------------------- The Feral Pounce is an offensive leap that serves as a perfect way to silently gain ground on a foe without him noticing. Should you hold the button throughout the leap, Sly will execute a small somersault at the end of the pounce. A great alternative to the Stealth Slide, albeit far more pricy. Paraglide (600 coins) --------------------- As the name suggests, this gadget allows Sly to paraglide through the air. It is required in several missions throughout the course of the game, and proves useful for a variety of different purposes, namely escaping from enemies hot on your tail. Silent Obliteration (1300 coins) -------------------------------- This powerup is undeniably invaluable, its just a shame that you probably won't be able to afford it until late in the game. Once you've purchased Silent Obliteration, Sly's stealth kill will become silent, meaning that you can use it with guards all around and they won't hear a thing. Knockout Dive ------------- The Knockout Dive, obtaining by collected all 30 Clue Bottles and opening up the vault in "The Black Chateau", is a powerful move with two uses. First of all, it can be used to plow through enemies in front of you. It also serves as an evasive maneuver of sorts; it can be utilized to dive out of harm's way. Insanity Strike --------------- After unlocking the vault in "A Starry Eyed Encounter" you will gain access to this ridiculously cool powerup. Once activated, Sly's staff will become an insanity-inducing whacking stick of death. Smack a foe after triggering the Insanity Strike and he'll go loco--instead of attacking you, he'll go after his fellow baddies. Tons of fun! ===== MORE COMING SOON! ===== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= b. Bentley =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Trigger Bomb (200 coins) ------------------------ A remote explosive of sorts, this can be both tossed toward a target and detonated from afar. What's even better is that the explosion won't alert the guards, even if one of them is hit! Snooze Bomb (550 coins) ----------------------- If a foe walks near one of these sleeping gas-releasing bombs, he'll pass out immediately. A perfect use for this item is to lay them when the enemy is in hot pursuit. They can't chase after you if they're asleep! Size Destabilizer (500 coins) ----------------------------- After activating this powerup, a simple whack from Bentley's dart gun will turn a menacing monster into a cuddly little teddy bear. Once you shrink a foe, they can be escaped from with ease. Adrenaline Burst (1000 coins) ----------------------------- With this handy powerup, Bentley's feet will turn to wheels (literally), allowing him to really skidaddle. Great for getting out of a dangerous area in a hurry. Health Extractor (1050 coins) ----------------------------- Set one of these along the ground and should an enemy soldier happen to get caught, he'll transform into a lovely health powerup. You can't get much better than that, now can you? I didn't think so. Hover Pack (1200 coins) ----------------------- As the name suggests, the Hover Pack allows Bentley to hover for an extended period of time. It (very slowly) propels you into the air, and also works as a terrific way to lengthen a jump. Also great for when you need a quick escape from an enemy. ===== MORE COMING SOON! ===== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= c. Murray =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Fists of Flame (400 coins) -------------------------- With this powerup active, Murray's hands will catch fire. In this state, a single blow will defeat any enemy you might stumble across. On the down side, the flames will go out after a single punch, so use that punch wisely. Turnbuckle Launch (400 coins) ----------------------------- After taking a moment to squeeze out a fart or two, Murray will poise himself to leap high into the air. This jump is far more effective than Murray's normal one, and as such is great for reaching otherwise inaccessible locations. Juggernaut Throw (750 coins) ---------------------------- Once you have purchased this powerup, everything Murray throws--including enemies--will explode on impact. This makes his already awesome ability to throw enemies around even better. What more could a hippo ask for? Atlas Strength (900 coins) -------------------------- This is one of Murray's most useful powerups, if only for how effective it becomes during a certain mission during the chapter entitled "A Tangled Web." After buying Atlas Strength, Murray will be able to sprint (using R1) as well as jump while carrying a foe or item. Very nice, and well worth the somewhat high price tag. Raging Inferno Flop (1150 coins) -------------------------------- An improved version of Murray's basic Thunder Flop maneuver, the Raging Inferno Flop must be initiated whilst airborne. Once used, Murray will smash into the ground as he would during the Thunder Flop. The difference is, this time the impact will create a mini-explosion of sorts, damaging all nearby foes with a wall of flames. Definitely worth having if you get involved in fisticuffs often. Beserker Charge (1400 coins) ---------------------------- The Berserker Charge allows Murray to speed through a group of enemies, knocking them away like bowling pins. This move works terrific in numerous ways, including escaping from a pack of foes or just laying down the law in a hand-to-hand skirmish. Guttural Roar (1500 coins) -------------------------- Murray emits a terrifying screech, frightening off any nearby foes, singular or in a group. Sadly, the fear is rather short-lived, but it lasts long enough to escape from a sticky situation. ===== MORE COMING SOON! ===== =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= VI --------------------------------------------------------- BESTIARY =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= Within this chapter you'll find in-depth information pertaining to both the normal enemies found all over the game as well as the bosses who dominate each level. As a bit of a side note, I don't know any of the enemies' real names, so I've come up with appropriate, albeit much less creative, names of my own. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= a. Common Enemies =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The following enemies are like sperm: they're cheap and far from scarce. Find them wandering about the game's many settings. The enemies, that is, not the sperm. ===== COMING SOON! ===== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= b. Bosses =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Yes, that's right. This section, right here, the one that your eyes are focused upon at this very moment will teach you everything necessary to know before trying to take down those oh-so tricky bosses. --[ BOSS 1 ]----------------- Dimitri, the Reptilian Robber ----------------------------- Being the game's first boss, Dimitri isn't too difficult of a foe. Even so, its never a bad idea to take caution. Here's the lowdown: Dimitri only has a single attack--firing beams of who-knows-what at you. Luckily for us, this attack has a few drawbacks, namely that it dies after three blasts. So, hide behind a pane of glass or some of the glass containers until he stops firing. At this point, sprint over and deliver a few thwacks here and there. Rinse and repeat. If necessary, you can find health hidden inside a few of the glass containers, so destroy them if things aren't looking so swell. When Dimitri's health gauge runs dry, its hasta la vista, baby! --[ BOSS 2 ]----------- Rajan, the Feline Felon ----------------------- You'll be playing as Murray throughout this battle. In the beginning, you won't have many offensive choices, so simply throw a punch Rajan's way every so often. He'll retaliate with staff whacks, but those can be easily leaped over. Rajan also has a nasty electricity attack; avoid it in one of two ways 1) jump when the lightning strikes or 2) stand on one of the lilly pads. The latter is much easier, so head for a lilly pad when Rajan raises his staff and looks like he's channeling energy. Soon enough, your foe will call in a pack of cronies to help him out. This is a double-edged sword: on the one hand, you have more enemies to deal with. However, these foes can also be used as ammunition--throw them at Rajan to wreak some serious havoc. They also provide health every once in a while when defeated. You can even toss a foe at Rajan right before he executes his lightning attack to cancel it. Continue the assault and the battle will end as soon as Rajan's life gauge hits zero. --[ BOSS 3 ]------------------------ The Contessa, the Arachnid Adversary ------------------------------------ Currently, the Contessa only has two attacks: a barrage of hand swipes and the release of three spiders. The former is a breeze to avoid--just move out of the way and she won't be able to touch you. The spiders are not worth worrying about, either; a single cane thwack will do them in. Sometimes the spiders even drop health powerups upon defeat, so they do more good than bad, really. As for the Contessa herself, the best time to attack is after she uses her hand swipe move. She will be wide open for a few seconds, giving you the chance to cause some major damage. Don't worry about falling off the edge, as the Contessa will simply pull \ you back up, Spiderman-style. --[ BOSS 4 ]--------- The Contessa, Round 2 --------------------- Despite the Contessa's new found ability to screw with Sly's mind, this battle isn't too far removed from the previous one. She has the same basic attacks as before, with a sole addition. Every so often, the Contessa will pause to emit a green light. Steer clear of this, as getting caught in the light will render offense impossible for a while, as well as toy with your sense of direction (leaving you wide open for attack). As long as you can avoid the light, this fight provides nothing that you can't deal with. Deplete the Contessa's health gauge for the second time to finish her off once and for all! --[ BOSS 5 ]-------- Neyla's Enemy Engine -------------------- Playing as Bentley's prized RC Chopper, Neyla's plane proves not much of an adversary. All of Neyla's attacks consist of firing/releases either bombs, smaller enemy planes, or some other sort of projectiles. As long as you keep toward the bottom of the screen, you will have plenty of time and room to avoid or shoot down the oncoming threat. Speaking of shooting, you should have the Square Button held down at all times during this skirmish, allowing you to constantly chip away at the plane's health meter. --[ BOSS 6 ]-------------------------- Neyla's Enemy Engine, Round Numero Dos -------------------------------------- The trouble with Neyla this second time is that she can now toss everything she has at you at once. Stay as far south as you can and don't stop firing... ever. Also, keep in mind that destroying the mini- planes she sends at you isn't necessary; avoiding them is far easier and equally effective. Once you suck her health down to about half of its potential, Neyla will drop to lower ground. Good news first or bad news first? How 'bout the good: she is now susceptible to your bombs. The bad news is that mini-planes will still be swarming you, so don't for a minute stop firing your machineguns. You also need to watch out for her projectile bombs--stay far away from where they explode, so that you will have plenty of time to avoid the resultant fireballs. Before completely biting the dust, Neyla will return to your altitude for her final spell. --[ BOSS 7 ]-------------------- Jean Bison, the Buffalo Behemoth -------------------------------- By himself, Bentley is defenseless against this hulking brute. Luckily, Sly upstairs can operate a few offensive weapons for us. By pressing the Square Button, Sly will ignite flames to appear from the numerous grates around the room. Pressing Triangle, on the other hand, will activate every sawblade in the area. Finally, hitting Circle will drop the heavy logs suspended above. Jean Bison will blindly follow you wherever you should go, so simply lead him into the path of danger and have Sly lower the appropriate boom. Eventually, Bison will invite some of his cronies to help out, but they can be dealt with in the same manner. He'll also start tossing sticks of dynamite here and there, but they won't pose a problem if you steer clear of them. As long as you keep your distance from Bison and avoid your own death traps, this one will be over before you know it. --[ BOSS 8 ]-------------------- Clock-La, the Malevolent Machine -------------------------------- You've manned turrets before; R1 shoots your machineguns, which will overheat if used too often without a break. Tap the button instead of holding it; it will make a difference, whether you notice it or not. In any event, Clock-La has a few attacks at her disposal, all of which can be quite potent. The first is a basic explosive missile. They have green trails and move slowly, making them easy to shoot down (thankfully, they only take a single shot to destroy). There are also red projectiles. These require a few more shots to take down, and move faster than the green ones. Destroy them first, if possible. Clock-La can also release energy rings that will close in on you. To avoid these, shoot the edge of the ring until the energy inside disappears. Even though the ring will keep moving, you won't take any damage. =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= VII ---------------------------------------------------- CLUE BOTTLES =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= Hidden in various locations in each city is a single vault which cannot be opened by conventional means. In order to bust these things open and claim the prize inside, you'll need to find 30 green bottles--referred to by both myself and the game as Clue Bottles--scattered across the environments. Below you'll find the locations of each and every bottle so knock yourself out! (literally, I mean that) ================= THE BLACK CHATEAU ================= [ ] Head north from the entrance to the nightclub and look for an archway behind the first building. It's sitting there in plain view. [ ] On the far south side of the city, there are three small boats docked with a perfect view of the Eiffel Tower. You'll find this bottle in the second boat. [ ] Climb onto the rooftop straight across from the safe house. This bad boy rests on a tower slightly to the left. [ ] Run down the incline directly outside the safe house, using the bouncy awning on the building ahead to climb atop the roof. Jump over to the right and search the bridge between two buildings. [ ] Behind Dimitri's nightclub, there is a circular platform suspended above a fountain of sorts. Climb up and claim your prize. [ ] Move due west from the Safe House over a building. Behind are a trio of small boats, one of which contains a lovely little Clue Bottle. ======================= A STARRY EYED ENCOUNTER ======================= [ ] Take a right from the entrance to the safe house. You'll find this bottle on the broken wooden bridge leading toward the city. [ ] From the above bottle, continue ahead, crossing the rope into the waterfall cave. This one is at the end of the cavern, next to a shiny piece of loot. [ ] Head straight ahead from the safe house, making a slight right turn when you arrive at the river. Nestled against the city wall, you should be able to spot a small piece of land harboring a bottle. Using the spire jump to cross the river and claim the goodies. [ ] After grabbing the above, sidle along the wall to the right. As soon as it is safe to step down, you'll find another bottle. [ ] Run left from the safe house and traverse the river with the aid of the spires. On the opposite side of the giant tree, a bottle is inconspicuously tucked. [ ] From where the previous bottle was found, use the spires further ahead in the river to reach another platform, where one more can be found. [ ] Behind the entrance to Rajan's ballroom, there is a small dock as well as an area where water flows outside (the mission "Boardroom Brawl" begins here). The bottle is near the water flow. =================== THE PREDATOR AWAKES =================== [ ] Near the large waterfall, there is a small platform with a bouncy mushroom meant to be used to reach an even higher platform. The bottle sits atop said mushroom. [ ] From the front of the truck (the one near the waterfall), look for a broken wall and use a vine nearby to climb up. Then, jump onto the tree trunk. Voila! ============= A TANGLED WEB ============= [ ] During the mission "Stealing Voices", you'll have to crawl through a small drainage ditch adjacent to the river. Just on the other side is this bottle. ===== MORE COMING SOON! ===== =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= VIII ------------------------------------------------- LOOT LOCATIONS =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= Loot comes in two flavors: stuff pilfered from the pockets of evildoers and stuff pilfered from pedestal found around the game's environments. Both forms can be peddle via ThiefNet to expand your pockets (not that way, you disgusting person). =========== COMMON LOOT =========== The following items can be found by pickpocketing guards. Remember that it usually takes a few times to get the good stuff when it comes to pickpocketing, so keep digging. * Bronze Comb - 11 coins * Gold Comb - 27 coins * Silver Ring - 40 coins * Gold Ring - 60 coins * Bronze Pen - 22 coins * Silver Pen - 49 coins * Golden Pen - 71 coins * Gold Watch - 44 coins * Bronze Medal - 29 coins * Silver Medal - 54 coins * Gold Medal - 84 coins * Small Nugget - 41 coins * Medium Nugget - 79 coins * Large Gold Bar - 120 coins * Topaz - 39 coins * Sapphire - 81 coins * Ruby - 122 coins * Medium Necklace - 84 coins * Large Necklace - 127 coins * Bronze Pocket Watch - 32 coins * Gold Pocket Watch - 97 coins ================= THE BLACK CHATEAU ================= Gold Painting ------------- During the mission "Bug Dimitri's Office", you'll have the opportunity to bring this painting back to the hideout. If you can make it back without taking a single hit, it's all yours. Sell it for 232 coins. Crystal Chalice --------------- Sitting on a pedestal right outside the back door to Dimitri's nightclub is this little beauty. I recommend grabbing it after completing the mission entitled "Moonlight Rendezvous", since said job concludes very close by. Sell it for 153 coins. ======================= A STARRY EYED ENCOUNTER ======================= Burial Urn ---------- From the entrance to the safe house, take a right and follow the broken wooden bridge downward into a waterfall cavern. You'll find this little beauty sitting alone on a pedestal, waiting to be grabbed. However, it's booby- trapped, so you'll have to high-tail it back to the safe house before it explodes (the time limit is 40 seconds). The only way back to the hideout is the way you came from, so simply retrace your footsteps. You should make it back with time to spare. Sell it for 354 coins. ===== MORE COMING SOON! ===== =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= IX ---------------------------------------------------------- SECRETS =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= In keeping secrets of Sly: 2... * Credit to the Codes and Secrets section at GameFAQs.com for some of these nifty secrets. ============== THE TOM GADGET ============== This interesting diversionary gadget can be unlocked by opening up the main menu (press Start during play) and pressing the following directions on the D-Pad: left, left, down, right, left, right. This gadget can only be used by Sly, and functions incredibly similarly to the Alarm Clock. Basically, you just toss it somewhere and it will distract any nearby guards for a few moments. ==================== THE TIME RUSH GADGET ==================== Another interesting gadget. To unlock Time Rush, pause the game and press down, down, up, down, right, left. After doing that, take a look in your gadget grid--there it is! The Time Rush generally has the opposite effect of Sly's Thief Reflexes powerups; instead of slowing everything down, using Time Rush will speed everything up. Very fun. ======================= CHARACTER INTRODUCTIONS ======================= Pay a visit to the Episode Menu and position the cursor over Episode 1. Wait a few seconds; a badge (accompanied by the Square Button icon) should soon appear in the bottom left corner of the screen. Press Square while this badge is present to view a nifty scenario introducing our three heroes, as well as Carmelita. This will only work after you've completed Episode 1. ====================== GHETTO GIRL GOES CRAZY ====================== Same deal as above: go to the Episode Menu and select Episode 3. After a few moments, a badge will flash into the left corner. Press Square at that time to watch, uh, well, I honestly have no idea what its supposed to be. Some ghetto girl talking about the game. This will only work after you've completed Episode 3. ============= TV COMMERCIAL ============= Look for the badge to appear in the corner having selected Episode 5 on the Episode Menu this time. Tap Square when prompted to view the Sly 2: Band of Thieves television commercial. This will only work after you've completed Episode 5. =================== THE MAKING OF SLY 2 =================== Just like the above three secrets, go to the Episode Menu and highlight Episode 7 this time . When the badge icon shows up on screen, press Square to initiate a cool making of video. Definitely worth a watch. This will only work after you've completed Episode 7. ============ ROLL CREDITS ============ Not unlike the aforementioned secrets, this one is achieved by simply positioning the selector on Episode 8. After a while, you should notice a badge flashing in the left corner. Press Square at that time to view the credits. This will only work after you've completed the game. =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= X --------------------------------------------------------------- FAQ =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= FAQ stands for a lot of things. Freaks Are Quarantined. Fish Act Quaint. Finish A Quarrel. Forever Authoring Quack. Frequently Asked Questions. 1. WHAT IS THE DEAL WITH ALL THE LITTLE GREEN BOTTLES IN EACH CITY? ------------------------------------------------------------------------------- There are 30 of those bottles in each area. Once you collect them all, you will be able to unlock a vault hidden somewhere in the city. Check out chapter V for more in-depth information on the locations of the Clue Bottles. 2. WHAT IS LOOT AND WHERE CAN I FIND IT? ------------------------------------------------------------------------------- Loot comes in two distinct forms: common and rare. Common loot can be pickpocketed from most guards as they wander about aimlessly--keep digging through their pockets until either you find something or until there is nothing left to be found. The rare stuff, on the other hand, is hidden throughout the different areas. Usually, you'll stumble across some shiny valuable sitting atop a pedestal; grab it with the Circle Button and race it back to the safe house before it explodes (since strapping bombs to valuable, expensive pieces of art and jewelry is far from a bad idea, apparently) or without taking any damage from enemies. See section VI for specific locations and selling prices. 3. I'M TOO COOL TO PLAY SHORT GAMES! HOW LONG WILL SLY 2 LAST ME? ------------------------------------------------------------------------------- Granted that you aren't too cool to take your time and enjoy the game, I'd say this bad boy will last you at least 10 hours, if not 15. Could be even longer if you opt to seek out the Clue Bottles and Loot and such. 4. HOW CAN I TELL IF A GUARD HAS ANY WORTHWHILE LOOT IN HIS POCKET? ------------------------------------------------------------------------------- Well, if you take a gander at the guard's back pocket you may notice a shiny gold glimmer emanating from the coins stashed away in there. If you see this, that guard has something good hidden in the depths of his pocket. If it isn't there, all you're going to find are coins. 5. I'VE HEARD ABOUT SOME SECRET GADGETS! HOW CAN I GET THESE? ------------------------------------------------------------------------------- There are two secret gadgets, both exclusive to Sly. The first is the Tom, which is little more than a cosmetic change to the Alarm Clock gadget. Unlock it by pausing the game during play and press the following directions on the D-Pad: left, left, down, right, left, right. Voila! Check your gadget grid to find it. The second gadget is the Time Rush, which speeds the game to a frightening pace. Again, pause the game during play and enter these directions: down, down, up, down, right, left. All yours! 6. WHAT GADGETS ARE ACTUALLY WORTH BUYING? A LOT OF THEM SEEM LIKE GARBAGE! ------------------------------------------------------------------------------- Truth be told, many of the gadgets are kind of garbage-esque. A good deal of the powerups, such as Sly's Thief Reflexes or Murray's Juggernaut Throw, seem to be more for show than anything else. Thankfully, there are a few diamonds hidden amongst the rough. Sly's Silent Obliteration and Alarm Clock will certainly come in handy, as will Bentley's Trigger Bomb and Murray's Atlas Strength. Save your cash up for those, then purchase the others with your spare coins. 7. IS THERE A WAY TO REGAIN HEALTH DURING THE AERIAL BATTLE AGAINST CLOCK-LA? ------------------------------------------------------------------------------- Unfortunately, there is not. However, there is a way to not lose health during this battle. Its called "don't suck so much", and is actually a very effective technique. Give it a try! 8. WHY DON'T ANY OF THE CHARACTERS WEAR PANTS? ------------------------------------------------------------------------------- Because then they wouldn't be cool. Think about it--all the cool cartoon characters don't wear pants (Bugs Bunny, Daffy Duck, Wile E. Coyote, all those cool fellas). We don't want our heroes to be made fun of by the other characters, now do we? No siree! =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= XI ------------------------------------------------- REVISION HISTORY =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= Care to take a gander at what can be found in this version of the FAQ? If so, you're looking in the right place. If not, you might just have a terrible sense of direction. =============== CURRENT VERSION =============== Version 1.0 / October 16, 2004 The walkthrough is 100% complete, and a good bit of the other sections are done. =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= XII ------------------------------------------------ LEGAL DISCLAIMER =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= This document is copyright (c) 2004 Chris Noonan (Merca). It is not to be reproduced in any way, shape, or form. However, feel free to download it, print it out for personal use, or send it to your buddies, as long as you leave it unaltered and do not make a profit off of it. Doing so would be very illegal, so I suggest that you don't do any such thing. One final note: this document should absolutely NOT be found on any websites with the exception of , , and . Don't even bother asking for permission to use it, as the answer will always be no. =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= XIII -------------------------------------------------------- CLOSING =--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--= Howdy, folks! Welcome to my... wait, wait, that's the intro. Sorry, I'm a bit disoriented at the moment. I've got a cat chewing on my foot, the TV blaring some nonsense about taxes, and a can of soda all over my lap. So. Apparently, this is the part of the guide where I say goodbye and thank you for reading. Before bringing things to a close, though, allow me to give a shout-out to those awesome people who helped bring this FAQ to you. Worship them like Buddha! --- CJayC For being an all-around great guy who runs a terrific site which, by the by, just happens to carry my FAQs. If I was wearing a hat, I'd tip it to this fellow. --- and Because they're just cool enough to broadcast my FAQs to the world. --- Phoenix 1911 I'd be lying if I said this guy hasn't been a huge influence. A million and a half props for being one of the best FAQ writers I've come across. Go check out his guides: --- The Sly 2 Instruction Manual This lovely booklet provided me with a few move names. Without it, I would have been left with no resort but to come up with my own names for the moves. And that would just lead to further confusion, I'm sure. --- The Codes/Secrets section at GameFAQs I nabbed a few things in my secrets chapter from this nifty page on GameFAQs.com. --- Nabbed the Seinfeld quote in chapter IVe from this spiffy compendium of Seinfeld scripts. --- 311, Coheed & Cambria, Dream Theater, and Underoath Without them, I'd have to listen to the game's music non-stop. No fun. ======================================= T H A N K S F O R R E A D I N G ! ! ======================================= Oh, and be sure to check out all of my other way cool FAQs: http://gamefaqs.com/features/recognition/39691.html See ya next time! _______________________________________________________________________________ Copyright (c) 2004 Chris Noonan. All rights reserved.