the real walk through

22 03 2008
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               SLY 2: BAND OF THIEVES, for the Sony PlayStation 2
             ------------------------------------------------------
                 A Full FAQ/Walkthrough, ver 1.0; Oct 16, 2004
                   By Merca <faintwhitefigures311@gmail.com>
                 (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.

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     I ------------------------------------------------------ INTRODUCTION
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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

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     II ------------------------------------------------------- CHARACTERS
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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.

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     III ----------------------------------------------------- GAME BASICS
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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.

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a.  Controls
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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.

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b.  Thief School
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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.

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     IV ------------------------------------------------------ WALKTHROUGH
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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.

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a.  Prelude (Cairo)
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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!

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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.

Diablo Fire Slam (2100 coins)
-----------------------------
This powerup is only effective while you are carrying a foe (yes, it must be a
real live enemy, so barrels and such don't work).  Anyhoo, use the Diablo Fire
Slam whilst carrying an enemy and Murray will slam the foe into the ground,
creating a shockwave of flames.

=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=
     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
  * Silver Pocket Watch - 61 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
<GameFAQs.com>, <IGN.com>, and <Neoseeker.com>.  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 <GameFAQs.com>
    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.

--- <IGN.com> and <Neoseeker.com>
    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: <www.gamefaqs.com/features/recognition/19734.html>

--- 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.

--- <http://www.seinfeldscripts.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.

Submitted by Vash_The_Stampede15 – Created 1/17/05 (Last Modified 3/14/05)
See All Sly 2: Band of Thieves Walkthroughs and FAQs





walk throughs

22 03 2008
Sly 2: Band of Thieves
                         Copyright 2007, Sucker Punch
                        Walkthrough and Strategy Guide
                   Written by: the the mast shamfamkids                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

Glossary:
000 - Version History
010 - Introduction
020 - Characters Of The Game
030 - Controls
        031 - Basics
        032 - Sly
        033 - Bentley
        034 - Murray
        035 - Vehicles
040 - Items
050 - Safe House, Missions, & ThiefNet
100 - The Museum of Natural History
200 - Episode One: The Black Chateau
        201 - Satellite Sabotage
        202 - Breaking And Entering
        203 - Bug Dimitri's Office
        204 - Follow Dimitri
        205 - Waterpump Destruction
        206 - Silence The Alarms
        207 - Theater Pickpocketing
        208 - Moonlight Rendezvous
        209 - Disco Demolitions
        210 - Operation: Thunder Beak
        211 - Printing Press Duel
300 - Episode Two: A Starry Eyed Encounter
        301 - Recon The Ballroom
        302 - Lower The Drawbridge
        303 - Ballroom Dance Party
        304 - Steal A Tuxedo
        305 - Dominate The Dance Floor
        306 - Destroy The Chopper
        307 - Boardroom Brawl
        308 - RC Bombing Run
        309 - Elephant Rampage
        310 - Bomb The Bridge
        311 - Tango With Carmelita
        312 - Clear The Way For Murray
400 - Episode Three: The Predator Awakens
        401 - Spice Room Recon
        402 - Water Bug Run
        403 - Freeing The Elephant
        404 - Leading Rajan
        405 - Neyla's Secret
        406 - Spice Grinder Destruction
        407 - Blow The Dam
        408 - Rip-off The Ruby
        409 - Operation: Wet Tiger
        410 - Showdown With Rajan
500 - Episode Four: Jailbreak
        501 - Eavesdrop On Contessa
        502 - Train Hack
        503 - Wall Bombing
        504 - Big House Brawl
        505 - Lightning Action
        506 - Disguise Bridge
        507 - Code Capture
        508 - Close To Contessa
        509 - Operation: Trojan Tank
600 - Episode Five: A Tangled Web
        601 - Know Your Enemy
        602 - Ghost Capture
        603 - Mojo Trap Action
        604 - Kidnap The General
        605 - Stealing Voices
        606 - Tank Showdown
        607 - Crypt Hack
        608 - Operation: High Road
700 - Episode Six: He Who Tames The Iron Horse
        701 - Cabin Crimes
        702 - Spice In The Sky
        703 - A Friend In Need
        704 - Ride The Iron Horse
        705 - Aerial Assault
        706 - Bear Cub Kidnapping
        707 - Theft On The Rails
        708 - Operation: Choo-Choo
800 - Episode Seven: Menace In The North, Eh?
        801 - Recon The Sawmill
        802 - Bearcave Bugging
        803 - RC Combat Club
        804 - Laser Redirection
        805 - Lighthouse Break In
        806 - Old Grizzle Face
        807 - Boat Hack
        808 - Thermal Ride
        809 - Operation: Canada Games
        810 - Brains Over Brawn
900 - Episode Eight: Anatomy For Disaster
        901 - Blimp HQ Recon
        902 - Charged TNT Run
        903 - Murray/Sly Tag Team
        904 - Sly/Bentley Conspire
        905 - Bentley/Murray Team Up
        906 - Mega-Jump Job
        907 - Carmelita's Gunner
        908 - Showdown With Clock-La
060 - Clue Bottle Locations
        061 - Episode One
        062 - Episode Two
        063 - Episode Three
        064 - Episode Four
        065 - Episode Five
        066 - Episode Six
        067 - Episode Seven
        068 - Episode Eight
070 - Ultimate Thieving
        071 - Valuable Items
        072 - Pickpocket Objects
        073 - Extra Thief Abilities
        074 - General Tips
080 - FAQs For Sly 2
090 - Conclusions
        091 - Final Review
        092 - Contact Info
        093 - Credits
        094 - Disclaimer/Legal Stuff

                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                             000 - Version History
                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

0.20 - Got the basic structure down for the guide plus the first area
0.30 - Wrote down the full walkthrough for the second episode
0.40 - Created some more FAQs and got the third episode finished
0.50 - Episode Four completed, added more FAQs
0.60 - Added the fifth episode, another FAQ, restructured the index
0.70 - Completed Episode Six's walkthrough
0.80 - Finished everything for the seventh episode
0.90 - Done with the basic walkthrough
0.93 - Typed up the 'Valuable Items' and 'Pickpocket Objects' sections
0.96 - Completed the large 'Extra Thief Abilities' section
Final - Finished the 'General Tips' and 'Final Review' sections

                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                               010 - Introduction
                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

Sly 2 is a really well-done game that should be played by all who enjoyed the
first game. Sucker Punch kept all of the fun elements from the Thievius
Raccoonus and added even more. I highly recommend this game to anyone who
loves any genre at all. It's just that cool. The graphics are more polished,
the areas are more of quality and quantity, and the challenges have never been
greater. Well, I've said my piece about it--I guess if you're looking for help
on this game, you already have it! So I won't dwell on its greatness any
further.

This time around, Sly, along with Bentley and Murray, must track down each
member of the Klaww gang and take back the Clockwerk parts. It's a big task,
but as usual, Sly is up for the challenge, especially because the threat of
his archenemy becoming reassembled is far too great for this raccoon to ignore.

I must immediately make it clear to all that this walkthrough will have some
major spoilers in it, so watch where you look.

That said, let's get on with the rest already...

                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                          020 - Characters Of The Game
                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

Sly Cooper - The Thief: In the first game, Sly was your main character. He has
all the thieving abilities you'll ever need--crawling under tight spaces,
pickpocketing, quiet footsteps, and most importantly, he can hold his own when
it comes to attacking enemies, whether it's by sneaking up to them silently or
going head on. You needed to restore his family heirloom, The Thievius
Raccoonus book, so Sly could become a master thief. In the end, he had to
confront and defeat his archenemy, Clockwerk. Now in this game, Clockwerk's
robotic parts have been stolen by the infamous Klaww gang. It's your job to
take back these parts before they become reassembled once again!

Bentley - The Brains: This little turtle is the one that creates all the plans
needed for more thieving. Don't underestimate his abilities--Bentley may seem
weak at first, but he can put enemies to sleep or drop bombs for a large bang.
He will serve as immeasurable help during your adventures. In the last game,
Bentley was sort of behind the scenes, but not anymore.

Murray - The Brawn: He will also prove his worth as you go deeper and deeper
into the game. This hippo likes to be referred to as "The Murray" because of
his strength. Again, in Sly Cooper 1, he was only the driver for the van and
that was about it. In this game however, he can punch the daylights out of
enemies and lift up heavy levers or doors for you. He has a big heart and
loves his stick-shift van.

Inspector Carmelita Montoya Fox: She is the clumsy inspector of the game that
never seems to do things right. You will encounter her several times
throughout the game, and she will never greet you with a happy face. Carmelita
can be nice under certain situations, however. She has been tracking down the
Cooper gang for several years and hopes that one day, she will bring them to
justice.

Constable Neyla: A new character to the game, Neyla appears as an interesting
person who should have an eye kept on her at all times. She forms a strange
alliance with Sly. Can she be trusted? Which side is she working on?

The Contessa: This character is one to avoid. She runs a prison facility that
Sly, Bentley, and Murray would cower in fear if they were to ever see it.
Don't get in that spider's way--she has a thing for hypnosis.

Dimitri: He is by far the oddest member of the Klaww gang. This lizard runs an
underground nightclub and forges masterpieces of art after everyone rejected
his own creations.

Rajan: Armed with sharp claws and a hatred for party crashers, Rajan is part
of a major spice operation in India. He tries to hide his poor, humble origins
with big parties and extravagant clothes.

Jean-Bison: Contrary to what he looks like, Jean-Bison is not that stupid. He
was frozen in a freak avalanche and now seeks to "tame the wild north" by
chopping down massive amounts of trees throughout the large area.

Arpeggio: This expert of mechanics does not show himself fully for a long time
in the game. Everything is part of his ultimate plan. Do not make him angry if
you would like Sly to live.

                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                                 030 - Controls
                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

031 - Basics

        Start: Pause the game, go through Options, Save and Quit, Help with
current job, look through the controls.
        Left analog stick or directional buttons: Move around, go up or down
in the menu. Tilt the left analog slightly to  have your character tiptoe.
        Select: See what gadgets you can assign yourself.
        Right analog: Move the camera around.
        R3: View with the Binocucom.

032 - Sly

        X: Jump. Hit X twice for an extra boost.
        Square: Attack with the cane, hold down for a longer time in order to
get a power-up.
        Triangle + Square: Lift up an enemy from behind and knock them out.
        X + Square: Jump and smash overhead.
        X + R1: Jump and paraglide (later in the game).
        L1, L2, or R2: Assigned gadget.
        Binocucom mode + R1: Snap a picture.
        O: Perform an action (pickpocket, crawl, walk along ledges, etc).
        Directional buttons/left analog stick + R1: Run (will create noise).

033 - Bentley

        X: Jump. Hit X twice for an extra boost.
        Square: Attack with your crossbow.
        L1, L2, or R2: Assigned gadget.
        Triangle: Drop a bomb.
        Binocucom + R1: Shoot a sleeping dart at an enemy.
        O: Perform an action (walk across ledges, type on a computer, etc).
        Directional buttons/left analog stick + R1: Run (will create noise).

034 - Murray

        X: Jump. Hit X twice for an extra boost.
        Square: Attack with your fists.
        L1, L2, or R2: Assigned gadget.
        X + Square/Triangle: Thunderflop.
        Triangle + Square: Knock an enemy out.
        O: Perform an action (walk along ledges, lift heavy objects, etc).
        Triangle + O: Pick up an enemy in midair.
        O, Square, or Triangle: Throw an object that you're holding.
        Directional buttons/left analog stick + R1: Run (will create noise)

035 - Vehicles

        Turrets: Left analog stick to aim, R1 to fire.
        Bentley's Hacking Ship: Left analog to move, right analog to fire.
        RC Chopper: Left analog to move, X to drop bombs, Square to fire
straight ahead.
        Tank: Left and right analog together to move backward or forward, left
and right analog in opposite directions to rotate tank, R1 to fire.

                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                                   040 - Items
                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

Health: Once you defeat an enemy or break open an object, a red plus sign will
sometimes appear. This will restore your health partially and fill up your
meter for gadget usage.

Coins: The basic currency for the game. There are plenty of places to find
these things.

Loot: Pickpocket a guard with a shining pocket to obtain valuable items.
Alternatively, you can steal glowing artifacts throughout the level to sell
for abilities.

Clues and Vaults: In each episode, there are 30 clues that need to be
collected. Once you have all clues, find the vault, enter the code, and get
your new ability!

                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                     050 - Safe House, Missions, & ThiefNet
                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

Safe House: At this place, you can have your health fully replenished, hide
from enemies that might be tracking you, sell something at ThiefNet, or switch
one of your characters. Press R3 to go into the Binocucom mode and look around
for the yellow beam that has a big "S" to successfully make your way back
there.

Missions: Along the way with your adventures, you'll need to complete certain
jobs in order to continue. Press R3 to go into the Binocucom mode and see
where you need to go. Blue is for Sly, green is for Bentley, and purple is for
Murray. Additionally, once you move closer to the spot, a colored icon can be
seen for you to move on.

ThiefNet: Once at the Safe House, Bentley can sell things online and use the
money to buy new abilities. A list of new offers appears in each new episode.
The list of buyable abilities and valuable items will be further on in this
page.

                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                      100 - The Museum of Natural History
                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

Enemies: Pig Guards (you never actually encounter them)

Breakable Items: 'Do Not Touch' Signs, Couches, Potted Bushes, Exhibits,
Chairs, Tables, Closets, Desks, Vases, Chimneys On Buildings

We watch as Sly is debriefed about the mission and what to do with a quick
explanation for why we're here. Once you're able to control Sly, head for the
center of the room and to the thing that appears to be a drum. Hop on it and
land on the giant skeleton. Move to the end of its tail and jump on the ledge
to meet Bentley.

After a short clip, walk into the room that Bentley has opened. Head right and
then once at the end of that hallway, turn right again. At the balcony, Bentley
will explain to you that in order to cross, you must jump and press O to get
onto the rope.

When you enter the room, you'll meet up with Murray. He'll open the door for
you. Once outside again, Murray will smash another door and you can climb onto
the rope. In the room, you'll meet Carmelita and Neyla for the first time.

After a clip with them talking, Carmelita will get mad for letting Sly escape
and she'll chase after you. Run down the hallways to avoid her electrifying
shots. Along the way, Murray and Bentley will meet up with you. Eventually Sly
will tell them to warm up the van, and they'll move away.

Now she'll be chasing you as Sly runs down ropes with police cars lines up.
Avoid her gun and make your exit into the van.

                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                      200 - Episode One: The Black Chateau
                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

Enemies: Frogs, Rats, Warthogs

Breakable Items: Chairs, Tables, Signs, Antennae, Chimneys, Statues, Brief
Cases, Potted Plants, Benches, Bottles, Boxes, Barrels, TVs, Clothes, Mirrors,
Instruments, Signs, Ash Trays

201 - Satellite Sabotage (Sly)

Goals:
	- Locate the job start point
	- Reposition all 3 dishes

Remember, click the L3 to see where you need to go. For the first one, climb
up the pipe and press O once there. The second one is right by the Safe House.
Again, hit the O button. Then, look around with the L3 to find the last
satellite. This makes for good practice learning your way around.

202 - Breaking and Entering (Sly)

Goals:
        - Battle guards with Murray
        - Locate tail feathers
        - Take reconnaissance photos

Enter the cellar and talk with Murray. All you have to do is take a few guards
out. Not hard at all. Murray practically does all of the work for you. Once he
lifts the door down for you, double jump over to the other side. Carefully go
past a row of beams to the right. For the next set, crawl under the table to
avoid being burned. Do the same with the next one.

When you get to the warthog guard, crawl under the table when his flashlight
is furthest away. Then, press triangle + square to get rid of him permanently
once you're behind him.

When confronting the next guard, simply walk up to him when he's not looking
and perform the same move. Alternatively, you could go under the table nearby
and wait for his light to pass.

At the end, crawl into the air vent by pressing the O. Once there, Bentley
will instruct you on using the triangle + square move to take out that guard.
Go through the rest of the obstacles and fight off the rats. Once you're done
with that, go through the air vent in the corner by the piano to take your
recon photos of the area.

203 - Bug Dimitri's Office (Sly)

Goals:
        - Enter Nightclub via balcony
        - Sneak into Dimitri's office
        - Place bug/swap paintings

As Bentley will carefully explain to you, if Sly takes any damage from guards,
then you have to start all over again, since the painting will be ruined.
Because of this, it's best to avoid all guards in the area for now.

To get into Dimitri's office, press the L3 to see where it is. A blue beam
should appear. Follow it. Climb up the ropes and walk across the ledge so
you're now beside the window that leads into the place.

Once inside, Bentley will calmly explain that the only way into the office is
through the air vent. Notice all of the rat custodians on the ground. Avoid a
fight with them. To do this, head left and up the pipe. On the other side,
climb back down and cross the water without being spotted.

When you get to the area with the laser lights, cross over carefully and climb
up the pipe. Walk down the ledge to hear a message from Dimitri. Then, walk
down the rope and under the waterfall to the vent.

You should notice two things once you're in this room. The first is obviously
that the painting is there for you to switch with the forgery that you've been
carrying hopefully (notice that the original is a copy of "The Scream"...I
found that to be pretty funny).

The other thing you should notice in this room is the vault. Bentley tells you
the code: 2-3-1. From this, you will receive the knockout dive.

After you're done, head outside for the next mission. Bentley promises Sly
that if you can bring back the original painting in one piece, he'll be able
to sell it for some money, so return to the Safe House and do just that.

204 - Follow Dimitri (Sly)

Goals:
        - Steal Dimitri's access code

Once you ring the bell, Dimitri will come out of his boat to look around. You
need to stay close to him, and the only way to effectively do that is by
immediately jumping onto the rooftops, and watch him down below. You must do
this for two reasons: one is because of the fact that there are guards all
around on the ground who are likely to spot you, and also because of the
simple fact that every so often, Dimitri turns around suddenly to see if
anyone is following him. No, it's much better to stay above him. Anyways,
follow him to see what's going on.

205 - Waterpump Destruction (Murray)

Goals:
        - Locate the waterpump
        - Destroy the waterpump

Now Sly needs to go back to the Safe House so you can trade with Murray. After
that, go back to the door that you saw Dimitri walk in and enter. As Bentley
will explain to you, press the O to pick stuff up and square to throw it. In
this case, pick up the block of ice and throw it at the machine box so the
lasers will be disabled. Note that you have to hit the box three times before
it is destroyed.

After that, throw the ice at the guard and pick him up once he's knocked out.
Then throw him. Move past the red lasers to the next area.

Here, a bunch of rats will try to stop you. To the side is a pump filled with
water. Remember what you have learned and throw the rats into the waterpump to
put it out of commission. After you're done, Murray will automatically return
to the Safe House for the next part of the plan for the heist.

206 - Silence The Alarms (Murray)

Goals:
        - Locate and destroy the alarms

Okay, now you need to take what you have learned previously and set it to good
use. Once Murray is at the first alarm, pick up a nearby table or chair and
throw it at the box. Unfortunately, this will set the alarm off. On the plus
side, there are enough chairs and tables around for you to finish the job.

Now to the second one. What I usually do is pick up a newspaper from the
nearby stand and use that first, then use the rats. Do the same thing for the
third box (don't forget to press the L3 to find them) and you're done.

207 - Theater Pickpocketing (Sly)

Goals:
        - Pickpocket all the guards
        - Use keys to shut down fans

This mission is pretty straightforward--pickpocket the guards and use the keys
for fans. Don't forget to climb up the pipe behind the stage for that last
guard watching TV.

Move to the upper level to find the locks, then jump onto the fan pipes to
make your way to the computer. Done!

208 - Moonlight Rendezvous (Sly)

Goals:
        - Chase Neyla

Basically, all you need to do here is meet up with Neyla at the given point
and follow her without falling behind. Don't forget to keep the R1 button held
down so you can keep up. Once there, Neyla will give you a key into the place,
which Bentley can use for his mission.

209 - Disco Demolitions (Bentley)

Goals:
        - Bomb all 4 support columns

Here you must use Bentley as a character for the first time. Click the L3
button to find your way into the disco area. Sly will tell you to press the
triangle button when near the electric control boxes to drop a bomb.

After that, you need to put the guard to sleep with your dart gun. To do this,
go into your Binocucom mode and click the R1 while aiming. Then while he's
asleep, drop a bomb near him to finish the guard.

When you're done talking with Sly, you can see in front of you that there are
four green markers everywhere throughout the room. Drop a bomb near such
pillars to make the disco ball fall down.

210 - Operation: Thunder Beak (Sly, Bentley, & Murray)

Goals:
        - Get into the water tower
        - Shut off water to the fountain
        - Pickpocket the guard
        - Meet at the fountain
        - Hijack the repair truck
        - Climb the peacock sign
        - Grapple to top of sign
        - Defend the truck

First, run over to the water tower so Bentley can be thrown inside by Murray.
Once near the water, you will see five different valves that you can change.
They are in this order: uppermost left, bottom-most right, the one in the
center, bottom-most left, and the uppermost right.

Now you'll switch over to Sly. Pickpocket the guard keys after the two rat
guards walk away. Meet up with Murray and Bentley back at the fountain for an
exchange. Click L3 to find the location of the truck. Then as Sly, climb up
the nearby street light, jump on the rope, walk on the gold ledge down below,
and climb up the pipe to the peacock's head.

After the grapple is in place, immediately rush down to defend the truck. This
will take awhile. Then, the head will fall down and you can go down below.

211 - Printing Press Duel (Sly)

Goals:
        - Get the Clockwerk tail feathers

Here is your first boss of the game. As long as you aren't too eager to beat
him and have some patience, Dimitri isn't too hard. Hide behind one of his
bottle-things filled with green ooze and wait for him to attack three times
before coming out to attack. When his weapon is of no use, he'll resort to
fighting with fists and feet, so be aware of that.

When Dimitri is done for, Sly will grab the tail feathers and you leave to
begin the next episode.

                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                   300 - Episode Two: A Starry Eyed Encounter
                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

Enemies: Goats, Monkeys, Rhinos, Snakes, Elephants

Breakable Items: Chairs, Tables, Mirrors, Clothes, Vases, Beds, Drawers,
Dressers, Tubs, Toilets, Bins, Cement Ledges, Brief Cases

301 - Recon The Ballroom (Sly)

Goals:
        - Sneak through the balcony door
        - Take needed recon photos

Once you're done talking with Bentley, hop up the many branches to make your
way to the window. I usually start with the one that is by the walkway to the
right. Anyways, once you're on the balcony, open the window and head inside.

Now that you're inside, you can start taking those recon photos. Here is where
you'll first meet the full cast. Once you're done with that, Sly will
automatically head back to the Safe House.

302 - Lower The Drawbridge (Sly)

Goals:
        - Pickpocket the guards
        - Unlock drawbridge winch

Here we find ourselves with a simple pickpocketing challenge. There are five
guards in all and they're pretty spread out. Don't forget to press the L3
button occasionally to find them all. The first guard is by the snake statue--
an easy grab. The second one is near the doors to Rajan's palace--hit the gong
nearby to distract him so you can grab the keys. The third guard is patrolling
the bridge to the island, the fourth is walking around a balcony on the main
building of the island, and the fifth is by the elephant near the Safe House.

When you have finished collection, go on the opposite side of the drawbridge
and unlock everything to lower it for Bentley and Murray.

303 - Ballroom Dance Party (Sly)

Goals:
        - Knock on door to ballroom

If you attempt to enter the mansion as part of the 'Ballroom Dance Party' job,
the guard that lets people in will turn Sly down because he doesn't have a
tuxedo. So now, you have to ransack the guest house and find the parts needed
for the outfit.

304 - Steal A Tuxedo (Sly)

Goals:
        - Find needed tuxedo parts

Once you're inside the mansion, open each room's door and enter inside. The
first one is room 103. Take care of the two guards by pressing triangle +
square for one of them, and then run away quickly to finish off the other while
he's looking around. When you get upstairs, jump around the guard onto the
chandelier to take care of him. The dance shoes are in the nearby dresser.

Now continue to room 104. Inside here are several guards, so there's no
avoidance to a full battle. The shirt is in the storage bin by the bed.

In room 105, you'll need to use another surprise attack for the guard. The
jacket is in a bin next to the steps that lead down to the TV area.

Move back down the hallway to room 102. The guards are ample here. It's
important that you sneak around them and surprise attack the rhino guard, then
take care of the small ones by hand. The gloves are in the drawer by the rug
that's near the bathroom.

Now to the last room--101. There is one lone guard in here, along with snakes.
Surprise attack him and take care of the rest. The tie is in the second bin
that is near the steps leading down to the TV.

Once you have all the pieces, it's time to go back to the guard and insist that
you have the right formal wear for this event.

305 - Dominate The Dance Floor

Goals:
        - Complete the dance

Apparently, if Sly changes his clothes into something else, there's no way that
anyone will be able to recognize him. Whatever. Anyways, you need to smooth out
a few dance steps before the night ends, so you can practice now:

Triangle + Triangle + Triangle
Triangle + Triangle + O
O + Triangle + X
O + Triangle + O
Triangle + X + Triangle
O + Triangle + X
Triangle + Triangle + Square
X + Triangle + X
X + X + Triangle + O
Triangle + O + X + Triangle
Triangle + O + Triangle
Triangle + X + O + Triangle
O + O + O + X
O + Triangle + Square

306 - Destroy The Chopper

Goals:
        - Destroy the chopper

Run back to the Safe House and switch over to Murray. Once you're at the
desired location and have spoken with Bentley, move over to the lever and lift
it up by pressing X, O, or Triangle to lift it. The rest is just going to take
practice. Controls for the turret is in the 'Controls' section of this guide.
Hit the chopper whenever you can, and take out the missiles before all else.
Once you're done, Murray will be taken back to the Safe House.

307 - Boardroom Brawl (Sly, Bentley, & Murray)

Goals:
        - Locate code under a table
        - Enter code/turn off lasers
        - Pull switch to open door
        - Protect Bentley while he hacks the computers

For the first part of this, use Sly to crawl under each individual table by
pressing O until you see a code. The numbers are underneath the very last table
(You don't have to memorize them). Type in the code and go past the lasers.
Note that the vault is here (type in 8-5-7).

For the next part, you play as Murray. Bentley needs to hack six levels in the
computer, so stay close to him and fight off the guards while Sly takes care of
some from afar. Be sure not to run off in order to beat up on guy while another
attacks Bentley from another direction.

308 - RC Bombing Run (Bentley)

Goals:
        - Destroy jeep

At last, you play as Bentley. Move your way to his icon and prepare to use the
RC Chopper. Here, you must drop bombs onto the jeep down below for the heist
later on. Basically, this will take both practice and patience. Your first
priority is to avoid the missiles that it'll shoot at you, and the second is to
hit the jeep. Learn its route and finish jeep off.

309 - Elephant Rampage

Goals:
        - Break elephants out of pen
        - Get gems off the elephants

Your first order of business is to let the elephants out by crawling under a
hole underneath their pen and releasing a...mouse. At any rate, this will cause
them to go into a panic, and now the elephants are free.

Now comes the tricky part. You have to be quick in all respects to make this
happen. With the aid of L3, watch the movements of the elephants and jump onto
their backs from the rooftops. There are six gems in all. Hit the elephants'
heads to make them fall off. Constantly fight the lesser guards so you can have
plenty of health for this job. When an elephant is about to attack you with its
trunk, jump over it to avoid the blow. You must be patient with this challenge,
it's the hardest one yet, probably.

310 - Bomb The Bridge (Bentley)

Goals:
        - Bomb and destroy the bridge

After talking with Sly, go down to the lower level of the bridge. First, put a
bomb next to all nine cleats. Do this quickly. Once a bomb explodes, rocks will
start to fall down. Jump to the upper level and work on the main support beams.
Be extra careful from all the falling debris. Once you're done, Bentley will
now be switched over to Sly automatically.

311 - Tango With Carmelita (Sly)

Goals:
        - Complete the dance

Basically, you need to do everything that you did during your previous practice
from before. While Sly is on the floor, Murray will steal the Clockwerk wings.
Here is the sequence of buttons that need to be pressed:

Triangle + Triangle + Triangle
Triangle + Triangle + O
X + X + Triangle + X
O + Triangle + Square
Triangle + X + Triangle
Triangle + O + X
O + O + X + Square
X + Triangle + X
X + X + Triangle + Triangle
Triangle + O + O + Triangle
Triangle + X + Triangle + Triangle
Triangle + X + X + Triangle
O + O + O + X
Triangle + X + O

Once that is completed, you'll be switched over once again back to Bentley.

312 - Clear The Way For Murray (Bentley & Murray)

Goals:
        - Protect Murray from guards

Now you're back controlling the RC Chopper. This mission isn't too hard--watch
over Murray while he makes his exit. Bomb the guards so he can escape. The
bombs will do a considerable amount of damage, and can even knock out multiple
guards at once. Anyways, just watch over Murray and you should be fine. Once he
reaches the van, you're done with this episode.

                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                   400 - Episode Three: The Predator Awakens
                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

Enemies: Goats, Monkeys, Rhinos, Elephants, Snakes

Breakable Items: Cement Blocks, Vases, Brief Cases, Plants, Couches, Tables,
Chairs, Pillows

401 - Spice Room Recon (Sly)

Goals:
        - Find entrance into temple
        - Get to the access tube
        - Take recon photos

Bentley will show you a passageway you can use that's behind the waterfall. Go
past the truck and defeat an enemy or two to get there. Be sure to crawl under
the passageway to get inside.

Once inside, you'll need to confront the guards. Surprise attack one of them.
The rest can be taken care of easily with a hit into the water. Up ahead,
defeat the rhino guard and hop in the buckets to avoid being seen. Continue
down and slide across the vine to take your recon photos in the next room.

402 - Water Bug Run (Sly)

Goals:
        - Get the bug in Rajan's office

Here's a bizarre challenge for you--in order to properly bug Rajan's office,
you use a...bug. Anyways, pick up the bug by pressing O, and let's start this
mission:

Pool #2: Sly first spots it on his Binocucom. Jump down and head up. Hop on the
mushroom and place the bug in his pool.

Pool #3: To the left of the Safe House at the lowest level.

Pool #4: Up the vines and onward, next to the shaky building.

Pool #5: Past the nearby truck and next to the tree.

Pool #6: Now go left and up the vine next to the first waterfall.

Pool #7: Continue upwards, across the small waterfall and up the stairs.

Pool #8: Using the tree root, double jump to the nearby ledge. Walk right so
you're in Rajan's office and place it in the pool. Also note that the vault is
in here (the code is 3-8-6).

There's also a pool just outside of Rajan's office, which I suppose is really
the eighth pool, and his is the ninth. I'm not really sure why it's there
however--the office is only a short distance from there. You can use it if you
want, however.

Now that the bug is secure and you have the new ability from the vault, hop
over the lasers and start your next mission.

403 - Freeing The Elephant (Sly)

Goals:
        - Collect all necessary spice
        - Drop the spice in the basket

This one isn't too hard if you know your way around. Next to the elephant is a
broken ridge with vines. Climb all the way to the top and slide down so you
eventually have two of the spices. Three of them can be obtained by climbing up
the highest tower and gliding down vines. Click the L3 to see the last one near
the truck at the other side. Hop onto the mushroom for it.

Now, simply run back to the elephant and place the spice in its feed so the
satellite will no longer be working.

404 - Leading Rajan (Bentley)

Goals:
        - Get Rajan's three blueprints

This challenge isn't easy. I won't tell you step-by-step, but I can give you
some tips for this. Basically, you need to a) make sure that Rajan doesn't see
you, b) any of the guards see you, and c) all guards are taken care of when
you grab a blueprint.

When going for a blueprint, be sure to knock out any close guards so that they
won't see you. If they do and you're forced to fight, Rajan will wake up and
the mission must be done over again. This is crucial.

Once you're done, Bentley will automatically go back to the Safe House so you
can hear the next part of the plan.

405 - Neyla's Secret (Sly)

Goals:
        - Keep up with Neyla
        - Get half of Clockwerk's heart

For the first half of this mission, Neyla will lead you to the secret passage.
Don't forget to keep R1 pressed throughout. Don't worry about any guards--she
will instantly KO any that try to come near you. Follow her carefully until you
are finally at the desired location, where a new challenge awaits.

Once you're inside, wait until the guard walks past and steal his key. Then,
continue on and jump inside the barrel coming around. It'll take you to the
other side, where you can steal the other guard's key and unlock the winch.
Grab the heart half and you're done here.

406 - Spice Grinder Destruction (Sly)

Goals:
        - Destroy the spice grinder

Walk along the edge to the side for access into here. Climb into the barrel and
head left to blow up the control panel. Then jump into another barrel to finish
off the other one to the left by walking quickly past the vertical lasers and
to the next control panel. Now simply continue on past the rest of the lasers.
Turn right to the area with the searchlights and end up by the spice grinder.

Jump down and hop into the TNT barrel. There is a nearby door that can be blown
up for some money inside. After that, run to the hall while carrying a barrel
and blow up the control panel there. Now, go back for another barrel and go
past the searchlights. Walk under the lasers that go up and down. You should
now again be on the upper level.

Walk quickly to the guard's flashlight area so it'll pass through you unseen
once you sit still. Now just run up to the center beam of the spice grinder and
jump out of your barrel to explode it.

407 - Blow The Dam (Bentley)

Goals:
        - Take out Rajan's dam

This helicopter will have controls that work the exact same way that the
turret's do. Once you're able to control it, immediately start shooting the dam
so you will already have some of it destroyed. Remember, shooting ammo for a
long period of time will lead to overheating.

As for the enemy choppers, only worry about them when their close enough to you
that they'll be able to accurately hit you. Be on the lookout for lock-on
missiles however--they do lots of damage and follow wherever you go. This might
take you a few tries, but eventually you start to get the hang of it.

408 - Rip-off The Ruby (Sly, Bentley, & Murray)

Goals:
        - Get Murray to the ruby
        - Get ruby to the first buyer
        - Get ruby to the final buyer

Make your way to the ruby with the highest tower with all the vines. Whack it
off so Murray will be able to get it.

As Murray, head left and up the path to gradually make your way to the jewel.
Once there, Bentley will meet up with you. The goal here is to carry the ruby
without breaking it before meeting the buyer. The trick is to press the O to
press the O to pick it up, then wait for Bentley to lay out a cushion so you
can throw the ruby onto it safely. This shouldn't give you too much trouble.

There will be a few instances when you need to be careful, however. Make sure
that you're not see while carrying the ruby, or it's all over. Once the jewel
is with the buyer, Murray will automatically be taken back to the Safe House,
where Bentley will explain the next plan to getting Rajan to come out.

409 - Operation: Wet Tiger (Sly, Bentley, & Murray)

Goals:
        - Get Murray to the lever
        - Begin lifting the lever
        - Finish lifting the lever
        - Get TNT barrel into mouth

As Murray, make your way to the lever under the elephant's tusk while Bentley
is up on the turret. Clear out the guards, and once you're done with that, you
will be able to have Murray lift it.

While he's doing that, Rajan will send down bombs from the sky to attack Murray
from above. Have Bentley shoot down these explosives. As long as you keep
shooting and have fairly good accuracy, it's not that hard.

After that, and once Murray has lifted the lever, it's back to Sly. Jump into
the nearby TNT barrel and slowly make your way to where Murray is. Be extra
careful of snakes that may appear, and immediately run away if you see one.

410 - Showdown With Rajan (Sly & Murray)

Goals:
        - Get to Rajan
        - Defeat Rajan

In the first part of this boss, jump onto the mushroom as Sly and make your way
to Rajan. He might shock you a few times with his lightning, but don't worry--
you won't be using Sly after this. Once you make it there, Neyla will refuse to
help, and Sly falls to the ground.

Now here's the tricky part. Okay, this part is VERY tricky--but on the other
hand, by the time you're done with Rajan, you'll know his every move and time
things perfectly. When you first start fighting him as Murray, don't attack him
immediately, as Rajan will make the first move. Punch him a few times and then
move away quickly so Rajan will sweep the floor and then hit it once without
you there to take damage. When he is about to perform his lightning move, step
on a lily pad to avoid being hurt. Have patience with this, and know when to
back away. Every once in awhile, one of the lesser guards will drop health upon
being defeated, so take advantage of that.

*Alternate strategy from David Chin*: I found that jumping and belly flopping
Rajan works very well as it knocks Rajan back quite a bit.  You can easily use
this move to knock Rajan into the electric fence that surrounds you, which
damages Rajan more than simply punching him. Best time to belly flop is after
his sweeping and vertical attacks.

                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                         500 - Episode Four: Jailbreak
                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

Enemies: Bats, Wolves, Birds, Tanks, Spiders

Breakable Items: Chimneys, Tables, Sinks, Toilets, Wagons, Statues, Chairs,
Fences, Book Piles

501 - Eavesdrop On Contessa (Bentley)

Goals:
        - Shoot Contessa with darts

This one is tough to get to, since you haven't played as Sly yet here to get to
know this area's layout. As Bentley, make your way to the house with the aid of
L3. When crossing the bridge, use your sleeping darts to take out the enemies.
Climb up the house, go past the spikes, and jump down so you'll end up on top
of the roof from where you were just walking. Hop on the cobweb to be in the
correct position.

Bentley will notice that she's making her rounds. Zoom in and shoot her with
your sleeping darts four times to listen in.

502 - Train Hack (Bentley)

Goals:
        - Hack all six stations

Press the L3 to see where you need to go. Alternatively, you can just die here
so you only need to walk out of the Safe House to be right there.

In order to reverse the train's polarity, Bentley needs to hack six stations.
Here you will first encounter the world of hacking. Use the left analog stick
to move and the right analog stick to fire in certain directions. Note that you
can move and fire in opposite directions at the same time.

Station #1: Insert your ship into the nearby green chip to open the door. Hack
the barrier nodes and continue. Destroy both ships and again move into the
green chip up ahead.

Station #2: Destroy the red ships by carefully placing yourself at the edge of
the corners so you can barely hit them. After that, hurry on over to the green
chip so you can continue on.

Station #3: This time, red ships will come at you. Maneuver your ship as such
that you're hitting the barrier nodes while destroying the ships. Once they're
gone, take care of the green ship.

Station #4: Three small ships will constantly come out as the larger ones fire.
Quickly take care of the larger ships and then maneuver your way around the
square while shooting the barrier nodes and the small ships. Run past the other
large ships quickly for the end.

Station #5: Now stronger, orange ships will attack you. Again, constantly shoot
at the barrier nodes while going in different directions for the ships. Go into
the green chip to move on.

Station #6: Insert your ship into the two green chips on each side. Then it's
much of the same: destroy the barrier nodes to get to the end while destroying
the ships around you.

503 - Wall Bombing (Sly & Bentley)

Goals:
        - Take out wall guards
        - Escape to the Safe House

With your RC Chopper, bomb the wall guards twice while avoiding the missiles.
Do this seven times and Sly will be free. Now as Sly, jump onto the center
platform and connect onto the hanging hook by pressing O. Swing on top of the
train. Then, simply run back to the Safe House to meet up with Bentley.

504 - Big House Brawl (Sly & Bentley)

Goals:
        - Find pipe into Murray's cell
        - Take out 50 prisoners

Once you've located the icon for this mission, you must travel across the river
by the hooks and branches so Sly can crawl under the wall and into Murray's
cell. He'll give a message, and now you play as Murray.

This next part is pretty easy, but time consuming. Be mindful of the spikes,
red lasers, and searchlights. As long as you continuously press square, you
should be fine. The enemies will occasionally drop health, so pick that up in
case you need it. Kill 50 enemies so Murray can be thrown into solitary
confinement for you to be done here.

505 - Lightning Action (Sly)

Goals:
        - Disable all lightning rods

I like it when you move the camera slowly around the robot so that you can
sometimes see its red eyes. Anyways, there are five lightning rods scattered
across the area. The first one is right where you start from. You'll have to
dismantle three wheels in order to fully sabotoge it. Notice that when the area
for the lightning strike turns red, that that's your cue to get out of there.

The next two are along the wall. Look up in the sky to see where all of them
are in this level. Use the wires connected from the roofs to get to them, along
with the poles set up. Be on your guard from when the lightning hits down upon
these two places.

The fourth rod is on top of a house. Jump down from the walls to get at it. The
fifth one is near the railroad tracks. Be extra careful with the last one,
because the lightning will comedown on it the most. Once you're done, a clip
will should of the robot becoming deactivated.

506 - Disguise Bridge (Sly & Bentley)

Goals:
        - Protect Bentley from guards

Once Bentley meets up with you, immediately go to where the statue is posed on
the ground and knock it out of the way so Sly can stand on the pedestal and
pretend to be the statue instead so you can surprise attack the incoming bird
guard. Then, go with Bentley by the cobweb so you're up on the bridge.

Here, you must pose some more by pressing O so you can suprise attack at least
one of the guards as they go by. When Bentley mentions that he is done setting
up a bomb, hurry down to his side so you can have enough time to defeat the
guards that come.

507 - Code Capture (Sly)

Goals:
        - Photograph the four codes

For the first guard, he'll be standing still, so it makes your job easier for
the task. Insert the key and jump onto the same roof you were on for a shot.

Another guard will be directly in front of the lock. Steal his key, then run
somewhere for a distance so he'll hear the footsteps and will run away. Put the
key in and hop onto the above batwire for a nice shot just when he returns.

A third guard will be walking around. Steal his key, insert it into the lock,
then run up the streetlights to the left. Run across that building and latch
onto the hook for the picture on the small roof.

The last guard is hanging around the haunted house. To capture a successful
picture, immediately climb the streetlight to the left, run down the wire, and
land on the ledge in front of the hanging hook.

508 - Close To Contessa (Sly)

Goals:
        - Pickpocket Contessa 3 times

This mission isn't easy, and it might take a few tries. Basically, you need to
run up to the Contessa's party. Create noise in whatever way you feel is best
so that one of the birds will wander over. Climb up a streetlight or position
yourself so that you can end up behind the bird for a surprise attack. Make
sure that the Contessa is a safe distance away--otherwise, she'll probably come
running and spot you. For the third time, she'll have three bird guards, so be
extra careful for that.

509 - Operation: Trojan Tank (Sly & Bentley)

Goals:
        - Hijack the tank
        - Crawl under the tank
        - Get to the ground floor
        - Disable gate from tower
        - Rendezvous with Bentley
        - Turn on three hypno boxes
        - Destroy all the hypno boxes
        - Lift the levers to get out
        - Chase the Contessa

As Bentley, run to the tank and turn it on. Then, you'll be switched over to
Sly so you can run under the bottom of it. Crawl with Bentley as he controls
the tank. Once you arrive at the other side of the gate, he'll blow the door up
and now you're inside.

From here, your path is fairly obvious. Walk up the steps and hook onto the
hook. Run down the cells here, grab into another hook to avoid the spikes, and
walk across the hinges. Once on the other side, jump to the hook and grab the
pipe that leads up. Run down this ledge, connect with another hook, and run to
two more hooks. At this part you should see another pipe that leads up. Climb
it and land on the nearby searchlight. Jump onto the roof, which should have
some spiders. Walk to the other end and hop on the next searchlight. Once on
the roof, you should notice a pipe against the wall that heads down. Take it so
you end up inside of the room that Bentley had talked about. Surprise attack a
guard there so you can flip the switch for the gate to open. Once it does,
follow Bentley down that hallway.

Here you must hypnotize Murray so that he can break out. Climb up the pipe to
the one side for the first area. From the hacking ship, destroy the red barrier
nodes on both sides so the middle chip is exposed for your ship.

Move across the hooks and over the poles for the second one. There are twice as
many barrier nodes this time, along with three big red ships. Take care of the
ships so they won't be a problem, then destroy the barrier nodes for the middle
green chip.

Now go back a little bit and hop along the hinges. Connect with the two hooks.
From the hacking world, note that there are three ships on both sides. Take
care of the first two immediately and start working on the others once you're
in the full area. Get all of the green chips and Murray will now be in his full
mode of rage.

Stand by each of the hypno machines so Murray can destroy them without thinking
twice. After that, Murray will see the Contessa suddenly. Walk over to the
levers so you can quickly lift them.

Once outside, the Contessa will be waiting for you. After a brief conversation
with her, she'll run away from the group. Chase after her as Murray. When she
stops every so often, the Contessa will place an egg on the ground. It will
turn into a spider. She does this so you can be distracted while she runs away.
The spider is actually a type of bomb that will explode if you leave it long
enough. Run up to it and punch it as fast as you can until it disappears.
Repeat this several times. Eventually, the Contessa will make her getaway in a
blimp. This episode is now complete.

                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                       600 - Episode Five: A Tangled Web
                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

Enemies: Tanks, Birds, Werewolves, Bats, Spiders

Breakable Items: Statues, Cement, Tables, Chairs, Barrels, Graves, Fences,
Chimneys, Coffins, Boxes

601 - Know Your Enemy (Sly)

Goals:
        - Take photos, get into tower

Take recon photos of the boat, blimp, assault tank, and Neyla's headquarters.
Once you're done with that, head up to the 're-education tower' for a visit
with the Contessa. After a short clip, you will need to get more recon photos
of the Clockwerk eyes, the old terminal, Carmelita, the shadow guards, and the
mind shuffler that is next to the Contessa.

602 - Ghost Capture (Sly)

Goals:
        - Enter the tomb
        - Break coffin and free ghosts
        - Photograph the ghosts
        - Deliver ghosts to Neyla's HQ

Once you enter the tomb, you'll notice that there are some traps set in your
way. Hop over the swinging axes to the right. Most people don't seem to know
that you can actually climb the axes, with the blue aura on the top. For the
second pair, jump in the middle.

When you get to the tomb, werewolves will start to pop out at you. Hack away
with the coffin in the middle so the ghosts are free. After that, Bentley will
send you outside so Sly can capture the ghosts with his Binoc-u-com.

These guys are all over the area now. I won't go into the specific details for
finding each one, but you should probably know that for one or two of them, Sly
needs to climb high up. Steady the camera carefully while in Binoc-u-com mode
so that Sly can get a proper shot of them, as they tend to move around a lot.
Don't forget that you need to be fairly close to the ghost in order to get a
picture of them.

When you have all nine, go back to Neyla's HQ near the Safe House. Climb on top
of the building and drop the ghosts into the nearby chimney to make her mad.

603 - Mojo Trap Action (Bentley)

Goals:
        - Collect 4 batches of bad mojo

1st batch: Here, there are three switches that will all slam enemies onto the
ceiling with the floor. Once you pick up the machine, begin to defeat them by
flipping the switches. Leave space in between so that the switches will have
time to recharge.

2nd batch: The first switch shoots out daggers closest to you, the second
switch sends up swords from the ground, and the third switch releases an axe to
the right. Although you don't have to do it this way, I usually hit the second
switch once two werewolves are moving closer to me. Then I hit the third switch
for one werewolf, and the first switch for another. Then repeat.

3rd batch: The switch in the very middle lets out sleeping gas, which you can
then set a bomb by them to take care of that. The beginning switch is a double
flamethrower, and the left and right switches mash the enemies into the ground.
There really isn't a set pattern for what you need to do here.

4th batch: Immediately go to the left switch, which torches whoever stands on
the left platform, then the middle one that lowers the platform, and then the
right switch to torch the right platform. Repeat this as quickly as you can,
and if they still come over, then you can use the bottom switch.

604 - Kidnap The General (Murray)

Goals:
        - Bring General to Safe House

There's not much to say about this one--basically, find the general, hit him,
pick him up, and go back to the Safe House. Be extra careful when brining him
back--chances are good that Murray will run into a battle at least once. It
helps to throw the general at your enemies. As long as you don't lose him while
in battle or something, you should be fine with him.

605 - Stealing Voices (Sly)

Goals:
        - Steal keys then wire tap
        - Keys then voice modulator
        - Keys then tap into cable

Directly below you should see two bird guards--the ones that need to have their
pockets picked. Be careful with them, because they both tend to move around a
lot. Avoid their light with caution.

Once you enter the room with the wire tap, you will notice that there are some
werewolves all about. There are several ways to avoid them, but I just like to
have a good battle, and, for my amusement, hit one or two of them with Insanity
Strike so that they kill each other. Notice that the vault is in this room (the
code is 9-6-4).

Now you need to steal two more keys. The guards will be walking around narrow
places, so that won't leave you with much room to steal and room away, so plan
carefully with them.

In the next room, you need to create some noise so that the guard will look
away. do the same thing in the room after that as well. You should be able to
crawl around the swords for the voice modulator.

After that, you need to get two more keys again. These guards shouldn't be too
hard with that. After you've gotten both of them, head to the blue marker in
your Binoc-u-com. Crawl under the passageway there. Go left for a little bit
until you see the door there.

When you come inside, you should see hanging wires. Hop across them quickly,
and be careful of the octopus. Grab the hook and slide across the wire to the
other side. Take care of the two werewolves here and be extra sure that you
avoid the octopus. After that, Sly will take with Bentley about the rest of the
job, and you're done here.

606 - Tank Showdown (Murray)

Goals:
        - Destroy 6 of Neyla's tanks

Remember Bentley's advice and you should be fine. The controls are hard to use
at first, but you get used to it eventually. If you crush some of the smaller
things, then you will sometimes receive health for it, which will be handy when
the tanks decide to shoot you. Anyways, try to defeat them as quickly as
possible and avoid their missiles if it can be helped. After a little practice,
you should be fine.

607 - Crypt Hack (Bentley)

Goals:
        - Find the power pack
        - Hack all three computers

In the first room, time your jump carefully and hop over the spikey logs. The
next room will have rolling spikey logs that intersect at a perpendicular point
with each other. Do the same thing for those. The next room will have two pairs
of swinging axes, so jump over those with good timing. The room after that
should have two logs colliding, and more spinning ones up ahead. For the last
room, be careful of the octopus tentacles.

Now you're the hacking machine. Destroy the barrier nodes while avoiding the
enemy ships. After you go back through the rooms in reverse, you'll come to the
next terminal. Destroy the fast and slow enemy ships so that you can fire at
the barrier nodes safely.

The last terminal is the trickiest. Continuously fire at the ships, which have
become faster, until the barrier nodes are destroyed and you can slip on by. At
the end, you will encounter a huge red ship. Fire at it repeatedly and destroy
the barrier nodes further up. This should take care of the computer, and you're
done with this mission.

608 - Operation: High Road (Sly, Bentley, & Murray)

Goals:
        - Paraglide to blimp
        - Hack the computer
        - Chase Neyla
        - Defend the blimp
        - Battle the Contessa
        - Disable Carmelita's tank
        - Retrieve the Clockwerk eye

Start out with Murray. Move over the bridge and to the switch that will shut
off the searchlights. After that, you'll switch over to Sly and Bentley, where
you must press X + R1 to paraglide over to the blimp. You will have to briefly
fight a few werewolves while on.

Once you're in the room next to Carmelita and the Contessa, Bentley will begin
to hack the computer. Avoid the ships that will fire back at you while you
shoot at the barrier nodes. this might take a few tries. This kind of reminds
me of pacman, where you can trick your enemies into going to one corner while
you quickly go by the other way.

After the cut scene, you're stuck chasing Neyla again. There's not much advice
I can give, except to stay sharp and pay close attention to what she's doing.
Remember, press X + R1 to paraglide--you'll need it.

When you're done, everything will be focused back to Bentley and the blimp.
Shoot down Neyla's bombers with your turrets. The Contessa's tanks can actually
help you here, but don't count on them as doing much. Pay close attention to
the ones that are, you know, shooting at you.

After that, it'll go back to Sly. Watch out for her claws and baby spiders.
Other than that, the battle isn't hard. Then, as Murray, chose after Carmelita
in your own tank. She's not hard here either--keep shooting and following her
down the path. Eventually her tank will break down.

Now as Sly again, you battle the Contessa once more. She's the same as before,
only this time, she can hypnotize you so that you can't attack or down much of
anything once in that state. Be aware of this. Anyways, use the same basic
strategy as before, and you'll beat her eventually.

                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                700 - Episode Six: He Who Tames The Iron Horse
                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

Enemies: Hawks, Goats, Ducks, Moose, Moles, Hawks

Breakable Items: Chairs, Bottles, Barrels, Stumps, Tables, Chimneys, Fences,
Ice, Signs, Benches

701 - Cabin Crimes (Sly)

Goals:
        - Break into Bison's cabin
        - Photograph train routes
        - Collect all three blueprints
        - Climb up to the satellite

As Bentley instructs you, latch onto the wall hooks by pressing X + O. Once
you're inside, take pictures of the maps. For two of them, you need to jump on
the boxes to the left side so you can take shots from there.

After that, reach into the fish on top of the fireplace for the iron horse
blueprints. When you have them, get out of there. Now go back to the other two
cabins and steal the other blueprints. Usually I just confront the enemies. The
vault is in one of the cabins--the code is 1-2-9. Remember to be careful of the
bottles that are lying around, because they make noise for the guards to hear.
After you're done with that, you must climb to the top of the hill. Don't
forget to press X + O for the wall hook.

702 - Spice In The Sky (Sly & Murray)

Goals:
        - Blow the locks on the trains

This mission isn't easy, and it might take you a few tries. With the use of
your paraglide, land on five spice balloons. This will take some heavy steering
and lots of coordination on your part. Remember that you can put away the
paraglide if you want (sometimes it's easier that way). You need to be careful
where you land for the last balloon, because after that you travel down below
for the target that is on the caboose.

After you have all the spice you need, look for one of the trains below. After
you finish two off, the third one will be the hardest, since you actually have
to look for it and time everything just right. Try not to make any sharp turns,
or it probably won't work. And don't forget that you can always put the
paraglider away in order to fall faster to the target. Once you've done this
three times, you'll be done with this mission.

703 - A Friend In Need (Sly & Murray)

Goals:
        - Follow Carmelita
        - Pickpocket Carmelita's keys
        - Free Murray

This one isn't that bad. Once you spot her, follow Carmelita down her path.
Occasionally she will turn around with her flashlight to search for things, so
stay away from her at a safe distance at all times. When she shoots an enemy,
she'll always turn around to look behind her, so stay alert and watch when she
does that with enemies.

After you find Murray, pickpocket three keys from Carmelita. I recommend to let
Sly run across the telephone wire in order to get away from her. When you have
all of them, go hack and free Murray once she loses sight of you.

704 - Ride The Iron Horse (Bentley)

Goals:
        - Steal the Clockwerk Lung

Once you're on the hill, click the L3 to see where the caboose is, then time
your jump right down to it. Up ahead is a room with lasers. Walk through them
quickly to the next room. Here you must avoid the lasers on the floor.

After that, hop on the trampoline to bring you to the top. Be extra careful of
the birds here. Walk around so that the guards don't see you (you may fight all
of them if you wish, but I don't recommend it). When you reach the car with the
moose and two goats, climb up the left side to avoid them. For fun, Bentley can
drop a bomb down to kill them.

Next is a floor with lasers, so avoid those the best that you can. Up ahead is
two opposite ledges that you can walk on. Halfway there will be a place you can
jump to the top. Walk and hop over the moose guards to reach the Clockwerk Lung
controlling the train.

705 - Aerial Assault (Bentley)

Goals:
        - Destroy aerial defenses

First thing's first--getting onto the train. Run left continuously until you
see it close enough down below so that Bentley can hop on. Remember, to control
the RC Chopper's weaponry, press the X to drop bombs and the square to shoot
straight ahead.

The rest of this is very tricky. SAVE YOUR HEALTH. Just when you think it's
over, there's another stage coming up. You'll need to practice this several
times in order to succeed. Remember, defense first, offense second. Always be
shooting something.

706 - Bear Cub Kidnapping (Murray)

Goals:
        - Throw cubs over the fence

When you reach Murray's icon, a moose will be standing directly in the way.
Jump off to the side and pull Murray up over the ledge to take care of him. Now
you may begin this mission.

The first cub is next to a cabin. This one shouldn't be too much of a bother.
Above all though--watch out for the mother bear! Also remember that since the
bear is making noise, you can't get close to any of the guards. Otherwise,
they'll hear you and come running to check things out. Take the simplest route
possible for this part.

The other cub is inside the bear cave. This time, the mother will be patrolling
outside, so you'll have to take the backway. Also watch out for the other bear
that is in the cave. Once you have the cub, go through the backway again and
throw him into the fence.

707 - Theft On The Rails (Sly)

Goals:
        - Steal the Clockwerk Lung

I'm not exactly sure what Sly means when he says that there's more than one way
to get onto the caboose--I always run up to it and jump on. But whatever. Once
inside, sneak past the guards with some carefully timed jumps. After that is a
room with floor lasers and searchlights. Avoid these with the help of the three
chairs on either side.

Now climb up the ladder. Walk past the patrolling guards (or fight them, I
don't care). For the part with the two moose guards, crawl under the table to
avoid their flashlights. Hop over the moving floor lasers in the next room
carefully. Time your jumps correctly over the moose guards in the next two
rooms while avoiding the bottles and the lung is yours.

708 - Operation: Choo-Choo (Sly, Bentley, & Murray)

Goals:
        - Work your way through the train
        - Protect Sly from Neyla
        - Find the Clockwerk stomach
        - Defeat Neyla

After Murray carries the guys to the train, you play as Sly onboard. Go through
the above compartments where the moose guards are and under the lasers in the
following room.

Neyla will appear out of nowhere, so it'll be up the RC Chopper to take care
of things. This is a very hard goal, and all I can say is to practice, and keep
an eye on her weapons at all times. Bank hard to the right and left when she
shoots the targeting missiles (they're REALLY hard to avoid).

Back to Sly now. Continue past the guards carefully. When you get to the car
with the decks inside, walk the ledge, connect with the climbing hook, crawl
under with the pipe, and use three more hooks to land safely on the other side.
This might take you a few tries (don't forget to lean back). Avoid more guards
to get to the stomach. Now you're back with the RC Chopper. This time your
bombs come in handy. As a helpful tip for this, remember that you can always
drop bombs and shoot at the same time. After Neyla crashes, the stomach is now
yours to keep.

                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                 800 - Episode Seven: Menace In The North, Eh?
                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

Enemies: Goats, Ducks, Moose, Hawks

Breakable Items: Fences, Bottles, Barrels, Tree Stumps, Chimneys, Chairs,
Tables, Benches

801 - Recon The Sawmill (Sly)

Goals:
        - Take exterior recon photos
        - Take lighthouse photos

First off, go to the sheet of ice that Bentley had directed you to. Press X + O
to climb up it. Now you need to take your recon photos. Start out with the bear
walking around, which is easy enough to find. Then move over to the boat, which
is to the very left. After that, find Jean Bison's house that isn't too far
from the boat. Lastly are the saws, on the far right.

After that, Bentley want you to take some lighthouse photos. Head on over there
and climb under the hole. Once you reach the room, take recon photos of the
battery charger, spinner, front door, and Jean Bison himself.

802 - Bearcave Bugging (Sly)

Goals:
        - Snatch tags from bears
        - Place all the tags outside

The first thing that you need to do is crawl into the bearcave. One you've done
that, Bentley will explain to you that Sly must take the transmitters from the
bear's mouths while they yawn (press O). He will also advise not to step on the
ice that has been placed sporadically on the floor--the bears could wake up
from the noise that it creates.

This part might take a few tries. It doesn't really matter which direction you
start, but personally, I go left. There are six bears all together in here. For
two areas you must climb on the wall with your cane, so don't forget to press O
for that.

When you're done with this, Bentley will want you to now place the transmitters
on various places throughout the level. This shouldn't be too hard--and don't
forget that the huge icicles sticking out in the one wall are climbable.

803 - RC Combat Club (Sly & Murray)

Goals:
        - Break inside the mulch mill
        - Steal a disguise for Murray
        - Win in the RC drone duel

You start out by playing as Murray. Wander in to the clubhouse. Bentley will
explain that they won't let you in if you don't have a disguise, so you need to
hide Murray in a barrel so Sly can steal a moose's head (stuffed of course!).

First off, there should be a pipe you can climb up with, by the searchlight.
Hop onto the other side of the fence from here. Be careful to avoid the bottles
and the moose's light.

Connect with the two hooks up ahead and land on the log. Up ahead you should
notice a spinning wheel. You need to land on its spikes quickly and leap off
again so that Sly will be okay while it's still resting. The same thing applies
to the long, thin saws up ahead.

After that, crawl under the wheel and connect with the hook. Land while the
moose is falling asleep. Then, climb up the pipe and land on the fence. Rest
upon the metal spikes and jump to the center room.

In this room, jump to the right of the moose guard so he avoids seeing you now
(remember, you can't surprise attack him because you'll have to start the whole
mission over again!). Then crawl under the last table and wait for his light to
move away slightly before taking the head on the floor.

Now you play as Murray again. With the disguise, he'll ask a moose whether or
not he will accept the challenge of an RC combat. He will readily accept this.
Bentley will give you some quick tips on controlling the RC. Remember, X gives
it gas, and you can only fire when the car isn't moving. Pick up the ammo as
quick as you can before the other vehicle does. Fire as often as you can, and
your opponent will eventually be defeated.

804 - Laser Redirection (Sly)

Goals:
        - Point the laser outside
        - Use crystals to free book

Once you're inside the building, hop onto the upright log and sneak by the
moving lasers. When you are in the big room, notice that the vault is to the
left. The combination is 5-8-3. Now climb the ladder and avoid the floor lasers
that are around. Hop past the metal claw and land to the next area. Connect
with the hook and run quickly across the saws. Pull the switch and then Sly can
climb through the nearby hole to get outside.

Now, you need to run around and redirect the laser so that it will eventually
point to the book. This will take awhile and you'll have to travel far, but
after you're done, the book will be yours.

805 - Lighthouse Break In (Sly, Bentley, & Murray)

Goals:
        - Get inside the lighthouse
        - Shut down power to battery

Once you're done talking with Bentley, paraglide to the lighthouse and head up.
When you find yourself inside, proceed downward. To take care of the ducks
easily, sneak to the right of them and give them a single whack over the edge.
DO NOT go straight down to the bottom--the red current flowing up will give you
a big electrocution. Once at the bottom, destroy the chair so Bentley and
Murray can get in and talk with Sly.

Now here comes the tricky part. As soon as Murray and Bentley get set to go
about their tasks, you need Sly to backtrack a little and climb up the ropes to
the control panel at the top. But be careful--stay on one rope too long, and
Sly will get electrocuted by the red current, and possibly even fall down. Keep
a sharp eye for down below. You only have so much amount of time to complete
this, so hurry up!

806 - Old Grizzle Face (Bentley & Murray)

Goals:
        - Use bear to wreck oil mains

This mission is hard yet simple. Wait for Bentley to bomb up a fish. 'Grizzle
Face' should then smell it and come running. Sometimes you need to get closer
to him in order to do this. Anyways, the thing that you need to understand
about the bear is that he can't jump down/up anywhere. Murray needs to run down
some sort of 'ramp' for him to move across. Sometimes he will find a path for
himself, but most of the time you need to lure him down the correct way for the
oil well so he can break it.

Anyways, Murray needs to lure the bear to the oil wells four times. You should
get the hang of it after a little practice. They're pretty spread out, though.
Once they're all destroyed, Murray will be done here.

807 - Boat Hack (Sly, Bentley, & Murray)

Goals:
        - Attach boat grapples to silo

After Murray throws you on board, hack the computer on the boat. Go past the
white ships and open the gate up so that you can shoot the red barrier nodes.
Once that's done, shoot the grapple up to Sly.

For the next hack, you need to do much the same, only the ships are a lot
faster. First though, hop onto the trampoline sheet on the side of the building
so Murray can toss you. And again, shoot the grapple up to Sly so he can hook
it to the building.

The last hack is really hard. Be extra careful to avoid everything that you can
now. Remember, defense first, offense...uh, at the same time. When Murray
tosses you on board, you'll see an old friend in the water.

808 - Thermal Ride (Sly)

Goals:
        - Ride thermals to iceberg
        - Bring egg to the Safe House

The first half of this is a piece of cake. Climb to the top of the antenna and
paraglide to the thermals. As long as you are directly paragliding to each of
them, you should make it every time.

Now for the tougher part. When you head to the nest, the eagles will try to
stop you. Avoid them by swinging extremely left or extremely right. After you
land and swing up to the nest, Sly can now head back to the Safe House with the
other icebergs that are around.

809 - Operation: Canada Games (Sly, Bentley, & Murray)

Goals:
        - Win the power chop event
        - Win the power climbing event
        - Win the log rolling event

During the power chop event, wait for the meter to reach the dent in the log to
hit it with Murray. Do this a few times until it breaks. Then, when Bison steps
up, run over as quickly as you can as Bentley to put the egg by him so he'll
lose his focus while chopping.

Next is the climbing event, and Sly's up. Connect with the climbing hooks as
fast as you can in order to get up there. The hooks with red underneath means
that they can electrocute you. After you're done, Murray will try to grapple
Jean Bison three times. You absolutely MUST hurry while doing this--Bison is a
fast climber and Murray needs to run from grapple to grapple. Try to aim as
accurately as you can.

In the log rolling event, stay on the barrels in the following order: middle,
left, middle, right, left, middle, left, right, left, right. Lastly, you must
throw your alarm clock near the judges so they hear it, come over to the cave,
and become knocked out so you can form a disguise.

810 - Brains Over Brawn (Sly, Bentley, & Murray)

Goals:
        - Defeat Jean-Bison
        - Stow aboard the battery

After everyone comes to, Sly will ask Bentley to crawl down the hole so he can
find a way for everyone else to escape. The problem is, Bentley will now have
to unexpectedly deal with Bison. Bentley will command Sly in the above room to
throw certain switches in order to help take out him. Triangle is for the saws,
square is for the flames, and O is for logs. It will take a long time for Bison
to be defeated, and towards the end he will throw dynamite at you. Take some
advantage over the fact that he will soon call his minions forward to help, who
you can use as health restorers.

Once Bison is defeated, run outside and rush over to the blimp. You only have a
certain amount of time to do this, so hurry up!

                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                   900 - Episode Eight: Anatomy For Disaster
                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

Enemies: Birds, Clock-La, Robots

Breakable Items: Fences, Tables, Chairs, Barrels, TNT, Boxes, Wind Propellers,
Cages, Boxes, Control Panels, Alarms

901 - Blimp HQ Recon (Sly)

Goals:
        - Break into the blimp HQ
        - Take needed recon photos
        - Pickpocket keys, hit switch
        - Reverse platforms' polarity

Climb up the nearby rope and paraglide to the blimp's wing. Then, climb up the
pipe and crawl into the vent. Now, take a picture of the electro-platform,
Clockwerk, the eggs, Arpeggio, and Neyla.

Now, you need to pickpocket four of the guards. After you hit the switch, jump
on all of the platforms to depolarize them. Overall, it's not too hard. Watch
the cutscene once you're done with this.

902 - Charged TNT Run (Sly)

Goals:
        - Get chargers to blow engine

First thing's first--get into the TNT barrel. Bentley has already pointed it
out to you, so that should be no problem. Remember, you can't jump out of it,
or the TNT will kill you.

Now Sly must travel to the first charger. It's not far from the barrel--only
about one area ahead. In order to obtain the second charger, continue around
the propellers and drop down to the bridge below. Yes, dropping down to another
area is perfectly okay.

The third charger is farther away. Run to one of the fire platforms with a
balloon above them and use the boost on either side to make it up there. Then,
you simply need to run the rest of the way. Be extra careful to avoid the
guards and searchlights.

Lastly, Sly must go to the engine room itself. Run to the opposite platform
from the last charger and time your run across the slow spinning wheel to make
it to the other side, where the engine is.

903 - Murray/Sly Tag Team (Sly & Murray)

Goals:
       - Destroy the power stations
       - Shutdown the engine room

First, you must obviously get into the room. In order to do that, Murray needs
to destroy five alarms and pry open the door. The alarms need to be hit 3 times
each with something that Murray can pick up. Hit it once, and the alarm will
sound, notifying other guards, so watch out for that. After you're done with
this, run to the door and pry it open for Sly.

In the first area, avoid the lasers carefully to make it on the other side.
With all the practice you've had with this previously it shouldn't be too much
of a problem. The next area is trickier. Time your jump onto the spinning wheel
just right to avoid taking damage. Sometimes you'll need to backtrack. The
vault is in here (the code is 7-2-5).

904 - Sly/Bentley Conspire (Sly & Bentley)

Goals:
        - Pickpocket the door keys
        - Disable the engine room

The first part of this mission is easy enough. Run around throughout the area
and relieve the guards of their keys. A few of them look as though you need to
distract them/create some noise so that you can take their key when they move
away, but I didn't need to do that for any of them.

Now we move over to Bentley. First, you must destroy all of the moving lights
in the immediate area. But be careful--if you don't shoot its counterpart after
the first, Bentley is as good as dead.

After that, you can go to the upper area. See the orange-ish spot on the floor?
Place a bomb next to each of them to destroy them. But be careful of the few
machines that come out from this and attack Bentley.

905 - Bentley/Murray Team Up (Bentley & Murray)

First it's time for a good old hacking job. Now I know what you're thinking--oh
no! Hacking has always been hard in the past, and since this is the very last
episode, it must be REALLY hard! Right? Wrong! Your hacking ship has been
equipped with a special type of weapon, which allows your missiles to ricochet
again and again off walls, making it (relatively) easy.

As for the part with Murray: first, lift up the heavy metal cylinder things.
Each time you finish with one, a bird will come out and run after you, so don't
forget to take care of that. Then, on the second level, you need to avoid the
electric machines and belly flop the cylinders that Murray had lifted previous
from here to be done.

906 - Mega-Jump Job (Sly)

Goals:
        - Get on top of all four towers

This is by far the most fun mission in the game. In order to reach the towers,
Bentley took the initiative to attach a special boost pack on the back of Sly
so that he can jump around.

There are four towers in all, and when Sly fixes all of them properly, they
will release a radio wave for Carmelita so that she can find the blimp from her
chopper successfully.

This really isn't too hard--and I advise that you make the most of this mission
and jump to all the places you had trouble getting to before. There is a bottle
on top of a center building that you can now get because of the extra boost.

907 - Carmelita's Gunner (Sly)

Goals:
        - Shoot down Clock-La

This is by far the hardest job you'll need to carry out. Clock-La is mad, and
now you must battle her...with Carmelita's help. There are several missiles
that she can release, all of which can be positively deadly:

Yellow missiles: One hit kill with your gun. Easy to target.
Red missiles: Pack more of a punch. Hit it three times to destroy it.
Electric Rings: Shoot it once to make the electricity move to its outer border.
Hypnosis missiles: The worst of all. Repeatedly hit Clock-La to avoid it.

Take out everything as quickly as possible. You can only get hit a precious few
times. Unless you're a magnificent player, this will take a few tries.

908 - Showdown With Clock-La (Sly, Bentley, & Murray)

Goals:
        - Catch up to Clock-La
        - Destroy Clock-La

You may have noticed when you were shooting that Clock-La's health didn't empty
completely. Well, now's your chance. First thing's first though--catching up to
her. Use Sly's paraglide to make it from object to object. Be quick about it,
as they tend to move around.

Once you land on her, begin going to town on her head. Whack each of her eyes
repeatedly until they both bust. Be careful though, because she will defend
herself by shooting her hypnosis waves at you. You may wait behind her head if
you wish, so the attack will go elsewhere.

When Clock-La falls to the ground, you're nearly done. As Murray, run past the
lasers and open her head up. Then, have Bentley run over next to him so he can
bomb the head in order to take the hate chip. After that, enjoy the ending!

                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                          060 - Clue Bottle Locations
                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

061 - Episode One

#1: From the starting point, jump on the three hanging lights. Go left on the
rooftop. Jump on the antenna and up again for the bottle.

#2: While still on the roof, go across the wider bridge to the next building.
At the other end, find the clue on the small bridge.

#3: Go back to the building where you found Clue #2 and go across the other
bridge. Jump down to the boats and pick up the bottle.

#4: Head back up the building and run across the smaller bridge this time.
This building should have a hotel sign. There is a clue at the other side, on
the bridge connecting to the next building.

#5: Continue on to the next building with the purple center. The bottle is on
the very top of the structure.

#6: Look down the same building to see the boats. Jump down the ledge to get
the bottle in the middle.

#7: Climb again to the same building with the purple and walk across the wide
bridge to see it there.

#8: On the roof with the huge clock, climb up the nearby pipe. The next clue
will be on the end of a thin bridge.

#9: Go behind the tower with the clock to see a bottle there on the roof and
before the bridge.

#10: By the clock, you will see an area with chairs and tables. Underneath it
and on the main street is a clue.

#11: Go back on the building with the clock, up the pipe, and across the
bridge. On the other side of that building is a bottle down below.

#12: On the building you were just on, walk across the string of lights. A
clue is down by the chairs and tables.

#13: By the potted plant from the area where you just got the last clue, a
bottle will be on the nearby bridge.

#14: Continue down the bridge and head straight to a building with a reddish
roof. Cross the rope with lights and get the blue by the door.

#15: Below the potted plant next to you, you should see a yellow ledge. Walk
carefully across the blue sparkly edge to get it.

#16: Now start from the Safe House again, on the roof. Walk across the rope
and jump down to the boats. The clue is by the table.

#17: Head up on the roof of where that rope lead you to. Keep going right with
the Safe House behind you, and a bottle will eventually be found.

#18: Keep going across that roof and walk down the rope with lights. At the
other side of that building, you will see a clue on the rail next to the door.
Double jump to get it.

#19: Go back on the building that you had just walked from on the rope. The
bridge nearby will have a clue on it.

#20: On the other side of that bridge, there are balconies for windows on the
left side. The third one has a bottle.

#21: Up ahead you should see the Sly head icon. Don't walk into it just yet.
From the icon, jump up the red car to the building and the clue can bee seen on
the other side, down in the grass.

#22: Go to the nearby area where the chairs and tables are. To the left, stand
on the table and double jump to the rope. Get the clue on the ledge.

#23: Walk down the other side of the rope across the area to find the next
clue on the balcony's ledge.

#24: From where you found #22, there is a path down on the ground that leads
you further on. Find the bottle on the boat.

#25: Walk up the steps to an area with stereos. Hop on the first two stereos
you see and then again on the lights to walk across the rope for the clue on
top of the fountain.

#26: From that bottle, go left and double jump on top of the set of lights with
the clue there.

#27: Go back on the circle and to the other rope across from where you are for
the bottle on the ledge.

#28: Walk across the last rope and onto the lights there. Double jump up to the
balcony for this clue.

#29: Go back to the place with the chairs and tables. Head up to the rope and
travel across the ledge on the right for a bottle.

#30: Go to the Safe House once more and down to the area where the boats are.
Head right, and there should be a clue next to the bigger boat.

062 - Episode Two

#1: From the Safe House, go right until you see the broken up bridge. Move
down it for a bottle.

#2: Continue down the bridge and walk across the rope placed there. The ground
has a clue under the waterfall.

#3: Now go left from the Safe house. To the right of the river is the bottle.
Jump on the spikes to get to it.

#4: Once you have that clue, walk across the ledge carefully to the right to
see this bottle at the end.

#5: Go back to the Safe House, and this time to the left of the river. After
you jump across the spikes, find the clue on the other side of the tree.

#6: Continue up the spikes that are in front of you. The bottle is on the small
patch of land ahead.

#7: Jump onto the wall to your right. On this wall, there are things that look
like speaks sticking out. On the left of your view is a bottle on one of them.

#8: From that clue, hop onto the nearby orange-light thing that's to the right
and onto the next building. Jump on the center structure and then again to the
left column for the bottle on the other side.

#9: Hop down to the building to your left now. On the other side of this
building is a rope that connects columns. Walk across to find the clue.

#10: Here the rope forks into two different sections. Take the one that's to
the right. once on the building, there is a clue to the right of the machine.

#11: Again, look to the right and climb up another rope. Eventually you will
find another clue on the roof of the building.

#12: Now go back down the rope to the previous building. This time, take the
rope on the left side. Jump down on the other side of this building for a clue.

#13: You should see a bridge nearby. Run across it and hook onto the vine on
the right poll. The bottle is on the ground up from the wires.

#14: Run up and jump on the first purple hanging roof that you see. Move left
on that building and jump on the vine hanging there. Run down it for the
bottle to the left.

#15: Go onto the same vine, but run up it this time for a bottle on the other
side of the tower.

#16: From the tower, jump down to the building on the left. Double jump at the
end of it for the clue hanging on the ledge.

#17: Now run to the building that is connected with this one. A bottle is on
its balcony, under the rope.

#18: There is another clue on this same building. It's on the balcony, on the
opposite side of the previous one.

#19: Back on the building, jump on the vine that points closest to the Safe
House. Walk across for the bottle.

#20: Run to the other building that is also connected to it (facing the Safe
House, it's to your left). The bottle is on the other side of the column.

#21: Walk back across the bridge to the mainland. Jump onto the first purple
hanging roof that you see to the walkway with arches. Run down it and find the
clue to the left.

#22: Head to the fountain. Walk over to where Rajan's palace appears to be,
next to the spinning barrel. Run across the bridge. You should see a bottle on
the balcony to the right. Jump up there and grab it.

#23: Go on top of the building that the elephant encircles. Jump on the vine
and notice a clue bottle on one of the columns.

#24: Jump onto the small spike that is directly across from the last clue on
the other side of the building. Go on the branch. If you double jump just
right, you will end up on the arch with the clue on the other side.

#25: Press L3 to go by the Sly icon. Left and near the water at the edge of a
tree is a bottle.

#26: Go into the street hallway near the fire. A clue should be immediately
inside that place.

#27: Continue down the hallway and make a left turn for the second clue inside
the street.

#28: Go back to the fire. This time, go left from where the hall is near the
water for a secret back way. After walking on a ledge, you will see the bottle.

#29: Continue down the vine. Switch to another one and go down for the clue on
a balcony.

#30: Go up the vine again and grab the other bottle that is up and one down
from the balcony.

063 - Episode Three

#1: From the starting point, jump down to the right, then down again so you're
at the lowest part of the ground. You should see a nearby hut that has a clue
under its overhang.

#2: Next to the overhang are spears sticking out of the water. A bottle will be
on one of them.

#3: Go up the bridge that you should see nearby with the river. Run to the left
and climb up the vines there. Once on top, run over and hop on the mushroom to
find this clue.

#4: Continue down the road until you come to the wobbly building. A battle is
on its left side, so look there.

#5: Shortly after, you should come to a large container burning fire. Climb up
its vine and reach the clue next to it.

#6: Now, go past the truck and past the fire pedestal. Go down to the lower
level by the nearby bridge below the water. A clue will be to the left, behind
the spinning cog.

#7: Climb up the nearby vine. To you left is a wooden spear that extends out
from the wall. Jump across to the other one for a clue.

#8: Continue up the steps until you get to the mushroom. Jump on it and go up
the vine, then jump on the upper vine. Climb up it and run to the other side of
the ledge for a bottle.

#9: Look down below to the bottle on top of the arch. If you time your jump
just right, you can break it with your cane.

#10: Run past the cogs and to the pool of water. Hop onto the above ledge with
the large tree root. Run ahead and below should be a balcony with a clue.

#11: Inch back over with the ledge to the right. Walk around the fire burner to
its other side and jump onto the structure for a bottle.

#12: Below the bridge is a vine that is growing. Take the vine that leads down
for a bottle.

#13: Walk past the lilies and jump onto the mushroom. Run down the path to find
a bottle by the door.

#14: Go to the other side of the tusk and walk down the broken up bridge until
you come to a vine that leads down below. Climb down for a clue on the opposite
vine there.

#15: Climb back up and continue down the bridge. Again, you should come to a
vine. Walk across it for another bottle.

#16: Continue down the bridge. To the right, use the stones provided to double
jump up to the ledge to get the clue.

#17: Now go by the waterfall. Jump down left. You should notice by the river
that there is a branch floating in it. Further ahead is the clue.

#18: Press L3 and run to Sly's icon. Just past that is a truck with a bottle on
top of it.

#19: Move back to the waterfall at the lowest ground. A bottle is directly
beside the water.

#20: Go back to the truck. behind it is a tree. On the other side of this tree
is a bottle there.

#21: Past the truck is an elephant pushing a lever. Crawl up the vine on the
nearby walls and run across. A clue is on a chopped stump of a tree.

#22: Climb up the next vine to the unstable structure. Hook onto a vine to the
left, and another that will take you up a high building. When you get to
another half-tree stump, climb down to see a clue next to the roots.

#23: Now climb back up the vine and continue sliding down. Time your jump right
to come on top of the alligator's head for a clue.

#24: Continue down the vine. Eventually, you will come to the end of it, with a
clue at the other side of an arch.

#25: Go back to the truck. On the other side of the bridge, there is a vine
next to it that leads to a high tower. Once you're on top, take the vine that
is the closest to the Safe House for a clue.

#26: Slide back to the tower. Take the opposite vine for another bottle on the
half-tree stump.

#27: Run down the vine that sort of overhands the truck for yet another clue at
the other end of it.

#28: This time, continue on to the next vine near the truck. A bottle should be
a ledge down, on a mushroom.

#29: Jump on the mushroom and make your way past more vines. Then, rush down to
the lower ledge with a glowing treasure for a bottle.

#30: Nearby is an arch with a clue on it. Time your jump right and the bottle
will be yours to keep.

064 - Episode Four

#1: Directly on top of the Safe House. To get it, climb up the nearby
streetlight. After on that building, jump from the chimney to the train's wire
for a clue on the left.

#2: Jump on the roof of the house that has a computer under it. Cross to the
other side with the batwire, jump on the cobweb, and the bottle will be on the
ledge of that roof.

#3: Fall onto the next building via the nearby hook. Climb up the pipe. A clue
is up on the roof here.

#4: Go back down the pipe. To the right is some batwire. The clue is on the
second bat.

#5: Turn around to the building you were just on. Now move to the next roof
with the hook hanging. By the red electrical machine, hop up the long wire for
the clue on it.

#6: Head back down and go to your left up the stairs. Jump onto the nearby
wagon and find the clue to your right.

#7: Go down. You should see a bottle to the side of this building on top of the
cobweb there.

#8: Run to the 'Disguise Bridge' icon. A bottle is between the bridge's support
beams close by.

#9: There should be a boat and deck further over. A bottle is on the floating
branch in the river.

#10: Go the other way so you're at the other side of the bridge. Climb up the
first pole that you see, and then again to the next one for a clue.

#11: Climb to the top of the house. You should notice some batwire to the side
of it. A clue is there.

#12: From this roof, walk up the wire ahead. Run down this area above the rails
and eventually you'll come to a bottle.

#13: Continue down. A bottle will be to the side on a smaller frame above the
tracks to the right.

#14: At the very end, until you come to more buildings, will be a bottle to the
high left, on a ledge.

#15: By this clue, you should see a hole that leads to another area. A clue is
on top of the fence, to the left.

#16: Jump onto the cobweb to be on the upper level. Jump down below on the
other side of the fall for a clue on a ledge.

#17: Swing from hook to hook. Run along the wire here for a bottle resting on
it from above.

#18: Go back to where you were from the previous clue and crawl inside the hole
there. A bottle is on top of the very large gate to the right. Hop onto the
streetlight to get it.

#19: Jump onto the center house's roof top. Run along the roof that is below
the above deck. On the other side should be a bottle, where the bird is walking
around under.

#20: Go to the adjacent building with the broad roof. Once on top, climb the
pole to the side of the roof for a bottle on the top of it.

#21: Climb back down the building. A clue is in one cell connected to it, on
one side with fences.

#22: Go back on the building and climb this fence now. You will see the bottle
here on this fence eventually.

#23: Back on the same building, you should run up the window ledge and onto the
searchlight with a clue on top.

#24: Run left. Eventually, you should come to a pipe on the side that heads up
to a roof with a clue on top.

#25: Further up you should encounter a hanging hook. Connect with it and land
on the top of the pipe for a bottle.

#26: Go back and continue. Eventually you should see another bottle on a roof--
climb up the pole near the next building and hop on its roof. Climb across the
wire to find it there.

#27: Continue down. You should see a bottle at the edge of the wall on the
other side, next to the haunted house.

#28: Go along the wall some more. A clue is again by the haunted house. You
should see it along the ledge there.

#29: Back at the Safe House, go left and on top of the red electrical machine.
A clue is sitting there on the wire.

#30: The last clue should be closer to the Safe House now. It is on the top of
the frame for the tracks. Keep running down until you see it balanced up there.
Don't forget to press L3 to see where the vault is. The code is 2-4-8.

065 - Episode Five

#1: On the building with the Sly icon, there should be a hook nearby. Swing
over to obtain the clue on the next roof.

#2: There is a structure in the middle of the square with two lions on either
side. Ride one of the tanks to jump up there.

#3: Climb on top of the building that has the French flag on it, aka Neyla's
headquarters. On the side with the hooks, you should see a clue on the next
roof. Climb up the right streetlight to get it.

#4: Continue down that roof. Hop onto the next building. You should see a clue
on the other side of the bridge that connects the roof.

#5: To the very right you should see a passageway, where a tank will sometimes
go through. A bottle is there.

#6: Go past the building where the first clue was and across the bridge to the
next area. A bottle is on the building to the furthest most right.

#7: Jump on the middle building, hop across the batwire, and hook over to the
electrical wire for a bottle on it.

#8: After you're done sliding down the electrical wire, you should see another
bottle, slightly to the right.

#9: Continue going right and across a wood pathway that leads down. A clue is
at the end of this pathway.

#10: Climb up the nearby streetlight to the left. Hop on the roof next to it
for a bottle there.

#11: Go back on the ground and continue on. Run down the dock that you should
see to your right for a clue at the end.

#12: Climb up the nearby pipe. You should find a bottle to your right here, on
top of the hanging cage.

#13: Continue down the street to the right. Take a right into the graveyard,
where you'll find a clue behind on of the graves.

#14: Up ahead you should see a dock. A bottle is resting on the middle pier,
further down under the overhang.

#15: Take the boat so that you end up on the other side of the water. Crawl
under a hole in the wall there so you can have a bottle.

#16: Run across the bridge with the two searchlights. Go right and climb up the
roof that is next to the truck. Connect with the hook and take the pipe for a
clue that will be there.

#17: Climb up the next pipe on the other side of the ledges. A bottle is on the
ledge, to the right.

#18: Take the next pipe up. It's the same thing here--towards the end of the
ledge and past the statues is a bottle.

#19: Jump down again to your left (land on the bridge). To the right of the
building with the barrels is a clue on its right ledge down below.

#20: From here, go down the other pipe to the side for a bottle resting on this
ledge as well.

#21: Take the pipe up again and run across the next bridge. Slowly make your
way up this tall building until you see a clue on the other side.

#22: Go back to the bridge that you were just on. Look down to your right, and
you should see a clue on a roof. Fall to it.

#23: Another bottle is slightly further below this roof--it's up ahead, on the
very tip. You should see it.

#24: Make your way up and back to the same bridge. This time, fall from the
middle of it to see the clue.

#25: This time, go to the right (Still on the same building). A bottle is here,
on the roof opposite to where you were.

#26: Return to the building you were just on and climb the pipe to go higher.
Run down the left bridge for a clue by the searchlight.

#27: Go back and run up the right bridge this time. Jump on the spike that is
on the lean, middle building to get to this bottle.

#28: Continue right. Run up the inner left bridge and jump on the small roof
there for a bottle on the other side.

#29: Keep going right with the bridges. Eventually, you should come to a clue
that is on top of the wood that suspends a hook.

#30: Back at the Safe House, go to the right electrical wire this time. Another
bottle should be on there once you slide down.

066 - Episode Six

#1: To the right side of the Safe House, when you first come out of it (on top
of a pillar here).

#2: Walk across the nearby ice platforms down below and to the docked boat. A
bottle is on the very top of it.

#3: Go back to the Safe House's door. Walk past the bridge with the wharf sign
and climb up the docked boat for a clue.

#4: Run over to the right boat this time, on the other side of the wharf. The
bottle is on the very top of it.

#5: Head back to the sign that you had just passed. Climb on top of it for a
bottle to one side.

#6: Now, walk down the wire and up the roof of the Safe House. A clue will be
hanging out on its chimney.

#7: Run down the rope that connects the Safe House to the next roof. Hop over
to the roof on the right for a clue on the other side.

#8: Go back to the roof that you were just on before. Jump to the roof on the
left side this time. Climb to the highest point of it and up the top flagpole.
A bottle will be there.

#9: Keep moving to the other side of this roof. A clue should be here behind
the stack of chimneys.

#10: Go back to the flagpole. Walk across the rope here that stretches to the
north building. A clue is on the sign there.

#11: Now that you're on this building, you should go back on this roof. On the
other side of it is a bottle.

#12: Run down the next rope that connects that building to a smaller one.
Another clue is on the roof here.

#13: Walk back to the roof that you were just on previously. You should see
some telephone wire that you can run down on. Eventually, you will come to a
bottle resting on the wire.

#14: At the very end of the telephone wire, hop down and walk across to the
other side of the closest railroad tracks. Below, you should see blocks of ice.
A clue is sitting on one of them.

#15: Run across the field of traps and go on top of the roof of the cabin.
Further ahead, you should see platforms from the mountain. A clue is there.

#16: Go back on the roof of the cabin. Walk across the rope there until you can
see a bottle next to the train tracks.

#17: Run back to the cabin and down to where the van is driving. Off to the
side are sine platforms in the mountain. A clue is there.

#18: Climb to the top. You should be right next to a railroad track. Move up it
for a clue to the side.

#19: Underneath the nearby cabin is a ridge. Walk past the falling icicles for
a bottle on one of the platforms.

#20: Continue up the platforms. Once you reach the top platform sticking out of
the mountain, a clue will be on it.

#21: Hop down to where the Sly icon is in your Binoc-u-com. You should see a
bear walking around--with the cave near. Go inside for a clue.

#22: Another clue in this cave is not too much farther ahead. Watch out for the
bear that walks around in here.

#23: Again, a third clue should be in this place. It's on the other side of the
cave from the other two bottles.

#24: Go back outside again to where you just were. The cave should be near some
tracks. Walk down the tracks for a clue.

#25: Walk back to the cave and across the bridge to the right. Move down the
tracks here until you come to a bottle on them.

#26: Continue up the tracks. You should come to a cabin. A clue is over here,
sort of hiding behind the tree.

#27: Towards the end of the fence here, you should see platforms sticking out
of the mountain. A bottle is at the end of them.

#28: Hop down so that you're on the main ground. A clue is on top of the rock
in the river nearby the last clue.

#29: Another clue is almost directly under the cabin that you were just by.
It's on a raised platform next to the trees.

#30: Go on the train tracks that are above you. A bottle is placed on them a
little further from the cabin.

067 - Episode Seven

#1: Go right from the Safe House. Past the traps, up the small hill, and past
the singular outhouse is one bottle.

#2: Run across the nearby telephone wire that is to the left of where you found
the last clue. A bottle is on this wire.

#3: Go back to where you found the first clue and hop down to where the three
outhouses stand. Run past the truck with logs for a clue in the cavern.

#4: Hop up the next truck, where the logs are being sliced. A clue is on top of
the telephone wire directly above.

#5: Continue down the wire. At the end of it, you should see a bottle next to
the spinning wheels.

#6: Swing across with the hook ahead and land on the large roof. Move to the
other end and hop on the large icicle. Go left for a clue that you eventually
will see on the side of a roof.

#7: Go back on the icicles and to the roof on the building that you were just
on with the saws. To the right side is a ledge with a clue.

#8: Jump up the same roof again and hop down the other side. Walk across the
thin ledge for a bottle.

#9: To the left, you should see a tree. Hop down there for a bottle that is
right beside it.

#10: Next to the tree is another cabin. The cabin should have a clue that is on
the tip of its roof.

#11: Hop on its chimney and look below, by the Safe House. A bottle is next to
the traps on the lower level.

#12: Run back to where you first saw the logs being chopped. Hop down below the
bridge that carries them. A clue is next to the door.

#13: Go back to the Safe House. This time, go the other way, down to the other
ships that are docked. Keep going that way until you see a hook below a cabin
that leads to a bottle.

#14: Jump up to the nearby roof. Hop on top of the saws and glide to the bottle
that is near Sly's icon.

#15: Back on the saws you were just on, you should see a clue sitting on the
bridge that the logs travel on.

#16: Go back on the roof and travel down the wire that's connected to it. You
will eventually find a clue on this wire.

#17: Walk to the end of the wire so that you're on the roof of another building
and look for the clue that is next to the wheel.

#18: Jump down to the shoreline to the left. A small guard is in front of a
clue when you walk further down.

#19: Walk up the pier and across the ice. Eventually you should see a bottle
next to an outhouse by the huge building.

#20: To the side of the huge building is a sheet of ice that you can climb up
with your cane. Go past the icicles and hop up to the roof. Climb up the pipe
for a clue on the very top of the pole.

#21: Hop down to the ground and continue across the ice and logs. Eventually
you will come to another outhouse with a clue by it.

#22: Take the climbing hooks up. You should see a building, and to the right
side of it is a bottle.

#23: Jump to the top of the building now. Walk on the bridge that carries the
logs down for a clue at the end.

#24: Paraglide to the tower with the ice sheet so you can climb it. Now, glide
down to the nearby stack of logs for a clue.

#25: Run to the building ahead with the giant buffalo head on it. A bottle is
resting to its left side.

#26: Hop to the next building in front of you. By the massive wheel, you should
see a clue resting on its axel.

#27: Connected to the building is a wire. Run down it for a clue on top of the
only telephone pole.

#28: From where you are resting, you should see a small cabin directly in front
of you. A clue is on its roof.

#29: Not to far from this cabin is a bear wandering around. A bottle is in the
center of the area that it circles.

#30: Go back in the direction of the Safe House, but a little to the right. A
center platform will have a tree, and next to it, a bottle.

068 - Episode Eight

#1: Once you're outside the Safe House, jump down. Then jump down again so you
are on the lowest level for a clue to the left.

#2 Go back to the Safe House's entrance again. This time, you should see a blue
aura directly above the door. Climb up that rope for a bottle at the top.

#3: Run down the left of the rope. A bottle will be resting on top of the end
platform that is sticking out slightly.

#4: Up ahead is a gigantic flag. Paraglide to it and land on the small, metal
blimp...thing. A clue is on the wire connecting to it.

#5: Continue on to the platform with the fire in the middle. Climb up the rope
that is nearby and switch to another so that Sly is on the top for a clue.

#6: Now go to the metal blimp that is on the other side of the area, faintly
close to the Safe House. A clue is by its propeller.

#7: Climb up the nearby flagpole. The bottle will be resting at the very top,
next to the flag that is here.

#8: Paraglide to the closest platform with a fire. A clue is below, resting on
the mechanism that normally boosts you up.

#9: Paraglide to the central platform up ahead, where a bottle is on the roof
of this area. To the best of my knowledge, this can only be obtained with the
Feral Bounce move or the booster pack from the Mega-Jump Job mission.

#10: Jump back down to the central pathway. To your left, there should be a
wire sticking out. A clue is resting on the one adjacent to it.

#11: Another wire up ahead, exactly like that one, will also have a bottle that
is resting on its end.

#12: Now jump down to the lower, but not the lowest, walkway, which is under
the building that you used Feral Pounce on. Run down for a bottle next to a
small propeller to the side.

#13: Continue down this walkway for a bottle that is next to a wind device that
you can climb underneath.

#14: another bottle is further down on a short, dead-end pathway that connects
with the current path that you are on.

#15: Now go down to the lowest level, where the base of the huge propellers can
be found. A clue is on one side of this base.

#16: You should see two wires that intersect (away from the direction of the
Safe House). A clue is on them.

#17: To the right are lasers that move. Hop onto the wire they burn and connect
with the hooks ahead. Keep doing this until you see the bottle on the wire.

#18: Proceed to the pathway, where the searchlights move. A clue is right next
to the nearby ladder here (don't go up it just yet).

#19: Head right, go past the area will all the barrels, and find a bottle that
is on the left side of the boxes in the next area.

#20: Continue past that area. Now, you should see a bottle in the very center
of a propeller, with light bulbs on all sides.

#21: By the nearby searchlights will be a wire sticking out. There is a bottle
resting on the very end of it.

#22: Climb up the pole that's near this wire and hop onto the ledge of the huge
moving wheel. Run down it, in the direction that points to the Safe House, and
run to the opposite side of the left building for a clue by the ladder.

#23: On the other side of this building is a flagpole. On the very top of it is
a bottle resting there.

#24: There is a building opposite to this one that is directly on the other
side. Go to it. You should find a bottle on the lampwire here.

#25: Now, run up the gigantic moving wheel. On this higher area, there is a
clue on top of a bridge connecting the two nearby platforms.

#26: Climb up the rope at the far end of the second building connected to the
bridge and paraglide to the clue on the glass.

#27: Run right on the glass. A bottle will be on the hinge part of it, right
before the flapping, torn wings.

#28: Move across the wings. A clue is on the other side of these, resting on
the other hinge in this area.

#29: Run across the glass here. Travel down the rope that connects it to find a
clue on top of the archway here.

#30: You should see Sly's icon on a nearby platform. Directly underneath his
icon is the final clue.

                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                            070 - Ultimate Thieving
                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

071 - Valuable Items

Episode One

Name: Crystal Chalice
Time: None
Price: 153
Location: At the entrance leading into the club (aka Disco Demolitions)

Name: Gold Painting
Time: None
Price: 232
Location: Dimitri's office (Breaking And Entering)

Name: Ivory Jewel Box
Time: None
Price: 205
Location: On top of the balcony near the fountain.

Name: Jade Vase
Time: None
Price: 246
Location: Atop a balcony next to the window for Dimitri's office

Episode Two

Name: Ming Vase
Time: None
Price: 249
Location: Down below the area from the Steal A Tuxedo mission

Name: Ancestral Kite
Time: None
Price: 307
Location: On the left balconies from the water pipe of Boardroom Brawl

Name: Burial Urn
Time: O:40
Price: 354
Location: Across the bridge that is to the right of the Safe House

Episode Three

Name: Crystal Flask
Time: None
Price: 352
Location: To the right of Rajan's office

Name: Golden Scroll Case
Time: 1:10
Price: 402
Location: The wall left of the elephant tusks

Name: Gilded Scepter
Time: 1:30
Price: 447
Location: The wall left of the elephant tusks

Episode Four

Name: Ceremonial Lantern
Time: None
Price: 451
Location: Next to the center lightning tower in the middle area

Name: Crystal Ball
Time: 1:30
Price: 504
Location: Inside one cell in the center area

Name: Golden Orb
Time: 1:40
Price: 553
Location: By the water tower...er, attack robot

Episode Five

Name: Crystal Vase
Time: None
Price: 546
Location: On the other side of the gate leading to the castle

Name: Royal Tiara
Time: 1:15
Price: 601
Location: In a small grave yard that is further from the larger one

Name: Jeweled Crown
Time: 0:50
Price: 652
Location: Under a bridge in the upper towers

Episode Six

Name: Crystal Bell
Time: None
Price: 605
Location: On the highest point, next to the satellite

Name: Alabaster Chalice
Time: 0:45
Price: 654
Location: Next to the cabin with all the bear traps

Name: Golden Plate
Time: 0:45
Price: 704
Location: Inside the bear's cave

Episode Seven

Name: Jade Decanter
Time: None
Price: 647
Location: Right next to Jean Bison's cabin

Name: Collectible Plate
Time: 0:45
Price: 701
Location: On the side of a cabin across the river

Name: Jeweled Chalice
Time: 0:40
Price: 748
Location: On the top of the lighthouse

Episode Eight

Name: Golden Vase
Time: 1:00
Price: 726
Location: At the furthest bottom area, next to the boxes

Name: Jeweled Egg
Time: 1:20
Price: 752
Location: Against a wall to the upper area of the right spinning wheel

Name: Golden Headdress
Time: 1:20
Price: 803
Name: On the left side of the upper building from the left spinning wheel

072 - Pickpocket Objects

-------------------------------------------------------------------------------
Bronze Comb (11)          Silver Comb (19)          Gold Comb (27)
-------------------------------------------------------------------------------
Bronze Ring (17)          Silver Ring (40)          Gold Ring (60)
-------------------------------------------------------------------------------
Bronze Watch (14)         Silver Watch (31)         Gold Watch (44)
-------------------------------------------------------------------------------
Bronze Pen (22)           Silver Pen (49)           Gold Pen (71)
-------------------------------------------------------------------------------
Bronze Medal (29)         Silver Medal (54)         Gold Medal (84)
-------------------------------------------------------------------------------
Bronze Pocket Watch (32)  Silver Pocket Watch (62)  Gold Pocket Watch (97)
-------------------------------------------------------------------------------
Small Nugget (41)         Medium Nugget (79)        Large Gold Bar (120)
-------------------------------------------------------------------------------
Topaz (39)                Sapphire (81)             Ruby (122)
-------------------------------------------------------------------------------
Small Diamond (45)        Medium Diamond (91)       Large Diamond (137)
-------------------------------------------------------------------------------
Small Necklace (42)       Medium Necklace (84)      Large Necklace (127)
-------------------------------------------------------------------------------

073 - Extra Thief Abilities

Name: Knockout Dive
Character: Sly
Description: Leap at enemies, leaving them stunned on the ground.
How to get: Open the vault in Episode 1
My review: This ability is one of those types where you either like it or you
don't. I can see how it has its uses, but I believe that there are better ways
and better methods to takes out your enemies than this one. Plus, it steals a
sizable chunk out of the ability meter. Not bad in the beginning, though.
My rating: 3/10

Name: Insanity Strike
Character: Sly
Description: Confuse your enemies into attacking each other with a tap from
your cane.
How to get: Open the vault in Episode 2
My review: I found this to be absolutely essential during some fights. A quick
tap of Sly's cane, a hit to an enemy, and...presto! The enemy is now on your
side. From there on after, the thing that you hit will now start attacking your
enemies for you. Very handy in tight situations, and besides, it's quick to use
during heavy combat.
My rating: 10/10

Name: Voltage Attack
Character: Sly
Description: Electrify your cane...shocking!
How to get: Open the vault in Episode 3
My review: A very nice ability as well. For such a nice move it sure doesn't
take much away from your meter. Tap the ground once with your cane, and run up
to an enemy. Whether that enemy sees you or not doesn't matter. When Sly hits
the enemy, it will disappear instantly. On the downside, a surprise attack has
the same capabilities, except for the fact that it can't be used when spotted.
My rating: 8/10

Name: Long Toss
Character: Sly & Bentley
Description: Throw things further with Sly and Bentley.
How to get: Open the vault in Episode 4
My review: Basically, all this does is allow Sly or Bentley to throw stuff at a
farther distance. I guess that's a pretty handy thing to have, right? Still
though, it's nothing special, especially since it came from a vault...
My rating: 6/10

Name: Rage Bomb
Character: Sly
Description: Confuse all enemies in the area into attacking each other.
How to get: Open the vault in Episode 5
My review: This ability is an extension to Sly's Insanity Strike move. Aim and
toss a bomb that will detonate after a second or two and will the confuse any
guards that it came in contact with. This move has its ups and downs: on the
one hand, it's a plus that it can hit multiple enemies at once, but for the
downside, you need to take the time to aim and wait for it to go off. Also, the
enemies need to stay within the blast radius long enough. Usually, they don't
like to stay in one place for too long, and consequently, you can only manage
to hit one guard out of many, which is what Insanity Strike does anyways to the
guards. I prefer Insanity Strike, although this is good as well.
My rating: 7/10

Name: Music Box
Character: Sly
Description: Attract enemies, then <yawn> watch them nod off.
How to get: Open the vault in Episode 6
My review: This is a very nice ability, when used effectively. Still, there's
not a whole bunch of scenarios where this would really come in handy. It's good
that the guards in this one fall asleep. If you prefer it, then use it.
My rating: 7/10

Name: Lightning Spin
Character: Sly
Description: Spin to create an intense electric field...ouch!
How to get: Open the vault in Episode 7
My review: An extension to Sly's Lightning Strike ability. This move is pretty
handy in tight situations. Now, you can hit multiple enemies at once instead of
just one (provided that they are in the same vicinity). The only downside with
this move is that it drains a lot from your ability meter.
My rating: 9/10

Name: Shadow Power
Character: Sly
Description: Move without being seen.
How to get: Open the vault in Episode 8
My review: Despite all the hype it must get for being in the last episode's
vault, it's fun to play around with, but that's about all. You can't attack
while in this mode, you can't jump or run, and it also drains the meter quickly
when you use it. The only practical use it has is sneaking around guards, but
there are plenty of other ways to do that. And since you receive this in the
last episode, you can't try it for many hard missions.
My rating: 4/10

Name: TOM
Character: Sly
Description: Let TOM do his thing and grab the guard's attention...allowing you
to slip on by unnoticed.
How to get: Press start, then left, left, down, right, left, right
My review: On of the two unlockable abilities. Really, the alarm clock does the
exact same thing that this gadget is built to do (distract the guards by noise)
so it's kind of repetitive. Does TOM stand for something, or is it named after
someone that I don't know...?
My rating: 7/10

Name: Time Rush
Character: Sly
Description: Live the fast life while you speed up the clock
How to get: Press start, then down, down up, down, right, left
My review: I don't really understand the point of this ability. You speed up
time, for both you and your enemies. What good is that? Unless this comes in
handy when you're racing a clock or something, which I have yet to confirm.
Overall, I see no real use, except that it 'looks neat.'
My rating: 2/10

Name: Smoke Bomb
Character: Sly
Description: Obscure the vision of your enemies for a hasty getaway.
How to get: Pay 300 at ThiefNet
My review: A nice item in the beginning, but that's all it is. I can think of
better, more effective things to use or do than this. And besides, not only
does it last for a pretty short period, but it takes a good deal away from your
meter. Still, if you find it useful, then by all means use it.
My rating: 4/10

Name: Combat Dodge
Character: Sly
Description: Sidestep enemies in combat.
How to get: Pay 600 at ThiefNet
My review: This is another one of those abilities where you either like it or
you don't. I personally found no long-lasting use for it, but then again, I
wasn't terribly good with using it. This ability can be pretty effective for a
battle, although sometimes there's an object in your way, which renders this
move useless for Sly.
My rating: 6/10

Name: Stealth Slide
Character: Sly
Description: Roll through the level...silently!
How to get: Pay 650 at ThiefNet
My review: Basically this is Sly's ability to run, minus the noise. A serious
con is that Sly can't go upstairs while using this move. Since it's something
similar to rollerskates, he won't be able to travel very far while going up
hill. It has one good use: travel fast, silently. That's all. I'd rather take
my chances with running and save up my meter.
My rating: 3/10

Name: Silent Obliteration
Character: Sly
Description: Finish off juggled enemies without attracting attention.
How to get: Pay 1300 at ThiefNet
My review: This move, for what it's worth, is very useful. No longer will you
need to worry about other guards while you surprise attack an enemy. It can be
considered half of what lightning strike does. Best of all, it doesn't empty
any of your ability meter. Very handy indeed.
My rating: 10/10

Name: Thief Reflexes
Character: Sly
Description: Slow down time to a crawl.
How to get: Pay 1600 at ThiefNet
My review: This is one cool ability. It has no good use, except for the fact
that you can see an enemy's attack coming. An added plus is that it drains away
from the meter very slowly. Most importantly though, you can just go out and
have lots of fun watching it.
My rating: 8/10

Name: Feral Pounce
Character: Sly
Description: Jump over vast distances.
How to get: Pay 1900 at ThiefNet
My review: A perfect upgrading move. Not only does this allow you the ability
to reach the last bottle in the eighth episode whenever, but it won't drain
anything in your meter. This move has several uses, and makes for a very nice
shortcut. Unfortunately, you can't put it to real good use, since you receive
it during the very last episode.
My rating: 10/10

Name: Paraglider
Character: Sly
Description: Fly through the air with this quick-deploy paraglider.
How to get: Pay 600 at ThiefNet (this is a mandatory ability in Episode 5)
My review: What can I say? You MUST buy it in order to complete the game, so it
has to have some uses, right? And indeed it does. Perfect for a great variety
of occasions, the paraglider and Sly will become inseparatable.
My rating: 10/10

Name: Alarm Clock
Character: Sly
Description: Confuse your enemies with this distracting alarm clock.
How to get: Pay 600 at ThiefNet (this is a mandatory ability in Episode 7)
My review: As stated earlier, this ability is exactly like the TOM gadget. I
don't think it's particularly handy, as there are better, more effective ways
to avoid enemies, and it can even backfire on you. Still, it's a requirement to
beat the game, so I'll give it some credit there.
My rating: 7/10

Name: Trigger Bomb
Character: Bentley
Description: Throwable bomb with remote detonation.
How to get: Pay 200 at ThiefNet
My review: I suppose that this might come in handy, provided that your target
actually walks over the specified area. Unfortunately, enemies tend to, uh, you
know...move around a lot. Not only that, but if the bomb misses its mark, then
the enemy will hear it, and likely see you. I don't recommend this ability.
My rating: 5/10

Name: Size Destabilizer
Character: Bentley
Description: Shrink guards by whacking them with your crossbow.
How to get: Pay 500 at ThiefNet
My review: I see absolutely no point in this ability, save for the fact that it
sort of 'looks cool.' Even after you shrink the enemies, they can still attack
you--in the meantime, more show up, and you to waste more time killing off the
first target. I don't advise using it at all.
My rating: 1/10

Name: Snooze Bomb
Character: Bentley
Description: Put enemies in the area to sleep.
How to get: Pay 550 at ThiefNet
My review: Another one of Bentley's trinkets that I feel is pretty pointless.
Basically, the only way you're going to hit an enemy is if you use distraction
methods first. Never mind trying to fool multiple enemies at once. Bentley's
dart gun does the job, far, far more effectively.
My rating: 2/10

Name: Adrenaline Burst
Character: Bentley
Description: Run like a turtle has never run before.
How to get: Pay 1000 at ThiefNet
My review: This is the same as Sly's Stealth Slide, but unlike that ability,
Bentley will still create noise while using it. It's nice for a fast getaway,
but also drains your meter quickly. This is one of those abilities where you
can either use it or not, depending on how you feel.
My rating: 4/10

Name: Health Extractor
Character: Bentley
Description: Capture guards and extract medicine from them.
How to get: Pay 1050 at ThiefNet
My review: Yay, Bentley finally gets a decent ability. Unlike a lot of his
other gadgets, this one has a remote detonation, so you can use it at will. A
common problem with Bentley is that he tends to be pretty weak, so this move
can help out a lot when playing as him.
My rating: 10/10

Name: Hover Pack
Character: Bentley
Description: Extend your jumps by hovering in the air.
How to get: Pay 1200 at ThiefNet
My review:  Although your meter drains pretty fast, this ability is still
useful. Bentley can now go twice as high as a normal double jump. It's not as
high as it could be, but that's still a fairly decent distance. If you have
trouble sneaking Bentley around, then get this.
My rating: 9/10

Name: Reduction Bomb
Character: Bentley
Description: Shrink enemies in the area.
How to get: Pay 1700 at ThiefNet
My review: An extension to Bentley's Size Destabilizer ability. This one sucks
slightly less because you can hit multiple enemies at once. As a severe con,
though, there is no remote detonation, so you just have to take your chances
with the guards. I don't think it's very useful.
My rating: 5/10

Name: Temperal Lock
Character: Bentley
Description: Freeze time around the guards...temporarily, at least.
How to get: Pay 2000 at ThiefNet
My review: If you need a fast getaway plan, then look no further than this move
right here. I'm pretty sure that this ability freezes all of the enemies in the
level, not just the ones nearby. You can use it about three times, but that's
more than what you really need (during emergencies, anyways).
My rating: 10/10

Name: Fists Of Flame
Character: Murray
Description: Turn ordinary punches into fiery ones.
How to get: Pay 400 at ThiefNet
My review: Basically, this move is a one-hit KO type thing, similar to Sly's
Lightning Strike move. It's kind of a waste though, especially since Murray
usually creates instant KOs by himself with an ability. Still, this move can be
useful at times during combat.
My rating: 9/10

Name: Turnbuckle Launch
Character: Murray
Description: Jump to heroic heights.
My review: Now unlike Bentley's Hover Pack move, your ability meter won't drain
away. This move is really useful, especially since Murray isn't all that...er,
agile. I recommend you get this early on so you won't have trouble moving him
around in later episodes.
My rating: 10/10

Name: Juggernaut Throw
Character: Murray
Description: Thrown objects explode on impact.
How to get: Pay 750 at ThiefNet
Ny review: Since this move will be performed automatically, you don't need to
worry about pressing L1, L2, or R2, or worry about your ability meter draining
down. I'm not quite sure how much the exploding object makes of a difference,
though. But since it damages nearby enemies, that makes it useful.
My rating: 8/10

Name: Atlas Strength
Character: Murray
Description: You can jump while carrying somebody.
How to get: Pay 900 at ThiefNet
My review: Not much to say about this one. Jumping while carrying an object is
good, right? Too bad you can't double jump while using it, though. Its usage is
automatic, so that adds to its coolness as well. The fact that this move does
not really come towards the end is also good.
My rating: 9/10

Name: Diablo Fire Slam
Character: Murray
Description: Use while carrying an enemy to create deadly firestorm.
How to get: Pay 2000 at ThiefNet
My review: It took my a minute or two to figure out how to use this. I suppose
that it's a plus to hurt enemies around you when slamming a guard on the floor.
You can also give an instant KO to whoever you're carrying, although I doubt
I'd ever really use this move.
My rating: 7/10

Name: Berserker Charge
Character: Murray
Description: Scatter enemies with this powerful run.
How to get: Pay 1400 at ThiefNet
My review: Unlike the other two characters' 'fast run' abilities, Murray's
lasts for a shorter amount of time, and he can attack enemies this way. This
has to be the worst way for Murray to attack. I don't recommend using it. It
probably would've been better if Murray could instant KO them with this move,
but since he doesn't, he's left vulernable to attacks ahead.
My rating: 3/10

Name: Guttural Roar
Character: Murray
Description: Terrify your foes.
How to get: Pay 1500 at ThiefNet
My review: You can use this move both during combat and out of it. Basically,
if you don't feel like fighting, then this move is for you. It does require
some amount from the ability meter, though. Still, this move is very useful to
you. It's a shame you only get it during the last part of the game.
My rating: 10/10

Name: Raging Inferno Flop
Character: Murray
Description: Use while jumping to create a wall of flame on impact.
How to get: Pay 1150 at ThiefNet
My review: An extension to Murray's Diablo Fire Slam ability. Minus the fact
that you can only use it a few times, this is the perfect ability. In a small
instant, Murray can give KOs to multiple enemies. Helpful indeed, especially
during tough combat situations, which Murray tends to run into.
My rating: 10/10

074 - General Tips

-------------------------------------------------------------------------------

Jumping - General                       - Make good use of the double jump move
                                        - Running before you jump to another
                                          platform extends your distance
                                        - Always look for some sort of object
                                          or net that will bounce you up

Jumping - Sly                           - Keep the paraglider handy when you're
                                          able to receive it
                                        - If you're having a hard time moving
                                          up, buy his Feral Pounce move

Jumping - Bentley                       - If you're having a hard time moving
                                          up, buy his Hover Pack move

Jumping - Murray                        - If you're having a hard time moving
                                          up, buy his Turnbuckle Launch move

-------------------------------------------------------------------------------

Combat - General                        - Whack enemies over the building or a
                                          high area to take care of them
                                        - Your enemy will quickly attack back
                                          after you hit it, so dodge this move
                                        - It's always better to avoid fights

Combat - Sly                            - Use the surprise attack option for
                                          guards whenever you can
                                        - Confuse one or two guards with Sly's
                                          Insanity Strike move

Combat - Bentley                        - Since Bentley is so weak, his dart
                                          sleeping gun works best to avoid them
                                        - Upgrade with his trigger bomb so you
                                          can run to a safe distance

Combat - Murray                         - Use the surprise attack option for
                                          guards whenever you can
                                        - Upgrade to Murray's Raging Inferno
                                          Flop to kill multiple enemies

-------------------------------------------------------------------------------

Running Away - General                  - Run to the other side so they will
                                          usually lose you
                                        - Jump to any roof so that the bigger
                                          guards will not be able to get you
                                        - If you avoid the larger guards' light
                                          then they can't shoot with accuracy

Running Away - Sly                      - If you're on a building then a quick
                                          paraglide will cause them to lose you
                                        - Make good use of Sly's Smoke Bomb
                                          ability to run away
                                        - Climb up anything that has blue aura
                                          around it--they can't get up there

Running Away - Bentley                  - Use Bentley's Adrenaline Burst move
                                          for a fast getaway

Running Away - Murray                   - Never run away with Murray--in most
                                          cases, it's safer to stay and fight

-------------------------------------------------------------------------------

Avoiding Battle - General               - At all costs, do not make noise. Look
                                          for any nearby guards before running
                                        - Be mindful of the larger guards and
                                          their flashlights
                                        - Be at a safe distance to avoid being
                                          spotted by the smaller guards

Avoiding Battle - Sly                   - Upgrade to his Silent Obliteration
                                          ability as soon as possible
                                        - Buy his Stealth Slide to get around
                                          easier without being detected
                                        - Obtain the vault's Shadow Power move
                                          to avoid being seen

Avoiding Battle - Bentley               - Use his sleeping darts to knock any
                                          guards around out of commission
                                        - Obtain his Temperal Lock move so all
                                          of the guards will not move

Avoiding Battle - Murray                - Buy his Guttural Roar ability to make
                                          the guards run away

-------------------------------------------------------------------------------

Finding Bottles - Sly                   - Always look in the highest and most
                                          unlikely of places for them
                                        - Make good use of the Binocucom to see
                                          any that might be around
                                        - Turn the music volume in the options
                                          menu down to hear their clinks better

-------------------------------------------------------------------------------

Pickpocketing - Sly                     - Always be sure that the guard has a
                                          valuable item with the Binocucom
                                        - Some guards will turn around while
                                          on patrol, so watch out for that
                                        - Occasionally you must distract guards
                                          so they can move to reveal pockets
                                        - Be careful that no other guards can
                                          spot you while pickpocketing

-------------------------------------------------------------------------------

                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                              080 - FAQS For Sly 2
                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

This section is for various questions that have been asked to me, or ones that
I have thought of myself:

Q: I have 29 out of 30 bottles. Can you help me find the last one?

        A: Let me start by saying that there is NOTHING more annoying in the
world than missing just one bottle and you look all over but you can't find
it. That drives me crazy. That said, no, I can't help you. I have no idea
which one you are missing specifically, and I can't do anything, short of
finding it in your game for you (which isn't going to happen). I may be able
to give you some general tips with it, however. I try to describe locations
the best I can.

Q: According to your walkthrough for finding the bottles, we can't find them
previously because you seem to go in order from bottle to bottle. Will it
matter that I already have a few?

        A: Yes, but all is not necessarily lost. As I've said, I try to
describe the location the best I can. Hopefully you'll be able to tell where
I'm talking about, but if not, then yeah, you're out of luck...

Q: Where is the vault in episode four?

        A: Once you have all thirty bottles, press L3. Among the icon missions,
you should see one that has a picture of a vault. Go there, crawl underneath
the passageway, and you'll see it in the room.

Q: Is there any way at all that I could unlock some sort of thing to see where
all of the clue bottles are throughout an area?

        A: There was in Sly 1, but sadly no, not in this game...it would've
been really helpful, but then again, I suppose that takes out all the challenge
from collecting them, eh?

Q: Regarding the Gold Painting in Dimitri's office. A guard managed to catch me
stealing it and I went back later to try again...

        A: You only have one shot to return this treasure to the Safe House. If
you come back again, it won't be there.

Q: Is there any option that would allow me to replay missions?

        A: From what I've seen, and the people that I've asked...no. You will
just have to start a new game for that...

Q: I heard that there are hidden movie clips. Is this true?

        A: Indeed it is. To view them, go to the episode menu where you can
choose which episode to work on. Stop and wait at 1, 3, 5, 7, and 8 to view a
movie from each of them. It takes about ten seconds, but a badge will flash on
the screen, which is when you press the square button to see them.

Q: My game isn't working right in episode seven. My saved game won't let me
complete the lumberjack games properly. Can you shed any light on this matter?

        A: David Stiner from Sucker Punch productions was the one who informed
me about this one. It's a real nasty glitch that everyone should be aware of.
When you're competing in the lumberjack games, between the alarm clock throwing
and the end of the episode, manually saving your game will cause your file to
be 'wedged' since it's between a boss. The auto save will take good care of
you, but the manual save will not. Go to http://www.suckerpunch.com/bug for the
full procedure on how to fix it without losing your data. You'll have to redo
five missions, but at least your game won't be lost.

Q: Know of any good cheats/codes that I can use?

        A: I know of only two. They are the codes to acquire the Tom and Time
Rush gadgets, and the codes can be seen in the Extra Thief Abilities section.

Q: Do you think there will be a third Sly Cooper game?

        A: ...These things usually come in threes, which by no means is any
indication at all if Sucker Punch will make another one. At any rate, a third
game to the Cooper series would certainly be welcomed by many. I have a strong
feeling that they will, though. But then again, I've never been one to predict
things, especially as far as games are concerned.

                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~
                               090 - Conclusions
                   ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~

091 - Final Review

Graphics: Superb, especially when you compare it to Sly 1. A vast improvement,
on both the environment and with the characters themselves. Everything just
seems more polished. With the way Sly is animated, I don't think Sucker Punch
could've done much better. I do have one small complaint though, which I'm sure
many others noticed--sometimes the graphics tend to lag. It's only for a second
or two, but it still happens. 9/10

Sound: You can tell that the creators paid extra close attention with it. Being
a musician myself, sound and music is very important (don't laugh). From the
noises that gradually become larger when you approach the object to the sound
that is in the background, you couldn't ask for more. 10/10

Gameplay: How many other games do you know where you actually get to play the
thief? I've always loved the overall sneakiness, and Sly 1 showed us that. This
time around, however, it's Sly 1 again times twenty. And now that two other
characters have been added, you can do so much more gameplay-wise. Each mission
offers something new and different. 10/10

Story: Acceptable. Decent, shall we say? I suppose I should give the creators
more credit, though--everything in the story is interlocked and has some type
of connection, whether you realize it or not. I think Sly 1's story was better,
but then again, this is what usually happens in sequels. 8.5/10

Replay Value: Ah, now here is where the game runs into some serious trouble.
You start out...you make your way through the game...you beat the last boss in
the last episode...now what? All that there's left to do is to collect the clue
bottles, but that quickly wears off, especially if you, uh, already've gotten
them during the first time around. There's no bonus area or feature if you find
all the bottles, you can't redo any of the missions...there's simply nothing to
do once you finish the game. This is Sly 2's serious downfall. 1/10

Overall: Sucker Punch took out all of the bad things in Sly 1 and gave this new
sequel stuff to really enjoy. One of my favorite improvements from the first
game is how Sly 2 is way longer. Instead of five areas, we were given eight. It
might be a shame that this game has virtually no replay value, but Sly 2 is fun
again once you come back to it after awhile. I'd also like to point out that
what this game lacks in replay, Sucker Punch makes up for it with originality.
Do I recommend buying this game? Yes. Of course. 8.5/10

092 - Contact Info

sparksmf@yahoo.com is the only e-mail address that I'm going to use for this
guide. Here are the things that I will accept:

        - Game help questions regarding this game that haven't been addressed
        - Problems/incorrect information within this guide
        - Alternative strategies with bosses ONLY
        - Anything else in general with Sly 2 that I may need to add

Versus the things that I won't accept:

        - Attachments
        - E-mail titles that are irrelevant to this guide
        - Flames/'your guide sucks' (well then let's see you write one!)

I'm assuming my readers will use good judgment, but I've also grown far too
accustomed in the online world for listening to idiots. When/if you send me an
e-mail, title it with something that I know is about this game. And again, I
will be more than happy to answer any questions, or hear about any problems or
mistakes that this guide might have. If you ask me a question that's already in
this walkthrough, however, I'll probably just delete your message.

...On a more irritating note from e-mails I've received, I AM NOT A GUY.

093 - Credits

Here is a list of people I would like to thank now that this guide is done:

 - gamefaqs.com/CJayC: For hosting this guide.
 - ign.com: For uh, also hosting this guide.
 - Bill Wolford/Peter McConnell: I gotta have my music...thanks guys.
 - David Stiner/'Birdsnest': Thanks for the info on the glitch.
 - Chris Sego/Ben Kosmina: For the tip how sound can be lowered for bottles.
 - David Chin: Thanks for the alternate strategy regarding Rajan.
 - All of those people who told me that I was missing the Ivory Jewel Box.
 - Rick: Thanks dear, for putting up with me for so long...heh.
 - Dad: For buying this game online and forgetting that I never paid you back.
 - Sucker Punch: Thanks for making such a great game!

094 - Disclaimer/Legal Stuff

Copyright 2004. sparksmf.

I worked very hard to create this guide, and I don't intend for it to be
stolen or credited as someone else's work. This guide is mine. You may only
reproduce it for personal/private use. If one of you readers out there see it
in another place, notify me immediately. For now, the only sites that this
walkthrough is located at is:

        - Gamefaqs.com
        - IGN.com

So if you see this in those places, that's okay. Otherwise, it hasn't been
authorized for anywhere else. Thank you, and I hope this guide has helped.

All characters, names, etc, belong to their respective owners.

Submitted by sparksmf





cheats

22 03 2008

Sly 2: Band Of Thieves cheats

Tom gadget:
Press Start to pause game play, then press Left(2), Down, Right, Left, Right. A sound will confirm correct code entry.

Time Rush gadget:
Press Start to pause game play, then press Down(2), Up, Down, Right, Left. A sound will confirm correct code entry. Sly will sprint for a few seconds when the game is resumed.
Aaron J. Kulhanek and Egor Kovalev.

Mega Jump gadget:
Note: The following code requires 100% game completion before it can be used. Press Start to pause game play, then press Right, Left, Right, Left, R1, Left. A sound will confirm correct code entry.
Etzka.

Advance to Episode 1:
Press Start to pause game play, then press Down, R1, Left, Right, R1, Down. A sound will confirm correct code entry.

Advance to Episode 2:
Press Start to pause game play, then press R1, Left, Right, R1, Left, Down. A sound will confirm correct code entry.

Advance to Episode 3:
Press Start to pause game play, then press Up, Left, Right, Left, Down, Up. A sound will confirm correct code entry.

Advance to Episode 6:
Press Start to pause game play, then press Down, Up, R1(2), Left, Down. A sound will confirm correct code entry.

Advance to Episode 7:
Press Start to pause game play, then press Left(3), Down(2), R1. A sound will confirm correct code entry.

Advance to Episode 8:
Press Start to pause game play, then press Down, Up, Left(2), R1, Right. A sound will confirm correct code entry.

Restart current Episode:
Press Start to pause game play, then press Left, R1, Up, Down, Up, Left. A sound will confirm correct code entry.

Tutorial Episode:
Press Start to pause game play, then press Right, Left, Up(3), R1. A sound will confirm correct code entry.

Level select:
Note: You must have a new game file or have not yet started the game. Load your highest % file. Go to any or the highest episode. After you exit the safe house, press Start to pause game play, then press Right, R1, Down, R1, Down(2). A sound will confirm correct code entry. Then, go to options and load into your new game file. After you complete the introduction level, you will have all the episodes and all buyable power-ups and gadgets unlocked.
Magen Mitchell.

Mega Bomb for Bently:
Press Start to pause game play, then press Left, R1, R1, Down(2), Left. A sound will confirm correct code entry.
Castellini42.

Insanity Strike gadget:
Get all the Clue Bottles in Episode 2 , enter “857″ as a combination at the safe in the Boardroom Brawl mission.

Knockout Dive gadget:
Get all the Clue Bottles in Episode 1 , enter “231″ as a combination at the safe in the Bug Dimitri’s Office mission.

Voltage Attack gadget:
Get all the Clue Bottles in Episode 3 , enter “386″ as a combination at the safe in the Water Bug Run mission.

Long Toss gadget:
Get all the Clue Bottles in Episode 4 , enter “248″ as a combination at the safe in the building near the last two terminals of the Train Hack mission.

Rage Bomb gadget:
Get all the Clue Bottles in Episode 5 , enter “969″ as a combination at the safe in the Stealing Voices mission.
wmwe aiw pvto.

Music Box gadget:
Get all the Clue Bottles in Episode 6 , enter “129″ as a combination at the safe in the Cabin Crimes mission.

Lightning Spin gadget:
Get all the Clue Bottles in Episode 7 , enter “583″ as a combination at the safe in the Laser Redirection mission.

Shadow Power gadget:
Get all the Clue Bottles in Episode 8 , enter “725″ as a combination at the safe in the Murray/Sly Tag Team mission.

Hidden FMV sequences:
To watch the following episodes you must first successfully complete the game. At the “Episode Select” screen, highlight one of the following episodes until a police badge flashes at the left corner of the screen. Then, press Square to view the hidden FMV sequence. Note: This feature is available in the North American NTSC version of the game.
Terrell Robinson.

Episode 1: E3 Promo: The Heist
Episode 3: BET Commercial: La-La
Episode 5: Television Commercial
Episode 7: The Making of Sly 2
Episode 8: Credits

Hint: Defeating Dimitri:
When Dimitri shoots, he fires three times. After the third time, run up and hit him about three or four times. When Dimitri runs, run away from him. You should then run near him and hit him.
Krimoi730.

Hint: Defeating Old Grizzle Face:
In level 7, the bear Old Grizzle Face is invincible to your attacks. However, on the job with the laser reflecting follow Old Grizzle Face into the laser. He will get damaged by the laser. Note: This may take several attempts.
Pjsammyfox.

Hint: Defeating Rajan:
When Rajan’s guards knock one out, throw it at Rajan and he will also get knocked out. Pick him up with your stomp move and throw him at the lasers. This will inflict damage on him. Repeatedly do this.
Cowi62.

If you skipped to Episode 8, purchase the Roar for Murray. Then, go back to Episode 3 and do all the missions and fight Ranjan. Use the Roar to make him run away. Sometimes he will shock himself.
Brevanto.

Hint: Defeating Bosses:
When fighting a Boss, hit him from behind with Triangle, then keep pressing Square to kill him.
slyman.

Hint: Episode 2: Guard in the safehouse:
In Episode 2 (A Starry-Eyed Encounter), chose Murray and pick up a guard. Carry the guard into the safehouse. He will be at the table above Murray’s head.
Sean Beaudette.

Hint: Episode 2: Walk around in the safe house:
Have a Paraglider and the Mega Jump gadget. Mega Jump onto the archway outside the safe house to the left (do not cross the river). Jump from the archway to the mountain. Walk left until you can see a table on the side of the mountain and stop. Mega Jump and use the Paraglider to glide into the opening and you are there.
petski2.

Hint: Episode 2: Parade:
When you can fall under attack jump onto a tent on an elephant’s back. All they will do is throw globs of dirt at you. If you jump down into the elephant’s flashlight more guards will arrive. This is much easier to do with Mega Jump.
David Russell.

Hint: Episode 3: Enter tower:
There is a tower on the edge of the map. You can use Mega Jump to get in the door/opening. Note: You must complete the game to use Mega Jump.
benanay.

Hint: Episode 3: Bently’s picture:
After you finish Episode 3 and it shows Bently giving the thumbs up to Sly in the back seat, look at the back of the seat. You should see a picture of Bently taped to it.
Stinkytaco.

Hint: Episode 4: Kill Bentley:
Get to the end of Operation Trojan Tank where you have to lift the crank handles use the Fists Of Fury power-up. Turn around and punch Sly. He will get burned and die. You will then start over at the crank handles again. If you use Fists Of Fury again and walk over to the computer Bentley was using, you will find Bentley. If you punch Bentley he will die after three punches.
coopersly123.

Hint: Episode 5: Do not get hurt by ghosts:
On Episode 5. “A Tangled Web” when you are doing the “ghost capture” mission with Sly, touch one of the ghosts in the middle of them. The controller will vibrate slightly once or twice and the ghost will not hurt you.
plweaver.

Hint: Episode 6: Killing enemies:
The following is an easy and fun way to kill enemies in Episode 6 (He Who Tames The Iron Horse). To kill almost all the enemies, go to a bear cave and get its attention with the Alarm gadget. Then, get it to chase you back into the city part and run behind any enemy. It will go after the enemy. Run into the left or right that sends out enemies. Enemies will come out, and the bear will chase them. Keep trying this until it works.
Jeff Ramsey.

Hint: Episode 6: Invincible Jean Bison:
In Episode 6, “He Who Tames the Iron Horse”, after completing the level, go into Jean Bison’s cabin. Let him see you. He will start fighting you with the same attacks he uses in Episode 7, “Menace From The North, Eh?”. He is invincible and the only way to not get killed is to get out of the cabin.
Josh Sibert.

Hint: Episode 6: Railroad run:
If you want fun, try using the Stealth Slide down the railroad tracks. Especially slide down the tracks that lead to the snowy spiral mountain.
Ray Hayse.

Hint: Episode 7: Mysterious map:
Enter the lighthouse where all the controls are found. You should see some blueprints posted on the wall that have words on them. One of the sentences reads “Where’s my hat!? “
Zuperbuu.

Hint: Episode 7: Old Grizzle Face sings a solo record:
In Episode 7: Menace in The North, Eh?, find Old Grizzle Face. Get out of his reach and throw an alarm clock in front of him. He should stand up and look like he is singing. Note: Do not stand in front of him; stand on an ice tower.
Mark Cohen.

Hint: Episode 8: Sly and Carmelita vs. Clock-La:
During the battle against Clock-La, where Sly and Carmelita are in a helicopter dogfighting, your gun tends to overheat very easily. To prevent this from happening, instead of holding R1 rapidly tap the button. You will find that the gun will rarely overheat, allowing for more shots to be fired.
Matt and Ben.

Hint: Explore disco:
After completing the “Drop the Disco” mission, return there as Sly. Go to the laser gate (which may or may not be operational) with the roof almost covering it. Jump onto the side of it then jump onto the platform. There are also many other places to explore. Cross the laser disco floor and hit the DJ table. You will now hear a remix of Dimitri’s song.
SlyCooper7887.

Hint: Spotlights on theater:
After doing the mission “Theater Pickpocketing” go back inside. The spotlights in the center of the building will be Sly’s calling card.
SlyCooper7887.

Hint: Murray: Quick Juggernaut Jump:
If you do not have time to hold the Juggernaut Jump for Murray, press the assigned button for the Juggernaut Jump and press X at the same time. You will perform a faster jump.
Ray Hayse.

Hint: Faster than a speeding train railroad run:
Use the “Railroad run” trick when a train is near you. You will slide down faster than the train.
Ray Cannon Jr.

Hint: Secret paths:
In Paris, go to the wine cellar at the back of town. Once you jump the gate and dodge the laser, go under the first table that has lasers over it. Then, get onto the table and look up. There is a pipe that you can jump on. It leads to a tunnel with a dead end. There is a secret path later in the level in the room with the piano and two rat guards. Jump onto the piano, then onto the ledge. You can jump onto the rail next to you, or can go across on another rail on the other side. Go to the right rail and climb it. Go through the door to the left and dodge the lasers. Jump on to the rope to go across to a ledge. There is not anything secret you can get from this.
Smart12190.

Hint: Better bottle tracking:
if you cannot find the bottles in any of the levels, go to the options menu and turn the volume down. During game play, you can now hear the bottles clinking when you get near them easier.
Ray Hayse.

Hint: Air bash attack:
Sneak up on an enemy, then press Triangle three or four times on them. While they are still in the air, quickly jump and press Square while in the air. If done correctly, you should defeat your enemy.
Haseebj500.

Hint: Walking up sliding rails:
To go up a sliding rail, jump in the opposite direction of the sliding after it has stopped. This is useful in the freeing the elephant mission.
Craig Glenn.

Hint: Surprising enemies:
When you are high on a building or a post and need to get to a enemy quietly, use the parachute.
taylor Just.

Rather than using the stealth attack, wait for when a guard gets to the edge of a rooftop. Then, strike him with your cane.
Balaji.

Hint: Fun guard kills:
Press Square then Triangle(2) or Triangle(3). Wait until the guard becomes shaded and disappears. Note: This does not work on flashlight guards.
BigGamer123.

Hint: Alternate TOM gadget dialogue:
Use the Thief Reflexes gadget, and while in it, throw a TOM gadget. He will say “Hey! Hey! Peanuts! ” which is different that what he normally says.
Smart12190.

Hint: Background song remix:
When in the nightclub in level 1, go to the part where you did Bently’s first mission (with the mirror-ball). Hit or bomb the DJ stations guarded by the lazars. You will now hear a remix of the background song.
Sean Beaudette.

Hint: Rocket: Robot On Wheels reference:
Look in the graveyard to find a Rocket: Robot on Wheels tombstone.

Hint: Sly Cooper And The Thievius Raccoonus reference:
in the first mission where you have to get the clockwork parts from the museum, the paintings on the walls sometimes feature Bosses from Sly Cooper And The Thievius Raccoonus.
Smart12190.

Hint: Mission 1 (Demo version):
When on first job with Sly, follow Dimitri. Find your way onto the rooftops. Make sure you see how Dimitri gets into his Disco.
John Haumesser.

Glitch: Shrinking ice floe:
On both of the John Bison levels, if you step on an ice floe, it will starts to shrink. It will keep shrinking until you jump off it.
LZRDSAM.

Glitch: Prologue: Eiffel Tower in Cairo:
In the Prologue when Sly tries to steal the Clockwork parts in Cairo Museum, watch the video afterwards. The Eiffel Tower can be seen on the outside of the van shortly when the video starts.
nelandquinten.

Glitch: Episode 1: Sign back up:
On the mission in Paris, notice how you tip over the front peacock sign. On the getaway video in Paris, the big sign is still standing.
nelandquinten.

Glitch: Episode 3: Strange barrel movement for Murray and Bently:
Go as Murray or Bently into the guest house and jump in one of the barrels. When you walk around as you would with Sly, it looks like Murray is driving a little car and Bently walks strangely. Also, if you fire darts at anything around a guard from inside the barrel as Bently, the guards will run up to the barrel and look confused.
Zuperbuu.

Glitch: Episode 3: Unreachable ninja-spire landing points:
Use the Mega-Jump to get on top of Rajaan’s temple. Mega-Jump again and press Circle near the top of the roof. You should land on one of the three ninja-spire landing points that cannot be reached without the Mega-Jump.
Zuperbuu.

Glitch: Episode 5: Drop from heaven:
After you unlock Mega Jump and Glider, cross the bridge to the spiderwoman’s house. Face the house after coming through the archway. Look up slightly and to the left to see two towers. Mega Jump up to the one connected to the main house and press Circle to land on the middle point thing. Then, zoom in the view all the way. Aim as low as possible annd wait until you see the ground rush by and a burgundy background appears. Exit the camera as soon as you see it then press X. Glide down or just drop and you will not die.
Kmillion18.

Glitch: Episode 6: Table breaks automatically:
During the first mission (Cabin Crimes) get to the part where you take pictures of the train routes. If you sneak under the first table on the right, when John Bison walks by it will automatically break.
amerritt85.

Glitch: Episode 6: Get behind the electric barriers:
First, go onto an Iron Horse Train. Jump and grab onto the pipe on the front cart of train, then jump on top of the train and stay on it. Just as you approach the electric barrier, use the Mega-Jump and Paraglide slowly into some water. Land in the water and if timed correctly, you should re-appear on the train’s pipe, through the barriers. For Iron Horse Train No. 1 (the train that goes through the tunnel near John Bison’s hut). you can land in the shallow river-water and Mega-Jump into the deep water, this will still make you grab onto the pipe.
Zuperbuu.

Glitch: Episode 6: Walk under level:
Repeat the process to go behind the electric barriers, but ride on Iron Horse Train No. 3. It leaves the tunnel at the location near the mini-lake. When you get behind the electric barrier, jump off the train. You can now run around underneath the level. There is a hidden danger near the breaking ice. However, you can mysteriously drown on land.
Zuperbuu.

Glitch: Episode 6: Fall forever:
Repeat the process to go behind the electric barriers, but ride on Iron Horse Train No. 1. It leaves the tunnel at the location where Murray was locked up. When you get behind the electric barrier, jump off the train at the halfway point of the “behind barrier” trip. Using the Mega Jump, Paraglide all the way through the mountains on your left (if facing towards the front of the train). If you land, Mega-Jump again and Paraglide. Keep Paragliding until the level is directly behind you. When it is, release you Paraglider and you should keep falling. Eventually you will have a white-yellow background and some trailing effects from Sly.
Zuperbuu.

Glitch: Episode 6: Easy completion for train robberies:
When on any train-robbery job, instantly jump on one of the doors that is open. You should hang on the side. Jump again to stand on top of the door, then jump again to get on top of the caboose. You can now run across the roof of the train without the interference of anything inside. When you have to fight Neyla with the chopper, do not climb the ladder. Instead, jump on the train’s rooftop via the caboose then jump over the gap where the ladder is. You will skip the confrontation.
Zuperbuu.

Glitch: Episode 6: Carmelita gets stuck and flies:
On level 6, lure Carmelita to the train track near the little lake (where the moles attack you). As a train drives by, she will be pushed over the edge and keep jumping. She will jump, land, walk a short distance, then slide off again. This works on any train track, but it is easier to lure her to a place where she cannot instantly get off the tracks. It is also possible for Carmelita to fall into water then keep jumping in and out of it, sometimes on one of the ice patches. She can escape if the train pulls her back on the tracks, or if you accidentally push her out of the water. If Carmelita gets stuck for a certain amount of time and you keep hitting her without getting shocked, she will shoot into the air with one huge jump then walk in the air for a brief moment until she falls back to earth. Note: When she lands again she will be able to attack you.
Zuperbuu.

Glitch: Episode 6: Invincible Murray:
Play the job when you have to follow Carmelita without being seen. When you meet Murray, steal one or two keys from Carmelita. Do not get the third key. Afterwards, pause game play and enable the “Advance to Episode 6″ code. Sly should be in the hideout, but the job will still be where you left it. Go to the empty seat where Murray normally sits and select it. Murray should walk out the door, and the screen should flicker and twitch. You can now go anywhere desired. You cannot be hurt and cannot be seen by flashlights, guards, or bears. You can get killed by the train and the ice-patch on the other side of the level. You can scare guards and hit them, throw things at them, etc. They will hit you once if you hit them without killing them. However, they will then ignore you. If you die, you will turn back into Sly and you must do the job from where you get the first key again. Sly will not be invincible. If you enter a building, the effect is gone and you will be seen whenever you go into a flashlight, etc., as usual.
Zuperbuu.

Glitch: Episode 6: Cross-eyed Carmelita:
Enable the “Invincible Murray” glitch and keep hitting Carmelita. Keep attacking her until her eyes stay frozen in the cross-eyed or cock-eyed position. When you stop attacking her, she will look funny.
Zuperbuu.

Glitch: Episode 6: Statue Sly:
When a train passes by, quickly hold Circle to try and grab a pipe on the train. Hold Circle, and if done correctly, Sly should remain in the “reaching” position, and will turn and follow the train from where he stood. Guards can see and hurt you; choose a location where they do not appear.
Zuperbuu.

Glitch: Episode 6: Go on a mountain:
As Sly, run up to the iron horse train under the cabin and near the waterfall (the horse train that goes down the hill round and round) . Jump in between one of the parts of the train and go into the electric fence. In a few attempts, you should jump up high and land on an unreachable mountain. Note: You can do this with any player, but it is easier with Sly.
meryn finlay.

Glitch: Episode 6: Misspelling:
The word “kidnap” is spelled wrong in the Bear Cub Kidnapping mission in Episode 6, “He Who Tames the Iron Horse”. The job help section of that mission will read “kinap” instead of “kidnap”.
Josh Sibert.

Glitch: Episode 6: Drowning Bently:
Drop a bomb in front of the grappling hook on the Boat Hack mission. Bently will go under the boat without moving.
joshua mitchell.

Glitch: Episode 6: Flying Bentley:
In the sixth episode, “He Who Tames The Iron Horse”, use Bentley and go to the docks just outside of the safe house. The boat there has several life rafts on the side. Jump between the first raft and the corner edge of the boat. You will keep on popping out of the spot. After several attempts Bentley will skyrocket into the air.
nelandquinten.

Glitch: Episode 7: Repeat completed job:
In Episode 7, go in the sawmill with the laser to open the vault after you already completed the “Laser Redirecting” job. The game might think you are in that job, and you must do it again. Any jobs you completed after this one will have to be done over again. This may only happen if you do it before you can start the lumberjack games.
xeromm.

Glitch: Episode 7: Insane bears:
Go in the bear cave. Wake them all up and stick to an ice wall out of their reach. They will kill each other and fly all over the place. When there are two remaining alive, it is impossible to escape, and they will not kill each other. You must fall off the ice wall and die to exit.
Zuperbuu.

Glitch: Episode 7: Murray uses invisible lever:
On the “Menace Of The North, Eh?” level, and the “Lighthouse Break-In” mission, climb down the staircase and kill all of the guards. When you smash the chair that blocks the door, Murray and Bentley will enter. When the intermission sequence finishes, and before you start climbing up the electrical wires, smash some of the ground light bulbs to attack guards. Once a duck guard appears, run over to Murray while still luring the guards. Murray should be lifting a lever. Use the guard to hit Murray. When Murray is hit, he will move from his position. He could be across the ground floor of the lighthouse, and still be lifting an imaginary lever.
Nelandquinten.

Glitch: Episode 8: Fall forever:
Ride Clockla by hanging over the edge of her tail. When you fall off, you will keep falling forever. Some similar effects from falling forever on Episode 6 will also appear.
Zuperbuu.

Glitch: Episode 8: Stuck between machine and ceiling:
On Episode 8, “Arpeggios Blimp”, use Bentley. Go to the engine room where Sly had to jump the lasers and spire jump on those blades surrounded by an electric field. The lasers and electric field should be powered down, but the blades are still spinning. Go out to the control room on the top. Notice the machine with an electric bolt on top. Jump onto the crates next to it, and with several attempts, jump behind the electric on the machine. You will become stuck there. None of your power-ups will work, and you cannot move. The only way to get out is to kill yourself by placing bombs.
Daniel Sheehan.

Glitch: Play through game with all power-ups:
Start a new game and enable the “Advance to Episode 8″ code. Gather as many coins as possible and go to your hideout. You can buy all the power-ups now, at the same prices and in the same order. You can play through the game with them all, making it extremely easy. You can play all jobs from Episode 1 to Episode 8 with all the power-ups, making normal challenges very easy.
Zuperbuu.

Glitch: The Predator Awakes: Continue mission failed:
Start the mission where you must lead Rajan to the watermelons using your sleep darts. This mission is on the third level, “The Predator Awakes”. Lead him to the first and steal the blueprints. Do the same with the second. When Rajan falls asleep for the third and last time, get close, place a bomb, and quickly swipe the blueprints before the bomb detonates. During the final intermission sequence of the mission, the bomb will go off next to Rajan and a banner reading “Job Failed! You must not fight with Rajan!” will appear. The mission will restart. It states that all three watermelons were eaten, but the mission still continues. There are no more watermelons and you cannot continue the mission. The only way to exit is to abandon the job and start over.
nelandquinten.

Glitch: Menace Of The North, Eh?: Playing inside the safe house:
On the seventh mission, “Menace Of The North, Eh?”, use Sly and go to the back of the safe house. This part will require multiple attempts and uses a lot of health. Jump and hang onto the wooden boards supporting the safe house. Once you are hanging onto the first one, leap over to the second. You can fall in and respawn where you started. Jump on the second board, or the middle one. Tap X and slowly move the Left Analog-stick to move to the top section where the board connects to the floor of the safe house. Jump, but do not to move the Analog-stick too much. If you have enough health, you will fall in the water and respawn inside the safe house. You can walk through the table. Open up your Binocucom and look at the table. There is a blueprint that reads “Where’s my hat?”. Go to the door and press Circle to jump outside, then go back in the safe house again.
nelandquinten.

Glitch: Sly has no hair:
Do a “dive-down” move as you fall towards a job icon. When the Binocucom appears, Sly’s hat will be several inches off his head, but his hair will not be there.
Zuperbuu.

Glitch: Sly’s hat is on his face:
When Bently is telling Sly about the email he intercepted from Dimitri, keep pressing the Right Analog-stick Forward. Sly’s hat will come off and will be on his face.
Liam Baker.

Glitch: Unable to continue:
If you save the game in the “Operation: Canada Games”, you will not be able to continue. In order to avoid this problem go to the place where the “Laser Redirecting” mission is done. Once you get inside, immediately get out and pause game play. Go to “Job Help” and you will be able to continue the





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22 03 2008

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