______ _____ / __/ /_ __ / ___/__ ___ ___ ___ ____ _\ \/ / // / / /__/ _ \/ _ \/ _ \/ -_) __/ /___/_/\_, / \___/\___/\___/ .__/\__/_/ __ __ /___/ /_/ | |______| | and the | __ __ | | / | | \ | _ _____ ____ _____ .-. |/ | | \| ___ ________| | _____'-. .-`'. .-'/ ,-.`' | | | ______ '. .' '--. .---. | `-. .' | | | | | | \_/ | |'--. .-' | | ______ | | \| | | | | | | | | | | | |____| |'-. .--'| |_ _____ ____| | | | | | | | | | | ____ | | | | ,''--. .' /_ /| | | | | | | |___ | | | | | | | | | | \ \ / / | | | | | | |____ \ | | | | | | _| |_ | | \ \ / / | | \ `._,' '--. | \ | | | |_ _| |'-----' | | /| \ \ / / | | `-----'\,' | | _| |_ '----''----` _| |___/ | \ \/ / __| |_ _____ | | |______| '-------._| \ / '------' '-. .-' | | \/ | |__/ | _____ `.______/ __,--. ___ _____ ______ _____ / \ | _ \ ,-' . `-.| ___|| ____| / . \ / /`. \ __ ,-------. | /_) | | / \ || | | / / / \ \| | | | ___ | | __ __ | ,--. | | __/ | |_| || | | | | | | || | | || \ | || | | || \__'-' | `. | .-. || | \ \ _ | | | || | | || \| || | | ||___ | | |\ `.| | | \\ \ /|\ \/ || | | |`-._`' || |\ || | | | | | \,-' \ \`.| | ,' \ `' | \____|| |_| | `-./ | | \__/ | '-' | / | \ \ `' `---' '-------' `-.| `.___/`-',./ ,' `. `._ ,----------. `._,' `._ `-.__ \__.------. \ `-._ `-----------------------------------------' / `-.__________________________________________,' =============================================================================== ~ Sly Cooper and the Thievius Raccoonus ~ for the PlayStation 2 FAQ/Walkthrough by Bananagirl bananasquid at swirvemail dot com v1.3 - 02/02/03 --------------------------------- -= Table of Contents =- --------------------------------- 1. Introduction 2. Preliminary FAQ 3. Characters 4. Game Basics 5. Walkthrough 6. FAQ 7. Moves 8. Enemies 9. Bosses 10. Secrets 11. Revision History 12. Copyright Information 13. Credits/Thanks =============================================================================== ----------------------------------- 1. Introduction ----------------------------------- =============================================================================== Platformers with mammalian main characters are all the rage these days. Star Fox Adventures. Ratchet and Clank. Ty the Tasmanian Tiger. Blinx: The Timesweeper. And, of course, Sly Cooper and the Thievius Raccoonus, Sucker Punch's latest masterpiece. This game takes all of the fun stuff we love about platform games, throws in the novelty of sneaking around, and gives us something you'll play for hours on end. I bought this game when I got my PS2. I also got Kingdom Hearts, which meant I didn't have enough money left for a memory card. I played through almost this entire game without turning off my system, not even playing Kingdom Hearts until perhaps a week later when I could finally save. Anyway, I'm not sure how any of this is blending into the rest of it, so I'll stop trying to write an introduction that makes sense. Enjoy the guide. Just remember, the game itself is pretty straightforward. The hardest parts are finding all of the clues to open the safes and the Master Thief Sprints. Hopefully, this guide will help with those. If this is your first time through the game, though, don't read ahead of wherever you need help, or you'll spoil the plot for yourself. That's my warning. Don't go blaming me for any carelessness on your part. Oh, and sorry for the ugly Raccoonus in the ASCII art. It's the best I can do. I know, I'm horrible. I'll stop trying. - Bananagirl =============================================================================== ----------------------------------- 2. Preliminary FAQ ----------------------------------- =============================================================================== 1. Buy or Rent? 2. How much space on my memory card will this take? 3. How many players? 4. Is this another mindless collection game? 5. Is game over really game over? 6. Should I let the kids play this? 7. How are the graphics? 8. Where are all the clues in _____? 9. How do I beat the Master Thief Sprint in _____? 10. Help! I can't open the lock, even though I have the key! ------------------------------------------------------------------------------- Q1. Buy or Rent? ---------------- Good question. I'm a big fan of buying, personally. There are lots of optional moves to learn, and the Master Thief Sprints are HARD. Then again, you're looking at a FAQ that pretty much tells you where everything is, so maybe renting is right for you. Go read a review or something. Q2. How much space on my memory card will this take? ---------------------------------------------------- For 49 KB, you get to save three games. Not a bad deal, if you ask me. Q3. How many players? --------------------- Just one, unfortunately. Q4. Is it another mindless collection game? ------------------------------------------- On some levels, yes. If you want to get the full 100%, you'll have to collect clues to learn all the moves. However, it's entirely possible (and challenging) to go straight through without going out of your way to collect anything at all. You just don't get to unlock all the cool stuff this way. Q5. Is game over really game over? ---------------------------------- Nope. If you lose your last life, you're sent back to the beginning of the area you're currently in. At any point before that, you would be sent back to the last checkpoint you passed. Q6. Should I let the kids play this? ------------------------------------ Sure. Sly won't turn them into kleptomaniacs; he only steals from criminals. You might want to keep an eye on Grandpa's cane when the kids are around it, though... Q7. How are the graphics? ------------------------- Spectacularly gorgeous. I love them. You probably will, too. Q8. Where are all the clues in _____? ------------------------------------- I've provided a checklist for your tracking pleasure, but it's pretty vague in itself. It's best used in conjunction with the walkthrough, or at least with the walkthrough as a reference. If all else fails, just play through the level as the walkthrough guides you. Any clues you missed will be somewhere along that path. Q9. How do I beat the Master Thief Sprint in _____? --------------------------------------------------- Rolling and practice. Know the level extremely well. The placement of every enemy, every alarm system, every bump in the path, must be memorized. Do NOT trigger the alarms if there is any possible way to avoid it; as long as the siren sounds, time speeds up, but Sly does not. Avoid rocks and other such things while rolling, as they veer you slightly off course (or just throw you straight up). Beyond that, read my strategies for each level, and if that doesn't work, keep practicing until you can form your own. Feel free to share them with me if you feel like helping the masses. Q10. Help! I can't open the lock, even though I have the key! ------------------------------------------------------------- I'm not a big fan of cheating, but apparently you are. Remove your "game enhancer" or third-party memory card. These are known to glitch the game. With the offending device out of the way, the game should proceed normally. =============================================================================== ----------------------------------- 3. Characters ----------------------------------- =============================================================================== Sly Cooper ---------- Sly is a cunning, devious raccoon. Actually, most raccoons are pretty cunning and devious, but Sly is especially so. He also wears a nifty hat. Sly grew up in an orphanage after his father was killed by the Fiendish Five, and now he thinks only of revenge. Unlike most thieves, Sly only steals from other criminals, so he's still a good guy. Bentley & Murray ---------------- Sly's two best friends also happen to be his partners in crime. Bentley handles all things that require intelligence, and Murray takes care of the getaway van. Bentley and Murray grew up in the orphanage with Sly. Carmelita Fox ------------- Sly and Carmelita have quite a history -- She's been hounding him throughout his entire criminal career, and he's been trying to charm his way out of arrest since the day they met. In her eyes, a thief is a thief, no matter what his motives are or who he steals from. Even so, she isn't above taking the credit for nailing any of the bad guys Sly manages to take out. The Fiendish Five ----------------- Unlike the Cooper family, this gang of miscreants is far from civil. In fact, they're exactly the type of people the Coopers have been robbing for generations. More about each member of the Fiendish Five can be found in the bosses section. =============================================================================== ----------------------------------- 4. Game Basics ----------------------------------- =============================================================================== Controls ------------------------------------------------------------------------------- Sly Cooper ----------------------------------------------------- Left Analog Stick.......................Moves Sly Right Analog Stick............Controls the Camera Directional Pad.........................Moves Sly Start Button.....................Pause/Opens Menu Select Button...........................Opens Map X Button.....................................Jump o X Button......................Double-Jump o Circle Button..............Grab Hook/Ring Square Button............................Use Cane Circle Button.......Execute Master Thief Maneuver ..........Use Invisibility Technique Triangle Button................Execute Thief Move R1/L1 Buttons.....................Use Binoc-u-com o Left Analog Stick.............Look Around o Right Analog Stick............Zoom In/Out R2/L2 Buttons...................Select Thief Move Carmelita's Gun/Turret ----------------------------------------------------- Left Analog Stick.....................Adjusts Aim Square Button...........................Fires Gun Hackmobile/Submarine/Upgraded Swamp Skiff ----------------------------------------------------- Left Analog Stick.......................Moves Sly Right Analog Stick...................Fires Weapon Jetpack ----------------------------------------------------- Left Analog Stick...........Aims & Steers Jetpack Square Button.......................Fires Rockets Swamp Skiff/Upgraded Vans ----------------------------------------------------- Left Analog Stick...................Moves Vehicle Right Analog Stick.................Adjusts Camera Square Button.....Fires Weapon/Uses Battering Ram Van ----------------------------------------------------- Left Analog Stick.......................Moves Van Square Button....................Uses Nitro Boost ------------------------------------------------------------------------------- Life and Death ------------------------------------------------------------------------------- Sly doesn't get a fancy health gauge. One hit, a simple misstep, fire or water, and he's dead. There are ways around this, of course, and that's what I'm about to talk about. To increase Sly's life span, you'll need to collect Lucky Horseshoes. These nifty items allow you to take a hit and live. Each hit deducts one horseshoe from your meager total, which maxes out at two. You can tell if Sly has a horseshoe by looking at his back -- no horseshoe is self-explanatory, a blue one is equal to a single one, and a gold horseshoe is equal to two horseshoes. Occasionally you'll spot a horseshoe lying around on the ground. You'll get one each time you collect 100 gold coins, too. If you get a game over twice on the same level, the game is kind enough to provide you with a blue horseshoe, and one more game over gets you a gold one. Throughout the level, Bentley has placed holographic signal repeaters to act as checkpoints. If Sly dies, he'll be returned to the last checkpoint he passed and one life will be deducted from his total. Once he loses the last life, you'll be returned to the beginning of an area and forced to start over. These things happen. It's also possible to gain lives. Keep an eye out for a small spinning object resembling Sly's head; each one you collect is an extra life for you. ------------------------------------------------------------------------------- Clues and Vaults ------------------------------------------------------------------------------- Scattered all over the place, you'll find green bottles with paper sticking out of them. These are clues. Each main level has a certain amount of them, usually twenty, thirty, or forty. Collect all of them, and Bentley will be able to tell you the code for the area's vault. Any clues you pick up will stay with you throughout the game, so no recollection is necessary if you don't get every clue before you exit a level. Vaults hold pages of the Thievius Raccoonus. Popping one open will add another move to your repertoire which will help things considerably. Each vault has a different code, but you won't be able to enter the code until Bentley has each of the clues in the level. The order of the moves you obtain remains the same regardless of the order in which you do the levels. ------------------------------------------------------------------------------- Bentley's Binoc-u-com ------------------------------------------------------------------------------- By hitting the R1 or L1 buttons, Sly will whip out a nifty device that lets him look around easily. Each area also has blueprints which add red and green pointers to this device. Red ones are items you can smash to get coins or other such things, and green ones are clues. Also available is a Thievius Raccoonus page that adds enemy information to the scan. You'll find yourself using this a lot more near the end of the game, when you have all the add-ons. It's fairly useless in the beginning. ------------------------------------------------------------------------------- Master Thief Sprint ------------------------------------------------------------------------------- Beside most of the levels' names, there are three icons: A key, a vault, and an hourglass. The key and vault are pretty self-explanatory, and relatively easy to complete, but the hourglass is a bit harder. Once you obtain the key in a level, you can go back in. Near the beginning of the level, you'll find an hourglass. Destroy it, and you'll be given a certain amount of time to reach the end of the level. This is incredibly difficult, and I'm of the opinion that the game designers deserve a kick in the teeth for it. Fortunately, they do reward you for your efforts: after completing the Master Thief Sprint in a level, you can hear commentary by the game's makers whenever you play the level again. =============================================================================== ----------------------------------- 5. Walkthrough ----------------------------------- =============================================================================== Prologue =============================================================================== Police Headquarters ------------------------------------------------------------------------------- Difficulty: Exceptionally Easy Clues: 0 Enemies: - Carmelita Fox Paris, France. 4:20 AM. Sly and his friends have planned to break into police headquarters to recover Sly's criminal record. Oddly enough, the sign on the police station looks like it's advertising for a strip club in the Las Vegas, but we can overlook that. This is an easy job, so let's get it over with. Hop off the platform you're currently standing on and scout out the area. There are plenty of coins to be had around here. Break open all of the fans on the roof to accumulate some easy dough. Also worth busting apart are the smaller antennae. When you've broken everything in sight, walk up the small ramp to get a little tutorial about those funky blue lights, then hit the circle button and edge around the water tank. On the other side, leap onto the large antenna nearby, then onto the other one just beyond it. From here, it's a short jump onto a wooden platform. Whack the vent with your cane to open the passage, and crawl through it. Run all the way to the end. A railing will stop you from falling to a crispy death through the lasers. Begin your descent by hopping over the right side of the rail and onto the platform with the coin. The next platform is across the room, on the left side, and the final one is on the right. When you reach this last platform, aim your leap so that you fall near the orange trap deactivator at the bottom. Bash it to turn off all of those silly lasers, and to open the gate beside it. Confusing though it may seem, none of these doors really matter. Make your way to the first hallway on the left and go down it, then turn left again to reach the red door, which is locked, unfortunately. Climb out the open window beside it. Creep along the ledge to another balcony further down the line. Don't worry about the breaking stones, as they have no impact on your little trip. Carmelita's office is just through this open window. Hop in. Before we bother with that safe, let's clear the place out. Smash everything you see to stock up on cash. When you're done, check out the safe. Bentley will contact you with the combination. Input this to access your file. Time to make a smooth getaway. Head back out through the window. Your progress will be hindered slightly by Carmelita, so quickly hit the fire escape ramp below the glaring red arrow before she takes it out, eliminating any chance at getting those coins. Make your way down to the parking lot, ignoring Carmelita and focusing instead on... well, you could probably do this in your sleep. Just get to the parking lot, traverse this obstacle course of police cars and garbage cans, and head over to Le Exit and the safety of the van. Cue cutscene. Back at the hideout, select the first mission. =============================================================================== Tide of Terror =============================================================================== A Stealthy Approach ------------------------------------------------------------------------------- Difficulty: Very Easy Clues: 20 Enemies: - Mr. Shamus - Pyro O'Connor - Thor McCracken Upon entering the level, have a quick look around. See that "Keep Out" sign? Smash it for coins, then enter the tunnel behind it. As you emerge, Bentley will contact you with information regarding your climbing ability. Before hitting the ladder, it might not be a bad idea to collect all of the clues that the area has to offer. First off, hang a right. There's another sign to smash here, as well as three trees that act as stepping stones. Hop up and leap from tree to tree to collect your first clue (#1). The next tree is too tall to reach with a simple jump; you'll have to hop up and grab the rope above your head and shimmy over to the next clue (#2). Cross to the other side of the rope to get two more clues (#3,4) from the top of the cliff. Hop back down, and be sure to do so on the side with the rope. Hit up the No Trespassing signs in front of the gate while you're here. Cross the area to find a small dock, complete with two clues (#5,6), then hop aboard the not-quite-seaworthy vessel nearby. Watch out for Thor McCracken, your first enemy of the game. Take him out, then hop onto the area of the deck behind him. Smash apart the mast to get two more clues (#7,8) and some coins. Be sure to hit the wheel for more coins, then return to shore. This area is almost cleared out, so grab the clue (#9), hit the sign, climb the ladder, and gather the coins at the top. Hop off the tower onto the ground on the other side of the fence. Run forward, and Bentley will contact you about the searchlights and Signal Repeaters. Briar patches flank each side of the path, so you'll have to make it through the path of those searchlights somehow. Fortunately, there's a small increment of time when neither search light is completely obscuring the path, so take advantage of this and dart through. Take out the alarm system, but watch out for Mr. Shamus on the other side. As you pass through the stone pillars, he'll spot you. Kill him before returning to the pillars. Destroy them to get coins and two clues (#10,11). Run up the hill beyond the archway Mr. Shamus was guarding. When you reach its crest, Bentley will point out Raleigh's hideout. Destroy the bees for coins, then run down the hill. At the bottom, defeat Pyro O'Connor and step gingerly onto the walkway he was standing in front of. Collect the clues (#12,13) here and return to land. The waterfall here is pushing the water and everything in it over the cliff. Jump across to avoid being swept away. Another waterfall lies beyond this one, but this time you've been provided with stepping stones, two of which hold clues (#14,15). On the other side of the waterfall, you'll get a hook tutorial from Bentley. Continue walking until you reach a slight dropoff, then jump and grab the hook. Swing forward and release the hook by pressing X to drop onto the other side of the gate. Treacherous waters lie ahead. Cross them by jumping across the spinning wheels. Kill Thor McCracken and jump onto the next set of spinning wheels. You'll have to wait for the barriers to spin out of your way before proceeding on this set. Run or jump in the opposite direction of a wheel's spin to avoid being pushed into the water. At this point, you'll reach another signal repeater. More search lights lie beyond it, but they're relatively easy to dodge, as their patterns are exactly the same as the first ones. Waiting between the two sets of search lights is Mr. Shamus. Take care of him quickly, then dodge the beams and disarm the system. Beside the fence is a clue (#16). Run past the vault and hop onto the spinning wheels. When you reach the other side, hop onto the rope and climb back up to the two search light towers. Each one holds two clues (#17,18,19,20). Once you've collected the last one, you can return to the vault and open it. Cross the water for the final time, smash the key stand, and collect Raleigh's first treasure key. The level's exit lies just beyond the locked gate. Sly will open it with his key. We're done for now, so let's get out of here. Clue Checklist ------------------------------------------------------------------------------- [ ] Treetop beyond the tunnel [ ] Stone pillars after searchlights [ ] Treetop beyond the tunnel [ ] Walkway near waterfall [ ] Top of cliff near trees [ ] Walkway near waterfall [ ] Top of cliff near trees [ ] Stepping stone near waterfall [ ] Dock beyond tunnel [ ] Stepping stone near waterfall [ ] Dock beyond tunnel [ ] Beside the second alarm system [ ] Within mast [ ] Atop the search light towers [ ] Within mast [ ] Atop the search light towers [ ] Foot of the ladder [ ] Atop the search light towers [ ] Stone pillars after searchlights [ ] Atop the search light towers Master Thief Sprint (1:17) ------------------------------------------------------------------------------- This challenge is nearly impossible without the Roll move, so you'll probably have to come back for it later. When you're ready, reenter the level. The hourglass stands beside the sign in the very beginning of the level. Hit it and jump into the tunnel. Hit the Triangle Button to roll through the tunnel. When you pop out on the other side, keep rolling until you reach the ladder. Climb up, hop down, and make your way past the searchlights. Roll past Mr. Shamus (be careful to avoid his attacks) and up the hill, then down on the other side. Hop into the water to avoid Pyro O'Connor and cross both waterfalls, rolling across the strip of land between them. Swing across the gate and cross the water, then roll into Thor McCracken and make your way over the set of waterwheels behind him. On the other side, roll through the searchlights (again, watch for Mr. Shamus) and hop across the final set of wheels. Run out through the exit to finish with a few scant seconds to spare. ------------------------------------------------------------------------------- Prowling the Grounds ------------------------------------------------------------------------------- Difficulty: Exceptionally Easy Clues: 0 Enemies: - H.P. Squidcraft This is the hub area of Tide of Terror. You'll be coming back here between levels. Run forward and double jump onto the ledge. Step forward for more fun with Bentley, then snag the hook and ride it to the bottom. There are a few items that can be collected here each time you enter, and one of these is the lucky charm hovering over the barrels that span the bay. Hop across to the lifeboat, and be sure to grab the horseshoe on your way. Once you reach the lifeboat, climb the rope. When you reach the top of this one, hop over to the other rope beside it. Climb all the way to the top. There are two extra lives to collect here. To get the first one, climb onto the valve near the first holographic marker. From here, jump onto the nearby tree and make your way over to a jutting windowsill. Break the window and collect the extra life within, then hop down. Make your way up the nearby ramp and kill H.P. Squidcraft before he nails you with a wad of phlegm. Beside the second holograph is another window to break, complete with extra life. Another lucky charm can be obtained by carefully hopping onto the railing to the right of this level. On the other side is a briar patch, which would is not especially enjoyable. Hop over to the nearby windowsill and break the window. The horseshoe waits inside. Once you've collected the extra stuff, return to the first part of the ship and enter the holographic marker found here. You can actually do these levels in any order, but for simplicity's sake, I'm going from left to right according to the map. ------------------------------------------------------------------------------- Into the Machine ------------------------------------------------------------------------------- Difficulty: Relatively Easy Clues: 30 Enemies: - Pyro O'Connor - Thor McCracken As you enter the level, Bentley will tell you how to close the furnace doors. Run forward and hit the first one with your cane to slam it, netting you your first clue (#1). Continue on, defeating Thor McCracken on the other side of the furnace, and jump onto the dangling bridge. From here, it's a short hop onto a rising platform. Hanging from the next bridge is a clue (#2). Hit it with your staff and cross the bridge. The next platform holds Pyro O'Connor, who happens to be very much against letting you get through the engine room alive. Carry on until you reach a large vertical pipe. Hold down the Circle Button and edge around the pipe, then climb the rope on the other side. Take another trip around the pipe, and keep going past the platform to obtain a clue (#3). Back up to the platform and jump onto the spinning cog. Step off onto the spinning shaft. Another clue (#4) dangles above the shaft; jump and hit it with your staff. Near the end, hop onto the valve to collect another clue (#5). Back on the shaft, hit the metal cap on the vent to shatter it and climb in. Knock out Pyro O'Connor at the other end and hop onto the furnace doors. A clue hangs over each set of doors, and one rests on every door (#6,7,8,9,10,11,12,13,14). Hit the hanging clues with your canes and be sure to hit every door. If you don't hit the clue, it will fall to the ground below, where you can collect it later. After the last set of doors, jump off, collect any fallen clues, and head through the tunnel. A signal repeater will rear its holographic head here, which is all fine and dandy, since the next section involves dodging giant electric fan blades. Wait for each blade to pass with a grinding noice, then dart through. At the end of it is Pyro O'Connor, and beside him, a rope. Climb up, take care of Thor McCracken, and climb on to the wire ahead for more fun with fans. Fortunately, you just passed another checkpoint. This time around, watch for thin sections of wire. When you reach one, stop and wait for the fan blade to pass through, then dart across to the other side and repeat the process. When you reach the end, grab the ring with your cane and swing into the tunnel. Run through it and whack Thor McCracken at the end. You'll find yourself in another furnace-door area. This time, there are lasers here, too. The layout of the clues is exactly the same, so collect all nine clues (#15,16,17,18,19,20,21,22,23) as before. Hop from each level to the next when the lasers lie between a different set of doors. When you reach the last pair of doors, hop onto the blue pipes ahead of you to collect another clue (#24). Proceed through the tunnel and hit the grating at the end. Kill Thor McCracken, who is pounding away on the outside of the tunnel, and hop onto the spinning shaft. Halfway along it, take a sideways leap onto some of the machinery and hit two hanging clues (#25,26). Back on the shaft, stop just short of the full range of Pyro O'Connor and wait for him to cease fire, then run in and whack him. Drop off the left side of the shaft and climb onto a pipe to collect a clue (#27), then head for the right side and hop onto the piston. Ride it to the top, then latch onto a hook and swing onto the machinery. Make your way over to the clue (#28) on top of the large wheel, then hop down on the other side of the giant hunk of machinery. Cross the lava via the bridges, eliminate Thor McCracken, and bash open the safe to collect the final clues (#29,30). Run back across the bridges and open the vault, then Make your way up to the top of the machine again. This time, grab onto the hook above the metal outcropping and ride it all the way to the end of its path. Enter the section I fondly refer to as the hall of flame (I'm so clever) and close all of the doors as you run through it. On the other side, leap across the gap and collect the treasure key. Clue Checklist ------------------------------------------------------------------------------- [ ] Above the first furnace door [ ] Resting on a furnace door [ ] Dangling from the bridge [ ] Above the first set of doors [ ] On the edge fo the vertical pipe [ ] Resting on a furnace door [ ] Hanging above the spinning shaft [ ] Resting on a furnace door [ ] Resting on the valve [ ] Above the second set of doors [ ] Resting on a furnace door [ ] Resting on a furnace door [ ] Resting on a furnace door [ ] Resting on a furnace door [ ] Above the first set of doors [ ] Above the third set of doors [ ] Resting on a furnace door [ ] Sitting on the blue pipe [ ] Resting on a furnace door [ ] Dangling above the machinery [ ] Above the second set of doors [ ] Dangling above the machinery [ ] Resting on a furnace door [ ] Sitting on a pipe [ ] Resting on a furnace door [ ] Resting above the large wheel [ ] Above the third set of doors [ ] In a safe below the hall of flame [ ] Resting on a furnace door [ ] In a safe below the hall of flame Master Thief Sprint (2:19) ------------------------------------------------------------------------------- Again, Roll is a necessity here. You simple can't move fast enough without it. Once you're ready, enter the level. To simplify things, close the furnace door before hitting the hourglass. When that's done, begin your sprint by rolling past Thor McCracken. Cross the various bridges and whatnot, dodging enemies, and edge around the large pipe. Climb up the rope on the other side, edge around again, and make your way over to the vent. Break the grating and roll through, but watch out for Pyro O'Connor at the end. Hop down the furnace doors and roll down the pipe. When you emerge, you'll be in the room with the giant fans. Roll under them as quickly as possible, then climb the rope, roll past Thor McCracken, and latch onto the pipe. Cross to other side, hook your way to the tunnel, and roll along. On the other side, bounce over the lasers and roll out of the tunnel. Make your way across the spinning pipe, avoiding Pyro O'Connor at the other end. Quickly hop onto the piston and snag the hook at the top, then swing onto the platform and hop onto the top of the giant wheel. Grab the hook and ride it to the end, then run down the tunnel, slamming furnace doors as you go. When you reach the end, leap across the small gap and hit the exit. ------------------------------------------------------------------------------- Prowling the Grounds ------------------------------------------------------------------------------- Difficulty: Exceptionally Easy Clues: 0 Enemies: - H.P. Squidcraft Once you finish Into the Machine, you'll find yourself back in the hub. Collect the goodies, then run up the ramp past H.P. Squidcraft (you'll probably have to kill him) and enter High Class Heist. ------------------------------------------------------------------------------- High Class Heist ------------------------------------------------------------------------------- Difficulty: Easy Clues: 30 Enemies: - Lil Bowen This level is a thief's dream. Nearly everything inside can be broken into gold coins. In fact, the first room is completely devoid of any hazards. Simply break all of the glass display cases and shatter everything within, as well as any statues you might see. When you reach the end, grab the two clues (#1,2) and go through the door. This room has been decked out with lasers, but the same general idea as the previous hallway applies. At the end of a hallway is another clue (#3). Collect this and continue along your merry little way. The next room is best tackled after the lasers are disarmed. Make your way around the laser barriers until you reach the alarm system and disarm it, then attack all of the statues to fill up on coins. There are fifteen clues in the area, as well. Two can be found in the safe to the right of the signal repeater (#4,5), and another pair is on the wall above the nearby statue (#6,7). Destroy the statue and use its base as a boost to reach these. A matching pair adorns the other side (#8,9). The next clue in the area (#10) rests behind the flaming skull over the archway. Getting to it is tricky, but you should be able to reach it from one of the walls. Three clues (#11,12,13) are bouncing around near the wall to the left of the archway, and the last three clues (#14,15,16) are resting in an alcove near the vault. In the next room, destroy the Raleigh statues flanking the arch, then step down into the room. Two safes hold four more clues (#17,18,19,20) here, and another one (#21) rests on a platform beyond the two Lil Bowens. From this platform, you'll have to use the lily pads to make your way around the room, dodging lasers while doing so. Don't worry too much about collecting items; just go back for them after you disarm the alarms. There are plenty of coins around, as well as a clue (#22). On the opposite side of the room, climb the pipe. Sneak around the column beside the signal repeater for two more clues (#23,24). Wait for the search lights to cross the path, then run through, collecting two more clues (#25,26) while doing so. Sneak around the next two pillars to avoid the search lights, then run between two more and collect another set of clues (#27,28). The final two clues are behind the last column. Sneak around it, then return to the previous room and open the vault. Return to the lily pad room and make your way back to the other side. Run around to the bridge and cross it. Break the glass and take the treasure key within. Clue Checklist ------------------------------------------------------------------------------- [ ] At the end of the first hallway [ ] Alcove near first checkpoint [ ] At the end of the first hallway [ ] Safe beyond archway [ ] At the end of the second hallway [ ] Safe beyond archway [ ] Safe near the first checkpoint [ ] Safe beyond archway [ ] Safe near the first checkpoint [ ] Safe beyond archway [ ] Above the first checkpoint [ ] On the platform behind Lil Bowens [ ] By statue near first checkpoint [ ] On top of a lily pad [ ] By statue near first checkpoint [ ] Behind column in lily pad room [ ] By statue near first checkpoint [ ] Behind column in lily pad room [ ] By statue near first checkpoint [ ] In the path of the search lights [ ] By wall near first checkpoint [ ] In the path of the search lights [ ] By wall near first checkpoint [ ] In the path of the search lights [ ] By wall near first checkpoint [ ] In the path of the search lights [ ] Alcove near first checkpoint [ ] Behind column in lily pad room [ ] Alcove near first checkpoint [ ] Behind column in lily pad room Master Thief Sprint (1:00) ------------------------------------------------------------------------------- No time for coin collection now! Hit the hourglass and roll down the hall. In the next corridor, run past the lasers to avoid triggering the alarm system. The next room is simpler than it seems. You can jump over the the laser walls, so the only lasers you need to avoid are those coming out of the skull. Dodge the Lil Bowens and hop across the lily pads, then climb the pipe. Run through the first set of search lights, and avoid the second and third sets by waiting for them to move all the way in, then jumping around them to the right. Roll through the last set. Nail the alarm system as you run past, then cross the bridge and end this ridiculous challenge. ------------------------------------------------------------------------------- Prowling the Grounds ------------------------------------------------------------------------------- Difficulty: Exceptionally Easy Clues: 0 Enemies: - H.P. Squidcraft In the center of the area is a tower with a holographic marker. Sly can't reach it by jumping, so he'll have to find another way in. Look up with your Bino-cu-com. You should see a wire extending from it. Trace this wire back to its source, which is a crow's nest. Below this is a wheel. As you approach it, Bentley will tell you spin it. Stand on the wheel and start walking on it. When it picks up a bit of speed, try running. The crow's nest will drop to the deck. Hop on. As soon as you stop running on the wheel, it will begin rising again. When it reaches the top, grab the rings and swing over to the tower. Edge around in a clockwise direction using the blue auras and enter the level. ------------------------------------------------------------------------------- The Fire Down Below ------------------------------------------------------------------------------- Difficulty: Very Easy Clues: 30 Enemies: - Pyro O'Connor - Thor McCracken Welcome to the inferno. Your first clues (#1,2) are in a safe to the right of the entrance. Another one (#3) is resting on top of the first furnace. Wait for the furnace doors to close and go through. Another clue (#4) is dangling above the flames of the second furnace. For best results, climb onto the furnace and jump, hitting the clue on your way down. Walk across the metal grating, killing Thor McCracken as you do so, and cross the bridge. Jump to collect another clue (#5). Slam the furnace doors, netting yourself a clue (#6) in the process. On the other side of the lava pit, get another clue (#7) from itsplace atop the valve. Kill Pyro O'Connor and bash apart the coal nearby. Behind it, you'll find two more clues (#8,9). Near the wheel mechanism, there is another clue (#10). Hop to the highest point, a whistle, and jump while swinging to get the clue. From this same point, you can jump on top of the posts supporting the confusing hook system, bypassing it entirely. Hop around, collecting three clues (#11,12,13), then swing across the rings until you reach a tower. Climb down the rail here, and be careful of Thor McCracken at the bottom. A clue (#14) is tucked between two pipes nearby. Collect this, then climb back up to the upper levels. Hop across the posts until you reach a metal bridge leading into a furnace hall and cross it. Slam the furnace doors and kill Thor McCracken and Pyro O'Connor. Beside Pyro, a pipe is hiding two clues (#15,16). Hop onto the lower pipe beside it to reach the one with the clues. Beyond that, another pipe stretches across the lava, supporting two more clues (#17,18). Pass the checkpoint and kill Pyro O'Connor. Clues about in this room. Three (#19,20,21) are clustered behind coal on the left. Another one (#22) sits in the next alcove. Near the wheel setup, a safe hides two more clues (#23,24). Run on the wheel until the glass breaks. Go through, collect two more clues (#25,26), and run along the conveyor belts. A pair of clues (#27,28) hangs near the end of the third one and another set (#29,30) in the center of the last one. The key is just ahead, so let's be lazy. Get that and immediately return to the level to open the vault in the first room. Clue Checklist ------------------------------------------------------------------------------- [ ] To the left of the entrance [ ] Above a large pipe [ ] To the left of the entrance [ ] Above a pipe spanning the lava [ ] On top of the first furnace [ ] Above a pipe spanning the lava [ ] Above the second furnace's flames [ ] Behind a stack of coal [ ] Dangling over the bridge [ ] Behind a stack of coal [ ] Above the first furnace door [ ] Behind a stack of coal [ ] On top of a valve [ ] Beside a pile of coal [ ] Behind a pile of coal [ ] In a safe near the wheel [ ] Behind a pile of coal [ ] In a safe near the wheel [ ] Above the wheel mechanism [ ] On the first conveyor belt [ ] On the hook system support posts [ ] On the first conveyor belt [ ] On the hook system support posts [ ] Above the third conveyor belt [ ] On the hook system support posts [ ] Above the third conveyor belt [ ] Between two pipes [ ] Above the last conveyor belt [ ] Above a large pipe [ ] Above the last conveyor belt Master Thief Sprint (1:32) ------------------------------------------------------------------------------- Skirt around the outer edges of the area with the furnaces to avoid their flames. Cross the bridge, dodge past Thor McCracken, and run through the gauntlet. Ignore Pyro O'Connor and use the whistle as a step up onto the support poles. Roll across the nearby bridge and sprint through the passage, slamming furnace doors as you go. On the other side, avoid both enemies, kill the second Pyro O'Connor, and run your little heart out on the wheel. When the glass is broken, dart through and roll along the belts. Avoid the search lights. The exit sits at the end of it all. ------------------------------------------------------------------------------- Prowling the Grounds ------------------------------------------------------------------------------- Difficulty: Exceptionally Easy Clues: 0 Move: N/A Enemies: - H.P. Squidcraft There is one more key to be had in this area. As you exit the Fire Down Below, hop over the nearby railing. There are three towers here. The leftmost one has a pipe attached to it. Have Sly climb this pipe to reach the top. Jump across the other two towers until you reach a roof patrolled by H.P. Squidcraft. Duck behind the dormers while he is facing you. Run forward and hit him in the back as soon as he turns around. Enter the level he was guarding. ------------------------------------------------------------------------------- A Cunning Disguise ------------------------------------------------------------------------------- Difficulty: Easy Clues: 30 Enemies: - H.P. Squidcraft - Pyro O'Connor As soon as you enter the level, snag the clues (#1,2) beside the entrance. Run forward and hit all the piles of books to get coins. As you approach the blue rug, Bentley will warn you about Raleigh's booby traps. Before jumping into the barrel, decimate the grandfather clock. When you're ready, climb into the barrel. Run across the rug, collecting the clues (#3,4) as you do so. On the other side, hop out of the barrel and hit the globes. Kill Pyro O'Connor, then hop back into the barrel and ride it down the elevator. Get off at the bottom and treat the next rug with the same level of caution. Bentley will tune in to tell you that the guard won't notice you if you hold still inside the barrel. Very cartoonish. I like it. Wait for H.P. Squidcraft to turn his back, then run into the library. Stop moving as he swings his flashlight around. When you're close enough, hop out as his back is turned and nail him. There are plenty of clues in the area. The first two (#5,6) are safely tucked away in a safe behind the shelf just beyond the trapped rug. Another one (#7) is hanging beside the next bookshelf. Stand on the stack of books and jump to hit it. Also of note are the extra life near the safe and the lucky charm on a shelf that can also be reached by the stack of books used to get the seventh clue. Beyond this shelf is another one with a ladder. Climb it and collect the three clues (#8,9,10), then hop down behind the guard and kill him. Put your barrel back on and run along. You'll find two clues resting on or beside each furnace, for a total of four (#11,12,13,14). There is also one (#15) to the left of the elevator and two (#16,17) to the right, as well as a safe containing two (#18,19) beside one of the furnaces. Remember to use the barrel to cross the booby-trapped rugs. When all the clues are in your grubby little paws, don your barrel once more and take it up the elevator. Run down the narrow walkway and pass the first checkpoint. Take care of the booby trap and cross the bridge. The searchlights will not notice a barrel sitting innocently, so stop before they hit you. There is a clue (#20) near the alarm system (which you should disarm), and two more (#21,22) are on the shelf beside it. Wearing your barrel, sneak forward to the barrier of books. While H.P. Squidcraft's back is turned, jump out long enough to destroy a few stacks of books, then hide in your barrel again. Run through and whack him when he turns his back again, then carry your barrel onto the light fixture. Step down onto the next one, and from there, onto the floor. Shove the bookshelf nearby to reveal a hidden area containing a safe with two clues (#23,24). Leave your barrel here as you climb up the light fixtures to collect three clues (#25,26,27) from the topmost one, then jump back down. Cross the next bridge with the spotlights and gather the last three clues (#28,29,30) from their resting place beyond the search lights. From there, backtrack to the area with the first alarm system. Climb the ladder and hop off on the other side of the shelf to find the vault. Open it, then return to your barrel, disarm the final trapped rug, and grab the key. Clue Checklist ------------------------------------------------------------------------------- [ ] To the right of the entrance [ ] In a safe near a furnace [ ] To the right of the entrance [ ] To the left of the second elevator [ ] On the first booby-trapped rug [ ] To the right of the second elevator [ ] On the first booby-trapped rug [ ] To the right of the second elevator [ ] In a safe near the first guard [ ] Past the search light alarm system [ ] In a safe near the first guard [ ] On a shelf near the alarm system [ ] Dangling near the first guard [ ] On a shelf near the alarm system [ ] On a shelf near the second guard [ ] In the hidden safe [ ] On a shelf near the second guard [ ] In the hidden safe [ ] On a shelf near the second guard [ ] On the uppermost light fixture [ ] On top of a furnace [ ] On the uppermost light fixture [ ] On top of a furnace [ ] On the uppermost light fixture [ ] On top of a furnace [ ] Near the second alarm system [ ] Beside a furnace [ ] Near the second alarm system [ ] In a safe near a furnace [ ] Near the second alarm system Master Thief Sprint (1:30) Solution contributed by soulgenesis ------------------------------------------------------------------------------- Before you begin, stock up on coins. Any lucky charms you have will disappear when you begin the sprint, but if you get one while doing it, you get to keep it. Try to be just a few coins short of the charm, as you'll need it to finish within a reasonable time. As soon as you enter the level, whack the hourglass and roll down to the barrel. Hop in and run across the rug, then jump out long enough to kill Pyro O'Connor. Jump into the barrel and step onto the elevator, but rather than riding it to the bottom, run off on the other side. Cross the trapped rug and Get rid of the first guard. From here, it's relatively simple, albeit dishonest. Before the bookshelf with the ladder, there is one with a stack of books beside it. Use the books to reach the shelf and run to the large platform at the end. From here, hop onto the chandelier. Jump off on the other side, cross the bridge, and cut across the final rug. You'll take a hit from it, but we have a charm for just that reason. Temporary invincibility should get you across safely on your second attempt. ------------------------------------------------------------------------------- Prowling the Grounds ------------------------------------------------------------------------------- Difficulty: Exceptionally Easy Clues: 0 Enemies: - H.P. Squidcraft - Mr. Shamus Hop over the railing. You should land in front of the locks. Slip in your keys. You should have at least three at this point. Knocking out the generator clears the vent for your path into the second half of the hub area. Go on in. Bentley will contact you with a harebrained scheme involving cannons and whatnot, then it's back to work. Straight ahead of you is a ramp leading up to an extra life. Also accessible is a slightly smoking chimney. Hop onto this, then from there onto another one. Jump onto the roof. H.P. Squidcraft is patrolling this area, so duck behind the pipes when he turns around. As soon as you get close enough, take him out and enter the level he was guarding. ------------------------------------------------------------------------------- The Gunboat Graveyard ------------------------------------------------------------------------------- Difficulty: Relatively Easy Clues: 20 Enemies: - H.P. Squidcraft - Lil Bowen - Mr. Shamus As soon as you enter the level, you'll be faced with a whole deck full of clues. Sort of. Bust open the safe to collect the first two (#1,2) and snag the two clues (#3,4) bouncing merrily between the two sets of stairs. Mr. Shamus is lurking at the end of this ship, but he is easily dispatched. Behind him is a patch of sea, made difficult only by the search lights moving restlessly over the area. Wait for a light to pass your intended destination, then quickly move through to a safe location. A clue (#5) rests on a barrel lying directly in your path. Another one (#6) awaits its captor on a ship's steering wheel you will also have to cross. As you step onto slightly solider ground, you'll be attacked by Lil Bowen. Use physical negotiation to keep him at bay, then collect two clues (#7,8) from the safe he was guarding. Before hopping on the rigging, collect the clue (#9) beside the mast, then climb up. Hop to the rope dangling near the top and make your way up to the dangling plane. Dodge through the search lights until you reach the alarm system. Bash it out of the picture, then double back and scoop up two clues (#10,11) from the wing of the plane. Return to the mysterious tank near the disabled alarm system and edge around it by using the blue aura. On the other side, run down the path. You'll soon pass your first checkpoint. Two clues (#12,13) lie straight ahead, but they're under heavy surveillance by Mr. Shamus. As you approach them, he'll fire off a shot, so be prepared to dodge. When he's gone, hop onto the rope behind him. Another rope is stretched across a bridge being guarded by H.P. Squidcraft, so take the easy route and avoid him altogether. Of course, you'll have to deal with another one as soon as you set foot on the S.S. Rolly, so don't let your guard down. A pair of clues (#14,15) is clearly visible behind him, so collect them, then hop off the submarine and follow the pathway of floating debris, collecting the clues (#16,17) on your way through. At the end of it, you'll have to deal with another Mr. Shamus and Lil Bowen, but it's well worth the efforts, as they guard the last three clues: One standing freely (#18), and two in a safe (#19,20). Climb the rope near Lil Bowen to reach the vault and input the code. Scale the final rope and nab the key from its display case. Clue Checklist ------------------------------------------------------------------------------- [ ] In a safe near the entrance [ ] On the wing of the plane [ ] In a safe near the entrance [ ] On the body of another plane [ ] Between stairs near the entrance [ ] On the body of another plane [ ] Between stairs near the entrance [ ] Aboard the S.S. Rolly [ ] On a barrel in the sea [ ] Aboard the S.S. Rolly [ ] On a steering wheel in the sea [ ] Floating amongst the debris [ ] In a safe near Lil Bowen [ ] Floating amongst the debris [ ] In a safe near Lil Bowen [ ] Sitting behind Mr. Shamus [ ] Beside a mast near Lil Bowen [ ] In a safe behind Mr. Shamus [ ] On the wing of the plane [ ] In a safe behind Mr. Shamus Master Thief Sprint (1:10) ------------------------------------------------------------------------------- Begin the level as you normally would, watching out for Mr. Shamus. When you reach the area with the riggings and whatnot, bypass Lil Bowen and scurry up the ropes before he squishes you. If you make it to the top at 50 seconds or so, you're in pretty good shape. Dart through the search lights and edge around the tank, then roll along the plane. Hop over and take out Mr. Shamus, then cross the rope and bounce from board to board. Avoid both enemies at the end and climb up the ropes. If you hurry, you should hit the exit with scant seconds to spare. ------------------------------------------------------------------------------- Prowling the Grounds ------------------------------------------------------------------------------- Difficulty: Exceptionally Easy Clues: 0 Enemies: - H.P. Squidcraft - Mr. Shamus Hop off the building housing the hologram leading to the Gunboat Graveyard. There is a pathway leading off to the left nearby. Meander through, watching out for Mr. Shamus' stars. Get him out of the way and hop into the submarine. ------------------------------------------------------------------------------- The Gunboat Graveyard ------------------------------------------------------------------------------- Difficulty: Easy Clues: 0 Enemies: - Crab This level comes as a welcome relief to those of us who tire of clue-collecting and sprinting. Instead of platforming fun, we're gunning down crabs from the submarine while collecting chests. You need to collect 40 of them; however, the crabs are going after them, too. If they manage to get away with as much as one, you lose. It takes about three or four hits to open a chest in your favor, so killing crabs comes first. Any crab carrying a chest should be your top priority. If you can shoot crabs and chests at the same time by lining them up, that works quite well. Anyway, just shoot all the crabs you see, pop in to blast open a chest while their ranks are fairly thin, and don't let them get anything. If you lose, just try again. Practice makes perfect and all. ------------------------------------------------------------------------------- Prowling the Grounds ------------------------------------------------------------------------------- Difficulty: Exceptionally Easy Clues: 0 Enemies: - H.P. Squidcraft - Mr. Shamus At this point, you should have collected everything Raleigh's got to offer. As you emerge from your sub mission, head straight along the pathway. Directly across from it is the cannon. Step up to it to unlock it, then hop in. ------------------------------------------------------------------------------- The Eye of the Storm ------------------------------------------------------------------------------- Difficulty: Medium Clues: 0 Enemies: - Raleigh Raleigh's a lot smaller in person than pictures implied. He is, after all, a frog. His small stature leaves him susceptible to quite a bit of damage, so he'll guzzle bees to pump himself up. As long as he's full, he's invincible, so it's best to run away. The room you are fighting in is composed of one central dais (to which Raleigh returns in order to refill) and six surrounding platforms. Raleigh's fight spans four phases; if you die or fall into the water at any point, you'll be forced to start over from the beginning. Phase 1: All the platforms are raised, so this is simple a matter of staying one platform ahead of Raleigh. Any more than that, and you won't have time to hit him when he deflates; any less, and you're squished. After five hops, he'll be open for anything you toss at him, so whack him with your cane. Since he takes two hops on each platform, you might want to count his jumps and be waiting for him on the platform he'll stop on. Phase 2: All platforms except one (probably the one you're standing on, but just in case, the one without red lights) will sink. You must avoid Raleigh by moving from side to side on this single platform. It's a bit more difficult than the previous phase, but at least you're definitely close to Raleigh when he loses his bloat. Phase 3: The platforms will rise again, but they'll light up as soon as they're touched by Raleigh. This is pretty much the same as the first phase, as it's fairly unlikely that you'll make a full circuit before Raleigh shrinks, even if he takes eight jumps to do it. Phase 4: Like the second phase, all but one platform will drop below the surface of the water. This time, however, you'll be jumping over Raleigh's tongue as he whips around in circles. Getting the timing down should be fairly easy, so don't worry your pretty little head about it. After six circles, you're free to smack him. For your troubles, you'll learn the Ninja Spire Jump. This is quite a useful move. You'll be needing it throughout the entire game. Carmelita will show up fashionably late, but she still manages to get all the credit for bagging Raleigh. When you get back to the hideout, choose the next mission. =============================================================================== Sunset Snake Eyes =============================================================================== A Rocky Start ------------------------------------------------------------------------------- Difficulty: Medium Clues: 40 Enemies: - Cletus - Gorgeous Lou - Inkspot Jackson - Paulie Shackles Welcome to America. Mesa City brings about a whole new crew of bad guys, so keep your guard up. Step forward into the level and grab the first two clues (#1,2) from the jutting rock before the gate. Bash the "Keep Out" sign for coins, then scale the pipe beside the gate. When you reach the top, Bentley will tell you about the move you learned from Raleigh's section of the Thievius Raccoonus, the Ninja Spire Jump. Hop across the lights. When you reach the end, jump down and kill Gorgeous Lou, then snag the clues (#3,4) behind him. Walk back towards the gate and collect a clue (#5) from the outcrop, then open the safe for two more (#6,7). To get back to the upper levels, climb the pipe attached to the second column and hop over to the other side of the rock wall. Grab the clues (#8,9) on the other side. Kill the yapping dog just ahead and hang a left. There's a lake here, and it's chock full of debris. Hop from piece to piece to collect three clues (#10,11,12), then make your way onto the teetering truck at the far end for one more (#13). From there, you can jump onto the tilting wooden structure and use the rings to reach shore. Where Cletus was chained, you'll find a mattress. Hop on to bounce to the roof of the shed, then climb the pipe on top and use the ring to swing across the gorge in front of you. Another Cletus is gnawing away at a bone on the other side, so dispatch him. As you approach the fence just ahead, Gorgeous Lou will charge through. Beside him, you should find three clues (#14,15,16). Jump up the rocks behind Gorgeous Lou and hop onto the crane. Bentley will tune in to explain the floor sensors to Sly. From your perch, drop down to the slightly unstable car below, then head up the plank extending over the water to your left to collect a clue (#17). There are two more (#18,19) in a safe beside the checkpoint. Enter the building in front of you, dodge the floor sensors, and hit the deactivator at the end. Snag the two clue bottles (#20,21) to the right of the exit as soon as you step out. Pause before you step directly into the path of Paulie Shackle's ball, and wait for an opportunity to rush in a whack him. When he falls, hop up the stairs behind him and bounce on the mattress and execute a Ninja Spire Jump to land on one of the lights. Make your way over to the teetering rock ahead of you. Watch out for Inkspot Jackson, and grab the two clues (#22,23) on the edge of the rock. Hop off the rock on the other side, but don't miss the clue (#24) behind the car right below it. On a ledge to your right are three more clues (#25,26,27), and there are two salivating bulldogs ahead. Across from them is a clue bottle (#28). There are two large, pounding devices just ahead. Dodge through them as they begin their ascent, and you'll easily get through. On the other side, there is a horseshoe balanced on a car sitting on the edge of a cliff. Also, above your head is a pipe you can climb to reach the vault, but we're short twelve clues. We'll get back to it. Go through the fence ahead and climb the wire underneath the crane to reach three more clues (#29,30,31). Defeat both Gorgeous Lous guarding the next fence, and grab the safe to the right of the fence for two more clues (#32,33). You can then go through the next set of pounders and grab the clue (#34) on the other side. You've just passed the second checkpoint. Ahead of you is a ridiculous series of train cars, full of laser traps and other annoying things. In the first car, there is a clue (#35) between the two sets of lasers. Dodge through the lasers and get it. The next car is rigged with lasers and floro sensors, and one ahead of you is partially submerged in water. Swing across the hooks, letting go at the furthest point, to clear the giant gaps. On the other side, get through a last car of lasers, then hop out and grab a pipe to climb to safety. Defeat Inkspot Jackson before he gets you with his cards and grab the two bottles (#36,37) behind the fence to your right. There's another clue (#38) in the path ahead, and a final pair (#39,40) in a safe to the left of the path. Grab all of these, and backtrack to the first set of pounders. Rather than going through them, hop up and grab onto the rail above your head. Climb it to reach a rocky column with the vault. Enter 3-1-4 to open it, then return to the end of the level. Snag the key and open the lock. We're out. Clue Checklist ------------------------------------------------------------------------------- [ ] Jutting rock near the entrance [ ] Beside the first train car's exit [ ] Jutting rock near the entrance [ ] Edge of the teetering rock [ ] Behind the first Gorgeous Lou [ ] Edge of the teetering rock [ ] Behind the first Gorgeous Lou [ ] Behind a car below the rock [ ] Jutting rock by the gate [ ] On a ledge near the rock [ ] Safe beside the gate [ ] On a ledge near the rock [ ] Safe beside the gate [ ] On a ledge near the rock [ ] Beyond the rock wall [ ] Across from the twin bulldogs [ ] Beyond the rock wall [ ] On the crane's platform [ ] Among the lake's debris [ ] On the crane's platform [ ] Among the lake's debris [ ] On the crane's platform [ ] Among the lake's debris [ ] Beside the Gorgeous Lou pair [ ] On top of the teetering truck [ ] Beside the Gorgeous Lou pair [ ] Right behind the first fence [ ] Beyond the second set of pounders [ ] Right behind the first fence [ ] Within the first train car [ ] Right behind the first fence [ ] Behind a fence near the level's end [ ] At the end of a plank [ ] Behind a fence near the level's end [ ] In a safe by the first checkpoint [ ] In the path near the level's end [ ] In a safe by the first checkpoint [ ] In a safe near the exit [ ] Beside the first train car's exit [ ] In a safe near the exit Master Thief Sprint (1:30) ------------------------------------------------------------------------------- Begin by scurrying up the pipe near the beginning, and jumping as far as you can so as to hit the second spire on your landing. Do the same with the next pair of lights, and ignore Cletus altogether as you go for his mattress. At the top, climb the pipe and swing over the gap, and again, ignore Cletus. Quickly deal with Lou as he comes through the fence, and hop up the rocks (go from the side, as the front tends to make Sly fall) and onto the crane. Run through the lasers, dodge through Paulie Shackles' sweeping attack, and hop up the steps to the mattress. Bounce up and cross the spires, and defeat Inkspot Jackson. Jump off. Dodge both Cletuses as you dash for the pounders and roll through them. As you emerge on the other side, dodge everything you can and hit all the Lous. Make it through the second set of pounders, hit Paulie Shackles, and creep through the train cars. You simply cannot afford the time taken away if you hit the alarm systems, so DON'T TRIGGER THEM. The end is within your grasp; swing across the water, roll past Inkspot Jackson, and hit the exit with a few seconds to spare. ------------------------------------------------------------------------------- Muggshot's Turf ------------------------------------------------------------------------------- Difficulty: Relatively Easy Clues: 0 Enemies: - Paulie Shackles - Vinnie the Pincher Welcome to Muggshot's hub level. There's not nearly as much stuff here as you found in Raleigh's hub. As you exit the previous level, turn right and follow the path up to a bridge. Here, Bentley will stop you to talk about Muggshot, who must be living in a giant fire hydrant. That's nice. Cross the bridge ahead carefully, and bop the guard on the head. Turn right and follow the ramp up to a suspended bridge (watch for Paulie Shackles as you go up) and use the mattress to get over the car here. Use the lights to cross the small gap, smack Paulie Shackles on the other side, and run forward into the holographic marker for At the Dog Track. ------------------------------------------------------------------------------- At the Dog Track ------------------------------------------------------------------------------- Difficulty: Medium Clues: 0 Enemies - None In this level, you play as Murray, who's controlling the van. Sly will give some preliminary instructions, then it's up to you. This race isn't that hard, as long as you don't run into anything and you hit lots of Nitro cans. Hug the inside of the track whenever possible, and don't get right behind another car, or you'll be stuck when you finally get the opportunity to pull ahead. Use a Nitro boost as soon as you get it, but make sure you're pointing straight ahead first. Try to claim at least third place in the first lap, then move up to first in the second lap and keep your position through the third one. As far as actual strategies pertaining to the course go, there aren't any, really. Just apply everything I said before, and if you fail, keep trying. Your prize for winning the race is a key. ------------------------------------------------------------------------------- Muggshot's Turf ------------------------------------------------------------------------------- Difficulty: Relatively Easy Clues: 0 Enemies: - Paulie Shackles - Vinnie the Pincher Kill Paulie Shackles and hop off the bridge. Past the blue cars, follow the path as it turns to the left. At the end is the entrance to Boneyard Casino. Go on in. ------------------------------------------------------------------------------- Boneyard Casino ------------------------------------------------------------------------------- Difficulty: Medium Clues: 40 Enemies: - Inkspot Jackson - Vinnie the Pincher The door is closed, so hit the lever to the right of it to spring it open. The inside is full of machine-gun toting dobermans, so it's probably best to stay out of the beams of their flashlights. Unfortunately, one of them's standing right in the path. Hey, who ever said you couldn't cut through the foliage? Jump into the plants on either side and run across to the dark side, then duck behind him. Don't bother hitting him, as he'll always blow his whistle, which brings the other guards. Instead, sneak across, using the slot machines for cover. Don't miss the two clues (#1,2) to the left of the second set of strips. Run past the final guard as his back is turned and hit the two slot machines to the right of the floor sensor section for coins. It's then time to tackle the floor sensors. We've handled these before, so they shouldn't be too much of a problem. Just switch over to the flashing ones so you're safe when they change. On the other side, collect two more clues (#3,4). Sneak past the search lights and hit the alarm system at the other end, then jump into the plants. Hop onto the display case and sneak over to the edge above the guards. You now have to jump down and try to kill them both in one easy motion. Grab three clues (#5,6,7) from in front of the bar, then hop back onto the display cases again to snag two more (#8,9). Head past the bar and step onto the chandelier. There is a clue (#10) here. Climb the rope holding up the light. Go from chandelier to chandelier until you reach the last one, which holds another clue (#11). Turn around and climb down the rope of the fallen chandelier. At the bottom, wait for the guard to turn his bag, then clout him. There are two clues (#12,13) behind the spinning thing in the center of the room, and four more (#14,15,16,17) in the plants around it. When you've got all of them, hit the slot machines before the floor sensor and grab another clue (#18) from atop the slot machines nearby. It's now time to tackle the floor sensors. Same deal as before, but there are four clues (#19,20,21,22) dangling over the floor. Vinnie the Pincher is standing the end. Dispatch the guard and smash the trap deactivator. In the tunnel ahead is your first checkpoint, two clues (#23,24), and Inkspot Jackson, who has another clue (#25) right behind him. The next area is a watery place full of dangling wires that don't look very safe. Hop onto the first table and snag the clues (#26,27) on top. Use the spinning roulette wheels to get to the next table, which holds two more clues (#28,29). Use the last two tables here to reach the safety of a ledge with a safe on it. Hit the safe for two clues (#30,31). There is another table on the other side, complete with two clues (#32,33). Hop across onto a few more wheels. These are trapped, so stay off the yellow sections. The disarm system is at the end. Jump onto a final set of tables and climb a chandelier at the end. Hop over to the last one, then wait for the guard to turn away. Jump down and punish him for his crimes, and don't miss the clue bottle (#34) he's guarding. Cross the roulette wheels, which are highly secured, and his the alarm system on the table at the end. Grab two clues here (#35,36). Pass the checkpoint and cross the next set of wheels. On the next table, grab the clue (#37) and disarm the traps. Grab two clues (#38,39) from the chandelier in front of the vault, then climb up the rope. The last clue (#40) is at the top. Jump back down and open the vault with 3-3-8. Now, climb back up the rope and leap over to the giant roulette wheel. This is where things get tricky. Hop clockwise to reach the green section, but as it gets close, don't move at all. Let the wheel move under you. After the first hit, lasers will appear to hinder your progress. No matter. Hit it twice more to free the key, and grab it. Clue Checklist ------------------------------------------------------------------------------- [ ] To the left of the slot machines [ ] Above the second floor sensors [ ] To the left of the slot machines [ ] Above the second floor sensors [ ] After the first floor sensors [ ] In the tunnel with Inkspot Jackson [ ] After the first floor sensors [ ] In the tunnel with Inkspot Jackson [ ] In front of the bar [ ] Behind Inkspot Jackson [ ] In front of the bar [ ] On the first roulette table [ ] In front of the bar [ ] On the first roulette table [ ] On the cases behind the bar [ ] On the second roulette table [ ] On the cases behind the bar [ ] On the second roulette table [ ] On the first chandelier [ ] In a safe between roulette tables [ ] On the last chandelier [ ] In a safe between roulette tables [ ] Behind the spinning doghouse [ ] On the third roulette table [ ] Behind the spinning doghouse [ ] On the third roulette table [ ] Plants around said doghouse [ ] On the fifth roulette table [ ] Plants around said doghouse [ ] On the sixth roulette table [ ] Plants around said doghouse [ ] On the sixth roulette table [ ] Plants around said doghouse [ ] On the seventh roulette table [ ] Before the second floor sensors [ ] Chandelier in front of the vault [ ] Above the second floor sensors [ ] Chandelier in front of the vault [ ] Above the second floor sensors [ ] Chandelier above the vault Master Thief Sprint (2:15) ------------------------------------------------------------------------------- Open the door before you hit the hourglass to save yourself a few seconds, then roll down and hop into the plants. Roll through the slot machines and hop across the trapped floor. On the other side, dart through the search lights and cross the display cases as fast as possible. Leap over to the chandelier on the other side and climb up. Run across and jump down, kill the guard, and roll across the trapped floor. On the other side, hit the guard, and roll down the tunnel, but stand up before you get hit by Inkspot. Roll down the path behind him and hop onto the roulette tables. Carefully cross the water and proceed to the roulette table at the end of the level; be sure you have plenty of time left, as you'll have to hit the green section three times. Once you do so, hit the center. You should have at least one second left on the clock. ------------------------------------------------------------------------------- Muggshot's Turf ------------------------------------------------------------------------------- Difficulty: Relatively Easy Clues: 0 Enemies: - Paulie Shackles - Vinnie the Pincher Run forward past the ramp and turn left to find a train car. Run through it. On the other side, hop down and go around the fire to find the entrance to Murray's Big Gamble. ------------------------------------------------------------------------------- Murray's Big Gamble ------------------------------------------------------------------------------- Difficulty: Relatively Easy Clues: 0 Enemies: - Gorgeous Lou - Vinnie the Pincher Once again, you'll have to rely on Murray to get the key. This time, Sly will use the turret to gun down any enemies in Murray's path while Murray himself runs for the key at the end of the leve. The place is full of bulldogs, so you'll have to be quick. Be sure you don't hit Murray, as even friendly fire will kill him. Also, don't hit the barrels of toxic waste, as these are also pretty painful. Begin by blasting the gate in front of Murray to let him through. The first Gorgeous Lou will appear from the building ahead. Another one will come from the train car beside it. The next train car and building are each hiding a dog, as is the next building. As Murray crosses the bridge, two enemies will come from the garages. Another one will come from behind the second building. After Murray reaches the second level, gun down a bulldog as he runs through the first train car. As soon as he makes it through the second one, Gorgeous Lou will run out from behind it. Another one is lurking behind the building just ahead. Watch out for the barrels of sludge. The next building is exactly the same. As Murray crosses the bridge, he'll announce that he's made it halfway. There is a Gorgeous Lou behind the first garage here. Once you get past that, Murray will ride a crane up to the next level, where he'll meet his first doberman. Another Vinnie the Pincher is on the other side of this building. As Murray runs down the bridge ahead, he'll encounter yet another one. Another guard is standing on a rooftop above the next bridge, and as you cross the final bridge, you'll run into one last Vinnie the Pincher. When he falls, the path to the key is clear. ------------------------------------------------------------------------------- Muggshot's Turf ------------------------------------------------------------------------------- Difficulty: Relatively Easy Clues: 0 Enemies: - Gorgeous Lou - Paulie Shackles - Vinnie the Pincher Time for some fun with junky cars. Run through the train car again and look beyond it for a red car with spinning tires, and three slightly out-of-place padlocks. Stand on the grating beside it to insert your keys, then hit the lever to drop the jack. You're now free to enter the hotel. Run through the sliding doors. Watch out for Gorgeous Lou as you run up the stairs and turn right. Climb the rope attached to the fallen chandelier, and use the Ninja Spire Jump to cross the room. On the other side is the entrance to Back Alley Heist. ------------------------------------------------------------------------------- Back Alley Heist ------------------------------------------------------------------------------- Difficulty: Medium Clues: 30 Enemies: - Cletus - Gorgeous Lou - Paulie Shackles - Vinnie the Pincher Break the glass right in front of you to enter a world of neon lights and grime. Turn left and follow the trail of coins until you come face-to-face with Cletus. Hit him, and the sign behind him, and move forward. The first two clues (#1,2) are just ahead. Collect them, then climb up the ladder and bounce on the awning to reach the next level. Bash the sign at the top and collect some clues (#3,4) from the safe here, then hit the sign ahead and hop down to the next awning. Use it to reach two more, then hit the signs at the top and stand on the ledge to the left to find three more clues (#5,6,7). Time your jump across to the ledge on the right so that you aren't hit by Paulie Shackles' ball and chain. There is an air conditioner ahead that will fall as soon as you land on it. A clue (#8) is dangling just out of your reach, so you'll have to use the air conditioner to get it. Jump as soon as you hit it, and swing your cane midair to get it. When you land, climb the ladder, watch out for Paulie Shackles, and get the pair of clues (#9,10) behind him. Hop back down, wait for the search light to make its way over to the right, and use the awning to get onto the ledge above. Disarm the security system and climb the ladder. At the top, collect two clue bottles (#11,12), and hop over the ladder to the awning on the other side. Jump down to kill Vinnie the Pincher, then climb the ladder to the pool area. There are plenty of crates and trash cans to smash for coins, as well as a horseshoe to grab. Once you've gotten everything of value, climb back up the ladder and use the awning to reach the ladder. Climb it and bounce over the two awnings at the top. Land on the back of the bulldog fountain to collect another clue (#13), then hop over the next awning to collect another one (#14), and finally one more awning for one more clue (#15). After the third one, hop down and take out the three guards, then climb the ladder to reach the first checkpoint. The next bit involves great amounts of sneaking around. Wait for the search light to move over to the right, then use the blue auras to sneak along the edge. When you reach the barrier, jump over while the search light is to your left and run to the end. Hop down to the next level. Here, run behind the pillars as the search light is moving away from the one you're going for. As soon as you're safe, hop down to the awnings below. Bounce over the search light as it moves towards you, then head for the safety of a separate awning. There are five clues (#16,17,18,19,20) running along a rope here. Stay on one awning and smack them with your cane as you go past them. When you get the last one, jump up to the awning on the right and the stability of a ledge. You will then be forced to jump across a series of air conditioners to reach three more clues (#21,22,23). The first one is dangling at the top; get it after the first air conditioner. Get the second one after you hit the second air conditioner, and the third clue after you hit the third one. After that bit, you will find yourself in front of a building with floor to ceiling windows. Sly's always up for a bit of wanton destruction, so smash the first two windows and get the clue (#24) in the corner. After you defeat Paulie Shackles, get two more clues (#25,26) from the safe beside him. Use the mattress on the right side of the room to bounce up to the second floor, which is guarded by Gorgeous Lou. Behind the mattress leading to the third floor is a clue (#27); collect it, then go up. There are two clues (#28,29) tucked into the corner here, as well as the vault. Shimmy down the beam to reach a platform holding the final clue (#30), then shimmy back up to get to the vault. Enter the code 5-6-5 to open it. Use the beam to reach the platform that previously held the last clue, then sneak down another beam to reach the key. Break the glass and take it. Clue Checklist ------------------------------------------------------------------------------- [ ] Ledge below the first ladder [ ] Moving along a rope [ ] Ledge below the first ladder [ ] Moving along a rope [ ] Safe after first awning [ ] Moving along a rope [ ] Safe after first awning [ ] Moving along a rope [ ] Ledge across from Paulie Shackles [ ] Moving along a rope [ ] Ledge across from Paulie Shackles [ ] Dangling above the air conditioners [ ] Ledge across from Paulie Shackles [ ] Dangling above the air conditioners [ ] Dangling above air conditioner [ ] Dangling above the air conditioners [ ] Behind second Paulie Shackles [ ] Corner beside the first window [ ] Behind second Paulie Shackles [ ] In a safe beside Paulie Shackles [ ] Ledge above first alarm system [ ] In a safe beside Paulie Shackles [ ] Ledge above first alarm system [ ] Corner behind the second mattress [ ] On the bulldog fountain's back [ ] Corner across from vault [ ] On the bulldog fountain's back [ ] Corner across from vault [ ] On the bulldog fountain's back [ ] Platform across beam near vault Master Thief Sprint (1:23) ------------------------------------------------------------------------------- Break the glass, then hit the hourglass and begin by rolling to the left. Smack Cletus out of the way, as well as the sign behind him, then scurry up the ladder and bounce on the awning. Hit the sign at the top. Run across to the next set of awnings; at the top of the third one, break the sign, hop onto the ledge, and take out Paulie Shackles. Hop down to the section below him, and run over to the awning. Bounce on it while the search light is on the right to reach a ladder; climb it. At the top, use the awnings and the fountains to cross this section, and you'll reach the bit where you sneak around. Get through it as fast as you can, and hop across the awnings. When you reach the part with the air conditioners, try to use them to reach one of the higher levels of the windowed building. From there, quickly reach the top of said building, and hop across the beams to reach the end with more than ten seconds to spare. ------------------------------------------------------------------------------- Muggshot's Turf ------------------------------------------------------------------------------- Difficulty: Relatively Easy Clues: 0 Enemies: - Gorgeous Lou - Paulie Shackles - Vinnie the Pincher From the last level, hop off the ledge to the landing below. Go up the stairs nearby, but stop just short of Vinnie's beam. There is a mattress here. Use it to reach the chandeliers above. From there, hop across the wires using the Ninja Spire Jump to reach the next level, Straight to the Top. ------------------------------------------------------------------------------- Straight to the Top ------------------------------------------------------------------------------- Difficulty: Relatively Easy Clues: 40 Enemies: - Cletus - Gorgeous Lou - Inkspot Jackson - Paulie Shackles As Sly steps off the lift, he'll find himself nose-to-nose with a yapping bulldog. Smack Cletus, then have a look around you. There are plenty of things to break, as well as a total of seven clues. The first one (#1) is balanced on a car to the left of the entrance; get it, then hop back onto the rooftop before the car falls with you on it. On the other side, collect two more (#2,3) along the wall, and tucked into the back, hidden by Inkspot Jackson, you can find two safes holding a total of four clues (#4,5,6,7). When you've finished looting the area, head for the left side and climb up the glowing arrow. At the top, collect another clue (#8) and hop onto the green "M" sign. Jump from letter to letter until you reach the "S" sign, then drop down to the higher section of the roof. Just ahead, both Cletus and Gorgeous Lou are waiting to mess someone's face up. Deal with them, then return to the base of the "S" sign to collect two clues (#9,10). A car nearby is supporting another one (#11); again, jump off before the car falls. There are three clues (#12,13,14) in the corner behind the "S" sign. Beside the water tank to the right of this corner is a safe holding two clues (#15,16), and if you pull on the hook dangling beside the spout, it will drop eight clues (#17,18,19,20,21,22,23,24) into your warm, little paws. Not too shabby. There are two clues (#25,26) hanging from the tower on the right side of the area, plus one more (#27) on a car nearby. The final clue (#28) in the area is in the back right corner, hidden by a stack of tires. When you've gotten all the clues, hop back onto the letter signs and climb up to the top of the "T" sign. From there, you can leap over to the tower. The first level holds two clues (#29,30). Use the poles to climb to the top of the tower, which will then fall down. Paulie Shackles is waiting to greet you on the next section of the roof. Defeat Paulie, and hang a left. Gorgeous Lou is just around the corner. Make your way all the way over to the other side of the roof, and watch for Inkspot Jackson as you get there. Beside him is a clue (#31) perched on a car, and beneath the giant bone sign, there is safe holding two more (#32,33). Return to where you left Paulie and climb up the neon arrow. Grab two clues (#34,35) from a safe on top of the roof behind the arrow, then drop down to the lower roof and snag another clue (#36). Run across the catwalk and swing across the gap with the ring. Don't miss the dangling clue (#37) overhead. Climb the pole to the next level and use the bar to clear this gap. Climb the pole at the end to reach a final catwalk and run to the end. The neon bone sign will lean over and deposit you on the next section of the roof. Defeat Inkspot Jackson, then grab one clue (#38) from the couch on the right side, and one (#39) from the car dangling off the edge of the roof. Run through the neck of the crane to collect the last clue (#40), then backtrack to the vault. Open it with the combination Bentley provides. With the latest page of the Thievius Raccoonus in your hands, run back through the crane. Drop down onto the ball to break the glass below, then grab that key. Clue Checklist ------------------------------------------------------------------------------- [ ] On a car left of the entrance [ ] Inside the water tank [ ] Near a wall right of the entrance [ ] Inside the water tank [ ] Near a wall right of the entrance [ ] Inside the water tank [ ] Safe behind Inkspot Jackson [ ] Inside the water tank [ ] Safe behind Inkspot Jackson [ ] Dangling from the tower [ ] Safe behind Inkspot Jackson [ ] Dangling from the tower [ ] Safe behind Inkspot Jackson [ ] On a car near the letter "T" [ ] Under the neon "M" sign [ ] In a corner behind the tower [ ] Below the letter "S" [ ] On the first level of the tower [ ] Below the letter "S" [ ] On the first level of the tower [ ] On a car near the letter "H" [ ] On a care near Inkspot Jackson [ ] In a corner behind "S" sign [ ] In a safe beneath the bone sign [ ] In a corner behind "S" sign [ ] In a safe beneath the bone sign [ ] In a corner behind "S" sign [ ] Roof near neon arrow sign [ ] In a safe near the water tank [ ] Dangling above the catwalk [ ] In a safe near the water tank [ ] On the sixth roulette table [ ] Inside the water tank [ ] On the seventh roulette table [ ] Inside the water tank [ ] Chandelier in front of the vault [ ] Inside the water tank [ ] Chandelier in front of the vault [ ] Inside the water tank [ ] Chandelier above the vault Master Thief Sprint (1:17) ------------------------------------------------------------------------------- Due to the nature of this level, it's got lots of shortcuts. Begin by hitting Cletus, then run over to the chimney between the "G" signs and hop on. From here, you should be able to grab onto the first G, shortening your trip considerably. Leap across the letters to the T and use it to reach the tower, then tip it. Ignore both Paulie Shackles and Gorgeous Lou and use the slightly lower part of the roof to hoist yourself up. From here, hop onto the highest point of the arrow and use it to reach the pole connecting the second and third catwalks. Roll all the way to the end (jump to hit the bone sign), then leap off said sign as soon as it breaks. Roll through the crane and carefully drop down to the wrecking ball. When the glass breaks, hit the exit. If you've done well, there should be at least 15 seconds left on the clock. ------------------------------------------------------------------------------- Muggshot's Turf ------------------------------------------------------------------------------- Difficulty: Relatively Easy Clues: 0 Enemies: - Gorgeous Lou - Paulie Shackles - Vinnie the Pincher Make your way back over to the chandelier and hop down. Follow the stairs leading off to the right, but this time, ignore the fallen chandelier. At the top, duck behind the ashtray as Vinnie the Pincher turns to you, then run out and whack him as soon as he turns his back. Enter the next level. ------------------------------------------------------------------------------- Two to Tango ------------------------------------------------------------------------------- Difficulty: Relatively Easy Clues: 30 Enemies: - Carmelita Fox - Inkspot Jackson - Vinnie the Pincher As soon as you climb up the ladder, hop off and hit the garbage can for coins. Get your first three clues (#1,2,3) by jumping over to the balcony on the left, then jump back and climb the ladder. Use the Spire Jump to land on the flag pole, then climb the vertical pole to the rooftop. At the top, defeat Inkspot Jackson and grab the three clues (#4,5,6) in the corner. Jump across to a pipe attached to the next building. As you climb up, you'll be greeted by your favorite firearm-toting fox. You might want to move. Jump down to the next roof and smash a safe in the corner for two clues (#7,8). There are three more clues (#9,10,11) in the opposite corner. Grab these, then use the mattresses to bounce up to a spire. Land on this, then jump onto another roof, another spire, and finally another roof. Here, smash a safe beneath a platform for a pair of clues (#12,13), grab two more clues (#14,15) from the opposite corner, and use the mattress to bounce up to the platform over the safe. From here, hop across the sign spelling out casino and leap onto a few boring rooftops. When you land on the next exciting roof, grab a clue (#16) near the skylight, and two more (#17,18) from a safe in the corner. Use the mattress to reach a clothesline, and shimmy over to a wooden platform. Run across the planks to the next rooftop, which has two clues (#19,20) beside a recliner. Grab these, then hook onto another clothesline. It will fall. Climb up to the next roof, grab a clue (#21), and leap down to a platform with a checkpoint and two clues (#23,24). Enter the building. Grab one clue (#25) from atop the TV and two more (#25,26) from a nearby corner. Run down the hallway and smack Inkspot, then enter the next room, a floorless casino. Use the roulette tables to sneak around to the right and knock out Vinnie, then hit the safe behind him for two clues (#27,28). With Vinnie out of the way, use the mattress in front of you to reach the chandeliers. Run along the chandeliers until you're above the other guard's head, then drop down and smack him. Crack open the safe nearby for the last two clues (#29,30), and use your collection to open the vault behind you. When you've done that, use the mattress to get back up to the chandeliers. Hop along the chandeliers until you run out of places to go, then jump down onto an unstable wooden floor and a bunch of roulette tables. Carmelita will reappear, so you'll have to keep moving. Follow the trail of tables until you reach a ladder, then climb up and follow the chandeliers and catwalks to another ladder. At the top, use a mattress to reach a few spires, then leap across to a mattress leading to a catwalk. Use the mattresses on the next roof to reach the final one, and smash the fire hydrant cage. The key is yours. Clue Checklist ------------------------------------------------------------------------------- [ ] On a balcony left of the entrance [ ] Inside the water tank [ ] On a balcony left of the entrance [ ] Inside the water tank [ ] On a balcony left of the entrance [ ] Inside the water tank [ ] In a corner on the first rooftop [ ] Inside the water tank [ ] In a corner on the first rooftop [ ] Dangling from the tower [ ] In a corner on the first rooftop [ ] Dangling from the tower [ ] Safe behind Inkspot Jackson [ ] On a car near the letter "T" [ ] Under the neon "M" sign [ ] In a corner behind the tower [ ] Below the letter "S" [ ] On the first level of the tower [ ] Below the letter "S" [ ] On the first level of the tower [ ] On a car near the letter "H" [ ] On a care near Inkspot Jackson [ ] In a corner behind "S" sign [ ] In a safe beneath the bone sign [ ] In a corner behind "S" sign [ ] In a safe beneath the bone sign [ ] In a corner behind "S" sign [ ] Roof near neon arrow sign [ ] In a safe near the water tank [ ] Dangling above the catwalk Master Thief Sprint (1:58) ------------------------------------------------------------------------------- Climb the first few ladders to reach the first rooftop. The hourglass is here. Kill Inkspot Jackson before you hit it, then we're off. Follow the path as normal, but when you reach the series of boring rooftops, hook onto the clothesline after the last one. Proceed as usual. The rest of the level simply requires that you run and roll as quickly as possible without screwing up. If you do well, you should have about five seconds left. ------------------------------------------------------------------------------- Muggshot's Turf ------------------------------------------------------------------------------- Difficulty: Relatively Easy Clues: 0 Enemies: - Gorgeous Lou - Paulie Shackles - Vinnie the Pincher Jump off the edge to the left to return to the first floor of the hotel. Find the desk to the right of the door and step up to it to open the padlocks, which will reveal a switch. Hit it, then run up the stairs, clouting both Gorgeous Lous, and enter the elevator on the landing. Ride it up to Last Call in Muggshot's penthouse suite. ------------------------------------------------------------------------------- Last Call ------------------------------------------------------------------------------- Difficulty: Medium Clues: 0 Enemies: - Muggshot Like Raleigh, this is a phased battle. Muggshot's pretty beefed up, but he'd rather use guns against you. Keep something between himself and your furry body to avoid excessive damage. To defeat Muggshot, you'll need to spin mirrors to reflect light onto crystal things, which in turn channel light straight onto Muggshot. This damages him and destroys his guns. Phase 1: The crystal-like things are set in a straightforward gride pattern, and there are eight mirrors for you to hit. Keep a crystal between Muggshot and Sly to avoid his gunfire, but he'll probably follow closely, so be prepared to jump if you must. When all the mirrors have been spun around, Muggshot will run upstairs. Sly will follow. Phase 2: The layout of the crystals is slightly more complex, but the same strategy as before can still be applied. Dodging Muggshot is fairly easy once you get the hang of things, but until then, be on your toes. You'll have to jump frequently to avoid his gunfire. After he gets blasted, you'll be taken to the top level. Phase 3: You'll need to pick a direction and stick with it; this phase can be both the hardest and the easiest, depending on how things work out. You're balanced on a series of ropes. Jump to a spire close to a mirror and spin it, then quickly move back and over to another spire before Muggshot blasts the one you were one, turning your mirror back around. Try not to change directions; backtracking could result in lots of unecessary mirror spinning. After the final spin of the mirror, Muggshot will fall, dropping the section of the Thievius Raccoonus containing instructions for Tennessee Kid Cooper's Rail Walk and Rail Slide. Pack your bags, kids. We're going to Haiti. =============================================================================== Vicious Voodoo =============================================================================== The Dread Swamp Path ------------------------------------------------------------------------------- Difficulty: Medium Clues: 20 Enemies: - Clarence Dupree - Marcel Woodfist - Mojo Dupree - Nasty Charlotte As soon as Sly hops out of the van, run forward and hop across the ooze to the first island. It holds a few coins, as well as a clue (#1). Grab this and jump over to the next island to deal with Clarence. With him out of the way, Bentley will tune in to try to back out of the mission. Put your newest move to work by jumping onto the branch sticking out of the water, and tiptoeing across it to reach the island with the glowing head. This glowing head is hiding a clue (#2), which you should take, then hop onto the bouncy voodoo drum and hit the circle button to land on the rail. Hop off onto the top of the glowing head to collect another clue (#3), then ride it to the end. At this poing, jump off onto the outstretched fungus (or leaf; it's hard to tell). Take the clue (#4) here. Double jump over to the next platform. Before you take another step, Charlotte will drop out of the trees. Smack her upside the head, then hop onto the rail and slide until it ends. Switch over to the next rail. When you reach the two clues (#5,6) on the fungus, hop off and collect them. Jump back to the rails and ride them to another platform. Again, you will be ambushed by spiders. Hop off this platform to reach your first checkpoint, which is guarded by three mosquitoes. Knock off each one as it approaches. When they're gone, head over to the voodoo trampoline. Jump to hit the clue (#7) dangling nearby, then bounce up to the rail. A series of rails and trampolines will eventually take you to a rail you can walk on, which is guarded by Charlotte. With her out of the way, hop over to solid ground. In the tunnel ahead, you will find two clues (#8,9) and Marcel Woodfist, a particularly annoying foe. You'll have to hit him three times. The first time, you'll knock his head off; the second and third hits will kill off the head and the body. Behind him is another clue (#10), then a rail to walk on. At the top of the second rail, you'll encounter two more giant insects. Kill both Marcels, then gather their clue stash (#11,12,13). Don't miss the one (#15) dangling from a tree behind you. With those in hand, Hop onto the green platform and have a look around; you'll need to make a leap of faith onto the ground ahead. When you land, collect another clue (#14), and hop onto one of the pillars at the corner and edge along the fence. When Mojo points his torch up, dart past him. When you reach the pillar on the other side, jump over the fence and smack Mojo Dupree with your cane. Collect the clue (#15) nearby. At the bottom of the ramp is the guard compound. Rat guards are all over the place, and if one spots you, it will alert the others. You'll have to use stealth and instant kills to deal with them. The last four clues (#17,18,19,20) are scattered around the border, so collect them, then head over to the vault on the right side and open it. When you're ready, destroy the five purple candles and grab the key. The exit is up the ramp behind the platform. Clue Checklist ------------------------------------------------------------------------------- [ ] On the very first island [ ] Behind the second and third Marcels [ ] Behind the glowing head [ ] Behind the second and third Marcels [ ] On top of the glowing head [ ] Behind the second and third Marcels [ ] Platform beyond the first rail [ ] Near the second and third Marcels [ ] On a fungus near the third rail [ ] On the ground near the first Mojo [ ] On a fungus near the third rail [ ] On the platform near the first Mojo [ ] Near the second voodoo trampoline [ ] Around the guard compound perimeter [ ] Tunnel near the first Marcel [ ] Around the guard compound perimeter [ ] Tunnel near the first Marcel [ ] Around the guard compound perimeter [ ] Behind the first Marcel [ ] Around the guard compound perimeter Master Thief Sprint (1:35) ------------------------------------------------------------------------------- If you've gotten every safe up to this point, the vault in this level should've yielded a Roll Upgrade that added a nice electric shield to the whole thing. This is incredibly useful, as it allows you to roll right through enemies. Use it well. Begin by hopping over the first few islands and running past Clarence. Run across the rail and use the trampoline to reach the rail, which you can easily ride down. Make your way all the way down to the island with the mosquito trio. Roll past them and bounce onto the next rail. When you reach the second trampoline, use it to bounce as high as you can, but instead of jumping onto the next rail, cut across the swamp to the area to your left; you should end up in front of the first Mojo Dupree. Sneak past Mojo and enter the guard compound. Roll around the perimeter and up the ramp. Even with a few mistakes, you can safely hit the exit with plenty of time left on the clock. ------------------------------------------------------------------------------- The Swamp's Dark Center ------------------------------------------------------------------------------- Difficulty: Medium Clues: 0 Enemies: - Mojo Dupree - Nasty Charlotte On the far side of the area, there is a trampoline-thing. Use it to reach a rope that will take you up to a ledge. There is a fence here, and on the other side, Mojo Dupree is holding a steady beam pointed straight at the gap in it. Since you can't get through this way, you'll have to sneak around. To the left of the gap, hit the circle button to hug the wall and make your way around the edge. On the far side, step out and thwack Mojo. With him out of the way, you're free to enter the next level, A Grave Undertaking. ------------------------------------------------------------------------------- A Grave Undertaking ------------------------------------------------------------------------------- Difficulty: Medium Clues: 40 Enemies: - Clarence Dupree - Marcel Woodfist - Mojo Ghost As soon as you step into this level, you'll be hit with a solid wall of sticks and the like. Splinter it with your cane. On the other side, as you step forward, you'll meet your first ghost. A simple hit will take it out. Behind it is a rail. Hop on. An island sticking out of the swamp ooze beside the rail yields your first clue (#1). At the bottom of the rail, you'll stumble upon Marcel Woodfist. Deal with him, and the stick wall behind him. A wave of Mojo Ghosts will start swarming over you as you step out, so swing constantly as you advance. The gravestone they were coming out of is a few steps ahead of you. Destroy it to stop the stream. After this is another Marcel, who is guarding three clues (#2,3,4). Use the hooked branch to swing across the gap. The first checkpoint is on the other side, as is a bramble wall. Beat your way through it. On the other side is a safe holding two clues (#5,6). Clarence is patrolling the area ahead, and in a small pool of ooze is another clue (#7). Another Marcel is just ahead, guarding a clue (#8) as usual. Directly ahead of you is a giant alligator head carved out of wood. Hop into the mouth and break through the wall of sticks. Prepare for the onslaught of Mojo Ghosts. On the right side of the tunnel is a clue (#9). Break through the next bramble wall, and destroy the gravestone on the other side. Three tiki torches are turning on and off at a steady interval. As the first one is turning off, hop on to it and execute a Ninja Spire Jump. Repeat this with the next two torches, then hop off on the other side. There are three clues (#10,11,12) here, as well as enough Ghosts to kill young Sly in a matter of seconds. Swing quickly, or they'll overpower you. Sweep through and get each of the three gravestones here as soon as possible. When you're done dealing with the ghosts, use the trampoline behind their gravestones. Follow the left path first; at the end of it is a safe with two clues (#13,14), as well as four more (#15,16,17,18) encircling a column. Collect them all, then turn around and take the right path. The major challenge here are spinning columns. The first spins clockwise, the second counterclockwise. Both are surrounded by lasers which move with the columns. Wait for a large gap between lasers, then step up to a column and edge your way around it. Don't move too quickly or slowly, or the lasers will fry you. On the other side, climb a rope to the next level. Disable the alarm at the top and use the rails and rooftops to reach a swinging light of sorts. Grab the two clues (#19,20) from the edge of the light and avoid the center, which can easily toast the average raccoon in a matter of seconds. On the other side of the light is a rope. Climb on and use this rope and the others nearby to reach a tunnel and a checkpoint. The tunnel is guarded by Marcel Woodfist, who isn't nearly as pleased about your entrance as you might be. Beat him up, then step out of the tunnel to find Clarence Dupree. To the right of the tunnel's exit, a clue (#21) is balanced on the root of a tree. Don't miss it. Also, to the left is a rail that leads onto the alligator head. There are three clues (#22,23,24) between the eyes. Return to the main path and cross the tiki torches. Collect two clues (#25,26) on the other side, then hop onto a series of platforms. On the opposite side is a gravestone pumping out Mojo Ghosts. Destroy this, then collect the clues (#27,28,29) on the right side. Make your way onto solid ground, which holds a safe containing two clues (#30,31), and three mosquitoes. Hop onto the rail on the other side and walk along it, destroying Ghosts as you go. Smash the gravestone at the other end of it, then turn around and collect the clue (#32) tucked into a small gap between roots. Cross the rail again, and destroy Clarence in the next section. There is a clue (#33) balanced on a root here, as well as two more (#34,35) beside another rail on the other side. Cross the rail and destroy both gravestones at the other end. There is a clue (#36) tucked into the corner behind the key pedestal. Before collecting the key, destroy the wall of branches nearby, collect the last four clues (#37,38,39,40) from two safes behind the vault, and open said vault. You are then free to collect the key and leave the level. Clue Checklist ------------------------------------------------------------------------------- [ ] On an island near the first rail [ ] On a root near the second Clarence [ ] Beside the second Marcel [ ] Between the alligator head's eyes [ ] Beside the second Marcel [ ] Between the alligator head's eyes [ ] Beside the second Marcel [ ] Between the alligator head's eyes [ ] Safe after the third stick wall [ ] Ground after second tiki torch set [ ] Safe after the third stick wall [ ] Ground after second tiki torch set [ ] Swamp ooze after first Clarence [ ] Right side of the fungus platforms [ ] Beside the third Marcel [ ] Right side of the fungus platforms [ ] Tunnel inside alligator head [ ] Right side of the fungus platforms [ ] Left side of Ghost arena [ ] In a safe beyond fungus platforms [ ] Left side of Ghost arena [ ] In a safe beyond fungus platforms [ ] Left side of Ghost arena [ ] Gap in roots by second Ghost rail [ ] Safe on ledge above Ghost arena [ ] On a root near the sixth Clarence [ ] Safe on ledge above Ghost arena [ ] By a rail behind the sixth Clarence [ ] Around column above Ghost arena [ ] By a rail behind the sixth Clarence [ ] Around column above Ghost arena [ ] In a corner behind the key pedestal [ ] Around column above Ghost arena [ ] In a safe behind the vault [ ] Around column above Ghost arena [ ] In a safe behind the vault [ ] On the edge of the swinging light [ ] In a safe behind the vault [ ] On the edge of the swinging light [ ] In a safe behind the vault Master Thief Sprint (2:18) ------------------------------------------------------------------------------- Given the sheer length of this level, the relatively high time limit is a blessing. Roll through everything, as usual. If you've got the electrified roll, you can use it quite well against the Mojo Ghosts. The hourglass can be found after the first rail; hit it, deal with Marcel and the branches behind him, and you're off. Roll down the narrow pathway, hitting Ghosts as you go, and destroy the gravestone at the end. Defeat Marcel, then make your way through the level. When you reach the torches, you can safely reach the ground from the second one, so bypass the third torch altogether. Quickly deal with the three gravestones here, then bounce up and to the right. Make your way around the spinning columns, up the rope, over to the light, and through the tunnel. Quickly deal with all the enemies as you run across the rails, hop across the fungus, and make your way across the rails to the level's exit. ------------------------------------------------------------------------------- The Swamp's Dark Center ------------------------------------------------------------------------------- Difficulty: Medium Clues: 0 Enemies: - Mojo Dupree - Nasty Charlotte From the previous level, hop off the ledge you're currently standing on. There is a bone pipe to climb on nearby. Hop on and make your way over the swamp ooze. Drop down to kill Mojo Dupree, and enter the next level, Piranha Lake. ------------------------------------------------------------------------------- Piranha Lake ------------------------------------------------------------------------------- Difficulty: Barely Difficult Clues: 0 Enemies: - Piranha This level introduces you to the swamp skiff, a nifty vehicle equipped with a flamethrower. You're given two minutes to use this skiff to run over enough piranhas to light all 25 torches, but you can only hold 5 fish at once. The trick here is to find a clump of fish, run them down, and light a line of torches. Repeat this process until every torch is lit, and the gate will open for you. If you fail at first, simply practice. When the gates open, ride up the ramp and leave your skiff at the dock. Sly will hop off and grab the key. ------------------------------------------------------------------------------- The Swamp's Dark Center ------------------------------------------------------------------------------- Difficulty: Medium Clues: 0 Enemies: - Mojo Dupree - Nasty Charlotte Climb over the bone pipe to return to the main area, and turn left. Walk past the trampoline leading to A Grave Undertaking. Slightly beyond it is another one. Bounce on it and hit the Circle button immediately to land on a rail, which Sly will slide on. It deposits you in front of the entrance to the next level, the Lair of the Beast. Go on in. ------------------------------------------------------------------------------- The Lair of the Beast ------------------------------------------------------------------------------- Difficulty: Barely Difficult Clues: 30 Enemies: - Beast, The - Clarence Dupree - Nasty Charlotte As you step into the level, Bentley will tune in to comment on the gate. Sly's on to something, I think. The first three clues (#1,2,3) are to the left of the gate. Grab them before we try to get past that gate. Hop onto the spiral rail to the right of the gate and walk up, smashing candles as you go. At the top, use the hook and swing over to a branch. Use the Ninja Spire Jump to land on it, and jump over to the next rail. Run over the wall. From the platform on the other side of the wall, hop onto another rail. Ride it until you see a ledge to the right, and hop off to find a lovely stash of clues. There are four (#4,5,6,7) on the ground and three (#8,9,10) dangling in the air. You'll need to climb the bone pipe to reach one of them. When you've collected them all, hop back onto the rail. As you slide down, you will pass three clues (#11,12,13). Whack them with your cane as you go by. At the end of this rail, you will be greeted by a horde of spiders. Defeat them all, and go around the tree. On the other side, climb onto the vine encircling it and run up, hitting the candles in your path. There is a clue (#14) dangling about halfway up the trunk. At the top is a checkpoint. Use the hook to reach the branch ahead to begin a series of such things. At the last one, you will run into Charlotte. Knock her off her thread, and use the hooks beyond to swing over to a platform guarded by Clarence Dupree. Smack him, and return to your hook-swinging and branch jumping. Two of the branches hold spiders; the last one has a clue (#15). As you land, Bentley, as his usual paranoid self, will tell you to run. You could do it, but there really is no rush. The Beast will never catch you. Hop onto the rail sticking out of the swamp. At the end of it, two Charlottes will drop down to hinder your progress. The same will happen after you swing across two hooks and land on another rail. You can then land safely on the ground near two mosquitoes. There are three clues (#16,17,18) at the base of this tree. Climb up the vine, hitting candles as you go. There is a clue (#19) near the top. When you reach the platform beyond this, hit Clarence, then jump down to a ledge nearby to collect three more clues (#20,21,22). Leap back to the base of the tree and climb up again. At the top, hop onto a rail lined with clues. There are two (#23,24). Halfway along, you'll have to hop over to another rail. At the end is another checkpoint. Use the hook ahead to swing across the swamp waters to a platform holding two clues (#25,26), then jump onto the rail nearby. This is where the Beast becomes a problem; he can snap apart the rail, knocking you into the swamp ooze. Run along this rail and the ones following it, hitting clues as you go. There are three (#27,28,29) dangling over rails, and one (#30) tucked into a niche near a tree. The rest of the level is fairly straightforward, involving lots of rail sliding, branch hopping, hook-swinging, and the like. When you reach the safety of the key, use the rail nearby to reach the vault. Open it, then cross the rail again and collect your well-earned key. Clue Checklist ------------------------------------------------------------------------------- [ ] To the left of the giant gate [ ] At the base of the second tree [ ] To the left of the giant gate [ ] At the base of the second tree [ ] To the left of the giant gate [ ] At the base of the second tree [ ] On a ledge near the second rail [ ] Dangling over the second tree vine [ ] On a ledge near the second rail [ ] On a ledge beside the second tree [ ] On a ledge near the second rail [ ] On a ledge beside the second tree [ ] On a ledge near the second rail [ ] On a ledge beside the second tree [ ] Over a ledge near the second rail [ ] Along the path of the third rail [ ] Over a ledge near the second rail [ ] Along the path of the third rail [ ] Over a ledge near the second rail [ ] On a platform by the fourth rail [ ] Along the path of the second rail [ ] On a platform by the fourth rail [ ] Along the path of the second rail [ ] Dangling along the Beast pathway [ ] Along the path of the second rail [ ] Dangling along the Beast pathway [ ] Dangling over the tree vine [ ] Dangling along the Beast pathway [ ] Last branch near the second tree [ ] In a niche along the Beast pathway Master Thief Sprint (2:02) ------------------------------------------------------------------------------- Give yourself a slight headstart on this level by breaking the candles on the first rail before hitting the hourglass. When you begin the sprint, quickly get over the gate and bypass the rail entirely by jumping down to the base of the tree. Run around the tree, hitting spiders as you go, and climb up. As you cross the area with the hooks and branches, you can avoid the spiders entirely by just jumping past them. Roll around the base of the second tree and climb up, then ride the rails down to the beginning of the beast's path. Swing across and hit the first rail. Dash through this section, but keep adjusting the camera. This would be a horrible time to fall into the swamp simply because you can't see where you're going. If you did well, you should have a few seconds left on the timer to spare. ------------------------------------------------------------------------------- The Swamp's Dark Center ------------------------------------------------------------------------------- Difficulty: Medium Clues: 0 Enemies: - Mojo Dupree - Nasty Charlotte Make your way out into the hub and turn left. There is a strange platform near the trampoline. Stand on it to unlock the three padlocks, which will release the Beast just long enough to open the gate to the next section. Go through, hitting Charlotte when she drops down, and listen to what Bentley has to say about the voodoo mixer. Jump onto the rail ahead while there's a mask in front of you, and run around, staying behind the mask, to the first peninsula. Get off, and enter the level ahead. ------------------------------------------------------------------------------- Descent into Danger ------------------------------------------------------------------------------- Difficulty: Barely Difficult Clues: 40 Enemies: - Mojo Dupree - Nasty Charlotte - Pierre Flamenose Break through the sticks ahead and collect your first clues (#1,2,3) from the right side of the tunnel. As you step out, ignore Bentley and hop over to the bone pipe. Shimmy along it until you reach the end, and hop over to the next rail. Make your way along this until you reach the hole in the floor, then wait for Mojo to point his light up. Scurry through, and continue on your merry, little way. On the small island at the end of the second bone pipe, dash apart the safe to find two clues (#4,5). Turn around and hop onto the platform behind you to defeat Mojo Dupree and collect a clue (#6), then return to the island. There is a series of floating platforms ahead. As you cross them, Pierre will launch flaming heads at you. Dodge them, and aim for the purple candle on the last platform on the right side. Hit it to clear the path to Pierre, then run across the bridge and kill him. Beside him are two clues (#7,8), and behind him is a checkpoint. Hop onto the bone pipe to the right of the giant voodoo statue, and climb up. You'll have to switch to another pipe about halfway up. At the top, run along the statue's arm, and defeat Nasty Charlotte. From there, hook across to a group of long, narrow platforms connected by unstable boards. Sly can jump from platform to platform, but if he tries to stand on the planks, they'll collapse within seconds. Jump across to the platform on the right to collect a clue (#9), then to the one on the far left for three more (#10,11,12). Hop from platform to platform, avoiding searchlights and spiked logs, and aim for the far side of the rightmost platform. It holds two more clues (#13,14). Cross to the left side one final time. Disarm the alarm system at the end, then hop over to a rope and climb up to the chandelier. Drop down and kill Mojo Dupree, and collect the two clues (#15,16) he was guarding. Beyond him is another sentry, guarding two safes, each holding two clues (#17,18,19,20). Climb the rope beyond this to reach another chandelier, and drop down onto one of the two cobra heads flanking the water fall. One holds one clues (#21); the other one has three (#22,23,24). From here, you can jump onto the first of the spiked platforms below. Deal with Mojo Dupree, then collect three clues (#25,26,27) from the ground, and two (#28,29) from a safe. With these in hand, you'll have to make your way all the way back up to the last chandelier. Such is the evil plan of the game designers. Once you reach the chandelier, jump onto the second rope and use it to enter the giant cave at the top of the waterfall. Hop across the sludge to deal with Charlotte, then edge around the spinning column. Grab three clues (#30,31,32) from a narrow ledge on the other side, then walk deeper into the cave to find a checkpoint and a highly secured zone. Hop onto the first rail and edge past the searchlight. The alarm system is on one of the platforms ahead; locate and destroy this, then find the four candles to clear the path to Pierre. Defeat him, and hop onto the tiki torch behind him. Make sure it isn't lit before doing so. Use the next torch to reach a platform holding two clues (#33,34). Hop over the next two torches to reach another platform; this one holds no clues. The platform beyond it, however, has two on the ground (#35,36), and two in a safe (#37,38). Nail Mojo before you collect them. Hit the candle ahead and hop onto the rail. Slide down until you see a ledge holding the vault and the last two clue (#39,40). Open up, and get back onto the rail. Ride it to the level's end. Clue Checklist ------------------------------------------------------------------------------- [ ] Inside the entrance tunnel [ ] On the head of one of the cobras [ ] Inside the entrance tunnel [ ] On the head of one of the cobras [ ] Inside the entrance tunnel [ ] On the head of one of the cobras [ ] In a safe after the bone pipes [ ] On the head of one of the cobras [ ] In a safe after the bone pipes [ ] On the first spiked platform [ ] On the second spiked platform [ ] On the first spiked platform [ ] Beside the first Pierre Flamenose [ ] On the first spiked platform [ ] Beside the first Pierre Flamenose [ ] Safe on the first spiked platform [ ] On the rightmost narrow platform [ ] Safe on the first spiked platform [ ] On the leftmost narrow platform [ ] On a ledge near the spinning column [ ] On the leftmost narrow platform [ ] On a ledge near the spinning column [ ] On the leftmost narrow platform [ ] On a ledge near the spinning column [ ] On the rightmost narrow platform [ ] On a platform near the tiki torches [ ] On the rightmost narrow platform [ ] On a platform near the tiki torches [ ] Within the third Mojo's beam [ ] On a platform beyond the torches [ ] Within the third Mojo's beam [ ] On a platform beyond the torches [ ] In a safe near the fourth Mojo [ ] In a safe beyond the torches [ ] In a safe near the fourth Mojo [ ] In a safe beyond the torches [ ] In a safe near the fourth Mojo [ ] Beside the vault [ ] In a safe near the fourth Mojo [ ] Beside the vault Master Thief Sprint (2:08) ------------------------------------------------------------------------------- Run through the tunnel and cross the first rail to find the hourglass. Hit it, and immediately hop onto the bone pipes to begin. Shimmy across both pipes, and don't bother stopping in the gap on the second one. The platform will protect you from Mojo's wrath. Bounce across the platforms, sticking to the right side, and get the candle, then jump over, hit Pierre, and scurry up the bone pipes behind him. Defeat Charlotte, and swing onto the narrow platforms. Cross these by bouncing across the wooden planks. The searchlights won't cross your path, so you'll reach the end quickly and easily. Once you get there, deal with both patrol rats, and climb the rope to the chandelier. Swing across the next rope, deal with Charlotte, and edge around the column as quickly as you can do so without triggering the alarm. Cross the platforms, making a box out of the four candles and the alarm system so as to avoid unnecessary backtracking, and cross the tiki torches. Hit Mojo and the candle, and ride the rail through the rest of the level. If you're lucky, it will get you to the end before it's too late. ------------------------------------------------------------------------------- The Swamp's Dark Center ------------------------------------------------------------------------------- Difficulty: Medium Clues: 0 Enemies: - Mojo Dupree - Nasty Charlotte As you emerge from the previous level, wait for a shadow to pass in front of you, and hop onto the rail. Run around to the next jutting bit of land, and get off. Run to the light to find yourself embarking upon a Ghastly Voyage. ------------------------------------------------------------------------------- A Ghastly Voyage ------------------------------------------------------------------------------- Difficulty: Slightly Difficult Clues: 0 Enemies: - Mojo Ghost - Pierre Flamenose Note the typo in Bentley's description of the Swamp Skiff upgrade. The controls are basically the same as those of your submarine. Move forward along the dock and slide onto the riverboat. The swamp river is lined with gravestones, and you'll have to destroy these and the ghosts that come out of them before you get swarmed and destroyed. It may take a few tries before you master the controls enough to handle this. At some point along the pathway, you'll also run into Pierre, whose heads will generally miss you entirely. After the boat stops, you'll hit your first checkpoint. Gun through the barrier ahead and start moving. The area just ahead is guarded by Pierre, but you'll have to destroy his shield first. Beyond Pierre is another such barricade, this time guarding two gravestones. You'll have to destroy Ghosts and the barrier at the same time. Just sweep back and forth, hitting the Ghosts and focusing on one side of the barrier to get one gravestone out of the way, then doing the same on the other side. Your next challenge is Pierre and a gravestone. Destroy the gravestone first, as Pierre's flaming heads are easier to dodge than the Ghosts. When both are gone, head up the ramp behind them, destroying barriers as you go. The next checkpoint is just ahead. As you round the corner after the checkpoint, you'll be swarmed by Ghosts. Before you can continue, you'll have to destroy the barriers to your left. Angle yourself so that the barriers are almost in the path of the Ghosts, then fire away, adjusting your aim slightly to deal with the oncoming spirits. Once you break through, destroy the gravestone and Pierre, and scoot forward to a fork in the path. Two Pierres will launch heads at you now, but they throw at the same time and at the same place, so they're relatively easy to dodge. Don't stay in one place for too long, but stick a side and stick to it as you destroy the shields and fire on each Pierre. Your greatest challenge yet lies just ahead in the form of three gravestones. Your top priority here is protecting yourself, but be sure to knock out a barriers and gravestones when you have an opening. After you destroy the last one, Sly will jump off the skiff and collect the key. Just one level left! ------------------------------------------------------------------------------- The Swamp's Dark Center ------------------------------------------------------------------------------- Difficulty: Medium Clues: 0 Enemies: - Mojo Dupree - Nasty Charlotte Once you leave the level, turn left and use the trampoline to reach a ledge. Defeat Mojo, then duck into a doorway to find the entrance to the final level in Mz. Ruby's twisted voodoo fortress. ------------------------------------------------------------------------------- Down Home Cooking ------------------------------------------------------------------------------- Difficulty: Slightly Difficult Clues: 0 Enemies: - Chicken - Rooster As we all know, chicken is a prime component of all things voodoo. It's also a big part of gumbo, and the ever-resourceful Bentley has bargained with a ghost. Kill 50 chickens, and the ghost will give you the key. As soon as you step into the main area, chickens will start pouring out, and the timer will start. You've got 1:30 to get all the chickens. Chickens are easy enough to get; just run over to one, swinging your cane. They add up fairly quickly, too. As soon as roosters come out, hop onto one of the many things littering the floor. The roosters will run into each other, blowing themselves up. Return to your chicken catching. Alternatively, you could run around, avoiding both roosters and hoping they run into each other. This is a bit riskier, but a better use of your time, as you can continue to hunt chickens this way. As you hit the last chicken, the ghost will drop the key onto the central bag of grain. Grab your booty and return to the hub. ------------------------------------------------------------------------------- The Swamp's Dark Center ------------------------------------------------------------------------------- Difficulty: Medium Clues: 0 Enemies: - Mojo Dupree - Nasty Charlotte Along this ledge is a platform extending over the swamp. Run onto it to toss in your keys, then hop onto one of the spinning platforms and run up the rails leading to the center. Hop onto the cauldron lid, and it will launch you into Mz. Ruby's chamber. ------------------------------------------------------------------------------- A Deadly Dance ------------------------------------------------------------------------------- Difficulty: Barely Difficult Clues: 0 Enemies: - Mz. Ruby This is, without doubt, the best boss battle ever. Assuming you have any sense of rhythm, that is. If you don't, sorry. You'll have a tough time with this one. Like all bosses, it comes in phases. Phase 1: Mz. Ruby's level begins in the gnashing jaws of her giant skull chamber. Hop on the molars, and wait for the pointier teeth to meet. As soon as they do, perform a graceful Ninja Spire jump onto one, and immediately hop onto the safety of a molar again. When you reach the end, jump over the shockwave and smack Mz. Ruby with your cane. Voodoo dance time! Mz. Ruby will perform one of four moves, sending out pictures of the four buttons on the right side of your controller. The background music will play as she does so, then repeat itself when it's your turn. It's harder to explain than it is to just pick up on it. Make sure you can hear the music, or you won't be able to do it. The rest of this boss strategy will consist of the moves she'll be performing. After each round, you'll have to jump over her shockwave and hit her. Phase 2: - Square, Square, Square - Triangle, Triangle, Triangle - Circle, Circle, Circle - Square, Circle, Square - Circle, Square, Circle - Square, Triangle, Circle - Circle, Triangle, Square - Square - Triangle - Circle - X Phase 3: - Square, Circle, X - Circle, Square, X - Square, Square, Triangle, Triangle, Circle, Circle, X - Circle, Circle, Triangle, Triangle, Square, Square, X - Square, Circle, Square - Triangle, X - Circle, Square, Circle - Triangle, X - Square, Circle, Square - Triangle, X - Circle, Square, Circle - Triangle, X Phase 4: - Square, Circle, Square - Circle, Square, Circle - Square, Circle, Square, Circle, Square, Circle, Triangle - Circle, Square, Circle, Square, Circle, Square, Triangle - Square, Triangle, Circle - Circle, Triangle, Square - Square, Triangle, Circle - Circle, Triangle, Square - Triangle, Triangle, Triangle - Triangle, Triangle, Triangle - Triangle, Triangle, Triangle - Triangle, Triangle, X When she falls, she'll drop the section of the Thievius Raccoonus dealing with invisibility. Carmelita will haul her away, and Sly will prepare to head to China to clash with the Panda King. =============================================================================== Fire in the Sky =============================================================================== A Perilous Ascent ------------------------------------------------------------------------------- Difficulty: Slightly Difficult Clues: 30 Enemies: - Andre - General Tso - Kung Pao - Ukon Tom Run through the gate ahead, and smack the first enemy you see. In a safe to the right of the gate is your first pair of clues (#1,2), and behind two vases on the opposite side are two more (#3,4). Another one (#5) lurks behind the first cluster of trees, and behind another cluster on the right side, you can find two more clues (#6,7). Whack the monkey on the bridge, and cross. On the other side, dodge flying Ukon Toms and make your way up to Andre. Once he's out of the way, the Ukon Toms will stop flying. Proceed through the tunnel behind Andre to reach your first checkpoint. Sly will stop as the Panda King buries a village under an avalanche, then it's back to your adventure. Get the clue (#8) beside you, and swing up to the ledge in front of you. In this tunnel, you'll be faced with another Andre. Deal with him as you please. Behind him is a bridge, which has three clues (#9,10,11) on it. Cross this, jump over to another bridge, and swing over to a third one. On the other side, edge around the wall, dodging falling icicles. Wait for one to drop, then run past and wait for the next one to fall. On the other side is a second checkpoint. The next wall is much the same as the one we just passed, complete with falling spikes of ice. On the other side, run across the large open area, avoiding snowball monkeys as you go. As usual, there are gorillas behind this. Hit them when you get there, and proceed through the archway behind them. Set off each of the blue fireworks here for coins, and hit the red one to open the door and form a bridge. Use the trampoline to reach yet another checkpoint. Just ahead is an area patrolled by General Tso. Wait for him to turn his back, then sneak up on him and hit him with your cane. To your left is a temple of sorts. Flatten your furry body against the wall and start sneaking. When the flashlight is to the right of the window, run under the awning. Wait for the beam to move to the left, then move on. There are three windows to pass under. When you reach the safety of the ramp, go up. Hit the rockets at the top of the ramp to deal with the guards, and grab the clues (#12,13,14). Hit the other two rockets. The first will create a bridge, and the second will open up a hatch in the floor. The vault is inside. Leave the temple and cross the newly formed bridge. The exit is behind a locked gate, but we don't have the key yet. Smack Kung Pao as he approaches, and smash open the nearby safe for two clues (#15,16). The forest ahead is heavily guarded by flashlight-toting gorillas. This is a perfect place to put your invisibility technique to use. It also happens to be full of clues. The first one (#17) is tucked into a corner near the exit. The nex two (#18,18) are just inside the forest. There is another one (#20) slightly beyond them, and four more (#21,22,23,24) scattered over the path ahead. There are also six clues (#25,26,27,28,29,30) along the wall. Collect all of them, grab the key, and sneak back through the forest. As far as actual sneaking goes, it's best to move until General Tso is heading toward you, then hit the Circle button to go into invisibility mode. He will walk past you, at which point you can let go of the button and continue. When you make it out of the forest, return to the temple and go in through the door at the bottom. Open the vault by entering 5-7-8. If you've gotten every page up until this point, you'll get the invisibility upgrade. Head for the exit. Clue Checklist ------------------------------------------------------------------------------- [ ] In a safe to the gate's right [ ] In a safe near the level's exit [ ] In a safe to the gate's right [ ] At the base of the second tree [ ] Behind vases to the gate's left [ ] At the base of the second tree [ ] Behind vases to the gate's left [ ] Dangling over the second tree vine [ ] Behind the first cluster of trees [ ] On a ledge beside the second tree [ ] Behind a tree grove on the right [ ] On a ledge beside the second tree [ ] Behind a tree grove on the right [ ] On a ledge beside the second tree [ ] Beside the first checkpoint [ ] Along the path of the third rail [ ] On the first wooden bridge [ ] Along the path of the third rail [ ] On the first wooden bridge [ ] On a platform by the fourth rail [ ] On the first wooden bridge [ ] On a platform by the fourth rail [ ] Atop the heavily guarded temple [ ] Dangling along the Beast pathway [ ] Atop the heavily guarded temple [ ] Dangling along the Beast pathway [ ] Atop the heavily guarded temple [ ] Dangling along the Beast pathway [ ] In a safe near the level's exit [ ] In a niche along the Beast pathway Master Thief Sprint (2:09) ------------------------------------------------------------------------------- As soon as you hit the hourglass, start rolling. Ignore the first Kung Pao, deal with the one on the bridge as you please, and roll up the walkway. At the top, defeat Andre and run through the tunnel. The next section is fairly straightforward; make your way through the snow tunnel, and across the bridges. When you reach the area with the falling icicles, you can shorten your traveling time considerably by leaping as far across the ledge as possible before hitting the Circle button. On the other side, roll across the open area, dodging Ukon Toms, and hit both gorillas. Set off the red rocket and use the trampoline to reach the next level. Roll forward, wait for a safe opportunity, and nail General Tso. Make your way around the temple as quickly as possible, then hit the fireworks. Drop down to the lower level, hop across the makeshift bridge, and roll past Kung Pao. Jump up the steps to the exit. ------------------------------------------------------------------------------- Inside the Stronghold ------------------------------------------------------------------------------- Difficulty: Medium Clues: 0 Enemies: - General Tso - Kung Pao Swing across the ring ahead of you and sneak across the ledge to your left. When General Tso has his back turned, run onto the ramp and duck at the step. Wait for him to face away from you again, then clout him. Swing up to the next level, at which point Bentley will contact Sly about getting to the Panda King. Once he finishes, turn left. Sneak up to the drowsy guard, using your invisibility technique, and whack him. Behind him is the entrance to the next level. ------------------------------------------------------------------------------- The Unseen Foe ------------------------------------------------------------------------------- Difficulty: Slightly Difficult Clues: 30 Enemies: - Chow Mei - General Tso - Kung Pao Cross the bridge ahead of you and make your way up to a large building. There are two clues (#1,2) to the left of the path near the door. Collect these, then hop through a window. This building is heavily guarded, but with your invisibility move, it's no problem. Stand on one of the moving rugs and hit the Circle button; you'll be dropped off at a safe place behind the guard. Knock him out, and hit the safe near the rugs for two clues (#3,4). Outside, there is another guard, as well as two clues (#5,6). Sneak up to the guard, going into stealth mode as soon as the flashlight beam starts swinging towards you, and wallop him, then turn around and grab the clues. Just ahead, General Tso is keeping a watchful eye on the area between two crate stacks from the safety of a guard tower. Sneak through, using the same drill as usual. The building ahead is rigged with all sorts of nasty security; the place is spotted with searchlights, and a laser wall sweeps through the hallway every few seconds. When you're invisible, neither device can spot you, so this should be a cakewalk. On the other side is a clue (#7). Head back out into the bitter cold, using the sparking fireworks as bases for your Ninja Spire Jump. Once on the roof, edge across the bit above General Tso's head. On the other side, find a hole in the roof and drop down to deal with the guard. Grab the clues (#8,9) while you're in there, then climb the pipe out. Hop over to the trees, and use them to reach the first checkpoint. Jump through the gaping hole in the wall. You will have to tackle another moving rug; unfortunately, this one isn't moving in your favor. Run as far as you can before the guard shines his beam on you, then hit the Circle button. When you're within caning distance of him, kill him. Beyond this, there are five clues (#10,11,12,13,14) to collect. The alcoves on either side of this rug, accessible only from the far end, are hiding them. When you've got your clues, use the rail leading out of the building to reach the next one. The key is clearly visible just ahead, but it's separated from Sly by a thick, reinforced window. Walk around the ledge beside it, watching out for all the enemies on the other side. With the enemies out of the way, there is a safe to rob. Bash it open, collect your clues (#15,16), and hop up the trees on the right side. There are two clues (#17,18) on them. Hop back down and climb the trees on the other side. Chow Mei is waiting at the top. Deal with her, then climb the pipe. Move counterclockwise around the building until you can drop down onto General Tso. Grab the two clues (#19,20) he was guarding. Climb back up to the next level, and the one beyond that. Ride the nearby rail to reach a checkpoint. The room beside it is full of lasers, shifting constantly over the rug. Bounce across the room and disarm them, and then get the four clues (#21,22,23,24) dangling over the floor. There is a loose one (#25) beside a safe on the far side of the room. The safe also holds two clues (#26,27). To leave this building, wait for a hook to make its way around the belt, and grab on. Ride it back to the key building. Chow Mei is lurking just around the corner, and she's guarding two clues (#28,29). Grab them, and climb up to the next level. From here, you can reach the key, but there is one last place to visit. Climb a final pole to reach the roof; once there, hop on the trampoline to get the last clue (#30) from atop the spire. Open the vault beside the trampoline, then return to the level just below this. To reach the key, you'll have to dodge lasers like you did in the Paris level. Since you've done it before, it shouldn't be too much of a problem. Once you reach the bottom, disarm the lasers and grab your key. Clue Checklist ------------------------------------------------------------------------------- [ ] To the left of the first pathway [ ] In a safe near the key building [ ] To the left of the first pathway [ ] On the trees near the key building [ ] Safe near the first moving rugs [ ] On the trees near the key building [ ] Safe near the first moving rugs [ ] Behind the last General Tso [ ] In front of the second guard [ ] Behind the last General Tso [ ] In front of the second guard [ ] Dangling over the laser floor [ ] End of the highly-secured hallway [ ] Dangling over the laser floor [ ] Inside the guard tower [ ] Dangling over the laser floor [ ] Inside the guard tower [ ] Dangling over the laser floor [ ] Alcove near the second moving rug [ ] Far side of the laser floor room [ ] Alcove near the second moving rug [ ] In a safe in the laser floor room [ ] Alcove near the second moving rug [ ] In a safe in the laser floor room [ ] Alcove near the second moving rug [ ] Behind the last Chow Mei [ ] Alcove near the second moving rug [ ] Behind the last Chow Mei [ ] In a safe near the key building [ ] On top of a spire on the roof Master Thief Sprint (2:25) ------------------------------------------------------------------------------- Both the Roll Upgrade and the Invisibility Upgrade are highly recommended before attempting this Sprint, and the strategy given requires at least the electrified Roll. Once you hit the hourglass, hop in through the windows and head for the rug. Zip across it, and leave the building. Sneak up to the first guard and past the second, then enter the highly-secured building. Use a combination of rolling and sneaking to get through as quickly as possible, then hop across the sparking spires and make your way over the rooftop ahead. Use the next spire to reach the treetops, and hop over to the next building. Again, sneak and roll up to the guard, then turn left and ride the rail down to the key building. Roll into the three guards to defeat them, then hop up the trees. Roll through Chow Mei and climb the first pole. Leap and sneak across the gap in the floor and use the second one to reach the level with the rail. Ride said rail across into the laser-floor building, and hop across as quickly and stealthily as possible. When you reach the other side, grab a hook and cross over to the key building again. Climb the pole, attack Chow Mei at the top, and head for the entrance to the pagoda. Once you get there, make a flying leap in the general direction of the far wall. If you're lucky, you'll avoid all lasers and land safely on a ledge. Hop over to another ledge to the right, then aim for the exit. If done properly, you should finish with at least 20 seconds left. ------------------------------------------------------------------------------- Inside the Stronghold ------------------------------------------------------------------------------- Difficulty: Medium Clues: 0 Enemies: - General Tso - Kung Pao As soon as you exit the previous level, turn right and use the hook to swing across the gap. When you land on the light, run over to the next level and enter it. ------------------------------------------------------------------------------- The King of the Hill ------------------------------------------------------------------------------- Difficulty: Medium Clues: 0 Enemies: - Andre - General Tso - Nunchaku Chimp - Ukon Tom Much like the level found in Muggshot's domain, you'll have to protect Murray as he runs the gauntlet to the key. The same general strategy as before applies here as well. The first enemy will come around the first building as Murray clears the first hill. Excessive use of first was intentional. There is another one on the other side of the building. As Murray crosses the bridge, another one will pop out of the green structure just ahead. Gun him down, then hit the rocket at the end of this stretch. Murray will run across the makeshift bridge. As soon as he hits the trees, an enemy will give chase. Hit him, as well as the one who will shortly come out of the trees. The elevator to the next level is just ahead. When you approach it, a guard will come around the building. Another one will emerge beside the lift. Be prepared for them. Murray will hop onto the elevator and use it to reach the second level. At the top, another enemy is waiting to ambush poor Murray. This is the only enemy on this level. Murray will cross the short stretch to the elevator and go up. Another enemy lurks just ahead. As you pass over the green structure, a monkey will emerge from the snow tunnel. With this done, Murray will run up to a series of elevators, say he made it halfway, and go up. Andre is waiting for you at the top. Hit him, as well as the rocket beside him. Once Murray crosses this latest addition to his course, General Tso will appear on an elevator. Shoot him quickly. As Murray enters the next building, two monkeys will pull a pincer on him. Get them both, or Murray's history. When Murray makes his run for the key, he'll set off a siren. This will bring gorillas flocking. They'll appear randomly around the building. After you shoot the tenth one, Murray is free to grab the key. ------------------------------------------------------------------------------- Inside the Stronghold ------------------------------------------------------------------------------- Difficulty: Medium Clues: 0 Enemies: - General Tso - Kung Pao Swing back across the hok to the main building. Run past the enforced ceiling hatch to a ramp. Wait for your chance to run up to General Tso and hit him with your cane. With him out of the way, enter the next level. ------------------------------------------------------------------------------- Flaming Temple of Flame ------------------------------------------------------------------------------- Difficulty: Slightly Difficult Clues: 25 Enemies: - Chow Mei - General Tso - Kung Pao - Nunchaku Chimp Run across the bridge ahead, and be prepared to deal with Kung Pao at the end of it. When he's out of the way, climb the nearby pole and hop over to the rail on the other side. As soon as you slide down to the snowy path, you'll be attacked by another Kung Pao. Deal with him as you please, then use the hook above the lasers to swing across the trap. On the other side, disarm them, and move on to the next section. If you step right up to the base of the wall, you'll find three clues (#1,2,3). Grab these before you use the hooks to reach the ledge. At the top is a trampoline and a checkpoint. Use the trampoline to reach the next level, but watch out for General Tso at the top. There is a laser trap ahead. This one requires that you use the narrow beam on the left side to edge over the lasers as they're in the lower position. On the other side of this, hook across another laser trap, and disarm the alarm system. Now, hop down into the hollow in which the lasers were. There is a narrow ledge leading around the mountain. Plaster yourself against the wall and make your way across it to find a niche containing two clues (#4,5). Return to the main pathway. There is a heavily-armed gorilla guarding this area. When he has his back turned, you're free to move. Otherwise, use your invisibility technique to hide from him, and wait for him to turn away. Attack him, and grab the clues (#6,7) nearby. Another checkpoint will appear in the path ahead. Look up. Chow Mei is waiting on a beam above you. As you step under her, she'll drop down and try to mess you up. Since we know she's there, we can foil her plans. Do so, and head for the ledge behind her. This ledge is tricky, because there are two spotlights covering it, and you have no chance to be invisible. Wait for the first light to go down, and stand over it. As this one rises, the other one will fall. As soon as it's safe to do so, scurry past the second light and onto the safety of wider ground. Disarm the alarm system on the other side. As you enter the building ahead, you'll receive a harsh greeting from Chow Mei. Quickly eliminate her, then step into the temple. The Nunchaku Chimps will ignore you, so don't bother with them. Simply run around, collecting all the coins littering the ground. Behind one of the columns near the entrance is a safe containing two clues (#8,9). When you finish looting the area, head for the furnace-like statue in the back of the temple. Stay out of the flames. They're deadly. Use the blue auras to make your way onto the statue's back. From there, crawl onto its head, and leap over to the chandelier ahead of you. Use the chandelier to reach a ledge with a gong. Skirt around the columns to get to the other side. Once there, grab the three clues (#10,11,12) ahead, then turn around and climb the pole. First, go right. Dash apart the vase and the fragile wall behind it, and hop onto the rail. Jump over to the light, and from there, onto another ledge. There is a clue (#13) here. There are two more (#14,15) on the light ahead, and a final one (#16) on the cable supporting it. Backtrack to the top of the pole and go the other way. Slide down the rail to find yourself at another checkpoint. Below this is a ledge containing two clues (#17,18). Drop down carefully, collect them, and use the nearby elevator to get back up. Now, hop onto another cable. It will drop you off above General Tso. Drop down and hit him, then prepare yourself for Chow Mei, who is just ahead. With her out of the way, enter the pagoda ahead. Crack open the safe to find two clues (#19,20), and stand on the tiny, darkened sliver of the lift. Hit the rockets on the elevator to begin its ascent. At the top, walk across the roof and drop down to collect two clues (#21,22), then whack General Tso and return to the rooftop. Use the ledges leading off to the right to find a lift. Ride it up to find a ledge with the last three clues (#23,24,25). Drop back down onto the rooftop. This time, climb the pole, jump over to the other one, and shimmy up to find another checkpoint. Two ninjas will appear to take you out. Don't let them do that. Behind the Chow Meis is a series of hooks spanning a giant gap. Swing across carefully. On the other side, use the blue auras to edge around the wall. Climb the poles on the other side and hop down to find yourself at a laser temple. Pick your way across, disarm the alarm, and turn around. The vault is in here. Open it, collect your move, and follow the path leading off into the distance to find your key. Clue Checklist ------------------------------------------------------------------------------- [ ] At the base of the hooking ledge [ ] On a light inside the temple [ ] At the base of the hooking ledge [ ] On a light inside the temple [ ] At the base of the hooking ledge [ ] On a cable inside the temple [ ] In a tiny niche near a laser trap [ ] On a ledge below the temple exit [ ] In a tiny niche near a laser trap [ ] On a ledge below the temple exit [ ] Near the second General Tso [ ] In a safe in the pagoda [ ] Near the second General Tso [ ] In a safe in the pagoda [ ] Safe near the temple entrance [ ] Beyond the guarded elevator [ ] Safe near the temple entrance [ ] Beyond the guarded elevator [ ] On the balcony of the temple [ ] On a snowy ledge [ ] On the balcony of the temple [ ] On a snowy ledge [ ] On the balcony of the temple [ ] On a snowy ledge [ ] On a ledge inside the temple Master Thief Sprint (2:15) ------------------------------------------------------------------------------- Hit the hourglass and roll across the bridge. Whack Kung Pao and climb the pole behind him. Immediately hop over to the rail, slide down, and ignore Kung Pao as you hook across the lasers. Use the hooks again to reach the next ledge. Bounce up on the trampoline, and remember to hit General Tso at the top. Use a combination of jumping and sneaking to cross the next section. Another series of hooks will take you up to General Tso's furry little back. Hit him, watch out for Chow Mei, and sneak along the searchlight ledge. On the other side, roll into the temple, watching for Chow Mei, and head for the statue. Climb onto its back, and leap onto the chandelier. From there, Hop onto the gong ledge, sneak around a column, and climb up the pole. At the top, turn left. Slide down both rails. Drop onto General Tso and deal with him. Hit Chow Mei as she approaches you, and head for the temple. Hit the lift to start it, and hop on as it rises. At the top, scale both poles as quickly as possible. Defeat one Chow Mei and head for the hooks before the other one can get you. Swing across, jump and sneak around the mountainside, and climb the poles. At the top, drop down to the laser floor, hop through it, and run for the exit. ------------------------------------------------------------------------------- Inside the Stronghold ------------------------------------------------------------------------------- Difficulty: Medium Clues: 0 Enemies: - General Tso - Kung Pao At the bottom of this ramp is a red pad. Stand on it to unlock the fireworks, and set them off. They'll conveniently hit right on the reinforced hatch. Hop down. Break through the doorway, and Bentley will give you instructions on getting to the Panda King. Turn right and look for a sparking fireworks spire thing. Hop across, and make your way over to the ledge over the entrance to A Desperate Race. Jump down and hit General Tso, then enter the level. ------------------------------------------------------------------------------- A Desperate Race ------------------------------------------------------------------------------- Difficulty: Difficult Clues: 0 Enemies: - None Murray's up for another level of his own, it seems. Remember what you did in Muggshot's level and apply the same strategies here. If you're good, you can drive your opponents into the wall, rolling them in the process. Don't spend too much time doing this, though. While you might be eliminating your nearest follower, the monkeys ahead of you are gaining a slightly bigger lead. If you can pull it, try to get into at least second place by the end of the first lap. this leaves you the second lap to pull into first, and the third lap as a safety cushion should you mess up somewhere. With the key in Murray's sticky hands, return to the hub. ------------------------------------------------------------------------------- Inside the Stronghold ------------------------------------------------------------------------------- Difficulty: Medium Clues: 0 Enemies: - General Tso - Kung Pao Head for the spire you used to reach the ledge over General Tso, and cross it again. This time, head past the ledge to the pole beyond it. Climb up, deal with Kung Pao as you please, and enter the next level. ------------------------------------------------------------------------------- Duel by the Dragon ------------------------------------------------------------------------------- Difficulty: Difficult Clues: 40 Enemies: - Carmelita Fox - General Tso - Kung Pao As soon as you enter the level, grab the two clues (#1,2) to your right. Hop onto the lift, and hit the rockets to go up. At the top, watch out for Kung Pao. Use the elevator beside him, and the one at the top. As soon as you reach the roof, Carmelita will make her appearance. Grab the ring nearby and zip down the cable. As soon as you reach the bottom, the friendly, neighborhood detective will open fire on you. Her aim has gotten a lot better since the last meeting. Grab the clues (#3,4,5) at the bottom, and run forward. Behind a few icicles, you can find three more clues (#6,7,8). Grab them, then backtrack. Hop onto the trees and use them to reach the next level. Dodge Carmelita's fire as you wait for the spire to stop shooting sparks, then hop on. There are three clues (#9,10,11) on the other side. Use the giant, fallen icicles in front of you to reach a snowy ledge holding three clues (#12,13,14) and a rocket. Set off the rocket, then hop back down the icicles. Hit the safe at the bottom for two clues (#15,16). Beneath the fallen bridge, there are two more clues (#17,18). Collect them before you run to the ledge just before the icicle steps. Grab the ring dangling to the right of said steps, and swing onto a wooden ledge. From there, drop onto the bridge, set off the rocket in front of you, and cross over to the checkpoint. Kung Pao is waiting for you beyond this. Get past him, and use the trees behind him to hop down to another ledge. This one holds yet another set of three clues (#19,20,21). Make your way down to the relative safety of the platform below. There are three clues (#22,23,24) on the right side of it. Grab them, then climb the pole on the left side. Set off the rockets at the top, and use the ring to swing over to another rocket. Hit it as you fall, and cross the bridges you just created. On the other side of the bridges, you'll find yourself in an area protected from Carmelita's blasts. There are two clues (#25,26) off to the left, as well as a safe containing two more (#27,28). With these in hand, head up the wooden ramp to find a total of three clues (#29,30,31). As you step onto this ramp, Carmelita will reappear. Edge past the windows and head for the next section. Here, you will have to stand beside the windows while she blasts them away before you can cross in front of them. When you emerge on the other side, hit the safe nearby for two clues (#32,33). There are three more (#34,35,36) in a puddle nearby. Grab them, crack open the safe behind the nearby elevator for two more (#37,38), and ride this elevator up to the next section. Run across the rooftops. Carmelita will be blasting them away behind you. When you reach the end, hit General Tso, and turn. Hop across the light and the top of the pillar to find yourself at another checkpoint. Use the tree as a step to a platform with two clues (#39,40) and two rockets. Grab the clues and set off the rockets. Cross the new set of icicles quickly, as Carmelita will try to shoot them out from under you. On the other side, try to crack open the vault. Bentley will find himself unable to crack the code. You'll have to come back later. Set off the rockets nearby, and climb up to the top. Hit every rocket to send Carmelita away, and grab the key. Clue Checklist ------------------------------------------------------------------------------- [ ] To the right of the entrance [ ] Ledge after the first checkpoint [ ] To the right of the entrance [ ] Platform after the previous ledge [ ] At the bottom of the zipline [ ] Platform after the previous ledge [ ] At the bottom of the zipline [ ] Platform after the previous ledge [ ] At the bottom of the zipline [ ] On the left side of the safe area [ ] Beneath an icicle-laden ledge [ ] On the left side of the safe area [ ] Beneath an icicle-laden ledge [ ] In a safe beside the previous clues [ ] Beneath an icicle-laden ledge [ ] In a safe beside the previous clues [ ] Beyond the first set of spires [ ] Wooden ramp beyond the safe area [ ] Beyond the first set of spires [ ] Wooden ramp beyond the safe area [ ] Beyond the first set of spires [ ] Wooden ramp beyond the safe area [ ] On top of a snowy column [ ] Safe beyond the window tunnel [ ] On top of a snowy column [ ] Safe beyond the window tunnel [ ] On top of a snowy column [ ] Puddle beyond the window tunnel [ ] Safe near the base of the icicles [ ] Puddle beyond the window tunnel [ ] Safe near the base of the icicles [ ] Puddle beyond the window tunnel [ ] Beneath bridge near the icicles [ ] Safe behind the lift by the puddle [ ] Beneath bridge near the icicles [ ] Safe behind the lift by the puddle [ ] Ledge after the first checkpoint [ ] Platform after second checkpoint [ ] Ledge after the first checkpoint [ ] Platform after second checkpoint Master Thief Sprint (2:42) ------------------------------------------------------------------------------- Begin the level by hopping onto the elevator. As soon as you reach the top, roll past Kung Pao and hit the next elevator. Ride the ring down to the next section, and hop over the trees. Cross the spires, and use the hook to reach a platform. Hit the rocket. As it detonates, swing back onto the platform. From there, you can make the bridge. Roll past Kung Pao and hop down the trees. Quickly climb the pole and set up both rockets at the top, then use the hook to reach the third rocket. Hit it as you fall. When the bridge lands, roll across it, and drop down into the windowed tunnel. You can shorten the trip by leaping and hitting the Circle button. If you're good, you can even make it around the windows that you'd normally have to wait for Carmelita to break. Ride the lift up to the rooftops and scamper across them. Hit General Tso at the end, and hop over to the next set of rockets. Set them off, and hop across the icicle chain they produce. At the other end, hit the rockets, climb up the stone steps, and set off the last fireworks. Hit the exit. ------------------------------------------------------------------------------- Inside the Stronghold ------------------------------------------------------------------------------- Difficulty: Medium Clues: 0 Enemies: - General Tso - Kung Pao Hop down from the safety of the ledge. You should be near the ledge that hangs over the entrance to A Desperate Race. Walk straight until you find a strange contraption that's spinning two platforms around. Jump onto one, using the blue auras to stay there. Ride it to the top, and take out General Tso. With him out of the way, hop onto the skiff to begin the next level. ------------------------------------------------------------------------------- Rapid Fire Assault ------------------------------------------------------------------------------- Difficulty: Difficult Clues: 0 Enemies: - Andre - Nunchaku Chimp - Ukon Tom Begin this level by blowing away the doors in front of you. Ride out onto the pathway, blast away the barrier, and prepare to meet a swarm of Nunchaku Chimps. They will pour out of a trapdoor in the floor. Hit this trapdoor as you nail the monkeys to slam it shut, and keep moving along the pathway. After one more barrier and another trapdoor, you'll find yourself at the door of the factory. Blow it up and go in. This area is full of moving rugs, and they're all going against you. If you apply the right amount of pressure to the control stick you can make it hold still. In addition to the rugs, there are lots of trapdoors full of Nunchaku Chimps for you to deal with. It is best to work from one side, shooting at an angle, as this minimizes the amount of movement required. When you reach the end of the factory, blast open the doors. There is a checkpoint on the other side. In the following stretch, you will be forced to deal with a constant barrage of Ukon Toms as you gun down barriers of ice. When you finally reach the gorillas throwing them, shoot them. After a short period of rest, you'll be launched back in for two more rounds of this. Once the last Andre falls, shoot the column behind him until the key hits the ground. Sly will hop off to claim it. ------------------------------------------------------------------------------- Inside the Stronghold ------------------------------------------------------------------------------- Difficulty: Medium Clues: 0 Enemies: - General Tso - Kung Pao Head down the ramp nearby and go past the entrance leading to the first section of the hub. Go up the snowy hill beyond it to find a red pad. Stand on it to insert your keys, and hit the rockets to light them. Grab onto the attached hook, and ride up to the Panda King's hideout. ------------------------------------------------------------------------------- Flame Fu! ------------------------------------------------------------------------------- Difficulty: Medium Clues: 0 Enemies: - Panda King The Panda King battle adds nothing new or exciting to the normal gaming experience. His battle doesn't even come in true phases like the rest of the bosses'. Dodge the fireballs by running around the room while angling yourself towards the center. Once you get there, start whacking him until he shouts out an attack and goes into formation. Keep attacking as you dodge the attacks. Eventually, he will toss you away. Repeat this four more times. During the first bout, he will only create a ring of fire around himself. Jump to avoid it. The second time, he'll add a move that shoots columns of flame wherever he pounded his fists. Again, a simple jump should clear you. By the third round, he'll have added a chop to his arsenal. Just move to avoid it. With the Panda King out of the way, you're free to use the latest page of the Thievius Raccoonus to beef up your van as you prepare for your journey to Russia. =============================================================================== The Cold Heart of Hate =============================================================================== A Hazardous Path ------------------------------------------------------------------------------- Difficulty: Slightly Difficult Clues: 0 Enemies: - Robo-Falcon Begin this by doing as Murray says. Blast out the lock. On the other side, you will encounter a pathway strewn with mines. Shoot a mine to detonate it. You'll have to clear the entire path to make it safe for the van. As you begin to cross the path over the lava, you'll be assaulted by a flock of Robo-Falcons. Shoot them down. After the metal birds are gone, you'll have to head into an avalanche. Blow up the rocks as they tumble towards you, or you're history. After this, you'll be hit with another wave of Robo-Falcons, then another strip of mines. As you approach the second half ot his strip, another avalanche will begin. Focus on the falling mine-rocks; they'll take out most of the actual mines in your path. Take out any remaining mines before they destroy you. Another flock of Robo-Falcons will soon show up to make life difficult. After this, you'll reach the exit. Unfortunately, you just knocked off your turret. ------------------------------------------------------------------------------- Burning Rubber ------------------------------------------------------------------------------- Difficulty: Difficult Clues: 0 Enemies: - Fire Slug As you try to collect computers, you'll have to face off with a mob of hungry Fire Slugs after the same thing. Bat them out of the way with your ram, and run over a computer to collect it. The Fire Slugs are pretty slow, but there are lots of them. Go for the computers first, but beat the Fire Slugs as soon as you get near them. If you're having trouble finding a computer, just follow the direction of the Fire Slugs' paths. Try not to let more than three Slugs run around at any given time, or they'll win based on sheer numbers. ------------------------------------------------------------------------------- A Daring Rescue ------------------------------------------------------------------------------- Difficulty: Very Difficult Clues: 0 Enemies: - None This level is guarded better than any other area we've yet encountered. It will be a tough trip, but nothing Sly can't handle. Begin by jumping onto the spire to the left, but only after the electric current passes through it. Hop onto the rail nearby, but switch over to the next one before you crash into the deadly column at the end of it. From the second rail, leap onto the cogs in the lava. Climb up the pole here, and use the hook at the top to swing over to the lights. Land on one with a spire jump and pick your way over to the catwalk near the beginning. As you land on it, it will fall, creating a ramp down to the lower level. Avoid stepping on the hatched floor, as this will trigger a trap that opens fire on intruders. Instead, hop onto the desk, edge around the column carefully (watch for the spotlight), hit the trap, and hop into the barrel. Take this barrel across the trapped floor and down the ramp. Turn right and sneak across the floor, ducking into the barrel as the searchlights pass over you. On the other side, disarm both the trap and the alarm system, and drop your barrel. Hop into the tank, which will seal shut behind you. Unfortunately, Bentley was right. ------------------------------------------------------------------------------- Bentley Comes Through ------------------------------------------------------------------------------- Difficulty: Very Difficult Clues: 0 Enemies: - Security Algorithm This level is fairly hard, but rather nifty, too. You have to use the Hackmobile to blow up the chunks of computer code and free the yellow security data. You must then run over the security data to collect it. If you get hit by a stray code chunk, it knocks one bar from your health meter. If a Security Algorithm gets you, you're dead. The first chamber only has one chunk of code to destroy. Get it out of the way and grab the yellow data, and Bentley will scoot to the next room. The next room has one Security Algorithm and two chunks of code. The one after that has one enemy and four chunks of code. Level four holds the last six data bits and a single, fierce enemy. Collect them all. ------------------------------------------------------------------------------- A Daring Rescue ------------------------------------------------------------------------------- Difficulty: Incredibly Easy Clues: 0 Enemies: - None Bentley's hacking stopped the gas, freeing Sly. Use your cane to smash the base of the force field surrounding Carmelita to rescue her. Follow her out through the exit. ------------------------------------------------------------------------------- A Temporary Truce ------------------------------------------------------------------------------- Difficulty: Difficult Clues: 0 Enemies: - Fire Slug - Robo-Falcon A Robo-Falcon will sweep down and grab Sly's cane, just as he and Carmelita are forging a temporary alliance. You'll take control of Carmelita, using her gun to cover Sly as he makes his way up the giant machine to recover his cane. It's basically the same as the levels with Sly in a turret, protecting Murray. As Sly slides down the cable, blast some of the tall, orange structures at the top of the machine. Be ready to switch back to Sly as he reaches the bottom, because a Fire Slug is waiting there for him. As Sly crosses the pipes in front of the giant gear, another Slug will come out of the lava. Another one will join us when Sly is on the ground again. When Sly begins his ascent up the metal ramps, a Slug will charge him head on. Another one will do the same thing as he rounds the first corner. When Sly balances precariously on the towers in front of the windows, Robo-Falcons will start breaking through them. Try to hit them as they come out. Only one will appear at a time. On the top level, you'll have to gun down the tall structures while protecting Sly from the Fire Slugs. It's generally best to not focus on a structure until you've killed any charging Slugs. After the last one collapses, Sly will grab his cane and head for the giant Death Ray. ------------------------------------------------------------------------------- Sinking Peril ------------------------------------------------------------------------------- Difficulty: Extremely Difficult Clues: 0 Enemies: - None The Death Ray is going under, but it's nothing you have to worry about. It isn't really sinking as time wears on; rather, it goes down as you make your way through the level. After the initial rail slides, you'll take control of Sly. Begin by hopping onto the nearby rail. Wait for the electric zap between the claws, then run through and make your way up the rail. At the top, swing across the hooks. Hop onto the next rail. Again, wait for the zap before stepping between the claws. On the other side, gears will drop onto the rail. You'll have to smash them with your cane. Ahead of you is a sharply-pointed gear. Hop onto one of the points, performing a Ninja Spire Jump, and head for the safety of the next rail. At the top of this, wait for the zap, and run through the claws onto the next rail. You'll have to jump up this one, as the angle is pushing Sly back into the claws. At the top, climb along the cable. As usual, beware of the claws. After the cable, you'll reach a solid line of electricity. There are rotating things along this line that you'll have to hop on. Keep moving, or gravity will pull you into the lava. At the end of this is another cable. The cable leads to a platform before a few electric spires. Cross them carefully, waiting for each one to fire off a bolt of electricity before you jump to it. At the end is another cable. This leads straight to the end of the level. Hop off at the top to get there. ------------------------------------------------------------------------------- A Strange Reunion ------------------------------------------------------------------------------- Difficulty: Super-Duper Difficult Clues: 0 Enemies: - Clockwerk Hey, it's the boss! It's about time we got here. You won't be able to damage Clockwerk directly, but with Carmelita's blasts, you can hurt him. Dodge his black orbs as Carmelita weakens him, then aim into the glowing spot. The first spot to hit is his head. Dodge by ducking into the lower right corner, then fire away. Do so quickly to take away a quarter of Clockwerk's health. Next, swing to the right to dodge the orbs, and target his feet. Pull sharply up and to the right as Carmelita shoots a missile up his feathery tail, and follow it with a few rockets of your own. Bear left to dodge the final set of orbs, and aim your crosshairs at Clockwerk's right wing. Clockwerk will fall into the lava, but like a phoenix, he'll rise out of the flames, full of life and ready for another round. Okay, not quite like a phoenix, but close enough. This time, Clockwerk has done away with the orbs. He'll send rings of electricity at you, and you'll have to aim directly into the center of them to avoid them. The order of the rings if fairly random. You can line yourself up in the center of one before it does its spin. There is plenty of time between rings to realign yourself for the next one. After the last one, Carmelita will fire off a missile at Clockwerk. Take this opportunity to lay on the damage to his wing. With one wing out of the way, Carmelita will blast away at the other one. Dodge a few rings, then it's your turn to do the same. From there, it's another bit of head-targeting, and finally, the rest of the left wing. At this point, Sly will drop out of the Jetpack. You've got to reach the head now. It won't restore itself anytime soon, contrary to Bentley's warning, so be careful. Run up to the first narrow beam and hop on. Make your way across to Clockwerk, dodging columns of lighting and lasers as you go. If you fail now, you'll have to fight the entire battle again, so don't do it. When you reach the center, pound on Clockwerk's head until he falls for good. Now, remember, there's still a vault out there somewhere. Go crack it open, and run the final sprint, to reach the 100% mark. Congratulations. You're a winner. =============================================================================== ----------------------------------- 6. FAQ ----------------------------------- =============================================================================== 1. How do I begin the Master Thief Sprints? 2. How do I open the last vault? 3. [Insert your question here!] ------------------------------------------------------------------------------- Q1. How do I begin the Master Thief Sprints? -------------------------------------------- After you open the vault in a level, an hourglass will appear near the entrance. Hit this hourglass to start the countdown. Q2. How do I open the last vault? --------------------------------- When you reach the final vault in the game, Bentley will say that he can't open it, mentioning some obscure owl dialect, or something to that effect. You'll have to return after you finish the game. Got a question? Ask it! Send all emails to bananasquid at swirvemail dot com. It's what all the cool kids are doing. =============================================================================== ----------------------------------- 7. Moves ----------------------------------- =============================================================================== Dive (Drake Cooper's Fast Attack Dive) -------------------------------------- This attack will effectively take out a whole line of enemies. It's not the best move in the game, but it's still useful. Roll (Sally Cooper's Fast Getaway Raccoon Roll) ----------------------------------------------- While not that useful in itself, this move is your savior if you're going for the Master Thief Sprints. It becomes more useful elsewhere if you get the upgrade. Slow (Dev Cooperinda's Slow Motion Jump) ---------------------------------------- This is another rather useless move. If you're not good at landing, this can be useful. Otherwise, it's just gonna sit there, all alone... Unloved... Neglected... Poor move. Dive Upgrade (Chris Cooper's Dive Collection Technique) ------------------------------------------------------- Just like before, only vertical. Use this to gain the drop on enemies, if that's the type of person you are. Coin Magnet (Karen Coopergina's Coin Magnet Technique) ------------------------------------------------------ This is one of the most useful moves in the game, and it's not even one you have to actively trigger. Sly no longer has to walk directly through coins to pick them up. He just has to walk NEAR them. Ninja Spire Jump (Rioichi Cooper's Ninja Spire Jump) ---------------------------------------------------- After you defeat Raleigh, this incredibly useful move will be added to your arsenal. It's not really a jump so much as a landing. It allows you to drop onto ridiculously small places that are marked with a blue aura. Mine (Rob McCooper's Explosive Hat Technique) --------------------------------------------- This is another fairly useless attack. Sly turns his hat into an explosive, and drops it on unsuspecting guards. It's best used with enemies standing below you. Never set off a bomb while Sly is in the direct vicinity, as it will kill him, too. Fast (B.F. Cooper's Speed Up the Clock Technique) ------------------------------------------------- This is like Slow, only in reverse. It makes everything go faster. Those long waits for the security to focus itself elsewhere are no more! Not that it's a useful move. I never use it, and you probably won't, either. Water Safety (Suzanne Cooper's Water Safety Technique) ------------------------------------------------------ This is one of those moves you should definitely have before tackling Mz. Ruby's levels, so it's fortunate that you can get it as early as Muggshot's. Basically, it prevents Sly from drowning. Instead of dying, he is tossed out of the water and back onto dry land. Decoy (Sir Andrew Cooper's Thief Replica Technique) --------------------------------------------------- Sly sets up a decoy to distract enemies. It's fairly useless. Oh well. These things happen. Rail Walk ("Tennessee Kid" Cooper's Rail Walk Technique) -------------------------------------------------------- After you send Muggshot to the can, you'll get his section of the Thievius Raccoonus, which holds this and the next move. The Rail Walk allows Sly to move on extremely narrow rails. You'll be using it a lot. Rail Slide ("Tennessee Kid" Cooper's Rail Walk Technique) --------------------------------------------------------- Like the previous move, you get this after defeating Muggshot. If Sly jumps on a slippery rail, this lets him slide on it. Very useful, this. Roll Upgrade (Kelle McCooper's Electromagnetic Raccoon Roll) ------------------------------------------------------------ This is by far the most useful special move in the game, if you're going to be doing the Master Thief Sprints. It charges Sly's Roll move, so any enemy in his path is toast. Binoc-u-com Upgrade (Bruce O'Coop's Computer Hacking Technique) --------------------------------------------------------------- This adds enemy data to the Binoc-u-com scan. It allows you to see enemies lurking around corners and the like, but if you followed the walkthrough, those are generally pointed out to you, anyway. Altogether, a not entirely useless move, but it's close to being one. Invisibility (Slytunkhamen Cooper's Invisibility Technique) ----------------------------------------------------------- Mz. Ruby's section of the Thievius Raccoonus teaches Sly how to become invisible while he's holding still. The later levels of the game will require this move, so learn to use it well. While invisible, enemies with lights and all security devices won't see you. However, any guards that spot you before you enter stealth mode will still attack. Invisibility Upgrade (Huckleberry Cooper's Move While Staying Invisible Technique).------------------------------------------------------------ ----------' This incredibly useful upgrade lets you enter stealth mode while moving. Security systems should no longer be feared. While not necessary, this move is highly recommended, especially if you plan on finishing those Master Thief Sprints. Pit Safety (Sir Augustine of Cooper's Briefly Defy Gravity Technique) --------------------------------------------------------------------- This is the pit equivalent of the Water Safety Technique. It's as useful as its partner. Whenever Sly falls into a bottomless pit, he'll be tossed back onto the last solid surface he was perched on. If you fall off a lot of cliffs, this move is a necessity. Vehicle Upgrade (Otto van Cooper's Vehicle Modifications) --------------------------------------------------------- When the Panda King falls, he'll leave behind blueprints for all sorts of cool add-ons for the van. You'll need them all for Clockwerk's levels. Freeze (Colonel Reid Cooper's Time Stopping Technique) ------------------------------------------------------ Yet another completely useless move. This is the last move you get. It freezes all enemies in a level for a few seconds. Unfortunately, since all you've got to do after this is finish the Sprints, it's fairly useless. It doesn't freeze them long enough to make it worth the time it takes to execute it. =============================================================================== ----------------------------------- 8. Enemies ----------------------------------- =============================================================================== Tide of Terror ------------------------------------------------------------------------------- Crab (N/A) ---------- Description: N/A Weapon: N/A Strategy: Crabs are only found in a single level, Treasure in the Depths. They ignore Sly and go for the chests. Just shoot them with your sub; a single shot should do it. Don't let one get away with a chest! H.P. Squidcraft (Spitium Ickium) -------------------------------- Description: Loves Sushi Weapon: Toxic Saliva Strategy: Squidcraft roams around with a flashlight. As soon as he sees you, he'll shoot a yucky spitball at you with deadly accuracy. It's best not to let him see you; instead, lurk in the shadows until he turns his back, then run up behind him and eliminate the problem. Squidcraft wanders around within a confined area. Lil Bowen (Fattius Bouncius) ---------------------------- Description: Loves Sunday crab buffet Weapon: Self Strategy: Lil Bowen is relatively simple to defeat. Just run close enough to attract his attention, then wait for him to start bouncing towards you. Once he gets close enough, whack him with your staff. Bowen normally stays in one spot, but he chases you if you get too close. Mr. Shamus (Deadlius Frisbeeum) ------------------------------- Description: Horoscope Enthusiast Weapon: Shuriken Strategy: Once you get within his range, he'll launch a constant barrage of missiles at you. The only way around these is quick dodging or jumping. Jump your way over to Mr. Shamus and hit him before he nails you from point blank. Mr. Shamus stands rooted in his place. Pyro O'Connor (Spitium Flamius) ------------------------------- Description: Loves to cook Flambe Weapon: Welder's Torch Strategy: Pyro's flames last a few seconds, but that's long enough to turn Sly into a crispy critter. Leap over these flames and knock Pyro out of commision. Keep a fair distance to avoid getting singed. Like most enemies in Raleigh's level, Pyro only pivots. Thor McCracken (Ginormous Mjolnirous) ------------------------------------- Description: Has a good work ethic. Weapon: Hammer Strategy: Thor follows a fairly rhythmic pounding pattern, so it's possible to stand out of range until he pounds, then rush in and whack him. Alternatively, you can jump over the pounding hammer and hit him on your way down. Thor won't move to hit you, but he will turn to face you. ------------------------------------------------------------------------------- Sunset Snake Eyes ------------------------------------------------------------------------------- Cletus (Sloberus Maximus) ------------------------- Description: Loves gnawing on femurs Weapon: Jaws Strategy: Cletus lunges when he attacks, so as long as you're out of his range, you're safe. Just let him stretch his chain to its end, then hit him. Cletus has been chained to a stake, so he can't move far, but he will charge you as soon as he sees you. Gorgeous Lou (Stickius Attackium) --------------------------------- Description: Number of Tattoos=3 Weapon: Spike Board Strategy: Lou is fairly easy to avoid, so just wait for him to swing and miss. While he's running in place, crack him one with your trusty staff. Lou runs at you as soon as he spots you. Inkspot Jackson (Shiftius Dealerus) ----------------------------------- Description: Master of 3 card monte Weapon: Card Deck Strategy: Jackson is this area's projectile enemy. He launches his cards at you, but they are easily avoided with a simple hop. Hop over to him and dispatch him in the least humane way you can think of. Because he's throwing stuff, Jackson tends to stay in one spot. Paulie Shackles (Jailbirdius Maximius) -------------------------------------- Description: Hates Coopers and Coppers Weapon: Ball and Chain Strategy: Paulie swings his ball three times around his head before aiming at Sly. Stand out of range as he attacks, then run in and hit him while he's swinging. Paulie tends to stand still at all times, possibly because he's holding a giant ball meant to keep prisoners from running away. Vinnie the Pincher (Kneecapins Breakins) ---------------------------------------- Description: Casino Enforcer Weapon: Machine Gun Strategy: Vinnie's got a flashlight in one hand, and if he sees you, you're dead. Luckily, he only sees what he shines his light on, so you're safe as long as you stay out of it. When Vinnie's got his back turned, run up behind him and give him the cane. Dropping down onto him works, too. ------------------------------------------------------------------------------- Vicious Voodoo ------------------------------------------------------------------------------- Beast, The (N/A) ---------------- Description: N/A Weapon: Jaws Strategy: There's no way to defeat the Beast; you simply have to outrun him. This is harder than it looks, as he easily glides through the swamp goop, while you're confined to a few branches and the occasional vine. Chicken (N/A) ------------- Description: N/A Weapon: N/A Strategy: These tasty creatures are a key component in voodoo witchcraft. While they can't attack directly, their mates, the roosters, will gladly defend them. Just swing your cane at one to send feathers flying. Clarence Dupree (Bloodius Suckius) ---------------------------------- Description: Enjoys Sunday Picnics Weapon: Mouth Strategy: Clarence is a mosquito, so he's out for blood. He'll divebomb you if he spots you, so it's best to rush in and swing before he gets through your defenses. Marcel Woodfist (Shambulus Moundium) ------------------------------------ Description: Devoted Ecologist Weapon: Self Strategy: Marcel generally sleeps away his free time, so you should be able to sneak up on him and start beating him up before he gets up and tries to squish you. The first hit will simply separate his head from the rest of him; you'll have to destroy both parts before Marcel finally kicks the bucket. Mojo Dupree (Rodentia Voodooium) -------------------------------- Description: Enjoys golf Weapon: Voodoo magic Strategy: Mojo Dupree walks around with a torch in one hand and a ball of glowing magic in the other. As soon as he spots you, he'll nail you with this ball, so you'll be sneaking past him most of the time. When you do have to fight, you'll have to sneak up behind him before smacking him upside the head with your cane. Mojo Ghost (Rodentia Undeadius) ------------------------------- Description: N/A Weapon: Self Strategy: These blue spectres generally spawn forth from a gravestone, and you'll encounter a constant string of them until this gravestone is destroyed. Simply hit one with your staff to destroy it. Nasty Charlotte (Arachnid Descendium) ------------------------------------- Description: Enjoys bungee jumping Weapon: Fangs Strategy: One generally doesn't notice Charlotte until she pops out of the forest canopy and lunges. You're usually given enough time to stop, so just keep an eye out for her and slam on the brakes as soon as you she appears. One swift bop on the head with your cane should do her in. Pierre Flamenose (Thermo Headtosserus) -------------------------------------- Description: Hates rainy days Weapon: Flaming heads Strategy: Pierre will spot you from a distance and start chucking flaming heads in your general direction. These are fairly easy to dodge. Just run up to Pierre and knock him out of his stump. Pirahna (N/A) ------------- Description: N/A Weapon: N/A Strategy: Use your hovercraft to glide over these guys in the swamp water, and you'll suck them right up. They provide the fuel needed to light tiki torches. Beyond that, they'll leave you alone. Rooster (N/A) ------------- Description: N/A Weapon: Dynamite Strategy: As you're clearing out the chicken coop, occasional pairs of roosters will burst out and a whistle will blow. Someone has strapped TNT to their backs, so you'll want to keep your distance. Hitting them with your cane is getting a bit too close, so hop onto one of the pots so the roosters run into each other. Problem solved. ------------------------------------------------------------------------------- Fire in the Sky ------------------------------------------------------------------------------- Andre (Gorillus Catapultus) --------------------------- Description: Fears thieving raccoons Weapon: Ukon Tom Strategy: Andre throws only one Ukon Tom at a time. Once he tosses one, you're safe to advance until the little snowball is destroyed, at which point he'll chuck another one at you. Andre throws constantly from the same spot, but he'll target you if he sees you. Chow Mei (Chimpius KungFuium) ----------------------------- Description: Listens to techno Weapon: Fists Strategy: Chow Mei relies heavily on the element of surprise. She lies in wait for evil raccoons and flips towards them as soon as she sees them. When you hear her, get ready to hit her with your cane. As soon as she comes into range, deck her. Kung Pao (Stickius Baboonium) ----------------------------- Description: Lives for World Cup soccer Weapon: Stick Strategy: When Kung Pao begins swinging at you, hold your ground and wait for him to complete the swing. Jump over the stick and clout him before he does the same to you. Kung Pao sometimes guards his post well, never leaving it. Other times, he bounces over to greet you. Nunchaku Chimp (N/A) -------------------- Description: N/A Weapon: Nunchaku Strategy: Most of the time, these guys won't bother with you. They'll stand on their little platforms and swing their arms around and whatnot. In Murray's turret level, they'll give chase, but as with all things, just shoot them before they get too close. In the skiff level, deal with them exactly as you did with the Mojo Ghosts in Mz. Ruby's domain. Ukon Tom (Monkius Spherium) --------------------------- Description: N/A Weapon: Self Strategy: Ukon Tom is destroyed by hitting things, so either whack him with your cane when he gets close enough or jump and let him hit something behind you. Ukon Tom is launched by Andre, so he only goes where he's been thrown. If Andre sees you, Ukon Tom will be set on a path of destruction leading right to Sly's pretty little face. ------------------------------------------------------------------------------- The Cold Heart of Hate ------------------------------------------------------------------------------- Fire Slug (N/A) --------------- Description: N/A Weapon: Self Strategy: For some reason, these guys seem to have a thing for computers. They'll collect them as fast as possible. Just hit them with the battering ram on the van. If they're chasing after Sly, you'll have to shoot them. This is no different than shooting anything else. Robo-Falcon (N/A) ----------------- Description: N/A Weapon: Beak Strategy: Robo-Falcons fly around, looking for someone to divebomb. You'll never have to deal with them using only your cane, so just aim and fire whatever projectile weapon you happen to be carrying at any given time. Security Algorithm (N/A) ------------------------ Description: N/A Weapon: Projectiles Strategy: There's no way to defeat these guys; you'll just have to dodge their fire. They're only found in Bentley's level. They fire at you, and tiptoe around on their wingtips. You can destroy their projectiles by shooting at them, or you can just move out of the way. =============================================================================== ----------------------------------- 9. Bosses ----------------------------------- =============================================================================== Sir Raleigh the Frog ------------------------------------------------------------------------------- Biography --------- Raleigh began his life as a fairly spoiled amphibian, but there's no fun in sitting around and living from someone else's work. He set out to make a fortune of his own, and did so successfully through piracy. He's the Chief Machinist of the Fiendish Five. Strategy -------- Raleigh's a lot smaller in person than pictures implied. He is, after all, a frog. His small stature leaves him susceptible to quite a bit of damage, so he'll guzzle bees to pump himself up. As long as he's full, he's invincible, so it's best to run away. The room you are fighting in is composed of one central dais (to which Raleigh returns in order to refill) and six surrounding platforms. Raleigh's fight spans four phases; if you die or fall into the water at any point, you'll be forced to start over from the beginning. Phase 1: All the platforms are raised, so this is simple a matter of staying one platform ahead of Raleigh. Any more than that, and you won't have time to hit him when he deflates; any less, and you're squished. After five hops, he'll be open for anything you toss at him, so whack him with your cane. Since he takes two hops on each platform, you might want to count his jumps and be waiting for him on the platform he'll stop on. Phase 2: All platforms except one (probably the one you're standing on, but just in case, the one without red lights) will sink. You must avoid Raleigh by moving from side to side on this single platform. It's a bit more difficult than the previous phase, but at least you're definitely close to Raleigh when he loses his bloat. Phase 3: The platforms will rise again, but they'll light up as soon as they're touched by Raleigh. This is pretty much the same as the first phase, as it's fairly unlikely that you'll make a full circuit before Raleigh shrinks, even if he takes eight jumps to do it. Phase 4: Like the second phase, all but one platform will drop below the surface of the water. This time, however, you'll be jumping over Raleigh's tongue as he whips around in circles. Getting the timing down should be fairly easy, so don't worry your pretty little head about it. After six circles, you're free to smack him. ------------------------------------------------------------------------------- Muggshot ------------------------------------------------------------------------------- Biography --------- Muggshot used to be a kinda cute kid, but all the bigger puppies ganged up on him. After a bit of media corruption, he beefed up and exacted his revenge upon the bullies. His role in the Fiendish Five is that of the goon. He beats the snot out of anybody who messes with them, and breaks everything that must be broken. Strategy -------- Like Raleigh, this is a phased battle. Muggshot's pretty beefed up, but he'd rather use guns against you. Keep something between himself and your furry body to avoid excessive damage. To defeat Muggshot, you'll need to spin mirrors to reflect light onto crystal things, which in turn channel light straight onto Muggshot. This damages him and destroys his guns. Phase 1: The crystal-like things are set in a straightforward gride pattern, and there are eight mirrors for you to hit. Keep a crystal between Muggshot and Sly to avoid his gunfire, but he'll probably follow closely, so be prepared to jump if you must. When all the mirrors have been spun around, Muggshot will run upstairs. Sly will follow. Phase 2: The layout of the crystals is slightly more complex, but the same strategy as before can still be applied. Dodging Muggshot is fairly easy once you get the hang of things, but until then, be on your toes. You'll have to jump frequently to avoid his gunfire. After he gets blasted, you'll be taken to the top level. Phase 3: You'll need to pick a direction and stick with it; this phase can be both the hardest and the easiest, depending on how things work out. You're balanced on a series of ropes. Jump to a spire close to a mirror and spin it, then quickly move back and over to another spire before Muggshot blasts the one you were one, turning your mirror back around. Try not to change directions; backtracking could result in lots of unecessary mirror spinning. ------------------------------------------------------------------------------- Mz. Ruby ------------------------------------------------------------------------------- Biography --------- Mz. Ruby's childhood was much like Muggshot's, in that the other kids shunned her. Hers was for a different reason -- the other children weren't really up for playing with roadkill. She summoned the undead to keep her company, and grew into a frightening Voodoo Priestess. With her powers, the Fiendish Five can break into anything Muggshot can't handle. She also makes a mean chicken pot pie. Strategy -------- This is, without doubt, the best boss battle ever. Assuming you have any sense of rhythm, that is. If you don't, sorry. You'll have a tough time with this one. Like all bosses, it comes in phases. Phase 1: Mz. Ruby's level begins in the gnashing jaws of her giant skull chamber. Hop on the molars, and wait for the pointier teeth to meet. As soon as they do, perform a graceful Ninja Spire jump onto one, and immediately hop onto the safety of a molar again. When you reach the end, jump over the shockwave and smack Mz. Ruby with your cane. Voodoo dance time! Mz. Ruby will perform one of four moves, sending out pictures of the four buttons on the right side of your controller. The background music will play as she does so, then repeat itself when it's your turn. It's harder to explain than it is to just pick up on it. Make sure you can hear the music, or you won't be able to do it. The rest of this boss strategy will consist of the moves she'll be performing. After each round, you'll have to jump over her shockwave and hit her. Phase 2: - Square, Square, Square - Triangle, Triangle, Triangle - Circle, Circle, Circle - Square, Circle, Square - Circle, Square, Circle - Square, Triangle, Circle - Circle, Triangle, Square - Square - Triangle - Circle - X Phase 3: - Square, Circle, X - Circle, Square, X - Square, Square, Triangle, Triangle, Circle, Circle, X - Circle, Circle, Triangle, Triangle, Square, Square, X - Square, Circle, Square - Triangle, X - Circle, Square, Circle - Triangle, X - Square, Circle, Square - Triangle, X - Circle, Square, Circle - Triangle, X Phase 4: - Square, Circle, Square - Circle, Square, Circle - Square, Circle, Square, Circle, Square, Circle, Triangle - Circle, Square, Circle, Square, Circle, Square, Triangle - Square, Triangle, Circle - Circle, Triangle, Square - Square, Triangle, Circle - Circle, Triangle, Square - Triangle, Triangle, Triangle - Triangle, Triangle, Triangle - Triangle, Triangle, Triangle - Triangle, Triangle, X ------------------------------------------------------------------------------- Panda King ------------------------------------------------------------------------------- Biography --------- The Panda King began life as a pauper. He would watch the cool explosives set off by richer folk, and decided to make them himself. They refused to buy his wares, so he turned to the dark side and blew them up. He's the Demolitions Expert of the Fiendish Five. Strategy -------- The Panda King battle adds nothing new or exciting to the normal gaming experience. His battle doesn't even come in true phases like the rest of the bosses'. Dodge the fireballs by running around the room while angling yourself towards the center. Once you get there, start whacking him until he shouts out an attack and goes into formation. Keep attacking as you dodge the attacks. Eventually, he will toss you away. Repeat this four more times. During the first bout, he will only create a ring of fire around himself. Jump to avoid it. The second time, he'll add a move that shoots columns of flame wherever he pounded his fists. Again, a simple jump should clear you. By the third round, he'll have added a chop to his arsenal. Just move to avoid it. ------------------------------------------------------------------------------- Clockwerk ------------------------------------------------------------------------------- Biography --------- Nobody knows how or when Clockwerk came to be, but he's been antagonizing the Coopers for generations. He's the fearless leader of the Fiendish Five, and it was his idea to steal the Thievius Raccoonus. Strategy -------- Hey, it's the boss! It's about time we got here. You won't be able to damage Clockwerk directly, but with Carmelita's blasts, you can hurt him. Dodge his black orbs as Carmelita weakens him, then aim into the glowing spot. The first spot to hit is his head. Dodge by ducking into the lower right corner, then fire away. Do so quickly to take away a quarter of Clockwerk's health. Next, swing to the right to dodge the orbs, and target his feet. Pull sharply up and to the right as Carmelita shoots a missile up his feathery tail, and follow it with a few rockets of your own. Bear left to dodge the final set of orbs, and aim your crosshairs at Clockwerk's right wing. Clockwerk will fall into the lava, but like a phoenix, he'll rise out of the flames, full of life and ready for another round. Okay, not quite like a phoenix, but close enough. This time, Clockwerk has done away with the orbs. He'll send rings of electricity at you, and you'll have to aim directly into the center of them to avoid them. The order of the rings if fairly random. You can line yourself up in the center of one before it does its spin. There is plenty of time between rings to realign yourself for the next one. After the last one, Carmelita will fire off a missile at Clockwerk. Take this opportunity to lay on the damage to his wing. With one wing out of the way, Carmelita will blast away at the other one. Dodge a few rings, then it's your turn to do the same. From there, it's another bit of head-targeting, and finally, the rest of the left wing. At this point, Sly will drop out of the Jetpack. You've got to reach the head now. It won't restore itself anytime soon, contrary to Bentley's warning, so be careful. Run up to the first narrow beam and hop on. Make your way across to Clockwerk, dodging columns of lighting and lasers as you go. If you fail now, you'll have to fight the entire battle again, so don't do it. When you reach the center, pound on Clockwerk's head until he falls for good. =============================================================================== ----------------------------------- 10. Secrets ----------------------------------- =============================================================================== Unlock "The Tokyo Police File" Movie ------------------------------------ After defeating the final boss, you will return to the hideout, where Bentley will announce that Sly's friends in Japan sent over a movie. This movie is basically the introductory movie done in a different art style, with Japanese speech instead of English. Unlock "The Making of Sly Cooper" and "Commercials & Outtakes" Movies --------------------------------------------------------------------- Finish the game, open all the vaults, and complete all the Master Thief Sprints. In short, achieve 100%. As soon as you do so, you'll be treated to these two movies. The first has various members of the team talking about the game. The second shows the commercials aired on TV, as well as commercial goofs and outtakes. The outtakes are hilarious. Do yourself a favor. Watch them. =============================================================================== ----------------------------------- 11. Revision History ----------------------------------- =============================================================================== Version 1.0 - 12/31/02 ---------------------- Well, it's all new. I'm fairly sure this guide is complete, but I'll update it if anybody sends in any better strategies or questions. Keep an eye out for an update. Version 1.1 - 01/11/03 ---------------------- An updated email address, plus a bunch of weird errors. I also added a small amount of information on Vinnie the Pincher, but I'm missing some stuff. No big deal. I'll add it some other time. The big change here was the email address. Version 1.2 - 01/21/03 ---------------------- Just adding another site to the copyright, and another person to the credits section. Nothing's change in the guide itself. Version 1.3 - 02/02/03 ---------------------- Added one new question to the FAQ, and made a miniscule change to the layout of each question. Also changed the answer to one question slightly (nothing significant; just rewording). The vehicles in the controls section have been cleaned up a bit, and the whole section is now aligned. Finally, the email address has been fixed for Klez prevention. I'm sure you can figure it out. =============================================================================== ----------------------------------- 12. Copyright Information ----------------------------------- =============================================================================== This document is copyright ©2002-2003 Bananagirl (bananasquid at swirvemail dot com). This document was written exclusively for use on the internet. It is not intended to be used in any way that is profitable for anyone, including the author. It is not to be reproduced in any way without express written permission from the author. The information found within this document is, to the best of the abilities and knowledge of the author, 100% accurate. However, the possibility exists that inaccurate information may be found within. Any errors (human, computer, or otherwise) should be reported to the author as soon as possible. Sly Cooper and the Thievius Raccoonus and all characters, locations, etc., are trademarks of Sucker Punch Productions. The author makes no claim to the creation of these. This document can only legally be found at GameFAQs (http://www.gamefaqs.com) and IGN (http://www.ign.com). If you choose to contact me, contact ONLY me. I don't reply to emails sent to everyone with a guide. It's just not cool. Also, don't send stupid questions, questions that have been answered in the guide, or mean things. It's not nice. =============================================================================== ----------------------------------- 13. Credits/Thanks ----------------------------------- =============================================================================== Thanks to: - soulgenesis, for his "A Cunning Disguise" Master Thief Sprint strategy. - IGN's Sly Cooper guide, for the names in the Moves section. - AdrenalineSL, for the hot lesbian sex0rz. - Whoever else thinks they deserve my thanks, for whatever reason. Nothing dirty, though. ------------------------------------------------------------------------------- iLfj: K jf ;LLfjjW LLGLLf: GDi;;;t# W;;;;E; .ELLLL;tK KLDfjLt tGEi f#t D#f E, jWK jLfLEf; tWiWEKGj;;;;jD: .GD;,,,,,;DEt;;iK .fKi,,,,tKttE.Dt;;Dt .fEt,,,,tDL,fG. .W;;Ki :tGGi,,,;LDf,iEt K;tK tDLi,,;tLDGi,;DL. jLE: iDfjfLft;,;fLj. #:,,,:## ------------------------------------------------------------------------------- Copyright ©2002-2003 Bananagirl