______ _____ / __/ /_ __ / ___/__ ___ ___ ___ ____ _\ \/ / // / / /__/ _ \/ _ \/ _ \/ -_) __/ /___/_/\_, / \___/\___/\___/ .__/\__/_/ __ __ /___/ /_/ | |______| | 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