Sly Cooper: Thieves in Time FAQ Author: Galaxy Crisis CONTENTS: I. Legal Information (LEGL) II. Introduction (INTR) III. Character Bios (BIOS) IV. Controls (CTRL) V. Collectibles and Pickups (COLL) VI. Main Menu (MAME) VII. Game Screen (GASC) VIII. Pause Menu (PAME) IX. Hideout (HIDE) X. Walkthrough (WALK) A. Prologue (ISAR) B. Episode 1 (TJPN) C. Episode 2 (GWYR) D. Episode 3 (COCR) E. Episode 4 (OMAM) F. Episode 5 (FOTH) G. Epilogue (DAOA) XI. ThiefNet Upgrades (THUP) XII. Sly Masks (SLMA) XIII. Clue Bottles (CLBO) XIV. Treasures (TREA) XV. Trophies (TROP) XVI. Past Revisions (PARE) XVII. Credits (CRED) XVIII. Contact Information (COIN) --------------------------- I. LEGAL INFORMATION (LEGL) --------------------------- Copyright (c) 2013 Galaxy Crisis This document is intended for personal, private use only; it may not be reproduced for any other purpose. It may not be distributed publicly under any circumstances, on any website or other form of media, without advance written consent. If permission is granted, this document may not be altered. Breaking any of these rules is a violation of copyright law. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. To date, only GameFAQs is allowed to host this document. ----------------------- II. INTRODUCTION (INTR) ----------------------- This guide will focus on Sly Cooper: Thieves in Time for the PlayStation 3. This game is the fourth installment in the Sly Cooper franchise, which was launched in 2002 by Sucker Punch Productions. This game was developed by Sanzaru Games, which collaborated with Sucker Punch in the release of The Sly Collection, a PS3 port of the first three games, in 2010. The franchise's main characters are the title character, the latest in a long line of master thieves, and his two thieving buddies, who steal from other thieves and corrupt individuals in cartoon-style capers while at the same time doing their best to avoid being captured by the law. In this game, the gang travels through time to prevent the Cooper bloodline from being erased from existence. This game has a digital instruction manual, which requires 38 MB to install if you want to view it without the disc in the system. When you buy the PS3 version of the game, you can also download the PlayStation Vita version to your PS3 free of charge, then transfer it to your PS Vita. Select "Disc Benefits" on the XMB to download the PS Vita version. Having both versions will allow you to play this game anywhere, as well as use some special features you cannot use otherwise. -------------------------- III. CHARACTER BIOS (BIOS) -------------------------- --SLY COOPER-- Sly Cooper is the latest member of a long line of master thieves. There was no honor and fun in stealing from everyday civilians, so his family has devoted to stealing from other thieves and unjust folk. Each generation passes on their skills to the next via a book of secrets called the Thievius Raccoonus. Sly lost his parents at a young age, and ended up at the Happy Camper Orphanage, where he met up with Bentley and Murray, who would become his partners in crime and lifelong friends. After the events of Sly 3, the thief decided to hang up his cane and mask in order to start a relationship with his longtime pursuer, Carmelita. However, he couldn't shake off the thievery bug for long, and he eventually returned to Paris to case a museum owned by a corrupt mogul. It was then that Bentley showed up with some disturbing news. --BENTLEY-- Bentley the turtle is the brilliant tactician behind every Cooper gang caper. A technological wizard, he can hack into any security system and obtain intel using his ThiefNet system. He has been wheelchair-bound since his legs were crushed at the end of Sly 2, but that hasn't stopped him; in fact, his wheelchair is a high-tech marvel! When Sly decided to retire, Bentley set up a laboratory with fellow techie Penelope, a pilot mouse who worked with the Cooper gang during the events of the last game. Their experiments demanded so much focus that Bentley almost didn't notice that Penelope had vanished. He also noticed that the writing in the pages of the Thievius Raccoonus, which he had been studying, was slowly disappearing in front of his eyes. --MURRAY-- Murray is a headstrong hippo who serves as the Cooper gang's muscle. He has a close bond with the gang's van, having built and worked on it for years. Originally the gang's getaway driver, Murray's role expanded into a hard- hitting force as each caper became more elaborate. After the gang's last caper, Murray went into racing with the Cooper Van, where he became famous, or infamous, for his aggressive driving. Soon he couldn't find any sponsors because of the high insurance premiums due to all the accidents he caused. So he moved on to demolition derbies, where he remains undefeated. When Bentley showed up, Murray jumped at the chance to help his friends again. --CARMELITA FOX-- Inspector Carmelita Fox of Interpol has been pursuing Sly and his gang through all their capers. Armed with her shock pistol, she will stop at nothing to lock Sly up in jail. During the events at the end of Sly 3, Carmelita thought she would no longer need to pursue Sly because he had suffered amnesia. Unbeknownst to her, Sly was only feigning amnesia so he could get close and start a romantic relationship with her. ------------------- IV. CONTROLS (CTRL) ------------------- --CONTROLS COMMON TO ALL CHARACTERS-- Left stick.........................Move character Right stick........................Move camera X..................................Jump X, then X in mid-air...............Double jump O..................................Interact with objects Square.............................Light attack R1.................................Sprint L3 (press left stick)..............View compass and collectibles R3 (press right stick).............Use Binocucom Select.............................View map and status screens Start..............................Pause menu --CONTROLS UNIQUE TO SLY-- Triangle (hold)....................Cane Charge Triangle (while in air)............Knockout Dive Triangle, then Square..............Stealth Slam when behind an enemy O..................................Pickpocket O..................................Attach to suitable objects L2 (hold) and left stick...........Costume menu L2 (tap)...........................Quick change with most recent costume --CONTROLS UNIQUE TO BENTLEY-- X (hold while in air)..............Hover Triangle...........................Drop Sticky Bomb Triangle (hold)....................Plant Sticky Bomb on enemy O..................................Pickpocket L1 (hold) and left stick...........Aim Sticky Bomb Triangle (while aiming)............Throw Sticky Bomb L2 (hold) and left stick...........Select ammunition R1 while using Binocucom...........Fire dart --CONTROLS UNIQUE TO MURRAY-- Triangle (hold, then release)......Spin attack Triangle (while in air)............Thunder Flop O..................................Stomp to pick up an enemy or object L2 (hold) and left stick...........Select gloves While holding an enemy or object: Square.............................Throw Triangle...........................Slam O..................................Shake --HACKING CONTROLS-- System Cracker and Alter Ego hacks: Left stick.........................Move Right stick........................Fire R1.................................Logic Bomb (Alter Ego hacks only) Spark Runner hacks: Tilt controller....................Move Directional buttons................Change lanes --RC VEHICLE CONTROLS-- Left stick.........................Steer Right stick........................Camera X..................................Accelerate Square.............................Brake/Reverse R1.................................Fire projectile L1.................................Boost L2.................................Change costume L3.................................View compass ---------------------------------- V. COLLECTIBLES AND PICKUPS (COLL) ---------------------------------- --COINS-- Coins are used to purchase new abilities from ThiefNet. They can be acquired by smashing objects, picking pockets, defeating enemies, or finding treasure. --HEALTH-- Health powerups are denoted by red crosses, and are found by either smashing objects or defeating enemies. Pick up one to restore a portion of your health. --TREASURE-- There are twelve rare treasures hidden within each time period, except for the prologue and epilogue in Paris. Press O to pick it up, then make it to the Hideout before time runs out and without taking damage to add it to your collection. Some treasures can only be acquired by using a specific costume, so if you cannot get to a certain treasure, come back later with the right costume. --SLY MASKS-- Copies of Sly's signature icon can be found in every time period, including the prologue and epilogue in Paris. Some might be hidden indoors, so keep an eye out. There are sixty Sly Masks in the entire game; collect enough of them to unlock special features. --CLUE BOTTLES-- In every time period except the prologue and epilogue in Paris, there are thirty Clue Bottles scattered through the open area. Get all thirty Clue Bottles to unlock the corresponding hidden safe in the period. -------------------- VI. MAIN MENU (MAME) -------------------- Press Start on the title screen to bring up the Main Menu. --NEW GAME-- Select this option to start the game from the beginning. --LOAD GAME-- Select this option to load a save file. --CROSS-SAVE-- Select this option, then select "Download from Cloud" to download your save file from the cloud server to your system. See the Pause Menu section for further details. --OPTIONS-- Select this option to bring up the Options sub-menu. Game: In this sub-menu you can toggle on and off the subtitles in cinematic scenes and enable or disable the radar on the game screen. You can also adjust the brightness of the graphics displayed. If you have a TV capable of 3D display, you can enable or disable 3D mode from this sub-menu and adjust the 3D strength. Otherwise these two options will be grayed out. If you have the PS Vita version of this game, you can enable or disable the AR server from this sub-menu. By enabling the AR server, you can use the PS Vita to help find hidden collectible items. Select "Reset Defaults" to return all settings on this sub-menu back to their defaults. Controls: In this sub-menu you can change how the camera moves when you move the left stick. You can also turn on and off the vibration function on your controller. Select "Reset Defaults" to return all settings on this sub-menu back to their defaults. Audio: In this sub-menu you can adjust the volume for sound effects, music, and speech during gameplay and in cinematic scenes. Select "Reset Defaults" to return all settings on this sub-menu back to their defaults. Help: In this sub-menu you can review how to perform general moves, special moves used by Sly and his ancestors, and moves that can be used while wearing costumes. --EXTRAS- Select this option to bring up the Extras sub-menu. When you first start the game, this option will be grayed out. Once you select "Go to Main Menu" from the Pause Menu, you can access this option on the Main Menu. See the Pause Menu section for further details. --AR TREASURES-- This option is only available on the PS Vita version of the game. After enabling the AR server on your PS3 version, select this option. When the rear camera becomes active, point the PS Vita at the TV and press the R button. Look through the PS Vita's touchscreen to see a green overlay on the TV, with any collectible items highlighted in yellow. Tap the touchscreen to create a beacon to help guide you to an item. Press the L button on the PS Vita to display the overlay in full screen mode. ----------------------- VII. GAME SCREEN (GASC) ----------------------- The icon in the upper left corner of the screen represents the character you are controlling. A red pulse emits from this icon whenever the character is in visible range of an enemy. The appearance of the pulse can change depending on the costume. The large colored meter above the character icon shows the character's health. Getting hit by attacks or caught in traps drains your health, and when it turns completely red, you must start over from the last checkpoint. The small gauge beneath the character icon is the character's Gadget Gauge. Using a character's unique ability drains the Gadget Gauge, and you must wait for it to recharge before using it again. The radar in the lower right corner displays the proximity of any enemies in your surrounding area. An arrow on the outside of the circle shows the way to your next objective. When entering a new area or by pressing L3, an arrow appears beneath your character. This is the compass, and it points to your next objective or to the Hideout if a job is unavailable. When you press L3, you will also bring up a display in the upper right corner showing how many coins you currently have and the total number of Clue Bottles you have collected in the episode. Press R3 to view the Binocucom screen. The character icon at the top of the screen works the same way as the icon in the Health display, only it's more sensitive to approaching enemies. The bars on either side of the icon indicate zoom level. Use the reticle to line up your subject when taking pictures with Sly, or to target an enemy with Bentley's dart gun. Press Select to open the Map screen. The left stick is used to zoom in and out, while the right stick is used to move around the map. An arrow marks your current location, and an X in the same color as the arrow designates the start point of an objective. Red blips denote enemy locations. ----------------------- VIII. PAUSE MENU (PAME) ----------------------- Press Start during gameplay to bring up the Pause Menu. --OPTIONS-- Select "Options" to bring up the Options sub-menu. See the Main Menu section for further details. --EXTRAS- Select this option to bring up the Extras sub-menu. Unlockables: In this sub-menu you can enable or disable special features that you unlock by collecting enough Sly Masks. Select "Reset Defaults" to return all settings on this sub-menu back to their defaults. Cinematics: In this sub-menu you can view all cinematic scenes you have previously seen. The cinematic scenes you can see here are the ones that are narrated. As you progress through the game, more cinematic scenes will become available. Chalk Talks: In this sub-menu you can view all the Chalk Talks you have previously seen. These are the discussions that the gang has before certain jobs, usually the last job of every episode. As you progress through the game, more Chalk Talks will become available. --SAVE GAME-- The game automatically saves when you reach certain points. When you see a blue circular arrow in the lower left corner of the screen, the game is saving. Select this option to manually save the game. --LOAD GAME-- Select this option to load a save file. --CROSS-SAVE-- Select this option to bring up the Cross-Save sub-menu. Here you can upload and download your save data to a cloud server so you can switch play between the PS3 and PS Vita versions of the game. Upload to Cloud: Select this option to upload your save file to the cloud. If you plan on switching play between the two versions of the game, make sure you upload your save file to the cloud before you stop playing on one version. Download from Cloud: Select this option to download your save file from the cloud to your system. --SKIP CINEMATIC-- When a cinematic scene is playing during a job, pause and select this option to skip the scene. Note that some cinematic scenes cannot be skipped. --RESTART CHECKPOINT- Select this option to manually restart from the last checkpoint. --RETURN TO HIDEOUT- Select this option to return to the Hideout. This will cancel any job you are currently playing. --GO TO MAIN MENU- Select this option to go to the title screen. ------------------ IX. HIDEOUT (HIDE) ------------------ The Hideout in each time period serves as a hub where you can choose characters, buy upgrades, travel through time, or admire all your ill-gotten gains. Press L1 or R1 to navigate the different areas in the Hideout. --CHARACTER SELECT-- From here, you can choose a character to control or purchase upgrades from ThiefNet. An icon appears over a character's head whenever he has a job available, but you can explore the open world with anyone you wish. Use the left stick to highlight the character you want to control, then press X to leave the Hideout. Press Triangle on this screen to access ThiefNet on Bentley's laptop. Here, you can buy new abilities, attacks, or weapons using the coins you have amassed. Use the left stick to scroll through the list. If you have enough coins, press X to buy the highlighted upgrade. A green WiFi icon will appear over the laptop whenever new items are available. --COSTUMES-- Use the left stick to highlight any acquired costumes, and press X to get a brief description. --MURRAY'S VAN-- Press X to turn the van into a time machine. Here you can choose to replay any completed jobs from the current time period, or travel to any time period you have already visited. --ARCADE-- On this screen, you can choose to play table tennis with Bentley, or try to beat the high score on the arcade machine. You will need to find all the rare treasures in order to unlock the arcade machine in each time period, though. --TREASURES-- This screen displays all the treasures you have collected so far. Use the left stick to highlight a treasure, and press X for a close-up view of it. --------------------- X. WALKTHROUGH (WALK) --------------------- --PROLOGUE: Paris, Present Day (ISAR)-- In order to save the Cooper clan from being erased from history, Bentley has developed a means to travel through time, and he has installed the device in the Cooper Van. In order to travel to a specific time, the device needs to scan an object from that time period. Bentley suggests that the gang steal a samurai sword, conveniently on display in the same museum Sly was casing. First Job: I Smell A Rat This job will get you used to the basic controls of each character. You start the job controlling Sly. Walk north down the path, turn west, jump over a few uneven areas, then turn south. Jump over another bump, then head west over some more uneven areas. After being informed on how to use the camera, look up to the security helicopter, then proceed west into the open rooftop. Leap on the antenna, then jump to the small chimney when the helicopter's light is not shining on it. Quickly jump to the cable and traverse the street. Sly will notice Murray clinging onto the top of a truck as it enters the museum. Continue across the cables and jump to the small vent. Climb the pipe to the next rooftop; it will tilt slightly as you're climbing it. Sidle along the ledge to the northeast to the next area. When the light is shining away from the antenna and small chimney, jump to both of them, then quickly jump to the nearby pipe. Leap from the pipe to the small vent on the higher roof, then jump to the roof spine itself. Cross the roof, then jump on the spire and cross the nearby cable to the sign. After a close shave, Sly will land on the rooftop on the other side of the sign. When the light is not shining on the vent, jump to it, then jump to the pipe on the water tank. Climb up the water tank, then slide down the cable to the flagpole. Sly will automatically climb it, but it will break! Looks like he will have to find another way in to the museum. When the light is not shining directly on the ledge to the south, quickly sidle along it to the balcony. Cross the balcony and climb the pipe, then leap to a spire and climb another pipe to the next rooftop. In front of you now is a small structure with some boxes next to it and a vent and antenna to your right. Let's take a small detour here. Climb the boxes and travel on the roof of the structure to the other side of the fence. Below in the corner you will see a Sly Mask. Leap towards the two small chimneys on the west side, then avoid the helicopter's spotlight while getting the Sly Mask. Leap on the two chimneys to get back on the roof and cross back over to the area with the vent and antenna. Leap on the vent, then the antenna to get to the next part of the rooftop. Avoid the security light, then jump on a vent and over a platform to the skylight. The skylight is locked, and the guard looking at it has the key. Sneak up behind the guard, then pickpocket him until you get the key. Once you do, press Triangle, then Square to do a Stealth Slam and dispatch the guard. Walk up to the skylight and press O to unlock it. Control now shifts to Bentley as he travels through the sewers. Jump north and go through the tunnel. You will come across a blockage. Lay a Sticky Bomb next to the blockage to destroy it, then continue through to the open area. Jump to the tracks, then jump again to the next platform. Head through the tunnel to the northeast. Bomb the next blockage, jump to the platform, then hover to the next tunnel. Continue to the next platform, which is blocked by some gears. Hold L1 and use the left stick to aim a bomb at the gears, then press Triangle to throw it. Once the gears are destroyed, hover to the platform, then hover again to the next tunnel. Once you reach the next open area, don't cross the tracks just yet. Instead head south along the platform to a small alcove. Break the box here to find a Sly Mask behind it. Now hover across the tracks and platforms to the other side of the open area. Head down the tunnel to the southwest. Lay a bomb next to the grate, then when it's destroyed drop down the shaft. Bentley will avoid a security laser net beneath the shaft. When you regain control, continue down the tunnel. Hover over another security laser net, then stop before you approach the control room. There are two guards standing watch; aim and throw a bomb so it lands right next to them to take them out. Once the path is clear, approach the console and press O. Welcome to your first System Cracker hack. Use the left stick to move Bentley's tank avatar, which starts in the green Shell code. The right stick fires the Bit Cannon in whichever direction you hold it. In the first area, simply move along the path to the docking gate to the next area. In the next area, shoot at the firewall to the right until it is destroyed, then enter the gate to the next area. In this area, there is a yellow lock to your right. The key is blocked by a firewall to your left. Blast through the firewall, then grab the yellow key and bring it to the lock to shut down the laser blocking the docking gate. Head through to the next area. In this area, the way through is blocked by pink crystals. These crystals cannot be broken by the Bit Cannon. Shoot down the firewall to the left, then hover over the pink spot to activate the Panzer code. Now you can use Giga Bombs to easily blast through the pink crystals. Unfortunately, once you activate the Panzer code, security drones will start appearing from the red spots. You can either avoid them or destroy them. Destroy the pink crystals as you head down the narrow path to the next room. The docking gate will be to your right, but it is blocked by a laser. At the top of the room you will see three spots: the yellow lock, a green spot that will activate the Shell code, and a pink spot that will activate the Panzer code. The green spot is blocked by a firewall, and the key is to the left, blocked by several pink crystals. Destroy the pink crystals and the firewall, then switch to Shell code; you can only pick up the key with the Shell code. Take the key to the lock, then head for the docking gate. This hack is now complete. Control now shifts to Murray as the gate opens. After a brief tutorial on Murray's attacks, head down the alley, punching out all the guards you encounter. Once you reach the other end, take out all the guards and Murray will automatically enter a building, where a bunch of guards will dogpile on him! Tap O repeatedly to break out of the dogpile. Once you regain control, head to the barrel dispenser. Stomp down next to it to pick a barrel up, then throw it at the junction box in the other corner. Pick up another object, then jump up to the upper platform and destroy the junction box there. The security system is down, leaving Sly free to drop down and swipe the sword. Press O when prompted. Just as he's about to leave, however, someone comes in. It's Carmelita! Guess their on-again, off-again relationship is back to off again. Sly escapes through the skylight he came down and hightails it to the van where Bentley and Murray are waiting. For the getaway scene, other than being able to move left and right to destroy obstacles, the controls are on autopilot. After Murray drives the van over the fence, preparations are made for time travel. Press O when prompted to make Murray floor it! The Cooper Van makes like the DeLorean time machine from Back to the Future, flying off the road and zipping out of sight and out of time before it can crash into the vehicles in front of it. --EPISODE 1: TURNING JAPANESE, Feudal Japan, 1603 A.D. (TJPN)-- The gang's first stop is feudal Japan, home to famous ninja Rioichi Cooper, the guy who invented sushi. His restaurant also served as a front for his various ninja exploits. Unfortunately, when the Cooper gang arrive, Rioichi has been captured and his restaurant is under lockdown. Job 1: Photo Op (Sly) To get to the start point for this job, from the Hideout building, climb the bamboo stalk near the door, then cross the structure connecting the building with the one north of it. Turn east and cross the rope to the building roof with the start point. For this job, Sly is going to be doing some recon. You will be taking pictures of several locations. Use the Binocucom to look for the required places; they will be denoted by a red targeting icon. Aim at the red icon, zooming in or out if necessary, until it turns green, then press R1 to take the picture. Turn south to notice a guard crossing the bridge south of you. Take a picture of the guard as he is walking. Jump to the wooden path south of the building you are on and head east. Climb the building you come to, then turn north and take a picture of the Imperial Prison where Rioichi is being held. Cross the cable to the south of you and take a picture of the Dragon Gates on the other side. Head to the other side of the gates and cross the rope. While on the rope, turn towards the Sushi House, Rioichi's restaurant, and take a picture. Continue traversing the rope and jump to the first building you come close to. Head west over buildings until you reach a rope leading northwest to a building. Cross that rope, then cross another rope leading southwest to the building north of the Geisha House. At the other side of that building, take a picture of the entrance. Once you take a picture of the Geisha House, a cigar-smoking tiger named El Jefe will come out of the building. Take his picture to complete the job. Bentley will recognize El Jefe as a mercenary that Interpol has been chasing after. Looks like the Cooper gang aren't the only ones with a time machine! Job 2: Breakout (Sly) The start point for this job is on the roof of the building where you took the picture of the Imperial Prison. Sly's next task is to break Rioichi out of the prison, but the only way in is through the front door. So he is going to need a disguise. Head south towards the Sushi House and you will notice a guard who is dozing off on street level. Drop down behind the guard and pickpocket a helmet from him. Now head west to where you took the picture of the Geisha House. Cross the rope over the fountain to the Geisha House's roof. Behind the Geisha House is another dozing guard. Drop down behind him and pickpocket a chestplate. Get back on the roof of the Geisha House, cross the rope again, and head north across buildings and ropes until you are forced to drop to street level. Jump to the wooden path north of you, then head north and across the bridge. Further down the path, on the north side of this small area, you will see the last dozing guard. Get behind him and pickpocket the leggings. Congratulations, you just got your first costume, the Samurai Armor! Press L2 to don the disguise and fool any of the guards you come across. Press L2 again to remove the disguise. The Samurai Armor is fire resistant and comes with a shield you can use by holding then releasing Square to deflect fireballs. The downside is you cannot use any of your normal moves, such as jumping or pickpocketing, while wearing the armor. You also cannot run while wearing it. Now that you have your disguise, how are you going to get to the prison entrance? Go back across the bridge you crossed to get to this area. When you reach a red drum, turn left and follow the path east. At the point where the path curves south, head through the open gate. Grab on one of the flagpoles at the closed gate at the end of this small path and climb up to the level of the entrance. Jump to the area when it's safe, then don the armor and approach the entrance. After a little intimidation, the guard lets you pass. Once inside the prison, you will notice you're not wearing the armor anymore. Quickly don it again, then walk past the guards and head north to the cage where Rioichi is being held. Sly will automatically take off the armor to show Rioichi he means to bust him out. Once you regain control, don the armor again and head west. After you pass a few guards, you will come to two crawlspaces, one to the south and one to the west. Approach a crawlspace, then remove the armor and press O to crawl through the narrow passage. The crawlspace to the south leads to a cell with a Sly Mask. Get it, then go back the way you came and head to the crawlspace to the west. On the other side of this narrow passage, you'll come across a bunch of guards eating. Crawl under the table; the guards are too busy eating to notice you. Afterwards, head north to the wooden path. Here you have to make a small jump, but there is a guard keeping watch. You have to wait until the guard lowers his head (and his light), then quickly avoid him and jump to the raised section of the path before he raises his head again. Don the armor once you're past this point and walk past two more guards. The next part of the prison will demonstrate the armor's resistance to fire. While wearing the armor, walk down the twisting path. Dragon statues will appear, shooting fire from their mouths, but you'll be safe in the armor. However, you will have to avoid axe blades swinging along the path. Once an axe swings by, quickly walk through the hazardous area before the axe swings back. When you reach a spire, remove the armor and jump across to the next path, then quickly don the armor again and traverse past more dragon statues and swinging axes. At the end of this path, remove the armor once more and jump across two more spires to the next platform. Get past the next guard and head east. Now you have to avoid another guard while jumping a small gap in the wooden path. Wait until he lowers his head, then quickly get past him and jump the gap. Don the armor again to get past the next guard and some dragon statues, then remove it, leap to the rope and slide down it. Climb the pole near you when you land, then sidle along a ledge and climb another pole. Once you reach the top, look in the direction the next guard is facing to find a platform with a crawlspace. Jump to that platform and enter the crawlspace to reach a cell with another Sly Mask. Go back to the area with the guard, then get past him and head south. Jump across another gap, then move to the next area. Now you have to get a key from one of the guards to open the gate. Don the armor and walk past the guard, then head south past the gate to a dozing guard. Remove the armor and pickpocket the key. Leave the guard be and head back to the gate to unlock it. You're almost there. Head south through the open gateway. Once you step on the green symbol, the path will crumble! Four pairs of dragon statues will emerge, and when you approach each pair they will begin shooting fireballs at you. Don the armor before approaching the first pair, then use the shield to deflect the fireballs back at the statues. If you miss, you won't get hurt because of the armor. Once you get rid of that pair, a spire and another platform will appear. Remove the armor and make your way to the platform, then quickly don the armor before the next pair of dragon statues begins shooting fireballs. Take out these dragon statues, then remove the armor and jump across another spire to another platform. Next use the lamp to swing across to the next platform. Don the armor again to deal with the next pair of dragon statues. Cross another spire to another platform, then swing across to the next platform and quickly don the armor to take out the final pair of dragon statues. Jump across one more platform and two more spires to reach Rioichi's cage and complete the job. Job 3: Sushi House Startup (Sly) To get to this job's start point, cross the rope south of the Dragon Gates and jump to the first building you come across. Cross the structure connecting this building to the one west of it to reach the job start point. The only way into the restaurant is through the front door, and it is guarded. Security is on high alert since you broke Rioichi out. Drop down to street level, then don the Samurai Armor and approach the guards. After Sly dismisses them, he'll signal Rioichi, who will vault off Sly's shield and enter the restaurant through a window. You will now control Rioichi as he moves through his restaurant to get it back up and running. After getting his cane from underneath the doormat, he will need to get back his three sushi knives, which serve as keys, from various guards patrolling the interior of the restaurant. There are also several recently installed security lights that he will have to avoid. Once you gain control, make your way to the bamboo stalk near the boxes in front of you. Climb to the top, then leap to the lamp. You will now learn how to use Rioichi's Leaping Dragon technique. Hold R2 to gain focus, then move the left stick to aim at a target. Once the way to the target is clear, press X to launch to the target. There are three targets you can launch to. If you launch to the pipes in the northeast corner of the room, you will find a Sly Mask. Make your way back to the lamp, then launch yourself to the fan. Next launch to the roof of the vendor's shack in the center of the room. Cross the roof and jump on the fan on the other side, then launch to the shuriken next to the platform in the northwest corner. Sidle along the ledge, avoiding the light patrolling it, and jump onto the pipe overlooking the next room. Jump on the tail of the hanging fish as it's spinning, then jump to the bamboo stalk near the guard and climb back to the floor. Pickpocket the carving knife from the guard and unlock the gate behind him. The next obstacle is a laser net. Jump on the rhino statue nearby, then launch to the next two rhino statues to get past the laser net. When the guard ahead lowers his head, quickly sneak past him. Bounce off the tarp to the pipe above, then walk and jump to the next pipe. Traverse this pipe over the next guard, then drop down behind him. Pickpocket the fillet knife and unlock the nearby gate. Another laser net to get past, and this time there are two sets of lasers sweeping the floor from the ceiling. Also, instead of rhino statues, now you must launch off of small bonsai plants. You have to time your launch right so you don't get zapped by the sweeping lasers. In addition, the perches on the bonsai plants are unstable; stand on them for too long and you'll lose your footing and drop right onto the laser net. You can jump in place until you are ready to make the next launch. Get past this laser net and into the next room. Once in this room, don't alert the guards as you make your way to the bamboo stalk next to the statue in the center. Climb up, then jump to the chopsticks on the statue. Leap to the hanging fish, then leap to the lamp on the other side. Launch to the next lamp, then leap to the platform in the corner. Continue making your way around the perimeter of the room until you reach the door. Drop down to it and enter. Once again, you must time your launches off of unstable perches to get past a third laser net. Once you get past, pickpocket the cleaver from the guard and unlock the gate. Once in the next room, look to your left and you will see a pole. Climb the pole and jump to the wall to get the Sly Mask. Now throw the lever to activate the boiler and turn on the restaurant sign. This job is now complete. Now you have a choice of which job to do next, but both jobs need to be completed in order to progress through the episode. Job 4: Something's Fishy (Murray) The start point for this job is in the western tunnels. From the Hideout, head north on the street until you reach a T intersection. Turn right and walk a short distance until you see a wooden path to your left. Go down the wooden path until you reach a point where you can jump to an adjacent path, near a building with a paddlewheel. Jump to that path and head into the tunnels. Even though you have to reach this job start point with Murray, Bentley actually gets the job rolling by hacking the nearby console. This is your first Alter Ego hack, where you control an avatar of Bentley wearing a jetpack as it traverses through a side-scrolling stage akin to Gradius or R-Type. As with the System Cracker hack, hold the left stick to move around, and hold the right stick in one direction to fire the blasters in that direction. Move through the corridor and blast a path through the barricade of purple bubbles. Get through before the bubbles reform and you'll come across yellow Ion Bits. Collect five yellow Bits to increase the power of your blasters by one level. Your blasters' power level can be increased to a maximum of 10. But watch out! If you take damage, your blasters' power will drop a level. Next you will see a blue Ion Bit. This is a Logic Bomb. Collect it, then press R1 to detonate it, wiping anything around the avatar. You can carry up to three Logic Bombs at a time. Get through the next bubble barricade. Next you'll come across moving purple nanobots. Avoid or destroy them as you navigate through the corridor, blasting more purple barricades. Next you will have to deal with some stationary nano-cannons. Avoid the blasts they fire. Near this pair of nano-cannons, you will notice a small red Ion Bit. This is a health powerup; if you are hurt pick it up to restore some health. Go through the next set of corridors and pick up another Logic Bomb. Eventually you will notice a large red Ion Bit at the top of the screen. Pick this Ion Bit up to instantly raise your blasters' power by one level. After you reach the third Logic Bomb, blast through some more purple barricades to reach the end of the corridor, where you will find a lot of yellow Ion Bits and two more Logic Bombs. Here you will face the CPU, a one-eyed monster. Shoot at the CPU's eye until its health is depleted to complete the hack. If you have any Logic Bombs in stock, move in close and use one when the eye isn't shielded. Take cover behind the walls when it shoots a large green laser and avoid or destroy the blue creatures it sends after you. Keep firing until the CPU crashes. Once the hack is complete, you will assume control of Murray. Before you approach the gate in front of you, turn around and get the Sly Mask at the door you came in. Return to the gate and open it by rapidly pressing O. After Murray brings the cart into the next area and sets it down, open the gate to the left. Down the path you will encounter a swarm of electricity emitting bugs. Hit the funnel shaped plant, called a Giant Lamp Leaf, to your left to attract the bugs to it and clear the path. Jump to the platform, then jump to the other side before the plant loses its luster and the bugs disperse. Down a few steps you will notice two rows of grates, with wooden spiked logs popping out of them at timed intervals. Cross the grates while avoiding the spikes and open the gate on the other side. Now you have to jump across some lily pads. Quickly jump across because Murray will sink if he stays on them. You'll next come across another swarm of bugs. This time, however, the Lamp Leaf is on the other side of the area. Grab a rock from the nearby dispenser and throw it at the Lamp Leaf, then jump across the lily pads to the other side. The next path is dimly lit, so keep Bentley near you as you navigate it. The spider webs you encounter here serve as trampolines. Bounce off the spider webs and jump over any gaps in the path to reach the fishing pond. Bentley will take over here and start fishing, using a magnet as a lure. Tilt the controller until the magnet is close to a fish. Keep the magnet close until the fish turns red, then press X when prompted to hook it. Catch eight fish in 90 seconds to continue. Now Murray has to take the fresh catch back to the cart at the beginning of the area. Head back the way you came. When you reach the area with the bugs, throw the crate of fish to the cart on the other side, then get a rock from the dispenser and throw it at the Lamp Leaf. Get to the cart and pick up the fish again. Cross the lily pads, then cross the grates while avoiding the spikes and get to the next area with bugs. Throw the crate of fish to the cart, then punch the nearby Lamp Leaf. Get to the cart and pick up the fish. Take the crate to the last cart and throw it in to complete the job. Job 5: Pretty in Pinker (Rioichi) The start point for this job is on the roof of the building north of the Geisha House, where you took the picture of it. Rioichi needs to get inside the Geisha House and get a costume for Murray to use during an undercover operation. Cross the cable in front of you to the roof of the Geisha House, then open the hatch and drop in. You will land on the stage, in front of the display with the geisha costume, your main objective. Of course, the display is locked, and the device to unlock it is somewhere in this building. Once you regain control, climb up the bamboo stalk to your left and jump on the platform. Jump across the platforms on this level to the open door. Head down the corridor, avoiding the spotlights, until you reach the next room. Jump in place on the bonsai plant, then when the lights are not shining on the two posts ahead, quickly launch yourself across the pond. Get on the bamboo stalk and climb up, then jump to the platform. From here, leap on the fan, then launch to two more fans to the platform on the other side. Break the crate here and get the Sly Mask, then drop down to the floor and avoid the guards as you enter the door. Jump over the gaps in the broken bridge and you'll come to a room with a crushing device. Leap onto the shuriken in the post, then when the path is clear, quickly launch to the next two perches before you get squashed. Move on to the next room. Drop down, then jump in place on the bonsai plant. When the light is not shining on the post, quickly launch to it, then launch to the bamboo stalk. Climb up and head into the next area. Sneak past the spotlights, then carefully navigate through the gaps in the laser net. You'll next see a set of boilers. Fire will come shooting out through some of the grates on the boilers. Jump on the pipe on the first boiler, then walk across, avoiding the shooting flames, and jump to the pipe on the next boiler. Walk across the pipe and jump to the pipe on the third boiler. Avoid the flames here and jump to the platform with the console. Press O to interact with it. This is your first Spark Runner hack. If you're familiar with Labyrinth, you will have a good idea of how the controls work here. Simply tilt the controller to move the spark down the path. Don't let the spark fall into any holes, and get to the end of the maze before time runs out. Move the spark over purple clock icons to add two seconds to the timer. Move the spark through the winding path until you come to a wire. Get on the wire and the spark will automatically travel down its length to the next path. Move around the bumper to the next wire. Now the spark will travel past another wire. Use the directional buttons to jump the gap between adjacent wires. Get to the next path, avoid falling into the holes, and get to the next wire. Jump the gap to the wire above you, then get on the next wire to reach the last area. Move the spark into the green target to complete the hack. Once you resume control of Rioichi, head down the corridor, avoiding the spotlights, until you find yourself back in the room with the geisha costume. Leap on the perch in front of you, then leap to the fan. From there, launch to the pipe on the display. Climb up to the top. Murray will drop down from above, but the rope will break and he'll crash to the floor, breaking the display and alerting everyone inside! You will now have to go through a rhythm type sequence. As the button prompts travel across the staff at the bottom of the screen, press the corresponding button when it passes over the highlighted square. As an aid, the staff will pulse to the beat. If you press a button at the wrong time, you'll lose a bit of health. You will also come across groups of button prompts highlighted with a starburst. Press all these highlighted prompts correctly and Murray will be showered with coins. There are three parts to this rhythm sequence, with a cut scene separating each part. The first button prompt of the third part is tricky because you only have a split second to press the button (O in this case) at the right time. The job is complete once you pass through the rhythm sequence. Once you complete both jobs, the next two jobs will become available. Once again, you can complete them in any order you choose. Job 6: Tiger Tail (Bentley) The start point for this job is on the roof of the building north of the Geisha House. From the Hideout, head south along the street until you see a bridge. Cross that bridge and follow the street until you reach an intersection. Turn left and head through the building with the job start point. Once on the other side, jump on the tarp next to the building to reach the roof. You will be controlling Bentley's RC car to tail El Jefe and eavesdrop on him as he walks around the grounds. You have a limited time to get to each checkpoint. Use the left stick to steer and hold down the X button to accelerate. Press Square to brake and go in reverse, though you probably won't need to do that here. Press L2 to don a disguise and move stealthily past any spotlights. While wearing the disguise, the RC car moves at half the normal speed, so once it is out of danger, remove the disguise and continue chasing El Jefe. Press R1 to shoot any obstacles in your way, but be careful you don't shoot the guards. El Jefe is heading toward the prison. Cross the bridge, then use the disguise to get past the guard's spotlight. Remove the disguise once you're past it, then get past two more guards. After the third guard, immediately turn left and get past the next guard up ahead. Keep going forward until you reach a guard at the next building. Get past it, go through the tunnel, blast the boxes on the other side, then make a hard left. Blast some more boxes, then cross the bridge to your right. Get past one more guard on the other side to reach the first checkpoint. Next you have to reach the western tunnels. Follow the path as it curves to the left. Don the disguise at the intersection to avoid being detected by the guard, then turn right and cross the bridge. Don the disguise to get past two guards, then continue down the path as it curves around, blasting a few boxes along the way. Get past one more guard and head into the tunnels. The last checkpoint is under the building where the job start point is. Follow the path as it curves to the left, then get past the guard and immediately turn right. Once out of the guard's spotlight, remove the disguise and head to the building in front of you. Get past two more dozing guards and reach the building in time to finish the job. Job 7: Spiked Sushi (Rioichi) The start point for this job is in the western tunnels, right next to the gate near the computer console. Your task here is to get two poison plant seeds. Make your way to the open gate on your right. Climb the rope next to the gate and jump to the platform. Swing across two hooks to the next platform. Jump on the nearby perch, then launch to the next two perches. Swing across a hook to the next platform, then swing across one more hook to the platform with the poison plant. Strike the blossom, then take the plant seed.
Drop down to the gate and enter it. Cross two lily pads to a platform, then cross two more lily pads to the next platform. You will notice a rope in front of you that you can climb. Don't climb it just yet. Continue down and you will notice a funnel shaped plant surrounded by grates. Avoid the spiked logs that come out of them, strike the Lamp Leaf to attract the bugs up above, then head back to the rope and climb it. Quickly jump on to the tree branch and launch yourself to the tree branch on the other side. Strike the blossom on this platform, then take the plant seed to finish the job. Job 8: Altitude Sickness (Sly) The start point for the final job of the episode is on top of the archway between the Hideout building and the Dragon Gates. Bentley will detail the plan to break into El Jefe's palace. Once you regain control of Sly, you will notice three guards in front of the Dragon Gates. Two of them are conked out, and the third one is dozing off. Get behind the dozing guard and pickpocket the key from him, then head for one of the two locks in front of the dragon mouths. Open the lock, then walk on the roller to open the dragon mouth. Once it starts shooting fireballs, don the Samurai Armor and deflect one back at it to activate the switch. Repeat the process on the other side to open the gate. Walk up to the open gate and enter the palace. Once inside, the gang will see a huge blimp rise into the air. After the blimp rises, turn around and get the Sly Mask near the gate. Follow the path to the bridge, where you will find El Jefe has been expecting you! The gate will close and several rat guards will parachute down. Rioichi drops over the side of the bridge while the others deal with the guards. Controlling Murray, help the gang take out 15 guards. Once you do, control will shift to Rioichi. Jump to the tree branch, then launch to the spire and to the next branch. Quickly jump onto the platform from the unstable perch, and jump across some more platforms to a large rock formation. Sidle along a ledge, then leap to a spire and launch to and unstable branch. Jump onto the platform, then leap across some more platforms and onto a spire. Launch across some lamps to an unstable branch. Jump onto platform, then jump across more platforms to another large rock formation. Sidle along the ledge, then jump across more platforms to a spire. Launch to the rope, then climb up and run on the roller to open the gate. Once he rejoins the group, head through the open gate. El Jefe will jump Rioichi and take his cane! Then he'll run across the bridge, setting it on fire with his swords and destroying it in the process. Control now shifts to Sly. Leap across the perches on the destroyed bridge, then head through the gate and toward the steps ahead. Before going up the steps, look to your left and get the Sly Mask in the corner of the room. Head up the steps and press O at the door. BOSS 1: EL JEFE After some trash-talking, Sly will climb up a tower near the statue. Once you regain control, head across the ropes in front of you while dodging the fireballs El Jefe throws your way. Get to El Jefe's position and he'll leap away. Leap to the flagpole and onto the platform. Wait at the corner until El Jefe shoots fireballs at the wall ahead and jumps to the top of the tower. Jump across the platforms and make your way around. Climb the flagpole to the top of the tower. Now you will face El Jefe for real. The tiger will create a small fire shockwave with his swords. Jump over it, then run counterclockwise around him as he creates a large stream of lightning from his swords. Once the stream of lightning stops, prepare to jump a low sweep of his lightning-charged sword. When he starts striking the floor at his feet with his swords, quickly don the Samurai Armor and deflect the fireball he shoots back at him to knock him dizzy. Take off the armor and wail on him until he roars. Move back and repeat the process, avoiding the shockwaves and lightning, and deflect another fireball back at him. After dealing enough damage El Jefe will leap away, spinning a long sail, which will fall in front of you and make a bridge. Run down the new bridge, then jump carefully until El Jefe breaks some boards and leaps away before continuing. Jump across the platforms to the bamboo stalk and onto the next platform. Grind the bamboo rails to the next tower. Move around and climb the flagpole to the top. Now El Jefe will leap into the air before creating a large fire shockwave. These ones are too big for you to jump over. Don the Samurai Armor and let them pass you. El Jefe will create some lightning spheres in a cross formation. Quickly remove the armor before he creates the stream of lightning and double jump over each hurdle of lightning spheres as you run counterclockwise. The lightning spheres will disappear when the stream fades. Once again, El Jefe will sweep his sword before shooting a fireball. Be cautious, as he'll sometimes do two low sweeps. Deflect the fireball back at him, then wail away until he roars. Repeat the process until he leaps away again. El Jefe will destroy the crane in a fit of rage. Cross it, then jump across the bamboo stalks, dodging the fireballs, until you reach the next tower. Head down the path, then climb the flagpole to the top. Don the Samurai Armor and let the fire shockwave pass through you, then quickly take it off. Now instead of creating a large stream of lightning from his swords, El Jefe can create two streams of lightning and spin around, sweeping the floor with his swords. Jump over each stream of lightning until he stops spinning, then jump over his low sweeps. He'll do two or three low sweeps this time before shooting a fireball. Deflect it back at him, then wail away until he roars. After creating the large fire shockwave now, he will either create the lightning spheres or sweep the floor with charged swords. Avoid the attacks accordingly and repeat the process until El Jefe is finally defeated. Unfortunately, before Sly can retrieve Rioichi's cane, the rat guards from the blimp drive him away. Sly looks up at the cockpit to see a shadowy figure. As the rat guards return to the blimp with the cane, one of them drops a Wild West badge. Then the blimp zips out of sight and out of this time period. --EPISODE 2: GO WEST YOUNG RACCOON, Cotton Mouth Bluff, 1884 A.D. (GWYR)-- After turning El Jefe to the authorities in the present, the gang travel to the Wild West. When they arrive, they find that famed outlaw Tennessee "Kid" Cooper is in jail, and the sheriff is celebrating by putting his face all over town. Talk about an over-inflated ego. Job 1: Under Arrest (Sly) The start point for this job is right outside the Hideout. The only way to break Tennessee out of jail is from the inside. For the first time in his thieving career, Sly will have to actually let himself be arrested. Before he does, though, he needs to build a reputation as an outlaw. For starters, Bentley suggests defacing some posters of Sheriff Toothpick. There are six scattered throughout the town. From your vantage point you can see the first poster on the building ahead on you, just across the train tracks. Get on the cable leading south from the Hideout, then when the coast is clear, jump down to the train tracks and cross them to reach the building. Wait until the guard is away from the poster to deface it. From here, climb the drainpipe at the northwest corner of this building to the roof. Once there, look across the train tracks to find the building with the second poster nearby. Cross the train tracks when the path is clear and deface the poster when you reach it. Climb the utility pole behind you and leap to the cable at the top. Cross it, then travel on the rooftop to the cable leading north. Continue crossing cables until you reach the next rooftop, then cross one more cable until you reach the utility pole. The third poster is on the building in front of you. Drop to the ground and deface it. Climb the utility pole you dropped down from, then cross the cables back into town. The building with the fourth poster is directly across the train tracks from the building with the second poster. Climb down the utility pole in front of the second poster, then cross the train tracks when the path is clear and drop down to the fourth poster to deface it. From here climb the lamppost to the east. Jump to the rooftop, then head around the barn with the steel roof to the south. At this building's southwest corner, you will see a green tarp. Bounce off it, then jump to the box in front of you, then on to the small roof. Cross the cable to the next rooftop; you're back on the roof of the building with the first poster. Climb down the drainpipe and head west to the water tower. Once you reach the sign turn left and drop down to the fifth poster. From here simply follow the plank laden path leading past the south side of the water tower. The next building you come to has the sixth and final poster. Next you will have to steal a lollipop. Climb the utility pole nearby, then cross the cables to the train tracks. When the path is clear, jump down to the tracks and grind the rail east. Jump off at the building with the fourth poster. Turn the corner and you will see your target. Climb the lamppost on the side of the building in front of you, then jump to the lollipop and swipe it. From here, drop down and head southeast around the building with the hotel sign. Pass the wagon and bounce off the green tarp to your left to the rock formation. Jump to the top of the rock formation to see a banner. Your last task is to take down that banner. Cross the nearby cable leading to the train tracks, then follow the tracks east and climb the utility pole. Cross the cable at the top, then jump to the cable holding the banner. Simply whack the three clothespins on the cable to take it down. Once you take down the banner, Sly will willingly give himself up and this job will be complete. You will also receive your second costume, the Jailbird Costume. This costume sports an iron ball and chain, restricting your movement. However, you can press Square to throw the iron ball and smash objects. You can also balance on the iron ball by pressing R2 and roll around on it. Press R2 again to get off the iron ball. Job 2: Jailhouse Blues (Bentley) The start point for this job is the small building right next to the building where Sly defaced his first poster. From the Hideout, go down the stairs behind your left. Once on the ground, turn around and head east toward the train tracks. Get on the train tracks by jumping on the hay bales, then jump to the wooden ramp on the side of the building with the poster. Follow the ramp, then turn left to reach the rooftop with the job start point. Bentley will have to do some recon. Hover across the train tracks to the building where Sly defaced the second poster. Bounce off the green tarp to the rooftop, then bounce off the green tarp here to the next rooftop. Move to the first recon point next to the crates on this rooftop. Bentley will take out his Binocucom. Zoom in and take a picture of the prison tower where Sly and Tennessee are being held. Once you take the picture, drop down the north side of the building and head toward the building where Sly defaced the third poster. Get around the first building, then jump off the green tarp and land next to the tall building. Bounce off the green tarp on the other side of this building to reach the next recon point. Zoom in and take a picture of the munitions arsenal. Drop down and make your way south, toward the covered wagons. Once there go up the stairs and head west. The last recon point is located just beyond the sign at the base of the stairs leading to the Hideout. Zoom in and take a picture of a structural weakness in the back wall of the prison. Control now shifts to Sly, where he is taken to his cell and discovers his cellmate is none other than Tennessee "Kid" Cooper, the guy he means to bust out. Once you gain control, press Square at the window bars in front of you to throw the iron ball at it and break a large hole in the wall. Drop down, walk up the ramp, and break open the door to let Tennessee out of the prison tower. Follow him to an iron block. Throw the iron ball at it to push it down the corridor. It will drop down a pit, clearing the path. Move down the path until you reach the next iron container to your right. Push that block down the corridor, then move down the path until you see a door to your left. Go through it, then turn right and push the block down the corridor and into another pit. Move down the path until you reach the next intersection. Now you have to jump over the next pit. Tennessee will wait at the intersection until the path is clear. Press L2 to remove the costume, then double jump over the pit. Head to the crawlspace ahead and move through the narrow passage. On the other side, take out the spiders, then don the Jailbird costume and push the iron block down the corridor, squashing the guard on the other side. Move to the iron block and push it into the pit, clearing the way for Tennessee. Enter the door that opens. Tennessee will pick up a barrel of TNT and move on to a platform. Your task now is to guide Tennessee to the weak section of the wall so he can blow it up. Throw the iron ball at the platform to push it down the cable, then remove the costume. Head to the small shed to the south. Break the crate and get the Sly Mask, then cross the cable after Tennessee. In the next room there are three large mine carts. Push the carts down the tracks with the iron ball, then remove the costume and head up the ramp. Avoid the spotlights as you jump across the carts, then use the iron ball to push the block and open the door for Tennessee. Jump back over the mine carts and follow him. Now Tennessee is on a melting pot. You will have to use the iron ball to push it through this room. But make sure he doesn't get hit by the flame jets or the TNT will blow up. When the flame jets are not blowing, push the melting pot down the path, then jump across the platforms to follow it, avoiding the flame jets yourself. Push the melting pot when the path is clear, then follow it again. Push the melting pot down the path when it's clear one more time, then catch up with Tennessee. Your next obstacle is a laser net. Don the Jailbird costume, then press R2 to balance on the iron ball and roll around on it using the left stick. Avoid the spotlights as you make your way to the green switch on the other side. Run over it to deactivate the laser net. Head into the next room. Move north and break some barrels, then get the Sly Mask in the small alcove. Return to the entrance and head into the yard. Now you have to solve a simple block puzzle. There are three large blocks, one metal block and two wooden ones. On the other side is an archway that the metal block can pass through. Use the Jailbird costume's iron ball to push the wooden block on the northern side of the floor east to the northeast corner, then push the wooden block on the southern side of the floor east, then north to the first wooden block. Now push the metal block east, then north to the second wooden block. Push the metal block east through the archway. In this last room, you have to get past one more laser net. You also have to use the iron ball to push iron blocks so you can make a clear path. Balance on the iron ball and roll down the narrow path to the safe spot behind the iron block. Press R2 to get down from the iron ball, then push the iron block down to the pit. Balance on the iron ball again and head down the narrow path to the next safe spot. Push the iron block, then balance on the iron ball and head down the narrow path to the safe spot in front of the weak spot in the wall. Push the iron block, then balance on the iron ball and head down that path to the switch. Once the laser net is deactivated, push the last iron block into the pit to clear the path for Tennessee. Move to the weak spot in the wall. Tennessee will lay down the barrel and light it, clearing the way for the two Coopers to escape. This job is now complete. Tennessee will fill the gang in on the current situation. It seems he was arrested by Toothpick before he could pull off a bank heist. Curiously, the bank heist happened anyway, and Tennessee believes Toothpick stole all the gold inside the bank. Job 3: Cooper for Hire (Bentley) The start point for this job is near the building where Sly defaced the fourth poster. Go down the stairs of the Hideout building, then head east. Go down the stairs you will see just past the turntable and head under the train tracks. Turn left and follow the tracks to the building with the poster, then turn right to find the job start point next to some crates. The task now is to get Tennessee's gun back from Toothpick's vault. Once you gain control, follow Toothpick as he walks toward the mine to the east. Stay close, but don't let him spot you. When he stops, take cover behind some nearby crates before he looks behind him. After passing through two covered bridges, you will reach the mine. Bentley will prepare to hack the console, but before he can, he's ambushed by giant scorpions. Murray and Tennessee rush to the rescue. Murray mans a gun, and now you have to take out 30 scorpions before they reach Bentley. If a scorpion reaches Bentley, he'll lose some health. Move with the left stick and press R1 to shoot the gun. Take out all the scorpions before Bentley loses all his health to clear the way for him to hack the console. This is a System Cracker hack. Move along the path. Blast through the firewall, then run over the blue spot to change to Speeder code. This code is fast, and its shots can ricochet off of walls. Continue on the path, destroying two more firewalls, then take out four cannons with ricochet shots. Next you will see a large blue switch. Hold R2 and create a laser loop around the switch, then switch to Shell code, pick up the key and bring it to the lock. Head right to the docking gate to the next area. Once you enter, move down the path, going around the rotating bars of electricity. Avoid the red wormhole and get past some security drones, then continue down the next path, going around some more bars of electricity. Switch to Speeder code, then draw a laser loop around both blue switches. Move down the path, avoiding the sweeping fire bars. Take out the cannon, then switch to Shell code and go between the two wormholes over the lock. Pick up the key, then head back to the lock to open it. Head to the docking gate to the next area. Now you have to deal with a drone composed of four pieces. Avoid its shots as best as you can and take out the drone piece by piece. Once only one piece is left, its shots will split into three. Take out this last piece of the drone, then destroy the firewall in front of the laser blocking the gate. Next, switch to Speeder code and destroy the cannons guarding both the key and the lock with ricochet shots. Switch back to Shell code, then collect the key and take it to the lock. Enter the docking gate to complete the hack. Murray will lift the door for Tennessee to pass through. Once inside, he'll break open the case with his gun. You will now control Tennessee as he makes his way through the mine. To use the gun, hold L1 and move the right stick to aim, then press R1 to shoot. The large targeting icon will shrink when it's over an enemy or object you can fire at. You can move with the left stick while aiming. Move to the vault and shoot at the locking mechanism several times. Don't let up until the door opens. Head through and down the ramp. Tennessee will stop in front of a laser net on the floor. Shoot at the switch to deactivate it, then continue down the path. Take out some spiders by pressing Square to swing the gun, then head to the ramp in front of the door. You will now learn how to use the Crackshot technique, which allows you to shoot multiple targets at once. Hold R2 when the Gadget Gauge is full, then move the right stick to mark suitable targets before the Gadget Gauge drains completely. Release R2 to shoot at all the marked targets. Crackshot the five targets on this vault door to open it, then head through. Now you will grind some rails to the next area. Along the way, you will encounter arcs of electricity. If they are crossing the rails, jump over them, and if they are only on the rail ahead of you, simply jump to the other rail. There will also be collapsing rocks that block one of the rails; jump to the other rail to pass them. Make your way along the rails, avoiding the obstacles and jumping the gaps in the track, to reach the next area. In this area, ready your gun, then take out the two guards that pop out on the other side of the pit. Move with the left stick while aiming to avoid their shots. If you shoot a red TNT barrel when a guard is near it, the explosion will knock him out instantly. Once the guards are out, climb the crates to your right. Cross the bridge to your left and get the Sly Mask, then head across the pit. Drop down and take out some spiders, then ready your gun and shoot down the guard on the other side of the next pit. Double jump over it, then turn the corner and shoot down the next guard. Cross the bridge, then turn left. Take out some spiders, then cross another bridge. Shoot down two guards, then double jump over the pit. Turn right, take out some spiders, then Crackshot the vault door open. Grind the rails to the next area, avoiding the obstacles and jumping the gaps. While on these rails, you will be informed that you can shoot your gun while grinding the rails. This will come into play later. Once you pass these rails, immediately take out your gun and shoot down some guards. Double jump over the pit, then shoot down some more guards. Cross the bridge and take out some spiders before turning the corner and shooting another guard. Turn the corner and shoot down another guard, then move down the ramp and take out two more guards near the vault door. Crackshot the targets on the crate nearby and get the Sly Mask behind it, then Crackshot the vault door open and grind the rails. Remember when you were told you can shoot while grinding the rails? Here you must shoot two vault doors open before you reach them. For the first one, simply shoot at it until it opens. For the second one, you will need to Crackshot it open. Once you pass through the second door, you will be out of the mine and the job will be complete. Job 4: Saloon Bug (Sly) From the Jailhouse Blues job start point, look south to see two cables. Cross the cable to your right, then jump to the higher part of the roof on this building. Jump and land on the small chimney on the structure to your right, then jump on the structure to find the start point for this job. Toothpick's office is on the second floor of the saloon. Bentley plans to plant a bug so the gang can eavesdrop on his conversations. From the job start point, drop down to the rooftop below, then cross the wooden ramp. Turn right, jump on the small chimney, then jump to the roof in front of the saloon. Bentley will enter the saloon posing as a bartender prospect. You must now send mugs of sarsaparilla down to thirsty patrons. Use the left stick to highlight a lane to send mugs down. When a patron appears at the end of one of the lanes a speech balloon will appear above him displaying the number of mugs he wants before he's satisfied. Press X to send the required number of mugs to the patron before the speech balloon turns completely red. At first, the patrons will ask for one mug, but as you satisfy more patrons, they'll start asking for two or three mugs before they're satisfied. If you make three mistakes, you have to start over. Satisfy thirty patrons and control will shift to Sly. Some of the patrons are still awake and patrolling the floor below. Jump on the pipe and walk to the end. When the roving spotlight passes over the next pipe, jump to it, then quickly run along it, jump to the next pipe, then quickly jump to the bear statue before the roving spotlight comes back around. Jump from the bear statue to the platform. Crawl through the narrow passage, then jump to the pipe on the other side. When the spotlight isn't shining on the wall, jump to the next pipe. Jump onto the stovepipe, then onto the platform. Smash the casino sign with the Jailbird costume's iron ball, then head into the next room. Drop down to the top of the stairs, then look towards the rotating covered wagon display. Get on the slot machines at the bottom of the stairs, then jump and grab the ring on the front of the covered wagon when it comes around. Hold down on the left stick and press X to slingshot to the top of the covered wagon and get the Sly Mask. Return to the top of the stairs and crawl through the narrow passage. Jump to the pipe and make your way to the next platform. Use the Jailbird costume's iron ball to push the container down the track, being careful to avoid the spotlight, then climb the container and jump to the pipe hugging the wall. Sidle along the wall, then jump to the neon light. Climb the light, then jump to the next neon light, avoiding the rotating electrical arcs. Move along with the arcs' rotation until you can jump to a third neon light. From here jump to the wooden beam, then jump to the fan and then to the platform with the open vent. Sly will place the RC car into the duct. Now you must guide the RC car through the duct until it reaches Toothpick's office. Avoid the lasers ahead, then pass the fans when they stop blowing. Shoot down the spiders, then you will come to a fork. You can take either path; the two merge together later. Once the two paths merge, get past one more fan, then zip under the lasers before they come back down to reach the end and complete the job. Job 5: Blind Date (Tennessee) From the Hideout, cross the cable in front of you to the building with the start point for this job. Looks like Toothpick has captured someone. Wait a sec, that's Carmelita! What's she doing in this time period!? No time for questions, you've got to save her! Cross the cables all the way north, then drop to the ground and enter the door next to the building with the poster. Toothpick stuffs Carmelita in a stagecoach and sends it on a wild ride. You have to clear the path for the runaway stagecoach. Quickly grind on the rails, avoiding the arcs of electricity, to the first platform. Crackshot the three targets, then head left and wait until the stagecoach driver destroys the obstacle in front of you. Grind the rails to the next platform. Take out the TNT barrels, then dodge the sticks of dynamite thrown towards you until the obstacles are cleared for you. You can shoot down the enemies throwing them, but more will just take their place. Once the obstacles are destroyed, grind the rails to the next platform. Crackshot the targets and the TNT barrels here, then grind the rails to the next platform. Crackshot some more targets and TNT barrels, then grind the rails to the next platform. Crackshot the targets and the TNT barrels here, then dodge the sticks of dynamite until the path clears and grind the rails to the next platform. Crackshot the targets and the TNT barrel here, then grind the rails to the next platform. Crackshot the targets and the TNT barrels, then dodge the sticks of dynamite until the path clears. Grind the rails to the last platform. Crackshot the targets and the TNT barrels here and the path will finally be clear for Tennessee to rescue Carmelita and complete the job. Unfortunately, before Tennessee and Carmelita can regroup with the Cooper gang, Toothpick rounds them up! Tennessee is forced to assist Carmelita in rescuing Sly, Bentley, and Murray. As much as Carmelita would like to see Sly locked up, she would rather put him in jail herself. Besides, now she's got a bone to pick with Toothpick. Job 6: Jail Break (Tennessee) From the building with the spinning star sign, head east between the two hotel buildings. Turn right and head south to the covered bridge leading to the mine. Go into the bridge, then past the first set of crates jump out the window and grab the rope. Climb down to the start point for this job. Carmelita will come by with a raft. Tennessee will jump on and the two head down the river toward the prison. While Tennessee steers the raft, you will control Carmelita as you clear the way. Use the R1 button to fire her shock pistol, and hold the L1 button to lock on to enemies and objects. Sweep the area and take out all the enemies, then shoot at the wooden barrier you approach until it breaks. Shoot the TNT barrels that pop out of the water, then aim at the high ledge to your right and take out all the enemies that appear. Once all the enemies are gone, Tennessee will dock the raft. Control now shifts to Tennessee. You must open the gate so the raft can continue. Grab onto the ring in front of you, then hold down on the left stick and press X to slingshot up to the next ring. Slingshot from this ring to the top of the platform. Swing across two lights to the water tank. Walk around it to the next platform. Ready your gun and shoot the guard on the other side of the small laser net, then double jump over it. Crackshot the three targets on the iron block, then shoot the switch to deactivate the laser nets. Keep your gun ready as you turn the corner and shoot down some more guards, then head for the lever and pull it. Slide down the cable, then jump across the posts and get back on the raft. Shoot the TNT barrels, then take out the enemies to your right of the barrier and the sticks of dynamite they throw. Once the enemies there are gone, aim to your left and take out the dynamite throwing enemies on the left side of the barrier. Once they're gone, shoot the barrier itself until it breaks. The raft will be docked again, and you will control Tennessee. Move on the pipe around the tank, then climb the rope and jump on the pipe at the top. Move on this pipe around the tank and get on the platform. Ready your gun and shoot down two guards before moving up the stairs. Crackshot the three targets on the iron block, then climb the crates to where it was. Shoot down another guard, then approach the edge of the platform and aim to your left. Shoot down another guard, then Crackshot the targets on the iron block. Once it's destroyed, shoot the switch that was concealed to deactivate the laser net. Drop down and shoot one more guard, then make your way to the lever and pull it. Grind the pipe to the next platform, then climb down the rope you find here to the platform below. Jump on the rocks to get the Sly Mask, then return to the rope and climb back up it. Slide down the cable to the raft. Shoot down the TNT barrels and the enemies until you reach the prison. Carmelita and Tennessee will both get off this time. Controlling Tennessee, slingshot up the rings to the top, then head right and shoot the door until it opens. Enter it and you will find the gang. While dealing with the enemies, shoot down the four targets on the gang's cage to bust them free and complete the job. Carmelita tells the gang how she got to this time period. After the Cooper gang went back in time to feudal Japan, Carmelita decided to investigate the museum grounds. That's when she stumbled on the owner of the museum, a skunk named Cyrille Le Paradox. Cyrille caught Carmelita and sent her back in time. Job 7: Grand Key Larceny (Murray) The start point for this job is at ground level in front of the building where Sly defaced the third poster. The gang may be free, but Toothpick still has their van, and without it, they're stuck in this time period. The van is on Toothpick's train. The plan is to boost it in transit, but before they can do so, they are going to need three keys to activate some rail switches and divert the train. The guards holding them are participating in some events. The gang will have to best the guards in these events to get the keys. First up is a boxing match with Murray. Head to the building with the poster in front of you and press O to enter. Before facing the champ, you will have to take down twenty small boxers. Once you do, the champ will fight you. However, he won't be alone. More small boxers will rush in to help the champ. Punch the champ until his health meter is drained to win his key. Next, Sly will have to move through a race course while rolling on the Jailbird costume's iron ball. Move down the path, getting around the TNT barrels, then turn left and head up the stairs. Move around the TNT barrels and avoid the spotlights to reach the first checkpoint. Head down the path, avoiding the TNT barrels, until you reach another spotlight. Avoid that and get around some more TNT barrels to the second checkpoint. Now the spectators will through sticks of dynamite on the course. Avoid the red targets, as they signify where the dynamite will land. Navigate the weaving path, then go through the barn, avoiding the electric bars, to reach the third checkpoint. Move along the path, avoiding the TNT barrels and thrown sticks of dynamite, to reach the fourth checkpoint after the path makes a hard right. Turn left and move down the path as it snakes to reach the finish line and get the key. Now it's Carmelita's turn. You have to score 100 points in a shooting competition. Hit the targets with the bull's-eye on them to score points. Bull targets are worth 2 points, monkey targets are worth 5 points, and vulture targets are worth 10 points. Hitting a green target will deduct 1 point from your score. Score 100 points within one minute to win the guard's key. The gang will reconvene with the keys and the job will be complete. Job 8: Operation: Gold Digger (Sly) The start point for the final job of the episode is at the curve in the train tracks between the two railway bridges. From the mine, simply head south along the train tracks to reach the job start point. The train has been diverted, and the gang jump to their designated positions on the train to take back the van and the gold Toothpick stole from the bank, which is also on board. First up is Murray, who lands at the rear of the train where the van is. Take out the enemies that appear, then when you have a clear opening, get a TNT barrel from the dispenser and throw it at one of the four locks securing the van. Destroy all four locks and Murray will get in the van, drive off the train, and accelerate to pick up the others when they're finished with their objectives. Next up is Carmelita, who will move with Bentley to reach a computer console. Shoot down the guards that pop out and jump over to the next car. Take out the next guard, then jump over the first gap and stop before you jump over the second. Take out the next guard, then jump over this gap and stop at the edge of the car. Take out the two guards, then jump to the next car. Jump over the gap, then shoot out one more guard. Control will shift to Bentley. Throw a bomb at the large crate to destroy it and reveal the computer console. Approach it and you will enter an Alter Ego hack. This stage starts scrolling normally, then when you reach the first large red Ion Bit it changes direction and it will scroll down and to the right. When it starts scrolling to the right again, you will be near the CPU. Take out the CPU to complete the hack and rig the train whistles. Murray will drive up and Bentley and Carmelita will jump in the van. Control now shifts to Tennessee. Jump to the coupler, then jump to the narrow ledge on the train car in front of you. Sidle along the side and around the corner to the door and head inside. You must now get by a laser net and several laser gates. Jump on the safe platform, then jump to the next platform when the spotlight isn't shining on it. Quickly Crackshot the three targets on the iron crate to your left to destroy it and reveal a switch. Shoot the switch to make the laser gate passable. Before the spotlight comes back to your position, jump over the laser when it's at the bottom, then jump to the next platform when the spotlight moves away from it and Crackshot the targets on the two iron crates. Jump across platforms, avoiding the spotlight, to the next laser gate. Jump over the lasers here, then shoot at the switch beyond the laser gate ahead to deactivate all the laser gates and the laser net in the car. Return to where you shot the first switch and get the Sly Mask, then head back to the front of the car. Turn the corner and Crackshot the targets on the door to open it. Murray will drive up and Bentley will grab the gold. Jump to the pipe just outside, then climb it to the end. Swing off three hooks to the narrow ledge on the next train car. Sidle around the corner to the door and head inside. Jump to the platform and Crackshot the targets on the iron crate. Double jump around the spotlight to the next platform, then quickly jump to the next platform. Crackshot the targets on the iron crate to your right, then shoot the switch behind it. Jump to the platform next to the laser gate. Jump to the long platform when the path is clear, then keep moving past the laser gate before you get zapped from behind. Turn left and jump to the next platform, then Crackshot the targets on the iron crate behind this laser gate. Crackshot the targets on the second iron crate, then shoot at the switch behind it. Jump over the laser to the platform, then jump over a second laser to the next platform. Turn right and shoot the switch beyond the laser gate to deactivate all the laser gates and the laser net in the car. Return to where you shot the first switch and get the Sly Mask nearby, then head back to the front of the car. Turn the corner and Crackshot the targets on the door to open it. Murray will drive up and Bentley will grab the gold in this car. Jump on the pipe outside and climb along its length, under the car and out, until you reach the end. Jump to the next car. Two rat guards will parachute down beside Tennessee and restrain him while Toothpick knocks Tennessee's gun away. The rat guards will grab the gun and make off with it. Control now shifts to Sly as he chases after Toothpick. BOSS 2: TOOTHPICK Sly will start atop a crate. From his high platform, Toothpick will throw a device that will activate a laser net. Balance on the Jailbird costume's iron ball. The crate will break and you will drop to the car's floor. Roll over the device Toothpick threw to smash it and get rid of the laser net. Toothpick will now throw some dynamite that you must avoid. Next he will man the gun to your left and shoot at you. Keep moving to dodge the volleys. Once the gun shoots six volleys, he will start making celebratory whoops. That's your cue to use the Jailbird costume's iron ball and hit the three valves on the sides of the car. Once you do, the whistles will blow in Toothpick's ears and he'll drop down to your level. Furious, Toothpick will grow huge and jump around to try to smash you. Keep running to avoid getting crushed. After four jumps, he will jump in front of the center boiler and start spinning, creating small whirlwinds that you can avoid or jump over, followed by two large whirlwinds that you must dodge. After creating the large whirlwinds, he'll get dizzy. Run up to him, then use the Jailbird costume's iron ball to send him into the boiler. Wail on him until he escapes and jumps back up to the high platform. Now he'll throw two sticks of dynamite at a time, shoot the gun for seven volleys, and sometimes he'll throw up to two devices that will create a laser net. When he throws the devices, quickly balance on the Jailbird costume's iron ball before the laser net forms and roll over the devices to get rid of it. When he starts making celebratory whoops in between attacks, hit the valves with the iron ball to bring Toothpick back down to your level. This time he'll jump five times to try and crush you and when spinning he will create three large whirlwinds before he gets dizzy. Use the iron ball to send him into the boiler and wail on him before he escapes again. Now Toothpick will throw up to three sticks of dynamite at a time, shoot the gun for eight volleys, and throw up to three devices to create the laser net. When there's an opening, hit the valves with the iron ball in between attacks to bring Toothpick down to your level. He'll try to crush you six times this time around and when spinning he'll create four large whirlwinds before he gets dizzy. Use the iron ball to send him into the boiler and wail on him until his health meter is depleted. Toothpick will be sent flying out of the smokestack and land right next to Tennessee. He'll kick the armadillo off the train before jumping off himself. Bentley soon discovers the train is on a direct course for a broken bridge. Sly jumps on the van, but Murray cannot stop it! The gang dump the gold out of the van for Tennessee to pick up, then Bentley grabs Murray's Australian fossil necklace to use in the time machine. The train and the van go over the cliff edge. --EPISODE 3: CLAN OF THE CAVE RACCOON, Gungathal Valley, 10000 B.C. (COCR)-- The van jumps out of the Wild West as it falls into the ravine, but they're traveling blind through time. The van drops out of the wormhole and crashes in a frozen wasteland. Based on initial observations, the gang seems to be in prehistoric times. Carmelita storms off in a rage. Because of the crash, the time machine isn't working properly, so once again, the gang is stuck with no way back to the present. Job 1: Stone Age Reconnaissance (Sly) The start point for this job is just north of the Hideout. Climb the pole in front of you, then cross the vine to the large nest. Two parts of the time machine broke off in the crash, and they need to be recovered before it can be fixed. Unfortunately, the parts that broke off are in the hands of some dangerous wildlife. In addition, there seems to be another device that doesn't belong in this time period. Sly will need to take pictures of the locations of the two missing parts and the conveyor belt system that does not belong in this era. Use the Binocucom and scope out the pterodactyls soaring above the nest. One of them is holding the Temporal Sprocket part of the time machine. Take a picture of it as it's flying around. Cross the vine back to the Hideout building. Drop to the ground and follow the path east. Turn left at the end, then turn left when you reach a small bridge and go down the hill. At the bottom turn right and cross the large bridge. Climb up the sign on the other side, then cross the vine to the nest. Look toward the stone bird and you will see a penguin move between three caves near it. This penguin has the Gravity Encabulator part of the time machine. Zoom in all the way and take a picture of the penguin. Return to the Hideout building and follow the path west. Climb the pole at the intersection, then cross the vine. From here cross the vine leading west to a tall mushroom shaped rock, then cross the vine leading north to a bear statue. Climb the rope on the statue, then leap on the scepter and take a picture of the machinery beyond the wooden wall. Bentley will inform you of some activity near a building that resembles an arena. Get down from the bear statue and head down the vine back to the tall mushroom shaped rock. You will see a bear called the Grizz painting something. Take a picture of him when he turns and shows his face to complete the job. Job 2: Unexpected Ties (Sly) Before starting this job, purchase the Paraglider from ThiefNet if you haven't already; you will need it here. From the Hideout building, follow the path west. Turn left and follow the path south until you come to some bones next to a bridge. Go through the hole in the bones to reach the start point for this job. Sly must now enter the arena and find out what the Grizz is up to. Cross the vine in front of you, then make your way to the arena just ahead and enter the crack in the side wall. Once inside, you will notice tar bubbles rising up. You will have to avoid them as you make your way through this area. Jump to the spire, then to the platform. Jump across the next set of spires, waiting until the tar bubbles pop before you continue, until you reach the next platform. Walk behind the dodo guard and enter the crawlspace. Crawl through the narrow passage to the other side. Climb the tree next to the bridge, then jump to the vine and cross it. Swing across a hook to the next vine, then cross it. Drop down to the ground, then scale the fallen tree trunk to your left. Jump to the platform, then climb the small tree to the next platform. Here you will see an icicle. You can climb up this, but if you stop while on the icicle, you will slide back down. Scale the icicle to the top, then jump across some more icicles to the next platform. Sly will notice someone under a net surrounded by guards. Bentley will realize that person is a prehistoric raccoon. Could he be one of Sly's ancestors? Bentley has an idea on how to rescue him, but first Sly has to get a Sabretooth Tiger skin from a bedroom up ahead. Swing across the rings above the bridge to the next platform, then turn left and use the Paraglider to glide over the heat geyser to the next platform. Climb the icicle, then grab the vine and slide down it. The Grizz will be right below you. Drop down behind him and pickpocket the key to the bedroom. He will be moving, so make sure he doesn't notice you. Once you get the key, Sly will automatically move to the bedroom door. Open it, then grab the Sabretooth Tiger skin from the bed. You just got the Sabretooth costume. This costume allows you to pounce on suitable targets. Press R2 to play dead, then crawl around until an arrow points to a target. Once you see the arrow, press X to do a Cyclone Pounce to the target. You can use this move to attack enemies from a distance or to leap to posts that resemble elephant punching bags. You can only do a Cyclone Pounce when the Gadget Gauge is full. Go behind the bed to get a Sly Mask, then head down the passage to the west until you reach a river of lava. Use the Sabretooth costume and Cyclone Pounce the punching bag post. Cyclone Pounce the enemies ahead, then Cyclone Pounce the next punching bag post. Climb the icicle and double jump to the top of the fighting cage. Jump to the platform on the other side, then turn left and Cyclone Pounce the punching bag post. Head down the cave to a pool of lava. Swing on the hook, then jump to the spire. Here you will see a lava bubble. Like the tar bubbles before, you will have to avoid this. Jump to the next spire when the path is clear, then swing across the next hook and leap to the platform. Cyclone Pounce the guard across the gap when there are no tar bubbles, then move forward. The guards will take the prehistoric raccoon's stick away and throw it to the Grizz, who will hand it to a rat guard. The guards on top of the five pedestals ahead are restraining him. When there are no lava bubbles in your way, use the Cyclone Pounce on the guards. The prehistoric raccoon will break free and introduce himself to Sly. Sly cannot pronounce his name, so he decides to call him Bob. This job is now complete. After Bob is brought safely to the Hideout, he explains how the Grizz appeared and started stealing pterodactyl eggs, becoming a competitor of sorts that he could not beat. Depressed, he went into a slump and had gotten out of shape, making it easy for the Grizz to capture him and take his stick, the very first Cooper cane. Based on the Grizz's Interpol file, Carmelita has been after him for quite a long time. Job 3: Getting Stronger (Bob) From the Hideout building, follow the path east. Turn left at the end and follow the path to a small bridge. Cross that bridge and head to the other end of the platform, then drop down to the ground, then turn right at the two bird statues. Bounce off the animal to reach the start point for this job. The first order of business is to get Bob back into climbing shape so he can help the gang find the missing time machine parts. Head down the path to the open area. Murray will be Bob's training coach as he gets back into shape. First you must complete tasks at six stations placed around the area. Press O at each station to begin each task. At the station closest to the entrance, you must balance an egg on a stick while penguins drop to either side of your platform to tilt it. Tilt the controller to keep the egg on the stick. If the egg falls off, you fail. Keep the egg balanced until 25 penguins drop down and jump off the ice to complete the task. At the next station clockwise from the egg-balancing station, you will swing at penguins as they drop down from a ledge into a hole in the ice. Simply press Square when the penguin is in front of you to swing and hit the penguin. If you miss three times you will fail the task. Hit ten penguins to complete the task. At the next station, you will fire penguins from a slingshot to targets that will move across the screen. Hold the left stick down to ready the slingshot, aim by moving it left or right, and release to fire. If you miss five times, you fail. Hit five targets to complete the task. At the fourth station, you will dodge penguins as they fly towards you. Move the left stick in the opposite direction that the penguin flies from. For instance, if the penguin comes from the right, move the left stick to the left.
If you get hit three times, you fail. Dodge ten penguins to complete the task. The next station is a whack-a-mole style game. When a penguin pops out of a hole, press the corresponding button to hit it. Don't hit any of the rocks that pop out or you'll be stunned for an instant. If you miss three times, you fail. Whack fifteen penguins to complete the task. At the last station, you will have to push a massive penguin out of a circular ring. Simply follow the button prompts. Rapidly tap the O and Square buttons, then tap X repeatedly. Repeat the process until the penguin is pushed out to complete the task. Once you complete the tasks at the six stations, you must now go through a sequence where all the tasks you completed will be thrown at you at random. In this sequence, the tasks you do will not last as long as when you first did them. For instance, you might only have to hit three targets with the penguin slingshot or balance the egg on the stick until twenty penguins drop down and off the ice. The egg-balancing tasks in this sequence can get tricky, though, because the fewer the number of penguins that will drop, the faster they will drop on the ice. Complete twelve tasks in this sequence to complete the job. Job 4: Going Up (Murray) The start point for this job is at the base of the large stone bird with the large nest on top of it. From the Hideout building, follow the path north and down the hill. At the bottom turn left and head west to the job start point. The task here is to get the Temporal Sprocket back from the pterodactyls. Head across the bridge to the northeast to the rock wall, then take out the five dodos at the base. Once you do, approach the wall. Murray will try to climb it, but he'll get nowhere. Bentley will call in Bob to climb the wall. Jump, then press O to latch onto the wall. Move up the wall until you come to some bones. Press Square to pound the wall and break the bones, then continue up and to the left until you reach a gap in the wall. Press X to jump the gap, then hold R1 to slide down the wall quickly to the platform. Enter the pipe. Move to the wall and begin scaling it. Break some bones, then jump two gaps to the right. Break some more bones and continue climbing up. Jump over a gap to your left, break some bones, and climb to the platform at the top of this wall. Go through the tunnel and take out some bugs and the small ice mounds they crawl out of to keep more from emerging. Scale the wall at the end of the tunnel. Move left and right to avoid the eggs falling from the two dispensers above. Once you reach the top, move right and get the Sly Mask, then move left past the egg dispensers and jump over the grates when the spiked logs aren't popping out of them. Slide down the wall on the other side to avoid the eggs falling from the dispenser here. Jump over the grates to the left, then climb up to the platform. Go through the tunnel and jump across the nests to reach the Temporal Sprocket. Before Bob can secure it, a pterodactyl comes by and snatches it away! Begin scaling the wall you land at. Get past the small geysers when they're not blowing cold air and you'll approach a baby pterodactyl. Climb past it when it's sleeping, then head left and up past some cold air geysers and up and around a baby pterodactyl. Go down past some more cold air geysers and a baby pterodactyl, then head left. Get up past the egg dispenser and the baby pterodactyl, then continue climbing. At the top, head right to some grates and cold air geysers. Jump over the grates to the geysers when they're not blowing cold air, then carefully make your way up and jump over the grates to your left. Climb up and jump over the grates here when the spiked logs aren't popping up and when the geysers aren't blowing cold air, then quickly climb up past one more set of cold air geysers to the top. Grab the time machine part to complete the job. Job 5: Starving Starving Hippo (Murray) From the Hideout building follow the path north and down the hill, then turn right and head east to the start point for this job next to the bridge. The Gravity Encabulator has been broken into five pieces, and each piece has been eaten by a penguin. Murray will have to chase the penguins all over the open area and squeeze the pieces out of them. The penguins will be grouped on the bridge in front of you. When you get close, the penguins will scatter. Chase after a penguin with a piece of the time machine part, then when you're close press O to grab it. Repeatedly tap the button that is prompted to squeeze the piece out of the bird. When you get a piece of the Gravity Encabulator part, the penguins will reconvene in a different part of the area. Get to where the penguins are grouped and repeat the process until you get all five pieces. Once you do, the job will be complete. Job 6: Ice Ice Bentley (Bentley) From the Going Up job start point, cross the ice bridge leading northwest to the start point for this job in front of an ice cavern. After a final check of his gear, Bentley ventures into the ice cavern to find the Grizz and tag him with a homing dart. For this job, Bentley's Binocucom is equipped with a thermal sensor. Any sources of significant heat will appear as bright spots. In the first room, there are several cracked walls of ice. Use the Binocucom and follow the Grizz's footprints to one of the cracked walls, then blow it up with a bomb and follow the passage behind it. Take out the bugs and the small ice mound they come out of, then when you reach the end of the tunnel throw a bomb at the pile of bones on the platform ahead. Once the pile is destroyed, hover to that platform, then hover to the next platform and move on to the next room. This room has a statue and a painting. Use the Binocucom and look at the three hot spots on the statue, then fire a dart at each of the corresponding hot spots on the painting to open the door. Move down the tunnel until you come to a platform with a pile of bones on it. Throw a bomb at the pile of bones, then hover to the platform. Eggs will be rolling down the next tunnel. You must take refuge in small alcoves on the sides of the tunnel to avoid the eggs. When the path to the first alcove on the left side is clear, hover to the tunnel and quickly move to the alcove. Run to the next four alcoves as you make your way to the top of the tunnel. Throw a bomb at the cracked wall of ice from the last alcove to destroy it, then run through the passage when the path is clear. Make your way down the tunnel to the next room. Here the Grizz will give three gems to some guards, then enter the next passage as the door closes behind him. You must pickpocket the gems from the guards carrying them. The thing is, there are more than three guards in the room. Use the Binocucom to see which guards are holding the gems; the gems will show up as hot spots. The three guards you need to pickpocket are the ones in the southwest and southeast corners of the room, and the one walking around the platform near the door. Nab the gems, then open the door and head into the next tunnel. Throw a bomb at the pile of bones on the platform to destroy it, then hover over to the platform. Now you must navigate another tunnel that eggs are rolling down, but this time you must also avoid some spots on the floor when they blow ice cold air. When the path is clear, quickly hover to the tunnel, then run up and hide in the alcove to the left. Run and hide in the alcove to the right, next to the line of cold air jets, then when the path is clear run to the alcove to the left. The next alcove to the right is blocked by a cracked wall of ice. When the path is clear, quickly run up and throw a bomb at the wall, then retreat back to the alcove you hid behind. Once the wall is destroyed, make your way to the tunnel when the path is clear. Take out the bugs and the small ice mound, then throw a bomb at the wall at the other end. Run to the next alcove directly across from your position. The alcove to the right at the top of the tunnel and the exit to the left are both blocked by cracked walls of ice. When the path is clear, quickly move and throw a bomb at the cracked wall of ice to the right, then avoid the cold air jets and get the Sly Mask in the alcove. Throw a bomb at the cracked wall to the left to destroy it, then enter the passage. In the last room, you will see the Grizz talking about his plans for an elaborate prehistoric art scam. Now's your chance to tag the Grizz with a homing dart. Just to be safe, Bentley decides to tag him with three homing darts. You have to tag him thrice within one minute. Move to the opening between the fences in front of you and use the Binocucom. Aim for the rip in the Grizz's pants and fire a dart. Once the Grizz is tagged with the first dart, the spouts of ice will move to block your position. Jump to the left platform and fire a dart at the rip in the Grizz's pants again. Jump to the right platform and fire a third dart to complete the job. Job 7: Duty Calls (Sly) The start point for this job is on the roof of the house directly south of the Hideout building. From the door, follow the path west until you see a fallen log to your left. Cross it, then jump to the rooftop to your right to get to the start point for this job. Sly must tail the Grizz as he walks around the open area while Bentley tries to get the security codes for his lair. Drop down the south side of the house to the road and follow the Grizz. Stay close, but not too close. Stop when he stops to answer his phone. Based on the conversation he has, the deal he made with Le Paradox doesn't seem to be going too well. When he starts moving again, follow him. Eventually he will pass by two guards in front of a bridge. Climb the tree near the guards, then jump to the perch on the bridge and jump down behind the guards. Continue walking behind the Grizz until you reach an ice bridge just past a rock wall to your right. Climb the pole next to the ice bridge, then cross over the vines to avoid the guards below. Once you're past the guards, drop down to the ground and stop when he stops in front of the ice cavern. When he starts moving again, climb the pole next to the ice bird statue, then cross the vines while following behind the Grizz. He will now look behind him to see if he isn't being followed, but since you're on the vines he won't see you. When he crosses the ice bridge he will start running. Cross the vine to the house next to the bridge lined with large tusks, then avoid the dodo guard and jump up on the small rooftop. Jump on the tusks and down to the bridge behind the Grizz when he passes. Bounce off the trampoline at the end of the bridge to the platform, then jump back down to the ground past the guard. Stop when the Grizz stops, then when he starts running, quickly follow him, avoiding the guards nearby. Follow him across the next bridge to the arena, then north to his lair near the bear statue. The Grizz will throw down his phone, breaking it. Bentley was so close to getting the security codes! Fortunately, Carmelita shows up with good news; she was tailing the Grizz herself and has the security codes and the layout of the Grizz's lair. This job is now complete. Job 8: Operation: Jurassic Thievery (Sly) The start point for the final job of the episode is at the tree near the Going Up job start point. The time has come to ruin the Grizz's prehistoric art scam. Make your way to the Grizz's lair, right behind the bear statue, and interact with the device in front of the door to open it. Head inside and the gang will split up and head to their designated positions in the factory. Control now shifts to Bentley. Move to the end of the path, then hover to the next platform when the lava bubbles aren't blocking your way. Get rid of the guard by putting a Sticky Bomb in his pocket, then throw bombs at the roots below the two valve covers to your right. Jump on the first valve cover, then when it rises jump to the next cover. From here jump to the next platform. Destroy the roots below a third valve cover, then jump on it. When it rises hover to the top of one of the spinning rotor blades. Let it carry you around, then hover to the next spinning rotor. From here hover to the platform next to the egg lift and jump on it. The egg lift will carry you up to the next platform. Jump on it, then take out the guards here and head to the end of the bridge. Across here is an egg vat. Use the Binocucom and fire a dart at each of the five targets as they spin around to stop the vat and raise the sections of the bridge so you can cross. Head right from the egg vat, then take out the guard next to the computer console and hack it. In this Spark Runner hack, move the spark right, then down, then right to a wire. Cross the wire, then move right to the next wire. Jump the gap to the wire above, then move around the holes and avoid the bumpers. Head down past two rotating devices to the last area and move the spark into the green target to complete the hack. Move across the hammers when they are at your level. Hover to the next hammer before the one you're on drops and make your way to the ledge in front of the second egg vat. Here a ball is swinging in front of you. Use the Binocucom and fire darts at the five targets when the ball is not in front of you. Disable the second egg vat and control will shift to Bob. Climb the wall past the crack when it doesn't shoot out flame jets. Jump over the grate, then climb down past another crack and move right to the first valve. Press O to get on it, then rotate the right stick clockwise until it opens. Move up and destroy the mushrooms, then climb past another crack and jump on the platform. Move right, then climb the next wall. Head up past some cracks, then destroy some mushrooms. Jump over the grate to your right when the cracks ahead aren't shooting out flame jets, then quickly head to the safe area in the corner. When the path is clear head down to the second valve cover and open it. Make your way down to the safe area beyond the next set of cracks, then head down past some more cracks. Move right and jump over the grate to get the Sly Mask. Return to the safe area, then head right and jump over the grate. Destroy some mushrooms and jump over the next set of grates, then head up past some cracks to the last valve and open it. Bob will jump to a lift where Murray and Carmelita are, but Murray will lose his balance and fall onto another lift. Control now shifts to Sly. Cyclone Pounce the punching bag post, then Cyclone Pounce the guard on the platform to your left, next to the lever. Activate the lever to start the devices ahead. Grab a hook when it spins around then let the device carry you around to the next device. Grab on a hook here, then when you reach the next platform jump to it. Use the Paraglider and glide over the geysers, avoiding the swinging balls. Beyond the second swinging ball you will see a small platform with some crates on it. Land on it and get the Sly Mask behind the crates. Use the Paraglider again. Head left and continue gliding over the geysers to reach the platform with the control panel. Take out the guard and Bentley, Bob, and Carmelita will regroup with Sly. Control now shifts to Murray, as the lift carries him to a frozen pond, right in front of the Grizz! Murray doesn't want to miss this chance to take the bear down. The Grizz puts on some skates and begins skating around the ice. BOSS 3: THE GRIZZ Run around the ice and avoid the Grizz's attacks. He can create one or three ice shockwaves when he jumps. Jump to avoid the single shockwaves and double jump over the triple shockwaves. The Grizz can also charge at you; run out of the way to dodge him. He can also slide on his stomach and charge at you faster; jump out of the way to avoid the faster charge. Keep avoiding his attacks until the Grizz moves to the center of the ice. He will spin then jump in the air, then when he lands a ring of wooden blocks will appear around him. Three of the wooden blocks have blocks of ice beneath them. You must hit the ice blocks, while jumping over the shockwaves the Grizz creates, until they slide and hit him. You only have a limited amount of time to send all the ice blocks at the Grizz before the wooden ring breaks apart. Once you hit the Grizz with all the ice blocks, you will play through a short rhythm sequence as Murray chases after him. Note the button prompts on the top of the staff, then when the button prompts appear on the bottom of the staff, copy the exact sequence by pressing the correct buttons as the bar passes over them. Do this correctly through three sequences and Murray will catch the Grizz and send him spinning to the edge of the frozen pond. Punch him like crazy until he recovers. Now the Grizz will start using some new attacks. Sometimes when he spins he will create ice blocks. These ice blocks must be avoided. When he roars he will stomp on the ice, creating three areas where icicles will fall from above. Avoid the icicles and his other attacks until he creates the wooden ring again. This time there are eight ice blocks, arranged in groups of two, which you must send the Grizz's way. If you punch the wooden block between two ice blocks, you will actually hit both ice blocks. While punching the ice blocks the Grizz will either create shockwaves or stomp on the ground and make icicles fall from above. Once you hit the Grizz with all the ice blocks you will go through the rhythm sequence again, but this time when you have to copy the button sequence, a question mark will appear over one or more of the button prompts. You have to memorize which button prompts are under the question marks. Correctly copy three button sequences and Murray will catch the Grizz again and send him spinning to the edge of the pond. Punch him until he recovers again. Avoid his attacks again until he creates the wooden ring once more. Now there are nine ice blocks you must send at the Grizz. Once you do, you will go through the rhythm sequence again. This time, question marks will appear over all the button prompts when it's your turn, so you must memorize the entire sequence before then. Correctly copy three button sequences and Murray will send the Grizz spinning to the edge of the pond again. Punch him until he is defeated. Murray will then pick up the Grizz and send him flying into the ice wall in front of the gang, breaking it. After the gang reunites and fix the time machine, they are informed of their next destination. Carmelita reluctantly decides to join the Cooper gang on their adventure. Using the Grizz's crown, they travel in time to medieval England. --EPISODE 4: OF MICE AND MECHS, Medieval England, 1301 A.D. (OMAM)-- Medieval England is the time of Sir Galleth Cooper, founder of the Cooper Order. Unfortunately, when the gang arrive, they learn he has been reduced to working at a local circus as a jester. Job 1: Shopping Spree (Sly) The start point for this job is at the northwest corner of the rampart lining the castle town. From the Hideout building, cross the rope to the house nearby, then cross the rope the building to the north. Head across the rooftop and cross the rope on the other side. Look to the northwest and you will see a pipe on the side of the building you are on. Jump to that pipe, then climb to the higher rooftop and cross the rope leading toward the building next to the rampart. Cross one more rope to reach the start point for this job. Bentley has an idea for an outfit that you can use to blend in with the crowd, but first you will need to get the raw materials. Go back across the rope you came to get to this job start point, then cross the rope leading southwest to the next building. Drop down to the lower rooftop, then cross the rope at the southeast corner. You will eavesdrop on some robotic guards mentioning some quality metal at the tavern. The tavern is at the northern end of the outer town. Slingshot off the ring on the lamppost on the back side, then enter the hatch on the roof. From where you enter, jump on the sword in front of you, then double jump to the next sword. Jump to the crank when it gets close, then jump to the chandelier and then to the next platform. Crawl under the table, then turn right and jump to the mixer. Walk on it and jump to the pipe, then jump to the next pipe when the cup on the display isn't in your way. From here jump to the ledge and notice the metal cog behind the electrified gear. Grab the cog when the opening in the gear comes around, then drop down to the floor and exit the tavern through the front door. Make your way to the catapult in the southeast corner of the outer town. Cross the rope near it, then before you go under the rampart jump on the rope spanning the two flagpoles to your right. Cross the flagpoles and ropes lining the wall around the southwest corner of the rampart to eavesdrop on some more guards mentioning some wood at the bakery. Continue around the flagpoles and ropes until you reach the next rooftop, then drop down to street level and head east. Turn left at the catapult, then turn right and go down to the docks. From here head north to reach the bakery. There's a computer console in front of it. Interact with it and Bentley will proceed to hack it remotely. This is a System Cracker hack. Move left and up. Take out the cannon, then switch to Panzer code and take out the pink crystals around the corner. Head right and take out some more crystals, then take out the cannon and move up. You will see a pink switch next to a key. Shoot the pink switch to deactivate the laser, then move up, right, and down. Take out the cannon, then switch to Shell code and pick up the key you passed. Take it to the lock and enter the docking gate to the left to the next area. Switch back to Panzer code and take out the pink crystals, then shoot the pink switch and move right. Go around the rotating bar of electricity and head down. Take out the cannon and continue down and left around another rotating bar of electricity. When you are right in front of the pink crystals, destroy them, then continue left. Keep moving around the next rotating bar of electricity while you destroy the pink crystals beyond that, then move left and down. Take out the cannon, then head down and right to the next room. Here drones that lay mines will move around. Take out the pink crystals blocking the green spot and the two firewalls blocking the key and the lock, then switch to Shell code and put the key in the lock. Head into the docking gate to the next area. Move up around the rotating bar of electricity, then destroy the four-part drone. Switch to Panzer code and destroy the pink crystals and switch to the right, then move up to the docking gate to complete the hack. Sly will appear inside the bakery. Approach one of the open oven doors on the side, then jump and press Square and slam the door closed. Get past the door before it pops open again, then head to the rear of the oven. The wood is in the oven hatch on this side. When it opens, wait until the flame jet subsides, then grab the wood before it shuts closed. Slam down an oven door, then get past it and exit the bakery. Jump on one of the tarps on either side of the building west of the bakery to get to the rooftop, then make your way across to the clock tower. Drop down over the west side and land on the rope spanning the two flagpoles just below the ledge to eavesdrop on some guards mentioning leather at the shoemaker building. Drop to street level and head south. Turn right at the end of the path, then left at the bridge. Cross the bridge to the shoemaker building and head inside. Head up the stairs and through the open door. Now either crawl under the shelf next to the boarded up door or climb the rope next to it and go over the shelf. Either way, on the other side you will see some machinery that is clearly too advanced for medieval times. Grab on the joint of the laser gun on the machine ahead when it comes around, then swing on it until you can jump to the next platform. Crawl under the next machine, then head to the leather just ahead of you. Grab the leather when the lasers aren't in the way to complete the job. Job 2: Juggling Act (Sly) The start point for this job is atop the sign at the entrance to the circus west of the Hideout building. Sly must now enter the circus and find Sir Galleth. Cross the rope on the sign until you approach the nearby tower. Jump on the three steel perches extending from the tower, then jump on one of the ropes with blue globes on the end when it comes around. Let it carry you to the platform with the basket of arrows, then jump to it. Press L2 to switch to the Archer costume. With this costume you can use an arrow from the basket and fire at nearby targets. Press O at the basket to pick up an arrow, then hold R1 to draw the bow. Use the left or right stick to aim, then release R1 to shoot the arrow. While the arrow is in flight, you can move it with the left stick. This is useful if you want to hit a moving target. If you hit the bull's-eye, you will get some coins! The arrows you shoot have ropes attached to them, so you can make new ropes to cross. Unlike the first three costumes, you can jump, run, climb, land on perches, sidle along ledges, and cross ropes while wearing the Archer costume. However, since you're wielding a bow, you cannot grab hooks. Also, you cannot use the Paraglider when wearing this costume. Shoot an arrow to the nearby target, then cross the new rope to the platform. Make your way across the next set of ropes to the big top tent. Jump to the pole over the opening and head down inside. Once inside, shoot an arrow from the basket to the nearby target, then cross the new rope. Jump to the tightrope and cross it to another rope. Jump to it, then climb down to the platform with the basket of arrows. Shoot an arrow through the rings to the target, then cross the new rope through the rings while avoiding the flame jets that come out of them. Cross the next tightrope to the platform, then sidle on the ledge around the pole. Cross the tightrope here to some platforms with trampolines, then bounce off them to the next platform overlooking some giant trumpets. Jump across the trumpets to the next platform. Don't stay on a trumpet for too long or you'll fall off. From the platform shoot an arrow at the moving target, then cross the rope to the next platform. Break the box here to reveal a basket of arrows, then shoot an arrow at the target behind the barrel. Cross this new rope to the platform and get the Sly Mask. Go back across the rope to the previous platform, then jump across the two trapezes to the platform with the catapult. Jump in it to be launched to a small platform with a basket of arrows. Shoot an arrow at the moving target ahead, moving it to avoid the cannonballs, then cross the new rope and avoid the cannonballs yourself. Jump on the trapeze, then jump to the pole. Jump on the next trapeze, then when flames aren't shooting out of the ring jump through it to the next trapeze. Jump from this trapeze to the platform with the basket of arrows. Shoot an arrow at the moving target ahead, moving it to avoid the cannonballs, then cross the new rope and avoid the cannonballs yourself. Jump across some trumpets to a rope, then climb it all the way to the top, past the platform in front of the coiled snake, to reach a platform with a Sly Mask. Head back down to the platform in front of the coiled snake. Grind down the tightrope when flames aren't shooting out of the coiled snake, then bounce off the trampoline to the next rope and climb it to reach the platform. Go around the pole, then drop through the ring when flames aren't shooting from it to the platform below. Shoot an arrow from here at the moving target, then cross the new rope to the next platform. Bounce off the trampoline, then jump off some more platforms to reach Sir Galleth and complete the job. After returning to the hideout, Sir Galleth explains how he had been captured while trying to single-handedly take on a robotic army created by a formidable Black Knight who is terrorizing the land. This Black Knight is not in any criminal database. Has Cyrille Le Paradox forged an alliance with someone from medieval times? And how did the Knight make all those robotic guards? Sir Galleth is all too eager to march back and take on the Black Knight again. Looks like the Cooper gang is going to have their hands full. Job 3: Cane Swipe (Sly) From the Shopping Spree job start point, drop down to the rampart to the east, then drop down over the south side of this rampart to street level to find the start point for this job. The Black Knight will come out of the castle keep with a patrol of two guards. Between the Knight and the guards is a case containing Sir Galleth's cane. The only time the Black Knight leaves the castle is to go to the blacksmith shop. This may be your only chance to get Sir Galleth's cane back! Before you can get the cane, Bentley wants some pictures first. You have to take a picture of the Black Knight from the front. Get ahead of the Black Knight, jump to a rooftop to avoid the red spotlight, and use the Binocucom to take a picture. Next take a picture of the case that Sir Galleth's cane is locked in. Once you take both pictures, you can now make a move for the cane. Move behind the patrol and take out the rear guard with a Stealth Slam, then move back when the other guard comes running. When the guard turns back around, take it out with another Stealth Slam. Head to the case and Bentley will hack it remotely. In this Alter Ego hack, the stage will scroll straight up. Move through the twisting maze and blast through the purple barricades. Soon you will encounter some blue nanobots moving across the screen. These nanobots will fire if they see you. Avoid these nanobots, then continue your way up through the stage. When you reach the diagonal corridor, you are almost at the CPU. Take out the CPU to complete the hack. The case will open. All Sly needs to do is grab the cane and the job will be complete. Job 4: Eye in the Sky (Sir Galleth) The start point for this job is at the trampoline on the rampart south of the clock tower. Sir Galleth must take out three balloons hovering over the three towers in the castle town. These balloons serve as the Black Knight's eyes and ears. Make your way to the tower at the docks in the southeast corner of the castle town. The only way to reach the top is with Sir Galleth's Catapult Crash technique. Grab the ring on the northern side, then hold R2 and press X to launch from the ring to the pipe above. Jump to the pole, then to the platform. Sidle along the ledge and around the corner, then jump on the pole. Jump from here to the platform, then grab the ring and Catapult Crash up through the wood blockage to the pipe above. Jump on the pole, then to the next platform and Catapult Crash off this ring to reach the top. Catapult Crash off the ring here to destroy the surveillance devices on the balloon above. Drop down to street level and head west, towards the tower with the spinning platforms south of the shoemaker building. Grab the ring on the northern side, then Catapult Crash up to one of the rings on the next level when there is a gap between the spinning platforms above you. From here Catapult Crash up to the next ring when it comes around, then Catapult Crash off this ring to reach the ring at the top when you come under the gap in the platform above. Catapult Crash from this last ring to the balloon above. Drop down to street level and make your way north, then east to the tower north of the bakery. Catapult Crash off the ring on the southern side and through the wood platform. Land on a pole of one of the spinning cogs in the corner on the next level. Let the pole carry you around, then jump to the platform. Jump on a pole of the next spinning cog to reach the ring on the northern side, then Catapult Crash off this ring, through another wood platform and onto a pole of one of the spinning cogs on the level above. Make your way to the southern side again, then Catapult Crash off the ring here through the wood platform to the ring at the top. Catapult Crash from this ring to the balloon above. This job is now complete. Job 5: Mechanical Menace (Sir Galleth) From the Shopping Spree job start point, cross the rope to the west to the house. Drop to the lower rooftop on the southern side of this house to find the start point for this job. Rumors abound of a Moat Monster in a nearby cave. Sir Galleth decides to go into the cave and investigate. Drop down to street level and head across the bridge to the north. Grab onto the ring and Catapult Crash up through the hatch to the cave entrance. Enter the cave. Carmelita will be following close behind. Head down the dark cave to the end and you will come to a large mechanical tower. Before you start climbing it, head right towards the edge of the platform. Look down and you will see a platform below with a Sly Mask. Drop down to get it, then grab the hook here and Catapult Crash up to the level of the tower base. Grab the hook at the base of the mechanical tower, then when the next hook comes down, Catapult Crash up through the hatch to the hook. Ride the hook up, then Catapult Crash up through the next hatch to the hook above as it comes from the left. Ride the hook over the obstacle, then press Triangle to disengage from the hook and drop to the platform. Get to the roller, avoiding the hot sphere moving up and down, then run on it to bring the next hook down to your level. Grab the hook, then after it goes up again Catapult Crash up through the hatch to the next platform. Grab the hook and Catapult Crash from it between the flaming teeth of the gear above to the next hook. Catapult Crash up through the wood platform when the hook is underneath it and grab on the next hook. Drop to the hook below, then when the hook above the hook you disengaged from is above you, Catapult Crash up to that hook. When the hook moves all the way to the right, drop down to the lift, then to the platform below. Jump on the metal pipe, then jump to the next platform. Grab the hook, then Catapult Crash up between the two hot spheres to the next hook. Catapult Crash up through the wood platform to the next hook, then when it moves to the left Catapult Crash up between the flaming teeth of the gear above to the next hook. Catapult Crash up through the hatch to the next platform. Grab the hook, then Catapult Crash up to the next hook. When the next hook moves above the wood platform, Catapult Crash up through the platform to that hook. Let the hook carry you to the left, then drop to the platform. Run on the roller to bring the next hook to your level, then grab the hook when the hot spheres are away from it. Let the hook carry you up, then when the hot spheres above are away from you, Catapult Crash up through the hatch to the top of the tower. You will now see the true nature of the Moat Monster, a three-headed mechanical dragon. Grab the hook on the rock spire to the right of the dragon, then Catapult Crash to the top of the spire. Jump on the nose of the dragon head, then jump to the open mouth of the center head. Quickly jump to the nose of the third head before the mouth closes, then slide down the cable to the plug behind the dragon. Sir Galleth will proceed to remove the plug, but it does not have the desired effect. Instead the dragon stirs to life! Carmelita will reach the top of the tower to see Sir Galleth get eaten. Now it's up to Carmelita to take down the mechanical dragon and save Sir Galleth. Avoid the fireballs that the three heads shoot, then when one of the heads moves down to breathe fire, step to the side and shoot at the nozzle in its open mouth several times to stun the head. Move to the front of the stunned head and Carmelita will jump on top of it. Rapidly tap R1 to shoot out one of the head's eyes. Now you only have to deal with two heads for the duration. The dragon will now fire missiles that home in on you. Shoot down the missiles, and jump over the lasers that may move over the top of the tower. Some miniature dragons may also appear on the platform; shoot these down too, because they can hurt you. When one of the heads moves down to breathe fire, step to the side and shoot at the nozzle several times to stun the head. Move to the front of the head, then shoot out one of its eyes. One more head to go. Now the dragon will spin its wings to try and blow you off the platform. Keep moving toward the dragon to avoid going over. Deal with the other attacks, then when the head moves down to breathe fire, step to the side and shoot at the nozzle several times to stun the head. Move to the front of the head, then shoot out one of its eyes. The three heads will stir again. Now you must take out the other eye on each head. Deal with the dragon's attacks, and note that more than one head will move down to breathe fire this time around. Also, when the dragon spins its wings, sometimes lasers will move over the platform at the same time. Repeat the process of stunning a head, then shooting out the eye, until all the eyes are shot out. Once the dragon is permanently disabled, Sir Galleth emerges covered with oil, and quite embarrassed that a lady has rescued him. This job is now complete. Job 6: Short Supply (Murray) The start point for this job is at street level on the west side of the clock tower in the castle town. The time has come to shut down the Black Knight's operations in the three shops you have entered already. Controlling Murray, make your way to the tavern and enter through the front door. Guards will drop down to your level. Stomp and pick up a guard, then throw it at one of the three mixers in the tavern. It will take two hits to completely destroy a mixer. Once all three mixers are broken, control will shift to Sly. Make you way to the shoemaker building and enter. Once inside, go up the stairs and enter the door, then climb up the rope to the top of the shelf. Use the Archer costume and shoot an arrow at the target when the laser gun is about to pass by it. Quickly run across the new rope and jump to the machine before the laser gun comes around and cuts through the rope. From the top of the machine, shoot an arrow at the target beyond the second machine and cross the new rope to the platform with the computer console. Interact with it and Bentley will hack it remotely. In this Spark Runner hack, move the spark right and cross the wire, then move right and cross the next wire. Jump the gap to the wire below, then after it curves down jump the gap to the wire on the right. Move down through two rotating devices, then right to the wire. Cross the wire to the last area, then move the spark into the green target to complete the hack. The machines in the shoemaker building will shut down. Control now shifts to Sir Galleth. Head east to the bakery and enter. Once inside, slam down one of the oven hatch doors and get past it before it pops open again. Grab the ring behind the wooden column and Catapult Crash up to the attic. Here you must deactivate three power nodes, then quickly exit down the open hatch you came in. Grab a ring on one of the power nodes, preferably the one to either your left or right, and Catapult Crash up to destroy the pipe. You now have thirty seconds to reach the next power node and destroy it, and now lasers will start sweeping from the ceiling across the floor. Avoid the lasers and make your way to the next node, then grab the ring and Catapult Crash up to destroy the pipe. You now have thirty more seconds to reach the last node, and the lasers will shift to moving across the floor. Again, avoid the lasers and make your way to the next node, then grab the ring and Catapult Crash up to destroy the pipe. Now the hatch will open and vertical lasers will start moving around the room. You have twenty-five seconds to avoid the lasers and drop down the open hatch. If any lasers hit you during this entire sequence, you must start all over. Once you drop down the hatch, the job will be complete. Job 7: Shell Shocked Heart (Sly) The start point for this job is at street level, on the north side of the shoemaker building in the castle town. The Black Knight is on the move again. Bounce off the tarp to the roof of the shoemaker building, then when the Black Knight turns the corner and starts crossing the bridge, drop back down to street level and follow close behind, but not too close. Stay out of the Knight's red spotlight. The Black Knight will enter the blacksmith shop. Control now shifts to Bentley. Jump off the tarps on the west side of the shop to reach the roof, then enter through the hatch. Once inside, you have to move along the rafters. Throw a bomb at the wood blockage to destroy it, then use the Binocucom and shoot a dart at the device behind the lasers to deactivate them. Turn left, then follow the rafters until you reach a laser net beyond a gap. Shoot a dart at the device to deactivate it. Before you go across the gap, turn around and throw a bomb at the wood blockage behind you to destroy it. Get the Sly Mask behind it, then hover across the gap. Turn left and continue down the path until you approach a computer console. The Black Knight will mention a plan called Operation Overlord, then head into the next area. Interact with the console and Bentley will proceed to hack it. This is a System Cracker hack. Take out the two cannons, then switch to Speeder code. Shoot the small blue orbs and draw a laser loop around the large blue switch to deactivate the first laser. Head up, switch to Panzer code and shoot the pink switch to deactivate the second laser, then destroy the pink crystals and head up. Go around the rotating bar of electricity to the last room. Switch to Speeder code, then shoot the small blue orbs. Take out the drones in the room, then draw a laser loop around the two large blue switches to deactivate the lasers around the key. Switch to Shell code, pick up the key and put it in the lock to the left. Move right to the docking gate to complete the hack. Enter the gate that opens and follow the tunnel to the corner. Turn right, then shoot a dart at the device to make the laser net passable. Jump over the lasers and continue down the path. Head past the laser net to your left, and shoot a dart at the device behind the pistons. Head back to where the laser nets were and hover over the gap. Continue down the path to the computer console. Bentley will overhear that the Black Knight stole his time machine plans and gave them to Cyrille Le Paradox! Bentley vows to crush the Black Knight himself. Approach the console and Bentley will proceed to hack it. This is an Alter Ego hack. The stage will start scrolling straight down. After passing by several groups of blue nanobots, the stage will soon start scrolling to the left for a short time, then it will scroll down again. When you see the large red Ion Bit, the stage will soon scroll to the right. After you see some more blue nanobots the stage will scroll down again. After passing some more blue nanobots the stage will scroll to the right and you will reach the CPU. Shoot at it until it crashes to complete the hack. Enter the gate that opens and follow the tunnel. Jump across the machines to your left and throw a bomb at the large crate to destroy it. Get the Sly Mask here, then return to the tunnel. Turn right at the corner, then shoot a dart at the device to make the laser barriers passable. Avoid the sweeping lasers, then head forward. Turn left and throw a bomb at the barrier behind the lasers, then use the Binocucom and look to your right. Shoot a dart at the device on the machine to deactivate the lasers. Continue along the rafters until you come to a gap. Throw a bomb at the wood blockage beyond the laser net to destroy it. The bomb will also hit the device behind the blockage, deactivating the laser net. Hover over the gap, then hover over the next laser net and continue down the path. Two laser nets will activate. Approach the laser net ahead and look to your left. Shoot a dart at the device behind the piston to deactivate the first laser net, then continue past the second laser net and shoot a dart at the device behind the piston there to deactivate the second laser net. Head down the path to the end. The Black Knight's chestplate will open and someone will come out. Holy smokes, the Black Knight is Penelope, Bentley's techie gal pal! Say it ain't so!! This job is now complete. Job 8: Hard Target (Sly) The start point for this job is on top of the clock tower. Climb one of the ropes on the clock face to the top, then spring off the flagpole to reach the top of the clock tower. Sly and Sir Galleth convene to discuss a plan to get inside the castle keep. Because Bentley is still heartbroken, they're going to have to do it without his help. Fortunately Sir Galleth has an idea about some bombs they can make, and the two Coopers split up to gather the necessary materials. You will now control Sir Galleth as he gathers some Fire Bulbs. Jump into the catapult at your position, then when you land turn right and go around the corner of the building. Go across the bridge to the area with the cave and head to the tall tree on the west side. Grab the ring at the base of the stalk, then Catapult Crash up to the next ring. From here Catapult Crash up to the glowing Fire Bulb at the top of the tree. Make your way to the catapult at the southeast corner of the outer town. Grab the ring on the nearby tall tree, then Catapult Crash up to the vine. Land on it, then jump across two more vines to the next ring. Grab the ring and Catapult Crash up to the Fire Bulb at the top of the tree. Head west to the two tall trees near the entrance to the circus. Grab the ring at the base of the eastern tree, then Catapult Crash up to the vine. Jump to the branch, then walk across and double jump to the branch on the western tree. Jump across two vines here to the next ring, then grab it and Catapult Crash up to the Fire Bulb at the top. Control now shifts to Sly. He must acquire a bottle of Magic Powder. Head to the circus. Don the Archer costume, then approach the tent at the end of the stone path. You will now play an archery game. You must score 120 points within 90 seconds to get the bottle of Magic Powder. Aim and shoot at any targets with a bull's-eye on them to score points. After 30 seconds, moving targets will start appearing. Moving targets are worth more than stationary ones, and you will need to hit quite a number of those if you want to get enough points in time. Aim just ahead of a moving target, then shoot the arrow. The target will move in the arrow's path. Any targets that do not have a bull's-eye on them are considered friendly targets. Hitting a friendly target will deduct points from your score. Get 120 points in time and you will get the bottle of Magic Powder and complete the job. Job 9: Operation: Mousetrap (Murray) The start point for the final job of the episode is at the drawbridge to the castle keep. From the blacksmith shop on the west side of the castle town, head north past the clock tower. Follow the street all the way north to reach the drawbridge. There isn't much of a plan this time. After the group brings down the drawbridge, everyone's just making things up as they go. Murray sets the bombs on the drawbridge and takes cover in the moat. Press O when prompted to detonate the bombs and lower the drawbridge. The group will make their way to the castle gate. Sir Galleth will charge Penelope, but she will easily block his attack, take his cane, and throw him back. After handing the cane to a rat guard, she will lower the gate. Carmelita will push Sly forward before the gate closes. Penelope will dock her Black Knight suit in the cockpit of a massive silver mechanical knight. BOSS 4: PENELOPE, THE BLACK KNIGHT Sly will start this fight in the Archer costume. In the arena, there are three tall towers. Each tower has a basket of arrows on top of it. Penelope will start by shooting lasers from the silver knight's eyes. Run to avoid being zapped as you head to the tower in front of one of the silver knight's shoulders. Bounce off the trampoline to the top, then get an arrow and draw the bow. A shield will appear in front of you. Shoot the arrow, then move it through one of the holes in the shield and hit the green shoulder joint. If you miss, Penelope will grab the tower and shake you off it. Once you hit the shoulder joint, Penelope will now shoot a laser and sweep the area, starting from the far side. Move across the new rope to the joint before the laser cuts through it, then when you reach the joint, rapidly tap R1 to shoot some more arrows into it. Run to the tower in front of the other shoulder, avoiding the missiles that Penelope will now launch. The red targets designate where the missiles will land. After several salvos are launched, Penelope will punch the ground, creating a shockwave you must jump over to avoid. Once you reach the tower in front of the other shoulder, bounce off the trampoline to the top. Grab an arrow, then shoot it through a hole in the shield and hit the green shoulder joint. Run across the new rope before the sweeping laser cuts through it, then shoot some more arrows into the joint when you reach it. Run to the tower in the center, avoiding Penelope's attacks, and bounce off the trampoline to get to the top. Shoot an arrow, move it through one of the small
openings in the shield, and hit the green spot on the silver knight's chest. If you miss on this tower, Penelope will shoot lasers at the tower and you will take some damage. Once you hit the chest, you must repeat the entire process and hit the three green spots on the silver knight once again. Keep avoiding all of Penelope's attacks, taking note that the missile salvos will now come faster and she will punch the ground three times in succession. Once you hit the green spot on the chest a second time, the massive silver knight will collapse...right on top of Sly! He's pinned, at the mercy of Penelope's Black Knight suit. Thankfully, Bentley comes to the rescue, in a suit made from what remained of Penelope's Moat Monster. He tries to talk some sense into Penelope, but it soon becomes clear that she won't listen to reason. Now Bentley in his new suit has to battle Penelope in her Black Knight suit. Move around and press X to sidestep her punches, then when there's an opening move in and press Square to get in some punches of your own. Press Triangle when the prompt appears to do a massive super move. Once you do a super move, you won't be able to move quickly for a while. As Penelope's health meter drains, the openings between her punches will become smaller. When her health meter is nearly depleted, the two mechs will grapple with each other. Rapidly tap Square until Bentley knocks Penelope back, defeating her. He'll then free Sly from underneath the silver knight's helmet. After returning to the Hideout, the gang is informed of their next destination, ancient Arabia. This time, Carmelita comes through with the item the gang needs, a gold coin she had pocketed as evidence before she was caught by Cyrille Le Paradox. As the gang travels back in time, Sly can't help but notice Bentley's newfound confidence. --EPISODE 5: FORTY THIEVES, Ancient Arabia, 1001 A.D. (FOTH)-- The gang travels to ancient Arabia to find Salim Al-Kupar, who was known for having the stealth of forty thieves. In fact, he was actually a member of the infamous Forty Thieves. However, the gang is disappointed to learn that when they arrive, many of the Forty Thieves have retired, so they won't have much backup. Even worse, Salim is nowhere to be found. The first order of business is to find him. Job 1: Lost and Found (Sly) From the Hideout building, turn left and head south. Turn left at the stone camel head and head through the archway. Go east past the fountain, then make a slight left at the next fountain. Enter the tunnel ahead to find the start point for this job. Word has it that Salim has been driven into hiding, but is still in the area. To help find him, Bentley has modified Sly's Binocucom with a visual guidance system that will detect anything Salim may have come into contact with. Head north through the tunnel to a river. Cross the river by jumping across some posts, then crossing a rope to the other side. Head to the lamp shop just to your right and enter it. Head down the corridor into the room. Look to the left and use the Binocucom to take a picture of the highlighted lamp on the windowsill. Next take a picture of the massive green door. Exit the lamp shop. Bentley still needs more data before he can track where Salim might be. Cross the river south of the lamp shop and head back to where you started this job. Now head south through the tunnel and jump on the purple tarp to reach the roof of the building in front of you. Cross the rope leading southeast and Bentley will inform you there is something Salim touched nearby. Continue across the rope, then cross the wooden bridge to the next building. Head toward the southeast corner of the building, then use the Binocucom and look down towards the blue tarp and take a picture of the highlighted pedestal. Head back across the wooden bridge, then cross the ropes leading northeast of this building to the next one. Double jump to the rooftop, then cross the rope leading north of this building. Jump on the next rope you come to and cross it, then Bentley will inform you of something that Salim touched nearby. Continue across the rope to the next building, then cross the rope leading southeast. While on this rope, use the Binocucom and look south toward the blue tarp next to the building and take a picture of the highlighted mustache shaped comb. Drop down to street level and head northeast. Follow the road until you come to a bridge to your right. Cross the bridge, then turn right and follow the path. Go past the bridge to your right and cross the bridge lined with flagpoles ahead. Once on the other side, jump over the railing to the east and land on the cliff. Move to the tree and Bentley will notify you again. Move to the bars on the building, then use the Binocucom and take a picture of the highlighted carpet. Bentley will now tell you that Salim is hiding on a boat. Bounce off the pillows to the level of the bridge, then cross the rope leading from the bridge to the building to the southwest. Drop down to street level and make your way to the boat on the northern side of the building. Board the boat and enter the door to meet Salim and complete the job. Salim tells the gang of his problem. A wealthy elephant named Miss Decibel came to town. Salim and his three remaining comrades decided to rob something from Miss Decibel as their last heist. Unfortunately, Miss Decibel captured Salim's comrades and he's been trying to find a way to rescue them ever since. Salim is not entirely convinced that the Cooper gang is here to help him. Job 2: Open Sesame (Sly) The start point for this job is at street level on the south side of the building east of the lamp shop. Bounce off the blue tarp on the west side of the lamp shop to reach the roof, then drop down to the lower rooftop on the east side. Drop down to street level at the other side of this rooftop, then head for the job start point directly ahead. Salim had to pawn his thief outfit, and now Sly has to get it back. You have to collect three flawless gems around the area to pay for the outfit. Head west to the elephant fountain, then turn left and head south to the river. Bounce off the purple pot on the deck to your right and land on the stone platform above. Swing from the flagpole to the next stone platform, then press O to get the flawless gem. Drop down to the deck and head east. Follow the river under two bridges. Bounce off the pot to the level of the second bridge you passed under, then cross that bridge. Bounce off the pillow next to the building to the left of the fountain, then bounce off the pot on the roof to the flagpole on the wall. Spring off the flagpole and land on the stone platform, then get the flawless gem here. Jump back to the rooftop, then cross the wooden bridge to the next rooftop. From here cross the rope leading to the bridge lined with flagpoles. Jump onto the bridge and head north, then turn left. Jump over the railing to the cliff below, then jump to the stone platform. Swing off the flagpole to the next platform, then swing off another flagpole to the stone platform with the last flawless gem and acquire it. Head back across the flagpoles and stone platforms to the cliff. Bounce off the pillows to get back over the railing. From here cross the rope leading south to the next building. Double jump to the rooftop, then cross the archway between this building and the one to the southeast. Drop to the street level from the southwest corner of this rooftop and you will be back where you started this job. Approach the door. After some negotiations, Sly will acquire the Thief costume. This costume has the ability to slow down time. Press R2 and time will slow down while the Gadget Gauge slowly drains. Time will return to normal when the Gadget Gauge is depleted or you press R2 again. Press Triangle while wearing this costume to swing a mighty scimitar. As with the Archer costume, you can jump, run, climb, land on perches, sidle along ledges, and walk on ropes, but you cannot grab hooks or use the Paraglider when wearing the Thief costume. Head west to the elephant fountain. Keep moving west, past the Indian rope, until you come to a purple pot on your left. Next to this pot is a switch that opens the adjacent gate. Bounce off the pot and land on the switch, then press R2 to slow down time. Jump off the switch and get under the gate before it closes. Head through this building. Sly will see Miss Decibel meet with Cyrille Le Paradox himself! Sounds like a perfect opportunity to eavesdrop on their conversation and find where Salim's three buddies are being held. Head to the gears ahead and press Triangle to destroy them with the scimitar, then follow Miss Decibel and Le Paradox. Turn right, then jump on the purple tarp to the lower rooftop of the lamp shop. From here jump on the rope leading east to the nearby bridge. It seems Miss Decibel has made the thieves work on forging a royal lineage for Le Paradox, and she needs some deliveries made to keep the thieves working. Slowly work your way across the ropes down the length of the bridge as you follow the two criminals. Jump to the inside of the arch, then jump on the next rope and cross it to the next building. Cross the rooftop, then get on the rope leading south and follow Miss Decibel and Le Paradox. Get to the next building, then after a scene you will automatically appear in your normal getup, at street level in front of the gate the two criminals just passed through. Enter the gate and the next gate ahead will close. Don the Thief costume again, then bounce off the pillow and onto the switch. Slow down time and get under the gate, then destroy the gears to your right with the scimitar. Enter the tent ahead while still wearing the Thief costume and get the locations of the captured thieves from Miss Decibel to complete the job. Job 3: Rug Rats (Salim) From the Open Sesame job start point, cross the bridge directly to the south, then turn left and follow the river to the start point for this job. One of Salim's comrades is in the tower behind the carpet shop just across the river. Jump over the rocks across the river to the carpet shop. Move around to the south side of the shop, then enter the crawlspace and head inside. Once you're through the crawlspace, you will be told how to use Salim's Climbing Cobra technique. Grab on the Indian rope, then hold R2 to zip up the rope to the top. Jump to the pole before the snakes reach you, then swing from the pole and jump to the chandelier chain. Jump from here to the platform and move forward. Drop down to the floor on the eastern side of the room behind the moving guard, then go around the perimeter to the Indian rope. Climbing Cobra up the rope and jump to the platform at the top. Walk across the carpet draped pole to the next platform. Jump on the pole connected to the central pillar, then jump to the chandelier chain. Swing off the pole to the next chain, then jump to the platform. Cut the rope holding up the pallet of carpets and Salim will jump on it as it falls to the floor, creating a hole to the caverns below. Once you regain control, notice the scorpions and the mounds around you. The scorpions will keep coming out of the mounds unless you destroy them. Head north around the hole and destroy the two mounds and the scorpions nearby, then jump to the rock platform with the crawlspace and enter it. Once on the other side of the passage, jump west to the small rock platform, then jump up to the higher rock platform. Swing across two hooks to the next platform before the hooks lower you to the level of the scorpion mounds below. Swing across one more hook to the next platform. Climb up the rope at the end, then jump and climb up two more ropes to get inside the tower. Destroy all the scorpions and the mounds on the floor, then approach the device in the center. Press O to interact with it, then alternate between pressing down and up on the left stick to use the lever and raise the pole. Climb up the pole once it is completely raised and jump to the pole extending from the wall. Walk over it and jump to the platform. Climbing Cobra up the Indian rope, then jump to the next Indian rope and Climbing Cobra up that one. Jump to the next platform before the snakes reach you. Sidle along the ledge, avoiding the guard's spotlight, and you will come to a chain with rings. This chain is very fragile. Like with the Indian ropes, you must use the Climbing Cobra technique to zip up the chain to the top. Before it breaks, quickly jump to the short fragile chain, then quickly jump to the third fragile chain and Climbing Cobra up that one to the top. Jump to the platform before the chain breaks. Sidle along the ledge around the column, then sidle along the next ledge, hiding behind the pillars to avoid the guard's spotlight. Once you reach the other side, enter the room with the guard you just passed. Dispatch all three guards in this room with Salim's special Stealth Slam, complete with Silent Obliteration, and get the Sly Mask the guards were blocking. Return to the entrance of the room and sidle along the next ledge around the column, then climb down the rope to the platform below. Climbing Cobra up the fragile chain, then jump to the next fragile chain and Climbing Cobra up that one. Jump to the platform at the top before the chain breaks. Sidle along the ledge, then jump over the gap to the next ledge and sidle along it to the next platform. Use the device here to extend the snake's tongue, then jump on it and jump to the next platform before the tongue retracts. Climbing Cobra up the Indian rope, then jump to and Climbing Cobra up the next two Indian ropes to the next platform. Avoid the moving spotlight as you make your way to the device. Use it to extend the snake's tongue, then jump on it and jump to the next platform before the tongue retracts. Get to the other end of the platform, avoiding the two moving spotlights. Jump to the rope, then jump to the chandelier chain. Jump to the next rope and climb up to the top of the tower. Salim's thieving buddy is in a hypnotic trance. Approach the console and Bentley will hack it remotely. This is a Spark Runner hack. Move down past some holes and onto one of the wires to the left or right. Jump the gap to the wire in the center, then move down to the next wire. Cross it, then move down and cross the short wire. Move right, then up, then left and through the rotating device to the next wire. Cross the wire, then move left around the hole to the hole over the next wire. Drop down to the wire, then cross it to the green target. Move the spark into the target to complete the hack. Salim's buddy will come to his senses and you will complete the job. The next two jobs can be done in any order you wish, but both must be done before you can progress through the episode. Job 4: Copy Cats (Murray) From the Hideout building and head north, then turn right and head under the archway. The start point for this job is right next to the camel taxi shop to your left. Salim's thieving buddy is being held just inside, and there are no guards in the shop. Sly and Murray should have no trouble reaching the thief. However, Murray inadvertently trips a trap, and he and Sly fall down to the caverns below. The two land on separate paths. You will alternate control between the two characters as they make their way through the cavern to get back up to the camel taxi shop. When you regain control of Murray, head to the wheel nearby. Interact with it, then alternate between pressing down and up on the left stick to raise the sunken ship ahead. Jump to the sunken ship and cross it, then continue until you come to some spinning blade pillars. Control shifts to Sly. Don the Thief costume, as you'll be using it a lot here. Jump across the railings of the sunken ship, then climb the rope to the wooden beam. Sidle along the beam, over the guard, and jump to the switch to open the door. Slow down time, then drop to the door and get through it before it closes. Now you will come to a round sewer room, with barrels, rafts, and boxes moving along a strong current. Slow down time and jump across the debris, going against the current, until you reach the platform. Return time to normal, then when the Gadget Gauge is full slow down time again and jump across the debris to the next platform. Bounce off the pot and land on the switch to open the door, then slow down time and get through the door before it closes. You'll enter another sewer room. Slow down time and jump across the debris to the stationary posts. Return time to normal and jump across the posts, then slow down time again and jump across the debris to the next platform. Return time to normal, then jump to the short fragile chain and quickly jump to the switch and open the door. Slow down time and get through the door before it closes. Destroy the gears with the scimitar to stop the blade pillars in front of Murray. Control now shifts back to Murray. Punch through the blades and drop to the pile of crates in the water below. Jump across a raft and another pile of crates, then bounce off the tarp to the next platform. Take out the guards you come across as you head east towards the wheel. Before you can raise the sunken ship, three cannons will start firing. Murray will man the nearby gun turret. Take out the cannons and the cannonballs they fire. Each cannon will take multiple hits to disable, so take care not to fire too much and overheat the gun turret, or you'll be vulnerable for a short time. Once the cannons are disabled, raise the sunken ship, then go up the plank and cross the ship. Jump to the wooden platform, then jump to the next platform and head to another set of spinning blade pillars. Control shifts back to Sly. Enter the sunken ship. Jump on one of the barrels or boxes and let the current carry you to the platform with the Sly Mask. Get it, then slow down time and jump across the debris, going against the current, to return to the platform at the entrance. Now slow down time and jump across the debris to get to the rope on the other side. Climb up the rope, then grind down the mast. Sly will enter an area loaded with piles of coins. It's a thief's paradise! Too bad there are also sleeping guards in the area, and just touching the coins will wake them. After a conversation with Bentley, Sly will appear in his normal getup. Don the Thief costume again, then continue down the path between the piles of coins. Jump to the display with the goblet inside it, then sidle along the display and jump to the crates on the other side. Slow down time, then quickly jump across the two stacks of coins to the safe spot. Return time to normal, then when the Gadget Gauge is recharged slow down time again and jump across three coin stacks to the crates. Jump down to the path ahead and exit this area. Next you will come across two guards. Their heads will only lower for brief periods of time...too brief to get past them normally. Slow down time when a guard lowers his spotlight and get past each guard in turn. Destroy the gears at the end with the scimitar to clear the path for Murray. Control returns to Murray. Punch through the blades, then take out the guards as you head west. Jump down to the platform below, then jump to the pile of crates in the water. Jump across three rafts to the next pile of crates, then jump across one more raft and bounce off two tarps to the next area. Take out the guards as you head for the wheel. This time you must take out four cannons before you can raise the sunken ship. Once you do, the prow will break through the floor of the camel taxi shop, right in front of Salim's buddy. Control now returns to Sly. Jump across the rafts and floating perches in the water to the rope. Slow down time and get past the platforms near the explosive barrels until you reach the pile of crates. Bentley will warn you that the ship Murray just raised is about to sink again. Jump to the floating perch, then jump to the rope and climb it. Once you jump from the rope and land on the mast, the ship will begin sinking. You have only twenty seconds to get to the camel taxi shop. Fortunately you can slow down time and lengthen that duration. Head down the mast, then jump across the red railings on the ship's hull. After you reach the ship's figurehead, climb up it. Time should return to normal as you're climbing the figurehead. Keep climbing to reach the camel taxi shop. Once there approach the console and Bentley will hack it remotely. In this System Cracker hack, you start in a room with a red wormhole in the center. Move around the wormhole and take out the cannon, then head up into the next room. Here there is a large laser bar rotating around the room. Switch to Speeder code, then head around the laser bar and past the two wormholes. Draw a laser loop around the large blue switch before the laser bar comes around and breaks it, then head up and left through the path. Take out the cannon beyond the corner with ricochet shots, then head up and right and around a rotating bar of electricity. In this last room, take out the four part drone, then take out the cannons blocking the paths to the key and lock. Switch to Shell code, then head up the upper path to pick up the key and take it to the lock at the end of the path to the right. Enter the docking gate to complete the hack. Salim's buddy will come out of his trance and you will complete the job. Job 5: Up In Smoke (Bentley) The start point for this job is at the stone camel head just south of the Hideout building. The path to where Salim's buddy is being held is guarded by turrets. Sly and Salim will move through the town while Bentley provides cover with smoke bombs dropped from his RC chopper. Move the RC chopper with the left stick, then press R1 to drop a smoke bomb. Once you drop a smoke bomb, you must wait until it hits the ground before you can drop another. Hold L1 to boost the chopper. The Gadget Gauge will drain for as long as you boost. Move down towards the building with the steel hatch on it. A turret will rise from it and shoot mines in the air. If you move close to a mine, it will start homing in on the chopper. Boost away from the mine until it explodes, then move over one of the six targets designated by red spots and drop a smoke bomb. A green X will show where the smoke bomb will land. If you're on target, the red spot will disappear. After you hit all six targets, Sly and Salim will make their way through the smoke. The chopper will automatically move left to the area with the next turret, near where Sly followed Miss Decibel and Le Paradox. Once you regain control, move over the building with the steel hatch. This time there are seven targets you must drop smoke bombs on. Some of the targets have mines close by. Lure the mines away from the target, boost away from the mine until it explodes, then get back to the target and drop a smoke bomb on it when it's clear. After you hit all the targets, Sly and Salim will move again. The chopper will automatically move down to the area with the third turret, near the lamp shop. Once you regain control, move over the building with the steel hatch. Here you must drop smoke bombs on eight targets. Once you do, Sly and Salim will arrive at the place where Salim's buddy is being held. Control will shift to Sly. Simply move to the console and Bentley will hack it remotely. This is an Alter Ego hack. The stage will begin scrolling to the right. Shortly after you reach the first Logic Bomb you will come across a vertical laser barrier. Get through the laser barrier when it drops and continue through the stage. Next you will come across a quickly rotating laser bar. Move around it, then get the large red Ion Bit and continue. After you reach the second Logic Bomb you will approach another vertical laser barrier. Once you reach the third Logic Bomb the stage will begin scrolling down and the speed of the scrolling will pick up a bit. At the next large red Ion Bit the stage will scroll to the left and the speed of the scrolling will slow down. After the fourth Logic Bomb you will come across two short horizontal laser barriers and a long vertical laser barrier. Get through the vertical barrier when it drops and you will reach the CPU. Shoot it until it crashes to complete the hack. Salim's buddy will come out of his trance and you will complete the job. Job 6: Heavy Metal Meltdown (Salim) From the Open Sesame job start point, cross the bridge directly to the south, then jump on the green tarp of the building to your left. Cross the rope leading southeast to get to the rooftop of the next building. Grab the ring at the base of the tower and slingshot up to the top to reach the start point for this job. Bentley has analyzed the devices Miss Decibel was using to hypnotize Salim's thieving buddies, and has reprogrammed them to work to the gang's advantage. Miss Decibel is in her office in the library, and the plan is to distract her while Salim plants a bug. Drop down to the lower rooftop, then cross the rope leading southwest. Next jump on the rope leading west and jump to the rooftop at the other end. Climbing Cobra up the Indian rope you find here and jump to the ledge on the library. Head inside through the window. Once inside, Salim will let Bentley in. Bentley will give Salim the bug and three transmitters he must plant around the library. Turn right and head north to the fragile chain. Climbing Cobra up it and jump over the barricade to the east. Make your way to the fragile chain in this area. Climbing Cobra up the chain, then jump to the next fragile chain. Quickly jump from here to the books, then jump to the chandelier. Jump to the fan, then to the ledge on the doorway. From here jump to the rope, then climb it and jump across two platforms to get the Sly Mask. Return to the books next to the chandelier, then jump up to the highest platform and place a transmitter. Jump down to the books next to the barricade, then jump back over the barricade and head down the stairs. Go around the stairs and head for the lit crawlspace to the east. Crawl through the narrow passage and head to the other end of the secluded area you emerge in. Jump on the books and place a transmitter, then crawl back through the narrow passage. Return to the base of the stairs and Climbing Cobra up the fragile chain. Quickly jump into the room at the top, then head to the fragile chain in this room. Climbing Cobra up the chain, then jump to the platform. Swing across the hook to the next platform and place the last transmitter. Control will shift to Bentley. Now that the transmitters are in place, Bentley has to activate them. Place a bomb on the dark spot in the floor, then drop down the hole created. Move to the green book on the floor, then use the Binocucom and fire a dart at the transmitter through the opening in the bookshelf. Turn around and use a bomb destroy the cracked section of the barricade, then head around it and make your way to the stairs. At the top of the stairs use a bomb to destroy the cracked wall. Take out the scorpions and the mounds behind it, then destroy the next cracked wall with a bomb. Go through the tunnel and destroy one more cracked wall with a bomb, then jump up the three stacks of books and fire a dart at the transmitter nearby. Head back through the cavern you came in. Now you must throw bombs at the blockages on the fans. Throw a bomb at each blockage through one of the openings in the pile of books, then take cover behind the books before each bomb detonates. This is because once a bomb detonates, Miss Decibel will stand up and look around. Once she sits back down and the music starts playing again, it's safe for you to continue. After the blockages are destroyed, head to the south side of the room and jump across the fans to the room with the last transmitter. Jump up the books, then throw a bomb at the blockage on the fan to destroy it. Jump to the fan, then jump to the stack of books and hover to the platform next to the fragile chain. Use the Binocucom from here and fire a dart at the transmitter. With the three transmitters activated, they will start playing some loud rock and roll music. Miss Decibel will cover her ears and start flailing around. Control will shift to Salim as he jumps on a rope. Climb up the rope and jump to the fan. Jump to the pole between two large rings, then walk across and jump to another pole between two large rings. Walk across it and jump to one of the two ropes at the end. Climb down to the desk when Miss Decibel isn't looking and plant the bug to complete the job. Job 7: All Rolled Up! (Sly) The start point for the final job of the episode is on the roof of the building northwest of the elephant fountain near the library. From the Heavy Metal Meltdown job start point, drop to the lower rooftop and cross the rope leading northwest to the next building. From here cross the rope leading southwest to the next rooftop. Head to the northern end of this roof to find the start point for this job. Bentley has discovered that Miss Decibel plans to deliver the documents detailing Le Paradox's in the lamp shop. The first order of business is to get past the large green door Sly took a picture of earlier. Drop down to street level, then jump to the dock to the west. Jump on the boat, then jump across the rocks in the river to the lamp shop and head inside. There are guards blocking the door, so someone needs to make a distraction while the others open it. The job of distracting the guards falls on Carmelita, who reluctantly performs a belly dance for them. This is a rhythm sequence much like what you went through with Murray back in Episode 1. There are two major differences here. First, the beat won't be as helpful as an aid, as there are quite a few instances where buttons must be pressed in rapid succession. Second, after each button pressing sequence you must shake the controller to make Carmelita shake her hips. If you shake the controller fast enough, you will gain some coins. If you don't shake it fast enough, you will lose some health. There are six button pressing sequences, each followed by shaking the controller. Complete the entire rhythm sequence and the gang opens the door. Salim will stay behind to make sure Carmelita is safe, while the gang ventures further inside the building. Behind the door is Le Paradox's blimp! Way more than what Bentley was expecting. The way further is blocked by lasers, and the control area is guarded. Bentley decides to use his RC car to lure the guards away. Steer the RC car under the lasers, then turn right and head for the guards. Once the guards notice the car they will give chase. Steer the car back down the passage and to the air duct, staying ahead of the guards. Once inside the duct, steer down the path, destroying any small obstacles and scorpions along the way. Steer past a laser barrier when the lasers are above you, then turn right. Carefully make your way down the path between the laser net and you will come to rotating laser bars at a fork in the road. Go down either fork, shoot down the fans blocking your way and get past more lasers. Shortly after the paths merge, shoot down a fan, then boost past the lasers when you have a clear shot. Navigate another laser lined path around the turn, then destroy the next fan and boost past the lasers. Follow the path around a few more turns, navigate one more laser lined path, and get past the laser barrier when the lasers are over you. From here shoot down the generator at the end, then steer through the hole back to the gang. The lasers in front of the gang will deactivate, and the way is clear to the control area. Controlling Bentley, turn right and head to the console. Interact with it and Bentley will proceed to hack it. In this Spark Runner hack, move down to the wire and cross it. Jump the gap right to the next wire, then jump right again to another wire. Jump the gap left to the next wire, then jump left again. Move down, then left, then up, then right uphill and through the bumpers to the next wire. Jump the gap down, then right, then down three times, then left. Jump the gap down to the next wire, then up to the wire to the last area. Move the spark into the green target to complete the hack. The gate leading to the blimp is open, and Sly and Murray head through it. However, shortly after they pass through, the gate reactivates and two laser turrets start up. Rat guards will start parachuting down. Controlling Murray, stomp down and pick up a guard, then throw it at one of the turrets. Each turret will take four hits to disable. Once both turrets are out, the gang reunites just as the blimp begins to take off, revealing Le Paradox at the controls. Just then, Miss Decibel appears behind them, carrying an unconscious Salim! Even worse it was Le Paradox who knocked him out, and took his cane. The blimp continues to rise. Miss Decibel drops Salim and chases after it, imploring to be let on board. Follow her. BOSS 5: MISS DECIBEL Sly will start this fight in the Thief costume. Miss Decibel will use her trunk and blow herself up to the next platform. She will then blow air down the fragile square platforms you must jump across, breaking lots of them before they reemerge. Slow down time and jump up the square platforms to Miss Decibel's level. If a platform starts shaking, it's about to break. Once you reach Miss Decibel, she will jump and create a shockwave, after which she'll be dizzy. Jump over the shockwave, then run to her and wail on her until she recovers. Miss Decibel will blow herself up to the next platform and create a music ribbon of five laser lines, with electric orbs travelling down each line. Slow down time, then jump on a laser line and run up it, switching between lines to avoid the orbs. There are two platforms along the sides of the ribbon that you can jump to in order to let the Gadget Gauge recharge. Once you reach Miss Decibel, she will start blowing a stream of musical notes. Run away from the note stream, slowing down time if it gets too close to gain some distance. Afterwards, she'll jump up again. Jump the shockwave she creates, then run up to her when she's dizzy and wail on her until she recovers. Miss Decibel will blow herself up to the next platform. This time there are a few large narrow scale pans you must drop before you reach her. Approach the chain and use the scimitar to slice through it, dropping the first scale pan. Jump on to it, then jump to the next scale pan and cross it. Jump down to the large platform below. Head to the chain here, but before you destroy it climb down the rope nearby and jump to the pole to get the Sly Mask. Return to the chain and use the scimitar to slice through it, then jump on the scale pan. Slow down time and make your way up the fragile square platforms to Miss Decibel's level. Once there, she will create a note stream, then do a belly flop to create a shockwave. After that she will shoot out three electrical orbs that home in on you. Slow down time and run away from them until they dissipate. She'll jump once more, and this time she'll get dizzy. Run up to her and wail on her until she recovers. Miss Decibel will blow herself up to the next platform and create the music ribbon again. Navigate the music ribbon as before, stopping on the platforms to allow the Gadget Gauge to recharge. Once you reach Miss Decibel, she will try to get away again, but this time, after switching back to his normal getup, Sly will grab onto her. She knocks him off and he lands on the large platform on the blimp, then she lands on it herself. Quickly switch back to the Thief costume. There are three electrical pillars on the edge on the platform. Avoid Miss Decibel's attacks until she bounces three times and creates a shockwave, then run up to her when she's dizzy and whack her a few times. This time she will get angry and proceed to charge at you. Slow down time before she starts charging, then make your way to one of the electrical pillars. Move out of the way of Miss Decibel's charge and she will run into the electrical pillar, zapping her. Make Miss Decibel run into all three electrical pillars and you will have finally defeated her. Le Paradox folds up the platform, forcing Sly and Miss Decibel off the blimp. Afterwards, Le Paradox reveals that not only did he take Salim's cane, but he has taken Carmelita hostage! After cutting ties with Miss Decibel, Le Paradox zips back to the present. --EPILOGUE, Paris, Present Day (DAOA)-- After returning back to the present, the gang finds that Cyrille Le Paradox has become world famous, thanks to his forged pedigree. After doing some digging, Bentley finds some shocking information. Le Paradox is from a family of thieves just like Sly. In fact, his father planned to steal the world's largest diamond before Sly's father could, and frame him for the crime. But Sly's father was one step ahead, and when Le Paradox's father was caught, there was no one to teach him the family business. Le Paradox has been keeping a ruse of being an upstanding citizen, while secretly trafficking stolen treasures. Le Paradox blames the Cooper family for his own family's past misfortunes, and he plans to wipe out the Cooper bloodline completely. Sly and the gang have to stop him, but first they must find a way to rescue Carmelita. Final Job: Deja Vu All Over Again! (Sly) Sly climbs up to Le Paradox's blimp, which is currently hovering over the museum. Once inside, he'll see Carmelita directly ahead in the dark room. Approach her, and Le Paradox will trap the two of them! He'll then take Sly and Carmelita to the cockpit. Bentley and Murray soon show up with all five Cooper ancestors so they can get their canes back and free Sly and Carmelita. First up, Rioichi has to get his cane from the case in the room. When you gain control, jump on the crates next to you, then jump to the blue light. Use the Leaping Dragon technique to launch to the next light when the green flame isn't shooting over it. Launch to the next light when the flame isn't shooting over it, then quickly launch to the next light. Jump on the platform and get Rioichi's cane back. The door to the next room will open and rat guards will come through. Controlling Murray, help Rioichi take out all the guards and the group will enter the next room. Control will now return to Rioichi as he proceeds to get Bob's cane. Before you jump on the crates in front of you head to the southwest corner of the room. Double jump over the open bay doors and around the crate and get the Sly Mask. Return to the crates and jump on them, then get on the blue light. Launch to the next light when the green flame isn't shooting over it, then quickly launch to the next light. Launch to the fourth light when the green flame isn't shooting over it, then quickly launch to the next light. Launch to the sixth and seventh lights when green flames aren't shooting over them, then quickly launch to the eighth light. Launch to two more lights when green flames aren't shooting on them from above, then quickly launch to the next light. Jump to the last light, then jump on the platform. Approach the case and get Bob's cane back. Rioichi will toss the cane to Bob, then disappear as the timeline begins correcting itself. Control now shifts to Bob as he proceeds to get Salim's cane. From your position, approach the frozen crates and start climbing them. Move left at the top and jump over the gap when the cold flame isn't shooting down on it, then jump over the next gap when the cold flame isn't shooting down on it. Climb down, then left, then jump over the next gap avoiding the cold flame. Climb up, then left and get on the platform. Move across the platform and climb on the patch of ice. Move left and jump over the gap avoiding the cold flame, then jump over the next gap avoiding the cold flame here. Move left and get on the platform. Climb on the frozen crates. When the cold flames aren't shooting out, move left and quickly slide down. Jump the gap at the bottom and climb up, then jump the next gap avoiding the cold flame. Jump the next gap avoiding the cold flame and climb up, then jump the next gap avoiding the cold flame. Climb left and down to get on the platform, then approach the case and get Salim's cane back. Bob will toss it to Salim and disappear back to his own time period. The next door will open and more rat guards will come out. Controlling Murray, help Salim take out the guards, then everyone will enter the next room. Control will shift to Salim as he gets Sir Galleth's cane. Jump on the chain, then Climbing Cobra up it past the two flame jets when they aren't shooting flames and jump to the pipe at the top. When the flames aren't shooting on the next chain, jump to it and quickly Climbing Cobra up it, then jump on the next pipe. Jump to the next pipe, then move past the three flame jets to the end. Jump to the next pipe over the first flame jet, then move past the next four flame jets when there's an opening and quickly jump to the platform. Approach the case and get Sir Galleth's cane back. After tossing the cane to the knight, Salim disappears. Control shifts to Sir Galleth as he gets Tennessee's gun. Grab the ring on the crate and Catapult Crash up to the next ring, then when the next ring moves over you Catapult Crash up to it. Let the ring carry you under the blue fuse, then Catapult Crash up to it and break it, disabling the laser net on the platform below. Land on it, then jump and grab on to the next ring when it approaches you. Let the ring carry you to the left, then Catapult Crash up to the next fuse to disable the laser net on the platform. Land on it, then head to the wall and jump on the pipe. Get past the flame jets as you move across it, then jump down to the next platform. Move across the platform and grab the ring, then when the next ring moves above you Catapult Crash to it. Let the ring carry you to the left, then Catapult Crash up to the fuse to destroy it. Land on the platform with the disabled laser net, then jump and grab on the next ring when it approaches you. Let the ring carry you to the fuse, then Catapult Crash up to it and destroy it. Land on the platform with this disabled laser net, then approach the case and retrieve Tennessee's gun. Sir Galleth will toss the gun to Tennessee and disappear back to his own time period. The next door will open and more rat guards will emerge. Controlling Murray, help Tennessee take out the guards and the group will enter the next room. Control will shift to Tennessee. Move to the open bay doors, then shoot the switch beyond to close them. Quickly run past the two bay doors before they open up again, then climb the pipe at the end. Jump on the crates, then jump to the platform in the southwest corner to get the Sly Mask. Return to the pipe and continue climbing. At the top, swing across two hooks to the next platform, then shoot the switch on the wall to stop the spinning panels. Cross the path of panels, then jump to the next path of panels and cross it before the panels start spinning again. Head to the door, then shoot the switch on the far wall. Cross the two paths of panels, then quickly shoot the switch at the end and jump to the third path. Quickly shoot the switch here and get across the next two paths before the panels start spinning again. Enter the door and you will see the gate to the cockpit. You will have 45 seconds to open the gate. Three lights will glow in a specific sequence. Time will not tick away while the sequence is being shown. Use the Crackshot technique and hit the lights in the exact same sequence. Next you will have to Crackshot four lights in a specific sequence, then you will have to Crackshot five lights in a sequence. Once you do that the gate will be open. Le Paradox shows Sly and Carmelita a new device, a time tunnel. Just as he's about to send the two of them into the tunnel, Tennessee shoots the glass cage holding them, setting them free. Afterwards, he disappears back to his time period. Furious, Le Paradox tries to use a mechanical claw to bash Sly and Carmelita, but in doing so, he inadvertently wrecks the time tunnel, tearing a hole in time and space! The entire blimp could tear apart any minute. Sly orders Bentley, Murray, and Carmelita to escape while he stays behind and takes care of Le Paradox. FINAL BOSS: CYRILLE LE PARADOX This is actually one of the easier boss fights of the game. Jump across the mechanical arms and follow Le Paradox. Eventually, Sly and Le Paradox will engage in a fencing match. Simply follow the button prompts, either pressing or rapidly tapping the corresponding button. Complete the sequence and you will do damage to Le Paradox. A flash will occur, and the entire area around the machine will be sucked in the time tunnel. Continue jumping across the mechanical arms until you reach Le Paradox again. Another fencing match will happen. Follow the button prompts here. Complete the sequence to deal more damage to Le Paradox. After a scene, Sly will start grinding down the rails of the flaming blimp, chasing after Le Paradox. Jump between the rails until you reach Le Paradox, after which one more fencing match will begin. Follow the button prompts and complete the sequence to knock Le Paradox off the pole, hanging on for dear life. As for what happens next, you will have to see for yourself. View the ending and credits to find out what all the villains and supporting characters are doing after the events of the epilogue. If you get the platinum trophy, you will see another scene after the credits showing what happened to Sly himself. ---------------------------- XI. THIEFNET UPGRADES (THUP) ---------------------------- As you progress through the game, more upgrades will become available via ThiefNet. These range from special items to dart ammunition to combo attacks for the characters. All ThiefNet upgrades require coins that you collect through various means. --EPISODE 1 UPGRADES-- Available at beginning of episode: Paraglider (Sly): 100 coins Jump then hold R1 to glide. Elbo El Drop'o Combo (Murray): 200 coins Press Square, then Triangle to perform combo attack. Sleep Ammo (Bentley): 100 coins Hold L2 and use the left stick to select ammo. Darts and bombs will put enemies to sleep temporarily. Available after completing Photo Op job: Cane Swat Combo (Sly): 200 coins Press Square, then Triangle to perform combo attack. Mega Charge Attack (Murray): 400 coins Hold Triangle to charge until Murray holds out both arms, then release to perform attack. Adrenaline Rush (Bentley): 300 coins Double tap R1 to boost. Uses Gadget energy. Available after completing Breakout job: Mega Charge Attack (Sly): 400 coins Hold Triangle to charge until Sly brings his cane back further, then release to perform attack. Available after completing Sushi House Startup job: Silent Obliteration (Sly): 800 coins When doing a Stealth Slam, nearby enemies won't hear you. El Drop'o (Murray): 600 coins Press Square while in the air to slam Murray's elbow on an enemy. Available after completing Something's Fishy job: Looty Shake (Murray): 200 coins While holding an enemy, press O to shake. You can shake out more coins, plus any small treasures. Available after completing Pretty in Pinker job: Bomb Kick (Bentley): 200 coins Press Square while in front of a live Sticky Bomb to kick it forward. Available after completing Tiger Tail job: Shock Ammo (Bentley): 300 coins Hold L2 and use the left stick to select ammo. Darts and bombs will zap enemies. --EPISODE 2 UPGRADES-- Available after completing Under Arrest job: Rail Sprint (Sly): 400 coins While walking on a cable, hold R1 to sprint. Steerable Fist Spin (Murray): 200 coins Use the left stick to steer Murray while he's spinning. Trigger Bomb (Bentley): 600 coins After dropping a Sticky Bomb, press R2 to detonate it remotely. Available after completing Jailhouse Blues job: Steerable Cane Spin (Sly): 200 coins Use the left stick to steer Sly while he's spinning. Heat Seeking (Bentley): 900 coins Hold Triangle and release to drop a heat seeking bomb. Available after completing Cooper for Hire job: Clothesline (Murray): 400 coins Double tap R1 and steer the attack with the left stick. Uses Gadget energy. Available after completing Saloon Bug job: Confusion Ammo (Bentley): 500 coins Hold L2 and use the left stick to select ammo. Darts and bombs will confuse enemies temporarily. Available after completing Blind Date job: Smoke Bomb (Sly): 500 coins Press L1 to drop a smoke bomb. Uses Gadget energy. Auto Fire (Carmelita): 100 coins Hold L2 and use the left stick to select. Hold R1 for continuous fire. Available after completing Jail Break job: Juggernaut Throw (Murray): 1000 coins Any item Murray throws becomes explosive. Available after completing Grand Key Larceny job: Fists of Flame (Murray): 200 coins Hold L2 and use the left stick to select these gloves. Punches will deal fire damage. Uses Gadget energy. --EPISODE 3 UPGRADES-- Available after completing Stone Age Reconnaissance job: Meter Recharger (Sly): 1000 coins Recharges the Gadget Gauge almost instantly. Run While Charging (Murray): 600 coins Allows Murray to move while charging for a special attack. Multi Bomb (Bentley): 800 coins Allows Bentley to drop up to five Sticky Bombs in rapid succession. Available after completing Unexpected Ties job: Run While Charging (Sly): 600 coins Allows Sly to move while charging for a special attack. Charge Shot (Carmelita): 300 coins
Hold L2 and use the left stick to select. Hold R1 to charge up a powerful shot, then release to fire. Available after completing Getting Stronger job: Raging Inferno Flop (Murray): 600 coins Performing a Thunder Flop will create an expanding fire ring. Throwing Shield (Bentley): 400 coins This shield automatically deploys whenever you're aiming a Sticky Bomb. Uses Gadget energy. Available after completing Going Up job: Light as a Feather (Murray): 400 coins Allows Murray to sprint while carrying something. Available after completing Starving Starving Hippo job: Dukes of Dynamite (Murray): 400 coins Hold L2 and use the left stick to select these gloves. Punches will deal explosive damage. Uses Gadget energy. Bomb Blast v2.0 (Bentley): 1200 coins Doubles the blast radius of a Sticky Bomb. Available after completing Ice Ice Bentley job: Shrink Ammo (Bentley): 700 coins Hold L2 and use the left stick to select ammo. Darts and bombs will shrink enemies temporarily. Available after completing Duty Calls job: Flash Bomb (Sly): 600 coins Press L1 to throw a flash bomb. Uses Gadget energy. --EPISODE 4 UPGRADES-- Available after completing Shopping Spree job: Moving Pickpocket (Sly): 500 coins Allows Sly to continue moving during any pickpocketing attempt. Sprint While Charging (Murray): 700 coins Allows Murray to sprint while charging for a special attack. Scorching Hover Pack (Bentley): 700 coins When hovering you will do damage to any enemy below you. Available after completing Juggling Act job: Clothesline a lo Macho (Murray): 700 coins Double tap R1 and steer the attack with the left stick. Hold R1 to clothesline enemies for a longer period of time. Uses Gadget energy. Available after completing Cane Swipe job: Sprint While Charging (Sly): 800 coins Allows Sly to sprint while charging for a special attack. Bomb Drop v2.0 (Bentley): 300 coins Allows Bentley to boost using R1 while holding a Sticky Bomb. Available after completing Eye in the Sky job: Stun Shot (Carmelita): 500 coins Hold L2 and use the left stick to select. Press R1 to fire a stun shot. Available after completing Mechanical Menace job: Diablo Fire Slam (Murray): 800 coins When holding an object, press Triangle to slam it into the ground, creating a huge fire ring. Triple Shot (Carmelita): 700 coins Hold L2 and use the left stick to select. Press R1 to fire three spread projectiles per shot. Available after completing Short Supply job: Licks of Lightning (Murray): 600 coins Hold L2 and use the left stick to select these gloves. Punches will zap enemies. Uses Gadget energy. Bend it like Bentley (Bentley): 400 coins Press Square when in front of a live Sticky Bomb to kick it towards a nearby target. Available after completing Shell Shocked Heart job: Homing Darts (Bentley): 600 coins When using the Binocucom, press R1 to fire a heat seeking dart. Available after completing Hard Target job: Cane Push (Sly): 600 coins Double tap R1 to push enemies away with Sly's cane. Uses Gadget energy. --EPISODE 5 UPGRADES-- Available after completing Lost and Found job: Paraglider Dive Attack (Sly): 400 coins While gliding, press Square when near a target to dive-bomb it. Cuffs of Confusion (Murray): 800 coins Hold L2 and use the left stick to select these gloves. Punches will confuse enemies temporarily. Uses Gadget energy. Meter Recharger (Bentley): 1000 coins Recharges the Gadget Gauge almost instantly. Available after completing Open Sesame job: Silent Sprint (Sly): 1000 coins When sprinting, nearby enemies won't hear you. Adrenaline Burst Plus (Bentley): 400 coins Double tap R1 to boost. Hold R1 to boost longer. Uses Gadget energy. Available after completing Rug Rats job: Meter Recharger (Murray): 1000 coins Recharges the Gadget Gauge almost instantly. Available after completing Copy Cats job: Mega Stomp (Murray): 400 coins When stomping, Murray can grab enemies from further away. Available after completing Up In Smoke job: Air Smash (Sly): 700 coins During a Knockout Dive, Sly will spin his cane into the ground. Moving Pickpocket (Bentley): 500 coins Allows Bentley to continue moving during any pickpocketing attempt. Available after completing Heavy Metal Meltdown job: El Drop'o a lo Macho (Murray): 800 coins Press Square while in the air to slam Murray's elbow in the ground, doing damage to all enemies around him. Super Jump (Carmelita): 1200 coins Hold R2 to charge, then press X to perform a super jump. --------------------- XII. SLY MASKS (SLMA) --------------------- Sly Masks can be found in every time period, including the prologue and epilogue in Paris. Collect enough Sly Masks to unlock special features. --PROLOGUE MASKS (2 TOTAL)-- 1. In Sly's section of the job, behind the small structure with boxes next to it. Climb the boxes, then walk on the roof to the other side. Drop down, then avoid the helicopter's spotlight to get the Mask. 2. In Bentley's section of the job, in the second open area with tracks. Before jumping to the tracks, go along the wall to a small alcove. Break the box to find the Mask behind it. --EPISODE 1 MASKS (11 TOTAL)-- 1. Inside the Imperial Prison, after getting past the guards west of Rioichi's cell, there are two crawlspaces, one to the west and one to the south. Crawl through the one to the south to reach the Mask. 2. Inside the Imperial Prison, after sliding down the rope and climbing up, look in the direction the guard is facing. Jump to the platform with the crawlspace and crawl through the narrow passage to reach the Mask. 3. Inside the Sushi House, in the first room. Climb up the bamboo and leap on the lamp, then launch to the pipes in the northeast corner. 4. Inside the Sushi House, in the last room. Climb up the pipe and leap for the Mask above the gate you came in. 5. Inside the Sashimi Caverns, at the entrance. Once you enter with either Murray or Rioichi, turn around and get the Mask at the door. 6. Inside the Geisha House, in the room after the first corridor. After launching across the fans, break the box on the platform to find the Mask. 7. Inside the Emperor's Palace, at the beginning of the area. Once you assume control of Sly, turn around and get the Mask near the gate. 8. Inside the Emperor's Palace, after the bridge El Jefe destroys. Enter the gate, and before going up the steps, turn to your left to find the mask in the corner. 9. In the open area, north of the L-shaped building in the northwest area. Use Rioichi's Leaping Dragon technique and launch from the shuriken on the street between the two lanterns to the shuriken on the cliff ledge with the Mask. 10. In the open area, near the southern entrance to the western tunnels. Use Rioichi's Leaping Dragon technique and launch from the shuriken on the street to the rhino statue on the platform with the Mask. 11. Play the Alter Ego arcade machine. Enter the first portal you come to and you will reach the area with the Mask. --EPISODE 2 MASKS (11 TOTAL)-- 1. Inside the Saddle Sore Correctional Facility, during the Jailhouse Blues job. Once Tennessee picks up the barrel of TNT, break the crate at the small shed to your south to find the Mask. 2. Inside the Saddle Sore Correctional Facility, during the Jailhouse Blues job. Once you enter the room with the block puzzle, head north and break the barrels to find the Mask in a small alcove. 3. Inside the mine, the Budd Stagg Caverns, in the area after the first set of rails. After taking out the guards across the first pit, climb the crates, then cross the bridge to your left to find the Mask. 4. Inside the mine, the Budd Stagg Caverns, next to the vault door blocking the third set of rails. Crackshot the steel crates to the right of the vault door to find the Mask. 5. Inside the saloon, Bar Dynamite, atop the rotating covered wagon display in the casino room. Get on the slot machines near the stairs, then hook onto the ring on the front of the wagon and slingshot to the top of the wagon. 6. Inside the Saddle Sore Correctional Facility, during the Jail Break job. Once you pull the second lever, grind the pipe to the platform, then climb down the rope to the platform below. Jump to the rocks with the Mask. 7. On board the GoldDigger Express, in the first train car Tennessee passes through. Deactivate the laser net, then head back to the first switch you shot to get the Mask. 8. On board the GoldDigger Express, in the second train car Tennessee passes through. Deactivate the laser net, then head back to the first switch you shot to find the Mask nearby. 9. In the open area, behind the building to the west of the saloon. Climb the utility pole next to the building with the poster, then walk around the large rock formation to reach the building's rooftop. Drop down into the secluded area to find the Mask. 10. In the open area, behind the shack in the northern canyon that the train passes through. Jump on the rail atop one of the train cars, then ride it around until you reach the shack. Jump to it, then use the Jailbird costume's iron ball to push the iron block into a small recess. Jump on the iron block, then double jump to the platform with the Mask. 11. Play the System Cracker arcade machine. After clearing all the enemies in the second area, head right to find the Mask. --EPISODE 3 MASKS (11 TOTAL)-- 1. Inside the arena, the Lair of the Bear, behind the bed in the room where you get the Sabretooth costume. 2. Inside Frostbite Peak, at the top of the second wall. Once you reach the top, move right past the egg dispensers to reach the Mask. 3. Inside the Cold Storage Caverns, at the top of the second tunnel that eggs roll down. Once you reach the top, throw a Sticky Bomb at the cracked wall of ice to your right and jump into the alcove with the Mask. 4. Inside the Purple Paw Paint Factory, during the wall climbing portion of the job. After remove the second valve cover, climb all the way down the wall past the cracks that shoot flame jets and head right past a grate to the platform with the Mask. 5. Inside the Purple Paw Paint Factory, in the area with the geysers. Use the Paraglider and glide over the geysers to gain enough altitude to reach the Mask behind some crates on a platform just past the second swinging ball. 6. In the open area, in a small nest just south of the Hideout building. Get to the roof of the Hideout building, then use the Paraglider and glide to the nest with the Mask. 7. In the open area, at the highest level of the very tall spire north of the arena. Use Bob to climb the wall on the west side. 8. In the open area, at the end of the rock wall at the western end of the southern wooden bridge spanning the river. Use Bob to climb the wall to reach the Mask. 9. In the open area, underneath the southern wooden bridge spanning the river. Jump on one of the ice floes flowing down the river to get the Mask. 10. In the open area, on the south side of a large tree southwest of the Duty Calls job start point. Climb the tree on the south side of the mushroom shaped rock nearby, then jump to the rock and use the Paraglider to glide to the stone beak platform with the Mask. 11. Play the Spark Runner arcade machine. From the starting point hit the four bumpers around the spark and the Mask will appear to the left. --EPISODE 4 MASKS (11 TOTAL)-- 1. Inside the big top tent, The Amazing Cooperoni, on the platform just before the first set of trapezes. Break the crate to reveal a basket of arrows, then shoot an arrow at the target behind the barrel on the platform with the Mask and cross the rope to it. 2. Inside the big top tent, The Amazing Cooperoni, on the platform at the top of the rope past the second set of trumpets. Climb all the way to the top, past the platform in front of the coiled snake, to reach the Mask. 3. Inside the cave, the Belly of the Beast, at the base of the large mechanical tower. Before you start climbing, move to the right and look down to see the Mask of a small platform below, next to the lava. 4. Inside the blacksmith shop, the Assembly Line, on the rafters in the first area. When you come to the gap with the laser net beyond it, turn around and throw a Sticky Bomb at the wood blockage on the southern side of the room to reveal the Mask behind it. 5. Inside the blacksmith shop, the Assembly Line, in the tunnel after the second computer console. Jump on the two machines to the south, then throw a Sticky Bomb at the crate on top of the duct to destroy it and reveal the Mask. 6. In the open area, on a platform on the tower near the entrance to the circus. Jump on the three perches on the tower, then jump on one of the ropes with blue globes on the end. Let the tower carry you around to the platform with the Mask. 7. In the open area, on the rooftop on the front side of the tavern. 8. In the open area, near the top of the tower at the docks in the southeast corner of the castle town. Use Sir Galleth's Catapult Crash technique to scale the tower, then once you reach the third ring double jump around the corner to the platform with the Mask. 9. In the open area, on the top of the tower with the spinning platforms south of the shoemaker building. Use Sir Galleth's Catapult Crash technique to scale the tower, then break the crates at the top to get the Mask. 10. In the open area, on top of the roof of the tall structure directly east of the Shopping Spree start point. Bounce off the trampoline on the rampart to a pipe, then use Sir Galleth's Catapult Crash technique and slingshot off the ring on the northern side to reach the Mask. 11. Play the Super Alter Ego arcade machine. Enter the second portal you come to and you will reach the area with the Mask. --EPISODE 5 MASKS (11 TOTAL)-- 1. Inside Honest Hassan's Carpets, in the tower. After avoiding the guard's spotlight on the ledge after the first set of fragile chains, enter the room with the guard. Dispatch the three guards in this room with Salim's special Stealth Slam, then get the Mask. 2. Inside the cavern underneath the camel taxi shop, In a Jiffy Yellow Cab, on Sly's path. Once Murray reaches the second set of spinning blade pillars, head into the sunken ship. Jump on a crate and let it carry you along the current to the platform with the Mask. 3. Inside the library, Crabby Guy Paperbacks, in the area behind the barricade. When you're controlling Salim, after you climb the two fragile chains, jump to the chandelier, then jump to the fan and then to the top of the doorway. From here jump to the rope, then climb it and jump across two platforms to reach the Mask. 4. Inside Wise Monkey Lamps, during the fight with Miss Decibel. After you hit her twice, before you cut the second chain, jump on the rope nearby. Climb down and double jump to the pole with the Mask. 5. Inside the Lazy Trunk Spa & Lounge, above the large pillow. Bounce off it to get the Mask. You do not enter this area during a job. To get inside, head for the spa building at the north end of the bridge lined with flagpoles. Jump over the railing to the east and land on the cliff, then enter the crawlspace next to the two pillows. 6. In the open area, on top of the tallest spire of the building next to the Open Sesame job start point. Get to the rooftop, then don the Thief costume. Slow down time and scale the fragile chain to the top of the spire. 7. In the open area, underneath the bridge lined with flagpoles. Get on the rocks in the river on the east side of the bridge, then double jump and quickly press O to land on the perch with the Mask. 8. In the open area, on top of the arch of the southern bridge lined with stone lizard statues. Cross the rope leading north from the building north of the elephant fountain near the library, then spring off the flagpoles on the side of the arch to reach the Mask. 9. In the open area, atop the small ornamental spire of the green roofed building west of the lamp shop. Don the Thief costume and climb the tall Indian rope to the top of the tall ornamental spire of the building next to it. Jump to this spire, then remove the costume and use the Paraglider to glide to the ornamental spire with the Mask. 10. In the open area, on the island with the tower gate southwest of the Hideout building. From the Up In Smoke job start point, head south to a basket of arrows. Use the Archer costume and shoot an arrow at the moving target on the island. Cross the new rope to the island, then move to the basket of arrows here. Shoot an arrow at the moving target on the next island. Cross this new rope to that island and go behind the structure to find the Mask. 11. Play the System Cracker Extreme arcade machine. In the Panzer zone, when you reach the room filled with rotating bars of electricity, head to the left and break down the false wall to the area with the Mask. --EPILOGUE MASKS (3 TOTAL)-- 1. Inside Le Blimp, during Rioichi's portion of the final job. Once you enter the second room, double jump over the open bay door and around the large crate in the southwest corner to reach the area with the Mask. 2. Inside Le Blimp, during Tennessee's portion of the final job. After climbing the pipe past the set of bay doors in the fourth room, jump to the crates, then jump to the platform in the southwest corner to find the Mask. 3. Play the Maximum Chaos arcade machine. Reach the end of the Spark Runner zone and you will see the Mask in the upper left corner of the area with the green target. If you fall off the path or through a hole here, quickly pause before the spark dissipates and select "Restart Checkpoint" to start from the beginning of the Spark Runner zone without having to go through the Alter Ego zone again. If you're going for the high score as well, your score will not reset to 0 when you select "Restart Checkpoint". --UNLOCKABLES-- 5 Masks...............Monkey Paraglider skin 10 Masks..............Camo Paraglider skin 15 Masks..............Ultimate Sly costume 20 Masks..............Ultimate Bentley costume 30 Masks..............Ultimate Murray costume 40 Masks..............Ultimate Carmelita costume 50 Masks..............Ratchet's Wrench weapon 60 Masks..............Cole's Amp weapon ------------------------- XIII. CLUE BOTTLES (CLBO) ------------------------- In each time period except the present, there are thirty clue bottles scattered across the open area. Collect all thirty clue bottles and you will be able to access the corresponding safe in the period. To open the safe once you find it, follow the on-screen prompts to line up the tumblers; either move the left stick, move the right stick, or tilt the controller. Line up all the tumblers before time runs out and you will unlock the safe and acquire the treasure within. --EPISODE 1 CLUE BOTTLES-- 1. Climb to the upper roof of the Hideout building, then cross the rope to the west to the Clue Bottle atop the chimney. 2. This Clue Bottle is atop the structure connecting the Hideout building with the one north of it. 3. From Clue Bottle #2, this one is on the rope leading north, overlooking the waterfall. 4. From Clue Bottle #3, continue across and spring off the flagpole on the east side of the building you come to. 5. North of the L-shaped building in the northwest area, near where you pickpocket the last piece of the Samurai Armor. Spring off the flagpole, then jump back on land. 6. Atop a post in the water near the L-shaped building in the northwest area. 7. Atop a post in the water in the western tunnels, east of the gate with the computer console near it. 8. On the roof of the building with the Photo Op job start point. 9. At the north end of the wooden path east of the Photo Op job start point. 10. From Clue Bottle #9, head west. This bottle is on the rope directly ahead. 11. At street level, in the tunnel under the building with the Breakout job start point. 12. Atop a post in the water, next to a boat near the building with the Breakout job start point. 13. From the Breakout job start point, cross the rope leading south. 14. At the Dragon Gates, right next to the gate between the dragon mouths. 15. Atop the archway between the Dragon Gates and the Hideout building, at the Altitude Sickness job start point. 16. From Clue Bottle #15, look to the bridge leading west toward the Hideout building. This Clue Bottle is atop a lantern just off to the bridge's northern side. 17. At street level, next to the tree with purple foliage just north of the building with the Sushi House Startup job start point. 18. Above the tarp on the roof of the building west of the building with the Sushi House Startup job start point. 19. From Clue Bottle #18, cross the rope leading over the river. 20. From Clue Bottle #19, continue across the rope to the next building, then get on the structure connecting it with the building to the north. Leap from there to the chimney. You can also slingshot from the base of this chimney to the top. 21. From Clue Bottle #20, look west to see an archway. Get on top of this archway to see this Clue Bottle atop a post in the water nearby. 22. From Clue Bottle #21, get back on top of the nearby archway and spring off the tree branch to the cliff. Walk north and spring off the next tree you see. 23. From Clue Bottle #22, continue north on the cliff, spring off another tree, walk past the tunnel with the fireball shooting gate, and cross the rope. 24. Atop the statue in front of the Sushi House. Climb atop one of the lanterns, then leap for the fishing pole. 25. Atop a post in the water south of the Sushi House. 26. Above a tarp on the roof of the building southeast of the Sushi House. 27. Spring off the tree on the south side of the bridge between the Sushi House and the Geisha House. 28. Cross the rope under the south side of the bridge southwest of the Hideout building. 29. Atop the fountain in front of the Geisha House. 30. At street level, behind the Geisha House. The safe is at the L-shaped building in the northwest area. Open it to get Coopergiwa's Gold Magnet, which magnetically attracts any nearby coins. --EPISODE 2 CLUE BOTTLES-- 1. Right behind the Hideout. Once you exit, go down the small staircase behind you to your left. Before going down the next staircase, you will see the Clue Bottle atop a small bluff. 2. From the Under Arrest job start point, cross the cable in front of you, then cross the next cable to reach the Clue Bottle atop a utility pole. 3. Go down the stairs of the Hideout building, follow the wooden deck around the back and climb the pipe at the bottom of the ramp to reach the Clue Bottle on the rooftop. 4. From the Under Arrest job start point, cross the cable in front of you, then jump to the lamppost to see the Clue Bottle atop the lean-to at ground level. 5. From Clue Bottle #4, get back to the top of the building and cross the cable leading north. Jump to the Club Bottle atop the flat rock. 6. Atop one of the covered wagons north of the Hideout building. Climb the utility pole near one of the other wagons, then jump across to the Clue Bottle. 7. Walk west from the covered wagons and jump up the bluff. 8. On the rooftop of the building just north of the covered wagons. 9. From Clue Bottle #8, cross the cable north to the utility pole, then cross the next cable to the building. Bounce off the drum to the highest rooftop, then use the Paraglider to reach the Clue Bottle on the building with the poster. 10. From the Under Arrest job start point, drop down the rock formation just over the balcony. 11. On the crates atop the rooftop of the building west of the Jailhouse Blues job start point. 12. Atop a small shack next to the water tower. 13. At the base of the rock formation on the west side of the water tower, next to the train tracks. 14. On the storefront of the building just southeast of the water tower. 15. Climb the utility pole next to the water tower, then cross the cables south all the way to the end. Look to your right and you will see the Clue Bottle on the building. 16. On the cable between the building with the Jailhouse Blues job start point and the building with the Saloon Bug job start point. 17. From Clue Bottle #16, continue across the cable, then cross the cable to the east. 18. Atop the rock spire with the TNT barrel next to it in front of the saloon. Climb the utility pole near this spire, then jump to the Clue Bottle. 19. Climb the lamppost in front of the saloon, then leap for the walkway to find this Clue Bottle. 20. Jump to the pole near the gun turret at the mine, then climb up to the Clue Bottle on the ledge. 21. Atop the cable between the two covered bridges leading to the mine. 22. From Clue Bottle #21, drop down to the area between the two covered bridges, then drop to the platform with the Clue Bottle just over the east side. 23. Climb the pole on the east side of the building with the spinning star sign, then get the Clue Bottle on the roof. 24. On the cable between the two hotel buildings just east of the building with the spinning star sign. 25. Atop the barn with the steel roof south of the building with the spinning star sign. 26. From Clue Bottle #25, use the Paraglider to glide toward the building with the flagpoles, then drop and spring off the flagpoles to reach the Clue Bottle at the top. 27. Inside the barn. Bounce off the tarp to the platforms above. 28. At ground level, behind some crates to the west of the western covered bridge. 29. At ground level, behind the large rock formation next to the southern railway bridge. From the Saloon Bug job start point, cross the wooden ramp to the south, then cross the wooden ramp to your left. Drop down the southern side of this rooftop and cross under the train tracks. The Clue Bottle is directly ahead. 30. At the shack in the northern canyon that the train passes through. Jump on to the rail atop one of the train cars, then ride it around until it comes to the shack. Jump to the shack, then use the Jailbird costume's iron ball to push the iron block into a small recess. Jump on top of the iron block, then double jump to the platform on the shack and make your way around to the Clue Bottle. The safe is right next to the Saloon Bug job start point. Open it to get Muggshot's Coin, which increases loot drops. --EPISODE 3 CLUE BOTTLES-- 1. On the roof of the Hideout building. Climb the tree next to the bird statue just east of the door, then jump on the bone perches. 2. Atop the bird statue just east of the Hideout building. Bounce off the mushroom at its base. 3. Go down the broken train tracks in front of the Hideout building, then turn left and jump from the platform to the Clue Bottle in the small nest. 4. From the Hideout building, follow the path west until you come across a fallen log to your left. The Clue Bottle is on the log. 5. Atop the tall mushroom shaped rock northeast of the arena. 6. From Clue Bottle #5, climb down the tree on the north side, then get the Clue Bottle over the turtle catapult's tail. 7. On top of the bear statue. 8. Inside the large mammoth skull east of the bear statue. Cross the vine leading east on the south side of the area with the statue to reach it. 9. From Clue Bottle #8, jump to the pole south of the mammoth skull, then jump to the roof with the mushroom on it. Bounce off the mushroom, then grab the vine at the top of the spire south of the house and slide down to get the Clue Bottle. 10. Bounce on the tarp next to the rock wall northeast of the Going Up job start point, then cross the nearby bridge to a platform with a skeleton of a dinosaur rearing its head back. Jump on the rock in the skeleton, then jump up to get the Clue Bottle. 11. From Clue Bottle #10, bounce off the mushroom on the same platform to reach the Clue Bottle in the small nest. 12. From Clue Bottle #11, use the Paraglider and glide to the geyser to the south and get the Clue Bottle within the air stream. 13. Over a post on the western end of the bridge east of the Ice Ice Bentley job start point. 14. Jump on the crate next to the ice bird statue near the Ice Ice Bentley job start point, then use the Paraglider to glide over the geyser and to the Clue Bottle in the eye socket of the large skull. 15. Over the bridge lined with tusks west of the Going Up job start point. Jump on one of the nearby tusks, then double jump to the Clue Bottle. 16. Over the tail of the turtle catapult west of the Getting Stronger job start point. 17. From Clue Bottle #16, jump on the tail of the turtle catapult to be launched, landing just south of a fish skeleton. The Clue Bottle is in the eye socket of the fish skeleton. 18. From Clue Bottle #17, head south of the fish skeleton to a vine. Cross the vine, then jump on the mushroom to your left to get the Clue Bottle on the platform. 19. From Clue Bottle #18, drop down over the east side of the platform, then cross the vine leading northeast. 20. Over the tar pool directly underneath the platform with the bear statue. 21. Cross the vine east of the bear statue to the end. Jump down to the path below and head north and around the corner to find the Clue Bottle as you enter a tunnel. 22. At ground level, near the eastern end of the southern wooden bridge spanning the river. 23. Jump off the tarp to the roof of the house west of the Going Up job start point, then cross the vine leading over the river until you reach the tail skeleton. Jump off the bone perches, then double jump to the Clue Bottle. 24. Hidden underneath an eye socket of an upside down skull east of the northern wooden bridge spanning the river. 25. From the Starving Starving Hippo job start point, cross the bridge, then turn right and jump on the mushroom next to the mushroom shaped rock to reach the Clue Bottle. 26. From Clue Bottle #25, climb the dangling vine southeast of you to the top and get the Clue Bottle in the nest. 27. On a platform underneath the bridge northeast of the Going Up job start point. You will have to drop over the eastern side of the bridge to get it. 28. Underneath the northern wooden bridge spanning the river. Jump on an ice floe to get to the Clue Bottle. 29. From the Hideout building, follow the path east. Turn left and follow the path north to the small bridge. Climb the pole to your left, then cross the vine to the Clue Bottle in the nest. 30. Drop down the opening in the walkway on the east side of the arena to a platform below, then jump to the stone beak south of you to get the Clue Bottle. The safe is in a cavern at the eastern shore of the southern end of the river, underneath the area with the Unexpected Ties job start point. Open it to get Clockwerk's Eye, which will reveal the locations of Clue Bottles and Safes on your radar and map. How very convenient! --EPISODE 4 CLUE BOTTLES-- 1. Atop one of the carnival wagons at the entrance to the circus, just west of the Hideout building. Get on the barrel next to the nearby tent, then jump to the top of the wagon. 2. Behind the dunk tank at the circus. 3. At ground level, behind some trees on the west side of the circus grounds. 4. On the highest roof of the building just northeast of the Hideout building. Get on the lower rooftop, then climb the pipe to highest roof. 5. From Clue Bottle #4, drop down to the lower rooftop and get on the sign at the northern end of the roof. 6. Atop the lamppost at the southeast corner of the building southwest of the tavern. 7. On the catapult behind the tavern. Be careful not to get launched into the water. 8. On the lower rooftop of the building southeast from the tavern. 9. From the Shopping Spree job start point, cross the rope leading west to the rooftop with this Clue Bottle. 10. Atop the flagpole at the Shopping Spree job start point. 11. From the Shopping Spree job start point, drop down to the rampart to the south and follow it to a flagpole between two towers on your right. Climb the flagpole and jump to the tower with the Clue Bottle. 12. From Clue Bottle #11, jump back down to the rampart and follow it south to find the Clue Bottle directly ahead between two towers. 13. Cross the rope near the catapult in the southeast corner of the outer town to the Clue Bottle underneath the rampart. 14. Jump in the catapult in the southeast corner of the outer town to be launched to the nearby ledge. Enter the archway to find the Clue Bottle between some crates to your left. 15. From Clue Bottle #14, jump on the green tarp ahead to the roof of the building to your left, then jump to the rope above the archway you just exited. 16. On the highest rooftop of the shoemaker building. 17. From Clue Bottle #16, cross the cable leading north to the rooftop with the Clue Bottle. 18. At ground level, behind the tower with the spinning platforms south of the shoemaker building. 19. On the flagpoles and ropes lining the wall of the southwestern corner of the rampart lining the castle town. 20. On a tarp on the rooftop of the building west of the bakery. 21. On the top of the big top tent. Scale the tall tower near the entrance to the circus grounds to reach a platform with a basket of arrows. Use the Archer costume and shoot an arrow at the target to create a rope. Cross the new rope and make your way to the big top tent. Cross the top of the tent to reach the Clue Bottle. 22. From the Shopping Spree job start point, drop down to the rampart to the east, then jump over the northern side to the Clue Bottle on the lamp tower at the end of the bridge to the castle keep. 23. From Clue Bottle #22, cross the bridge, then cross the rope leading east. 24. Head north from the bakery down the path to the tower, then get the Clue Bottle on the catapult behind it. 25. On the highest rooftop of the building northwest of the bakery. 26. On top of the clock tower, near the Hard Target job start point. 27. Atop the flagpole just east of the Eye in the Sky job start point. 28. Atop a flagpole on a lamp tower just south of the bakery. 29. On the ship at the docks in the southeast corner of the castle town. Use the catapult at the eastern end of the area with the shoemaker building to reach the ship. 30. Break the crate near the tower at the docks to reveal a basket of arrows, then use the Archer costume and shoot an arrow at the target to the west. Cross the new rope to reach the Clue Bottle. The safe is on the ship just east of the bakery. Open it to get Sir Raleigh's Frog Hat, which prevents you from taking damage when falling in water. --EPISODE 5 CLUE BOTTLES-- 1. Over an ornamental spire on the camel taxi shop just north of the Hideout building. 2. From Clue Bottle #1, go to the northeast corner of the rooftop and get on the archway between this building and the one east of it. 3. From the Lost and Found job start point, jump on one of the purple tarps and get on the building to the south, then cross the rope to the building to the southeast and get the Clue Bottle over an ornamental spire here. 4. From Clue Bottle #4, cross the wooden bridge to the building to the southwest, then get on the archway between this building and the one next to the library wall. 5. Over the blue tarp on the west side of the lamp shop. 6. Over the rocks in the river south of the lamp shop. 7. Atop a post in the river south of the building west of the lamp shop. 8. On the rooftop of the building next to the Open Sesame job start point. 9. On the archway between the two buildings north of the elephant fountain near the lamp shop. 10. Over a shade post near the boat where you found Salim. Bounce off the camel next to the shade post, then bounce off the tarp on the shade post to reach the Clue Bottle. 11. Atop the cabin on the boat where you found Salim. Jump on the railing at the stern of the boat, then jump to the cabin roof. 12. On a rope leading northeast from the building northeast of the elephant fountain near the lamp shop. 13. High above the elephant fountain near the lamp shop. Don the Thief costume, then slow down time and climb the Indian rope next to the building northwest of the elephant fountain all the way to the top. Jump to the ornamental spire, then slide down the cable. Drop to the Clue Bottle when you are over it. 14. On top of the tall ornamental spire on the building northeast of the elephant fountain near the lamp shop. Get to the rooftop of the building next to the Open Sesame job start point, then don the Thief costume. Slow down time and climb the fragile chain to the top of the ornamental spire, then slide down the cable. Jump to the Clue Bottle when you pass by it. 15. Above the three pillows behind the spa building at the north end of the bridge lined with flagpoles. 16. Don the Thief costume, then slow down time and climb the Indian rope behind the spa building. Jump to the rope at the top, then cross it and jump to the rope with the Clue Bottle. 17. On some rocks at the top of the waterfall east of the spa building. 18. Above the rope leading east from the bridge lined with flagpoles. 19. Above a flagpole on the wall behind the carpet shop. 20. Atop a stone lizard statue on the eastern bridge lined with stone lizard statues. Don the Thief costume, then slow down time and climb the Indian rope next to the building northwest of the elephant fountain near the lamp shop all the way to the top. Jump to the ornamental spire, then slide down the cable. Jump to the Clue Bottle when you pass by it. 21. On a rock in the river underneath the eastern bridge lined with stone lizard statues. Jump across the poles north of the rock to reach the Clue Bottle. 22. Atop a pole in the river south of the eastern bridge lined with stone lizard statues. 23. Atop the elephant fountain in front of the library. Get to the rooftop of the building southeast of the fountain, then jump on the ornamental spire. Double jump to the elephant fountain, then use the Paraglider to glide to the fountain. Let go of the Paraglider when you're close and quickly press O to jump on the perch with the Clue Bottle. 24. At the southeast corner of the rooftop of the building southeast of the elephant fountain in front of the library. 25. From Clue Bottle #24, cross the rope leading to the building to the northeast. 26. On the tall tower of the building northeast of the elephant fountain in front of the library. Grab the ring at the base of the tower and slingshot to the top. 27. From Clue Bottle #26, drop down to the lower rooftop and cross the rope spanning the river. 28. In the arch of the southern bridge lined with stone lizard statues. Climb the flagpole next to it. 29. On the northern tall tower of the building with the All Rolled Up! Job start point. Climb the rope to the top. 30. From Clue Bottle #29, drop down to the lower rooftop and cross the short rope leading west to the wall. The safe is next to the stone camel head just south of the Hideout building, near the Up In Smoke job start point. Open it to get The Guru's Staff Piece, which halves all damage you take. --------------------- XIV. TREASURES (TREA) --------------------- There are two types of treasures in the game. Small treasures are acquired by pickpocketing enemies. If an enemy's pocket is glowing, that means the enemy is holding a small treasure. Rare treasures are scattered throughout the open area. Press O to pick one up, then quickly get back to the Hideout without taking damage and before time runs out to acquire it. Each treasure is worth a specific amount of coins. --SMALL TREASURES-- Prologue/Epilogue: Swiss Cheese: 100 coins Gas Grenade: 200 coins Tomato Juice Box: 500 coins Episode 1: Kabuki Mask: 100 coins Mahjong Tile: 200 coins Ivory Chopsticks: 500 coins Episode 2: Gold Nugget: 100 coins Deputy Badge: 200 coins Silver Belt Buckle: 500 coins Episode 3: Lava Rock Spearhead: 100 coins Amber Fossil: 200 coins Tribal Penguin Mask: 500 coins Episode 4: Pocket Watch: 100 coins Platinum Gear: 200 coins Emerald Dragon Eye: 500 coins Episode 5: Pearl Earring: 100 coins Scorpion Tail: 200 coins Ruby Ring: 500 coins --RARE TREASURES-- Episode 1: Golden Teapot: 113 coins On the platform just beneath the west side of the building with the Photo Op start point. The Ninja Cookbook: 120 coins On a boat on the east side of the building with the Breakout job start point. Jade Samurai Helmet: 131 coins At street level, atop a covered pile of boxes at the southeast corner of the Geisha House. Lucky Neko: 145 coins Atop large rock spire next to the bridge southwest of the Hideout building. Spring off the trees to reach the top. Jade Peach: 151 coins At street level, atop a covered pile of boxes on the south side of the building southeast of the Sushi House. Meditation Turtle: 199 coins Atop the building northeast of the L-shaped building in the northwest area. Raccoon Daruma: 213 coins Climb up the bamboo stalk on the south side of the L-shaped building in the northwest area, then leap on the spires to the next platform. Use the Archer costume and shoot an arrow at the target to the northwest, then cross the new rope to the platform on the cliff. Approach the tower gate, which will rotate because you have the Archer costume. Samurai Warrior: 228 coins Under the bridge just north of the building with the Sushi House Startup job start point. From the large tree with purple foliage nearby, drop down some ledges to the area under the bridge. Use the Jailbird costume's iron ball to push two iron blocks out of the way, then use the iron ball to hit the red light on the wooden gate. Dragon Claw Statue: 236 coins Climb up the bamboo stalk on the south side of the L-shaped building in the northwest area, then leap on the spires to the next platform. Cross the cable to reach the tunnel with the fireball shooting gate. Don the Samurai Armor, approach the gate, and deflect a fireball back at it. You will need the Paraglider to get this treasure to the Hideout in time. Golden Lion Statue: 249 coins Head across the bridge north of the Geisha House, then spring off the branches to the top of the rock spire to the west. Use the Archer costume and shoot an arrow at the target. Cross the rope to the next rock spire, then switch to the Sabretooth costume and Cyclone Pounce the punching bag post to the south. Approach the ice gate on this platform, which will break because you have the Sabretooth costume. Gyro Slicer 2000: 301 coins Slingshot to the top of one of the chimneys of the L-shaped building in the northwest area, then cross the cables southeast to the large rock spire. You will need the Paraglider to get this treasure to the Hideout in time. Tales of a Samurai Hippo Comic: 414 coins Get to the top of the Sushi House, then don the Archer costume and shoot an arrow at the target on the platform with the gold gate. Cross the new rope to the platform, then switch to the Thief costume and jump on the switch. Slow down time and enter the gate before it closes to open it for good. Episode 2: Diamond Cactus: 118 coins At the entrance to the mine, just north of the computer console. Branding Iron: 124 coins On the platform with the Jail Break job start point. Ten Gallon Hat: 131 coins Climb the utility pole next to the building where Sly defaced the sixth poster, then jump to the rooftop. Street Sign: 140 coins On the roof of the building with the spinning star sign. Bottle of Sarsaparilla: 153 coins Near the west side of the building where Sly defaced the third poster. Temporal Flux Driver: 197 coins Between two small shacks next to the train tracks in the northern canyon. Fake Mustache: 209 coins From the water tower, head directly west toward the train tracks. Cross the tracks to the platform with the TNT barrel on it, then don the Sabretooth costume and Cyclone Pounce the punching bag post on the other side of the ravine. Cross the cable to the next platform, then enter the tunnel and approach the ice gate, which will break regardless of whether or not you don the Sabretooth costume. Tacky Tombstone: 226 coins Head across the first covered bridge leading east toward the mine. Use the Archer costume at the basket of arrows at the eastern end of the covered bridge and shoot an arrow at the target to the north. Cross the rope to the ledge and approach the tower gate in the tunnel, which will rotate because you have the Archer costume. Steer Horns: 237 coins Behind the wooden gate with the red light near the mine. Climb the pole behind the gun turret, then swing across two rings to the next platform. Cyclone Pounce the punching bag post ahead, then balance on the Jailbird costume's iron ball and get past the two laser nets. Hit the red light on the gate with the iron ball to open it and deactivate the laser nets. Golden Spike: 253 coins Climb the utility pole east of the southern railway bridge, then jump to the rock with the basket of arrows. Don the Archer costume and shoot an arrow at the target on the building. Cross the new rope to the wood deck, then shoot another arrow at the moving target on the windmill. Cross this new rope and jump to the wooden platform. Switch to the Thief costume and jump on the switch to open the gold gate in the tunnel. Slow down time and jump across the perches in the tunnel, then enter the gate before it closes to open it for good. King Monkey Love: 303 coins Get on the rail of one of the train cars and ride the train around to the large rock formation with the wooden platform on the south side of the train tracks east of the saloon. Jump to the wooden platform, then go to the north side and bounce off the drum to the top of the rock formation. Use the Archer costume and shoot an arrow at the target, then cross the new rope to the platform. Bag of Cash: 409 coins Underneath the Hideout building. Climb down the rope on the southwest side to the ground, then head west to see a tunnel. Use the Jailbird costume's iron ball to push the iron block down the path, then head into the tunnel. Turn right and go down the stairs, then don the Samurai Armor and deflect a fireball back at the fireball shooting gate. Episode 3: Dino Egg: 112 coins From atop the tall mushroom shaped rock northeast of the arena, climb down the tree on the north side, then jump to the pole near the turtle catapult. Jump to the roof with the mushroom on it. Bounce off the mushroom, grab on the vine atop the spire south of the house, and while you're sliding down it jump off the vine to the platform just past the wooden wall. You will need the Paraglider to get this treasure to the Hideout in time. Cave Painting: 121 coins On the eastern shore of the river, underneath the southern end of the ice bridge between the Going Up job start point and the Ice Ice Bentley job start point. You will need the Paraglider to get this treasure to the Hideout in time. Ruby Crystal: 136 coins On the south side of the mushroom shaped rock south of the Duty Calls job start point. Stone Wheel: 144 coins Next to the tall spire north of the arena. Climb the pole near the arena, then cross the vine to the spire. Sabretooth Skull: 154 coins At the western end of the vine that passes by the tail skeleton in the river, behind a pillar of ice. Slytankhamen's Vase: 194 coins On top of the skull of the skeleton of the dinosaur rearing its head. From the Stone Age Reconnaissance job start point, use the Paraglider to glide over the geyser between the large nest and the skeleton, then jump on the bone perches to the skull. Naturally, you will need the Paraglider to get this treasure back to the Hideout in time. T-Rex Skull: 214 coins From the Starving Starving Hippo job start point, cross the bridge, then turn right. Jump off the mushroom to your right to the mushroom shaped rock, then jump to the vine and climb up to a platform with a nest. Head down this platform to a basket of arrows. Use the Archer costume and shoot an arrow at the target on the tree next to the Hideout building, then cross the new rope and shoot an arrow from the next platform to the target south of you. Cross this new rope and approach the tower gate, which will rotate because you have the Archer costume. Grizz's Skates: 222 coins At the western end of the cavern behind the northern waterfall, break the cracked wall of ice with the Jailbird costume's iron ball, then don the Sabretooth costume and Cyclone Pounce the two punching bag posts to the ice gate, which will break because you have the Sabretooth costume. Grizz's Lair Key: 238 coins From the Starving Starving Hippo start point, cross the bridge, then turn right. Go between the two rocks to your right and jump to the platform in the river beyond the opening in the fence. Jump on the tail bone, then jump to the long bone and head right. Jump across more bones to the small cave. Don the Thief costume, then jump on the switch to open the gold gate. Slow down time and jump across the bones around the waterfall, then enter the gate before it closes to open it for good. Spiked Club: 252 coins From the eastern end of the northern wooden bridge spanning the river, head towards the nearby geyser and enter the cavern just east of it. Use the Archer costume at the basket of arrows and shoot an arrow to the target across the lava. Cross the new rope to the next platform, then shoot an arrow to the
target next to the fireball shooting gate. Cross this new rope to the gate, then quickly switch to the Samurai Armor and deflect a fireball back at it. Mona Lita: 306 coins Inside the cavern behind the northern waterfall, behind a pillar east of the Sanzaru Games logo. You will need the Paraglider to get this treasure to the Hideout in time. Lutrela Nivadensis: 407 coins Balance on the Jailbird costume's iron ball and roll across the molten passage at the eastern end of the cavern behind the northern waterfall. Use the iron ball to hit the red light on the wooden gate. You will need the Paraglider to get this treasure to the Hideout in time. Episode 4: Bell Tower: 111 coins On a balcony on the north side of the building northwest of the bakery. Rolling Pin: 124 coins On top of the dunk tank booth at the circus. Scale the nearby tower and use the Archer costume to shoot an arrow to the target on the platform. Cross the new rope to the platform, then drop down to the dunk tank booth. Silver Mug: 135 coins From the computer console at the southwest corner of the bakery, head west towards the catapult and enter the tunnel ahead. Coin Purse: 148 coins On the right side of the drawbridge to the castle keep. Move right at the drawbridge to reach a basket of arrows, then use the Archer costume to shoot an arrow at the platform across the moat. Cross the new rope to the platform. Magic Potion: 158 coins Jump in the catapult east of the shoemaker building to be launched to the ship at the docks. Make your way to the basket of arrows at the stern, then use the Archer costume and shoot and arrow at the target on the platform with the tower. Cross the new rope to the tower and approach the tower gate, which will rotate because you have the Archer costume. Brass Spyglass: 193 coins At ground level, behind the big top tent at the circus. Archer's Handbook: 211 coins On the left side of the drawbridge to the castle keep. Use the Archer costume at the basket of arrows in front of the drawbridge and shoot an arrow to the target on the platform with the punching bag post. Cross the new rope to the platform, then switch to the Sabretooth costume and Cyclone Pounce the punching bag post on the platform to the north. Approach the ice gate, which will break because you have the Sabretooth costume. Golden Anvil: 227 coins On top of the tower south of the Eye in the Sky job start point. Only Sir Galleth can reach this treasure; use his Catapult Crash technique to scale the tower. Jeweled Shoe: 238 coins Jump in the catapult behind the tower north of the bakery to be launched to a wooden gate. Use the Jailbird costume's iron ball and hit the red light to open the gate. Medieval Metal Man: 247 coins Behind the fireball shooting gate just east of the Medieval Menace job start point. Don the Samurai Armor and deflect a fireball back at the gate. Stained Glass Compass: 307 coins On top of the tower north of the bakery. Only Sir Galleth can reach this treasure; use his Catapult Crash technique to scale the tower. Golden Arrow: 401 coins From the Mechanical Menace job start point, drop to street level and head north across the bridge to the area with the cave. Head to the tall tree, then don the Sabretooth costume and Cyclone Pounce the punching bag post on the platform to the left. Switch to the Thief costume and jump on the switch to open the gold gate. Slow down time and jump on the catapult to be launched back to the area with the cave. Head to the gate before it closes to open it for good. Episode 5: Le Paradox Portrait: 115 coins At street level, next to the archway between the two buildings east of the elephant fountain near the lamp shop. Jewel Encrusted Silver Scimitar: 123 coins On top of the crate at the northwest corner of the carpet shop. Jump down to it from the roof. Golden Magic Lamp: 134 coins At street level, next to the building with the Heavy Metal Meltdown job start point. Jeweled Pillow: 145 coins Inside the building with the green roof near the lamp shop. Gold Cobra: 156 coins On top of the tall tower on the building northeast of the elephant fountain in front of the library. Grab the ring on the south side and slingshot to the top. Puffin's Cookie Jar: 191 coins On top of the stone platform behind the carpet shop. Jump from the roof of the carpet shop and spring off one of the flagpoles to reach the platform. 101 Ways to Cook Scorpion: 218 coins From the Up In Smoke job start point, head south to a basket of arrows. Use the Archer costume and shoot an arrow at the moving target on the island. Cross the new rope to the island, then move to the basket of arrows here. Shoot an arrow at the moving target on the next island. Cross this new rope to that island, then approach the tower gate, which will rotate because you have the Archer costume. Arabian Carpet: 222 coins Head to the building north of the carpet shop, then enter the open gate on the east side. Cyclone Pounce the punching bag post across the river and approach the ice gate, which will break because you have the Sabretooth costume. Miss Decibel Painting: 235 coins From the boat where you met Salim, head west to a basket of arrows. Don the Archer costume and shoot an arrow at the target out to sea. Cross the new rope, then jump across two posts to a rope. Cross the rope to the small beach. Switch to the Thief costume, then bounce off the pot and land on the switch to open the gold gate. Slow down time and head to the gate before it closes to open it for good. Marble Horse Head: 244 coins Go behind the spa building, then use the Jailbird costume's iron ball and push the iron block into the pit. Balance on the iron ball and roll over the switch to deactivate the laser net, then use the iron ball to push the next iron block into the pit. Switch to the Sabretooth costume and Cyclone Pounce the punching bag post when the lasers are at the bottom of their path. Switch back to the Jailbird costume and use the iron ball to open the wooden gate. Bright Cane Polish: 309 coins On top of the tall ornamental spire of the building northwest of the elephant fountain near the lamp shop. Don the Thief costume, then slow down time and climb the tall Indian rope all the way to the top. Thief Treasure Chest: 408 coins From the Up In Smoke job start point, follow the beach east to the library wall. Jump on the ledge and sidle along it around the column to an alcove. Climb the rope to the rooftop and move forward until you see a tunnel to your right. Balance on the Jailbird costume's iron ball and hit the switch in the tunnel to deactivate the laser net. Switch back to your normal getup and swing across the hook to the platform, then quickly switch to the Samurai Armor and deflect a fireball back at the fireball shooting gate. ------------------- XV. TROPHIES (TROP) ------------------- These are all the trophies associated with this game. --BRONZE TROPHIES-- Family Matters Rescue Rioichi Cooper in Episode 1. This is story-related. Low Calorie Sushi Defeat El Jefe at the end of Episode 1. This is story-related. Play It Safe Collect all 30 Clue Bottles and unlock the Cooper Safe in Episode 1. See the Clue Bottles section for locations of the Clue Bottles and the safe. Gunslinger Meet up with Tennessee "Kid" Cooper in Episode 2. This is story-related. Dust Bunnies Defeat Toothpick at the end of Episode 2. This is story-related. Put It In Your 401K Collect all 30 Clue Bottles and unlock the Cooper Safe in Episode 2. See the Clue Bottles section for locations of the Clue Bottles and the safe. Bigfoot For Real Find Bob in Episode 3. This is story-related. Bearcicle Defeat the Grizz at the end of Episode 3. This is story-related. Savings Account Collect all 30 Clue Bottles and unlock the Cooper Safe in Episode 3. See the Clue Bottles section for locations of the Clue Bottles and the safe. Boom Stick Find Sir Galleth Cooper in Episode 4. This is story-related. I Believe the Time Is Now Defeat Penelope, the Black Knight at the end of Episode 4. This is story- related. Zenny, Gil, or Just Loot Collect all 30 Clue Bottles and unlock the Cooper Safe in Episode 4. See the Clue Bottles section for locations of the Clue Bottles and the safe. I Need A Mouse Trap Uncover the Black Knight's true identity at the end of the Shell Shocked Heart job in Episode 4. This is story-related. Keep Your Turban On Meet up with Salim Al-Kupar in Episode 5. This is story-related. Home Sick Defeat Miss Decibel at the end of Episode 5. This is story-related. Check Please Collect all 30 Clue Bottles and unlock the Cooper Safe in Episode 5. See the Clue Bottles section for locations of the Clue Bottles and the safe. Online Shopping Make a purchase on ThiefNet. Since you need the Paraglider for several jobs, that upgrade will likely be your first purchase. Sparrow Approves Use the compass many times to navigate. Keep pressing L3 until you get this trophy. Wardrobe Malfunction Unlock your first costume. You will get this trophy when you acquire the Samurai Armor. Cooper Calling Card Collect a Sly Mask. See the Sly Masks section for locations. Oh Look It's Shiny Pickpocket ten different small treasures. See the Treasures section for details. Child Of the 80's Beat the top high score of one Hideout arcade machine. Scroll down to "8-Bit Bentley Style" for details. What's Behind Door Number One? Unlock a costume gate in any episode. Costume gates require the use of a costume to open. Each costume gate has a rare treasure behind it. Some gates require another costume just to reach them. To open a fireball shooting gate, use the Samurai Armor and deflect a fireball back at it with the shield. To open a wooden gate, hit the red light with the Jailbird costume's iron ball. To open an ice gate, simply approach it when you have the Sabretooth costume and it will break regardless of whether or not you are wearing it. Similarly, approach a tower gate when you have the Archer costume and it will rotate. To open a gold gate, don the Thief costume, find the nearby switch and jump on it, then slow down time and head for the gate before it closes to open it for good. Arcade Operator Unlock one arcade machine. There is an arcade machine in every Hideout, including the Paris Hideout you can travel to after completing the prologue. Collect all the rare treasures in a single episode to unlock the arcade machine in that episode. The earliest you can unlock this trophy is Episode 5, since one treasure in every episode requires the use of the Thief costume to access it. The arcade machine in the Paris Hideout requires collecting every rare treasure in every episode to unlock it. Clockwerk Collector Collect twenty rare treasures. See the Treasures section for details. Apollo Wins Do not make a single mistake during the final sequence of the Getting Stronger job in Episode 3. If you make a mistake, simply pause and select "Restart Checkpoint" to try again. Get To the Chopper Do not take any damage during the RC chopper portion of the Up In Smoke job in Episode 5. There are several checkpoints in this portion; if you don't take damage in one area, then take a hit in the next, you can pause and select "Restart Checkpoint" to go back to the beginning of that area without having to start the job over. The Cooper Open Have a 20 hit rally with Bentley in each Hideout. This includes the Paris Hideout that you can travel to after completing the prologue. Twenty hits means each player must hit the ball ten times. You do not need to win the point every time to get this trophy. Cheers Do not make a single mistake in Bentley's bartending portion of the Saloon Bug job in Episode 2. If you make a mistake, simply pause and select "Restart Checkpoint" to try again. Navigate Like Drake Take a look at every map in every episode. This includes maps of the open areas, all maps of indoor areas associated with jobs and boss battles, and maps of the Hideouts. Some indoor areas in Episodes 4 and 5 have more than one map associated with them. One indoor area in Episode 5 is not associated with a job; see the Sly Masks section for details on the Lazy Trunk Spa & Lounge. Hubba Hubba Do not make a single mistake in the six button pressing sequences of Carmelita's dance portion of the All Rolled Up! job in Episode 5. If you make a mistake, simply pause and select "Restart Checkpoint" to try again. Lunch Money Slam 100 enemies with Murray. Unexpected Package Place 60 bombs in enemy pockets with Bentley. Waddle Waddle Shoot 40 penguins with Carmelita. This can only be done in Episode 3. Airborne Use the Paraglider and glide for 10 seconds without using any geysers. Simply glide from the highest point in an open area to the lowest point. For instance, get to the top of the bear statue in Episode 3 and glide down to the riverbank. Ancient Warfare 3 Use Tennessee's Crackshot technique to take out 10 enemies in 65 seconds. This can easily be done during the Blind Date job in Episode 2, when you're not busy clearing the path for the stagecoach. Crazed Climber Climb the large mechanical tower during the Mechanical Menace job in Episode 4 in under 90 seconds. If you're fast enough you will get this trophy when you reach the three-headed mechanical dragon. Golden Arrow Complete the archery game portion of the Hard Target job in Episode 4 without hitting any friendly targets. Downgrade Complete any Alter Ego hack without leveling up your blasters even once. It's best to do this in the first Alter Ego hack, during the Something's Fishy job in Episode 1. Radical Ninja Do a Stealth Slam on 15 enemies in a row without alerting anyone to your presence. Hero Tech Battle with a secret weapon. Collect 50 Sly Masks to unlock the Ratchet's Wrench weapon, then enable it and hit an enemy with it. --SILVER TROPHIES-- Costume Party Obtain all five costumes. You will unlock this trophy when you get the Thief costume. PayDay Purchase every ThiefNet upgrade. All upgrades will be available after completing the Heavy Metal Meltdown job in Episode 5. Cloud City Defeat El Jefe without taking damage. Not only can you not take damage at the three towers you face him on, but you also cannot take damage while traversing between towers. There are several checkpoints in this sequence; if you don't take damage in one area, then take a hit in the next, you can pause and select "Restart Checkpoint" to go back to the beginning of that area without having to start the job over. Hassan Would Be Proud Pickpocket every small treasure in the game. This includes the small treasures you can get in the two jobs in the present, i.e. the prologue and epilogue. You will need to purchase the Looty Shake upgrade from ThiefNet to get small treasures with Murray. Alternately, there is a single rat guard you can pickpocket with Sly during the prologue after you slide down the cable; simply pause and select "Restart Checkpoint" after each pickpocketing attempt or if the guard is not carrying any small treasures to start at the point just after you slide down the cable. Repeat until you get all three small treasures. Quarter Cruncher Unlock all six arcade machines. Collect every rare treasure in the game. --GOLD TROPHIES-- Mark Your Territory Collect all 60 Sly Masks. See the Sly Masks section for locations. 8-Bit Bentley Style Beat the top high score of every Hideout arcade machine. This includes the one in the Paris Hideout that you can travel to after the prologue. The top high scores are: 25000 for the Episode 1 Alter Ego machine, 4500 for the Episode 2 System Cracker machine, 1000 for the Episode 3 Spark Runner machine, 20000 for the Episode 4 Super Alter Ego machine, 4500 for the Episode 5 System Cracker Extreme machine, and 4000 for the prologue Maximum Chaos machine. You do not need to clear the arcade machines to beat the high scores. For the two Alter Ego machines, getting the high score means getting your blasters' power level to the maximum of 10 and keeping it up at that level as best you can; the blasters' power level serves as a point multiplier. Also, in the Episode 1 machine, bypass the first portal you see, while in the Episode 4 machine, enter the second portal you see, then bypass it when you come around to it again. For the two System Cracker machines, simply take out all the enemies you encounter. To defeat the last multi-part drone when it gains colored parts, switch to Speeder code and draw a laser loop around the drone to get rid of the blue parts, then switch to Panzer code and take out the pink parts. After that use any code to take out the last part. Beating the top high score in the Spark Runner machine takes a lot of skill and luck. Just get as many purple clock icons and get as far down the path as you can. The Maximum Chaos machine is a three part sequence of all of Bentley's hacks. If you can focus on leveling up the blasters' power level early on in the Alter Ego zone, you should easily beat the high score before you enter the Spark Runner zone. Final Chapter? Defeat Cyrille Le Paradox and clear the game. --PLATINUM TROPHY-- Mask and Stripes Forever Collect all bronze, silver, and gold trophies. Get this trophy and view the credits to view an extra ending scene afterwards. -------------------------- XVI. PAST REVISIONS (PARE) -------------------------- No past revisions as of yet. -------------------- XVII. CREDITS (CRED) -------------------- Special thanks go to: The people on the GameFAQs forums, for informing me on the locations of several Sly Masks, particularly the ones in the arcade machines. My mom and younger brother for purchasing this game for me; it was a belated birthday present. The developers at Sanzaru Games, for creating this game in the first place. --------------------------------- XVIII. CONTACT INFORMATION (COIN) --------------------------------- Should you wish to contribute to this FAQ, or inform me of any mistakes I may have made, please e-mail me at galaxycrisis@aol.com. E-mails should be as clear and concise as possible, and preferably composed in English. Please specify in the subject line "Sly Cooper: Thieves in Time" or anything similar. NO FLAMING OR HATE MAILS WILL BE TOLERATED.