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After collecting the computers, Sly is thrown into a deadly chamber. It looks like we're going deeper into Clokwerk's compound. Bentley breaks-in and tells Sly that the entire place is booby-trapped including the floor tiles. Sly feels a need to help Carmelita who is trapped in a glass prison at the very back of the room. Bentley doesn't understand why Sly would want to save her, but thinks the barrel on the upper platform should come in handy, but he doesn't know how?
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there is no way, Sly's crossing the path with all the spotlights. As soon as you walk across the tiles, you're immediately killed by poison darts. Only option is off to the left. Watch the electrical pole. As it pulls back, the electrical arcing stops, revealing a blue sparkle ninja spire point. Spire jump across the flip jump to the small wire with the blue sparkles. Slide down the wire and BEFORE YOU REACH THE END, flip jump to the next wire. Slide down the next wire then jump to the gears.
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From the rotating gears, jump to the pipe and climb up [screen cam will go birds eye view]. From the pole, jump and grab the hook. Tarzan swing then flip in mid air, then spire jump to the top of the chinese lantern. Flip then spire jump to the next lantern on the right, then flip and spire jump to the next lantern. From here, jump to the overhead bridge on the left. The ramp from the bridge will tip down to the floor while you're on it. Run up the ramp to the computer terminals.
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Up top along the catwalk, whack the computer terminals for coins. DON'T WALK ON THE TILE FLOOR. It's booby-trapped like the tile floor below. Instead, jump on the table top. Look for the blue sparkle lights along the column and sneak around the back. Watch for the searchlight on the column. Sneak around it. On the other side, jump down behind the statue and smash it with Sly's cane. Behind you is the barrel. Jump in the barrel. Hmmm.... Remember back in the pirate's ship?
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The barrel will protect Sly from the deadly blow darts coming from the statues. Jump in the barrel and walk down the ramp. Go to the floor with all the searchlights. As the searchlight passes, DROP DOWN INTO THE BARREL AND DON'T MOVE. When you're back in the shadows, run inside the barrel across the floor. When a searchlight passes again, stop and hide. Work your way across to the very end. Whack the statues at the end (no more darts). Finally you reach the prison chamber.
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Carmelita is trapped inside a glass case. She is very surprised that Sly is there to rescue her. Sly explains that he can't leave her there. Of course, Clokwerk breaks-in over the intercom and locks the chamber behind Sly and floods the area with sleeping gas. Bentley knows what to do, and tells Sly he'll be back to save him after he hacks his way into the Clokwerk's computer.
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