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Murray drives across the continents as Sly explains the mission of Sir Raleigh. This member of the Fiendish Five, is the mechanical genius behind the group, and builds evil machinery. He is out on a pirate ship somewhere deep in the stormy and perilous ocean waters of the Welsh Triangle.
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Murray drops Sly off at a nearby road. Sly walks through a rock tunnel and emerges on the other side by a clearing next to a lake. Bentley breaks-in and explains the security and the fact that the gate to the compound is locked. Ok... So we have to find another way in? To the right is a half-submerged pirate ship. Walk down and across the floating dock. Pick-up clue 1 & 2. Clue bottles are scattered around the level. In this area, we need 20 clues, to help Bentley unlock the vault.
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Take care of the security goon with the big mallet by whacking him with Sly's cane. He coughs up a few coins for the effort.
Go to the back of the ship and whack the ship's wheel and the mast. The broken mast will drop clue 3 & 4. Return to
dry land. Up ahead on the left is a lighthouse. Next to the ladder is clue 5. Climb the ladder and grab the coins up top. Don't jump to the other side of the fence from here. Jump down and walk to the other side. Sly can see an overhead dangling wire.
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Jump to the top of the shortest tree, then jump across to the other tree-tops. Grab clue 6 & 7 then grab the rope and
shimy across, over the fence-line to the high tree-top. Grab clue 8 & 9. Drop down to the ground. We are now inside the compound. Bentley breaks-in and warns Sly about the searchlights. If Sly is seen in the light, it will mean certain death from laser fire. Watch the searchlight patterns and run in between them as they sweep away. Hide behind the statues.
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Up ahead is another security thug but this one has a yellow metal disk that he hurls at Sly as he approaches. Whack both the statues first for clue 10 & 11. Dodge left and right as the thug throws his metal disks, and take him out with your cane as quickly as possible. Bentley has placed a signal repeater up ahead [save point] so if you are to die you return to the last save point. Whack the flame security thug up ahead. To the right, below the waterfall are clue 12 & 13. Watch out for the strong current as you walk across the waterfall.
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Walking through the second waterfall, Sly spots clue 14 & 15 on the rocks. On dry land again, Bentley explains the swing move with Sly's cane and overhead hooks to jump over objects. Swing over the fence. Next are a set of rotating drums that Sly has to cross over. Walk over the drums as they rotate and jump to the island. Take care of the mallet thug and let the signal repeater freeze your continue point. Up ahead are another set of drums, this time with fences that block your way.
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Let the drums rotate beneath you as you walk against the rotation and look for the gap in each fence. Jump to the next island. There are 2 more lighthouses with searchlights. Watch the light patterns and run in between in the dark. Take care of the thug with the flying discs and work your way to the very end. On the left, find clue 16. To the right is a locked combination vault. Bentley reminds you that you need all 20 clues for him to access the combination.
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Up ahead you can jump up and grab the dangling overhead rope. Shimy up the rope to the catwalk around the first searchlight.
Up top you'll find clue 17 & 18. Jump and grab the dangling rope again and shimy across to the far searchlight.
Again climb up to the catwalk and grab clue 19 & 20. TADA! You have all 20 clues now. Jump down to the ground
and walk back to the vault by the end of the island.
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Bentley breaks-in and tells Sly to press the [circle] button to retrieve the combination. Bentley relays the info to his computer and comes back with the combination of 7-9-2. Turn the tumblers from left to right, to match the combination. The vault opens!! Inside is a page from the Thievius Raccoonus. Sly uncovers a new move from his
ancestors called the fast attack dive, which is now active by using the [triange] button. As Sly gains more advanced movves, he can toggle to different moves by using [R2].
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After gameplay returns, try the new move and get comfortable with it by using the [triangle] button. It may come in handy? Jump across the last set of rotating drums, and grab the secret key. Walk to the end and put the key into the locked gate. We now have access to Sir Raleigh's base camp.
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