Sly Cooper


Tide of Terror
Into The Machine

Into The Machine 1 Walk through the iris on the left closest to the rope, where you came up from the water. We are now going Into The Machine. Basically, we're exploring the engine room. I think you know what to expect. Lots of nasty machinery. Once inside, the first thing we confront is a blast furnace. You know the flame is going to kill you. Using Sly's cane, whack the overhead furnace grate down. This will block the fire and allow you to pass. Above the vent, jump & grab clue 1.

Into The Machine 2 Take care of the thug with the mallet up ahead and whack all the pipes. Some of them cough up coins. Cross over the first bridge to a piston. Jump to the piston as it moves up and down. Hanging off the next bridge to the right is another bottle. Wait for the piston to go down as far as it can, then whack the bottle for clue 2. Now jump to the next bridge. Stay a good distance back and watch the next thug with the flame thrower. As he catches his breath, go up and whack him.

Into The Machine 3 Jump down to the next platform, take care of another thug with a mallet and then jump to another piston then to a pipe column. Look for the blue sparkle. Shimy around the ledge of the pipe to the back. Jump and climb the rope to the next platform. Shimy again to the left around to the front of the pipe. Shimy more to the right to pick-up clue 3 just out of sight. Jump to the bridge and then to a piston then to the spinning crankshaft. Clue 4 is hanging from a nearby rope.

Into The Machine 4 Walk along the piston. Off to the left is pipe wheel. Jump to the wheel and grab clue 5. At the end of the crankshaft, whack the grate covering the pipe and walk through to the other end. Watch-out for another thug waiting in the pipe. At the end Sly enters a lareg chamaber. There are a series of blast vents below. Each has a grate cover. Once you jump on a grate cover, it slams shut for a brief second, then opens again. Bounce to the other grate to buy some time.

Into The Machine 5 There are 9 clues, 6 to 14 in this area alone. One clue on each vent grate, and one hanging from a rope in between each set of grates. Bounce and jump between each grate and grab all 9 clues if you can. Should you miss one, you can always come back through the level, and get ones you missed. Once you jump down, take care of the thug and smash the grate covering the exit. Welcome to your worst mightmare. This room is full of moving propellers. SAVE GAME by the repeater.

Into The Machine 6 Watch the rotation of the propeller baldes. They are all moving fast, from right to left. Run along the boardwalk, between the gaps in the blades. Stop between each propeller and look for the gap. At the end, climb up to a small dock platform. Whack the thug up top. Climb the rope, and jump to the overhead pipe. Sly now has to shimy across another set of propeller blades. Be very careful and take your time. Halfway, Sly has to jump from one pipe to another while hanging.

Into The Machine 7 At the end of the propellers, jump down to the platform then hook onto the ring and swing over to the pipe. Walk to the end, take out the thug, then jump through another set of furnace grates, this time with security forcefields. There are 9 more clues, 15 to 23 in this area. There is also a set of overhead pipes about halfway down that hold clue 24. Break through the pipe grate at the end and enter the main engine room. Take down the thug and walk along the boardwalk about halfway.

Into The Machine 8 Up on the left, you can see 2 clue bottles hanging in the air. Jump to the moving gear, then jump up to grab clue 25 & 26. Jump back to the walkway and take out the flame thrower at the end. Go to the left first. On a lower platform, there's a set of pipes. On top of one pipe, there's another bottle clue 27. Carefully jump up and grab the clue. Now go back to the walkway and across to the moving piston. The repeater will save your progress. Jump on top of the moving piston.

Into The Machine 9 As the piston moves to the top of its stroke, a ring will come into view. Grab the ring with Sly's cane, and just hang there for a second. Another piston gear with a wedge platform will appear. Swing and jump to the wedge as it becomes visible. From there jump to the top of the wheel. There's another bottle off to the left. Jump up and grab clue 28. From here jump down to the next open area. Right behind you is the combination vault for this level. Up ahead is a fast-moving turbine wheel and a thug guarding a small vault.

Into The Machine 10 Go up and whack the thug then whack the small safe. Grab clue 29 & 30. You can now go back and open the big vault. As you approach Bentley breaks-in and gives you the combination 2-2-7. Sly uncovers another page of the Thievius Raccoonus. This page from Sally Cooper, shows a new move called the FAST GETAWAY ROLL. A handy but not terribly effective move. You can try it using your [triangle] button. Once done, climb back up the piston to the top of the wheel.

Into The Machine 11 Grab the ring up top and the crane will swing Sly across to the far orange wheel. The wheel suddenly stops, showing a passageway. This passage is covered with flames. Walk across, slamming all the furnace grates, clearing the way. At the other end, Sly enters the final chamber. The secret key is in the middle of a moving electrified fan blade. Jump to the middle and grab the key. LEVEL ENDS. Sly returns outside.

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