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Welcome to Raleigh's art gallery. Sly emerges in a hallway draped with elegant paintings and sculptures. Obviously part of Sir Raleigh's treasures from a life of pirating. Work your way down the hallway smashing everything you see for lots of coins. Clue 1 & 2 are on the left side by a series of statues. Don't forget the glass cabinets. Eventhough they look like part of the wall, they have lots of smashable objects on all the shelves. You can never have too many gold coins?
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Go through the skull doorway that automatically opens into the second treasure hallway. Watch for the multiple laser sweep security fields. Watch them first as they cycle up and down the walls. Run past each set as they cycle up the wall opening up a gap. If you trip one of the lasers accidentally, run like crazy to the end and whack the alarm sentry at the end, to kill the lasers, before they kill you. Clue 3 is up ahead on the right, near the steps leading down to a chamber.
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Be very careful going down the steps. Up ahead are a series of parallel lasers that will track Sly across the floor as he tries to maneuver through the maze of steps. Best advice, go to the left and run to the open section with no laser fences. Run up one step and then across to the right. The 2 lasers will be tracking your every move. Run up one step then across to the left up to the repeater station by the archway. Take-out the laser alarm sentry. All the lasers will evaporate.
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Sly is now free to roam around. Off to the left of the archway, jump down and collect clue 4,5 & 6 hiding behind the steps. Walk all the way around to the right side of the archway, smashing all the statues for lots of coins. The level combo vault is nearby. Pick-up clue 7,8 & 9 on the small platform near the wall. Jump back up to the archway. Whack the stone statue on the right. Climb up on the base and grab clue 10 & 11 up top. Whack the left statue climb up and grab clue 12 & 13.
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Jump up to the upper ledge of the archway (where the clue bottles were). Carefully walk around the left side of the ledge to the back of the archway. Jump to the center ledge of the archway. Grab clue 14 at the middle point. Now jump down to the boardwalk and let the repeater take a picture. Whack the 2 statues on this side of the archway for more gold coins. Up ahead on the boardwalk are 2 thugs that like to belly slam.
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Whack the first small safe and collect clue 15 & 16. The first thug now sees you and starts to run up the boardwalk. Stand back and wait for him to body slam the boards. As he gets up, whack him with your cane. Walk down and startle the 2nd thug. Again wait for him to body slam the boards, then whack him as he gets up. Whack the 2nd small safe for clue 17 & 18. At the end of the boardwalk there are 2 warning signs about the laser traps in the lily pad pool up ahead.
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Off to the right, jump to the small platform and grab the extra life. Jump down to the wooden platform. Grab clue 19. Watch the lasers as they rotate around the center column. We have to get to the other side. As a laser passes, jump down to a lily pad. Jump to the next lily pad, over the laser beam, as it passes by. Jump from pad to pad collecting clue 20 & 21 along the way. Should Sly miss a pad or trip the laser, you'll start again by the repeater at the top of the boardwalk.
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At the end of the lily pad pool, jump to the platform, whack the alarm sentry and climb the rope to the walkway. Note the blue sparkle around the columns. Shimy around the back of the first column and pick-up clue 22 & 23. There are security searchlights guarding the walkway. Duck between the searchlights, and shimy around the back of the 2nd column. Pick-up clue 24 & 25. Up ahead, the searchlights are sweeping a little faster. Run past each one grabbing clue 26 & 27. Shimy around the back of the 3rd column.
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Whack the alarm sentry by the bridge and pick-up clue 28,29 & 30 on a small platform to the left. DON'T CROSS THE BRIDGE TO GET THE KEY JUST YET! Now that we have all 30 clues, jump down to the lily pads run back up the boardwalk and find the combo vault. Bentley breaks-in and tells you the combination 4-3-6. Inside is a blueprint of all the locations of Raleigh's henchmen that Bentley downloads to Sly's Binocucom [R2]. May come in handy?
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When done, work your way back to the lily pad pond, then back across the walkway to the bridge. Walk over the bridge and grab the key in the center. LEVEL ENDS. Sly returns to the deck of the pirate ship.
NOTE: The master thief timer run is not that easy but can be done. I would wait until Sly gets the "speed-up time" upgrade before attempting. You don't NEED any timer runs completed to advance.
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