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These are the furnace rooms for the pirate ship base. Any contact with a flame and Sly is burnt toast. First look up to the right. Overhead are clue 1 & 2 hanging from ropes. Climb/jump to the sides of the furnaces and whack the bottles from mid-air. Off to the left behind the pipes, is a small safe. Whack the safe for clue 3 & 4. NOTE: the combo vault for the level is right here at the start. You may want to finish the level first... then come back after, to open the vault? (a lot less work).
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Watch the cycles of the small furnaces as the doors swing open and shut. Up ahead is a mallet thug blocking the bridge. Take him down and jump up to grab clue 5 & 6 hanging right above the singing bridge. Jump to the passage with the furnace vents. Whack the grates closed with your cane and grab clue 7 as you walk through. Jump to the next bridge and then to the next open area. There's a repeater station on the left. Let Bentley take your photo. Take care of the flame thrower.
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To the left is a pile of coal near the wall. Whack the coal for gold coins. Hidden behind are clue 8,9 & 10. Jump onto
the spinning wheel mechanism. Start to run in place on the wheel. Watch the meter on the left. As the wheel spins, the meter
will go up. The hook rings in the next room are tied to a belt and series of wheels. The hook rings pass right by Sly. The object is to spin the wheel fast enough to turn on the light for 3-4 seconds.
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Grab any hook with Sly's cane and zoom across the room using the drive belts. Make sure Sly has enough momentum to get all the way to the other end. If the mechanism has not been wound up enough, Sly will just hang there in mid-air, stuck over the fire pit with no way out. At the other end of the room, Sly can drop from the hook ring to a metal platform, with a repeater station. Take down the mallet thug working nearby. Grab clue 11 by the pipe on the right.
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Walk to the back of the platform. There's a small pipe that Sly can grab and shimy on. Jump and grab the pipe with Sly's cane. Follow the pipe around the back and shimy up to the overhead platform. Use Sly's cane and tarzan swing across to the suspension catwalk. Tarzan swing across the next ring to the second catwalk. There looks to be no way out from here. To the left and right are a series of wheels that run the belt for the hooks connected to that wheel generator.
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Jump over the railing to the right and grab clue 12. Carefully jump to the next wheel and grab clue 13. Again carefully jump to the next wheel and grab clue 14. Now jump to the catwalk on the right. I wouldn't bother with the gold coins on the other wheels. Not worth the risk of falling. Follow the catwalk into the next set of furnace vents. Whack them closed with Sly's can and grab clue 15 that drops down. Follow the path to the next open area. Don't go in just yet.
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Take care of the flame thrower thug then look up on the right. 2 more clue bottles. Jump to the small pipe next to the wall, then jump to the higher pipe. Whack the bottles for clue 16 & 17. Jump back down to the walkway. To the left is another pipe leading off to the far left wall. Carefully jump on top of the pipe and walk across to get clue 18 & 19. Watch you don't fall off the pipe on the return walk. The camera won't be behind you. Walk to the open area up ahead.
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Look for the coal pile on the left. Whack the coal for more gold coins and then grab clue 20 & 21. Whack the nearby small safe for clue 22 & 23. Walk up to the spinning wheel mechanism. This one is guarded by a security searchlight. Jump on the wheel when the light goes away and start to spin. As the searchlight returns, jump off for a second. After the light passes again, jump on the wheel and continue spinning. Do this 3-4 times and a large black ball will smash the windows.
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Jump to the mechanism and then to the right. Whack the rope holding clue 24 in mid-air. This may trip the security alarm but it's no big deal. We can make it through the next section with the security armed. Go through the now-opened window, and grab clue 25 & 26 on the first conveyor belt. Jump to the next conveyor. Avoid the sweeping searchlights. Jump to the next conveyor and whack clue 27 & 28 in mid-air while the searchlights sweep across. Jump to the next conveyor and whack clue 29 & 30 in mid-air.
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Jump to the last platform and grab the secret key. LEVEL ENDS. Back on the pirate ship, go back to the wheel mechanism and swing back across the ring hooks and re-enter the level. The combo vault will be on the left by the entrance. Bentley breaks-in and tells Sly the combo will be 5-7-9. Opening the safe reveals a new nove from Dev Cooperinda called the SLOW MOTION JUMP. I don't think this move will come in handy anywhere but then again? Leave the way you came in.
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