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Sly enters an area of the pirate ship that can only be described as a basement swamp. There is debris floating everywhere. Obviously the exploited remains of Sir Raleigh's pirating attacks (almost kept like trophies?). Go down the plank and whack the small safe on the bow of the ship. Pick-up clue 1 & 2. Walk down the submerged ship and take-out the thug doing the body slams. Grab clue 3 & 4 nearby. Even the rats running around are good for gold coins. Jump to the floating debris.
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Watch-out for the sweeping searchlights. They light-up all the wreckage as you try to cross. Pick-up clue 5 & 6 on the floating debris as you jump across to the far submerged pirate ship. Be very careful not to fall into the water. Watch the cycles of the searchlights and plan your jumps accordingly. Work your way over to the half-submerged pirate ship. Look for the alarm sentry on the right and whack it first. Now go over to the small safe and grab clue 7 & 8.
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Around the back of the mast of the ship, pick-up clue 9. Now jump to the rigging from the left side of the ship. Sly will hang-on and shimy up the ropes. Grab all the coins jumping from one rigging rope to another. At the top, jump down to the small round platform (the old lookout deck of the ship). Jump and grab the dangling rope. Shimy up and then jump across to the wing of the old plane. Walk across the wing to the center of the plane. Take note of all the searchlights.
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At the very end of the other wing, Sly can see 2 more clue bottles. The problem is the security. A searchlight is fixed on the bottles and doesn't move. This means that if we try to get the bottles now while the security is on, Sly will get zapped. To disarm the searchlights, walk down the body of the plane, dodging the searchlights as they sweep across. Whack the alarm sentry at the other end. The searchlights disappear. Now go back and grab clue 10 & 11. Walk to the circular aquarium.
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Look for the blue sparkles. Using [circle] shimy around the left side to another catwalk bridge. Walk down and let Bentley's repeater station take your photo. Walk over the wing of the next plane and collect clue 12 & 13. Watch-out for the thug with the flying discs. He'll try and nail you while you cross the wing. Take him down dodging the discs as you go. Jump to the dangling rope and shimy down to the next wooden plank platform. There's a patroling guard with a flashlight.
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Sly can take this guy down 2 ways. Jump down and confront him right away as he turns away, or shimy across the overhead rope, drop down behind him and whack him from behind. Either way works. From here jump to the submarine. There's another guard with a flashlight patrolling. Run to the left of the submarine control tower, hiding from the flashlight. As he turns around, whack him. Go up the control tower and pick-up clue 14 & 15. Jump to the small dock and the next debris field.
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Jump across the wreckage avoiding the water. A guard up ahead starts to throw flying discs as your jumping through the wreckage. Make it to the ship as quick as you can and take down the thug. Now go back and collect clue 16 & 17 on the floating wreckage. On the sinking ship, grab clue 18 then whack the small safe for clue 19 & 20. Jump to the dangling rope and shimy up. You can see the combo vault for this level and right above, the secret key. Jump down to the vault.
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Bentley breaks-in and gives Sly the vault combination 7-1-9. Inside another page from the Thievius Raccoonus. This one Karin Coopergina's Coin Magnet Techinque, allowing Sly to be not so close to grab loose gold coins. After you're done, jump to the next dangling rope and grab the secret key up top. LEVEL ENDS.
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