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Welcome to Sly's latest adventure. Sly is inside the Museum Of Natural History. Bentley breaks-in and tells Sly that he needs to activate the power switch on the upper balcony. Jump on the tiki drum up to the head of the overhead dinosaur skeleton suspended from the ceiling. Run along the back over to the balcony. Activate the power switch. [movie sequence begins] Bentley comes up the nearby elevator and runs over to the computer console to hack the security systems.
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Bentley releases the gate lock and disables the security lasers. Walk down the corridor into the hallway. Whack all the furniture and flower pots with Sly's cane for lots of coins (and you'll need them). The security guards patrolling won't pay any attention to you. Run down the halls and up the stairs to the oustide balcony. Jump to the overhead wire and run across the street to the next balcony. Spire jump again to the overhead wires and walk across between the buildings.
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Murray drops in from the glass skylight, to help Sly out. He has muscle (proud of it) and opens the gate for Sly. Run into the next room, then wait out on the balcony. Murray runs out to join Sly, and picks up a nearby chair, hurling it across the street, putting a dent in the gate and the balcony across the street (Sly's impressed!). Spire jump to the overhead wire and run across to the balcony across the street. Enter the building. It's way too quiet? [movie sequence begins].
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Bentley yells to Sly that he's SHOCKED that the Clockwerk parts are not still in the room! Somebody has already stolen all the parts before they had a chance? THIS IS NOT GOOD! To make matters a lot worse in a hurry... Carmelita Fox & Constable Neyla jump into the room (hiding in the back) and confront Sly with the crime. Carmelita questions Sly and thinks he's up to no good yet again, while Neyla seems to think that the evil Klaww Gang had something to do with it.
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While Carmelita & Neyla argue over who has committed the crime Sly sneaks away. Carmelita is on to him now and runs out to the gallery to try and catch him. Watch for the plasma gunfire from Carmelita. Run down the gallery halls, whacking all the artifacts and furniture for lots of coins. Murray and Bentley duck out about halfway, and tell Sly they'll go get the van. Sly runs out to a balcony. Carmelita fires on him all the way across the rooftops. JUMP IN THE WAITING VAN. Training is over. MISSION BEGINS.
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GAMEPLAY NOTE: This is the end of the training, to get familiar with the controls and moves that Sly will need to move around and complete the first set of jobs.
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The gangs first mission involves Dimitri and his peacock nightclub. Dimitri is a lonely artist who has turned to a life of crime from lack of respect. His nightclub is very popular and ke now has the tail feathers from Clockwerk and is using them to print counterfeit money. Our mission is to retrieve those tail feathers before they get into the wrong hands. Sly scopes out the area and Bentley is proud that he's come up with an elobarte strategy to get inside the nightclub.
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Sly's first job is to connect 3 satellite dishes to the communications antenna on the roof of the HIDEOUT. This will allow Bentley to listen-in on Dimitri inside the nightclub. Jump to the rooftop of the hideout. Use the binocucam [R3] to scan for the first satellite dish location (appears as a blue light with a BULLSEYE TARGET). Run across the rooftops and wires to the water tower on the far side of town. WATCH OUT FOR PATROLLING GUARDS & SAILORS. They don't go down easy?
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Fight your way across (whacking each enemy 4 times with your cane) or sneaking across when the coast is clear (alot easier). Jump to the pipe on the side of the water tower and shimy up to the roof. Go to the back of the satellite dish and activate the power switch [circle]. Bentley breaks-in and tells Sly he now has a signal and tells Sly to go find the other 2 dishes. Use the binocucam again and scan for another dish. Jump across the rooftops and go to the next dish.
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Activate the power switch on the 2nd dish then locate the 3rd and final dish with the binocucam. You'll notice, that while your running and jumping across the rooftops, you'll come across clue bottles. COLLECT ALL 30 for this mission, and you can unlock the secret combo vault inside Dimitri's office for a special power-up. They are not easy to find, and I am not going to detaill where they all are. Just keep hunting in every corner and on every balcony.
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STRATEGY NOTE: Clicking down on the head of the left analog stick [L3] will give you a DISPLAY STATUS showing the numbers of COINS and CLUES you have right now and how many you'll need in total (comes in very handy).
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Find and activate the 3rd satellite dish. Bentley breaks-in and tells Sly he now has access to the nightclub and is listening-in on all the talking going on in Dimitri's office. He tells Sly to come back to the HIDEOUT to go over the gameplan. Jump and run across the rooftops to the HIDEOUT. If you're lost, use the binocucam and look for the red & yellow "S" spotlight. Walk inside and Bentley gives you the low-down on what he's come up with. JOB COMPLETE.
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