Sly Cooper 2 Band of Thieves


Taming the Iron Horse
Cabin Crimes

Cabin Crimes 1 Welcome to CANADA, home of Jean Bison's trading empire. This is the backbone to the spice trading network. Jean Bison is an old-timer, thawed by a recent warming spell. Legend has it that he was frozen in the ice, for decades. He has many Clockwerk body parts put to work in the engines of his trains, to keep them running non-stop. The gang's job here is to get access to these trains and take back the Clockwerk parts.

Cabin Crimes 2 Sly has a new rock-climbing move. Many of the areas here have old rock-climbing hooks embedded on the cliffs. A rock-climbing hook is marked by blue sparkle lights [similar to a ninja spire point]. Just jump to the point and hang on with your cane. Pull back [left stick] to get a spring jump to another hook or to the top of the cliff. Sly can pivot on the hook to change the direction of his spring jump. This move will be handy for getaways or hard-to-reach places.

Cabin Crimes 3 Sly gets the first assignment. Like most other missions, Bentley needs recon photos. For this assignment, Bentley needs photos of the 3 train route maps. The maps are located inside a small cabin up high in the cliffs, in a remote area. To get there, use the new rock-climbing move. Walk across the train tracks to the front door. WATCH FOR THE MINER digging under the snow. He's like a groundhog. He packs a mean shovel when he comes up for air. Best to just avoid him!

Cabin Crimes 4 Inside, JEAN BISON IS IN THE CABIN! Yikes! No-one was expecting this? He's pacing around the middle of the room. He's slightly distracted, being on a conference call with Arpeggio (another Klaww Gang member). Bentley breaks-in and tells Sly that he can't blow his cover. He's going to have to sneak around the cabin, to get the map photos. There are coffee tables around the perimiter of the room. Look for the blue sparkle lights. Find one nearby and duck for cover.

Cabin Crimes 5 It's next to impossible to get photos, standing in the room, with Jean Bison walking around. You won't have enough time to load the camera, zoom-in and focus, without being caught? Look to the back of the cabin by the fireplace. There are crates stacked against the wall on the left. SLY CAN CLIMB THE CRATES AND JUMP TO THE ROOF RAFTERS. After Jean Bison walks by (with his back to you), run to the crates and jump up to the overhead beam. Jean won't see you up top.

STRATEGY HINT: Listen-in on the conversation between Arpeggio and Jean Bison. They will discuss many things that will give insight as to what's coming next.

Cabin Crimes 6 From the safety of the overhead beams, Sly can comfortably take photos without any worries. Load the binocucam camera [R3] zoom-in and focus on the green target ring on each painting. Snap pictures of all 3 route maps. Be careful NOT TO DISTURB THE BOTTLES on the beams. Any noise will alert Jean Bison failing the mission. You'll have to cross over the fireplace mantle, and jump to the far beam, to get to a good vantage point, for the map of Iron Horse Route #2.

Cabin Crimes 7 Once done, Bentley breaks-in and explains to Sly that he's discovered that Jean Bison keeps blueprints to the trains and their routes in small safes hidden above fireplaces. The binocucam loads a bullseye target on a game fish plaque above the mantle. Run over the beam and jump down to the mantle. MAKE SURE JEAN BISON DOESN'T SEE YOU. Open the safe and grab the blueprints for train #1. Jump back to the beam, run across, drop down and sneak back outside.

Cabin Crimes 8 The 2 other blueprints are inside cabins located in remote areas. Load the binocucam [R3] and locate the bullseye for either one of the cabins. Trek across the snow and railways to the other side of town. Watch-out for patrolling moose guards with searchlights. Sneak up behind them whenever you can and pickpocket the guards for coins, diamonds & gold bars. You need to collect alot of coins (at least 1,000) to buy new necessary upgrades for Sly and Bentley.

Cabin Crimes 9 Inside the next cabin ALOT OF SECURITY. There are several mallard duck guards wandering around. Look to your left along the side wall. Climb the bails of cloth and jump to the overhead beam. It's the only way to the fireplace unless you want A MAJOR RUMBLE! Walk across, pickpocket and whack the guard blocking your way, jump down to the fireplace mantle and grab the 2nd set of blueprints. If you want more coins, look for a guard with a golden aura around his wallet. Pickpocket him first then clean-out the room.

Cabin Crimes 10 The 3rd cabin is down in a remote valley near the lake. WATCH OUT! Carmelita is patrolling the area? WHAT'S SHE DOING HERE? Remember that you can't engage Caremlita in a fight because of her plasma stun gun. Avoid her. The cabin is guarded outside by beartraps. Run across the nearby train tracks to a high vantage point and use your para-glider to soar over to the front door, avoiding any problems. Inside, 4 moose guards are patrolling and sleeping.

Cabin Crimes 11 As you look around this cabin, you suddenly come to the realization there is no way to get up to the overhead rafter beams? You're going to have to sneak your way around. Watch the movement of the guards closely and stay away from their searchlights. Pickpocket the sleeping guards for coins and goodies, BUT DON'T WAKE THEM. Jump to the mantle by the fireplace and grab the 3rd & final set of blueprints. If you want, fight your way out, but I suggest sneaking.

Cabin Crimes 12 Outside the cabin, Bentley still has one more assignment, before Sly can return to the HIDEOUT. There's a satellite transmitter dish high atop one of the mountains, that Bentley needs hacked into. The bullseys target is now loaded into your binocucam. To get to the hill top will a combination of jumping on ledges, Rock climbing on wall grommets, and swinging across hooks. Up top, turn on the satellite. JOB COMPLETE. [Movie sequence begins] back inside the HIDEOUT.

EASY MONEY: Next to the satellite dish on top of the hill top, is a glowing vase worth lots of money. Go back to the mountain top, grab the vase and use your para-glider to fly back to the HIDEOUT (virtually untouched).

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