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Before we even get started on the first mission, Sly learns a new move. Bentley has made some modifications to Sly's cane and it now splits into 2 pieces, to climb ice walls. Just jump to a shiny ice wall and use [circle] to activate the move. Sly uses his canes like ice picks to chip and hang onto the ice on his own, until you release him using [X]. You will have to become a master at this.
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As in all other missions, Bentley needs photos so he can scheme-up a plan. The difference here, is getting to all the places to take the photos. They are all over the place. Good time to roam around and get a feel for the area. Along the way, listen for the tinkle of clue bottles and work your way up to the 30 you'll need to break-open the combo vault down in the sawmill, later on.
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The 1st photo opportunity comes fairly easy? It's a massive Grizzly Bear. There are 2 or 3 of them that roam around the sawmills. They leave everyone alone for the most part, UNLESS THEY GET AGITATED BY SLY'S PRESENCE. They'll charge and hunt you down. YOUR ONLY ESCAPE IS HIGHER GROUND. You cannot beat them. Even the local security gets involved. You can watch them get pulverized by the stampeding grizzly. The good news is.... you get all the coins from the fight.
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The 2nd photo is down by the lake. Bentley needs a photo of one of the Fishing Boats. Each boat has a computer on board that will be hacked later on the mission. You may want to board the boat while you have the chance, and get the clue bottle on top of the mast. From the boat, find a cabin drainpipe and climb to the snowy rooftops. Jump across, fighting secuirty on the way. Use your high voltage attack or pickpocket first then silent obliterate them with your cane.
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The next photo is Jean Bison's House. One of the cabin rooftops will give you the perfect unobstructed view of the cabin. Bentley seems to think that Jean Bison is hiding inside right now and they need to find a way to eavesdrop on his conversations. The house is locked up and there is no way inside. Interestingly enough, there are no missions to actually go inside, and put in a listening bug. We'll have to find another way.
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The last photo in this group is by the large sawmill in the center of the town. Sneak around the access roads and find the drainpipe next to the hydro poles by the log truck. Climb up the pole to the top. You'll be right above the sawmill catwalk, where the logs come rolling out. The photo is the Sawmill Blades. To get the perfect picture, ninja spire jump and walk across the hydro pole cable to the middle, between 2 poles.. Turn around. Take the photo [Movie sequence begins].
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Bentley believes it would be very helpful to take photos of the lighthouse. He's not sure why, but the Northern Lights seem to flicker when the lighthouse is operating? Maybe there's a power generator inside. To get to the lighthouse, walk across town. From the high cliff, it doesn't appear there is a way to get across the water to the island. Climb the drainpipe of the nearby silo. Up top, you can see the lighthouse clearly. Use your para-glider and soar across to the front door.
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The front door to the lighthouse is locked? Bentley says there must be another way in. Walk around the path to the back of the lighthouse. At ground level, look for blue sparkle lights. There's an access vent that Sly can crawl through, to get inside. Sly comes out from the access vent, inside a cage. The 1st photo is the Front Door to the lighthouse. We need to find a way to unlock that door from the inside. It's the only way, Bentley or Murray would ever get access to this place.
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The 2nd photo is the Battery Charger. We know from conversations between Jean Bison and Arpeggio, he is charging a battery for Arpeggio's blimp. He is due to arrive any day now, to pick-up that battery. This must be the generator that converts energy from the Northern Lights into battery juice. But where's the battery? The deal is that Jean Bison will get the Clockwerk Brain from Arpeggio in exchange for this charged battery.
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The next photo is the Spinner. The spinner seems to be the magneto that powers the battery charger and keeps it going. It's next to impossible to get a clean photo of this spinner, because IT'S MOVING VERY FAST! You have to anticipate where it's going to be, and snap a photo as it zooms by. Bentley breaks-in and suggests to Sly, he might as well get a photo of Jean Bison while he's here.
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The last photo is Jean Bison. He's walking around the back wall. He's mumbling to himself. He's very concerned that no-one wants to come out to the Lumberjack Championship Games. He needs to find a way to attract new contestants. He ponders about it then decides to offer the Clockwerk Talons as a prize. He laughs out loud, because he knows that no-one will ever beat him. JOB COMPLETE. (return to the HIDEOUT).
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