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We start this episode in Holland. Sly and the gang have come to the realization that if they want to break into the compound on the island, they are going to need an EXPERT RC PILOT. After exploring several internet chat rooms, Bentley has found out about the ACES flying competition. In Holland, Bentley and Sly case the hotel where they're staying. All the pilots for the competition are staying here. They need to get an idea of who they are up against. Time for snooping around.
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To play the part, Sly has already done some groundwork. He is in disguise as a pilot and has already stolen a pilot's license and has acquired a plane. Moving around the hotel lobby is easy but Sly has NO CANE. Can't give away any clues. Bentley also advises not to talk to any of the locals or get in any argument for now. Don't want to blow our cover. He says to look to the bartender for some answers. Work your way across the main reception area. Find the bar.
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[Movie sequence begins] OF ALL PEOPLE, we would have to run into Dimitri.. He's still hurting from his time spent in jail in Venice and is not going to give-in easily, or do Sly any favors. He wants Sly to owe him a big one! Talk your way through the dialogue sequence, butter him up, and get to the root of the problem. Sly is going to need a list of the players in the competition. Dimitri knows the roster is with the Black Baron.
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Speaking of the famed Black Baron... [Movie sequence continues] The Black Baron waltzs into the hotel lobby and addresses the pilots in the competition (a meeting you could say). The Baron goes over the rules of combat and what happened in years past. We also get an idea of the countries participating and some key players including Muggshot (you may remember him from Thievius Raccoonus). Everyone is now on a curfew.
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Gameplay turns back to Sly. Now of course, curfews are meant for people who have no life or obey rules. Sly will deal with the extra security if he has to. The trick is to sneak out of the hotel. Find your way out the front lobby down the steps and out to the main street of town. Luckily, there is no security standing guard at the door. The only bad part... we are still in diguise and have no cane, so we can't steal or break anything or take down any guards for coins and goodies.
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Based on detailed information from Dimitri, Bentley has down-loaded the co-ordinates to the Baron's castle and his secret hangar. Load the biocucam and find the bullseye target. You may want to find a local rooftop to get a birds-eye view of town. it's night-time and there's a bit of rain falling (cool environmental effects). AVOID THE GUARDS FOR NOW. No point picking a fight and risking the chance of being penalized for being caught during the curfew. Sneak across town.
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Halfway across town in the open fields leading up to the Baron's castle, we run across a huge wolf. He's roaming around looking for stray security guards or people. YIKES! I guess the Baron meant business when he said EXTRA security? STAY CLEAR! Watch your health meter warning alarm. if it glows red, the wolf has detected you and will come running. Walk up the ramp, take care of the lone guard patrolling and sneak around to the back of the castle.
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Bentley breaks-in and tells Sly there is no way to get in from down here. He'll have to climb to the roof. Jump to the overhead hooks and swing across to the back platform. Jump to the second level and grab the overhead hook. BUILD UP A STRONG SWING and jump to the drainpipe under the bridge. Shimy across to the other side. As you're crossing under, you'll hear the Black Baron talking to one of the judges overhead, about the competition and a cheating strategy to win.
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Jump down from the drainpipe to the wooden platform. Go to the left. Shimy around the corner of the castle. Swing across the hook and shimy around the next corner. Jump and grab the rock climbing hook on the drawbridge door, PULL BACK and spring flip jump across to the next corner. Shimy around and grab the hook. Swing up to the flagpole. Shimy up the woobly flagpole and jump to the platform then sneak across to the front of the castle. CAREFULLY SNEAK PAST THE WINDOWS.
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DON'T LET THE BARON SEE YOU THROUGH THE WINDOWS, SNEAKING BY. You are supposed to be under a curfew. Mission will fail and you'll start back at the hotel.
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After you're past the windows, sneak around the corner, climb the wobbly flagpole, jump to the wooden balcony, then to the drainpipe in the corner. Climb up to the rooftop. Bentley breaks-in and tells Sly to lower the drawbridge. No such luck! There's no switch or lever? How's Bentley going to get in? Sly has an idea, and throws a wooden catapult from the rooftop, down to the castle grounds. Gameplay turns to Bentley.
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Jump in the shoe of the catapult and launch to the roof of the castle. Wheel your way across the modified runway and approach the hangar door. It will OPEN AUTOMATICALLY, as you get close. Inside the Baron's hangar, lots of goodies AND HEAVY SECURITY. The entire floor is electrified, so wheeling across is not an option. Use Bentley's wheelchair booster pack and zoom across to the wing of the plane on the left. Hop across the plane and hop down to the corner, by the painting.
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Like in Venice, the painting holds a secret combination for the safe, hidden behind the painting. Zoom-in to the painting using the magnifying glass and hunt down the secret 3-digit code. In this case, look to the top of the painting. The secret code is 2-2-3. Press [circle] and enter the code into the safe tumblers. The safe opens. THERE'S NOTHING INSIDE! Hmm... A bit of a surprize? Sly breaks-in and tells Bentley to try the painting on the other side of the hangar.
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Use Bentley's booster rockets again, and fly up to the plane you were just on. Now jump across to the plane in the middle. WATCH OUT FOR THE OVERHEAD SECURITY SEARCHLIGHTS. Stay in the shadows. Watch for the cycle of the searchlights as they pass over the plane. When you get a break, quickly wheel and hop across to the next plane. Make your way across to the other side of the hangar and drop down to the other painting. Zoom-in using the magnifying glass.
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This one is a bit trickey. The numbers are distorted and faint. The secret code is 5-1-0. Back away from the painting [circle] and enter the numbers in to the safe tumblers. Grab the pilot roster. Bentley and Sly return to the HIDEOUT (which they have just acquired). It's one of the hangars by the windmills. Their plane is there and Murray has been wokring on it. JOB COMPLETE.
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