Sly Cooper and the Thievius Raccoonus (Vita)

Sly Cooper and Thievus Raccoonus (Vita) trophies

Welcome, gamers, to the Sly Cooper and the Thievius Raccoonus (Vita) walkthrough! Sly 1 (as it is also known as) is the first in a series of games by developer Sucker Punch.

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The trophies in this game are all very straightforward. As long as you follow this guide and collect all bottles and open all large safes, every trophy will unlock along the way.

One note before we begin: Depending upon the order you face the levels in, your trophies may or may not unlock at the same time as this guide states. Don't worry! As mentioned before; just keep collecting the bottles and opening the large safes and your trophies should unlock eventually.

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With that said, let's get started!

Sly 1 is filled with various gameplay mechanics as well as mini-games to keep things different. Any time a new mechanic is introduced, Bentley the Turtle will chime in with detailed instructions on how to perform certain tasks. Because of this helpful in-game dialog, I won't display the button map for Sly 1. Instead, this page will focus solely on a few important tips to remember as you play through the game.

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  • This guide does not get into much detail regarding most enemies. Most enemies in the game are easily dealt with, especially as you learn new techniques by opening the large safes in each main level. Use whatever techniques you want to dispatch a particular enemy, though most can be dealt with simply by using your trusty cane.
  • Take your time around tricky areas when possible. Examples of this include sneaking past spotlights and certain enemies as well as navigating across platforms. There's no time limit in the game, so unless the game is forcing you to go fast, just take the time you need.
  • There is a life system in the game. Whenever Sly gets hit and is not wearing a horseshoe power-up on his back, you lose a life. Similar to a lot of games in the old platformer era, just because you lose all your lives, doesn't mean you have to start from the beginning of the game. Even still, it's best to gather up as many coins and 1-ups that you can as you navigate through the levels.
  • Have fun! This is a classic platformer and for good reason; there's a lot to enjoy in Sly 1. The trophies will all unlock as you play through the game, so just enjoy the ride!

Welcome to the story walkthrough for Sly 1! Unlike later Sly Cooper games, Sly 1 is fairly linear. And because many of the trophies require finding the bottles in each level and ultimately unlocking each level's safe, this walkthrough will reveal the bottle and safe locations as we move through the story. A vast majority of the bottles are easy to find or are in plain view, but some of them can be a bit tricky to obtain so this walkthrough will hopefully help you in your quest for full completion. Also, you can play the levels in a chapter in any order you like; you do NOT have to follow this walkthrough's path exactly as it is shown. Below is a quick-access Table of Contents for your use.

Let's begin!

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Oh - here's a free trophy just for playing the game. Nice!

Prologue - Paris

Sly 1 starts off right away, so once you gain control of Sly hop down off the perch you're on and start hitting the fans and other destructible objects scattered around the rooftop for some coins. As soon as you gather one coin, you earn:

Easy! While going through this level, be sure to smash everything and collect every coin you find. If you do so, you'll unlock two more trophies before you finish this level:

After you've satisfied your desire for coins, follow the trail of coins leading up to a water tower. After a lengthy discussion about game play mechanics, make your way around the outside of the water tower, then jump across two roof antennas to reach the roof of the police station. Smack open the vent cover here and continue through the vent until you reach a rather nasty-looking shaft filled with lasers.

Make your way down the shaft by jumping down onto platforms dotted around the perimeter. Each platform has a coin on it if you are having trouble spotting them. First, jump to the right, then jump left over the lasers to a lower platform. Keep jumping back and forth until you reach the bottom of the shaft. At the bottom sits a small alarm object. You will notice these alarms throughout the game. Destroying them will remove any traps, laser grids and warnings nearby, so make it a priority to destroy them when you can.

Proceed down the hallway and make the first left and then another left. Head forward to the red door. The door is locked, so look to the right to spot an open window. Head out the window and use the ledge to reach the next balcony, then enter the room. Bust some items for coins if you'd like, then head over to the safe and enter 9-3-7 to open it. Sly gets a file and you get a trophy!

After you steal the file contained inside the safe, head out the nearby window. Carmelita Fox shows up and doesn't look very happy at all. Make your way down the structure you are on while dodging Carmelita's shots until you reach the ground. In the next area, zigzag to avoid Carmelita's shots until you reach the safety of the Cooper Gang's van.

Tide of Terror

A Stealthy Approach

At the start, head through the tunnel and on the other side look to the left. Take note that simply starting this level earns you:

Anyway, you should see an angry enemy with a hammer on a boat. Head in that direction and pick up two bottles (2/20) on the small platform before the boat. Take out the enemy and head to the back of the boat. Destroy the mast with your cane to drop two more bottles (4/20) then head back to the main land. Look for the large closed gate and turn to the right. Use the trees to reach two more bottles (6/20) then use the rope to reach a much larger tree with two more bottles (8/20). Jump back down to where the three small trees were and head over to the ladder leading up to a lighthouse. Grab the bottle in front of the ladder (9/20) and head on up. Jump down into the area behind the large gate.

Head forward and avoid the spotlights, then destroy the alarm to turn off the spotlights. Head forward and take down the star-throwing enemy then turn back and destroy the two pillars with bottles on them. Grab the coins and the bottles (11/20) then head past where the star-throwing enemy was. On the right along this path is a checkpoint. These will be very handy throughout the game, especially during the harder levels. From the checkpoint, head up the path and defeat the flame-spewing enemy. Just past the enemy is a large waterfall and a strong current of water. Just to the right of the water is a small path leading to two more bottles (13/20).

Hop your way across the water and continue until you reach another current of water. Pick up the two bottles (15/20) on the way past the current and use the hook to swing your way over the wooden gate. Carefully make your way over the spinning platforms to the other side of the water, then take out the hammer enemy. Ahead are more platforms, but with some added difficulty in the form of barricades. Be patient on each platform and wait for an opening in the barricades until you reach the safety of dry land and another checkpoint.

Avoid the spotlights and take out the star-throwing enemy. Continue down the path, avoiding the next set of spotlights, then destroy the alarm to clear the area of spotlights. Just to the left of the alarm is another bottle (16/20). Nearby is the safe for this level, but we still need four more bottles, so head past the safe and make your way across the spinning platforms until you reach the last one then stop. Jump up and grab onto the rope then make your way back the other direction to reach a lighthouse. Grab the two bottles here (18/20) then head across the next rope to another lighthouse. Grab the final two bottles here (20/20) then drop down and make your way to the safe. Finding all bottles in a level earns you:

If you've found all 20 bottles, Bentley will inform you that the code is 7-9-2. Open the safe to earn the Fast Attack Dive move and a trophy:

  • Dive Bomb

    Learn Drake Cooper's Fast Attack Dive

    Dive Bomb
    Offline Mode - These trophies require play in game modes that do not require a connection to any live services, such as Play Station Network.Single Player - These trophies can be obtained by a single player.Collectable - These trophies are obtained by exploring the game environment to find a set of unique objects.

Head across the spinning platforms again and destroy the glass case for a key. Head over to the door to use the key then into the green light to end the level.

Tide of Terror Hub

The hub levels in Sly 1 merely act as a link to the other levels in each chapter of the game. There are no trophies to be earned or very many coins to be found, but some of the hub levels can be a bit tricky to navigate. This walkthrough will help guide you through the hubs, but remember you can access the levels in any order you wish.

With that said, continue down the path ahead and use the hook to reach a small platform far below in the water. Jump across the objects in the water, picking up a lucky charm as you go, until you reach a rope you can climb. Jump to the next rope then pull yourself up to the main area of the hub. Head left into the green light to enter the next level.

Into the Machine

From the start, move forward and perform a jumping attack on the fire grate to close the furnace and drop a bottle (1/30). Remove the hammer enemy from your path and head across the next platform above the water. Jump to the piston that rises and lowers and stop before you reach the next suspended platform. You should see a bottle just below that next platform, so whack it with your cane (2/30). Make your way along the linear path taking out the flame and hammer enemies until you reach a large pillar. Use the ledge to reach the other side, then hop up the rope. Sneak around the pillar again, but don't stop when you reach the next platform. Instead, continue around the ledge a short distance to reach another bottle (3/30). Now return to the platform you passed.

When you reach the spinning gear, look slightly above to spot a bottle suspended in the air. Jump up and whack it with your cane (4/30) then carefully make your way down the long, spinning tube and jump onto the yellow object at the end to retrieve another bottle (5/30). Break the barrier on the tunnel ahead and head on through. Take out the flame enemy then stop before proceeding any further.

This next section has a total of nine bottles: six on the collapsing platforms and three suspended in the air between each pair of platforms (14/30). The key here is to bounce off of each platform while smashing the suspended bottles. Don't worry about bouncing directly off the bottles on the platforms as they will fall to the ground and you can collect them there. Your main focus should be bouncing off each platform and smashing the suspended bottles. Keep in mind that if you fall to the ground and you've missed a bottle above, you will have to restart the level as there is no way to return to the top. Before you continue, make sure you have fourteen bottles total!

Head down the tunnel and break open the barrier to reach a section with spinning fan blades. Carefully navigate through the blades until you reach an flame-spewing enemy. Take him out and head up the nearby rope. Jump onto the wire and make your way across while dodging the spinning blades. Head through the tunnel on the other side. The next area is nearly identical to the other collapsing platform area earlier in the level except for some lasers that need dodging as you make your way down. This time around there are TEN bottles (24/30) to grab: six on the platforms, three suspended in the air between the platforms and a final one on the pipes before you drop down.

When you reach the area with molten lava below, continue onto the rotating platform and look left for another spinning platform. Whack the two suspended bottles here with your cane (26/30) then jump back onto the main spinning platform again. Take out the enemy at the end then jump down to the left. Use the pipes to reach a bottle (27/30) then use the small crooked pipe ahead to reach a higher ledge. Turn left and cross over the lava. Take out the hammer enemy and smash the small safe for two more bottles (29/30). Head back across the lava and make a mental note of the location of the large safe. Head left of the safe and drop down to the lower area again.

Hop onto the piston that moves up and down and once it reaches the top, jump up and grab onto the hook. Swing over to the triangle-shaped object then jump onto the safe platform. Look to the left for the final bottle (30/30) suspended above a spinning gear. When you've gathered the last of the bottles, jump back down to the large safe and open it using the code: 2-2-7.

Make your way back onto the piston, onto the triangle-shaped object then onto the safe platform above (near the 30th bottle). Latch onto the hook and ride it to a platform, then make your way through the tunnel ahead, dropping the furnace covers as you go. Finally, jump over the electricity in the final room and grab yourself a key!

Tide of Terror Hub

From where you start, turn left and head up the ramp to reach the next level.

High Class Heist

Head down the hallway and gather the two bottles on the left (2/30) then head through the red door. Dodge the lasers while you make your way down the hall. Destroy the alarm at the end of the hall and look immediately to the right of where the alarm was for another bottle (3/30). In the next area, avoid the lasers while you make your way up the steps. When you reach the top, destroy the alarm to turn off the laser defenses. Destroy the small safe to the right of the alarm for two more bottles (5/30) then drop off the right side to spot the large safe of the level. Make a mental note of this location, then follow the railing to the right of the safe to reach three more bottles (8/30).

Now move back to where the alarm was and drop down to the left this time. Three more bottles await to be gathered up (11/30). Return once again to the alarm and break the stone statue on the left. Use it to reach the ledge above and two more bottles (13/30). Carefully make your way around the outside of the ledge you are on to reach the other side, then make a tricky jump into an alcove to snag a lone bottle (14/30). From here, drop down and return once more to where the alarm was and destroy the statue on the right. Use it to reach the above ledge and grab two more bottles (16/30).

With all the bottles collected, finally head past the alarm and make your way down the path, removing two enemies in the process. On the path, destroy the two small safes to gather four more bottles (20/30). In the next area, you must make your way around to the right while jumping from lily pad to lily pad and jumping over the lasers in the process. You will see two bottles while you do this; the first bottle is on the very first platform and the second one is on one of the lily pads in the water (22/30).

When you reach the other side of the water, break the alarm and climb up to the checkpoint. Move around the pillar to the left to find two more bottles (24/30), then head in the other direction. Along the way, dodge the two spotlights while picking up two more bottles (26/30) then move around the outside of the next pillar to avoid the static spotlight. Do the same thing again with the next pillar and spotlight, then avoid the next two spotlights ahead. Ignore the two bottles for just a moment and instead move past the pillar ahead and destroy the alarm. Now go back and pick up the two bottles (28/30). Head around the last pillar past the alarm and grab the last two bottles of the level (30/30).

With all bottles gathered, you have two options. You can either head back across the lily pads below and return to the large safe OR head across the bridge and smash the glass case for the level key, then return to the level upon reaching the hub and reach the safe that way. The choice is up to you! When you open the large safe, you earn:

Tide of Terror Hub

From the previous level, head forward and take follow the path to the left, then continue following the path as it curves to the left. Follow the path to the end to reach a pipe. Climb it and head along the roof, taking care of an enemy along the way, to reach the next level.

A Cunning Disguise

When the level begins, look immediately to the right of the door for two bottles (2/30). Continue forward until you reach a barrel. Jump into the barrel to avoid the dart trap and cross the carpet to the other side while picking up two more bottles (4/30). Take out the enemy ahead then jump back in your barrel and continue down the path past where the enemy was. Ride the elevator down and continue past the next dart trap. After taking out another enemy, look to the right of this area to see a safe holding two more bottles (6/30). Jump back into your barrel and move forward until you reach a ladder. Climb up and snag another three bottles (9/30) then turn around and look the way you came. Jump and hit the bottle hanging in front of you (10/30).

Climb the ladder again and hop down the other side. Turn left to take out another enemy then return to your barrel. Jump in the barrel and continue past the bookcase with the ladder to find a long dining table. To the right on a furnace is a single bottle (11/30). Head past the table and look behind the furnace on the left to find two more bottles (13/30). Turn around and look behind the other furnace to find three bottles; two inside a safe on the floor and one above on top of the furnace (16/30).

Jump back into the barrel and safely cross the next dart trap. Behind the left trap is a bottle (17/30) and behind the right trap are two more (19/30). Head up the next elevator (still with the barrel) to reach the higher level. Move forward past the next dart trap then across a ledge with a spotlight. Nab the bottle on the other side (20/30) then look right above that to spot two bottles resting on a bookcase. Remember these but leave them for now. Walk your barrel onto the chandelier and then carefully walk onto the circular wooden platform on the next chandelier. Finally, walk down onto the safety of the far ledge. When there, jump out of the barrel and turn to the left. See the bookshelf there? Run into the right side of it to spit it around, revealing a cleverly-hidden safe with two bottles (22/30).

Continue on in your barrel down the path and cross over a thin ledge with two spotlights to reach three more bottles (25/30). Before continuing, return to the chandelier with the wooden walkway. Jump onto the top of the next chandelier, then turn around and jump on TOP of the chandelier you were previously on. Turn again and jump on top of the other chandelier and finally turn once more and jump to the top of the first chandelier. You're in the right place if you see three bottles sitting there (28/30).

Now, remember those two bottles on the bookcase we left earlier? Head back to that bookcase and jump around the bookcase to the ladder connected to it, being careful not to fall down to the ground below. Climb up and grab the bottles (30/30) then jump down the other side to find the large safe for the level. If you've already earned the Dive Bomb trophy, opening the safe unlocks:

Now make your way back to your barrel and cross the last dart trap to find the next key.

Tide of Terror Hub

When you return to the hub, drop down below the "A Cunning Disguise" entrance and use the three keys to access the other half of the hub. There is still more to do on this side, however, so turn around and use the barrel treadmill to the right to lower a crow's nest. Ride it up and use your cane to reach the central pillar. Shimmy around the pillar to the other side to find the next level.

The Fire Down Below

Immediately in front of you is a bottle on top of a furnace (1/30). Now look to the left of the entrance to this level to find a small safe with two bottles inside (3/30). If you look to the left you should spot the level's large safe, so remember this location for later. Head down the path while avoiding the flames and jump onto the furnace on the right. Look left to spot a bottle hanging from a rope. Jump and snag it to add it to your collection (4/30). Continue along the path across a dangerous platform. Jump and smack another bottle (5/30) then proceed forward. In the next hallway, jump and smack the furnace door with your cane to close it, while also earning you another bottle (6/30).

After the short hallway, look left to spot another bottle on top of a large pipe. Jump up and smack it (7/30) then move forward and look to the left to spot some rocks. Break them with your cane and grab the two bottles behind them (9/30). Now use the nearby barrel treadmill to move the hooks above you. Grab on to one of the hooks and ride over to the other side of the lava pit. To the right of where you land is a single bottle between some pipes (10/30). Climb up the thin pipe in front of you and at the top, swing across two hooks to land on another platform. Just to the right is a bottle on a pillar (11/30). There is a bottle on each of the next two pillars, but be very careful as you jump to each (13/30). Make your way across two more pillars until you see a bottle hanging right in front of you. Jump and hit it for the next bottle (14/30). When you land, you'll find yourself near the barrel treadmill again.

Move the hooks again, ride across the lava pit again, up the thin pipe and across the two hooks (again...) to reach the circular pillars. Make your way across each one, but this time look for a tunnel with more furnaces. Close the furnace hatches by jumping and swinging at them as you proceed through the short tunnel. After the tunnel and a couple enemies, look to the right to spot two bottle up on a large pipe. You can reach them by jumping on a lower pipe, then jumping up to the bottles (16/30). To the left side are two more bottles on a pipe (18/30). Continue forward and look for a bottle behind a fire-breathing enemy (19/30). From that bottle turn 90 degrees to the left to spot three bottles behind more breakable rocks (22/30).

Now, look for another barrel treadmill and destroy the small safe to the left of it for two more bottles (24/30). Now, ride the treadmill when the spotlight above moves to the right. Jump off when the spotlight moves left. Continue doing this until a large cannonball destroys the gate to the left. Head out the newly open wall and grab two bottles on the way (26/30). Continue moving along the conveyor belts until you see two more bottles hanging from ropes (28/30). Continue to the end of the conveyor belts, destroy the alarm, then turn around and jump and swing at the last two bottles suspended above the last conveyor belt (30/30).

As before, you can continue on to finish the level, then return again to open the large safe at the beginning on the left...or you can backtrack all the way to the beginning of the level. It's your choice. For opening the safe, you earn:

Tide of Terror Hub

Head for the pipe you unblocked by using the keys earlier. Pass through the pipe to reach the second section of this hub world. Head forward then follow the path as it turns left. Continue along the walkway destroying metal gates in your way, then defeat the star-throwing enemy at the end. Head inside this level portal.

Treasure in the Depths

This level is the first of many mini-games you will face throughout the game. Completing it awards you a key. The object of this mini-game is to pilot your submarine around the level while opening chests with your weapons. You need to open all 40 chests to earn the key. The catch is, crabs will appear from the pipes around the level and will try to steal the chests. If even one crab takes a chest back to its pipe, the game is over. Try focusing your attention on the chests as priority number one. If a crab gets close to a chest, kill it then continue shooting the chest to open it. If a crab grabs hold of a chest, treat killing it as an immediate priority. Try not to get overwhelmed and try not to get frustrated...this one may take a few tries to get the hang of.

Tide of Terror Hub

Head forward down the path and turn left after the metal walkway. Head up the spiral walkway surrounding the tower, then at the top, jump across the smokestacks and defeat the enemy. Behind him is the next level.

The Gunboat Graveyard

Begin by heading forward to reach a ship. On the right is a small safe with two bottles to break (2/20). Behind the ship's wheel are two more bottles (4/20), so grab them and then defeat the nearby enemy. Jump across the platforms floating in the water while dodging the spotlights. You will gather two more bottles on the way (6/20); you can't miss them. On the other side of the water, defeat the attacking enemy and destroy the small safe on the left for two more bottles (8/20). To the right is an alarm and just behind it is another bottle all by itself (9/20).

Use the ropes on the left to climb up the mast of the ship and drop down onto the wooden platform. Use the nearby rope to reach the wing of an airplane, then turn right and avoid the spotlights to reach an alarm. Break it then turn back around and look to the right on the other wing of the airplane to find two more bottles (11/20). Now head to the back of the plane and follow the path as it goes around a glass tube (you'll need to shimmy) and over some platforms. Soon you'll see two more bottles on the left (13/20). Defeat the enemy then drop down to the path below.

Avoid (or defeat) the enemies and continue to the end of the submarine you land on to find two more bottles (15/20). Now turn around and use the wooden platforms to the left to reach the other side of the water. You will find two bottle along the way (17/20) as well as an annoying star-throwing enemy, so be careful as you make your way across. When you reach the other side of the water, gather the bottle on the left as well as the two inside the small safe just behind it for the last bottles of the level (20/20).

From the bottles, climb up the rope and open the large safe.

Continue up the rope nearby to reach the level's key.

Tide of Terror Hub

If you've been following this guide, you're ready to take on the game's first major boss: Raleigh. From the previous level's entrance, drop down to the right and look for a cannon with seven locks. Unlock the cannon then step onto it to launch Sly into Raleigh's flying fortress.

Boss Fight: Raleigh

Raleigh the Frog. Your first big fight.

Raleigh's first move is to grow large and try to squash you under his bulk. The best way to avoid him is to just move to one side of the platform you start on and wait for him to jump back into the air. When he does this, move to the other side of the platform to avoid him. Keep moving back and forth until he shrinks back to normal size, then whack him with your cane. He will retreat to his central platform, eat a fly, then proceed to repeat this same attack. This time, however, all other platforms except the one you're on will disappear, so you have no choice but to avoid him using only a single platform. Keep avoiding his jumping attacks until he shrinks back to normal, then hit him again.

Raleigh will move back to the middle, eat another fly, then attack you in the same way (seeing a pattern?) but THIS time, when Raleigh lands on a platform, the lights around the platform will flash red disappear a couple seconds later. When he first lands, move either left or right to another platform before the platform disappears. He will jump in the air and try to squash you on the new platform so keep moving in the same direction avoiding his attacks until he shrinks back to normal size, then smack him again.

Once again, Raleigh retreats, eats and repeats. This last sequence, though, is the trickiest. All other platforms will disappear leaving you with one platform to avoid Raleigh. This time, however, when he lands, he will land one one side and begin swinging his tongue at you in a counter-clockwise motion. Stay in the same place and jump over his tongue until he shrinks back to normal, then send him a cane smack in return to end the fight.

Well done! Winning the fight earns you:

Sunset Snake Eyes

A Rocky Start

Moving forward from the start, look left for two bottles (2/40). You will also earn a trophy for entering this chapter:

Use the pipe to the right of the closed gate to reach the top of the gate. Use the lamps hanging from the wire nearby until you're right over a large enemy. Drop down and take him out. Behind where he was standing are two more bottles (4/40). Now, turn around and look to the left to find one more bottle and to the right to find a small safe with two bottles inside (7/40). Turn around and look for a pipe to climb on the left then make your way across the two lamps to reach a platform high above the next area. Drop down and look right to find two bottles (9/40) then turn left and hop across the platforms in the water. You will find three bottles along the way (12/40) so keep an eye out before you jump up to a car. On the car is another bottle (13/40).

Use the two hooks to reach safe ground then look ahead and to the left to spot a mattress you can use to reach the roof of the building next to it. Use the pipe and the following hook to reach another section. Proceed forward until an enemy busts through a fence. Take him out and look to the right to grab three bottles (16/40). Continue along the path, jumping over a couple gaps until you reach a subway car with lasers. Before entering the subway car, look left to spot a small safe with two more bottles (18/40) then look further to the left to spot a bottle resting on the end of a wooden plank (19/40).

Now head through the subway car while avoiding the lasers and as soon as you emerge from the car, look right for two bottles (21/40). Head up the rock ledges ahead and to the left and use the mattress at the top to reach a wire you can use to cross the ravine below. The next platform you reach has a card-throwing enemy as well as two more bottles (23/40), so grab those and head to the far edge of the platform. Drop down onto a car turned on it side, then carefully drop BEHIND the car (the side closest to the platform you just jumped from) to find a well-hidden bottle (24/40). Jump around the car and head over to the right to find three more bottles (27/40) next to the cliff edge, then head the other way and eliminate the two guard dogs. Be careful, because they can be tricky to defeat without getting hit.

To the right of the two dogs is another bottle (28/40), so grab it and head forward along the path past two pistons. When you reach another fence, an enemy will bust through, so eliminate him and look behind a section of fence for a small safe with two more bottles (30/40). Now head forward until you reach another section of pistons. Turn left to spot a hanging platform with three bottles (33/40) then journey through the piston section. Take out the ball and chain enemy on the other side. Turn around to spot an easily-missed bottle to the right of the piston section you just traveled through (34/40).

Now continue down the path through more subway cars while snagging another bottle along the way (35/40) until you reach the end of the second subway car. Jump for the pole in front of you and take out the card-throwing enemy. To the right of him are three bottles (38/40) and off to the left of him is a small safe with the final two bottles of the level (40/40).

To find the big safe, head back through the two subway cars and through the piston section until you see a yellow car hanging precariously over the cliff on the right. Right above the car is a wire you can grab onto and use to cross the chasm all the way right to a platform with the large safe.

With the safe open, head back through the pistons and the two subway cars and grab the level key. Use the key on the nearby door to finally reach the next hub.

Sunset Snake Eyes Hub

Follow the path from where you start and cross a large bridge with a flashlight enemy on it. Defeat the enemy and turn right after the bridge. Cross a wooden bridge, proceed through a subway car and enter the portal ahead to reach a mini-game level.

Murray's Big Gamble

The object of this mini-game is to provide covering fire for Murray as he makes his way to an all-important key. Enemies will appear to try and stop Murray and if they reach him, the mini-game ends. Because the enemies have a set appearance and are not typically random, the steps to protect Murray are listed below.

  • Shoot the locked gate in front of Murray
  • Shoot the enemy that appears from the first building
  • Shoot the enemy that appears from the first subway car
  • Shoot the enemy that appears in the next subway car
  • Shoot the enemies in the next two buildings
  • As Murray crosses the first bridge, shoot one of the barrels in the background just above him
  • When Murray reaches the other side of the bridge, shoot the two enemies that appear from the two buildings
  • Quickly look left and destroy a lone barrel (make sure Murray isn't already near it)
  • Shoot an enemy that appears from the last subway car on the left
  • Follow Murray and when he enters the next subway car, shoot the enemy that appears from the right in the same car
  • When Murray leaves the next subway car, shoot the enemy that appears from behind the car
  • Shoot the enemy that appears from behind the brick building
  • Shoot the enemy that appears from behind the next brick building
  • Be careful...when Murray stands in front of the first building after the subway car, the garage will open and reveal barrels, so don't shoot!
  • Shoot the enemy that appears from behind the above mentioned building
  • When Murray reaches the roof of the next buildings, shoot the enemy that appears to the left of the first brick chimney
  • Shoot the enemy that appears from the left of the next brick chimney
  • When Murray reaches the next metal bridge, shoot the enemy that appears from the left of the bridge
  • When Murray reaches the longer bridge, shoot the enemy that appears on the building in the background above Murray
  • Watch Murray as he moves left. When he jumps in shock, watch the left for a fast-moving enemy
  • Grab the key and celebrate

Sunset Snake Eyes Hub

From where you appear in the hub, move forward through the subway car, drop down, turn to the right and head towards the lit-up 'Boneyard' sign. Before reaching it, though, turn right and head up the corkscrewing path. Continue following this path all the way to the next mini-game.

At the Dog Track

This challenging mini-game can be a bit frustrating. The van Murray drives controls like a boat and the opposing racers can be fairly aggressive. The best advice I can give for this racing mini-game is: cut the corners as sharp as you can. The opposing racers tend to take the corners wide, so cutting the corners short is the best way to gain ground on the other racers. Also, try to hit every Nitro boost you see. Missing one or two shouldn't be a HUGE deal, but missing several will keep you from winning the race and earning the key. If you're having trouble winning the race, don't get frustrated. Learning the layout of the track and practicing will eventually lead to victory.

Sunset Snake Eyes Hub

When you return to the hub, make your way back over to the 'Boneyard' sign you passed by earlier. Enter the portal to reach the next level.

Boneyard Casino

Start the level by hitting the switch to the right of the door then head on through. Avoid the front guard by crossing over the plant bed on the left and then jump over the slot machines to attack him from behind. Wait for the guards ahead to pass by then use the next slot machines to plan your attack. Make sure the guards are separated before you attack or else you'll most likely be caught by the other guard. When they're taken care of, head down the left aisle and look for two bottles sitting there ready to be collected (2/40). Pass by another enemy then cross over the long laser bridge. Smash two more bottles in the next tunnel (4/40) while dodging spotlights. Break the alarm on the right side of the tunnel, then hop into the plant bed and shimmy along the wall above some guards behind a bar. At the end of the wall are two bottles (6/40), so smash them and drop down.

Turn around and sneak behind the guards you just shimmied above. Quickly attack them one at a time, then hop the bar and gather the three bottles in front of the bar (9/40). Jump on the glass platform, grab the bottle there (10/40) and climb the pole to reach several moving glass dollar sign platforms. Cross the platforms and gather another bottle on the last platform (11/40) then drop down and beat up the guard. Left of the laser bridge ahead are some slot machines with a bottle resting on top of them (12/40). Turn around and walk around the spinning doghouse to find two bottles on the ground (14/40) then use the slot machines lining this area to reach a higher ledge with plants. Four more bottles rest among the plants (18/40).

Now head for the long laser bridge and cross it to the other side. Keep an eye out for four bottles hanging above the laser bridge (three on one end and one on the far end) (22/40). On the other side, head through the next tunnel while keeping an eye out for three more bottles (25/40). Head across the platforms in the water. Along the way you'll see four more bottles to collect (29/40). When you reach solid ground again, head up the nearby steps and break open a small safe for two bottles (31/40) then start heading across more platforms floating in electrified water. On the first platform you'll find two bottles (33/40).

Continue along this very linear path until you reach a glass platform, then climb the pole up to some platforms high up in the air. Carefully jump across the platforms then jump down to a new platform in the water. Grab the bottle here (34/40) then make your way across the spinning platforms while avoiding the lasers. When you reach a curved platform, grab two more bottles here (36/40) then continue forward across more spinning laser platforms. On the next curved platform rests yet another bottle (37/40). At the end of this platform, jump onto the glass platform on the left and break the two bottles there (39/40).

Climb up the pole attached to this platform to reach two platforms higher up. Grab the last bottle here (40/40) then jump down to where you came from. To the right of where you land is the large safe for this level. Open it for:

Climb the pole you used to grab the last bottle and jump down onto the large roulette wheel. The object here is to avoid the lasers while you attempt to jump into the green roulette section with key icons three times. The wheel will be spinning, so time your jumps carefully! When you've landed in the green area three times, the key is yours to take!

Sunset Snake Eyes Hub

From where you begin, head to the middle courtyard area to find a red car with it left rear wheel locked with three locks. Use your keys you have gathered then hit the lever to open up the second half of this hub. Head on through several doors to the inside of the casino. Once inside, head up the steps in front of you, defeat an enemy then watch a cutscene. After the scene, move up the right staircase in front of you and use the chandelier to reach the next level.

Straight to the Top

Start by removing the guard dog, then look to the left for a car hanging over the edge of the building. Carefully jump onto the car and grab the bottle then jump back to the building before the car plummets (1/40). Now head in the opposite direction (to the right from the entrance) to spot two more bottles next to a stone wall (3/40). From there, turn left about 90 degrees and move forward to reach a card-throwing dog enemy. Take him out, then open the two small safes here for four more bottles (7/40). Now turn around and head towards the entrance to the level. Climb up the giant lit-up arrow and jump over it to a small area with a lone bottle (8/40). Now climb the green neon bar in front of you and make your way across the M-U-G letters using the rest of the green neon bars. When you reach the 'S' drop down to the ground and snag the two bottles between the 'S' and the 'H' (10/40).

Turn around to spot another car hanging over the edge of the building. Jump onto it to grab the bottle (11/40) then quickly back to the building before the car falls. Do this again with another car further down the edge of the building (12/40). Turn around to spot an enemy and two bottles suspended from the bottom of a water tower (14/40). Further back from there in the back right corner, next to some trash, is another lone bottle (15/40). Now follow the edge of the building next to you (towards the guard dog enemy) and look for a small safe which contains two more bottles (17/40). Continue following the edge of the building to reach three more bottles (20/40).

Before heading on in the level, return to the area with the guard dog and the small safe. Next to where the dog was is a gold hook. Jump onto the hook and hang there until the bottles stop dropping from the spout. Pick up all the bottles to add eight to your total (28/40)! When you've smashed all the bottles, jump back onto the neon green 'S' and make your way across the letters until you can jump on top of the 'T'. From there, jump onto the bottom tier of the water tower further back. Along the right side of this tier, jump around the tires to find two bottles in the back (30/40). Now head back around the tires and climb up the pipe. Continue climbing up the tower until it topples over, landing you into the next area of the level.

Beat up any enemies you need to, then start out where you landed. Above and in front of you is a single bottle resting on a ledge (31/40); jump up and smash it. Now head to the far back edge of the building then follow it to the left. Smash the small safe (just below a neon bone sign) for two bottles (33/40) then turn around to spot yet another car hanging over the edge. Jump over to it, grab the bottle (34/40) then jump back to safety.

Return to where the tower sign toppled over, then head back and to the right. Climb up the orange neon sign, then jump over it to the right. A small ledge with a safe rests there. Grab the two bottles contained therein (36/40) then jump down to the left towards the large signs ahead (there are several gold coins behind them). Follow the path behind the signs, making sure you smash the bottle along the way (37/40) and continue on. When you finally reach the top of the last sign, it will topple over, spilling you out onto yet another rooftop. Defeat the card enemy in front of you and grab the lone bottle on the car just to the right (38/40). From there, turn right and head towards the back wall for another single bottle (39/40). Finally, turn around and jump up into the crane. Towards the end of the glass tunnel you will spot the final bottle of the level (40/40)! From there, turn around and exit the crane. Just to the left of the crane entrance is the large safe of this level. Open it for your reward!

Head back into the crane and jump straight down at the end to land on top of the wrecking ball. A cut scene will ensue showing the wrecking ball smashing into the glass ceiling. Grab the key to finish this level.

Sunset Snake Eyes Hub

From the exit of the previous level, head back over to Mugshot's face and turn around to face the two staircases again. This time, take the left staircase up, but instead of going all the way up, stop halfway and climb up the pole on the left. Use it to reach some suspended platforms. Head all the way to the other end of the room using the platforms to reach the next level.

Back Alley Heist

Follow the straight-forward path until you reach a ladder. Just to the right of it are two bottles (2/30) so grab those then head on up the ladder. Use the bounce pad to reach a ledge high up and to the left. You may need to smash the small sign to reach the ledge. On this small ledge is a small safe with two bottles (4/30). Continue on to a set of three bounce pads. When you reach the top pad, use it to reach a small ledge above and to the left where you'll find three more bottles (7/30). Now use the same bounce pad to reach the right ledge.

Stop and read the next paragraph before continuing!

The next series of bottles and platforms are somewhat tricky in terms of timing and if you miss a bottle, you may have to restart the level to try again. Jump off the right end of the ledge onto an air conditioner. The air conditioner performs similar to a standard bounce pad, so when you land on it, get as much air as you can and time a cane strike so that you hit the bottle suspended in the air on a rope (8/30). When you land, climb the ladder nearby to reach a ledge with an enemy and two bottles (10/30). Drop back down below the ladder and use the nearby bounce pad to reach a ledge with an alarm. Watch out for the spotlight on the way!

Smash the alarm, head up the ladder, then grab the two bottles up here (12/30). Jump over the ladder towards the right and use the next two bounce pads to reach a gray statue which holds a single bottle (13/30). Continue moving across the pads and the statues, grabbing two bottles along the way (15/30) and climb up the next ladder. Move across the top level while avoiding the spotlight then drop down to the next level. Use the panels to avoid the spotlight then drop down again. Finally, use the long bounce pad to avoid the final spotlight and head towards the right.

Between the next two smaller bounce pads, you will notice five bottles moving along a rope in a circular motion. Time your jumps and cane swings to smash all five (20/30), then continue on to the right. Use the bounce pads to reach a high ledge then STOP.

Stop and read the next paragraph before continuing!

This next section is very tricky. It utilizes more air conditioners which several bottles suspended in the air between them. There are three bottles total (23/30) to grab and it is VERY tricky to get them all in one go without having to restart the level. Start by jumping on the first air conditioner and smashing the bottle overhead to the right. Be prepared to land on the next air conditioner right and below the bottle and IMMEDIATELY bounce LEFT towards the next air conditioner while smashing another bottle. When you land on the left air conditioner, be prepared to bounce to the right while smashing the last bottle. Again, this is hard to do in one go, so if you have to, restart the level and focus on any bottles you may have missed.

After all that, smash the windows along the next ledge and grab a bottle just inside (24/30), then defeat the enemy and smash the small safe in the back for two more bottles (26/30). Use the mattress in the building to reach another ledge with another enemy and another bottle (27/30). Use the next mattress to reach yet another floor of the building. In the back left are two more bottles for you to grab (29/30), so grab those then head right towards the large safe. Head out on the ledge over the edge of the building to reach a small square platform with the final bottle (30/30), then return to the safe for your prize!

  • Waterlogged

    Learn Suzanne Cooper's Water Safety Technique

    Waterlogged
    Offline Mode - These trophies require play in game modes that do not require a connection to any live services, such as Play Station Network.Single Player - These trophies can be obtained by a single player.Collectable - These trophies are obtained by exploring the game environment to find a set of unique objects.

Now finish the level by head back onto the small ledge and over to the key.

Sunset Snake Eyes Hub

From the previous level's exit, either head across the chandeliers or drop down to Mugshot's face and take the left stairs again. This time, at the top of the stairs, continue left towards a single enemy and the entrance to the next level.

Two to Tango

At the start, climb up the first ladder the jump left across the gap to a small ledge with three bottles (3/30). Jump back over and continue up the next ladder. Hop across a couple poles to reach the roof of another building. Defeat the enemy and grab three more bottles in the front left corner (6/30). Jump towards the drain pipe on the next building and watch the cut scene at the top. After the scene, jump over to the next building. The next several sequences will require you to navigate the level while dodging Carmelita's gun fire...thankfully, she doesn't shoot very fast.

Anyway, smash the small safe for two bottles (8/30) then head to the back right corner of the rooftop for three more (11/30). Head back and use the mattresses and poles to reach the next rooftop. Smash the small safe under the sign for two bottles (13/30) and grab the two bottles on the right side of the rooftop as well (15/30). Use the mattress on this rooftop and more poles to reach a red rooftop, then jump down the next two red rooftops to reach the safety of...another rooftop. Grab the bottle on the right and smash the small safe in the back for a total of three (18/30) then use the mattress nearby to reach the clothesline above. Continue across a small wooden plank to reach the next rooftop. Smash the two bottles by the TV in the lower right corner (20/30) then jump onto the next clothesline. When the line falls, climb up to reach a rooftop. Before continuing on, grab the bottle on the bottom right side of this small rooftop (21/30).

Now, jump down onto the balcony FAR below. When you land, smash two bottles on the right (23/30) then proceed into the building. Grab three bottles on the right side of the room (two easy to see, and one on top of the TV tucked into the right corner) (26/30). Proceed left down a corridor and remove an enemy from your path. When you reach the larger room, defeat the enemy to the right by any means necessary, then smash the safe further back from where he was (28/30). Now use the mattress in the middle of the room to reach the chandeliers and use them to get the drop on the enemy to the left. Smash the small safe next to him for the final two bottles (30/30) then open the large safe right next to you. Convenient! Grabbing the object inside earns you:

After opening the safe, return to the top of the chandeliers and make your way across the long platforming path while dodging Carmelita's gunfire. Take your time and time your jumps and you should have no problems reaching the ladder at the far end of the path. Use it to reach the chandeliers above and make your way left across a series of metal ledges. After the metal ledge, cross over more chandeliers to reach another ladder. Climb it and use the mattress to reach a couple poles you can use to reach another mattress. Be careful here, as the jump from the mattress to the revolving metal platform can be a bit tricky. Continue on the path and bounce up a final set of mattresses to reach the level key! Nice work!

Sunset Snake Eyes Hub

You now should have all the keys, so return to Mugshot's face, then head down the middle staircase and over to the back right corner behind the service desk. Hit the switch that appears, then return to Mugshot's face and enter his mouth.

Boss Fight: Mugshot

This fight is divided into three phases. The object in all three is to hit all of the mirrors around the arena until they are all activated. Once that's done, the crystal in the middle will automatically damage Mugshot. The first phase isn't too difficult. Start by hitting the first mirror with your cane, then make your way around the outside of the arena while hitting the other seven mirrors AND while dodging Mugshot's gunfire. Jumping and moving left or right helps with avoiding his attack. Once all mirrors are turned and all lights activated, Mugshot takes damage and retreats upstairs where the next phase begins.

Phase two is generally the same, except the arena is MUCH more dangerous. There are large holes and gaps close to many of the mirrors so not only will you have to focus on avoiding Mugshot and his guns, but also the pitfalls as well. The best way about this is to hit the first mirror in front of you, then go either left or right and work your way around the arena. There is less ground to work with, so if Mugshot gets close to you, try to put a crystal between the two of you so you can get away. Keep working your way around the arena and once all eight lights are active, Mugshot takes damage once again.

Once again, Mugshot retreats to the next floor up which leads to phase three and the most difficult part of this fight. This time around, you have to constantly navigate 'perch' points while avoiding Mugshot's guns all the while trying to turn each of the mirrors. The catch here (as if you needed another) is that Mugshot's gunfire CAN turn any mirror you've already turned back around, forcing you to activate it again.

The best way to go about this phase is to wait directly behind a mirror. Wait for Mugshot to fire. After he finishes, hit the mirror and start making your way to the next mirror using the perch points. Wait behind the next mirror until Mugshot fires, then hit the mirror and move on. Take your time (there's no timer) and be careful as you jump and before you know it, you'll have all six mirrors turned and Mugshot will go down! Great work! Defeating Mugshot earns you:

Vicious Voodoo

The Dread Swamp Path

First off, starting this chapter earns you:

Time for some new scenery! Starting out, head right and smash the bottle (1/20), then head forwards along the path while avoiding or killing the mosquito. After Bentley shares a few insights, move along the tree branch to reach another platform. Head behind the statue ahead and retrieve another bottle (2/20) then try to jump and smash the bottle on top of the statue (3/20). If you can't reach it, jump onto the tree branch above and swing at the bottle as you slide. At the end of the rail slide, snag the bottle on the grassy ledge you land on (4/20) then continue forward along the path. At one point you will have to jump from one rail slide to another, so be prepared for that.

Keep an eye out for two bottles sitting a ledge on the right as you are rail sliding (6/20). When you see them, jump over to them, then continue sliding down the tree branch until to reach a platform with spiders. Just past the spiders is a checkpoint. Continue along the path the jump and smash the bottle hanging just to the left of a bounce pad (7/20). Use the bounce pad to reach a vine you can rail slide down. Keep sliding down, jumping onto other bounce pads and vines until you reach the safety of a tunnel.

As you make your way through the tunnel, grab two bottles, defeat an annoying mud monster, and grab one more bottle before continuing on past the tunnel (10/20). Use the next two tree branches to reach the top of a very large tree trunk. There are two mud monsters here, so teach them both a lesson then look to the right side of the tree trunk for a bottle hanging by itself (11/20). On the other side of the tree trunk rests three bottles, slightly hidden by some plants (14/20). Once you've obtained the bottles, jump onto the grassy platform then jump far down onto safe ground and another checkpoint.

There is a single bottle on the right side of this area (15/20) so grab it and then move over to the stone statue on the left. Use it to reach a 'sidle' ledge that leads across the barrier right under an enemy. Move across when he raises his head up then hop up onto the next ledge once you reach the other side. Defeat the enemy on this ledge and move left past him to find another bottle (16/20). Move ahead towards the tents in the background and wait for Bentley to do some chatting.

When you can move again, wait for a guard to move by then take him out. Head around the outer edge of the water to the left to spot a bottle sitting there (17/20). Once you grab the bottle, wait for another nearby guard to walk past then sneak up and whack him with your cane. The movement of the guards may be different for you, so just do what you need to to avoid getting caught. Continue moving around to the right, then defeat another guard nearby. Also, hit the two lit candles with your cane to snuff them out. Now start making your way to the other side while removing guards and snuffing out the white candles. When you've cleared the area, look to the left of the purple key. Along the back left edge of the water rest the final three bottles of the level (20/20). With all the bottles in tow, head to the opposite side of this tent area to spot the large safe sitting all alone on a platform in the water. Open it up for your reward, then return to the key, pick it up and head on through the gate ahead to end the level.

Vicious Voodoo Hub

Once Bentley finishes with some more dialog, slide down the vine ahead. When you land, use the bounce pad on the right to reach a vine to rail slide on. At the end, head forward for the next level.

The Lair of the Beast

After Bentley's speech, go to the left of the gate to find three bottles (3/30) then head to the right of the gate and use the vine there to corkscrew up to the top. Use the nearby hook to swing across to another vine, then move forward to another vine. While sliding down this vine, keep an eye out for a ledge on the right with several bottles. Jump to that ledge and start collecting all seven bottles (10/30) (some are suspended in the air; just keep looking until you have a total of 10 bottles in your possession). When you are ready jump onto the vine again to continue sliding down. On the way, swing at a bottle on the right, then one on the left and finally another on the right (13/30). If you miss one, you might be able to quickly jump back up the vine, but if not, just restart the level.

At the bottom of the vine, fight your way through the spiders as the path curves around. At the end of the path, use the winding vine to corkscrew around the tree. Along the way, look for a bottle hanging from a rope (14/30). Jump up and smash the bottle, then continue up the vine. At the top, use the hooks and branches to reach another grassy platform with a mosquito. From there, continue using hooks and branches to make your way through the level. As you get closer to the water, watch for a bottle hanging from a rope above one of the branches on the left (15/30). Keep following the hook and branch path until you reach another grassy area. Follow the path around and gather three bottles towards the end (18/30). Climb up the corkscrewing vine and near the top, watch for another bottle hanging overhead (19/30).

When you reach the grassy platform, jump over a gap to the right to reach a platform with three more bottles (22/30). Drop down below and climb up the vine again. At the top, continue onto the next vine but immediately look left to spot a bottle hanging (23/30). Hit it with your cane and continue sliding down. Look to the left as you slide to spot another vine. Jump over to it and as soon as you land, prepare to hit a bottle hanging on the left (24/30). At the bottom of the vine is a checkpoint (phew!).

Use the hook nearby to reach another grassy platform with two bottles resting on it in the corner (26/30). Now make your way onto the vine nearby and as the camera turns and faces Sly, a large monster will start to chase you. While running away from the monster, look to the left after jumping from the first vine. You should see a bottle hanging to the left (27/30). Continuing on, after you swing from the first hook, smash the bottle on the right (28/30). From the last bottle, hop to a new vine and right in the middle of the vine is another bottle (29/30). After corkscrewing down the last vine, smash the bottle on the left (30/30). Continue moving towards the screen avoiding the monster until you reach the level key. DON'T BREAK IT YET, THOUGH! Look to the right of the key for a small branch. Follow it to a platform with the large safe. Open it and now go back and get the key!

Vicious Voodoo Hub

From the exit of the previous level, drop down to the ground and head to the right to spot a bounce pad. Bounce up and grab onto the rope hanging above. Head to the left side of the fence and sidle around to flank the enemy inside. Defeat him and head into the next level.

A Grave Undertaking

Head through the tunnel ahead and defeat the ghost. Jump onto the vine and while sliding jump onto the ledge in the middle of the corkscrewing vine to find a bottle (1/40). Jump back onto the vine and at the bottom continue forward towards a tunnel. Defeat the mud monster and head on through the tunnel. Follow the grassy path while beating up enemies, then pick up the three bottles on the left side (4/40). Hook across to another grassy area and a checkpoint. Destroy the vines blocking the tunnel and head on through. When you reach the mosquito, kill it and look to the right for a small safe (6/40) then continue along the path. Break the two bottles on the way (8/40) to another mud monster. Behind him, head into the crocodile's mouth and defeat the ghosts as they appear. When you reach the end of the path, BEFORE jumping down, head back into the tunnel and look to the right for a WELL-hidden bottle in a small alcove (9/40).

Head down to the next area (watch out for the fire geysers as you make your way down) and defeat the ghosts. When they're all taken care of, gather the three bottles in one corner (12/40) then make your way over to the bounce pad. Bounce up onto a small ledge and sidle around the column to reach a stone ledge. Destroy the small safe for two bottles (14/40) and then sidle your way around the column to find four more bottles (18/40). Head back to the previous column and follow the ledge around it then jump to another stone ledge with a 1-up. From the 1-up, sidle around the next column while avoiding the lasers and do the same for the next column as well. When you reach the other side of the column, climb up the rope and destroy the alarm at the top if you want. Follow the only path you can until you reach a swinging chandelier with two bottles sitting on it (20/40). Make your way across several ropes until you reach the safety of a sturdy ledge with a checkpoint.

Head forward through the tunnel and beat up the mud monster. Keep going until you reach a mosquito. Kill it, then look to the right for a bottle hidden next to a fence (21/40). Turn around and move left of the tree. Use the vine to reach the top of a very large crocodile statue. There are three bottles waiting to be collected between the croc's eyes (24/40). Now head back across the previous vine to where the mosquito was and take the path forward over some fire perches to reach another large ledge. In the back corner are two more bottles (26/40).

Ahead of you are a series of platforms all connected to one another. The object here is to make your way to the far small platform and smash the gravestone all while avoiding a steady stream of ghosts. Once you've destroyed the gravestone and beaten the ghosts, head over to the far right platform (facing the stone) to find three bottles (29/40). Head forward to the next large platform and look left immediately for a small safe. Destroy it for two more bottles (31/40) and then fight your way through the mosquitoes to reach another vine. Jump onto the vine and move out just slightly, then look left behind one of the roots of the tree. You should spot another bottle (32/40). Grab it then continue on along the vine and smash another gravestone at the end. Turn left from there and gather three more bottles on this ledge (35/40) then head along the next vine to reach the level key and a gravestone. Destroy the gravestone but LEAVE THE KEY for now.

Head past the key and look behind the tree on the left for a single bottle (36/40). Now, look to the right for a tunnel blocked by vines. Destroy the vines, move past the large safe and look for two small safes on the ground to the left for the final four bottles (40/40). Return to the large safe, grab your reward and return to the key to end the level.

Vicious Voodoo Hub

From the previous level, drop down to the ground and do a 180 degree turn. If you look past the statue into the distance, you should see a glowing level entrance behind some bars. To reach it, climb onto the vine the left of the level entrance and follow it until you appear above a ledge with an enemy. Defeat it if you'd like, then enter the first mini-game of this chapter.

Piranha Lake

Well this one's a challenge, to be sure. The object here is to light all 25 torches with your flamethrower within the two minute time limit. The catch is this: in order to use your flamethrower, you must run over the piranhas swimming in the water. Each piranha gives you one unit of fuel (one use) with a maximum number of units set to 5.

The biggest challenge here is remembering/finding where the last couple torches are. By the time you've lit up around 22 fires, the timer will probably be very close to running out and it can be a chore trying to find the last few torches. As best as you can, try to light up groups of torches or keep in your mind which islands you've finished. Finishing this mini-game may take a few tries, but hang in there and you should be able to finish with a few seconds left to spare.

Vicious Voodoo Hub

From the mini-game entrance/exit, climb back across the vine and drop down to the main area. Head towards the right side of the statue ahead but then head past the statue and veer slightly left. Look for the gate with three locks and unlock it with your keys. After the cut scene, turn around and head left through a large newly-opened gate off in the distance. Keep going until Bentley starts talking. When he finishes up, jump on the vine to the left when one of the masks circles around to you. Follow the vine while hiding behind the mask until you reach a solid platform. Turn around and head into the next level.

Descent into Danger

Head forward through the tunnel and clear the way of vines. On the right, nestled into a small alcove, are three bottles (3/40). Follow the path ahead and use the bones to climb across the water under a ledge with an enemy. At the end of the bones path, hop across to another set of bones and follow them to the end where a small safe awaits your arrival (5/40). Hop across the cloth platforms while dodging the fireballs being thrown by the enemy off in the distance. Make your way over to it and defeat it, then break the two bottles just to the right of where it was (7/40). From the checkpoint nearby, climb on the bones to the right and continue following the bones up until you reach a higher platform.

Follow the path forward using the hooks until you reach an area with wooden platforms connecting three rows of stone ledges. On the far right ledge, close to the front, is a single bottle (8/40). Grab it, then hop OVER the wooden planks (they will fall when you step on them) all the way to the far left ledge where three more bottles await (11/40). After grabbing those, head down the path while hopping over planks and avoiding thorns then head over to the far right stone ledge again. All the way in the back are two more bottles (13/40). Drop down onto an enemy and snag the bottle on the lower grassy ledge (14/40) just below where you found the previous two bottles. Unfortunately, once you land on this ledge, you will have to retrace your steps back over the cloth platforms, up the bones and all the way back to the wooden plank area. Once you reach this area again, head for the far end and all the way left to reach a rope. Cling to the rope and climb all the way up, then jump over to a metal chandelier. Use the chandelier to drop down between the two enemies and take them out by any means necessary.

Turn around to find two more bottles on the edge of a platform (16/40) then turn around and veer slightly left and you should notice two small safes. Break them open for four more bottles (20/40). Use the nearby rope to reach a chandelier then jump to the next rope. From here, look down and drop down onto a small column with a single bottle on top (21/40). Jump onto a somewhat hidden ledge behind the waterfall then over to the next ledge with three more bottles to collect (24/40). Just to the ledge behind the waterfall and the next ledge over again then look down and slightly away from the ledge you are standing on. You should see a grassy area with a small safe. Jump to this area and gather up the five bottles here (29/40).

Unfortunately...yep, you have to backtrack yet again to return to the upper path. When you reach the rope you used to reach the waterfall, rather than drop down, continue forward to a ledge with a horseshoe. Sidle around the edge of the column with the lasers, then look immediately to the left for three bottles along the edge (32/40). Proceed forward into the area with the spotlights. Jump around the cloth platforms and destroy all the candles until the purple force field further away disappears. Once it is down, kill the enemy throwing the fireballs at you and continue on past.

Follow the linear path over obstacles until you reach a platform with two bottles (34/40). Keep moving forward and watch to the left for two more bottles and a small safe (38/40). Beat up the enemy ahead then slide down the vine. While sliding, be prepared to jump for a ledge on the right which holds the large safe as well as the final two bottles (40/40). Open the safe, then continue down the vine all the way until you reach a key. Opening the large safe earns you:

If you're already earned the Take it Slow trophy, earning Slow Slacker also unlocks:

Vicious Voodoo Hub

From the level exit, jump on the vine when a mask circles around your way, then hide behind the mask until you reach the next ledge. Turn around and jump on the hover bike to enter the next mini-game.

A Ghastly Voyage

This mini-game is a fun on-rails-type twin stick shooter. When you reach the boat, it will slowly take you down the river. Your objective is to reach the end while surviving the enemies. To stop a stream of ghosts, destroy the gravestone they are pouring out of. You have unlimited ammunition with no over-heating, so fire away!

Once the boat reaches the shore, you'll have to continue on land, but the mechanics remain the same. Keep plugging away at the enemies and try focusing on one enemy spawn point at a time if you can. The trickiest section is the very last part, where three spawn points were churn out enemies continuously. Keep your focus on one spawn at a time and dodge the ghosts and you should be okay.

Vicious Voodoo Hub

From where you start, turn left and use the bounce pad to reach a higher ledge. The next mini-game is right there on the left.

Down Home Cooking

This one kinda sucks. You have two minutes to whack 50 chickens with your cane. Sounds easy enough, but every so often two roosters will appear with bombs and will chase you around the arena. Putting some of the objects between you and the roosters is the best way to avoid them, but it can still be a fairly difficult challenge. This one may take a few tries, but focusing on bunching the chickens up into a corner may help, since chasing around a single chicken can waste precious time.

Vicious Voodoo Hub

From where you begin turn around and look just to the left for a ledge that extends out towards the moving machine below. At the end of the ledge, Sly will use the level keys to unlock the machine below. Jump down and jump onto the bounce pad to be launched into a boss fight.

Boss Fight: Ms. Ruby

This boss fight is fun, but will test your reflexes and platforming prowess. For the first phase, make your way across the columns. Wait for the jaw drops before using the perch points to avoid being crushed. When you finally reach the last column, the real fight begins. Wait for Ms. Ruby to smash her tail down, then drop down and whack her with your cane. She will jump away and after more dialog, the next phase of the fight will begin.

During this phase, Sly will slowly ride a log down river while Ms. Ruby throws Playstation button prompts at you (cn_X, cn_O, cn_S, and cn_T). You have to time the button presses as they reach Sly, and they can come fairly quick. It helps to listen to the audio cues when trying to work out the timing. If you have trouble with this section, you may find it easier to memorize the pattern. I can't guarantee the patterns won't be different, but on my playthroughs, the patterns remained the same:

cn_Scn_Scn_S

cn_Tcn_Tcn_T

cn_Ocn_Ocn_O

cn_Scn_Ocn_S

cn_Ocn_Scn_O

cn_Scn_Tcn_O

cn_Ocn_Tcn_S

cn_S

cn_T

cn_O

cn_X

When you successfully land the last button, you'll land on the platform and can attack Ms. Ruby. Once you hit her, she'll retreat and phase two will begin. This phase is similar to the first phase, but the button combinations are more complex, and the camera angle is fairly different, which can cause a little bit of difficulty in getting the timing right. The patterns I consistently saw on my playthroughs were:

cn_Scn_Ocn_X

cn_Ocn_Scn_X

cn_Scn_Scn_Tcn_Tcn_Ocn_Ocn_X

cn_Ocn_Ocn_Tcn_Tcn_Scn_Scn_X

cn_Scn_Ocn_S

cn_Tcn_X

cn_Ocn_Scn_O

cn_Tcn_X

cn_Scn_Ocn_S

cn_Tcn_X

cn_Ocn_Scn_O

cn_Tcn_X

When you successfully land the last button, you'll again land on the platform and can attack Ms. Ruby. Hit her and she'll retreat one more time. This third and final phase is the most difficult due to the complexity of the button combinations as well as the increased speed of the prompts. However, the functionality remains the same. The patterns (in my playthroughs) are:

cn_Scn_Ocn_S

cn_Ocn_Scn_O

cn_Scn_Ocn_Scn_Ocn_Scn_Ocn_T

cn_Ocn_Scn_Ocn_Scn_Ocn_Scn_T

cn_Scn_Tcn_O

cn_Ocn_Tcn_S

cn_Scn_Tcn_O

cn_Ocn_Tcn_S

cn_Tcn_Tcn_T

cn_Tcn_Tcn_T

cn_Tcn_Tcn_T

cn_Tcn_Tcn_X

When you land the last button, hit Ms. Ruby one more time to end this long boss fight. Well done! You earn two trophies:

Fire in the Sky

A Perilous Ascent

Start the level by moving forward and defeating the enemy. Turn 90 degrees right and look for a small safe next to a small stone barrier (2/30). Return to where the enemy was and look left behind some red pots for two more bottles (4/30). Turn right 90 degrees again and look behind the pine tree in the middle of this area for a lone bottle (5/30) then look towards the next bridge. To the right of the bridge are two more bottles waiting for you (7/30), so grab those and head across the bridge, removing an enemy from your path as you do so. Dodge the projectiles being thrown at you from the hill and defeat the enemy at the top.

Follow the path and after the cut scene look right for a single bottle (8/30). Head along the snowy canyon while dodging more snowballs until you reach the enemy at the end. Defeat him and head along the wooden walkway, swiping three bottles along the way (11/30). Continue following the path until you reach an ice column you can sidle around to the right. Head around the ledge (watch out for the falling icicles) then move forward past the checkpoint and begin sidling across the next ledge (again, watch for the icicles). At the other end, head up the long hill while again dodging snowballs. At the top, defeat the two enemies and head over the next bridge. On the last platform, hit the red firework with your cane to drop a drawbridge. Cross the bridge and jump up the bounce pad.

Head down the hill and take out the enemy there. Turn left and sidle around the outside of the building while avoiding the spotlights. At the top, hit the red fireworks to defeat the enemies in the tower. Just to the left of the fireworks rest three more bottles (14/30). Gather them up and hit the next set of red fireworks. One of the fireworks will open a trap door in the tower you're in, so drop in to find the large safe of the level. For now, exit the building and move across the new draw bridge. After the bridge, look left for a small safe (16/30) then turn and head towards the area with the trees and enemies.

Stick to the right side and jump to grab three bottles on top of the wall (19/30) and just to the left of the set of two bottles is another bottle in front of a tree (20/30). Further back along the right wall rests another bottle (21/30) and even further down the wall rests two more (23/30). While in this area, you can grab the key if you'd like, otherwise, come back for it after grabbing the rest of the bottles. Speaking of bottles, there are seven more bottles (30/30) scattered around this area. Defeating the enemies will make finding them much easier. Carefully look around each tree and in every corner before leaving this courtyard area.

Once you've found the rest of the bottles, return to the tower with the large safe and claim your prize, then head for the locked gate left of the courtyard and leave this level.

If you're already earned the Run Like an Egyptian trophy, earning Slytunkhamen Approves also unlocks:

Fire in the Sky Hub

From the start, head along the path and along the cliff edge until you see a guard above you. When the guard turns away, sneak up and take him out, then use the nearby hook to reach the next ledge above. After the cut scene, turn right and defeat the enemy, then head into the next level.

Flaming Temple of Flame

Head forward and slide down the rail. Defeat the enemy and swing across the lasers. Move on ahead but skip the hooks and keep heading to the ice wall ahead for three bottles (3/25). Now return to the hooks and swing your way up to the next ledge. Bounce up to the next ledge and then sidle along the ledge while avoiding the lasers. At the next set of hooks, skip them and head down the hill towards a horseshoe power up. Sidle along the ledge left of the horseshoe to find two well-hidden bottles (5/25). Return to the hooks and use them to reach the other side. Eliminate the next enemy and look just to the right of where he was for two more bottles hidden in an alcove (7/25).

Continue forward and sidle along the next ledge while avoiding the spotlights, then continue up a ramp while defeating a cheetah enemy. At the top of the ramp, turn around and look behind the right pillar for a small safe (9/25). Now ignore all the monkeys and use the large statue to reach a metal chandelier. Use the chandelier to reach the high ledge on the other side of the room, then sneak around the one of the columns. Grab the three bottles on the wooden balcony (12/25) then turn around and climb the pole just between the two pillars. At the top, destroy the bone object on the right and use the tightrope to reach four more bottles (16/25) then head back across the tightrope. Destroy the other bone object and slide down the left tightrope this time.

At the checkpoint, turn left and stop at the edge of the platform. Look down and drop onto the platform below. Turn back the other way to spot two more bottles (18/25) then step on the stone circle and use your cane to hit the red fireworks to raise the platform up. Now return to the checkpoint and slide down the tightrope. Defeat the next two enemies then sneak around the left edge of the pavilion ahead. When you reach the end of the ledge, defeat the guard then look left for two bottles (20/25). When you grab those, break open the small safe inside the pavilion for two bottles (22/25).

Hop on the stone circle and use it to reach the next level above. Look right and hop up the snowy ledges until you reach another stone circle. Ride it up and jump over to the last three bottles of the level (25/25). Hop back down below and head towards the pole in the distance. Climb up and defeat the two enemies at the top. Use the hooks to reach the other side of the large gap then sneak around the ledge. Continue climbing then cross the laser room. Destroy the alarm at the other end, then look just to the left of the alarm inside the laser room to spot the large safe. Open it up and continue on and retrieve the key.

Fire in the Sky Hub

Move straight ahead to the next level entrance. Be careful as there is a guard sitting right in front of it.

The Unseen Foe

Follow the path until you reach a building. Grab the two bottles to the left (2/30) then hop through the window. Head through the building and defeat the guard, then look to the right for a small safe (4/30). Continue forward to spot another guard. Use your abilities (as Bentley recently said, the stealth power works well here) to defeat the guard, then grab the bottles in the middle of the area (6/30). Head across the bridge while avoiding the guard's spotlight. Head through the next building while avoiding the spotlights and the lasers. The best (and possibly only way) to avoid the lasers is to use your stealth ability before the lasers move through. At the end of the building, smash the alarm and grab the bottle (7/30).

Hop across the flame geysers and sneak across the ledge just above the guard. Move around the building and drop in on the guard and two more bottles (9/30). Climb back up to the roof of the building and continue across another flame geyser to reach a couple snowy ledges. Head into the building ahead and move down the conveyor belt corridor and defeat the enemy. Turn around and look right of the conveyor belt to find three more bottles (12/30) then look left of the conveyor belt for two more (14/30). Now slide down the tightrope to reach another building, this one with a window containing the level key.

Ignore the key for now and head right up the path and defeat the cheetah enemy. Just behind it, smash the small safe (16/30) then use the small rock to reach the higher ledges of the tree for two more bottles (18/30). Now hop up on the small rock next to the building to reach another tree. Hop up to reach the first tier of the pagoda. Follow the path all the way to the end and defeat an enemy and gather up two bottles (20/30). Head back the other direction and climb up the pole. When you reach the next tier, head along the path and climb another pole to reach a third tier. Slide down the tightrope to reach another pagoda and a checkpoint.

Void the lasers in the next room and destroy the alarm at the end. Pick up the bottle behind some boxes and two more inside a small safe (23/30) then go back to where the lasers were and grab the four bottles hanging there (27/30). Now exit the building and ride the hooks over to the previous pagoda, but this time on a higher tier. Follow the path all the way to the end to find two more bottles (29/30). Return to the pole you passed and climb up to the next tier. Follow the path but ignore the hole with lasers for now. Continue to the end of the path to find another pole. Climb it to reach the top of the pagoda. Move around the top until you spot the large safe and the bounce pad right next to it. Use the bounce pad to reach the very top of the pagoda. The final bottle (30/30) rests on the tip of the pagoda's spire. Access the large safe, then return to the hole with the lasers. Grabbing the blueprint in the safe gives you:

  • Spikes Suck

    Learn Sir Augustine of Cooper's Briefly Defy Gravity Technique

    Spikes Suck
    Offline Mode - These trophies require play in game modes that do not require a connection to any live services, such as Play Station Network.Single Player - These trophies can be obtained by a single player.Collectable - These trophies are obtained by exploring the game environment to find a set of unique objects.

And potentially:

The Meeting the Ancestors trophy should unlock once you have found the last of the four blueprints in the game. If your trophies have been unlocking, this should unlock here. But, like with all other 'large safe' trophies, even if your order of unlocked trophies varies, as long as you follow this guide and find all bottles, you should eventually unlock it.

In the laser shaft, start by jumping over to a ledge against the right wall, then hop to the left wall to reach a ledge there. Now jump to a ledge against the top wall. Jump once again to the right wall then finally over to the left. You should now see the key and an alarm on a ledge further down, so jump down to it and grab the much-deserved key!

Fire in the Sky Hub

From the exit of the previous level, turn right and use the hook to reach the entrance to a mini-game.

King of the Hill

This mini-game is very similar to Murray's Big Gamble back in Mugshot's lair. The object is to use the provided turret to protect Murray as he tries to reach the next key. Below is the typical order of enemy attacks:

  • An enemy appears from the right side of the first building Murray comes to
  • One appears from the left side of the same building
  • When Murray crosses the bridge, one appears from behind the giant bell
  • Shoot the firework to lower the bridge
  • When Murray crosses the bridge, watch closely as an enemy appears from the tree behind Murray
  • One enemy runs at Murray from behind the trees on the left
  • When Murray reaches the entrance to the next building, an enemy appears from left of the entrance
  • Another enemy appears immediately after the previous one from inside the building
  • When Murray reaches the next level up, an enemy appears from the right side of the building
  • When Murray rides the next stone platform up, an enemy appears from behind a small snow mound to the right
  • When Murray reaches the entrance to a large ice tunnel, he will turn left towards the tunnel and react. An enemy will appear from the tunnel.
  • After riding up three stone platforms, Murray will stop in front of a building. An enemy will break down the door.
  • Shoot the firework inside the aforementioned building
  • Wait for Murray to move left below the key. An enemy will appear just to his right on a stone platform.
  • When Murray reaches the next building, two enemies will attempt to flank him.
  • The next few instances MIGHT be random. I have not confirmed this, so I will still list the order they appeared for me.
    • Murray stops before reaching the key
    • Enemy on the right from closest archway
    • Enemy on the left from farthest archway
    • Enemy on the left rooftop
    • Enemy on the left from closest archway
    • Enemy on the left from farthest archway
    • Enemy on the right rooftop
    • Enemy on the right from farthest archway
    • Enemy on the left rooftop
    • Enemy on the right from closest archway
    • Enemy on the left from closest archway

Fire in the Sky Hub

Head straight across the gap and head towards the large red fireworks with padlocks. Unlock them with your keys and strike them with your can to access the next area. Drop down into the hole the fireworks made and destroy the door. After some Bentley dialog, head right towards the ramp but don't up it. Use the perch point just left of the ramp to reach the other side of the gap. Head slightly left and back to find a pole you can climb. At the top, head forward to the next level.

Duel by the Dragon

Right at the start, look right for the first two bottles (2/40), then ride the next three stone platforms up until you run into Carmelita again. Ride the hook down and grab the three bottles to the left at the bottom (5/40). Move ahead past the tree ledges and smash up the ice wall at the bottom of the hill to find three more bottles (8/40).

Return to the tree ledges and use them to reach the next area. Use the two perch points then grab the three bottles (11/40) near where you land. From there, jump up the small columns ahead and to the left. These are tricky jumps, so be careful. At the top are three more bottles (14/40), so grab them then drop down below. Head back the way you came from to spot a small safe in the foreground (16/40), then head forward again for two more bottles under an icy ledge (18/40). If you've got all the bottles in your possession, use the hook to reach the next ledge. Continue along this path and drop down and look for a small platform with three more bottles (21/40). Continue down the platforms and grab the three bottles further down on the right side (24/40).

Turn around from the bottles and look for a pole to climb. Climb up and hit the fireworks to drop a gate in the distance. Now use the hook to the right to swing over and hit the firework suspended in the air. This will open the path ahead for you. Keep following the linear path until you drop down. To the left, you should spot four bottles (28/40) - two next to a small safe, and two inside the small safe. On the right path, break a bottle between the first two supports on the bridge (29/40) then continue on and break the next two bottles in plain sight (31/40).

Sidle across the thin ledge. Carmelia will fire shots at you breaking the windows, so keep moving. When you reach safe ground, continue forward onto the next thin ledge. This time around, you have to wait until Carmelita shoots the windows in order to proceed. When you reach the other side, turn immediately left and break open the small safe for two more bottles (33/40) then continue left for three more (36/40). Further left is a small safe inside a tiny pavilion (38/40). When you have the bottles, ride the stone platform up to the next level and run to the right. Keep going, hooking your way across one gap, until you reach the end of the path and an enemy. Eliminate the enemy and jump across the platforms to the left.

Just past the checkpoint sit the last two bottles of the level (40/40). Now strike the red fireworks with your cane and wait until all of the ice platforms fall in front of you. Now use the platforms to reach the far end of the area. This is easier said than done, however, as Carmelita will still be shooting at you. If she hits one of the ice platforms, it will break, but another one will fall in its place not long after. Try to be patient and wait for an opening if this happens.

When you reach the other side, try to open the large safe. Unlike the rest of the large safes in the game, this one requires a little bit of extra work. You have to defeat the final boss, THEN it will unlock for you. For now, hit the fireworks and head up the hill to the left. Keep following the path and hit each of the red fireworks at the top. After the brief cut scene the key will come to you.

Fire in the Sky Hub

From the exit of the previous level, hop down and head straight for the pulley-like platforms. Ride up one of the moving platforms and at the top, head left to the hoverbike to start up the next mini-game.

Rapid Fire Assault

This mini-game has you returning to the similar twin-stick shooter similar to the one in Ms. Ruby's lair. The path here is very straightforward, but there are a few trouble spots, mainly involving the conveyor belts. Take your time (again, there's no time limit) and you should be fine.

Fire in the Sky Hub

From the mini-game exit, head to the small wooden platform, then look slightly right and drop down. Look for a small snowy ledge. Below that ledge is a curved stone pathway with an enemy. Drop down, take out the enemy, then enter the nearby level portal for another mini-game.

A Desperate Race

Oh boy. This one is challenging. This is another Murray race, except this time around the opponents are more aggressive and the road is slick, making controlling the van incredibly awkward. The best advice I can give is to cut the corners as best as you can. This may take some practice, but if you can memorize the track, hitting the corners can become easier. Also, try to hit as many nitro boosters as you can, but don't go out of your way to hit every single one. Keep at it! This one is tough, so when you eventually win, give yourself a nice pat on the back!

Fire in the Sky Hub

After the last key is in your possession, head forward across the bridge and curve around to the right to reach another set of large, red fireworks with locks on them. Unlock the fireworks with your shiny keys and ride them to the next boss fight!

Boss Fight: Panda King

This boss is fight is an actual fight, as opposed to the other boss fights so far. The Panda King has a move set and he isn't afraid to use the whole set. When the fight first begins, flank left or right while slowly moving toward the Panda King until you're on his platform. Run up and start hitting the Panda King with everything you have. When he raises his LEFT hand above his head and lifts his right leg, be prepared to jump over his chopping ground attack. He will sweep his hand in a circular motion along the ground. When you jump over the attack, continue hitting him until he repeats the attack again. Continue pounding away at him until he belly smashes you out of the ring.

Round 2! Flank left or right again while making your way up the steps to the Panda King. When you reach him, he uses a new attack in addition to his previous one. This time, when he raises BOTH hands in the air, back away from him. He will slam his hands down in an attempt to smash you. Keep attacking him in between dodging his attacks until he sends you flying away again.

Round 3! New round - new move. This time, when the Panda King raises up his RIGHT hand, dodge to the right, because he'll slam down his right hand. He performs this move in addition to his other two. Keep watching for the Panda King's tells...if you can remember his moves, you should be in great shape. Keep hitting the Panda King until - yep - he knocks you back down.

Round 4! Make your way back up to the Panda King. His move set remains the same this time around, so hit him until he sends you back.

Last round. Same move set, so hit the Panda King until goes down. Winner!! Completing this fight earns you:

The Cold Heart of Hate

Here we go...the home stretch! There's still a bit to go through, though, before we face Clockwerk himself. After the chapter cut scene, destroy the gate ahead with the van's turret. The next section is an on-rails third-person shooter of sorts. Basically, destroy everything you see on screen using the targeting reticle and an itchy trigger finger.

First up, clear the path of the mines. The van moves fairly slowly, so just keep shooting until you reach the other side of the chasm and a brief bit of dialog. Shortly after, robotic flying enemies will begin to attack. They circle around once or twice before dive bombing you, so take each one down as soon as possible. They move somewhat quickly, but follow the same general pattern. After the flying enemies are down, turn your attention to the large hill ahead. When Bentley speaks again, start shooting the rocks that fall down the hill. Turn special focus to the rocks that look like they will hit you if they were to reach the bottom.

After the rocks, another wave of 'robo falcons' will attack, this time from the front-left (if looking in the same direction as the van). They follow the same pattern and the same speed, so keep at it until they are toast. Immediately after the last one falls, start clearing out more mines from the path ahead. About halfway along this stretch of path, green rocks will begin to roll down the hill straight ahead. They take several shots to destroy, so focus on one at a time until it is completely gone. If there are any mines still left on the path, make sure you don't forget about them while clearing out the falling rocks.

After a few more seconds, more 'robo falcons' will attack from the direct left. There are a bunch of them this time, and they are a bit more spread out. Keep shooting and also make sure you keep a look out for any that start their dive-bombing run. You'll know because they will corkscrew at you with flames spewing out their backsides. Focus on any that attack then return back to the swarm. When they are down, the van will continue on to the next area.

Burning Rubber

In this next section/mini-game, the object is to drive the van around the arena while picking up TV monitors. You have to gather up 60 monitors total, but there's a catch. There are brown mud monsters out to steal the monitors as well. They will travel around the arena and will try to reach any monitors that have fallen. Whoever reaches 60 monitors first wins. The enemies can be a pain with how fast they gather up fallen monitors, so the game gives you a way to combat them. Pressing the cn_S button will hit any mud monster directly in front of you, and is pretty much required to complete this game.

The best advice I can give is to focus on the monitors first and treat the monsters as a secondary focus. In other words, trying watching for the monitors as the fall and be ready to snatch them up quickly and, preferably, in large groups. If you head across the arena to another monitor and see a monster heading for it, cut him off and hit him with your attack to ensure he doesn't steal the monitor.

Keep trying, as this one might take a few tries to get the hang of. Then again, you may get it on your first try!

A Daring Rescue

The next section returns to typical form as you regain control of Sly. There are no bottles to gather, fortunately, so you can simply focus on getting through this portion of the chapter.

Start by hitting the 'C'-shaped object with the blue lights just in front of you on the left. When the electricity field disappears and the top of the object begins to return to its starting position, jump over to the spire point then over the lava to a short rail slide cable. Jump to the next cable then over to the spinning cog. Use the metal pole nearby to climb up until you spot a hook. Use it to reach a chandelier with a spire jump point. From there, jump to the next chandelier to the right, then the next chandelier to the left, then finally to a thin platform just beyond the last chandelier. When you land on the platform, it will fall, granting you a shortcut in case things go wrong.

Head up the ramp to the computer terminals, then sneak around the column to the right. On the other side, clear out all the objects here and jump in the barrel. Take the barrel back past the computer terminals and down the ramp from earlier. Now, turn right and slowly make your way past the spotlights. Take your time and study their movements. Whatever you do, don't jump out of the barrel, as there are dart turrets shooting at you the whole time. When you reach the other side, destroy the turrets and the alarm. Head inside the glass room for a cut scene with Carmelita.

Bentley Comes Through

Well, it's not pretty, but this next mini-game features our green friend Bentley and a familiar dual-stick controller scheme. The object here is to destroy all of the green data packets to reveal yellow security codes. You have to gather up 13 codes to complete this section. However, it's not entirely that simple. Clockwerk's security forces will show up and fire red projectiles that can hurt you. Try your best to avoid them and turn your focus to gathering up the yellow security codes as fast as possible.

If you struggle with twin-stick shooters, this one might be a pain. But keep at it and keep moving. Remember that the green data packets will break off into smaller ones, so don't try to shoot at them too close or you may get hit when they spread. When you've gathered up all 13 codes the mini-game ends.

A Daring Rescue - Part 2

Hit the restraints holding Carmelita then follow her through the portal ahead.

A Temporary Truce

This mini-game is similar to the previous two where you protect Murray by shooting in first-person mode.

  • Enemy appears from tunnel at the bottom of the first rail slide
  • One smashes through some pipes as Sly walks over them
  • One appears from the right side of the screen shortly after the previous enemy
  • One comes down the ramp after Sly leaps over a large gear
  • At the top of the ramp, an enemy comes from the right side of the screen
  • When Sly climbs a pole and lands on a smoke stack, a 'robo falcon' busts through the right window
  • When he reaches the second smoke stack, a falcon busts through the left window
  • When Sly reaches the level above the aforementioned windows, he stops in front of yellow glowing objects. Destroy the objects.
  • As soon as you destroy the objects, an enemy appears from the left
  • Destroy the next set of objects
  • Another enemy from the left once the previous objects are destroyed
  • Destroy a third set of objects
  • Another enemy from the tunnel just to the left of Sly
  • Destroy a fourth set of objects
  • Another enemy from the left
  • Destroy a final set of objects

Sinking Peril

From the start, after the cut scene, slide down the grind rails until you reach the large structure in the middle of the lava. Once you reach it, it starts to sink! Head left up the grind rail, being sure to avoid the force field. Use the hooks to reach another ledge with another grind rail. Avoid another force field as you head up the rail. When the four gears all down onto the rail, continue moving forward while you smash them to pieces. Jump onto one of the points of the moving gear then jump onto the next grind rail. Continue moving up, dodging the next force field, until you reach the next ledge at the end of the rail.

Jump on the wire straight ahead and start climbing up while avoiding the force field along the way. When a platform falls down, jump over to it. From there, use the perch points on the rotating objects ahead to cross the chasm. On the other side, latch onto the pole and continue climbing. Just after the force field, a platform will fall, so use it to reach a series of four 'C'-shaped electrical objects (like the one you used a few sections ago). Make your way across the objects and onto the next platform that falls. Climb the next pole, this time avoiding three force fields, until you reach the top. Wait for the panels to drop then jump straight ahead. Head for the jetpack and glowing portal to end this section.

Boss Fight: Clockwerk

Here. We. Go. Finally, after all the bottle-smashing and sneaking, it's time to face the Cooper clan's nemesis. You start this phase in your jetpack. After some dialog, the fight begins.

The objective here is to shoot the parts of Clockwerk that are glowing. This is the only way to do real damage. His main (and sometimes ONLY) attack during this phase are a series of purple fireball projectiles that he fires from his talons and his back. These are easily avoidable if you keep moving, especially in a circular motion around the screen. Keep firing at the glowing sections until he falls into the lava.

It wouldn't be a final boss if it was that short though, would it? Clockwerk emerges from the lava shed of his outer layers revealing his mechanical skeleton. After some more dialog, round two begins.

This time around, the method for damaging Clockwerk remains mostly unchanged. However, his attacks get MUCH more tricky. Clockwerk will fire pulsating rings. As they get closer, they will revolve one time. The only way to avoid taking damage is to place Sly directly in the middle of the rings. Anywhere else will result in some damage to Sly. After you dodge several rings, a weak point is revealed on Clockwerk in the form of a glow exactly the same as the previous phase. Continue to damage Clockwerk until his health bar reaches zero, after which Clockwerk will fall into the lava once again.

Phase three. Now you must make your way across several obstacles and reach Clockwerk in order to administer the finishing blow. Follow the path ahead and onto the rails. Keep moving across the rails then use the top of the laser object to reach another rail. Jump to the thin ledge and sidle around to the other side. Sidle around the next ledge then jump onto the path with the spinning lasers. Avoid the lasers as you move up the path (you can use the source of the lasers to perch upon). At the end of the path, jump onto the pole and follow it as it dips down close to the lava. At the end of the pole, avoid the lasers and jump down to the final section. Run up to Clockwerk and hit him with everything you got until his owl head falls off.

Well done! You just beat Clockwerk and completed the game! This should earn you:

There is, however, one more thing left to do...

Head back to the Duel of the Dragon level in Chapter 4. Remember that large safe that wouldn't open, even with all bottles found? Return to the large safe (use the walkthrough if you're having trouble finding it) and open it up. If you have found all 16 safes in the game, you should earn:

And if you've unlocked all other trophies, the shiny platinum trophy is yours!

Congratulations!

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