Walkthrough: Episode Five - Sly 2 Guide - IGN (2024)

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Episode 5 Episode 6 Episode 7 Episode 8

Now that the heroes are back together, it's time for revenge. The Contessa's ties to the Klaww Gang have been exposed, so she has fortified herself at her castle estate. Constable Neyla has also gathered her own troops with backing from Interpol, planning to assault the castle any day now. Before that happens, the heroes will have to sneak into the castle themselves and retrieve Clockwerk's eyes.

The safehouse is located in a quiet little building in the village. When searching for clue bottles, don't forget to check the rooftops, the docks, and the ends of the rails and pipes. This episode's safe is located in the guard tower at the castle.

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Here is the special loot in this episode:

  • Crystal Vase (546 coins) - On top of the main gate to the courtyard in front of the castle. To reach it, get to the rooftop of the main keep, via sidling along ledges and climbing pipes, and then paraglide down towards the gate.
  • Royal Tiara (601 coins) - Trapped loot. At the cemetery areas near the castle.
  • Jeweled Crown (652 coins) - Trapped loot. On an upper exterior walkway at the castle.

Mission 1 (Sly): Know Your Enemy
The starting beacon is located on the rooftop across from the safehouse. Before the heroes can take on the Contessa, they should get more information on the area.

Sly needs to take four photos at first:

  • Boat - The vessel moving around in the river. The heroes can ride it to cross between the castle area and the village.
  • Blimp - The blimp flying above the river. This is the same blimp the Contessa has used to escape from the prison.
  • Assault Tank - One of the Contessa's tanks (with a red searchlight) in the castle area. It will attack any intruders it detects.
  • Neyla's HQ - The old bank not far from the safehouse. Constable Neyla is commanding her forces (including the tanks with the blue searchlights) from there.

Then, Sly needs to take five photos inside the re-education tower, which is located high up at the castle. Its front door is locked, so Sly will have to swing across the hook at its side and climb up the pipe along its back to reach the window in its roof. Enter through it to see a little chamber of horrors:

  • Carmelita - The inspector tied to the rack. Looks like the heroes will have to save Inspector Fox. Again.
  • Clockwerk's Eyes - The metal eyes on the beam emitter.
  • Mind Shuffler - The control panel connected to the emitter.
  • Shadow Guard - The Contessa's elite guards. They are standing past the rack.
  • Old Terminal - The terminal next to where Sly is standing at. It seems to be inactive.

Take all the necessary photos to complete this mission.

video walkthrough

Mission 2 (Sly): Ghost Capture
The starting beacon is located on top of a mausoleum at the cemetery areas near the castle.

Bentley wants Sly to release some ghosts in the crypt across from the mausoleum. Inside the crypt, jump past the swinging axes and the spike traps. At the main chamber, smash open the coffin in the middle to release the ghosts. Now get back outside.

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Sly needs to capture nine ghosts by taking a photo of each one. Don't forget to zoom in properly. Six of the ghosts are at the castle area, while the other three are at the village. After Sly obtains all nine ghosts, he should head over to Constable Neyla's headquarters (the old bank at the village).

Put the ghosts into the chimney of the headquarters to pester the constable and to complete this mission.

video walkthrough

Mission 3 (Bentley): Mojo Trap Action
The starting beacon is located at the door to a crypt at the cemetery areas. Inside this crypt, Bentley should pick up the Bad Mojo Collector. There are four crypts he will need to visit, with each crypt providing enough ectoplasm to fill up one full meter in the collector. The collector, like any other piece of loot, will be destroyed if Bentley sucks up anything painful, so he will need to rely on the traps within the crypts to fend off the guards coming to attack him. Pushing a switch will activate a trap, but the switch will require some time to reset itself (its light turns green when it is ready for use).

The first crypt is the one where Bentley has found the collector. It contains three switches, all of which activates the crusher in the middle of the room. Bentley should pace himself at using these switches, so no guard will slip past the crusher. When the meter is full and all remaining guards in the room are dead, Bentley can move on.

The second crypt is on some high walkways at the castle. Follow the bridges to get up there. It contains four switches. The front switch activates a pair of wall crushers. The left switch activates the knife traps, which will kill any guards at the left side. The middle switch activates the blade traps along the two slots in the ground, which will kill any guards passing over them. The right switch activates a swinging ax, which will kill any guards at the right side. If Bentley's timing is good, he can use this right switch to defeat all the guards. Press it when a guard steps over the closer blade slot, so the ax will kill the next guard behind him as it swings back into its initial position.

The third crypt is at the mausoleum at the cemetery areas. It contains four switches. The front switch activates a pair of flamethrower traps, which will kill any guards near the switch. The middle switch activates sleeping gas traps, which will cause all the enemies in the room to fall asleep. The left and the right switches activate the crushers on their respective sides. Use these crushers to keep the guards away while the switches for the sleep gas trap and the flamethrower traps are being reset.

The fourth crypt is at the docks beneath the castle (below the well at the front courtyard). It contains four switches. The front switch activates electrical currents over the water. The left switch activates the fire on the left platform. The middle switch flips down the wooden platform on the other side, causing any guards standing on it to fall into the water. The right switch activates the fire on the right platform. If Bentley's timing is good, he can press the left switch, the middle switch, and then the right switch in a repeating pattern to keep the guards away.

Fill up the meter at all four crypts to complete this mission.

video walkthrough

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Mission 4 (Murray): Kidnap the General
Having the Atlas strength is recommended for this mission.

The starting beacon is located on a small tower at the upper parts of the castle. To gain more information about the security at the castle, Bentley wants Murray to kidnap General Clawfoot, so he can be interrogated. Just run straight up to him and punch the sucker out. Grab him, and head back to the safehouse. The elderly general will mutter out loud from time to time, alerting any guards nearby. Murray can throw the general into the guards to kill them if he likes.

Bring General Clawfoot back to the safehouse to let Bentley torture him and to complete this mission.

video walkthrough

Mission 5 (Sly): Stealing Voices
The starting beacon is located on the rooftops at the village, overlooking the side bridge.

Sly needs to pickpocket two Guard Tower Keys from the guards near the starting beacon. After Sly obtains both keys, he should go to the guard tower at the upper parts of the castle. Inside the tower, kill or sneak past the guards. (This episode's safe is located here.) Take the Wire Tap from the panel at the back wall.

Now Sly needs to pickpocket two Castle Front Door Keys from the guards patrolling the castle grounds. (One is on the bridge connecting to the re-education tower. The other is on a narrow ledge along the side of the main keep.) After Sly obtains both keys, he should go to the front doors of the main keep. Inside the keep, hit the torch to lure the guard away from his post, and then perform a stealth kill on him. Climb the stairs up to the second floor. Hit the torch there to lure away the guard ahead, and crawl under the weapon racks to sneak behind him. Take the Voice Modulator from the panel at the back wall.

Finally, Sly needs to pickpocket two Sewer Entrance Keys from the guards near the guillotine outside of the castle. Sly can crawl under the guillotine's platform to hide from the guards. After Sly obtains both keys, he should head back to the village. Get down to the low walkway by the side of the river. Crawl into the run-off drains to reach the sewer entrance. Inside the sewers, slide along the cables, swing across the hook, jump across the boards in the pool to avoid the tentacles, and kill the two guards on the wooden walkway.

Install the Wire Tap and the Voice Modulator on the wire at the end of the sewers to complete this mission.

video walkthrough

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Mission 6 (Murray): Tank Showdown
The starting beacon is located at the window of the tank bay, near the front courtyard at the castle area. Murray will break in and steal one of the Contessa's tanks. (Press the Left Stick to move the left treads, press the Right Stick to move the right treads, and press R1 to fire.)

Bentley wants Murray to attack Constable Neyla's tanks (the one with the blue searchlights) to delay their assault. Drive across the side bridge to the village, and kill six of these tanks. Don't forget to use the corners of the buildings for cover. Murray can also drive right over any guards who get in his way.

video walkthrough

Mission 7 (Bentley): Crypt Hack
The starting beacon is located at the crypt near the gibbets, at the back of the castle area. To help Sly rescue Inspector Fox, Bentley will need to restore power to the old terminal in the re-education tower. To do that, he has to find a battery and then hack in through three terminals in this crypt.

Leap over the spike traps, avoid the swinging axes, hop over the spinning spike logs, and jump across the boards in the pool to avoid the tentacles. The Acid Battery can be found at the end of the crypt.

Once Bentley has the battery, he should make his way back out. Along the way, he has to hack in through the terminals he has passed by earlier. Do not touch any of the traps, or else the battery will be destroyed.

  • The first terminal is at the end of the crypt, near where the battery is found. On the virtual grid, destroy the pips while avoiding the missiles to reach the final slot.
  • The second terminal is in the room with the spike logs crashing into each other. On the virtual grid, watch out for the faster and more numerous enemies.
  • The third terminal is found towards the entrance to this crypt. On the virtual grid, there is a boss tank guarding the final slot. Destroy its guns to kill it.
  • Hack in through all the terminals to restore power to the old terminal in the re-education tower and to complete this mission.

video walkthrough

Mission 8 (Murray): Operation: High Road
The paraglider is required from this mission on. Sly should obtain it now if he doesn't have it already.


Part 1 (Murray):
The starting beacon is located at the front gates to the castle area. Murray simply has to reach it to shut off the searchlights, and then he will automatically go steal another tank. Meanwhile, Bentley will impersonate Constable Neyla over the radio and give out the orders for her tanks to assault the castle. War is hell.

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Part 2 (Sly):
Sly, with Bentley strapped onto his back, will need to paraglide to the blimp from the rooftops. Kill the two guards on the blimp's deck to gain control of the craft. If Sly has the voltage attack, he can use it to beat the guards more quickly.

Part 3 (Bentley):
Upon entering the re-education tower, Bentley should hack in through the old terminal while Sly stands by impatiently. On the virtual grid, destroy the pips, and enter the slot to unlock the rack, freeing Inspector Fox.

Part 4A (Sly):
While Inspector Fox chases the Contessa out of the tower, Bentley will destroy the mind shuffler and retrieve one of Clockwerk's eyes. Unfortunately, Constable Neyla has tailed the heroes and manages to pick up the other eye.

Sly must pursue the constable while she tries to flee. Like before, she leaves a trail of golden light (not to mention the red glow coming from the eye) to make herself easier to see. Follow her out of the tower. She will set up a trampoline at the end of the bridge, bounce up on it, and then paraglide away. Sly should do the same - bounce up on the trampoline and paraglide after her. (The constable can jump higher than Sly, so prepare to angle the camera upwards to keep her in sight.)

Keep following Constable Neyla down to the front courtyard, down through the well, and across the docks. At the cemetery areas, she will set up another trampoline. Bounce up on it and paraglide after her. Past the guillotine, she will set up yet another trampoline. Bounce up on it and paraglide to the top of a tower, and from there paraglide to the upper walkways of the keep. Bounce up on the web to catch up to her.

By sheer luck (at least for Sly), the constable has become stuck in a bunch of webbing. Sly grabs the eye she has dropped, but before he can leave, the Contessa confronts him....

Part 4B (Bentley):
During the time when Sly is chasing Constable Neyla, Bentley has to use the blimp's gun to shoot down twenty of the constable's fighter planes. Fire in controlled bursts to avoid overheating the gun. The planes will shoot their cannons at the blimp when they line themselves up, so take them out quickly.

After killing all the planes, Bentley will run into some unexpected trouble. Inspector Fox, mistaking Bentley for the Contessa, will shoot down the blimp....

Part 5 (Sly):
The Contessa has had enough, and she wants the eye back. Her kung fu is good, so Sly should leap to the side to dodge her charging claw attack. Make like a gentleman and whack her from her side or back. Also kill the small spider drones she releases. As long as Sly stays away from the Contessa's front, he'll have an easy time beating her up.

Part 6 (Murray):
After downing the blimp, Inspector Fox takes the eye that Bentley has been carrying and attempts to escape herself in one of the Contessa's tanks. At this point, Murray has stolen another tank, so he can use it to stop her.

Drive after Inspector Fox and keep firing at her tank. Watch the turns, and do not fall too far behind. Also do not crash into the explosive barrels. Murray will steal the eye back from the inspector once her tank is disabled.

Part 7 (Sly):
Sly versus the Contessa, round two. The Contessa now has a new move, a stun beam that can daze Sly temporarily. She only projects this beam in front of her, so Sly can use the same strategies as before to beat the Contessa. Stay to her side to avoid her attacks and to hit her more easily. Maybe the Contessa isn't as smart as she thinks....

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Defeat the Contessa to secure Clockwerk's eyes and to complete this episode.

video walkthrough

Continue Walkthrough...

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In This Guide

Walkthrough: Episode Five - Sly 2 Guide - IGN (1)

Sly 2: Band of Thieves

Sucker Punch

ESRB: Everyone
PlayStation 3PlayStation 2

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Walkthrough: Episode Five - Sly 2 Guide - IGN (2024)

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