Walkthrough part 6 - Sly 3 Guide - IGN (2024)

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Walkthrough

Episode 1 Episode 2 Episode 3 Episode 4 Episode 5 Episode 6

Dimitri is calling in his favor now, so Sly and his friends meet up with him to see what he wants. As they soon learn, Dimitri's grandfather, Reme, used to be a scuba diving treasure hunter, at least until he lost his equipment to a pirate. Named Black Spot Pete, that pirate is now a retired old man residing at Blood Bath Bay. Dimitri wants what rightfully belongs to his family back, and the Cooper Gang is going to help him get it.

Job 1: The Talk of Pirates (Sly)

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What better way to learn more about the diving equipment than to ask Black Spot Pete himself? Pete (marked by the beacon) is standing on a balcony, so go talk to him.

Sly will learn that Pete will only talk about treasure with his partner, Cantankerous Tim. According to Bentley, Tim's lieutenants have recently mutinied and taken the separate pieces of his outfit. If Sly hopes to disguise himself as Tim, he'll need to go get those pieces.

The first lieutenant can only be killed by an anchor. Because this lieutenant has a grudge against monkeys, Sly can lure him towards the target anchor (marked by the beacon) by hitting the palm trees, causing him to think some monkeys are shaking them. Be sure to lure the lieutenant to the trees at the foot of the wooden ramp, underneath the anchor. Use the switch on the wooden walkways to drop the anchor on him and to obtain the Eye Patch.

The second lieutenant is accompanied by two other guards. Normally, Sly will have to use stealth kills against the other guards one at a time, and then he has to "pick" the pocket of the lieutenant to unscrew and obtain the Peg Leg. (For an easier time, Sly can use the level 2 shadow power skill, if he has it, to avoid being seen while unscrewing the leg. If he also has the silent obliteration skill, he can make less noise while taking out the guards with stealth kills.)

The third lieutenant is hiding on the crow's nest of a ship. Sly can climb a rope to reach him. However, this lieutenant will think Sly is a pirate trying to avenge Tim, and he will run away. Sly should chase him, dodging the objects that the lieutenant will cause to drop along the way. Just follow him, and don't bother attacking him. Chase him to the beach, under some wrecked boats, to obtain the Pirate Hat.

With all three pieces acquired, Sly can now use the pirate disguise (it's treated as a gadget). Dressed as Tim, Sly should return to Pete and talk to him. Before Pete will speak about treasure, he will challenge "Tim" to an insult competition. To win, just keep making up insults that do not contain any previously used terms. As long as Sly doesn't repeat any terms that he himself or Pete has already used, he will do fine. To complete this job, go through the insult competition until Pete has had enough.


Episode 5, Day 1

Job 2: Dynamic Duo (Bentley)

Captain LeFwee now possesses the treasure map to the diving equipment, so Bentley and Penelope have to get it. Although Penelope's spectrometer disc has acquired the likely position of the map, a pirate shoots it apart.

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Because the disc pieces will self-destruct if anyone touches them, Penelope has to use her RC car to download the data from the pieces before they're destroyed. Simply drive into the 7 pieces (marked by the beacons) to collect the data. A few pieces have fallen onto some roofs, so drive off from adjacent roofs at top speed to jump across the gaps.

The heroes will learn that the treasure map is kept in Skull Keep, which is LeFwee's base. With Penelope following, Bentley should head towards the path in front of the keep (marked by the beacon). After a somewhat awkward conversation with each other, Bentley and Penelope should continue to find a way inside. Bentley can jump across the floating boxes in the water behind the keep to reach the back door (Penelope will automatically catch up on her own.) As Penelope suggests, bomb the wooden support beams, which will cause the upper walkways to collapse and form ramps.

Hiding at the top of Skull Keep, the two heroes will see LeFwee enter the building while ordering several guards to patrol the roof. Penelope isn't going down there until Bentley kills all the guards. For an easier time, throw trigger bombs down onto the pirates and blow them all to hell from a distance. Once that's done, Penelope will move towards a double switch door. Press the button at her count of three.

The safe containing the treasure map is completely covered with deathtraps. Bentley makes like a nice guy and offers to fetch Penelope's spanners, but while he's at the safehouse, Penelope cracks open the safe on her own and obtains the map. Unfortunately, she has forgotten about Murray's previous experiences with locked boxes and also winds up receiving a blast of blinding dust to the face. Now is Bentley's chance to play hero. Sort of. He must use the grapple-cam to guide the blinded Penelope back to the safehouse. (He cannot switch out of the grapple-cam during this part.) From this point on in the game, the grapple-cam will be armed with a gun (press R1 to fire). First, find and shoot the pulley (marked by the beacon) that is holding the drawbridges up. Break the pulley to lower the drawbridges, so Penelope can walk across them.

Call out (by pressing Circle) to guide Penelope towards the grapple-cam's current position. Note that Bentley's bird calls will be ignored by the enemies. Gun down any pirates who get in the way, or else they'll try to kill Penelope. Patiently guide her back to the safehouse. Because she can't jump, Bentley will have to lead her up the ramps behind the place. To complete this job, help Penelope reach the safehouse.

Job 3: Jollyboat of Destruction (Murray)

When our heroes set out later, they're bound to attract the attention of the pirates. To keep the pirates stuck on the island, Sly and Murray will have to bust up their galleons' rudders and their patrol ships. The two heroes will be using a small boat armed with a cannon for this task. (Press the left stick to steer, X to accelerate, and Square to go in reverse. Hold R1 to increase the distance of the cannon shot, as indicated by the red shadow, and release it to fire.)

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Row forwards and destroy the four rudders (marked by the beacons). Avoid or kill the floating turret defenses. For faster results, row straight up to a target and keep firing to hit it quickly.

After the rudders are busted, 6 patrol ships will appear. Ram a patrol ship by hitting it at top speed to break its armor, and then hit it with a cannon shot to sink it. Do this for all the patrol ships.

The final target is an unexpected cutter. To stop it, destroy its mast by firing cannon shots onto its deck. Attacking it from the direction of its bow (its front) is safest, because if the heroes near its starboard or port sides, it will fire lots of cannon balls at them. The heroes will also have to fire from within a proper range. Fire from too far away, and the shots will not reach the cutter. Fire too close, and the shots will hit the sides of the ship, without landing on the deck. To complete this job, fire shots onto the cutter's deck until its mast breaks.

Job 4: X Marks the Spot (Sly)

The silent obliteration skill is required for completing this job.

The team is now ready to sail to Dagger Isle, where the diving equipment is buried. The first task is to acquire a ship. Murray has to row Sly over to the target galleon (marked by the beacon), avoiding the mines in the water.

Next, Sly has to use the rope and the hook beside the ship to climb onto its deck. From there, he has to waste all three guards without being detected, using stealth kills (enhanced with the silent obliteration skill). For an easier time, Sly can use the shadow power skill, if he has it.

After the guards are gone, the team will take over the galleon. To begin their journey across the seas to Dagger Isle, they will have to sail out of the bay, towards the horizon (marked by the beacon). This is also an opportunity to practice controlling the ship. (Press the left stick to make Sly run around on the deck. Press L2 and R2 to make Murray steer the ship.)

In the overworld mode, sail to the east, towards the island marked with a red X on the map. When the heroes approach that island, they will encounter an enemy boat.

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The trick to winning sea battles is to position the heroes' ship so it can fire its cannons at the enemy boat without exposing itself to returning fire. Murray should steer the ship so its starboard or port will face the enemy's bow or stern (this is also known as "crossing the T"). That way, Sly can fire the cannons (by pressing Circle while standing behind a cannon) at the enemy, while the enemy will not be able to shoot back. Doing this also has the added bonus of letting the heroes' projectiles land along the length of the enemy boat, increasing the amount of damage dealt. Note that all the available cannons on one side will fire together, and they will auto-aim a little bit. The cannons also take a long time to cool off (indicated by the redness of the barrel). After the cannons on one side have been used, Murray can maneuver the ship so Sly can attack the enemy again by firing the cannons on the opposite side.

Getting hit is not good. Enemy cannon balls will create holes in the deck that cause the ship to continue taking damage. To seal a hole, simply hit it until it disappears. If the ship takes too much damage, it will also lose cannons, severely reducing the heroes' firepower. Later on, to repair damage and to recover lost cannons, the heroes can grab the first-aid chests that are floating around in the overworld mode.

When the enemy boat takes enough damage, its mast will be destroyed. At this point, the heroes can fire at it again to sink it, or Murray can steer into it and let Sly jump onto its deck. If the heroes choose to do the latter, Sly will have to kill the enemy leader to capture his boat. After a battle, the heroes will be awarded coins according to their performance. Capturing boats will yield more coins than destroying boats.

However the heroes beat the enemy boat here, they should drop anchor at the beach of Dagger Isle. Sly can use the treasure map (it's treated as a gadget) to see the clues that will lead him to the stolen diving equipment. While using the map, Sly can also take a single pace (by pressing X) in any of the eight cardinal directions, which makes following the clues much easier. Each clue can be thought of as a step towards locating the treasure. After following a clue correctly, Sly can mark his current position (by pressing Circle), so he can restart from there in case he screws up while following the next clue, or in case he needs to kill some enemies in the way.

Here are the steps to using the treasure map to find the diving equipment:

  • Start in front of the statue near the enemy ship at the other side of the island.
  • Go 12 paces southeast, following the statue's gaze. (When ready, press Circle to proceed to the next clue.)
  • Go 6 paces east, towards the two trees that form an X shape.
  • Go 18 paces south, towards the ring of palm trees. Take care not to touch the lizards.
  • Go 16 paces southeast, passing between two large rocks.
  • Go 13 paces east, towards the beach and an island that has three trees.
  • Go 6 paces north, following where the wrecked ship is pointing at.
  • End. To complete this job, obtain the diving equipment.


Episode 5, Day 2

Job 5: Crusher from the Depths

Things don't look good. The team is missing one member, and if our heroes want to get her back, they'll need to fight off lots of pirates. Hoping to even the odds, Bentley wants to investigate this foggy patch of sea to learn more about the Crusher, a creature feared by the pirates.

Apparently, the Crusher doesn't like visitors, and it will attack the ship. During the first phase, Panda needs to shoot its tentacles to drive them away. Be sure to hit them by the time they rear up, when they are preparing to slam downwards. When the head appears, it will toss inky globs onto the deck. Watch the shadows to see where the globs will land. In the meantime, shoot the head as much as possible.

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During the second phase, the Crusher attempts to drag the ship down into the sea. Panda can stand at the bow and then face the middle of the ship to gain a view of all the tentacles that will appear, making them easier to target. Lock on to multiple tentacles at a time to knock them away more efficiently, but there's no need to wait for a full charge. Just focus on preventing the tentacles from pulling down the ship. If he wants to get close and personal, Panda can also use flaming chops (by pressing Square) against the tentacles to knock them away.

During the third phase, the Crusher will attack like it did earlier in the battle, only this time its head and two tentacles will appear simultaneously. Again, hit the head as much as possible, shooting the tentacles only to knock them away if they threaten to slam downwards.

During the fourth phase, Sly will continue the fight while Panda goes below deck to reload. Watch the shadows to see where the tentacles will land. When the tentacles come down, hit them before they retract to keep them stuck onto the deck. When enough tentacles are stuck, the head will move closer. Once that happens, fire the cannons to hit it. (If the head is far away, the cannon shots won't reach it.) About three salvos are needed to beat the Crusher. Also, while a cannon is cooling off, Sly can stand behind it and use it as cover from the Crusher's globs. To complete this job, defeat the boss.

Job 6: Deep Sea Danger

Having finally recovered his grandfather's diving equipment, Dimitri is more than happy to aid our heroes in rescuing their captured friend. His task is to obtain some parts that will boost the firepower of the ship's cannons.

Dimitri is a skilled swimmer. (Press the left stick to turn. Press the symbol buttons to swim towards the corresponding directions. Hold L1 while swimming to boost. Press R1 to fire the harpoon gun.) He should begin by swimming through a tunnel that connects to a lagoon, where several sunken ships can be found.

The first task is to collect 6 amplification collars, which look like glowing pieces of metal. Touch a collar to pick it up, and then swim to the top of the basket hanging from the heroes' ship to drop it in. If any jellyfish or sharks get in the way, shoot them with harpoons.

The second task is to catch 2 yellow fish at the bottom of the area, below the reefs, because the yellow fish can be used to lure some hammerhead sharks to the place. Boost to catch up to the yellow fish, and simply touch them to grab them.

The third task is to kill 5 brown hammerhead sharks, back above the reefs, so their remains can be used to enhance the team's gunpowder. The hammerhead sharks behave just like the other sharks here, but they take two harpoons to kill instead of one. After shooting a hammerhead shark, it will swim forwards for a bite attack. Either back away and shoot it again after reloading, or boost sideways to dodge them. To complete this job, defeat the required amount of hammerhead sharks.

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Job 7: Battle on the High Seas

The Red Sail forces are allied with Captain LeFwee. Bentley wants them taken out now, so the team won't have to deal with them later.

First, our heroes will need to capture a Red Sail ship so they can acquire information about their routes. Attack the single Red Sail ship. (Press L2 and R2 to steer. Press Circle behind available cannons to fire them. Hit the leaking holes on the deck caused by enemy shots to seal them.) Again, the most effective way to beat it is to shoot from the direction of the enemy's bow or stern (this is also known as "crossing the T"), which will maximize the effects of the heroes' shots while preventing the enemy from shooting back. After destroying the enemy's mast with about two good salvos, Murray should steer straight into the enemy boat, so Sly can jump onto its deck. Sly needs to kill the enemy leader (marked by the beacon) to obtain the Red Sail Charts.

With the charts, Bentley will mark the location of more Red Sail vessels on the map with a red X. If the heroes wish to, they can engage other ships along the way there. Otherwise, they should just head straight to the target area. Destroy all 3 Red Sail ships there. Sly can board the final one if he wants more money, but he can just blow it up with more cannon shots to save time.

After that, Bentley will mark the location of the final bunch of Red Sail vessels with another red X on the map. Sail there when ready, and fight all 4 Red Sail ships. Take care not to move between them and get caught in their crossfire. To complete this job, defeat all these enemy boats.

Job 8: Operation: Reverse Double-Cross

Time to break Penelope out and teach Captain LeFwee not to screw with the Cooper Gang.

For the first part, defeat LeFwee's ship, the Death's Head. LeFwee's ship behaves just like the other enemy boats that the heroes have been fighting previously, but it can take a lot of damage before its masts break. Use the same tactics against it, and take care not to sail back out of the bay by accident. The team's upgraded cannons will also cool down faster, so they can be fired more frequently. Because our heroes still don't know where Penelope is being held, Sly must board LeFwee's ship when it's defeated and talk with the boss.

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For the second part, when LeFwee makes Sly walk the plank, Sly will use the opportunity to trick the boss into revealing Penelope's location. Eventually, Sly will have to make fun of LeFwee's creativity, his speech, and his ability to keep prisoners. LeFwee will mention that his hostage is locked up at Skull Keep.

For the third part, Murray will save Sly from a watery grave and then try to row him over to the island using the raft. Row quickly towards the dock (marked by the beacon) to avoid the enemy cannon fire, but also take care not to bump into the mines.

For the fourth part, Sly will get off at the island, where he needs to get into Skull Keep. He should do so by taking the back route, the same one Penelope and Bentley have taken earlier. This is the path with the floating boxes, the fallen wooden walkways that form a ramp to the top of the keep, and the door that leads to the safe where LeFwee used to hide the treasure map.

LeFwee is quite clever, as Sly discovers when Skull Keep explodes, with him inside it. For the fifth part, the Guru and the Crusher have to cover Bentley while he tries to cut off the four padlocks holding Penelope, who is actually inside LeFwee's ship. Make the deck run red by smearing any approaching pirates across its surfaces. (Press the left and right sticks to move the tentacles across the deck, and press L1 and R1 to make them smash downwards.)

Sly isn't dead, but he makes the situation a little worse when he causes Bentley to fall out from his wheelchair, just before dropping into the water himself. While the Guru and the Crusher help save Sly, Penelope will repay Bentley by pulling a sword out from nowhere and preventing LeFwee from beating up her crippled boyfriend. For the sixth part, Penelope has to duel against LeFwee along the beams of the mast. Although seeming to have lost her mighty pugilistic skills, she has some awesome fencing abilities. (Press left and right to walk forwards and backwards, up to jump, down to duck, Square for a low attack, and Triangle for a high attack.)

To beat LeFwee, dodge his blows, and then gut him when he makes like a moron by posing and taking off his hat. Watch how LeFwee moves his weapon to see how he cuts. If he pulls his blade backwards and downwards, he will strike low. If he spins his blade, he will strike high. Obviously, Penelope should jump over his low strikes and duck under his high strikes. If LeFwee poses low by bowing over, she should hit him with a low attack, and if he poses high by standing up, she should hit him with a high attack.

Penelope will have to knock LeFwee backwards until he falls off three beams, without getting knocked off herself. On the first beam, LeFwee uses low strikes. On the second beam, he uses high strikes. On the third beam, he uses both low and high strikes. For an easier time there, keep ducking while LeFwee attacks, and jump up whenever he makes low strikes. Be sure to hit him with the appropriate attack, depending on his pose. Using the wrong attack may cause Penelope to be pushed backwards. Also remember to walk forwards after hitting LeFwee, or else he'll regain his distance. To complete this job, defeat the boss.

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Walkthrough part 6 - Sly 3 Guide - IGN (1)

Sly 3: Honor Among Thieves

Sucker Punch

ESRB: Everyone 10+
PlayStation 3PlayStation 2

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Walkthrough part 6 - Sly 3 Guide - IGN (2024)

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