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Sly 2: Band of Thieves
Episode 6: He Who Tames the Iron Horse

Sly 2: Band of Thieves
Sly 2: Band of Thieves

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Sly 2 >
Episode 6: He Who Tames the Iron Horse

This guide has been broken into chapters. Please click the appropriate link to find your answers. Because this is the free version, you will be served a few ads in the process.



Introduction and Tutorial
Episode 1: The Black Chateau
Episode 2: A Starry Eyed Encounter
Episode 3: The Predator Awakes
Episode 4: Jailbreak
Episode 5: A Tangled Web
Episode 6: He Who Tames the Iron Horse
Episode 7: Menace in the North, Eh?
Episode 8: Anatomy for Disaster
LB's Sly 2 Review
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Episode 6: He Who Tames the Iron Horse

Cabin Crimes

As Sly exit out of the Safehouse and look East for the blue "Cabin Crimes" arrow. Make your way over to it. It's on a rock in the middle of a river. Once you activate it you'll be shown your objective: Break into Bison's cabin and do some reconnaissance.

The cabin is up on the cliff SE and immediately in front of you. To get up there, you'll have to make use of the glowing pegs attached to the cliff. Jump and hit "O" to attach yourself to them. Push down on your left control stick to "push down" and jump again to the next peg. Pushing down will give you more power as you jump up to the next one. Atop the cliff, enter the cabin in front of you.

Inside, you must take three photos of the Route Maps, without being spotted by Bison. Move right and stand in the corner, next to the barrel. From this position you can snap a shot of Route Map #3. Run along the right wall to the far side, then jump up to the rafters next to the fireplace. Now, look toward the entrance and you'll have clear shots of Route Map #2 and Route Map #1. Take them.

Next you'll be told to steal three sets of blueprints. The first set is on the fireplace mantle, just below you. Grab them, then take one of the rafters back to the entrance, drop down and exit. Outside, look NW and locate the next cabin. Note that train tracks lead to the cabin. Take those tracks over and enter.

Inside, either avoid or fight the enemies, and grab the blueprints, again on the fireplace mantle. Exit and look south. The blue arrow is sticking up behind the tall cliffs with the satellites on top of them. Move toward it. The actual cabin is on low ground, so get there and enter. I suggest taking on these guards, as, if you don't you'll have to take them on after you swipe the blueprints, and you won't be able to sneak behind any of them if that's the choice you make. So, take the guards out, grab the blueprints and exit.

Outside you'll be shown those tall cliffs again, just North of you, with the satellite atop them. You need to get to that satellite. To do so, simply walk straight over to the base of the cliffs, wind your way up them, then jump up the shelves sticking out to the next level. Repeat the process, using the pegs, hooks and poles as you go. At the top, activate the satellite and your job is complete. Phew.

Spice in the Sky

Choose Sly and exit the Safehouse. Look East to the blue "Spice in the Sky" arrow. Get to it. You'll have to get to the train tracks and walk along a ledge to get there (while avoiding falling icicles), but it's easy enough. Your next mission involves jumping from a plane, paragliding to and dropping on the balloons, popping them (just by landing on them), collecting their gasses (automatically by popping them), and, when you've popped five (your red meter on your back will fill up and turn green), paragliding down to the caboose of the train below. You must land on the target or you'll die. With that being said, collect the spice gas and blow up that caboose. Once you blow the first one, you'll be asked to return to the plane (look for it with your binoculars) and repeat the process two more times. Do so. When you've blown up the last one, your mission will be complete.

A Friend in Need


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Still with Sly, look to the northern mountains, where you'll find the "A Friend in Need" blue arrow. Get up to it and walk into the icon. You'll discover Murray has been captured by Carmelita. You need to follow her. Keep your distance, as she will turn around with her flashlight, but don't lose sight of her. Also, don't make any noise or attract any attention, as she will come right after you.

Carmelita will lead you straight to Murray. To break Murray out, you'll need to pickpocket Carmelita. Carmelita's location is indicated by a blue arrow. She's a tough pickpocket, but it can be done. If she spots you (and she will each time you successfully pickpocket her), run for your life.

With all three keys in your position, return to Murray (blue arrow) and free him. Your mission is complete. At this point, return to the Safehouse and select Bentley.

Ride the Iron Horse

As Bentley, look for the green arrow to the East and go there. Bounce up to the icon and activate the mission. The mission entails jumping onto the train and entering via the blown hatch on the caboose. The train will travel directly underneath you. Just jump onto it and work your way to the back, then open the hatch with "O".

Make your way through the train, avoiding lasers, birds and all enemies as you go. You'll have to jump up to the rooftop and sneak along ledges as you go. When you get to the front, collect the Clockwerk's Lung. Mission complete.

Aerial Assault

With Bentley, again, exit the Safehouse and look East. Move to the green arrow (use the train tracks to get up to it). Upon activating the mission, your goal is to catch up to the next train before it goes through the tunnel. To get to the train, turn around and run up the steep path to the top of the mount. Run south along the tracks to the little stage area, and wait for the train's caboose to travel beneath you. When it does, drop down and activate the icon.

Next you'll have to take on the train via your RC chopper. Your RC chopper has a new function, and that's when, if you hit "Square", you will shoot a cannon in front of you. You can still drop bombs with "X", so use both weapons and take on the enemies, the missile launchers, and the little RC planes and choppers coming at you. You may have to try it a few times, but what you need to do is quite obvious. Once you complete the run, this mission will be complete for Bentley. Return to the Safehouse and grab Sly.

Theft on the Rails

As Sly, locate the blue arrow to the North. It's pointing at a cabin rooftop. Make your way there via the train tracks, get to the roof via the barrel and activate the mission.

You're going to have to jump onto the train Bentley just cleared out. To get on the train simply run at it and wait for the caboose. Attached to the caboose is a rail. Jump and grab the rail, then make your way to the hatch and enter.

Like last time with Bentley, simply make your way from the back to the front while taking on enemies and avoiding obstacles. At the end, where you'll have to face a lot of guards, it's a good tactic to just run for the next Clockwerk piece. Grab it and your mission is complete. Return to the Safehouse and grab Murray.

Bear Cub Kidnapping

With Murray, look SE and run to the pink arrow. The pink arrow is actually pointing to the platform high on the tracks we used earlier with Bentley to drop down onto the train. Get there by running to the top of that steep mount, then taking the tracks south to the arrow. Here you'll be given your mission. You need to capture two bear cubs and run them over to the handcart, which is parked by the Safehouse, in town.

Use your binoculars to locate the two bears. One will be sleeping next to the cabin with all of the bear traps. Jump from the train tracks and quietly make your way to him. Stomp and pick up the bear, then run him to the next pink arrow, which is the handcart. Toss your bear at the handcart. Locate the next pink arrow, to the NE. The arrow is actually pointing to a cave entrance. Enter the cave and locate the bear. Run him back to the handcart and watch the magic happen.

Operation Choo Choo


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Grab Murray and run back to the handcart in the middle of town. You'll be placed in the third train, as Sly. Sneak past the guards, sneak under the lasers, and sneak along the train's ledge past Jean Bison's car. Here you'll run into Neyla. Take her plane out with your RC chopper (watch her meter to see how you're doing). Avoid her red pellets ,the twin planes and the missiles that come after you. Rapidly hit your "X" button to take her out fast.

Upon destroying Neyla's craft, you'll be switched back to Sly. Climb the ladder and continue to make your way forward. Again you'll have to move along a ledge to move forward. You'll also have to do some peg jumping from that ledge. From the peg, jump to the pole, and crawl under the train. Jump to the next peg, then the next peg (remember to lean back) and continue forward. Again, either fight the guards or run to the front. I ran and went for the Clockwerk's Stomach.

With the Clockwerk's Stomach almost in hand, you'll have to take down Neyla again. This time she'll fly beneath you, too, allowing you to drop a few bombs on her as you go. Upon defeating her you'll complete this Episode.

Episode 6: Bottles, Treasures and the Safe

Bottles

As always, the best way to locate bottles is to go into your "Options" menu and turn down the "Music Volume" to 0. This will allow you to hear the "clink clink" sound every bottle makes when you get close to it. When you hear this noise, look around. It will get louder as you get closer.

If you're missing any, be sure to check on boats, on mountain tops, on rooftops, along piers, along the train tracks, along power lines, in the river, in the bear cave and upon the shelves hanging from mountain walls.

Safe

Once you collect all 30 bottles use your binoculars to locate the blue safe arrow. It's inside the Cabin with the second set of blue prints (the northernmost cabin with the big blue arrow pointing at it). You will receive the "Music Box", which attracts enemies then puts them to sleep.

Treasures

Alabaster Chalice (654) - Outside the south cabin with all of the bear traps.
Crystal Bell (605) - Next to the high satellite.
Golden Plate (704) - In the bear cave.

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