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Sly 2: Band of Thieves
Episode 1: The Black Chateau

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

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Sly 2 >
Episode 1: The Black Chateau

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 8: Anatomy for Disaster

Blimp HQ Recon

It's a new level! What does that mean? It's recon time. Now, pay attention to how we get to the blue arrow, as you'll need to know this path in and out later.

As Sly, exit the Safehouse and climb the rope outside the door and place yourself on top of the Safehouse. The arrow is north. To get there, you need to take the ramps up to it. The ramps stem from the rooftops of both of the circular buildings in front of you. Run to either one, use the spring to make it to the rooftop, then move up the ramp to the second circular platform. Now the arrow is a tad to the right. So, move down the ramp to the right and approach the huge fan connecting you to the platform with the blue arrow. The fan rotates, but it also provides a flat surface for you to run across. When it's almost flat, run along the sides of it, up to the connecting platform. From here, move up the pole to the icon.

From the icon, climb the rope up, then Paraglide down to the wing of the blimp, then climb the pole to the structure with the blue arrow pointing at it. Smash the grate and crawl through the hole.

Inside you'll see the Clockwerk in its entirety. You need to take some photos, without and you need to do it without taking out any of the guards, so it's best to remain unnoticed. You can snap a photo of one of the rotating Electro-platforms from your position. Once you have that, drop down (look out for the guard) and turn around. Snap a photo of the Eggs though the glass.

To get a picture of the Clockwerk, you need to take it from the front, which means you must sneak past all of the guards. You'll need to move down the ramp, when the guard has his back to you. Next, work your way around the right side. If a circling guard is coming your way, crawl under a table. At the far end, climb the pole and snap your picture from here.

With those three pictures taken, move up the ramp under you and look through the glass. Snap the next two photos of Arpeggio and Neyla through the glass. Now it's action time.

First, you must pick pocket the four guards. The nice thing about doing this is when you get a key, it's yours, no matter what happens, so you can pick pocket the guards as sloppily as you need to. Just remember the blue glow indicates the guards who haven't had their pockets picked yet, and never kill a guard whose pocket hasn't been picked.

With all four keys in your pocket look to the sides of the blimp for the blue arrow. Use the spring below it to get to it. Unlock the locks. Next, you must reverse the platforms polarity. To do this, you must jump back down on the spring below, and bounce up to the wing of the hanging Clockwerk. From here, climb any one of the four wires (I suggest the two closest to the spring) and wait until a green-lit platform moves toward you. Jump to it, run to the switch and hit "O" to turn it red. It's polarity is now reversed. Repeat until you've done this to all four platforms. This will complete Sly's mission, and begin a long cutscene.

Charged TNT Run

Exit the Safehouse with Sly and look north to spot the "Charged TNT Run" blue arrow. Make your way over to it (it's easily accessed). Upon doing so, you'll get your next mission: Walking the TNT barrel to the three magnetic chargers, allowing each charger to attach to your barrel, then walking the barrel to the locked down engine for a big time explosion.

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Start by hopping into the TNT barrel. Move through the opening in the crates. Make your way up the right path (and, remember, if you don't move you're enemies won't spot you). From the top of the ramp, move clockwise around the fan to the next ramp. If this ramp is electrified (it was for me the first time) blow up the generator with your TNT barrel and return with a new one. At the top of the first short ramp is the first charger. Get close to it to collect it (you'll see it attach itself to your barrel).

Continue up the ramp and move all of the way around it to the southernmost spot. Drop down to the ramp and veer left. From here, work you way to the charger, which is up a ramp leading to the Safehouse.

Next move down to either of the circular buildings, climb the stairs to the spring and you'll be bounced to the rooftop. Now, take this path (that we took earlier...kind of, veer left this time and don't cross the large fan structure) to the blue arrow and pick up the final charger.

With all three chargers, look to the engine room. It's up near where our first "Blimp HQ Recon" arrow was. So, climb back up the ramp and make your way over to it just as you did before, except go a bit farther and spring up to the rooftop. Place yourself over the icon and jump out of your barrel. Mission complete!

Sly/Bentley Conspire

From your engine blown position, look SW through your binoculars for the next blue arrow. Get there by going to the rooftop of our favorite circular building, then take the ropes up to the top of the balloon.

First, you're going to have to pick pocket the guards. This is easy enough, particularly with your Alarm Distraction to move any stationary guards. Grab the five keys, then move over to the blue arrow indicating the engine room. Unlock the door and you'll be switched to Bentley.

Inside you have a shooting range of sorts. You need to pop all of the bulbs, but you need to pop them in pairs. So, if you shoot one on the top, find its mate on the bottom (there will be a red bolt showing it to you) and shoot it, and vice versa. If you don't shoot them in pairs, you'll fail. When you get them all, run to the opposite side and bounce up to the top.

Up here, you need to place bombs on each of the orange lights to destroy each one. This is a simple, yet tedious task. When it's done, run into the newly opened area and pull the lever and exit out.

Bentley/Murray Team Up

Look SW and locate the green arrow. Get Bentley to it by working your way back to the Safehouse then head right to get to it. It's computer hacking time! Get to the two consoles and hack them (note your hacker tank bullets bounce now). Upon hacking the second console, Murray will be placed in the engine room.

In this engine room, it is your goal to lift each of the pods. Hit "O" repeatedly at each pod to do so. This will open up the back room. Run to it and spring up to the next level. Here, you need to bellyflop each of the switches. Jump and hit "Square" in mid-air to do so. When this is complete, run into the engine room and hit the lever. Exit out.

Murray/Sly Tag Time

Look to SE to spot the pink arrow. Get to it (it's opposite where the "Bentley/Murray Team Up" arrow was placed). To get into the next engine room, you need to take out the power stations. The power stations are indicated by pink arrows. Get to them and toss items at them (look for the regenerating egg barrels) to destroy each one. When you've done this, move to the engine room door (pink arrow) and raise it up for Sly to pass under.

As Sly make your way counterclockwise around the lasers. Note the moving laser walls. Stay between them as they rotate and make your way to the back room. Take the spring to the next level. Here, you'll have to stay between the laser walls, too, while hopping from saw blade to saw blade (you can't touch the floor), making sure you don't land on a moving on. Make your way to the back room and pull the lever. This will trigger your final round of missions.

Mega-Jump Job

As Sly exit the Safehouse and head east to the arrow. You need to activate the radio signal transmitters. Each one is up high, so, for this mission, you are given the "Mega-Jump". Hit R2 to jump high. This not only shortens the path to each transmitter, but it allows you to reach them.

There are four transmitter arrows. Look North to locate them. We'll call them SW, NW, SE and NE as they are placed in relation to each other. Go to the SE arrow first. When you get to the "SE base", jump the line out to the angled steel beam. At the end, use your "Mega-Jump" to place yourself atop the fan motor. From the fan motor, jump and paraglide to the first level of the tower. Find the opening and pop up to the next level, then to the top. This activates the transmitter. Take care of the SW transmitter in the same way. The two transmitters to the north are more clearly accessed, although the jump from motor to tower platform needs a little extra lift. To get that lift, normal jump at the top of your "Mega-Jump", then paraglide over to it.

Carmelita's Gunner

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Locate the "Carmelita's Gunner" blue arrow and go to it. It's Clockwerk fighting time!!!

Use your gun to damage Clockwerk while taking on whatever is coming at you. Now, the shooting of Clockwerk is clear. Just shoot him and watch his meter go down. It's his various attacks that can get tricky.

Obviously shoot directly at the yellow missiles coming at you. They pop like ants on a pan. Also, shoot at the red mines he tosses your way. You need to hit these a couple of times to make them go down. Clockwerk will send a damaging red light your way. There's no way to stop this once he emits it. However, if you shoot his head while he's brewing it (there will be red light emerging from his head), the attack will stop in its tracks. The final attack Clockwerk will use on you is the electrified ring attack. The rings will always come to you. You can't shoot them down. However, if you shoot the actual rings once, the electrical charge they maintain will switch to an outer flow (as opposed to the inner-flow) leaving you unscathed as it passes by.

Run Clockwerk's meter down and you're almost there! You have to save your friends, which means Paragliding to them. Paraglide down using the busted structures to get to Clockwerk. Your path is clear, although it requires precision, so it may take a few tries. As you get closer to Clockwerk, more debris will come your way. You must avoid it or you'll go down.

Get to Clockwerk and it's end time. This is easy. Just walk up to his glowing eye and whack away. His head will drop. You need to hit the other eye. Jump over to the platform next to the eye and finish him off.

OK, we're still going. As Murray, move through the lasers and lift Clockwerk's head. Clock-la (Neyla) will yell at you. As Bentley run up to Clock-la and destroy the lasers emerging from her face by placing bombs beneath them, then walk into the icon and swipe the hate chip. This is your final task! You've saved Paris, and you're forgiven for your thieving ways! YAY! Game over.

Episode 8: Bottles, Treasures and the Safe


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.

This area is the toughest as the background noise makes hearing bottles difficult…but you can still hear them. Just turn your TV volume way up. Also, the level's area is fairly small, so it's not difficult to check thoroughly. Note that it'salso quite symmetrical, so don't confuse where you've been. Climb everything. I needed Bentley and his Hover Pack once to get to a bottle I couldn't reach otherwise (atop a dome in the central area).


Once you collect all 30 bottles use your binoculars to locate the blue safe arrow. It's in the engine room Sly passed through. You will earn "Shadow Power", making Sly temporarily invisible.


Jeweled Egg (752) - Behind the northeasternmost circular building..the one attached to the blimp earlier.
Golden Vase (726) - Behind the stack of crates, near where your TNT barrel originated.

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