Sly 3 Strategy Guide >
Episode 2: Rumble Down Under
To begin, you're offered a change to take Murray into the Hazard Room for training. Like before, I suggest you take this opportunity to learn Murray's moves. Once you've completed your time in the Hazard Room, return to this level and select Sly. Note, if you haven't gone into your "ThiefNet" to buy gadgets yet, go ahead and give it a try. Move past Bentley in the Safehouse, to the computer, and select it. Once inside, you'll get to choose what you want to buy. I bought the Smoke Bomb for Sly here. When you're done, exit the Safehouse and make your way to the "Search for the Guru" marker.
In this mission you'll be guided by a set of markers, each leading you closer to the Guru. You'll do a lot of climbing, swinging and wall hook jumping (don't forget to pull back) along the way. The Guru won't be in the cave, nor in his hut. Work your way up to the marker at the miner's camp (make use of the trampolines to get there). Here you'll run into the Guru. Speak to him to complete the job.
Head to the Dark Caves marker. To reach it, you'll have to ride the conveyer (or run along the wires) from the tower across the way. Find the tower and work your way to the top, then make your way to the marker. Once there, you'll be given your mission: Break into the mining caves to collect the Moon Stone and walking stick. Use your ping to locate the first cave, just beneath you. Make your way to the cave and enter (put on your 3-D goggles, if you want).
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Once inside the first cave, make your way to the far end by jumping on the rotating drills (the arms, not the actual drills). Hop to the tracks and take out the guard, then use the wall light to jump up to the top of the pillar. Hop on the next set of drills (the actual drills this time) and continue to jump your way forward. After the tracks and the next wall light/peg, you'll come to a laser cave. Avoid the lasers and make your way to the safe in the back. Crack the safe and collect the Moon Stone.
Once you have the Moon Stone you'll be timed in leaving the cave. Note, when you exit the laser portion, look right and down. Follow the tracks here for your quick path back to the cave entrance. Along the way you'll run into enemies. It's better to avoid them than it is to fight them. The easiest way to avoid them is to use the Smoke Bomb I suggested you buy in the Safehouse. Just past them, jump to the tall spires, then all of the way down to the drills. Use the light to make it up to the entrance and exit out.
Ping the next cave entrance and use the glass bridge to get there. Enter and move up the tracks. Hop your way up the rail to the right, then use the hooks to ride and swing your way across the cave. Crack the safe at the far end and collect the walking stick. Upon collecting it, the timer will begin counting down again. Run along the tracks, avoiding the dingos as you go (Smoke Bombs work well). Jump the gap, catching the pole on the left side of the fallen track to make your way up to the top. Continue moving forward, fighting along the tracks and rails. Safely make it back to the cave entrance to complete the job. Return to the Safehouse and switch to Murray.
As Murray, use the goggles to locate the "Spelunking" marker and get to it via the trampolines beneath it. Once you activate the mission, ping the first marker, just beneath you. Run to the door and enter.
Take out the two guards as you see fit. Next, stand next to the pile of rocks and stomp with "O". Face the boulder atop the pillar and toss the rock at it with "Square". Repeat, if necessary, to break the boulder. Before you hop to the next pillar, toss another rock at the next boulder in order to clear the next pillar. Hop across the pillars, take out the Roo, then repeat the rock tossing/pillar hopping process as you make your way through the cave.
Eventually you'll get to a large piston. Roll into a ball (by default, this move is assigned to "L1"), then bounce with "X". Bounce to the top of the piston, then continue to bounce, being sure to press "X" on contact to beat the piston down. Once it's down (it will turn green), pass through the newly opened door and make your way forward to the next set of pistons. There are three here, and you must pound them each down to open the next door. However, this is a bit tricky. You can't pound them down to the bottom one at a time, as the pistons will rise back up as you're trying to pound down the other two. So, instead, bounce and pound in a clockwise circle, doing your best to keep the pistons at an equal level as you lower them all. Because the pistons continue to rise, try to keep your bounces low. If they get too high you'll end up in an endless cycle of pounding down the pistons to the same spot every time. Once you pound down the three pistons, hop on the spring and move through the newly opened door.
In front of you is a Roo wearing a Dark Earth Mask, which makes him more powerful. Sneak up behind him and hit "Triangle" to toss him in the air. While he's in the air, hit "O" to grab him, then "Square" to toss him into one of the rotating drills. He'll, then, be after you. Avoid his attacks and continue to hit him with "Triangle", then catch him with "O", and throw him into the drills until they all break. When they do, open up the now-unlocked door and pass through. Here you will find the Guru, and you job complete.
From your vantage point, look for the "Big Truck" marker and make your way to it.
Murray will drive the truck to a new location, a drill platform. As Sly, beat up the three guards (knocking them off the platform is the easiest way to do this), and he'll take care of the drill controls on his own.
Next, as Murray, you'll be driving the Big Truck. "X" makes you go forward, "Square" make you go in reverse. There's a tire heat meter on the bottom left of your screen. To prevent your tires from overheating, drive through the water surrounding the platform or run over a scorpion (of either color). The goal here is to capture the red scorpions. To do this, speed toward one, then, right before you reach him, hit "R1". This will flip your truck, trapping the scorpion inside. Hit "R1" again to flip the truck back up to its normal position. Repeat the process until you've captured 8 scorpions, and you'll be switched back to Sly.
As Sly, hop onto the surrounding fence and look to the rotating sections above you. Look for a wall peg and jump up to it. Pull back, hang on, and wait for another peg. Continue to work your way up the drill. Once on the cogs, be sure jump only when you're positioned upwards, otherwise you won't make it to the next cog. Hop to the hook and ride it around to the platform. Hop down and pull the lever.
Back as Murray in the truck, you must continue your scorpion capturing adventure, this time without the use of the pool of water to cool your tires. To keep your tires from overheating, you must run over scorpions.
Once you've captured 20 red scorpions, your job will be complete.
Return to the Safehouse and switch to Bentley. Use your binoculars to locate the "Unleash the Guru" marker, and make your way there (find the glass paneled bridge, work your way up it and use the spring next to the door at the end to reach the marker). Make use of your sleep darts ("R3" then "R1") and bombs ("Triangle") on enemies along the way.
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Once you reach the marker you'll be transformed into the Guru. Hold "L1" to disappear. This will cause the Roo guard to jump the fence and enter your confinement area. Let go of "L1" then sneak behind the Roo. Jump then hit "O" to "enter the guard's mind". You'll, then, be in control of the charging Roo. Your goal is to direct him toward the stockade door (ping for the marker). If you fail at this, disappear again, wait for the Roo to lose interest, then repeat. Successful guidance will break you out of the miner's camp. Make your way to the next marker.
Your goal here is to take over the bodies of surrounding guards and guide them into the four drills below. It's easy enough. Just keep in mind that you can't take over any guard if he's chasing you. Once you take out the four drills, head to the refinery (ping).
At the refinery you'll be told to destroy the marked generator by hopping the guards over to the generator and smashing them into it. Same rules apply as before, except now you can jump with "X". Three hits (or two Dingos and one Roo) will break the generator and complete the job.
As Sly, work your way to the "The Claw" marker, near the generator you just took out. After a cutscene you'll find yourself in control of a large claw. Your left analog stick moves it, your "X" button picks up and releases.
The machine to the right of Murray has dispensed a rock for you. Extend your claw and grab the rock with "X", then pull it in and and drop it into the open pipe with "X". Next, pick up the same rock and toss it into the electric fence with "O". Repeat.
Once you've proven yourself, the miners will be released. Pick up the miners and toss them at the fence or drop them in the pipes. If the miners are in groups, pick up a barrel and drop in on the group. Do what you do best in keeping the area clear of the destructive dingos. When Murray moves in front of you, pick him up with "X", move the claw right, then safely drop Murray with "X". Protect the claw as you did before.
After Murray finishes up the second area, pick Murray up again and carry him to the right. Drop him down. This time you must multitask. Protect claw from miners as you did before, then, when you have an opening, move right or left to pick up a flint rock, then carry that rock over to Murray's catapult and place it on the lowered end (use the shadow for guidance). Murray will send the rock into the oil wells. Repeat this process six times to complete the job.
As Sly move to the "Lemon Rage" marker. You'll find yourself inside a lemonade bar, facing a lemonade drinking competition. To compete, start button mashing. Quickly hit all of your main four buttons in any order until your character finishes his lemonade. You can, if you want, choose one button and tap it quickly, but you do seem to drink faster if you hit them all.
Once you win the lemonade drinking contest you'll be thrown into a fight. As Bentley, start dropping bombs, shooting sleep darts and spinning your wheels as best you can. You'll soon be switched to Sly, then Murray. Fight as you fight best. When you clear them out you'll have to take on the dingo with the Dark Earth Mask. To do this, wait for Bentley or Murray to stun him (you'll have to guide the big guy over a bomb or in the line of a barrel toss), then, when he's motionless, run up to him and whack away. Take him down to complete the job. Return to the Safehouse and switch to Murray.
As Murray take on the charging dingos and roos. Your goal is to pick them up and toss them at the large croc, who will eat them. Beat them up, collect them, and toss them as you see fit. You need an equal amount of dingos and roos, so keep that in mind as you're picking up enemies.
When you've successfully fed the croc, a marker will indicate the location of a special guard croc treat. Get to him and sneak behind him. Upper cut then grab the guard and carefully take him back to the croc. If you drop him, try to pick him up again. If you lose him, you'll have to go back to his original location and pick him up again. Once you've fed the special guard to the croc, your job will be complete.
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Make your way to the marker as Sly and you'll be switched to the Guru. As the Guru, head over to the gyrocopter, which is indicated by the purple marker. Your goal is to run guards into the gyrocopter, but, this time, you must dismount with "Triangle" before you get too close to the gyrocopter, or the copter will move out of your way. There are several guards by the drills you destroyed earlier, which are close to the gyrocopter. Take them over ("X" then "O") then run them over and up to the ramp leading to the gyrocopter. Make sure the guard is aimed directly at the gyrocopter, then dismount right before the ramp flattens out, and your guard should run straight into the copter. Repeat two more times to take the copter down.
Next up, take care of the giant Dark Earth Mask wearing Carmelita. As Bentley, roll around to find a good vantage point, take aim at the big girl with your Binoculars ("R3"), zoom in with your R analog stick, then shoot her with a sleep dart ("R1"). Once you hit her, back away, as she'll shoot back. Continue shooting until you get a cutscene. Your darts have accidentally made Carmelita bigger. Eek.
You'll find yourself in control of a crane atop the big truck. Move the crane and pick up ("X") the explosives Carmelita tosses onto the truck. Once in the crane's hand, flick them at Carmelita with "O". Be sure to use the shadow of the crane to position yourself directly above the explosives.
Once you run Carmelita's health meter down, you'll be told to run up her boots to get to her face. Easy enough. As Sly, run toward Carmelita and look for a glowing section of her shoe string on either boot. Jump to it and grab on with "O". Climb up it, then up her pant leg. Use her buttons as wall pegs as you work your way up to Carmelita's face. Once you reach her face Sly will automatically unhook the mask and you'll fall off. Repeat the process on the other side. Unhook both sides to complete the job, and the level.