It's time for Time Attack Mode! Fun fact: I recorded all of the footage for this video in the span of one hour, all in one night. That's how long it took me to clear all twelve courses. Thank you, Master Thief Sprints from the first Sly Cooper game.
In Time Attack Mode, you'll be playing through twelve levels and getting from the start of the level to the end as quickly as possible. All of these levels will be based on levels that you have played before, and if you complete all twelve of them, you'll get a trophy from the game congratulating you for beating the game fully at 103%.
Stilt (0:48)
For this one, you'll definitely want to play as Dixie the entire time. You'll want to take the high road and use the helicopter spin across the sky for as much as you possibly can, as it will allow you to skip a lot of the terrain and also a lot of the enemies. If you can do all that while going as fast as possible, you'll have no problem with this one.
Mill (1:30)
This one will give you a little more trouble compared to Stilt. You'll want to jump up to the next level from the moving platforms as soon as possible, and you'll also want to roll into or run under all those Rekoils. At the moving platforms before the porcupine enemies, you'll want to go left at the top so you don't run into a dead end. When you see the arrow made of bananas pointing left, you'll want to follow it. If there's an area leading downwards with moving platforms, drop straight down and avoid the platforms. You'll go downwards faster that way.
Snow (0:53)
You'll want to take the high road again and roll through all the Skiddas while running across the roof of every log cabin that you find as the first snow level in the game comes back with a time attack vengeance. Just like in the Stilts level, you'll also want to use Dixie's helicopter spin to fly through as much of the stage as possible, as it will allow you to skip past much of the terrain. Also, be ready to do your spin/roll attack through the last Skiddas before the goal, as it just might give you the late-race boost you might need.
River (0:55)
Be ready to use Dixie's helicopter spin through much of the level. You'll want to stick to the high road (again), and you'll also want to be ready to jump over the set of three Knick-Knacks (those flying bugs) shortly after the start, as that will give you a huge boost. Be ready to avoid the Knick-Knack before the N (the Kong Letter) so you can drop into the water, get back onto dry land and get back on the move as quickly as possible.
Coral (1:20)
The first underwater level is back...in time attack form! Get Enguarde as soon as you start the stage, as you'll be able to move faster as Enguarde. After you're back in Kong form, you'll want to swim into the wall when you see the Barbos enemies. You'll swim into an invisible barrel cannon, and once you get in, you'll want to hold Right on the D-Pad so that you can get to the goal as soon as you're launched out of it. You'll need to use this shortcut if you want to beat the stage in less than 1:20.
Tree (1:22)
This one can be a bit tough if you don't know what to do. You'll need to roll through the rat enemies, and you'll also need to drop down the areas where you go straight down. There is a barrel cannon that will launch you upward just a little bit, and I usually find myself using it to save a few seconds. If there are platforms in the way, you'll need to use your roll attack in order to move towards and fall off the edges, which will keep your roll going indefinitely as long as you're moving off ledges. As for the parts where you need to climb up and avoid the Minkeys, use the barrel shields, but be ready to quickly climb up the ropes at the first opportunity.
Cliff (1:20)
Cliff is probably the hardest of the time attack stages to beat. I go up at the start, and I drop downwards at the parts where I need to go down. You don't need the steel keg shortly after the start, but it might help with one of the big blue Kremlings. Drop down from all the ropes as soon as you can, then use the barrel cannons and head left while avoiding the Klasps. Once you drop down, you'll need to avoid all the Buzzes as you head to the right, then you'll need to drop down all of the ropes while heading to the left. Once you're past the last Klasp, just keep heading to the left, drop down as you go, and jump over that big blue Kremling to get to the goal.
Machine (1:40)
Be ready to jump over the Bazuka and his barrel shots shortly after the start, and keep in mind that the Karbines - the owls that shoot out the fireballs - will shoot out a fireball the moment they are on-screen, but if you keep running without hesitation, those fireballs will not hurt you. On the parts where you have to go up while dealing with a Karbine, you'll need to time your ascent so that you can avoid getting hit by fireballs. I recommend jumping into the barrel cannon past the first lava pit that leads the O; you can skip a little bit of the terrain that way and you can drop down and get back on the move without having to use the barrel cannons that will take you back to the meat of the stage. There's another Bazuka that shoots barrels near you before the N, but once you get past him, the worst that the stage can throw at you will be over. With that said, being as fast as you can before the N is essential to beating the stage in less than 1:40.
Falls (2:00)
The final waterfall level is the time attack stage for Falls. For this level, I recommend not using Ellie at the beginning, as you can save time not transforming into her. Also, taking the barrel cannon shortcut shortly after the beginning can definitely shave a few seconds off if you can get to it seamlessly. For the Tracer Barrel sections with the Buzzes, you'll need to time your movements and your launches so you can easily get over the Buzzes while getting to the other side quickly as easily, and with enough practice, you'll get used to the up and down movements from the Tracker Barrel launches. There are very few areas where you can use Dixie's helicopter spin, if any, and none of them are in the areas with the Tracker Barrels. When you see the arrows made of bananas that point at where to go, follow them. Once you reach the top, head to the right.
Cave (1:45)
Aside from all of the enemies you'll need to get past, there are also the Ghost Barrels that you'll have to luck out with. As long as you're fast, they're not much of a problem. Also, when you get Squitter, be ready to shoot out webs constantly, and make sure that you forego the Barrel Cannons so that you can get down faster. Also, watch out for the Kuchucka at the end, especially if you have just one Kong, as that Kuchucka can be an absolute run killer.
Jungle (0:58)
You'll want to use Dixie's Helicopter spin whenever you can in this stage. When the game hands you a Barrel Cannon to jump in, be sure to take it. Once you get on the conveyor belt ropes, it's just a matter of taking the high road and sticking to it with Dixie. When you see the Barrel Cannon pointing down and right at the conveyor belt ropes, take it; the first one lets you continue on while the second leads you to the end.
Tube (0:46)
When it comes to the jumps over the Buzzes, the bananas will be your guide. The trick is to jump just before you touch the bananas, because if you jump the moment you touch them, you'll be too close and you'll be taking a hit. Once you get on the second sled, you won't have the bananas to guide you, so you'd better have the jumps down if you want to beat the time of 46 seconds here. When you reach the Barrel Cannons, aim to the left so you can finish the level.
