Getting all thirty clue bottles in this one was frustrating, and it's mostly due to the level design. Other reasons include how the clue bottles are positioned as well as the bridge leading to The Contessa's house.
Wall Bombing
You've got one more mission as Bentley before you have Sly to play with again. You'll be piloting the RC chopper again. Move along the perimeter of the prison walls to look for all the guards with the metal detectors, and hit them with two bombs each. If you're fast, you can easily take each one out. They will shoot missiles at you, but if you're ready to make sharp turns to avoid them (or circle wildly around the guards quickly enough to make the missiles a non-factor like I did, Sly will be able to get out of "The Hole." Head back to the safe house by jumping on the back of the train and swinging your way out of prison following the callback to the beginning of the, and you'll complete the mission.
You'll then learn what you need to do for the second part of the episode. Murray is locked in Cell Block D, and unfortunately, he is not the fastest person on the team. Bentley will need to be put in an isolation cell away from the other inmates, and Sly will need to take samples of The Contessa's encryption algorithm. Sly will also need to steal some keys from The Contessa, but he will also have to contend with her best guards in order to get them. Finally, the giant robot that looks like a water tower with scythe-like legs will have to be deactivated. Once all of this is done, Murray can be freed.
Now, we can start doing all that now, or we can go for the clue bottles. We're going for the clue bottles. This episode was a pain in the butt to get all of the clue bottles in, but here are all the time stamps for each one.
The Alarm Clock can be thrown much like Bentley's Trigger Bomb, but instead of acting as an explosive, it is a loud noisemaker than can temporarily distract enemies, allowing you to either get somewhere, pickpocket them or anything in between.
There are electric generators on some of the roofs; touching them will shock you.
There are a few ways to get into the prison, and most of them can be reached by climbing or rail sliding your way to the walls and looking for crawl spaces covered by wooden planks that you can smack out of the way without your cane. Sadly, the place where the train collided into the wall doesn't lead to much, so you're better off using the crawl spaces instead.
It should be mentioned that it is pretty easy to use the Circle button to try to grab onto something only to swoop into and grab something else that is nowhere near where you want and also a lot lower. You'll want to be super close to what you want to grab onto before pressing Circle; otherwise, you'll be doing some needless backtracking. Because of this, I'm not a fan of the level design, which is pretty ambitious compared to the other ones but is ruined a little bit by the flaw I've just mentioned.
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30
Here's where the vault is. It's at the back of The Contessa's house, and it's marked by blue sparkles revealing a crawlspace. Crawl in and you'll find the vault, which contains the Long Toss, which allows you to toss the Alarm Clock higher and further. It is automatically equipped as soon as you get it.
Controls
D-Pad/Left Analog Stick: move
Right Analog Stick: move camera
X: jump and double jump
Square: Horizontal Attack
- horizontal attack (as Sly)
- slam enemies launched into the air from behind (as Sly)
- hook punches (as Murray)
- Thunderflop (as Murray; in mid-air only)
- crossbow swipe (as Bentley)
Triangle: Vertical Attack
- vertical attack (as Sly; used to knock enemies into the air)
- downward dive (as Sly; in mid-air only)
- uppercut (as Murray)
- drop bomb (as Bentley)
Circle: Action button (near blue/green/purple sparkles and character icons)
- pickpocket (as Sly)
- stomp (as Murray; use Square to throw object/enemy)
R1: hold to run
Select: Gadget Grid
- Control Pad: highlight gadget
- X button: confirm gadget
- L1, L2, R2: assign gadget to button pressed
L1, L2, R2: use gadgets assigned to button pressed
Start: pause menu
- Control Pad: select menu choice
- X button: confirm choice
- Start: un-pause game
L3 (press the left analog stick): locate beacons for mission objectives
R3 (press the right analog stick): Enter and exit Binocucom for first-person view
- Left analog stick: look around
- Right analog stick: zoom in and out (with up and down on right stick)
R1:
- take pictures with spy camera (as Sly; when applicable)
- shoot sleep dart (as Bentley)
Hacking mini-game controls:
- Left analog stick: move
- Right analog stick: aim and fire gun
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