In this entry, we rescue Carmelita, hack into a computer and climb like our lives depend on it.
A Daring Rescue
When you get here, you'll find out that Carmelita has been captured by Clockwerk. Sly, not wanting the cops and robbers game to continue without her, decides to rescue her.
At the start, you'll need to go left and spire jump and climb without getting electrocuted. Land on the spire points at the top, then land on the ramp to bring it down. Go up the ramp, avoid the searchlight on the way to the other side and smash the dart machine to jump into the barrel. From here, you can sneak past the searchlights to get to Carmelita.
When you approach Carmelita, she will think Sly is behind everything, but Clockwerk triggers a gas trap, knocking Sly unconscious. Bentley is forced to hack into the system to turn it off before further harm comes to Sly.
Bentley Comes Through
It's time for another twin-stick shooter-style stage, and this time, you'll have to play like your life depends on it. Once again, the left stick moves and the You'll have five hits, and you'll need to shoot the "asteroids" to knock out the yellow data packets and collect them. When you collect them all, you'll go to the next level.
The green droids that move around are the security system, and their red projectiles will try to follow you around. If they connect with you, it's instant death. If you run into anything else, you lose one hit point. There is a chance that if you get hit by one of these things, you can come back with three hit points out of the maximum five that you start. Thankfully, the walls don't hurt you in any way.
There are four levels, and the difficulty gets harder the further you go. Once you go through all four levels and get all 13 data packets, you'll disarm the gas trap and save both Sly and Carmelita. Carmelita will ask Sly to smash the base of the tube she is stuck in, then proposes a temporary truce.
A Temporary Truce
At the beginning of the level, Carmelita finds out directly from Sly what is going on between him and Clockwerk. Carmelita mentions that she has hidden a jetpack at the top of the death ray in the distance, and that Sly will need it to fight Clockwerk. Unfortunately, one of Clockwerk's falcons grabs the signature Cooper cane out of Sly's hands, and Carmelita now has to cover Sly while Sly gets to both the cane and the jetpack.
This level is much like the two levels where you had to shoot things down for Murray. Keep the target reticle around Sly so you can shoot down the lava monsters and the robot falcons when they show up, then get ready to shoot down all the energy towers at the top to finish the area and make a path for Sly. Of course, when you destroy the energy towers, lava monsters will show up from behind Sly, so be sure to take them out. Sly will soon get his cane back, and it's on to the next area.
Sinking Peril
Here, you'll have to spire jump, rail walk, rail slide and climb your way to the top.
Double jump over the golden arches that produce electricity. If any gears drop into your path, smash them with the cane.
When the golden arches produce sparks, they are about to produce electricity. Wait for the shock, then move forward.
You'll need to spire jump onto the spinning hooks so that you can both land on them and not hit the field of electricity surrounding them.
Also, going back to the hub for the first world, getting the charm and lives, saving and re-loading and getting everything again will help you get the lives and extra hits that you need.
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