Are you ready for round three? Clockwerk is gone, but Sly Cooper is looking for his family riches and a new enemy stands in the way.
Episode 0: Beginning of the End
The game starts not at the beginning, but at the end. You just don't know it yet.
Your task is to head to the vault at the top of the mountain. As Bentley explains to Sly Cooper (that's you) what is going on, you'll hear some people, but you won't be able to see their faces. You'll find out who is helping you as you go through the game.
From here, you can use the Control Pad or left analog stick to move. The right analog stick lets you move the camera. X lets you jump, and pressing X in mid-air lets you double jump. Square lets you attack, and Triangle allows you to charge up your cane when you're not in combat mode. If you press Square while charged up, you'll do a spin attack.
If you see anything with blue sparkles, such as a tightrope, you can walk on it. Press Circle while above a tightrope, and Sly Cooper will stand on the tightrope. To get off the tightrope, just jump. You can then use the Control Pad or left analog stick to move around. There are also some rails that you can slide on if you get on them like you would a tightrope.
You'll see a remote control plane take care of some enemies. Afterwards, move forward and wait for the radio tower to topple. Walk on it like you did the rope: jump towards it with X and press Circle to land on it and walk off, then jump to get back on land.
Use the Square button to break the vines and other things in your way in the underground path, and jump over the electric barriers. Wait for the barriers in the next part to be wiped out, then get on the elevator. You'll see some guy talking to one of his goons, who soon dies via poisoning because of his own incompetence. You'll find out that security system up ahead has the combination of 123, and that the goon died because he didn't set the code.
If you see the blue sparkles on a narrow edge, hold down Circle and use the Control Pad or left analog stick to move across the edge. Let go of Circle once you're on the other side. Use the trampoline to jump up, then run across the tightropes to get to the vault, as you'll be spotted once you get up there. Press Circle at the security system to input the code. Use Up and Down to change an individual number, and use Left and Right to switch to the number you want to change. Set the combination to 123, and you'll deactivate the security system.
Sly will open up the vault, but he will be stopped by the guy from earlier before he can go in. Bentley will hit him with a dart, then it'll be time to escape. Get back to the elevator, and don't worry about the lasers on the way down; you'll avoid every single one of them.
Hold R1 to run as you can escape. Before you can make it to the boat, you will be stopped by a giant monster that kidnaps Bentley. Sly saves Bentley, but soon gets nabbed regardless of how well you fight this thing. The screen then fades to white.
In the ensuing cutscene, Sly starts flashing back to how the series began, what happened in the first two games, and the beginning of the mission that has led him to him about ready to be devoured.
As it turns out, the mission begins with Sly Cooper learning about the Cooper Family Vault from one of his father's colleagues, a walrus named Jim McSweeney. This vault contains all of the riches that the Cooper clan has collected over the years from their thievery. When Sly went ot the vault, he found out that Dr. M - the mad scientist that we just met - had built a fortress around the island in multiple futile attempts to open the vault. This led to Sly getting the Cooper Gang back together and seeking additional teammates to get around Dr. M's security.
Controls:
D-Pad/left analog stick: Move
X: jump/double jump
Square: attack
Circle: use to interact with blue sparkles
Triangle: charge up cane
R1: run (hold down)
Right analog stick: move camera
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