Friday, December 3, 2021

PrinceWatercress plays Sly 3: Honor Among Thieves - Part 35 of 42


In this entry, we run an obstacle course that only a Cooper can complete, and Bentley and Murray fight off Dr. M and his goons.


Honor Among Thieves

Once inside the vault, Sly finds out that he is the only one who can go into the vault. Bentley and Murray stay behind in case something goes wrong.

From here, you'll be running through a gauntlet of an obstacle course as Sly. Along the way, you'll find markers of some of Sly's ancestors. Some of them are callbacks to the first game, others not so much. Either way, you'll be hearing some ancestor names again in Thieves In Time. You'll need to activate these markers to open up some paths. You'll also trigger a checkpoint doing this.

On the rails with the stone wheels, switch lanes when you see three wheels in a row.

On the double rings, wait for the ring you're on to go up to jump off and switch sides.

At the hammers, watch here the hammers go and stand between where they will come up or down. If these things hit you, you're getting sent back a bit.

Watch the sparkles on the swords; that means the sword is about to sink back into the wall temporarily.

Watch out with the wall hooks. They will detach temporarily if you don't vault off them in time. As for the hooks on the ropes, which also open if you don't swing forward in time.

At the ropes with the wheels, be ready to switch back and forth between the two ropes every second to avoid getting hit by the wheels.

The orange lasers act the same as ropes, but they have the added security function of burning anyone who touches them with anything other than the rail slide technique. Watch for sparkles; that's your cue to get to the next laser rope. After this part, Sly will enter the inner sanctum, and we go back to Bentley and Murray.

Stand Your Ground

After that mission, you'll see what Bentley and Murray were doing while Sly was making his way through the Cooper Vault gauntlet. Bentley and Murray ponder their relationship with Sly - a callback to Dr. M's last conversation with Sly - when one of Dr. M's goons attack. Murray moves Bentley out of harm's way, and the two of them quickly agree that Sly would watch their backs if the roles were reversed.

From here, you'll play as Murray, and you'll have to take out Dr. M's chimera-esque goons. If you don't have the Raging Inferno Flop. They will shoot laser beams at you from their mouths and also drop bombs on the floor you'll need to avoid. For best results, lure them to the pit and knock them in. The Thunderflop will help out with crowd control, and if you have way too many enemies surrounding you, you can use the Raging Inferno Flop to light them up. Later in the battle, you'll see goons with gator heads. These guys can block your attacks, so the Thunderflop is your best bet. 

Dr. M will then drop in and tries to drive a wedge between Sly and the rest of the Cooper Gang much like he did with Sly earlier, but Bentley has none of it, and neither does Murray. Murray gets in a brawl with Dr. M, and from here, you'll take control of Bentley.

You'll be near a statue. Take the jewel off the statue and plant it on Dr. M's back, then get away, wait for Dr. M to get shocked and go for another jewel.

When you grab the second jewel, enemies will pin you down. You'll need to use the Grapple Cam to take the enemies out with the gun turret, then you'll need to plant it on Dr. M's back before the enemies return. The third and fourth jewels will go the same way.

After you zap Dr. M four times, Dr. M will reveal he has tracked Sly Cooper with a tracking device he planted on his cane, then makes his way to the inner sanctum. Next up is the final confrontation...

Controls:

D-Pad/left analog stick: Move
X: jump/double jump
Square: attack
Circle: use to interact with sparkles, steal from enemies (from behind; with Sly), grab objects and stunned enemies (with Murray; press Circle afterwards to grab enemy out of air and press again to shake them, or press Square to throw them)
Triangle:
  • charge up cane, knock enemies into the air (from behind; with Sly, use Square afterwards to slam enemy down/use Silent Obliteration)
  • drop bombs (Bentley)
  • uppercut (Murray; press Circle afterwards to grab enemy out of air and press again while holding enemy to shake them, or press Square afterwards to knock enemy out while in mid-air)

Select: access Gadget Grid
  • D-Pad/Left analog stick: select gadget/ability
  • L1, L2, and R2 buttons: assign gadget to button pressed; gadget can then be used with that button

Start: Pause/unpause
  • D-Pad/left analog stick: choose options
  • X: confirm choice
  • Triangle: back out of choice

L3: bring up waypoint

R3: use Binocucom
  • Left analog stick/D-Pad: look around
  • Right analog stick: move in and out
  • R1: take picture

R1: run (hold down)
  • use Paraglide (as Sly; hold down to use, must purchase first)

Right analog stick: move camera

As Carmelita:

  • Left analog stick/D-Pad: move
  • Right analog stick/D-Pad: move camera/aim
  • Triangle: toggle between strafe mode and free movement
  • Square: kick
  • Circle: mega jump
  • X: jump and double jump
  • R1: shoot

As The Guru:

  • L1 (hold): transform
  • Circle (in mid-air, behind an enemy): mind control
    • Left analog stick/D-Pad: steer enemy
    • X: jump off enemy and launch enemy forward
    • Square: attack

Grapple cam controls:

  • D-Pad/Left Analog Stick: aim camera
  • X: shoot/grapple with hook
  • Circle: distract enemies
  • Square: self-destruct (hold down)
  • R1: Fire turret

Hacking mini-game controls:

  • Left analog stick: move
  • Right analog stick: aim and fire gun

As The Panda King:

  • Square: flame chop
  • L1: hold to load fireworks, release to attack with stored fireworks
    • Right analog stick: sweep over multiple targets

Thursday, December 2, 2021

ZonicTHedgehog plays Tomba! - Part 14 of 17


There's a lot of treasure chests that we have yet to open. Let's open them.


At the bottom of the water in Trick Village is a maze. You'll need to go through it to get all ten Math Beads. Watch out for the fish, and remember that there are walls that you can move assuming you can swim into them in certain directions. There is not only an entrance to the maze at the bottom, but also an entrance at the very top. When you talk to the 10,000-Year-Old Man with all ten Math Beads, you'll clear the "The Ten Math Beads" objective, and he will give you the 10,000 Year Old Key. He will also tell you to ask the Million Year Old Man for the story of the Evil Pigs, then give you the Thief's Wire to open the Underground Maze, and you'll trigger the "Source of Evil Magic" objective. The 10,000-Year-Old Man will also mention that the Million Year Old Man lives in the Underground Maze underneath the Watch Tower.

At the bottom of the maze is a blue crystal. If you touch it, you'll trigger the "Blue Hidden Powers" objective. This is the Jewel of Water, and you'll need to fill up on Water (Blue) Experience to pick it up. When you get enough Water Experience, you can grab it and complete the objective.

The Blue Chests here mostly contain Charity Wings, but one has a Large Lunch Box. With the 10,000 Year Old Key, you can open the red treasure boxes, and one of them near the lower-right corner of the maze next to where Math Bead 6 was is the Yellow Evil Pig Bag. This completes the "The Underwater Pig Bag" objective. You can find also find a 100,000 AP gem and a Vitality Max +1 with the 10,000 Year Old Key as well. The 10,000 Year Old Key opens up all the red chests in the game.

The red chest at the Ol' Pond contains the 10,000 Year Old Bell. Use this to return to Trick Village. At the Village of All Beginnings, you can get a Lunch Box.

In the Watch Tower area, use the Bucket as an item to put it on Tomba's back, then use it to catch three droplets of water in three different spots. When you do this, you'll have the Bucket of Water. Use this on the fire in the Dwarf Forest to get the Baked Yam that is left behind. Give it to the woman near the entrance to the Dwarf Village and you'll clear the "Something's Cookin'?" objective and actually get a "Pull my finger..." joke complete with a fart sound before getting a Vitality Max +1.

The red chest . Also, if you defeat the enemy nearby, you'll get Flower Seeds and trigger the "Flower Seeds" objective. Go to the Dwarf Elder's house and talk to the dwarf in green. This is the Dwarf Child, who wants to grow flowers in the garden, as there were plenty of seeds around before the Evil Pigs took over. Use the Flower Seeds to give him the seeds and complete the objective to get another one: "Plant a Flower Garden." 

If you walk into the elevator after making it appear in the Watch Tower area, you'll clear the "What Is This?" objective. You'll then enter a top-down underground forest maze, which also completes the "What's Under the Forest?" objective.

The blue chest to the south of the entrance contains the Needlegator Teeth, which you'll need for the cute witch's candy. To the west is the digger, who is digging through a wall to create another path. If you talk to him, you will trigger the "Dig Like a Mole" objective. North of the entrance is a 100 Year Old Chest with Cheese in it. The person to the west of that chest will tell you that there is a fortune teller in the maze who requires a lot of AP points to talk to. This triggers the "The Blue Fortune Teller" objective.

To the west of the Needlegator Teeth chest is a red chest containing another Cheese. South of that is another red chest containing Cold Medicine. There is another digger to the west of that, and there is a wooden door that you cannot open unless you have the Thief's Wire. Using the Thief's Wire on the door will complete the "The Thief's Door" objective.

There is a house to the east of the opening, and inside is the Blue Fortune Teller, who will only give you hints if you have a lot of AP. Talk to him to clear the "The Blue Fortune Teller" objective, and learn that "Blue is the beachside door, orange is the deep jungle, yellow is the guard of time, and that the remaining blue is here somewhere in the Underground Maze." These are hints as to where the Evil Pig Doors are, assuming you have the respective bags for them. The fortune teller will then tell you to see the Million Year Old Man first, then give you a Vitality Max +1.

West of the hut is another blue chest with Cheese in it, another with a Biting Plant Flower, a 100-Year-Old Chest with a Lunch Box, and a red chest with Charity Wings. North of the hut is a red chest with a Kokka Claw, another 100-Year-Old Chest with Cheese and a blue chest with a Lunch Box.

The opening in the west end of the maze takes you back to the Village of All Beginnings.

The floor opening in the north end of the maze takes you to a blue chest with Cheese. Entering the opening in the wall to the west of it takes you to The Strange Small Room. Here, you can find out which of the first seven Evil Pigs you've defeated. The eighth and final Evil Pig is behind the door, but you must defeat the first seven first.

The opening in the northeast corner of the maze takes you to the forest mansion area. If you go through the doors on the right, you'll go up an elevator to the mansion itself, making this a shortcut between the Mansion and the underground maze.

If you need to, you can go to the Mushroom Forest and open the red chests for 1-Ups and Charity Wings. If you go to the Seaside Mansion and open the red chest for 200,000 AP.

ZonicTHedgehog plays Tomba! - Part 13 of 17


In this entry, we do a lot of stuff! We go for the medals in the Motocross course, learn to dive deep into the water, and finally unlock fast travel.


To the right of the entrance to Trick Village is a house with a chimney. Jump into the chimney, and you'll meet the 10,000-Year-Old Man. This will complete the "The 10,000 Year Old Man" objective. He will tell you that Trick Village has sunken underwater, and that there are ten Math Beads with numbers on them hidden in the tower. If you can find all of the Beads and bring them back to him, he will tell you everything you want to know. This will trigger the "The 10 Math Beads" objective.

However, you cannot collect the Beads just by swimming through the water; you'll have to be able to dive underwater as well. The 10,000-Year-Old Man will tell you that a mermaid came by to see him, and that she found an important item that she had lost in the waterfall. Unfortunately, she cannot get to it on her own, but if you were to help her get it back, you may be able to learn how to dive. The Mermaid will be resting at the (no-longer-)Haunted Mansion. One of the doors at the Mansion leads to a pool of water that you can only dive into. Nearby will be the mermaid. Talk to her, and she will be wondering how to get the necklace from the waterfall.

Head further to the right, avoiding the trees that are sticking out of the water as you do. The blue chest that you see will contain the Seashell Necklace. Head back to the cave at the Mansion where the mermaid is and use the necklace as an item. This will clear the "The Mermaid's Entrance" objective. The mermaid will then mention that she lost something in the water here and that if you can get it you, you'll have learned how to five. This will open up the "What's Underwater?" objective. From here, you can press Down on the surface of the water to submerge, then hold the direction you need to go and press and hold Square. Tomba will dive automatically and get the Mighty Fish Food. When you put the food in the water, the Mighty Fish will show up, and depending on which place you use it in, you'll max out the experience for either the red bar, the blue bar or the green bar. This will trigger the "Mighty Fish Food" objective.

If you go further to the right from the necklace, you'll drop from a waterfall into the Deep Jungle.

If you use the Blackjack on the spiked barrel at Wobbly Wharf - without charging it - you can break the spikes, and you can push the barrels without getting hurt. If you push the barrel to the right and into the water, you'll trigger the "Where The Barrel Rolls..." objective. From there, you can go into the water and dive. When you see the barrel, the objective will be cleared. If you enter the pipe near the barrel, you'll end up back at that pink pipe at the Mansion where the water is coming out.


By bringing all 29 Leaf Butterflies to the guy in the cage at the Charity Square, the cage will fly high into the air, and you'll end up in Hidden Village. The egg in the village will hatch and you'll clear the "Leaf Butterflies" objective and get the Golden Leaf Butterfly for your efforts.

By going into the Lava Caves and going back to where you first met the thief, you'll find a white bag. This is What The Thief Forgot. Take it back to the thief in the chimney at the Mansion and use it as an item, and you'll clear the "What The Thief Forgot" objective and get two pieces of Cheese.

From here, if you talk to the guy in the red near the blue chest, you'll find out he is the head thief, and you'll trigger the "The Boss' Treasure" objective. The head thief will leave the room, and you can open the blue chest that was next to him to get the Boss' Jewel, ending the objective as quickly as you got it.

By handing the seaweed back to the town doctor in the Dwarf Village by using it as an item near her, Baron will have grown considerably and you will clear the "Seaweed For Your Health" objective. From here, you'll get Baron as an item. This clears the "Baron's Strength" objective, and from this point forward, you now have an infinite Charity Wing and you can do fast travel any time you want!

"The Pump Rocks" is completed here! If you talk to the Old Tree after completing the objective by grabbing the bird, you'll find out the Old Tree is also known as the Tree of Knowledge, and if you can ask it a question, it will probably know the answer. You'll get the "Tree of Knowledge Knows" objective for this.

Now that you have the Fuel Bar, go back to the GoGoCar at the Village of All Beginning and use it on the car. From here, you can now race on the Motocross. You'll need to cross the finish line near the Mermaid's Singing Rock before time runs out, and if you can break any past records, you'll get a medal. This will trigger the "The Mermaid's Singing Rock" objective.

As you go through the course, you can take multiple routes all while holding Right on the D-Pad, and you can also jump with X. You can also grab items such as AP gems, a Lunch Box and even a Charity Wing. There are three medals that you can get, and they all have their own objective attached to them.

- Bronze Medal (finish between 26.55 and 28.16 seconds) ("I Want a Bronze Medal")
- Silver Medal (finish between 24.96 and 26.55 seconds) ("I Want a Silver Medal")
- Gold Medal (finish in under 24.96 seconds) ("I Want a Gold Medal")

After you get your time, head to the Mermaid's Singing Rock to get your medal and clear the objective for the current medal as well as "The Mermaid's Singing Rock." If you got anything less than gold, you'll trigger the objective for the next medal up. (You need not trigger the objectives to get the medals; it is possible to get anything above Bronze first.) Also, if you get the Bronze Medal, you can get a Vitality +1.

If you don't touch anything for the beginning of the race, you can get over the big ramp in eight seconds.

Also, if you get the Gold Medal, the game will break the fourth wall by saying the game's development team must be ashamed of themselves because you won the gold.

If you go right at the Mermaid's Singing Rock area instead of up in front of the opening where the Singing Rock is, you'll go back to the raging rapids in the Deep Jungle. 

PrinceWatercress plays Sly 3: Honor Among Thieves - Part 34 of 42


In this entry, we take to the skies and face Dr. M head-on in an aerial war.


Danger In The Skies

With the radar towers out of commission, Sly gets back in the fight and brings out the Cooper biplane for one more mission: taking out the turrets. To do that, you'll need to take out the green sensor arrays near the turrets. Once the arrays are down, the turrets cannot fire missiles at you. Sometimes the arrays will have a purple shield, and you'll need to wait for those shields to go down before you can destroy the array.

The controls here are the same as in the dogfights in Chapter 3: D-Pad or left stick to move, Square to brake, X to accelerate and R1 to fire. If you need ammo, look for the brightly glowing ammo packs throughout the island. They can be a little tough to find, but they are findable. If you need to dodge missiles, hold Circle and go either left or right with the left stick or D-Pad to barrel roll in that direction.

Once you destroy all fourteen sensor arrays, genetically modified bats with purple shields of their own will come out from the deep and go after the biplane. You'll need to use your newly-acquired missile launcher to take them out. Hold L1 to lock on to a target, wait for the red target reticle to meet with the enemy, then release the button to fire at the locked-on enemy. This will take out the shields, and you can shoot the enemy down afterwards before the shield goes back up. There are twenty bats to take care of, and you'll need to watch out for them as they approach from behind (use Square to slow down and give them the right of way if that happens) and watch out for when they fire projectiles behind them.

Afterwards, Dr. M's flying whale ship with dragonfly wings will come out from the depths of the ocean. You'll need to avoid the missiles as they fire out from the ship with the barrel roll, and you'll also need to fire at Dr. M, who is wide open at the back of the ship, with the machine gun as you do this. At this point, the machine gun will have infinite ammunition, so hold R1 down at all times.

Once a third of his health is down, you'll need to avoid the green energy fields that are generated from the ship. This will leave you in a tunnel full of green energy waves, and you'll need to keep yourself centered in it while also shooting at Dr. M. Thankfully, they're only at two sides, as they spiral around you. Stay centered; Dr. M will still be wide open in the center.

You'll then need to avoid salvos of three missiles each. The barrel roll will allow you to avoid entire salvos of missiles easily. Keep shooing at Dr. M whenever you can.

For the last part of this battle, the energy wave is back, and this time, you have four crossing each other to create an actual tunnel where you can't touch the sides. Center yourself with Dr. M whenever necessary to make it easier to avoid the walls, and keeping holding R1 so you can hit Dr. M whenever you're lined up with him. If you take the tunnel carefully 

Sly will then jump out of the plane as Dr. M escapes to meet with Dr. M personally on his blimp in an attempt to settle things once and for all. Once you're out of the plane, hold R1 immediately to use the Paraglider. Get close to the blimp and be ready to land when you see the details on the top of the ship. It is here that you'll find out the truth: that Dr. M used to work for Sly's father Connor - just like McSweeney, who told Sly about the Cooper Vault's location -  and that Dr. M felt his father took all the glory, leaving him with nothing and causing him to take the Cooper Vault for himself. He also tries to drive a wedge between Sly and Bentley, calling Bentley "the real leader of the team." Sly then strikes Dr. M and gets his cane back.

Afterwards, Sly opens and enters the Cooper Vault, and with help from the Panda King, Bentley and Murray join him inside the vault as well. Unfortunately, Sly is the only one who can go further.

Controls:

D-Pad/left analog stick: Move
X: jump/double jump
Square: attack
Circle: use to interact with sparkles, steal from enemies (from behind; with Sly), grab objects and stunned enemies (with Murray; press Circle afterwards to grab enemy out of air and press again to shake them, or press Square to throw them)
Triangle:
  • charge up cane, knock enemies into the air (from behind; with Sly, use Square afterwards to slam enemy down/use Silent Obliteration)
  • drop bombs (Bentley)
  • uppercut (Murray; press Circle afterwards to grab enemy out of air and press again while holding enemy to shake them, or press Square afterwards to knock enemy out while in mid-air)

Select: access Gadget Grid
  • D-Pad/Left analog stick: select gadget/ability
  • L1, L2, and R2 buttons: assign gadget to button pressed; gadget can then be used with that button

Start: Pause/unpause
  • D-Pad/left analog stick: choose options
  • X: confirm choice
  • Triangle: back out of choice

L3: bring up waypoint

R3: use Binocucom
  • Left analog stick/D-Pad: look around
  • Right analog stick: move in and out
  • R1: take picture

R1: run (hold down)
  • use Paraglide (as Sly; hold down to use, must purchase first)

Right analog stick: move camera

As Carmelita:

  • Left analog stick/D-Pad: move
  • Right analog stick/D-Pad: move camera/aim
  • Triangle: toggle between strafe mode and free movement
  • Square: kick
  • Circle: mega jump
  • X: jump and double jump
  • R1: shoot

As The Guru:

  • L1 (hold): transform
  • Circle (in mid-air, behind an enemy): mind control
    • Left analog stick/D-Pad: steer enemy
    • X: jump off enemy and launch enemy forward
    • Square: attack

Grapple cam controls:

  • D-Pad/Left Analog Stick: aim camera
  • X: shoot/grapple with hook
  • Circle: distract enemies
  • Square: self-destruct (hold down)
  • R1: Fire turret

Hacking mini-game controls:

  • Left analog stick: move
  • Right analog stick: aim and fire gun

As The Panda King:

  • Square: flame chop
  • L1: hold to load fireworks, release to attack with stored fireworks
    • Right analog stick: sweep over multiple targets

Wednesday, December 1, 2021

ZonicTHedgehog plays Tomba! - Part 12 of 17


We'll need to do some things in the Village of Civilization in order to come and go in the Deep Jungle. Once we do that, there's a lot more things to do.


At the Iron Tower, you'll find out from the guy outside that the Machine Room is beyond the door, which is impossible to open and has been left untouched for a long time that even the generator inside has come to a stop. This will trigger the "Break the Rusty Door!" objective. Meanwhile, you can enter the room to the left for a gem worth 10,000 AP and the room to the right for some fruit.

Leaving the Iron Tower area and going left takes you a cage with one of those Bonsugee from the Mushroom Forest in it, except purple. If you talk to the guy in the hard hat, he will tell you that you won't be able to open up the door to the Iron Tower unless you blew it up with a bomb. This triggers the "I Need A Bomb" objective. If you talk to the guy again, he will tell you that he made a bomb a long time ago, but that it is dangerous and he didn't have any use for it; therefore, he hid it in the jungle in the highest tree. He will also tell you that it looks like a coconut, but it is actually a really powerful bomb that even the iron door of the Iron Tower wouldn't be able to stand up to.

If you talk to the guy next to the Bonsugee, he will tell you it took a lot of work to find it and that he has studied the Mushroom Forest for a while and found out that the Flower Tears need a special bottle from the yellow Bonsugee in order to collect them. He will tell you that the yellow Bonsugee used to live in the forest a long time ago, and now that the Evil Pigs have cast a spell on the forest, you'll have to break the spell on the forest in order to get the bottle. This triggers the "I Need a Tear Bottle" objective. The man will also tell you that there is only one flower in the Mushroom Forest that sheds tears, and it is the one that hasn't bloomed. You'll need the Rise and Shine Powder that the other Bonsugees carry in order to make that flower bloom. The opening to the right contains Charity Wings, but nothing else.

The bomb that you just learned about is just next to the entrance to the Village of Civilization. Just go to the tree to the left of the door, climb all the way up, and you'll find the Bomb and clear the "I Need a Bomb" objective. Go back to the door of the Iron Tower and use the Bomb as an item to blow up the door. You'll clear the "Break The Rusty Door" objective. You'll then be able to go through the door, find the generator and get it started again. This will trigger something in the Watch Tower area east of the Dwarf Village and clear the "We Need Power..." objective. You will then be thanked for getting the generator back up and running, and you'll be told that a 10,000-Year-Old Man who lives near the large pool at the top of the waterfall knows all about the Evil Pigs, and to find him, you'll need to go through the Village of All Beginnings to get to the top of the waterfall. This triggers the "The 10,000 Year Old Man" objective. You'll also get the key to the door at the Ol' Pond. From there, you'll need to ride the raft from the hill with the old tree to return to the (now no longer) Haunted Mansion. The raft will be on the table at the factory, and you can go ahead and take it. This triggers the "Let's Ride the Raft!" objective.

From here, leave the generator room and leave the Iron Tower area. There will be a guard. Talk to him and he will tell you that he just came back from the Village of All Beginnings and that he saw "the Witch." Turns out, her name is Mizuno, and he thinks she is cute and wants to see her again. This triggers the "The Cute Witch" objective. 

Go back to where the purple Bonsugee and talk to the guy near the go-kart. He will try to fuel it up with normal water, but he will soon find out he will need to make a Fuel Bar. This triggers the "Food for Fuel?" objective. He will tell you that he will need a Fuel Bar to make the go-kart, which is actually called a "GoGoCar," to move. Unfortunately, he can find the ingredient needed to make the Fuel Bar, and that all he needs is a little bit of wine. He will tell you that a bucketful should be enough to finish the Motocross Course.

If you talk to the guy who told you about the bomb, he will tell you that his grandpa told him that there is an elevator near some kind of Watch Tower in the Dwarf Forest that is supposed to go underground. This triggers the "What's Under the Forest?" objective, and reveales that what you triggered near the Watch Tower was that elevator. Also, you can now get the raft in this area. Just touch it and it's yours.

Go back to the river in the jungle, head to the right and use the Raft at the wooden dock. This will clear the "Let's Ride the Raft!" objective. You'll return to the mansion near Baccus Village.

If you go to the chimney of the mansion, you'll find out that the thief from the Lava Caves is hiding from his boss inside the chimney. Unfortunately, he has lost something, and he does not want his boss to catch him without what he forgot. This triggers the "What The Thief Forgot" objective.

Head back to Baccus Village. Now that the villagers are in human form again, they will thank you if you talk to them. Head back to the house to the left and talk to the guy on the left to learn more about the Phoenix. You'll find out that the Phoenix was a majestic bird in the past, but that this was a long time ago, and that the Phoenix has not left the mountain since the storms started. In order to get the Phoenix moving again, you will have to feed him five Bunk Flowers. (This is how you're supposed to trigger the "Master of the Skies" objective, but this got done a long time ago here.)

If you enter the town square and talk to the guy to the right of the house, he will give you Wine to make the Fuel Bar with. You can then take this back to the guy who wants to make the Fuel Bar to clear the "Food for Fuel?" objective.

Now that we have the Funga Drum, we can talk to the tribesman in Phoenix Mountain and use the drum as a item near him to enter the doorway he is standing in front of and clear the "What's a Funga?" objective. Inside the doorway is Molasses. Just go in and you'll get them.

Back at the Dwarf Village, talk to the woman taking care of Baron in the hut at the top center and use the Fruit of Knowledge. You'll give the Fruit of Knowledge to the woman, who will in turn give it to Baron. This will clear the "Delicious Knowledge Fruit" objective. The woman will then be impressed with what you went through to get this far in taking care of Baron and mention that even Baron knows how far you went to get the Healing Herbs and the Fruit, and you'll also clear the "A Man's Best Friend" objective because of this. The woman will then tell you that Baron might have special powers and that Baron's ears so big that they may enable him to fly. This will trigger the "Baron's Strength" objective.

If you talk to the woman again, she will tell you about the seaweed at the beach behind the mansion in the Village of All Beginnings, and mention that the seaweed is supposed to be good for you. She usually goes to get some seaweed so everyone in the village will be healthy, but she will not be able to get it this year and asks you to get some for her. This triggers the "Seaweed For Your Health" objective.

At the Dwarf Elder's house, you can go left past the house and enter a hole. This is the jail, and the lights will go out. As it turns out, the lantern being held by the thief inside the cell has gone out and he cannot see. This triggers the "Where'd the Lights Go?" objective. Go left to leave. If you talk to the guy at the center of the village, he will give you his torch. Go back to the cell and use the Torch, and you'll help him find his escape tunnel and help him get out. You'll clear the objective.

There will now be a woman near the Dwarf Elder's house, and the Elder will be gone. Talk to the woman, and she will tell you that two dwarves from the forest are arguing in front of the village entrance and blocking the way in. This triggers the "Stop The Fight!" objective. From here, you won't be able to leave until you fix this, and if you walk up to them, you'll see them argue over something that has been and broken and somebody finding out about it. Go back to the thief's cell near the Elder's house. There will be a Broken Vase. Get it, then leave the cell and walk back to the fighting dwarves. A man in blue who happens to be nearby - who doesn't show up until you arrive here with the Broken Vase - will recognize that his vase has been broken, and this will clear the objective and cause the dwarves to leave.

The man will then tell you that he is glad to be out of a sink hole in the middle of the village and will ask you to fill it up. Tomba will walk up to the hole, then leave the village. You'll then see three dwarves looking for somebody in the forest known as "The World's Greatest Thief." Seems this is the guy that you just sprung out of the cooler. This triggers the "The Great Escape" objective. The dwarves will then go back to the village to the Underground Prison near the Dwarf Elder's house. Follow them there and you will find the thief again. He will get mad at you for blocking his escape tunnel and blame you for being locked up again. After mentioning the Watch Tower telescope, he will go back to sleep, and you'll clear the "The Great Escape" objective.

By using the Wine near the guy who needed it to make the Fuel Bar, you'll clear the "Food For Fuel?" objective and get the Fuel Bar before the guy will leave on the GoGoCar. You can now use the GoGoCar near where the game began in the Village of All Beginnings.

Back at the Seaside Mansion, you'll find the Seaweed after taking the boat and going left. You can now take it to the woman taking care of Baron in the Dwarf Village to clear the "Seaweed For Your Health" objective.

At the very beginning of the Village of All Beginnings, you can cut down the purple plants with your weapon to find a frog. Jump on the frog to trigger the "Take Me Home" objective, which you can get much earlier in the game. From here, you'll need to take the frog straight back to the Ol' Pond. If you go anywhere else, the frog will run away and you'll have to find it again. Making it to the Ol' Pond with the frog still on your back will clear the objective and give you two 1-Ups.

The first house you saw in the Village of All Beginnings is the home of Mizuno. Just press Up at the door and you'll meet her. Talk to hear to clear the "The Cute Witch" objective. She will then mention magic candy, and tell you that you will need a Biting Plant Flower, some Silver Powder, some Molasses, Kokka Claws, a Butamushi Thorn and Needlegator Teeth. Once you have them all, you can throw them in the cauldron in the house. This will trigger the "Let's Make Candy!" objective.

Mizuno will then mention that she has forgotten three large crystal balls and a mirror to make something with. This will trigger the "What The Witch Lost..." objective. At this point, however, we should have the crystal balls, so use them. All you need now is a mirror.

When you enter the doors at the other side of The Ol' Pond, you'll trigger the "The Underwater Pig Bag" objective. Welcome to Trick Village.

ZonicTHedgehog plays Tomba! - Part 11 of 17


In this entry, we beat the Orange Evil Pig, learn to swim and head to the Village of Civilization for the first time.


If you go inside the hole in the wall that the digger in Phoenix Mountain dug, you'll find Cheese.

Since it hasn't been mentioned in previous entries, the devil pigs can breathe fire, and you do not want to be on those three small platforms in Phoenix Mountain for too long due to the spiked shell enemies coming in on the right tracking you vertically.

In the upper-right corner of the Lava Caves, you'll reach the Phoenix's Nest. Go up to the nest and use a Bunk Flower after collective five of them, and you'll be able to ride on the Phoenix. You'll complete the "The Master of the Skies" objective for doing so, then you'll get a cutscene where the flight is successful. You'll end up in the Deep Jungle, and get a new objective: "The Jungle Pig Bag."

The tribesman will hurt you, but you can kill them with the Jewel of Fire. They do endlessly spawn, but you can get AP from them. There will be a 100-Year-Old Chest shortly after the start, and inside is the Funga Drum, which you'll need for the "What's A Funga?" objective. There are red man-eating plants here, but you can avoid them by jumping up the vines that will be slippery if you grab on. Also, watch out for the drums; you'll be bounced back if you move into them.

You may be able to find some Leaf Butterflies here. If you do, hunt them down here, as this is where you will find the last four needed for the "Leaf Butterflies" objective.

There are chests above the wooden cage. The 100-Year-Old Chest contains a Large Lunch Box, while the 1,000-Year-Old Chest contains a Vitality Max +1. You'll also find a man in the background. He will be relieved that you are not one of the Masakari (the tribesmen that act as enemies here), and will tell you that he came from the Clock Tower that is in the Village of Civilization up ahead. He will tell you that he is looking for his hat, which blew away and landed somewhere around here, but he saw a weird looking monkey with it. He is too scared to chase after him, what with the Masakari being about. He will tell you get the hat back if you see a strange monkey with striped pants on, as that is the monkey that has it. That monkey is Charles, whom we haven't seen in a while. This triggers the "Find Charles!" objective.

From here, use the fruits on the vine to slide past the big spike pit, but don't slide into the cage or else you'll be surrounded by Masakari and lose a life. Also, there are bananas in the foreground area. Be sure to get those before heading to the right. Further to the right from the Bananas is Charles. Land on the bridge and into the water, and Charles will teach you to swim in exchange for a refreshing drink. This triggers the "A Refreshing Drink" objective. He will give you the hat that the man you met earlier is looking for. This is the Miner's Hat, and returning it to the man by using it as an item near him will clear the "Find Charles!" objective. He will tell you that you can enter the Clock Tower in the Village of Civilization at any time, but you won't be able to enter the Iron Factory.

The big tree to the left of the man leads to an Evil Pig Door to the left at the top. Inside is the Orange Evil Pig, but don't go in there yet. Instead, go through the doors the man you found the hat for went through. You'll find the Village of Civilization as well as a save point. From there, you can now take care of the Orange Evil Pig without having to worry about doing a ton of stuff over again.

To beat the Orange Evil Pig, get on the platform on the upper-right that does not have a rope attached to it. Stand here, and pounce on the Orange Evil Pig when he shows up. From there, get him in the bag. Don't let him be on-screen too much, or else he will toss boulders at you. By beating the Orange Evil Pig, you'll break the spell on Baccus Village, and the people will no longer be mice anymore.

At the Village of Civilization, you can go to the right to enter the Clock Tower. Up at the top is the guy you met earlier. He will give you some juice in return for getting his hat back, but he does not have Bananas. Give him the Bananas, and he will make the Banana Juice for you. Head back to Charles and give him the Banana Juice, and you'll be able to bring it to Charles to complete the "A Refreshing Juice" objective and learn to swim. All you have to do is jump into the river, and Charles will take care of the rest. Move forward by holding the direction you want to go while pressing Square. Just swim to the right, then back to the ladder. You'll complete the "I Can't Swim..." objective.

If you jump back into the river, you can head to the right and go to the other side of the river. If you hold Up and press X while in front of a ladder, Tomba will jump into a ladder in the background - assuming one is directly in front of him - and climb up it automatically. Besides  a save point, you can also find the Knowledge Fruit and a parrot. If you jump onto the parrot, the parrot will talk to the old tree nearby. The old tree nearby will ask you to find some Pump Rocks and step on them to push them back into the ground in order to bring nutrients back to it. This triggers the "The Pump Rocks" objective.

The Pump Rocks are the brown accordion-like things sticking out of the ground with the grass on top of them, and from this point forward, if there are any you haven't jumped on, they will be a lighter color than the ones you have. You will need to jump on every Pump Rock in the game in order to complete this objective.

Also, there is a platform you can drop down to from the right of the first Pump Rock in this specific area. This will act as a shortcut to the river.

If you go back to the top of the Clock Tower and talk to the man there twice, the man will ask for your help to get the Machine to work so that the Clock Tower's gears can run again. From here, you'll be able to go to the Factory and the Iron Castle. You'll also trigger the "We Need Power..." objective.

PrinceWatercress plays Sly 3: Honor Among Thieves - Part 33 of 42


Sly may be concussed, but the action continues for the rest of the Cooper Gang as Dimitri tries to get the cane back and Penelope destroys the radar tower matrix.


The Dark Current

Now that Sly's cane has fallen into the water, Dimitri will have to dive into the ocean to retrieve it. When he does, however, Dr. M's creatures are already gunning for it, and Dimitri will have to go through a tunnel to find Sly's cane on the other side.

In order to get to it, however, you'll need to use the face buttons - Triangle, Square, Circle and X - to strafe up, left, right and down respectively to avoid all of the claws that clamp down, or else you're taking damage. All the while, you'll need to hold L1 down to use the power stroke to evade all the walls quickly, or else you're not going to make it. Watch your health meter, and remember that if Dimitri grunts for whatever reason, you took damage. The game doesn't do much in the way of feedback to tell you that you've taken damage, which can make this even harder.

When you make it to the other side, you'll fight a giant fish that Dr. M is riding on. Dr. M is inside a red barrier, and you'll need to shoot at him with the spear gun every chance you get to damage the boss. Use the face button to avoid the blast radius of the jellyfish. If the jellyfish is vertical before it blows up, you'll need to swim to the side; if it is vertical, you'll need to be below the blast. Eventually, the fish will such you in, and you'll need to fire the spear gun at Dr. M - who is inside a red barrier - multiple times to destroy his personal shield and deal damage as well as save yourself from going into the fish's jaws for a good amount of damage. At least you'll come back to this battle if you lose all your health here.

When the tentacles extend outward, you'll have to stay on the move to avoid having them hit you, as they will hurt. When the guns are pulled out and the laser sights are active, you'll want to use the power stroke to avoid the lasers touching you when they turn green, as the lasers will hurt you then.

When you beat the giant fish boss, Dr. M will take the cane.

Bump-Charge-Jump

After Dimitri surfaces, Sly wakes up and - without his cane recovered - realizes that the Cooper Gang has to move fast. Bentley says it is impossible with the radar towers in the air being linked to the missile turrets, then comes up with the idea of launching Penelope's RC car into a drone patrol pipe with Panda King's fireworks so that Penelope can smash the drones, siphon their power and fry the towers' matrix.

Once the RC car is on the track, you'll need to drive forward through the drone patrol pipes. Since you don't have the turret anymore, you'll need to use L2 and R2 to push the punchers out and knock the drones off the track. When you punch a drone from the side, you'll knock it out and leave some power orbs behind. You'll need to pick these up to recover health as well as open up the ramp to the next tube. By hitting the ramps, you'll also take out the radar towers.

Be careful approaching the drones. They shoot lasers out from the back to hit you if you're chasing after them, so you'll need to make it a priority to never line yourself up with them. Also, if you hit a big ramp, let go of the accelerator so you land with all four wheels flat on the ground and don't end up upside down. Also, watch out near the walls, as you can end up flipping off them and ending up upside-down for a few seconds if you get too close to them and move forward. Finally, the pipes with the steam coming out of them are just for show; they don't damage you.

Once you take out the three radar towers, it's on to the next job.

Controls:

D-Pad/left analog stick: Move
X: jump/double jump
Square: attack
Circle: use to interact with sparkles, steal from enemies (from behind; with Sly), grab objects and stunned enemies (with Murray; press Circle afterwards to grab enemy out of air and press again to shake them, or press Square to throw them)
Triangle:
  • charge up cane, knock enemies into the air (from behind; with Sly, use Square afterwards to slam enemy down/use Silent Obliteration)
  • drop bombs (Bentley)
  • uppercut (Murray; press Circle afterwards to grab enemy out of air and press again while holding enemy to shake them, or press Square afterwards to knock enemy out while in mid-air)

Select: access Gadget Grid
  • D-Pad/Left analog stick: select gadget/ability
  • L1, L2, and R2 buttons: assign gadget to button pressed; gadget can then be used with that button

Start: Pause/unpause
  • D-Pad/left analog stick: choose options
  • X: confirm choice
  • Triangle: back out of choice

L3: bring up waypoint

R3: use Binocucom
  • Left analog stick/D-Pad: look around
  • Right analog stick: move in and out
  • R1: take picture

R1: run (hold down)
  • use Paraglide (as Sly; hold down to use, must purchase first)

Right analog stick: move camera

As Carmelita:

  • Left analog stick/D-Pad: move
  • Right analog stick/D-Pad: move camera/aim
  • Triangle: toggle between strafe mode and free movement
  • Square: kick
  • Circle: mega jump
  • X: jump and double jump
  • R1: shoot

As The Guru:

  • L1 (hold): transform
  • Circle (in mid-air, behind an enemy): mind control
    • Left analog stick/D-Pad: steer enemy
    • X: jump off enemy and launch enemy forward
    • Square: attack

Grapple cam controls:

  • D-Pad/Left Analog Stick: aim camera
  • X: shoot/grapple with hook
  • Circle: distract enemies
  • Square: self-destruct (hold down)
  • R1: Fire turret

Hacking mini-game controls:

  • Left analog stick: move
  • Right analog stick: aim and fire gun

As The Panda King:

  • Square: flame chop
  • L1: hold to load fireworks, release to attack with stored fireworks
    • Right analog stick: sweep over multiple targets