Monday, July 11, 2022

PrinceWatercress plays Sly Cooper and the Thievius Raccoonus AGAIN - Part 21 of 23


In this video, we'll tackle the Master Thief Sprints for the second chapter of the game.


A Rocky Start

For this one, just don't stop. Make sure to single jump between the spire points, and at the points just below the mattress, use the mattress to skip your way to the second one in the set. Watch out for those floor lasers, and be ready to switch lanes as soon as they flash so that the alarm doesn't go off and cause the timer to run at double speed until you kill the alarm. At this point, the Master Thief Sprint runs become a little easier.

Boneyard Casino

For this one, you'll need to use the roll when you need to, and you need to make sure that the dogs with the machine guns don't catch you. The laser floors are easy to deal with; as for the part where you need to sneak behind the two dogs on the ledge, be ready to use the double jumps. Once you reach the flooded parts of the casino, be careful where you step. You'll still need to be quick with the roulette wheels that have the laser traps, but you'll also want to be careful and use your shadow as a means of anticipating where you'll land. If you need to double jump, do it. As for the roulette wheel, keep doing single jumps and save the double jump for when the green key space on the wheel is close so you can ensure you leap onto it.

Back Alley Heist

As long as you know where to go, this one is easy. However, there is a glitch with this one: it is possible to run clear into the exit and not have it trigger. Instead, you're expected to be above the exit while jumping towards it in order to trigger the finish line and get credit for it. I'm not kidding. 

Straight To The Top

Another one that is easy as long as you know where to go. I had a leg up on this one, as I used this level in particular for some test recordings to get the quality up to snuff and find out what settings worked for me.

Two To Tango

Yet another level that's easy to get squared away if you know where to go. At this point, the levels where you aren't forced to use the Roll to gain speed and save some time are easier to do than the ones where you are. 

Sunday, July 10, 2022

PrinceWatercress plays Sly Cooper and the Thievius Raccoonus AGAIN - Part 20 of 23


...and now it's time to go for the Master Thief Sprints again! Once again, I go from Chapter 1 to Chapter 4, and unlike the first time around, I almost completely blow through it.


A Stealthy Approach

This was the first Master Thief Sprint that I attempted and beaten when I played the game for the first time, and not surprisingly, it's the first one that I do for this Let's Play. Just touch the hourglass and the sprint will start. Just don't use the move you got after beating Clockwerk, because the game takes the hourglass away from you if you do.

You're going to be using the Roll move to get some speed in the straightaways of all the Master Thief Sprints. As a matter of fact, it's the one move you're going to be using more than anything else with the Sprints, as the clock for the Sprint speeds up and slows down with Fast and Slow respectively, giving you no real advantage at all. As a result, you have to use Roll to move a little bit faster and even go down hills faster. Unless you use Roll, you won't have a chance of beating the sprint for A Stealthy Approach.

Into The Machine

Into The Machine has you learning how to get past the narrow walkways you have to sidestep across in order to save time. You'll have to use the double jump, then press Circle and hold the analog stick or D-Pad towards the walls in order to move across faster, keep yourself on the narrow path and save some time. You'll also need to use the double jump and the Circle button to get across the pipe at the top of the fans faster while also avoiding the fan blades.

You'll also have to memorize the stage a little bit and figure out where those rings are so you don't get disoriented and cost yourself a few seconds.

High Class Heist

This is probably the hardest of the Master Thief Sprints in Tide of Terror. You barely have enough time to get through this one. You'll have to figure out how to get past the lasers quickly so that you can go from set to set without delay and without setting them off. You'll also need to know how to double jump over the laser fences. After that, you'll have to know when and where to cut corners after the jump across the lily pads, so you can avoid the spotlights. You'll have to do the double jump across the narrow pathway around the column close to the end, and you'll have to be very careful not to touch the spotlights immediately after it. That last stretch with the spotlights is perhaps the hardest part of the whole Sprint. If it weren't for my original playthrough, I would have forgotten all about this.

The Fire Down Below

For this one, you'll need to be as quick with the spinning wheels as you are with your footwork. This is especially true of the last wheel that you have to run on, due to that pesky spotlight. Once you're able to get on the conveyor belts, don't forget to roll.

A Cunning Disguise

For this one, you clearly can't use the barrel aside from at the very start. Otherwise, you're going to lose this one. You'll also want to roll towards the elevator and off the edge to get past the second set of globes. The hardest part is dealing with the squid guards; I was able to find a hiding place with the first one. As for the one near the end, I just had to roll towards him and hope for the best. When you head to the second elevator, hug the left wall so you don't get hit by darts. Also, getting a charm during the run or doing this run with a gold charm works best; you'll more than likely need the charm to get past the dart-shooting globes at the end. If you don't have one, you can leap on the wooden guardrail to the left near the last dart trap and jump your way to the exit.

The Gunboat Graveyard

The timer here may seem intimidating, but it really isn't, as long as you know the route to the exit. The spotlights at the floating platform bits may make things a little dicey, but if you stay on the move and figure out the movement patterns on the spotlights, you shouldn't have much of a problem making it to the exit before the time runs out.

Saturday, July 9, 2022

PrinceWatercress plays Sly Cooper and the Thievius Raccoonus AGAIN - Part 19 of 23


In this entry, we finally face and beat Clockwerk...but we're not done yet...

A Strange Reunion

Use the left analog stick to aim and steer, and press Square to fire rockets. You'll soon meet Clockwerk. Carmelita will then shoot at certain parts of Clockwerk in order to disable them, and you'll need to shoot at the parts that flash white with your own rockets to destroy them without getting blasted yourself.

After that, you'll have to fly through the rings that Clockwerk shoots at you. After enough rings, Carmelita will shoot another part of Carmelita and make it flash white, and you'll have to shoot rockets at it until that part is destroyed. Between parts, you'll have to continue to fly through rings. This is possibly the hardest part about the battle.

The last part has you moving towards Clockwerk's head. When you approach, you'll have to avoid the lightning bolts that Clockwerk sends at you as well as the lasers that are close to Clockwerk's body. When you make it to the body, you'll need to jump to it and strike at the head until it is destroyed. After this, Clockwerk is destroyed, the Thievius Raccoonus is (almost) complete, and the Cooper Gang's adventures continue...or do they?

Duel by the Dragon

Now that you've beaten Clockwerk, you can open the vault near the end. The combination is 2-3-1. Inside is Colonel Reid Cooper's Time Stopper Technique, which freezes all enemies in the stage for a few moments. You'll then get a cutscene signifying that the Thievius Raccoonus is complete, but you're not done. Next up is the Master Thief Sprints and the game is 100% complete.

Friday, July 8, 2022

PrinceWatercress plays Sly Cooper and the Thievius Raccoonus AGAIN - Part 18 of 23


In this entry, Sly somehow rescues Carmelita, but it's all a trap by Clockwerk. After Bentley saves the day, however, Sly and Carmelita team together in an unlikely truce.


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 

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. The hardest arches are the one you have to climb past; wait for them to stop producing electricity before moving on.

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.

Thursday, July 7, 2022

PrinceWatercress plays Sly Cooper and the Thievius Raccoonus AGAIN - Part 17 of 23


In this entry, we get the fourth part of the Thievius Raccoonus from Panda King, then we take the fight to Clockwerk.


Flame Fu!

Now that you have all the Treasure Keys, it's time to unlock that second set of fireworks, smack the locks off with Square, then jump to the ring and hang onto it Circle to take a ride to the Panda King.

Move to the side while moving forwards so the fireballs don't hit you. That way, you can get closer to the Panda King without getting hit. From here, this is where the Panda King's martial arts come in.

The Panda King has three attacks, and he telegraphs them all by saying their names before performing them. Not surprisingly, he ends up being the easiest boss in the game, even easier than Sir Raleigh Frog. The attacks are as follows:

Booming Chop: The Panda King will get one hand up before chopping at you. Move to the side to avoid getting smacked.

Fiery Wheel: The Panda King will performing a spinning chop on the floor. Jump over it when it comes your way.

Palms of Thunder: The Panda King will get his arms up while saying this one. Move away from him, but not to the sides. If you move to the sides, you're still going to get hit.

Be sure to do as much damage as you can between attacks. After you land a specific amount of damage, he will bump you away with his belly, and you'll have to move diagonally towards the Panda King to get to him again. This will keep going until you get his health all the way down. Once that happens, you'll be moving on to the final chapter of the game after Bentley reveals that the Panda King used metal from the Krack-Karov Volcano in Russia. You'll then learn about the designs of Otto van Cooper's airplane, which allows for a turret to be placed on the van.

The Cold Heart of Hate

The fifth member of the Fiendish Five is Clockwerk, a giant owl who has turned himself into a cyborg over the years just to make the Cooper family's life miserable over the centuries, much like Dracula with the Belmonts in Castlevania. As a matter of fact, his likeness has been seen in photos of the Cooper Clan throughout the Thievius Raccoonus. Unlike Castlevania, however, this is coming to an end, and the last part of the Thievius Raccoonus is coming back to Sly.

A Hazardous Path

Unlike the other four worlds, there is no hub, and the levels happen one after the other.

For this one, you have a turret. Sly will man it while Murray takes the wheel. You'll have to shoot down the many falcon robots that Clockwerk sends at you before they catch fire and divebomb you, and you'll also have to shoot down the mines that litter the road before they blow up the van. At one point, you'll have to shoot down rocks before they can slam into the van and send you off the path.

Use the left analog stick to move the target reticle and use Square to shoot. You can hold Square down for rapid fire.

Burning Rubber

For this one, you'll have to destroy sixty computer terminals that drop down from the sky before the land slugs here do the same. Use the left analog stick to move the van around and the Square button to hit the computer terminals with the battering ram. Make sure that you hit the enemies with the battering ram to get rid of them for a while. For best results, destroy monitors when they are pooled together in a small group so you can keep the number of terminals you're destroying going up slightly and get a slight advantage on the land slugs.

Wednesday, July 6, 2022

PrinceWatercress plays Sly Cooper and the Thievius Raccoonus AGAIN - Part 16 of 23


In this entry, we race for another Treasure Key with Murray, then try to get away from Carmelita as we go up the mountain.


A Desperate Race

This level is directly below the area with the wooden platforms in the second part of the hub.

Once again, you're driving the van. The left analog controls everything and Square uses the nitro boosts just like last time. The same strategies you used in the other race, such as making the turns as short and quick as possible and using the boosts near the other racers, also apply here. The only difference here is that you're in a colder place, and there will be ice on the ground in spots. You do not want to be on the ice, as that ice will make you lose control very, very quickly. Thankfully, you can get back in the race in a way with a boost, should you have one. Race carefully, and the Treasure Key should be yours.

Duel By The Dragon

There is a flag pole to climb up near the moving wooden platforms. This leads to here.

Carmelita's back, and this time, you'll have to do even more stuff avoiding getting blasted. As you progress through the level, you'll have to swing on hooks, leap off platforms and even hit the occasional firework to knock down walls and use them as bridges.

There are clue bottles behind the first tree in the level. 

There is a set of icicles that can be used as platforms to get to some clue bottles. If those platforms break, you'll have to play through the level again to get them. Not only can you break them easily with your cane, but Carmelita can shoot them down with her shock pistol.

Be sure to look around in the more open areas of this level; you'll be sure to find some clue bottles somewhere.

There is a vault near the end of the level, but you won't be able to open it until you beat the game.

At the end, hit all the rockets to get rid of Carmelita...for now.

Tuesday, July 5, 2022

PrinceWatercress plays Sly Cooper and the Thievius Raccoonus AGAIN - Part 15 of 23


After some harsh words for the person who fired the gun at the end of the last video, we go for two more Treasure Keys in rapid-fire (pun not intended) fashion.


The King of the Hill

Now that you can unlock the fireworks, you can blow up that panel and access more of the level. Before you can do that, there is something near the unseen foe, and you'll need to swing off a hook and jump off a platform to reach it. This is King of the Hill.

Once again, Murray will be running towards another treasure key, and you'll need to move the target reticle and blast anything that comes at him.

The monkey with the nunchaku are the first enemies you'll see...and hear. You'll hear them coming a mile away. Be ready to blast them when you do. 

When you see a firework, shoot it to light it up and open up more of the level.

Near the end, you'll see the big brown guys that man the catapults. You'll see more of them when Murray approaches the key. At that point, the game will zoom in on the enemies that you need to shoot once you spot them and move the target reticle towards them.

Rapid Fire Assault

Once you're in the second part of the area, you'll need all the Treasure Keys to light a bigger set of fireworks to reach the Panda King. 

To reach Rapid Fire Assault, you'll need to ride on the wooden platforms that are moving in a circle, then you'll ride a gunboat again. Get ready to shoot down both enemies and barricades again as you progress through the level.

Monkeys will spawn enemies through openings in the floor; shoot the doors down to close off those openings.

After the conveyor belts that will push you back, you'll need to shoot down walls while avoiding the snowballs being sent at you with catapults. Move back and forth while shooting to evenly cover the walls and make it easier to open some wide holes in them.

Shoot down the pedestal at the end to get the Treasure Key.