Sly 2: Band Of Thieves
Tom gadget:
Press Start to pause game play, then press Left(2),
Down, Right, Left, Right. A sound
will confirm correct code entry.
Time Rush gadget:
Press Start to pause game play, then press Down(2),
Up, Down, Right, Left. A sound will
confirm correct code entry. Sly will sprint for a few seconds
when the game is resumed.
Aaron J. Kulhanek
and Egor Kovalev.
Mega Jump gadget:
Note: The following code requires 100% game completion
before it can be used. Press Start to pause game play,
then press Right, Left, Right, Left,
R1, Left. A sound will confirm correct code entry.
Etzka.
Advance to Episode 1:
Press Start to pause game play, then press Down,
R1, Left, Right, R1, Down.
A sound will confirm correct code entry.
Advance to Episode 2:
Press Start to pause game play, then press R1,
Left, Right, R1, Left, Down.
A sound will confirm correct code entry.
Advance to Episode 3:
Press Start to pause game play, then press Up,
Left, Right, Left, Down, Up.
A sound will confirm correct code entry.
Advance to Episode 6:
Press Start to pause game play, then press Down,
Up, R1(2), Left, Down. A sound will
confirm correct code entry.
Advance to Episode 7:
Press Start to pause game play, then press Left(3),
Down(2), R1. A sound will confirm correct code entry.
Advance to Episode 8:
Press Start to pause game play, then press Down,
Up, Left(2), R1, Right. A sound will
confirm correct code entry.
Restart current Episode:
Press Start to pause game play, then press Left,
R1, Up, Down, Up, Left. A sound
will confirm correct code entry.
Tutorial Episode:
Press Start to pause game play, then press Right,
Left, Up(3), R1. A sound will confirm correct
code entry.
Level select:
Note: You must have a new game file or have not yet
started the game. Load your highest % file. Go to any or the highest
episode. After you exit the safe house, press Start to
pause game play, then press Right, R1, Down,
R1, Down(2). A sound will confirm correct code entry.
Then, go to options and load into your new game file. After you
complete the introduction level, you will have all the episodes
and all buyable power-ups and gadgets unlocked.
Magen Mitchell.
Mega Bomb for Bently:
Press Start to pause game play, then press Left,
R1, R1, Down(2), Left. A sound will
confirm correct code entry.
Castellini42.
Insanity Strike gadget:
Get all the Clue Bottles in Episode 2 , enter "857"
as a combination at the safe in the Boardroom Brawl mission.
Knockout Dive gadget:
Get all the Clue Bottles in Episode 1 , enter "231"
as a combination at the safe in the Bug Dimitri's Office mission.
Voltage Attack gadget:
Get all the Clue Bottles in Episode 3 , enter "386"
as a combination at the safe in the Water Bug Run mission.
Long Toss gadget:
Get all the Clue Bottles in Episode 4 , enter "248"
as a combination at the safe in the building near the last two
terminals of the Train Hack mission.
Rage Bomb gadget:
Get all the Clue Bottles in Episode 5 , enter "969"
as a combination at the safe in the Stealing Voices mission.
it, htseyt.
Music Box gadget:
Get all the Clue Bottles in Episode 6 , enter "129"
as a combination at the safe in the Cabin Crimes mission.
Lightning Spin gadget:
Get all the Clue Bottles in Episode 7 , enter "583"
as a combination at the safe in the Laser Redirection mission.
Shadow Power gadget:
Get all the Clue Bottles in Episode 8 , enter "725"
as a combination at the safe in the Murray/Sly Tag Team mission.
Hidden FMV sequences:
To watch the following episodes you must first successfully
complete the game. At the "Episode Select" screen, highlight
one of the following episodes until a police badge flashes at
the left corner of the screen. Then, press Square to view
the hidden FMV sequence. Note: This feature is available in the
North American NTSC version of the game.
Terrell Robinson.
Episode 1: E3 Promo: The Heist
Episode 3: BET Commercial: La-La
Episode 5: Television Commercial
Episode 7: The Making of Sly 2
Episode 8: Credits
Hint: Defeating Dimitri:
When Dimitri shoots, he fires three times. After the
third time, run up and hit him about three or four times. When
Dimitri runs, run away from him. You should then run near him
and hit him.
Krimoi730.
Hint: Defeating Old Grizzle Face:
In level 7, the bear Old Grizzle Face is invincible
to your attacks. However, on the job with the laser reflecting
follow Old Grizzle Face into the laser. He will get damaged by
the laser. Note: This may take several attempts.
Pjsammyfox.
Hint: Defeating Rajan:
When Rajan's guards knock one out, throw it at Rajan
and he will also get knocked out. Pick him up with your stomp
move and throw him at the lasers. This will inflict damage on
him. Repeatedly do this.
Cowi62.
If you skipped to Episode 8, purchase the Roar for Murray. Then,
go back to Episode 3 and do all the missions and fight Ranjan.
Use the Roar to make him run away. Sometimes he will shock himself.
Brevanto.
Hint: Defeating Bosses:
When fighting a Boss, hit him from behind with Triangle,
then keep pressing Square to kill him.
slyman.
Hint: Episode 2: Guard in the safehouse:
In Episode 2 (A Starry-Eyed Encounter), chose Murray
and pick up a guard. Carry the guard into the safehouse. He will
be at the table above Murray's head.
Sean Beaudette.
Hint: Episode 2: Walk around in the safe
house:
Have a Paraglider and the Mega Jump gadget. Mega Jump
onto the archway outside the safe house to the left (do not cross
the river). Jump from the archway to the mountain. Walk left until
you can see a table on the side of the mountain and stop. Mega
Jump and use the Paraglider to glide into the opening and you
are there.
petski2.
Hint: Episode 2: Parade:
When you can fall under attack jump onto a tent on
an elephant's back. All they will do is throw globs of dirt at
you. If you jump down into the elephant's flashlight more guards
will arrive. This is much easier to do with Mega Jump.
David
Russell.
Hint: Episode 3: Enter tower:
There is a tower on the edge of the map. You can use
Mega Jump to get in the door/opening. Note: You must complete
the game to use Mega Jump.
benanay.
Hint: Episode 3: Bently's picture:
After you finish Episode 3 and it shows Bently giving
the thumbs up to Sly in the back seat, look at the back of the
seat. You should see a picture of Bently taped to it.
Stinkytaco.
Hint: Episode 4: Kill Bentley:
Get to the end of Operation Trojan Tank where you have
to lift the crank handles use the Fists Of Fury power-up. Turn
around and punch Sly. He will get burned and die. You will then
start over at the crank handles again. If you use Fists Of Fury
again and walk over to the computer Bentley was using, you will
find Bentley. If you punch Bentley he will die after three punches.
coopersly123.
Hint: Episode 5: Do not get hurt by ghosts:
On Episode 5. "A Tangled Web" when you are
doing the "ghost capture" mission with Sly, touch one
of the ghosts in the middle of them. The controller will vibrate
slightly once or twice and the ghost will not hurt you.
plweaver.
Hint: Episode 6: Killing enemies:
The following is an easy and fun way to kill enemies
in Episode 6 (He Who Tames The Iron Horse). To kill almost all
the enemies, go to a bear cave and get its attention with the
Alarm gadget. Then, get it to chase you back into the city part
and run behind any enemy. It will go after the enemy. Run into
the left or right that sends out enemies. Enemies will come out,
and the bear will chase them. Keep trying this until it works.
Jeff Ramsey.
Hint: Episode 6: Killing the bear:
Go to a bear as Bentley and shoot him with a tranquilizer
dart from a good distance away. He will chase after you. Lead
him on to the train tracks. If he gets too far away, he will stop
chasing you. If this happens, shoot him again. Eventually a train
will come by, and if you are on a suspended part of railroad,
the bear cannot get off. If the track is on the ground, the bear
will not react fast enough and will still get hit. Either the
bear will die and you will get coins.
Hint: Episode 6: Invincible Jean Bison:
In Episode 6, "He Who Tames the Iron Horse",
after completing the level, go into Jean Bison's cabin. Let him
see you. He will start fighting you with the same attacks he uses
in Episode 7, "Menace From The North, Eh?". He is invincible
and the only way to not get killed is to get out of the cabin.
Josh Sibert.
Hint: Episode 6: Railroad run:
If you want fun, try using the Stealth Slide down the
railroad tracks. Especially slide down the tracks that lead to
the snowy spiral mountain.
Ray Hayse.
Hint: Episode 7: Mysterious map:
Enter the lighthouse where all the controls are found.
You should see some blueprints posted on the wall that have words
on them. One of the sentences reads "Where's my hat!? "
Zuperbuu.
Hint: Episode 7: Old Grizzle Face sings
a solo record:
In Episode 7: Menace in The North, Eh?, find Old Grizzle
Face. Get out of his reach and throw an alarm clock in front of
him. He should stand up and look like he is singing. Note: Do
not stand in front of him; stand on an ice tower.
Mark Cohen.
Hint: Episode 8: Sly and Carmelita vs.
Clock-La:
During the battle against Clock-La, where Sly and Carmelita
are in a helicopter dogfighting, your gun tends to overheat very
easily. To prevent this from happening, instead of holding R1
rapidly tap the button. You will find that the gun will rarely
overheat, allowing for more shots to be fired.
Matt
and Ben.
Hint: Explore disco:
After completing the "Drop the Disco" mission,
return there as Sly. Go to the laser gate (which may or may not
be operational) with the roof almost covering it. Jump onto the
side of it then jump onto the platform. There are also many other
places to explore. Cross the laser disco floor and hit the DJ
table. You will now hear a remix of Dimitri's song.
SlyCooper7887.
Hint: Spotlights on theater:
After doing the mission "Theater Pickpocketing"
go back inside. The spotlights in the center of the building will
be Sly's calling card.
SlyCooper7887.
Hint: Murray: Quick Juggernaut Jump:
If you do not have time to hold the Juggernaut Jump
for Murray, press the assigned button for the Juggernaut Jump
and press X at the same time. You will perform a faster
jump.
Ray Hayse.
Hint: Faster than a speeding train railroad
run:
Use the "Railroad run" trick when a train
is near you. You will slide down faster than the train.
Ray Cannon Jr.
Hint: Secret paths:
In Paris, go to the wine cellar at the back of town.
Once you jump the gate and dodge the laser, go under the first
table that has lasers over it. Then, get onto the table and look
up. There is a pipe that you can jump on. It leads to a tunnel
with a dead end. There is a secret path later in the level in
the room with the piano and two rat guards. Jump onto the piano,
then onto the ledge. You can jump onto the rail next to you, or
can go across on another rail on the other side. Go to the right
rail and climb it. Go through the door to the left and dodge the
lasers. Jump on to the rope to go across to a ledge. There is
not anything secret you can get from this.
Smart12190.
Hint: Better bottle tracking:
if you cannot find the bottles in any of the levels,
go to the options menu and turn the volume down. During game play,
you can now hear the bottles clinking when you get near them easier.
Ray Hayse.
Hint: Air bash attack:
Sneak up on an enemy, then press Triangle three
or four times on them. While they are still in the air, quickly
jump and press Square while in the air. If done correctly,
you should defeat your enemy.
Haseebj500.
Hint: Walking up sliding rails:
To go up a sliding rail, jump in the opposite direction
of the sliding after it has stopped. This is useful in the freeing
the elephant mission.
Craig Glenn.
Hint: Surprising enemies:
When you are high on a building or a post and need
to get to a enemy quietly, use the parachute.
taylor Just.
Rather than using the stealth attack, wait for when a guard gets
to the edge of a rooftop. Then, strike him with your cane.
Balaji.
Hint: Fun guard kills:
Press Square then Triangle(2) or Triangle(3).
Wait until the guard becomes shaded and disappears. Note: This
does not work on flashlight guards.
BigGamer123.
Hint: Alternate TOM gadget dialogue:
Use the Thief Reflexes gadget, and while in it, throw
a TOM gadget. He will say "Hey! Hey! Peanuts! " which
is different that what he normally says.
Smart12190.
Hint: Background song remix:
When in the nightclub in level 1, go to the part where
you did Bently's first mission (with the mirror-ball). Hit or
bomb the DJ stations guarded by the lazars. You will now hear
a remix of the background song.
Sean Beaudette.
Hint: Rocket: Robot On Wheels
reference:
Look in the graveyard to find a Rocket: Robot on
Wheels tombstone.
Hint: Sly Cooper And The Thievius
Raccoonus reference:
in the first mission where you have to get the
clockwork parts from the museum, the paintings on the walls sometimes
feature Bosses from Sly Cooper And The Thievius Raccoonus.
Smart12190.
Hint: Mission 1 (Demo version):
When on first job with Sly, follow Dimitri. Find your
way onto the rooftops. Make sure you see how Dimitri gets into
his Disco.
John Haumesser.
Glitch: Shrinking ice floe:
On both of the John Bison levels, if you step on an
ice floe, it will starts to shrink. It will keep shrinking until
you jump off it.
LZRDSAM.
Glitch: Prologue: Eiffel Tower in Cairo:
In the Prologue when Sly tries to steal the Clockwork
parts in Cairo Museum, watch the video afterwards. The Eiffel
Tower can be seen on the outside of the van shortly when the video
starts.
nelandquinten.
Glitch: Episode 1: Sign back up:
On the mission in Paris, notice how you tip over the
front peacock sign. On the getaway video in Paris, the big sign
is still standing.
nelandquinten.
Glitch: Episode 3: Strange barrel movement
for Murray and Bently:
Go as Murray or Bently into the guest house and jump
in one of the barrels. When you walk around as you would with
Sly, it looks like Murray is driving a little car and Bently walks
strangely. Also, if you fire darts at anything around a guard
from inside the barrel as Bently, the guards will run up to the
barrel and look confused.
Zuperbuu.
Glitch: Episode 3: Unreachable ninja-spire
landing points:
Use the Mega-Jump to get on top of Rajaan's temple.
Mega-Jump again and press Circle near the top of the roof.
You should land on one of the three ninja-spire landing points
that cannot be reached without the Mega-Jump.
Zuperbuu.
Glitch: Episode 5: Drop from heaven:
After you unlock Mega Jump and Glider, cross the bridge
to the spiderwoman's house. Face the house after coming through
the archway. Look up slightly and to the left to see two towers.
Mega Jump up to the one connected to the main house and press
Circle to land on the middle point thing. Then, zoom in
the view all the way. Aim as low as possible annd wait until you
see the ground rush by and a burgundy background appears. Exit
the camera as soon as you see it then press X. Glide down
or just drop and you will not die.
Kmillion18.
Glitch: Episode 6: Table breaks automatically:
During the first mission (Cabin Crimes) get to the
part where you take pictures of the train routes. If you sneak
under the first table on the right, when John Bison walks by it
will automatically break.
amerritt85.
Glitch: Episode 6: Get behind the electric
barriers:
First, go onto an Iron Horse Train. Jump and grab onto
the pipe on the front cart of train, then jump on top of the train
and stay on it. Just as you approach the electric barrier, use
the Mega-Jump and Paraglide slowly into some water. Land in the
water and if timed correctly, you should re-appear on the train's
pipe, through the barriers. For Iron Horse Train No. 1 (the train
that goes through the tunnel near John Bison's hut). you can land
in the shallow river-water and Mega-Jump into the deep water,
this will still make you grab onto the pipe.
Zuperbuu.
Glitch: Episode 6: Walk under level:
Repeat the process to go behind the electric barriers,
but ride on Iron Horse Train No. 3. It leaves the tunnel at the
location near the mini-lake. When you get behind the electric
barrier, jump off the train. You can now run around underneath
the level. There is a hidden danger near the breaking ice. However,
you can mysteriously drown on land.
Zuperbuu.
Glitch: Episode 6: Fall forever:
Repeat the process to go behind the electric barriers,
but ride on Iron Horse Train No. 1. It leaves the tunnel at the
location where Murray was locked up. When you get behind the electric
barrier, jump off the train at the halfway point of the "behind
barrier" trip. Using the Mega Jump, Paraglide all the way
through the mountains on your left (if facing towards the front
of the train). If you land, Mega-Jump again and Paraglide. Keep
Paragliding until the level is directly behind you. When it is,
release you Paraglider and you should keep falling. Eventually
you will have a white-yellow background and some trailing effects
from Sly.
Zuperbuu.
Glitch: Episode 6: Easy completion for
train robberies:
When on any train-robbery job, instantly jump on one
of the doors that is open. You should hang on the side. Jump again
to stand on top of the door, then jump again to get on top of
the caboose. You can now run across the roof of the train without
the interference of anything inside. When you have to fight Neyla
with the chopper, do not climb the ladder. Instead, jump on the
train's rooftop via the caboose then jump over the gap where the
ladder is. You will skip the confrontation.
Zuperbuu.
Glitch: Episode 6: Carmelita gets stuck
and flies:
On level 6, lure Carmelita to the train track near
the little lake (where the moles attack you). As a train drives
by, she will be pushed over the edge and keep jumping. She will
jump, land, walk a short distance, then slide off again. This
works on any train track, but it is easier to lure her to a place
where she cannot instantly get off the tracks. It is also possible
for Carmelita to fall into water then keep jumping in and out
of it, sometimes on one of the ice patches. She can escape if
the train pulls her back on the tracks, or if you accidentally
push her out of the water. If Carmelita gets stuck for a certain
amount of time and you keep hitting her without getting shocked,
she will shoot into the air with one huge jump then walk in the
air for a brief moment until she falls back to earth. Note: When
she lands again she will be able to attack you.
Zuperbuu.
Glitch: Episode 6: Attacking Carmelita:
When you are not on a mission in "He Who Tames
The Iron Horse", find Carmelita and throw the music box at
her. She will not fall asleep and will just keep walking. However
it will look and sound as if someone is punching her.
VrooJoe.
Glitch: Episode 6: Invincible Murray:
Play the job when you have to follow Carmelita without
being seen. When you meet Murray, steal one or two keys from Carmelita.
Do not get the third key. Afterwards, pause game play and enable
the "Advance to Episode 6" code. Sly should be in the
hideout, but the job will still be where you left it. Go to the
empty seat where Murray normally sits and select it. Murray should
walk out the door, and the screen should flicker and twitch. You
can now go anywhere desired. You cannot be hurt and cannot be
seen by flashlights, guards, or bears. You can get killed by the
train and the ice-patch on the other side of the level. You can
scare guards and hit them, throw things at them, etc. They will
hit you once if you hit them without killing them. However, they
will then ignore you. If you die, you will turn back into Sly
and you must do the job from where you get the first key again.
Sly will not be invincible. If you enter a building, the effect
is gone and you will be seen whenever you go into a flashlight,
etc., as usual.
Zuperbuu.
Glitch: Episode 6: Cross-eyed Carmelita:
Enable the "Invincible Murray" glitch and
keep hitting Carmelita. Keep attacking her until her eyes stay
frozen in the cross-eyed or cock-eyed position. When you stop
attacking her, she will look funny.
Zuperbuu.
Glitch: Episode 6: Statue Sly:
When a train passes by, quickly hold Circle
to try and grab a pipe on the train. Hold Circle, and if
done correctly, Sly should remain in the "reaching"
position, and will turn and follow the train from where he stood.
Guards can see and hurt you; choose a location where they do not
appear.
Zuperbuu.
Glitch: Episode 6: Go on a mountain:
As Sly, run up to the iron horse train under the cabin
and near the waterfall (the horse train that goes down the hill
round and round) . Jump in between one of the parts of the train
and go into the electric fence. In a few attempts, you should
jump up high and land on an unreachable mountain. Note: You can
do this with any player, but it is easier with Sly.
meryn finlay.
Glitch: Episode 6: Misspelling:
The word "kidnap" is spelled wrong in the
Bear Cub Kidnapping mission in Episode 6, "He Who Tames the
Iron Horse". The job help section of that mission will read
"kinap" instead of "kidnap".
Josh Sibert.
Glitch: Episode 6: Drowning Bently:
Drop a bomb in front of the grappling hook on the Boat
Hack mission. Bently will go under the boat without moving.
joshua mitchell.
Glitch: Episode 6: Flying Bentley:
In the sixth episode, "He Who Tames The Iron Horse",
use Bentley and go to the docks just outside of the safe house.
The boat there has several life rafts on the side. Jump between
the first raft and the corner edge of the boat. You will keep
on popping out of the spot. After several attempts Bentley will
skyrocket into the air.
nelandquinten.
Glitch: Episode 7: Repeat completed job:
In Episode 7, go in the sawmill with the laser to open
the vault after you already completed the "Laser Redirecting"
job. The game might think you are in that job, and you must do
it again. Any jobs you completed after this one will have to be
done over again. This may only happen if you do it before you
can start the lumberjack games.
xeromm.
Glitch: Episode 7: Insane bears:
Go in the bear cave. Wake them all up and stick to
an ice wall out of their reach. They will kill each other and
fly all over the place. When there are two remaining alive, it
is impossible to escape, and they will not kill each other. You
must fall off the ice wall and die to exit.
Zuperbuu.
Glitch: Episode 7: Murray uses invisible
lever:
On the "Menace Of The North, Eh?" level,
and the "Lighthouse Break-In" mission, climb down the
staircase and kill all of the guards. When you smash the chair
that blocks the door, Murray and Bentley will enter. When the
intermission sequence finishes, and before you start climbing
up the electrical wires, smash some of the ground light bulbs
to attack guards. Once a duck guard appears, run over to Murray
while still luring the guards. Murray should be lifting a lever.
Use the guard to hit Murray. When Murray is hit, he will move
from his position. He could be across the ground floor of the
lighthouse, and still be lifting an imaginary lever.
Nelandquinten.
Glitch: Episode 8: Fall forever:
Ride Clockla by hanging over the edge of her tail.
When you fall off, you will keep falling forever. Some similar
effects from falling forever on Episode 6 will also appear.
Zuperbuu.
Glitch: Episode 8: Stuck between machine
and ceiling:
On Episode 8, "Arpeggios Blimp", use Bentley.
Go to the engine room where Sly had to jump the lasers and spire
jump on those blades surrounded by an electric field. The lasers
and electric field should be powered down, but the blades are
still spinning. Go out to the control room on the top. Notice
the machine with an electric bolt on top. Jump onto the crates
next to it, and with several attempts, jump behind the electric
on the machine. You will become stuck there. None of your power-ups
will work, and you cannot move. The only way to get out is to
kill yourself by placing bombs.
Daniel Sheehan.
Glitch: Play through game with all power-ups:
Start a new game and enable the "Advance to Episode
8" code. Gather as many coins as possible and go to your
hideout. You can buy all the power-ups now, at the same prices
and in the same order. You can play through the game with them
all, making it extremely easy. You can play all jobs from Episode
1 to Episode 8 with all the power-ups, making normal challenges
very easy.
Zuperbuu.
Glitch: The Predator Awakes: Continue mission
failed:
Start the mission where you must lead Rajan to the
watermelons using your sleep darts. This mission is on the third
level, "The Predator Awakes". Lead him to the first
and steal the blueprints. Do the same with the second. When Rajan
falls asleep for the third and last time, get close, place a bomb,
and quickly swipe the blueprints before the bomb detonates. During
the final intermission sequence of the mission, the bomb will
go off next to Rajan and a banner reading "Job Failed! You
must not fight with Rajan!" will appear. The mission will
restart. It states that all three watermelons were eaten, but
the mission still continues. There are no more watermelons and
you cannot continue the mission. The only way to exit is to abandon
the job and start over.
nelandquinten.
Glitch: Menace Of The North, Eh?: Playing
inside the safe house:
On the seventh mission, "Menace Of The North,
Eh?", use Sly and go to the back of the safe house. This
part will require multiple attempts and uses a lot of health.
Jump and hang onto the wooden boards supporting the safe house.
Once you are hanging onto the first one, leap over to the second.
You can fall in and respawn where you started. Jump on the second
board, or the middle one. Tap X and slowly move the Left
Analog-stick to move to the top section where the board connects
to the floor of the safe house. Jump, but do not to move the Analog-stick
too much. If you have enough health, you will fall in the water
and respawn inside the safe house. You can walk through the table.
Open up your Binocucom and look at the table. There is a blueprint
that reads "Where's my hat?". Go to the door and press
Circle to jump outside, then go back in the safe house
again.
nelandquinten.
Glitch: Levitation:
Note: You will need the Paraglider for this. In any
level, when you see a rail rapidly tap X, Circle,
R1. You will move high and can find hard to reach places.
At first it is useful to complete the game somewhat faster. It
is also useful to find things you have not seen yet, such as secret
areas and things that can help you.
Michael Dragone.
Glitch: Sly has no hair:
Do a "dive-down" move as you fall towards
a job icon. When the Binocucom appears, Sly's hat will be several
inches off his head, but his hair will not be there.
Zuperbuu.
Glitch: Sly's hat is on his face:
When Bently is telling Sly about the email he intercepted
from Dimitri, keep pressing the Right Analog-stick Forward.
Sly's hat will come off and will be on his face.
Liam Baker.
Glitch: Unable to continue:
If you save the game in the "Operation: Canada
Games", you will not be able to continue. In order to avoid
this problem go to the place where the "Laser Redirecting"
mission is done. Once you get inside, immediately get out and
pause game play. Go to "Job Help" and you will be able
to continue the rest from there.
hareessh prabu.
Glitch: Guards light goes through wall:
Go to any episode. Find a room outside with an opening.
Wait for a flashlight guard to pass by. When they do, the light
will somehow end up being on the wall you are facing.
Roxpaws Roxpaws.
Glitch: Stay in slow motion:
You will need Thief Reflexes. When your tan-yellow
bar is about to run out, hold [Reflexes] (custom assigned
to L1, L2, or R2). When it runs out, you
will still be in slow motion. It will stop if you release [Reflexes],
take damage, or enter a room.
Roxpaws Roxpaws.
Strategy guides
from GameFAQs
Published strategy guides
Action Replay, Code Breaker, and GameShark codes
Reviews
Copyright © 2004-2009
Al Amaloo. All rights reserved.
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