Sly needs to pickpocket five Drawbridge Winch Keys from certain guards walking around the hub area. Don't forget to check the beacons to locate these guards. Sly should now get back out there. Online adventure games, William and Sly 2. You are the fox, William's best buddy the only one capable to help him to find the stolen pages of his journal.

BasicsThe 'Good' GuysSly Cooper, Master ThiefThe main hero. The lastsurviving member of the Cooper Clan, Sly witnessed the brutal murder of hisparents when he was eight. During his stay at an orphanage, he met his closestfriends, Bentley and Murray, both of whom aided him in defeating Clockwerk andrecovering his family tome, the Thievius Raccoonus, two years ago.

Sly seeshimself as an honorable thief and will only steal from other criminals. Deepdown, he and Inspector Fox have feelings for each other, but come on - you knowit'll never happen.In the game, Sly is the most agile of the three heroes.

His weapon is themysterious cane passed down to him from his father. Besides being handy forsmashing apart things, the cane allows Sly to latch onto pipes, ladders, andother objects that can be climbed.Bentley, Tactician, Combat Engineer, andVideogamerThe brains behind the gang's operations. Since thegang's battle against the Fiendish Five, Bentley has come to accept Sly's lineof work in a more positive light, and now he is even going out into the field todirectly assist his buddies. Brilliant but nervous by nature, Bentley places thesafety of his friends above everything else, and as such he prefers to plan outall the details of their heists to minimize the risks they take.In the game, Bentley provides the technical support for the team. When he'snot patiently explaining a plan to Sly and Murray, he's running around like acommando loaded with incapacitating projectile weapons, a variety of bombs, andheavily armed remote-controlled vehicles. This guy is one nuclear missile shortof being a walking national armory.

His primary weapon is a crossbow, which isused to fire sleep darts that render enemies vulnerable to a messy beating withthe crossbow or an unhealthy dose of explosives placed right next to them.Murray, Accomplished Driver and WannabeSuperheroThe getaway driver and the extra muscle in the gang.Murray may not be as sophisticated as his buddies, and he can stand to lose afew pounds, but none of that stops him from being an enthusiastic ally to hisfriends. His driving skills ain't bad, either. It doesn't matter if it's a car,a plane, or a tank; if Bentley's plans call for the use of a vehicle, Murray candrive it.In the game, Murray is a one-man killing machine. Even without any power-ups,his attacks tend to knock regular enemies down, quickly leaving them open for adeath blow.

His main weapons are his fists, but he can also pull off 'thunderflops' with his belly to knock away several bad guys at once.The CopsCarmelita M. Fox, Police InspectorThe angry,trigger-happy Interpol officer seeking to capture Sly and his gang. AlthoughInspector Fox is in truth an honest and hard-working cop, she has theunfortunate habit of beating criminals as a way of venting her frustration. Toher credit, no suspect has died under her custody. Inspector Fox's weaponis a custom-built shock gun, which she uses to electrocute master thieves anddeadbeat criminals alike.Neyla, ConstableAnother Interpol officerworking with Inspector Fox. Constable Neyla is a master of the arts ofpersuasion and the infiltration of criminal organizations.

Unlike her partner,she relies less on sheer firepower and more on guile and subtle tricks to catchsuspects. Constable Neyla's weapon is a bullwhip, which she wields withexceptional skill and precision.The Contessa, Criminal Psychologist and PrisonWardenThe Interpol officer in charge of a prison andrehabilitation center located in Prague.

Specializing in the psychoanalyticalfield, the Contessa does what any good psychologist does best - reducing herpatients into statistics. Her brand of hypnotherapy is renowned for its successat breaking down even the most hardened criminals.The Bad GuysThe Klaww Gang, Evil International Organization Bent onWorld DominationThe main villians. TheKlaww Gang may not appear as vile on the surface as the Fiendish Five, but it isjust as bad. The leaders of this gang are, of course, the bosses in the game,and they are the ones who have stolen the Clockwerk parts from Interpol. Almostevery one of them seems to suffer from a serious case of inferioritycomplex.Dimitri, Chief ForgerA talented artist who has turned to forgery to gainvengeance against those who disagree with his 'kinetic aesthetics' paintingstyle.

He may smoke like a fiend and spit out enough bad slang to make hisspeech incomprehensible at times, but the man knows his way around thecounterfeit business. He uses his wealth to run a nightclub in Paris, neverfailing to spend a day indulging in his flashy, superficial lifestyle. Dimitri'sweapons are his energy rings. Besides making him look cool, these nasty littlesuckers let him fire energy blasts that can punch holes through sheet metal.Rajan, Chief Drug ProducerThe self-proclaimed 'Lord of the Hills.' Rajan is theshining example of a capitalist's dreams come true. In the black market.

Fromhis background as a poor peddler and thief, he has worked long and hard to riseto his position as a drug lord, specializing in the growing of an illegal spicenative to his territory somewhere in India. Being obsessively self-conscious, henever hesitates to display his power in front of others. Rajan's weapon is abig, heavy staff.

Some rumor that he dabbles in black magic, too.JeanBison, Chief TransporterA prospectorfrozen alive in 1852 while seeking wealth and the conquest of nature. Afterthawing out over one-and-a-half centuries later due to the warming climate,Bison has adapted surprisingly well to the modern world. He has joined the KlawwGang to secure funds for his own projects by transporting stolen goods with hisvast train system in the northern regions of Canada. He does not share all thegoals of his gang, but he remains on friendly terms with his fellow Klawwleaders and regularly trades with them. Although Bison may belong to an era longpast, he is not dim-witted. His clear mind, coupled with his might, makes him adangerous foe to deal with.

Bison's weapon is his hand-made club, modified byClockwerk's talons into a lethal cutting tool.Arpeggio, Chief InventorA brilliant engineer and a lover of the classical arts. Fatemay have provided Arpeggio a body with stunted growth and flightless wings, butfate has also provided him with a remarkable mind. His ability to constructpowerful and awe-inspiring machines has earned him much respect within his gang.Of all the Klaww leaders, Arpeggio possesses the greatest knowledge about theClockwerk parts. What he plans to do with them is anyone's guess.How to PlaySly 2 is an action adventure. Improving upon thegameplay from the first Sly Cooper game, it features more non-linear level flow,plenty of objective-based missions, three playable characters, and a lot moremoves and power-ups.

Here's a quick summary of the controls:. D-Pad - Move (relative to the screen). This has thesame function as the left stick, but without the analog control. Left Stick - Move (relative to the screen). Thefarther this stick is pressed, the faster the movement is. When using theBinocucom, press this stick to look around.

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Right Stick - Move the camera. Press this stick torevolve the camera around the current hero.

When using the Binocucom, pressthis stick up and down to zoom in and zoom out. X Button - Jump. Press this button again in the air toperform a double jump. Circle Button - Perform a context-sensitive maneuver,like opening doors, sidling along narrow ledges, pushing buttons, and flippinglevers. Some context-sensitive maneuvers are unique to a hero. For Sly, theyinclude spire jumping, latching onto pipes and ladders, scaling ice walls, andpickpocketing. For Bentley, they include hacking into terminals.

For Murray,they include grabbing heavy objects and lifting gates or levers. Sparklinglights and holograms mark things where context-sensitive maneuvers can beperformed by the current hero. Square Button - Perform a standard attack. For Slyonly, hold this button before releasing it to perform a spin attack.

His spinattack can help him plow through multiple enemies and objects at a time, butit is slow and noisy to pull off, and using it while standing on a rail willcause Sly to fall off. For Sly and Murray, press this button after knocking abad guy upwards into the air (with the Triangle Button) in order to perform astealth kill. Stealth kills only work if the victim is not alerted to theheroes' presence.

Triangle Button - Perform a secondary attack. For Slyand Murray, press this button to perform a 'juggle attack,' which can knock abad guy upwards into the air. (This is the first part of executing a stealthkill.) For Sly only, press this button in the air to perform a dive smash. ForBentley only, press this button to drop a time bomb. For Murray only, pressthis button in the air to perform a thunder flop, and press this button whenholding a heavy object to throw it downwards.

R1 Button - Run, shoot, or paraglide. When sneakingaround on flat ground, press this button to run.

Running lets a hero move muchmore quickly, but it is noisy and tends to alert any enemies close. Whenriding a vehicle, press this button to fire the vehicle's weapon. ForBentley's Binocucom, press this button to fire a sleep dart with his crossbow.For Sly's Binocucom, press this button to take a photo (during certain scenesonly). For Sly when he has obtained the paraglider, press this button to makehim paraglide. L1 Button - Use the gadget or special move assigned tothis button. R2 Button - Use the gadget or special move assigned tothis button. L2 Button - Use the gadget or special move assigned tothis button.

R3 Button - Use the Binocucom. Press this button againto put the Binocucom away. L3 Button - Display beacons, coins, and clue bottles.This is a great way to know where to go during missions, to see how much cashthe heroes have collected, and to see how many clue bottles they have broken.(Clue bottles only appear in hub areas.). Start - Access the System Menu, where the Job HelpScreen and the game options are found.

Select - Access the Gadget Grid, where the currenthero's gadgets and special moves can be assigned to the L1, L2, andR1.General Tips. Keep an eye on the 'thief meter' (the hero's icon at theupper left). This meter emits yellow lights if enemies are nearby. If the heroruns at this point, he will risk alerting them.

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The meter flashes red if thehero is seen by a bad guy. To escape, the hero should run far away or hidesomewhere until the pursuing enemies lose track of him. Before Sly can pickpocket a bad guy, he will need tosneak up close behind the enemy without alerting him. If the enemy is carrying akey or a piece of normal loot, there will be a golden glow in his belt pack. Tosteal the key or loot, Sly must steal all the coins in the belt pack first.

When exploring the hub areas, stick with Sly. His spirejumping and climbing abilities allow him to get to places where the other twoheroes cannot. There are no clue bottles in the game that cannot be reached bySly. Turn up the volume. Clue bottles make clinking noiseswhen they are nearby, so if Sly (or any other hero) hears one, he should startsearching his surroundings more carefully to locate it.

During a mission, the heroes cannot take loot frompreset locations or purchase gadgets and power-ups. Either quit the mission orcome back afterwards to get them. The only attacks Sly can suck up without having anyspecial loot carried becoming destroyed are the small pellets thrown at him byenemies while he is climbing a pipe.

Every other kind of enemy attack willdestroy the loot. Murray is too big and fat to crawl into narrow spacesthat Sly and Bentley can fit into, but he can still hide insidebarrels.