Video Game / Sly 2: Band of Thieves

Sly: Boy, when we try to tick someone off we really do the job.

The second game in the Sly Cooper series. Released in 2004, it is the first installment with Bentley and Murray fully playable.

Set two years after the defeat of Clockwerk, Sly and the gang find out that a series of mechanical parts of the shattered Clockwerk have been stolen by the Klaww Gang. Together, they could be used to revive the defeated Clockwerk; separately, they each have super functions. While Sly and his gang follow these leads, they are pursued by Carmelita and her new partner, Constable Neyla, who are after both the Cooper Gang and the Klaww Gang.

This game has the examples of:

  • Above Good and Evil: The Contessa considers herself to be this, which Sly calls her out on during their confrontation.
    Sly: I feel sorry for you. All your education and you still don't know right from wrong.
  • A God Am I: Arpeggio's goal in gathering all of the Clockwerk parts is essentially to obtain massive amounts of power and an infinite lifespan by becoming one with Clockwerk's body. And once Neyla obtains all of the above, she truly qualifies for this trope.
  • All Up to You: The Prague mission has Bentley take the lead, as he's the only team member not currently in prison.
  • Anti-Villain: The writers could not make an easier to like villain than Jean Bison if they tried. Repeatedly lampshading the Values Dissonance in that he'd be considered a hero back in his own time for what he was doing, every announcement he makes to his guards are congratulations on their hard work and gratitude.
  • Bears are Bad News: Several wild bears appear in Canada as enemies, who can kill the player in just two hits. One mission requires Sly to steal from their mouths, while another requires Murray to kidnap two cubs to lure their mother to destroy a cage.
    Bentley: Don't worry, the cubs won't be hurt, although I can't say the same for the guards.
  • Big Bad: Neyla steals the spot from Arpeggio at the very end.
  • Bragging Rights Reward: For 100% completion, you can use a cheat code to activate Mega Jump. Also, Guide Dang It because the game doesn't give any indication about it.
  • Breaking Out the Boss: In the Prague level, Bentley's first major objective is to help Sly escape.
  • Breaking the Fourth Wall: The commercial for the game has Bentley stating that they need one more member in their group to pull off their heists successfully, which is someone to work the PlayStation controller. Sly then taps the screen with his cane, asking if you're in.
  • Brick Joke: The intro had Bentley referring to both Sly and himself with the codenames "Sitting Duck" and "Wizard", which Sly 'misinterprets' as "Peking Duck" and "Blizzard"/"Lizard" respectively. This gets referenced again after Bentley rescues Sly in Chapter 4:
    Bentley: You know the old saying — 'If you can't count on a friend to bust you out of jail, what kind of a friend are they?'
    Sly: Truer words were never said... Wizard.
  • Canada, Eh?: When you hear the moose security guard talk to you, he says "eh" a lot. Not to mention, Jean Bison's levels are full of Canadian stereotypes, where the guards are all represented by Canada Geese and Moose. Jean Bison himself, however, averts it.
  • The Caper: Every mission is a caper.
  • Darker and Edgier: Indeed, as the game can get quite grim at points, such as Chapters 4 and 5 and the last chapter, where we learn the truth about Neyla.
  • Deliberate Values Dissonance: Really puts the "Anti" in Jean Bison's Anti-Villain status, as all he's doing is just the job of a 19th-century lumberjack.
  • Developers' Foresight: Bentley's "Security Announcement" in the opening level is lip-synced to his character model so you can watch him speak if you go back to the landing where he's hacking the terminal.
  • Disappointed by the Motive: Sly has this reaction to Arpeggio for orchestrating the plot: "All this 'cause you can't fly. You're pathetic." Though it is later subverted when Sly learns that Arpeggio wanted to reassemble and merge with Clockwerk in order to achieve immortality.
  • Downer Ending: Despite Clock-La's defeat, Bentley is left crippled, and Murray leaves the group in shame, believing that he's failed Bentley for not protecting him. Sly also allows himself to be arrested by Carmelita to allow his friends to leave, but manages to escape when he realizes his friends left him an escape opportunity.
  • Et Tu, Brute?: Allowing Sly to be knocked out by Rajan, who then gets himself beaten to an inch of his life by an outraged Murray, before betraying all of them (and Carmelita) to the Contessa, is what causes the Cooper Gang to realize that Neyla's not the sweet, friendly cop she appeared to be.
  • Evil Plan: Neyla has one. She helped Interpol chase down criminals with the Clockwerk parts and helped Sly steal them back specifically so that they'd be given to Arpeggio, who'd assemble them for her, and then she could backstab him and take the Clockwerk parts for herself.
  • Face–Heel Turn: Neyla. We later learn she was never a face to begin with...
  • Family-Unfriendly Death: Arpeggio's body gets crushed by Neyla, leaving nothing behind but his monocle.
  • Fish Out of Temporal Water: Jean Bison's forest-clearing actions, as noted by Sly, would have been heroic 150 years ago when he was frozen, making him a sympathetic villain.
  • Foreshadowing:
  • Funny Background Event: During the first battle against the Contessa, Bentley comes on over the binocucom to try and tell Sly and Murray that he's been shot down in a blimp, but he ends up being caught by Carmelita. She takes the Clockwerk Eye he was holding and makes her getaway, while Bentley mutters that Sly and Murray are going to kill him.
  • Game-Breaking Bug: If the player enters the Canada Games then quits at any time before beating Jean Bison, you will be returned to the game outside the games with no way of reentering them, making the game Unwinnable.
    • Thankfully comes with a fix in-game — just head to the place with the laser and wander around the area near the safe until Bison makes an announcement.
  • G-Rated Drug: The Illegal Spice is this, although it does make consumers hypnotic and anger-prone.
  • Halloweentown: Prague. It's even got its own guillotine like the Trope Namer does!
  • Hannibal Lecture: The Contessa tries to give one to Sly when attempting to take the Clockwerk Eye from him, only for him to counter her, leading to a battle.
    The Contessa: Short-sighted fool! I've no interest in your narrow-minded interpretation of morality. I'm above all that - Above Good and Evil.
  • High-Class Glass: Arpeggio.
  • Hijacked by Ganon: Nicely averted, even though the plot was just asking for it. While the game revolves around Clockwerk's mechanical body, the owl himself never actually appears. True, you fight the body at one point, but Neyla's the one possessing it, not Clockwerk.
  • Human Popsicle: Jean Bison.
  • Humongous Mecha: The Contessa has one to guard her prison. It's cleverly disguised as a water tower.
  • I Take Offense to That Last One:
    • Played relatively straight before the Rajan boss battle:
      Rajan: Who is "The Murray"? All I see is a fat, pathetic, weakling!
      Murray: I may be... big, and not as smart as the other guys, but one thing I'm not is weak!
    • Don't forget:
      Sly: I have no idea what you're saying... and your suit sucks!
      Dimitri: *gasp* Let's dance!
  • Incoming Ham: THE MURRAY's introduction.
  • Insult Backfire: Neyla to Sly in Chapter 6.
    Neyla: What's the problem Poodle? Afraid you can't take me on? Have to call up your little friends for help?
    Sly: Come in "little friends", Neyla's got me pinned down.
  • Last-Second Word Swap: Bentley's reaction to Neyla's betrayal.
    Bentley: I can't believe it! That two-bit, no-good, cockney...LIAR!!!
  • Lethal Joke Character: Though not exactly a "joke", Bentley is far more powerful than he is often given credit for, as his ability to put any enemy that has not seen him (or has seen him, though its more risky) to sleep, then drop a bomb on them for a One-Hit Kill, is far more versatile than Sly and Murray's stealth-takedowns. The level where the player must play only as Bentley may have been intended to highlight this, as it matches Bentley's own story arc, though players will be forgiven for simply being terrified instead.
  • Literal Surveillance Bug: Happens with the water bug in the third level.
  • Mêlée à Trois: The main conflict in Chapter 5 is the Cooper Gang vs. Neyla vs. the Contessa, with Carmelita held captive by the latter. The result is a Pyrrhic Victory for the Cooper Gang, with Carmelita being rescued and the Contessa dismissed and imprisoned, but with Neyla promoted to captain.
  • "Mission: Impossible" Cable Drop: During the Clockwerk Wings heist.
  • Nice Job Breaking It, Hero!: Nice job pulling Clockwerk apart in Arpeggio's blimp, Sly.
  • No OSHA Compliance:
    • Considering he was frozen for one hundred and fifty years, Jean Bison likely has never heard of OSHA.
    • Arpeggio's blimp. Giant rotating propeller blades, electrical hazards, and the ever-present danger of falling off the edge, but no safety railings anywhere.
  • Nobody Here but Us Statues: One mission in the fourth chapter has Sly pretend to be statues on a bridge to fool the Contessa's Mooks. The mooks do it too.
  • Nobody Poops: Averted. There are outhouses in the second stage that takes place in Canada, some of which are occupied. If you stand close to one that's full, you can even hear the guard inside grunting.
  • One-Winged Angel: Clock-La can be considered this for Neyla.
  • Pet the Dog: Carmelita has a black-and-white view of the world and sees all criminals as the same. But when she briefly captures Murray, she is shown to be respectful to him and considerate of his needs.
  • Punctuated! For! Emphasis!: "What did I tell you? Giant. Attack. ROBOT!"
  • Pyrrhic Victory:
    • Chapter 5 does result in Carmelita's rescue and the Contessa being arrested and fired, but it results in Neyla being promoted to captain and becoming a full threat to the gang.
    • Not to mention the end, where Clock-La's death cost Bentley his legs and sends Murray into a Despair Event Horizon, triggering a Downer Ending.
  • Tank Goodness: Neyla and Contessa uses tanks to patrol around the rehabilitation prison in Prague. These tanks act as seven more dangerous vesions of flashlightguards, and the tanks under Contessa's have electric shock fields that makes them impossible for Sly and company to destroy through conventional means.
    • Murray does get to operate a stolen tank, and uses them to destroy other tanks to provoke a conflict between Neyla and Contessa or chase down Contessa to prevent. her from her escaping.
  • The Starscream: Neyla to Arpeggio. She doesn't waste time betraying him.
  • Totally Radical: Averted by Dimitri, by way of completely making up his own slang which seems to have been modified from hip-hop slang.
  • Überwald: How Prague is depicted.
  • The Unfought: Arpeggio.
  • Unstoppable Rage: Murray enters this after being fed rage-inducing spices, which causes him to not recognize his friends. Even after he is freed, he still holds a grudge against the Contessa and leads the trio after her on the walls of her prison. She escapes, leading to the events of Chapter 5.
  • Villainous Breakdown: After being shot down, Neyla goes insane with hatred and swears to kill the Cooper gang in their sleep.
  • Villain Has a Point: When Neyla betrays Arpeggio in the recon mission of the last level, she's quick to point out that Arpeggio really should have seen this coming, as she had betrayed everyone she worked with prior to him.
    Neyla: Stupid Arpeggio. I double crossed the Cooper Gang, Interpol, and Carmelita... What made you think I wouldn't do the same to you?
  • Wham Episode: Episode 7 is a real kick to the gut for the team: up to now their attempts to reclaim the Clockwerk pieces have gone mostly without a hitch, and in the last episode, managed to get the two lung and stomach pieces from John Bison, leaving only the talons as the final piece he holds. Attempting to win them from him in a lumberjack contest, their plans to sabotage him fall flat when he just intimidates the judges into giving him a perfect score. Trying to get him to lose by posing as the judges fails as well when he quickly sees through the disguise and knocks the team out. While they're unconscious, John Bison raids their hideout and steals all of the Clockwerk pieces they've gained up to now and delivers them to Arpeggio, undoing all of their hard work in one fell swoop, and nearly bringing about the revival of Clockwerk.
  • Wham Line:
    • Neyla gets two of these at the end of the third chapter. The first is when she and Sly corner Rajan after his temple is flooded.
    Sly: Neyla, now!
    Neyla: Sorry.
    • The second is after Rajan is defeated by Murray. He sees Neyla and assumes she's there to help him and an unconscious Sly get out of the dried up pool before Interpol shows up. She actually brought Interpol to them.
    Neyla: Happy Day.
    Murray: What? Neyla? Throw down a ladder. Sly's hurt real bad. Can you hear me? Sly is hurt.
    • After Sly infiltrates Arpeggio's blimp, Bentley hears Arpeggio talking to someone. And then...
    Bentley: Neyla?! Neyla's here too!
    • At the end, when Bentley picks up the Hate Chip powering Clockwork, which results in Clockwork's beak slamming down on his legs.
    Bentley: Pick me up! I can't walk!
  • What the Hell, Player?: In two mission (in chapters one and three), you need to keep up with Neyla as she runs around the hub. If you whack her with your cane, you get a Game Over message saying "Neyla doesn't like getting hit any more than you do." In Chapter Five, attacking her doesn't give out a game over (justified, as Sly is chasing Neyla to get back the Clockwerk eye she just stole, giving him a reason to attack her).
  • "Where Are They Now?" Epilogue:
  • Wounded Gazelle Gambit: The Contessa pulls one of these off on Sly, successfully stealing one of the Clockwerk Eyes from him.

Alternative Title(s): Sly 2