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 instalmment with Bentley and Murray playable.Set two years after the defeat 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:
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 antagonists, 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 of cubs to lure their mother to destroy a cage.
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.
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.
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 relizes that they've passed the Eiffel Tower over a dozen times.
Et Tu, Neyla?: 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...
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 Un Winnable.
Thankfully comes with a fix ingame - just head to the place with the laser and wander around the area near the safe until Bison makes an announcement.
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.
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.
No OSHA Compliance: Although 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 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.
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.
Pyrrhic Victory: Chapter 5 does result in Carmelia'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.
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.
Wham Line: After infiltrating 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 and Clockwork's beak slamming down on his legs.
Bentley: Pick me up! I can't walk!
What the Hell, Player?: In an early mission, 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."