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Video Game / Sly 2: Band of Thieves

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The Cooper Gang has a job to do... are ya in, pal?

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

Sly 2: Band of Thieves is the second game in the Sly Cooper series, developed by Sucker Punch and published by Sony. It released on the PlayStation 2 in 2004.

Set two years after Sly Cooper and the Thievius Raccoonus and 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.

Sly 2 plays much like its predecessor, with a large focus on stealth and Sly's acrobatic prowess. However, there are a number of new additions: Bentley and Murray have become fully playable characters with their own skill sets, the mission-based gameplay is now connected via various hub worlds, and Sly has a health meter instead of being a One-Hit Point Wonder.


The game was eventually re-released in HD on the PlayStation 3 and Play Station Vita in 2010 and 2014, respectively.

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.
  • 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 irony in that he'd be considered a hero back in his own time for what he's doing in the present, every announcement he makes to his guards are heartfelt congratulations on their hard work and gratitude for their loyal service. However, he is still chopping down Canadian forests at a rate that is devastatingly unhealthy to the ecosystem, has scared the judges of the Lumberjack Games to make sure he can't lose and taunts Bentley for being a "stupid" turtle.
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  • Bat People: In "Jailbreak" and "A Tangled Web", the player must contend with the Bat Guards, anthropomorphic vampire bats. If they spot intruders, they would call for backup by releasing loud screeches, then proceed to dive-attack with their wings.
  • Bears Are Bad News: Several wild bears appear in Canada as enemies, and they can kill any of the gang 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.
  • Big Bad Wannabe Arpeggio ends up becoming this in the grand scheme of things, since Neyla betrays him (and was always planning to betray him) and takes his place as the main villain.
  • The Big Guy: Murray fulfills the role as the muscle for the team this time, having developed from the Lovable Coward role earlier.
  • Big, Thin, Short Trio: Murray, Sly, and Bentley, respectively.
  • Bittersweet 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.
  • Bleak Level: Chapters 4 and 5 definitely fit this, with the blood red sky and water, full moon, creepy-looking guards, run-down Gothic-looking buildings, traps, supernatural elements, creepy music and being forced to play as Bentley for the first third of Chapter 4 due to Sly and Murray being captured by The Contessa in the previous chapter.
  • Bragging Rights Reward: For 100% completion, you can use a cheat code to activate the Mega Jump that you briefly get to use during the main game. 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 has 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: Ah well, 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.
  • Broken Aesop: The second Jean Bison level has the gang destroy oil wells and making them explode in order to cheat which is in stark contrast to the environmental message. This is especially egregious, because unlike Jean Bison, who is still following the mindset of the 1800's, the gang is doing it for an incredibly minor reason.
  • The Burlesque of Venus: One of the various paintings Dimitri in his introductory cutscene forges is an in-universe equivalent of The Birth of Venus.
  • 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 episode is a series of missions to set up for a caper at the end of the episode. Aside for the final one, where the only plan is the stop the Big Bad.
  • Cops Need the Vigilante: Neyla gives Sly several leads, with the justification that she can't follow them up herself, as she lacks sufficient evidence for a warrant, whereas "a thief like you can go wherever he pleases." Cleverly, it turns out that Neyla's frank willingness to bend the law really should have been a red flag.
  • 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 in the 21st century. He's pushing back the wild frontier like him and the people of his time were working to do, but now it just causes him to be an ecological terrorist instead.
  • 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.
    • Guards will react to stolen treasure once they notice it's missing from the pedestal it was on.
  • 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.
  • 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.
    Bentley: I can't believe it... that double-crossing, cockney... liar!
  • Evil Plan: Arpeggio's ultimate plan is to use the northern lights he's had Bison collect in order to create a hypnotic light show (based off the Contessa's designs) over Paris, inducing people who ate the spice-laden food from Dimitri's nightclub into a furious rage, which he will then use to fuel his new, Clockwerk body, achieving immortality, invincibility, and yes... flight.
    • Neyla has one too. She helped Interpol chase down criminals with the Clockwerk parts, put the Cooper Gang on the trail of Dimitri, 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.
  • Evil vs. Evil: The war between Neyla and Contessa is this with The Cooper Gang caught in the middle.
  • Face–Heel Turn: Neyla is an example that's beneficial to the protagonists, since she's a cop actively collaborating with a known criminal gang. 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:
    • During "Operation: Thunder Beak" in Episode 1, Murray drives the repair truck because he knows how to drive a stick-shift. At the end of Episode 3, one of the things Bentley dreads having to do after Sly and Murray are captured is learn how to drive the Cooper Van's stick-shift... and sure enough, he has severe issues driving the Van while trying to catch up with his captured friends.
    • During their tango in episode 2, look closely at Neyla's face while she's dancing with Sly. She clearly shoots him a few dirty looks, indicating that she's not quite the friendly ally she presents herself as. Sure enough, she betrays the gang at the end of the next episode.
    • In said following episode, Neyla tells Sly "No one likes to have their affections played with.". At the time, it looks like she is referring to Carmelita being duped by Sly at the dance, but it ultimately turns out to refer to Sly himself. Neyla is shown to be well aware of Sly's interest in her, and she had no trouble stabbing him in the back when the time came.
    • When she steals one of the Clockwerk Eyes, she makes a brief reference to an "old bird," later revealed to be her boss, Arpeggio. Furthermore, the derisive nickname she gives him also indicates that she plans to backstab him, too.
  • 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 by Mistake. Thankfully, though, this 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.
  • Get into Jail Free: In one chapter, Bentley's plan for breaking Murray out of Contessa's prison requires that Murray be thrown into solitary confinement at the local prison. Seeing as he's not there yet (as he is in the general prison population), he gets into a big old massive brawl until the local guards decide to come and put a stop to it.
    The Murray: Oh what? You gonna to throw me in solitary?! Bring it ON!!
  • G-Rated Drug: The Illegal Spice is this, although it does make consumers hypnotic and anger-prone.
  • Godhood Seeker: 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. Once Neyla obtains all of Clockwerk's parts, she truly qualifies for this trope.
  • Guest Fighter: TOM from Toonami appears as a secret gadget to use for Sly via a cheat code.
  • 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: Shortsighted fool. I've no interest in your narrow interpretation of morality. I'm above all that, Above Good and Evil.
  • Heart of the Matter: The Clockwerk Heart is the focal point of one of the gang's heists. It is held by Rajan, who is using one half to dramatically accelerate his spice production while the other half sits on his staff allowing him Shock and Awe powers. Played with in that, while the Clockwerk Heart is necessary to rebuild the giant owl, the hate chip is Clockwerk's actual power source and without it the formerly pristine heart decays to scrap.
  • High-Class Glass: Arpeggio.
  • Highly Visible Password: One mission requires you to trigger the alarms to lure a guard to deactivate them, at which point you can photograph the passcode, which is displayed in enormous digits just above the keypad.
  • 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 was this in his backstory, explaining his Fish out of Temporal Water status. This winds up being his fate again in the aftermath of the game, unfortunately after turning his life around and getting with the times.
  • Humongous Mecha: The Contessa has a giant attack robot to guard her prison. It's cleverly disguised as a water tower.
  • If We Survive This: While Clock-La is carrying Bentley and Murray, Murray has one particular background line: "If I get out of this, I'll never speed again."
    • By this point in the game, the Cooper Van is lost, so there's nothing for Murray to speed with in the first place.
    • This ends up being a Blatant Lie by Sly Cooper: Thieves in Time where Murray is most certainly speeding.
  • I Take Offense to That Last One!:
    • Played relatively straight before the Rajan boss battle:
      Rajan: Who's "The Murray"? All I see is a fat, pathetic weakling.
      Murray: I might 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... any chance of air support.
  • Jack Bauer Interrogation Technique: Played for Laughs. In Episode 5, General Clawfoot is kidnapped by Murray and brought to Bentley to get into the Contessa's castle and get the Clockwerk eyes. When he doesn't talk, Bentley employs Tickle Torture and the general spills the beans rather quickly.
  • Large Ham: Murray and, to a slightly lesser degree, Dimitri.
  • Last-Second Word Swap: Bentley's reaction to Neyla's betrayal.
    Bentley: I can't believe it... that double-crossing, cockney... liar!
  • Let's Dance: Uttered by Dimitri right after being told his suit sucks by Sly. Cue the music and the boss battle.
  • Literal Surveillance Bug: In the third episode, Sly plants a water bug that acts a surveillance bug in Rajan's hideout.
  • MacGuffin: The goal of the game is to steal all of the pieces of Clockwerk's mechanical body away from the Klaww Gang.
  • 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.
  • "Metaphor" Is My Middle Name: In Chapter 5, while battling Neyla's mercenary tanks with his own tank, Murray will occasionally claim that, "Rommel is my middle name!"
  • "Mission: Impossible" Cable Drop: During the Clockwerk Wings heist, Murray is lowered in from a winch in an upper room, and lifts the wings out the same way.
  • Mundane Utility: Several of the Klaww Gang use the Clockwerk pieces, all fantastically powerful pieces of technology forged of rare alloys, as mundane parts in their personal operations.
    • Dimitri used the Tailfeathers as printing plates for his money counterfeiting operation. Their unique metal means they'd never wear out, producing an endless stream of flawless fake money.
    • Rajan got the Wings and the Heart. He uses the former as decorative pieces for his newly-purchased ancestral throne, and the latter as a perpetual pump for his drug production facility in the jungle, increasing spice production tenfold.
    • Jean Bison got the lungs and stomach, which he hooked up to three steam engines so they would run perpetually without fuel, along with making the trains move faster due to the more reliable power source.
  • Nice Job Breaking It, Hero!: Nice job pulling Clockwerk apart in Arpeggio's blimp, Sly.
  • 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 episode 7, some of which are occupied. If you stand close to one that's full, you can even hear the guard inside grunting.
  • Noodle Incident: In chapter 7, Murray mentions that he hasn't been in any RC combat since a job they pulled in Istanbul. That's all we hear about it.
  • 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.
  • Off-Model: During the heist involving the Cooper Gang stealing the Clockwerk Eyes from the Contessa, Sly gives Bentley a piggyback ride to the Contessa's blimp. During this segment, Bentley inexplicably shrinks to about the size of a backpack made for Sly.
  • One-Hit Kill: Both Sly and Murray can get power-ups that give them electric and fire-based attacks respectively which lets them kill any guard instantly at the cost of the gadget bar. However Sly's Voltage Attack is earned in a safe in The Predator Awakes while Murray's Fists of Flame can be purchased on Thief Net as early as The Black Chateau.
  • 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.
  • Playing Both Sides: In Episode 5, much of the Cooper Gang's activities involve subtly escalating the war between Neyla and the Contessa to help the Gang without letting either know the Gang's responsible.
  • Priceless Paperweight: While the rest of the Clockwork parts are being used for nefarious purposes, Rajan just puts the Wings on display in his personal throne room.
  • 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.
    • In the end, Clock-La's death cost Bentley his legs and sends Murray into a Despair Event Horizon, triggering a Bittersweet Ending.
  • Reality Ensues:
    • Sly and the gang's attempts to win Jean Bison's Lumberjack Games by sabotaging him are all for naught, since the judges are in Jean's employ and he just threatens them into giving him a good score. Then when they incapacitate and disguise themselves as the judges in a last desperate attempt to win, Jean almost immediately realizes they're not the real judges (all of his judges are ducks, and they all suddenly change both height and fur/skin color) and knocks them all out.
    • When Clockwerk's heavy metal jaws clamped down on Bentley at the end of the game, he's instantly left paralyzed since they crushed his spine, and he spends the rest of the series in a wheelchair.
  • Same Content, Different Rating: The Vita port gave this game an E10 rating.
  • Savage Wolves: The Contessa employs Wolf guards to protect her prison and her castle-based estate. They wield maces as well.
  • Sexy Cat Person: Constable Neyla is a tiger who wears a belly-baring tank top and cut-off jeans and uses her sexuality manipulatively.
  • The Starscream: Neyla to Arpeggio. She doesn't waste time betraying him.
  • Stepford Smiler: Murray comes off as this, given that, while he's far outgrown the Lovable Coward he was once, he still sounds a bit hesitant at times, but just shrugs it off for the sake of his friends. His hidden feelings would catch up with him at end, when Bentley is crushed by Clock-La's beak.
  • Tank Goodness: Neyla and Contessa uses tanks to patrol around the rehabilitation prison in Prague. These tanks act as seven more dangerous versions of flashlight guards, and the tanks under Contessa's command have electric shock fields that makes them impossible for Sly and company to destroy through conventional means. Later, Murray gets to operate a stolen tank, and uses them to destroy other tanks to provoke a conflict between Neyla and Contessa. He also uses it to chase down Carmelita in order to prevent her from escaping with Bentley and one of the Clockwerk Eyes.
  • 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 gets killed before he can be fought like the rest of the Klaww 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.
  • 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?
  • Witch with a Capital B: In the operation of Episode 5, after freeing Carmelita from the Contessa, Carmelita declares "Come back here you witch!", making it clear that in a game more accustomed for teens, she would be using a very different word.
  • Wham Episode:
    • Episode 3: After hunting Rajan to his lair, the Cooper Gang flood him out and prepare to engage, until... Neyla betrays the Gang, letting Rajan knock out Sly while he's distracted and leaving Murray to defeat Rajan in combat. Afterwards, he, Sly, and Carmelita are all betrayed and captured by Neyla and her boss The Contessa. Leading into the most unique followup to a chapter, as it's up to Bentley to break his friends out of jail.
    • 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 lungs and the stomach from Jean 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 on his payroll 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, Jean 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... and she gets Carmelita arrested too.
    Neyla: Happy day!
    Murray: Whuh? Neyla? Throw down a ladder Sly's hurt real bad... Can you hear me?... I said Sly's 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 missions (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.
  • You Are Too Late: At the very beginning of the game. The Cooper Gang sought to steal the Clockwerk Parts while they were on display at a museum in Cairo before there was even a chance of them falling into the wrong hands. When they do break into the museum, they find out that the parts were stolen the night prior by a criminal organization known as the Klaww Gang. The rest of the game is spent tracking down each member of the Klaww Gang and stealing the Clockwerk Parts from them.

Ok. That's it. You've seen everything. You won. Go outside.

Rajan [Tiger]

Rajan: tiger spice-lord and member of the Klaww Gang.

How well does it match the trope?

5 (6 votes)

Example of:

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