
2002 · Sucker Punch Productions · platformer · Sony
Why this one is in the canon, and how to start it well.
The game’s cheat-code culture centered on the clue-bottle safes and the master thief sprints — completionists traded routing strategies on GameFAQs, and the Action Replay/CodeBreaker scene offered infinite health and bottle-reveal codes that let players bypass the precision stealth without sacrificing the movement flow. Sly never had the Konami-code mythology of older mascots, but its speedrun community grew steadily; the any% and 100% categories on speedrun.com document years of route optimization around the hub skips and boss-fight cycles. It mattered because it proved stealth didn’t need to be slow, cel-shading didn’t mean “kiddie,” and Sony could build a platformer franchise without aping Nintendo’s homework — Sly Cooper earned its vault spot by being the thief who stole the genre’s last great moment before open-world fatigue set in.
Master the hook attack early. Circle button is your bread-and-butter — it homes onto blue-sparkle points (hooks, poles, ropes) from surprising distances. If you see a sparkle, tap Circle; Sly will snap to it. This is your primary traversal tool and the key to chaining platforming sequences without falling.
Collect every clue bottle in your first run of a level. Each level hides 30-40 bottles; find them all and you unlock a safe containing a Thievius Raccoonus page that grants a permanent ability (roll jump, dive attack, etc.). These aren’t optional — later levels assume you have the moves. Bottles glow faintly and make a distinct chime when nearby.
Use the binoculars liberally. L2 pulls up binoculars; R1 zooms. Tag enemies and environmental hazards with X to mark them on your minimap. This is critical for planning routes in stealth-heavy missions and spotting distant clue bottles. The game never forces you to use it, but it’s the difference between fumbling and flow.
One hit kills you — prioritize evasion over combat. Sly has no health bar. Any contact with a guard, laser, or searchlight triggers an alarm and costs you a lucky horseshoe (your lives). Crouch-walk (hold X) to move silently past guards; use Circle attacks only when you have a clean opening from behind or above.
Replay levels for coins after unlocking new abilities. Coins fund continues and unlock bonus content in the hideout. Early levels become trivial once you have the roll jump or slow-motion jump — backtrack to hoover up coins you couldn’t reach before.
Save keys for last in each world. You need all keys to unlock the boss, but there’s no penalty for doing non-key missions first. Use the hub to scout which levels teach you the mechanics you’ll need later — the game front-loads tutorial content in optional missions.
Learn the tell for breakable objects. Wooden crates, barrels, and certain railings shatter with a cane swipe (Square). They often hide coins or bottles. If it looks flimsy and geometric, hit it.
Sparkles mark every hookable point. Blue sparkles mean you can press Circle to snap your cane to that spot — lampposts, hooks, ropes, anything. If you see sparkles, you can reach it from somewhere, and the game’s generous about auto-targeting when you’re airborne near one.
Alarms reset guard positions, but they don’t chase forever. If you trip a laser or get spotted, guards converge and the alarm wails for ~10 seconds. Hide behind cover or get to higher ground; once the alarm stops, they return to patrol routes. You don’t fail the mission — you just lose the current attempt at a clean run.
Clue bottles always spawn in the same locations, and there are exactly the number needed per level. If you’re one short, you missed a rooftop or a side path. The safe page is worth it — new moves like the Roll and Dive Pickup are load-bearing for later worlds. Prioritize bottles on your first pass; the Master Thief Sprint is faster when you have the full moveset.
Bentley’s bombs one-shot most guards; Murray’s punches stun crowds. When you play as Bentley (the turtle) or Murray (the hippo) in their dedicated missions, their combat is more forgiving than Sly’s. Bentley’s sleep darts and bombs clear rooms; Murray can take hits and brawl. Don’t try to stealth everything when the game hands you a tank.
Boss patterns telegraph in two-hit cycles. Every world boss (Raleigh, Muggshot, Mz. Ruby, Panda King, Clockwerk) repeats a two-phase loop: attack window, then vulnerability. Watch the first loop, punish the second. Clockwerk’s final form is the only one that adds a third phase halfway through his health bar.
The blue aura means you’re in a “one-hit zone.” When Sly has no horseshoes (health pickups) and the blue glow surrounds him, the next hit ends the attempt. Horseshoes are generous in hub worlds but rare in timed or stealth missions — treat blue-aura as a signal to slow down and scout ahead.
You can retry Master Thief Sprints infinitely from the safe location. Once you open the safe and get the page, the sprint challenge activates. It’s a separate attempt from the same spot; failing it doesn’t lock you out. Learn the route in pieces — shortcuts like pole-swings and roof-hops are faster than ground paths.
The walls players actually hit, and the way through each.
Mz. Ruby’s Rhythm Boss (Haiti)
The voodoo crocodile fight trips up players who treat it like a combat encounter instead of a Simon Says test. Ruby telegraphs her attacks with drum beats—watch her hands, not Sly. The pattern is always three-beat call, then your three-beat response on the face buttons. Miss the timing window and you eat damage. The tell: when she raises both arms and the screen flashes, that’s your cue to mirror the sequence. Don’t mash; wait for the visual prompt, then input cleanly. If you’re failing the final phase, you’re likely rushing—the game wants deliberate presses, not panic tapping.
Clockwerk’s Jet Turbine Climb (Russia)
The final ascent inside Clockwerk has you climbing spinning turbine blades while dodging electric arcs and falling debris. Players consistently fall here because they’re holding forward on the stick while jumping between blades. Don’t. Let each blade carry you into position, then jump perpendicular to the rotation—the momentum does half the work. The electric arcs sweep in fixed patterns; count to three between surges before committing to the next blade. If you’re getting clipped mid-jump, you’re leaving too early. Wait for the arc to pass your landing spot, then go.
Prowling the Grounds Searchlight Gauntlet (Wales)
The hedge maze approach to the Welsh castle has overlapping searchlight cones that seem impossible to thread. The solution isn’t timing—it’s the rolling haystack near the fountain. You can hide inside it and roll through the entire courtyard undetected. If you’re trying to dash between cones, you’re doing it the hard way. The haystack is to the left of the main gate; interact with it, then steer through. For the rooftop section afterward, use the spire tops as safe zones—searchlights can’t pivot high enough to catch you there.
Flame Fu! Master Thief Sprint (China)
This timed run demands the Flame Fu ability you just unlocked, but players burn seconds trying to fight guards. You don’t need to. Flame Fu one-shots every grunt with circle, and the spin attack covers enough radius to clear groups without stopping. The real time-sink is the pagoda climb—don’t use the stairs. Wall-jump the exterior corner near the gong; it skips two floors. At the bridge, ignore the tightrope and just jump the gap with a running start. You have more air control than the game suggests.
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Game: Sly Cooper and the Thievius Raccoonus (2002, PS2) TAS Authors: Snuggles, Arttery, Neon, Stevens & Takae Source: www.youtube.com/watch?v=u1nW...
Tool-Assisted Speedrun clips (@tasnocontext.bsky.social)
Surfaced from external sources, newest first. Not editorially endorsed.