Sly Cooper Wiki

Jailbreak is the fourth episode of Band of Thieves. It takes place at the Contessa's prison in Prague. The main antagonist is the Contessa.

Plot[]

The Setup[]

Sly and Murray are taken away to prison after Neyla's betrayal, and it is up to Bentley to get them out. After a sleepless data crunching week, he finds out that they are locked away in the mysterious towers of Prague, where at the moment they are the unwilling guests of INTERPOL's most renowned prison warden: The Contessa.

The Contessa, once a criminal psychology student, entered into a whirlwind romance, and marrying a wealthy aristocrat. Sadly, they were only together for a short time, as the general "suspiciously" died a few weeks after they got married.

Now the widow Contessa put her education and newly acquired estate to work by opening a criminal rehabilitation center. Her pioneering use of hypnotherapy has produced some positive results and subsequently earned her a prominent position within INTERPOL.

Sly and Murray are slated for the Contessa's "Good Samaritan" brainwashing. Bentley needed to break them out of prison soon. Otherwise, his friends might end up working at a 9-to-5 job selling shoes and the Cooper Gang will be no more...

Eavesdrop on Contessa[]

When Bentley arrives at the Contessa's prison, he will need to gather some intelligence from the Contessa that might help him find out the location of Sly Cooper and Murray. To do this, he must position himself on top of a parabolic dish that will allow him to see the Contessa on the prison wall. The feathers on Bentley's sleep darts vibrate near sounds, which will allow him to listen in on whatever the Contessa says from his current position.

When Bentley tags her the first time, the Contessa comments on how the Klaww Gang is falling apart and the disruption of spice shipments. The next time she is tagged, she comments on how Interpol is sending her criminals and she is still making money. She then reveals her scheme to hypnotize criminals into revealing the location of their fortune. The third time she is tagged, she comments on Murray and how easy it will be to hypnotize him. Then, after being tagged the final time, she comments on Sly having such a complex and rebellious mind and how she is going hypnotize him once the reality of his captivity sets in. Bentley then comes to the conclusion that she is NO healthcare professional and is disgusted by how heinous her crime is. He goes on to find a way to break Sly out of "the hole."

Train Hack[]

After discovering that The Contessa is holding Sly in "The Hole," Bentley decides to help him escape. He notices a computer next to some train tracks that run near the safe house, and that it is one computer in a series that controls the electromagnetic train. By hacking all six computers, Bentley will be able to reverse the polarity of the train tracks, essentially turning the train into a giant projectile. Smashing it into the prison wall will definitely create a hole big enough for Sly to escape through.

Bentley proceeds down the track, hacking terminal after terminal. After the fifth is hacked, Bentley notes that the train is now at full speed, and that hacking the sixth terminal will reverse the tracks' polarity. He hacks the sixth terminal, and the train is sent skyward before crashing into the prison wall, opening up a large hole.

Wall Bombing[]

Sly cannot get out undetected while the guards with motion tracking devices are guarding the prison walls. Bentley must deploy his RC chopper take out the guards along the wall by dropping bombs on them.

Once all of the guards are down, Sly walks freely from his cell. Bentley directs him to a hook above the wrecked train. It is his only means of escape. He tells him to meet him at the safe house. Sly is impressed by how Bentley taught of everything, and thanks him for busting him out. He swings himself through the hole to the outside of the prison, and makes his way to the safe house to rendezvous with Bentley. Once there, the duo must now come up with a plan to free Murray.

Big House Brawl[]

"Bring it on!"

"Bring it on!"

Bentley was able to find a weakness in the solitary confinement cell and needed Sly to relate the plan to Murray. Sly found his way to Murray's cell block by crawling through a water pipe. He silently called out for Murray from the hole in the back wall. Upon seeing Sly, Murray was glad to see him, mentioning that he was feeling a little strange after being forced to eat meals covered in spice. Sly discussed Bentley's plan with Murray, explaining that if he could get in a big enough fight, the guards would throw him into solitary confinement. Murray was up for the task, believing he could take down a total of 50 foes.

Murray began fighting the wolf guards wave after wave until the counters reached 50. Once the fight was over, the plan followed through, and the guards threw him into solitary confinement.

Code Capture[]

In order to get the Contessa's encryption algorithm, Sly needs to take photographs of four different security codes, located around the rehabilitation prison. First, Sly must pickpocket the key from the guards in charge of each post and activate each alarm. The guards will input the code on the screen, which allows Sly to snap a picture of it. After photographing the four codes, Bentley has enough information to crack the encryption algorithm.

Close to Contessa[]

In order to break Murray out of jail, Bentley needs Sly to steal two tank keys and the tank patrol schedule from the Contessa who will go nowhere unless she has bodyguards since Sly escaped.

First, Sly follows the Contessa and her two bodyguards down the train tracks. He eliminates the guards and then proceeds to pickpocket the tank hatch key from the Contessa. Upon doing so, the Contessa realizes her protectors are gone and flees to a new location.

The Contessa now wanders within the prison walls, accompanied by three bodyguards. Sly eliminates all of the guards and then steals the tank ignition key from the Contessa. She looks under her feet and sees the guards are gone again, forcing her to change location.

The Contessa relocates to the streets near the safe house with three bodyguards. Sly takes down these guards as well, and successfully obtains the tank patrol schedule from the Contessa. She then sees her men are gone again, getting frustrated of her guards' disappearance and stating they're all fired.

After Sly swipes all of the needed items, Bentley congratulates him as they are now all set to steal a tank.

Lightning Action[]

Bentley directs Sly to the Contessa's giant attack robot. Sly believes it looks more like a water tower, but Bentley tries to convince him otherwise that it's what the Contessa wants them to think. Sly must destroy the Contessa's giant attack robot so that it will not cause any trouble while they rescue Murray. To do this, Sly must disable the five lightning rods around the area. The lightning rods are used to draw lightning bolts away from the robot. Once they are all disabled, the lightning won't have any rods to strike, and will go to the robot instead. Sly must follow the lightning strikes to locate each rod. He must also steer clear when the rod glows red or he will get electrocuted. Once all of the rods are disabled, a lightning bolt strikes the robot, causing it to fall apart, and like Bentley said, it was a robot.

Disguise Bridge[]

The pipes beneath the bridge power the security systems in the prison. Bentley needs to bomb them so that he and Sly can free Murray without the security system being a problem. However, the bridge is heavily guarded, so Bentley needs Sly to watch his back. However, Sly points out that there is no where to hide on the bridge. To stay out of sight, Sly needs to break the wolf statues and take their place on the bridge. This will allow Sly sneak up on guards and take them out before they spot Bentley. Once the last charge is set, the two run across the bridge as the explosives go off.

Operation: Trojan Tank[]

Bentley heads for the tank. Once inside, Sly follows by hiding out beneath the tank and crawls underneath it as Bentley rolls into the prison. The guards open up the prison gate as they approach the entrance. Before Bentley blows the doors to the prison open, Sly gets out from underneath the tank. After Bentley blows the doors open, Sly heads inside, with Bentley coming in after him.

Once inside, Sly heads to the bottom floor and meets Bentley there. The guard's control center is right above them, but Bentley sees no way for Sly to get up there. This is no problem for Sly, as thinking on his feet is what he does best. Despite cutting the power on the bridge, Bentley discovers that a few lights seem to have a back-up generator. Sly must carefully make his way up there by climbing up the walkways, fighting several guards, and avoiding some spotlights along the way. Once he gets to the control center, he knocks out the guard, and puts in the code to open up the gate leading to solitary confinement.

Sly heads down and meets Bentley in the room. They observe Murray's weird, twitchy movements. It is clear that they will need to free him the hard way. In the room are four hypno-boxes that are designed to heighten the effects of spice. Given that Murray is already in an agitated state, he will become wildly hostile and break down the door if they can turn them all on. To do this, Sly must input a code into each of the four power switches, which are defended by laser barriers. When Sly gets near them, Bentley will hack the terminal to shut off the lasers, allowing Sly to input the codes. Once all hypno-boxes are on, Murray becomes hostile and busts through the door, just like Bentley suspected. Since the hypno-boxes are too sturdy for Sly's cane, he must lure Murray into each one to smash them to pieces. Once they are all destroyed, Murray breaks out of his spice rage, and asks if he's in heaven. Bentley tells him to just take a few breaths and try to center his thoughts.

The Contessa then shows up at the gate and sees that Murray has been freed. Murray shows Sly and Bentley that he still has the other half of the Clockwerk heart, saying it was hard to hide from the Contessa. He then sees her escaping, and lifts the crank bars to open the gate. The three of them chase after her along the walls of the prison. As they chase her, she deploys several explosive spiders, which the gang must destroy quickly. She then manages to escape on her getaway blimp, much to Murray's disappointment. Despite this, the gang is back together, and the Contessa will not stand a chance against them.

The Getaway[]

Despite the Contessa's escape at the prison, the Cooper Gang is overjoyed to be reunited all thanks to Bentley. Even the van ride out of town is like a party as they were telling jokes. Because Murray is laughing so hard, he has to pull over twice. Despite all of the jokes, Bentley realizes that something had changed: the trio have never been separated since the first time they met as children, and their recent isolation gave them all pause for thought. They took a few weeks off before returning to work to find the remaining Clockwerk parts needless to say, and for the first time in Bentley's life, Murray lets him drive the van.

Map[]

Prague1map

The safe is located in a room underneath the Contessa's house. The entrance is found on the side facing the train tracks. The safe's combination is 2-4-8, and upon opening it, Sly receives the Long Toss gadget.

Trophies[]

PS3/PS Vita[]

Image Name Requirement
Trophy TrainJumper Train Jumper Hack the train.
Trophy SpiderLegs Spider Legs Pickpocket 3 items from the Contessa.
Trophy RiseAndShine Rise and Shine Purchase the Alarm Clock from ThiefNet.

PS4/PS5[]

Image Name Requirement
Go Long Go Long Open the vault in this episode.
Thank You, Wizard Thank You, Wizard Complete all jobs in this episode.
Wizard of Chaos Wizard of Chaos As Bentley, use a Snooze Bomb, Reduction Bomb, and Health Extractor on the same guard.[1]

Trivia[]

  • The intro and outro for this episode were both narrated by Bentley himself due to Sly being captured in the Contessa's prison along with Murray and Carmelita.
    • And after the intro (narrated by Bentley) was played, instead of the traditional "Sly Cooper and the Gang in...", it is crossed out "and" crudely written with a red marker, saying "Bentley saves the Gang in..."
  • This is the first episode where a part of Clockwerk is not obtained, while Episode 7 is the second respectively.
  • In the getaway cutscene, a picture can be seen behind Bentley that looks like him dressed as a female. It is unknown who this picture is supposed to be of.
  • On one end of the bridge are two statues of bats. During "Disguise Bridge", they become wolf statues like the rest of them are, that way Sly can use them as well.
  • Because Murray is imprisoned throughout most of the episode, this is the only episode in the game (excluding the intro) where he has no jobs available, although he does complete the episode by taking part in the job Operation: Trojan Tank.
  • The spotlights around the prison interior will be shut off when you return to this episode.
  • The scene within the getaway cinematic where the gang is barbecuing is documented in a picture frame, which is seen on Bentley's wall in the ending cinematic of Sly 3. However, the background shows a different location.
  • When opening the vault inside the Contessa's house, Bentley starts off by saying to Sly "You'd need an I.Q. of at least 140 to figure this one out!" This may be a slight nod to the vault in "Straight to the Top" from Sly Cooper and the Thievius Raccoonus which Bentley also states requiring an IQ of 140 to figure out.

References[]

  1. The Reduction Bomb & Health Extractor won't be available to purchase on ThiefNet until Episodes 7 & 5.