That large vault has got to be somehow related to those clues-in-bottles you've been collecting. If you can locate all the clues in this area, I should be able to crack the code and get you inside it.
― Bentley, when Sly sees a vault for the first time[src]
Vaults (or Safes) are large, secure locked boxes found in every entry of the Sly Cooper series. They usually hold items that are either essential to the plot or bonuses otherwise required to reach 100% completion.
Sly Cooper and the Thievius RaccoonusEdit
In Sly Cooper and the Thievius Raccoonus, the vaults are secured with three-dial combination locks. The Fiendish Five keeps a vault somewhere in every level of the first four episodes, excluding the hub worlds, with most of them containing a page they stole from the Thievius Raccoonus. For each of the vaults seen in gameplay, Sly Cooper will first have to collect all the clue bottles scattered throughout the level (there are anywhere from 20 to 40 clue bottles per level) in order for Bentley to decipher the vault's code to open it. Sly will then have to find and approach the vault in the level, press , and use (left or right to switch dials, up or down to change a dial's number) to enter the code Bentley deciphered so that you can unlock the vault. Each vault has a specific code that unlocks it. For instance, opening the vault in "The Lair of the Beast" will always result in Bentley mentioning his personal demons before revealing the code to be "4-4-4."
The specific rewards for unlocking a vault are in two set orders. Most vaults contain a Thievius Raccoonus page that unlocks a power-up, with each one being unlocked as you open vaults. For example, the first vault you unlock, regardless of what level or episode it is in, will contain the Fast Attack Dive Move. However, there is also one vault in each episode that instead has the blueprints to the location of the episode, which allows Sly's binocucom to highlight any nearby breakable objects and clue bottles in that location. The vault with the blueprints will always be the third one unlocked in the specific location. For example, regardless of how many power-ups you have, the third vault opened in "Tide of Terror" will contain the blueprints to Sir Raleigh's operation in the Isle of Wrath; the binocucom will subsequently allow you to see any breakable objects and clue bottles within any level in the "Tide of Terror" episode.
In addition to the vaults unlocked in gameplay, there is also a vault in the boss level of the first four episodes. Defeating the boss will have Sly automatically find and unlock the vault during the ending cutscene for the episode. Each vault contains the last page of the section of Thievius Raccoonus the defeated Fiendish Five member stole, with each one unlocking an ability that is needed to advance further in the game.
Pages of the Thievius RaccoonusEdit
Sly! You've found a page from the Thievius Raccoonus! This page teaches old Drake Cooper's Fast Attack Dive Move. Press to use it.2.
Interesting! Old Sally Cooper's Fast Getaway Raccoon Roll! Stories claim she could move faster than anyone else could on the run. Hold down to use this move. Switch between powerups using and .3.
Outstanding! Another page from the Thievius Raccoonus! This one features Dev Cooperinda's Slow Motion Jump. He used this to get by all kinds of airborne threats. Hit the while in the air, to slow down time!4.
Interesting! Chris Cooper's Dive Collection technique. This move is an extension of the dive move you already know. Just jump and hit near breakable objects for some fast-breaking, fast-collecting action!5.
Oh, you're lucky! This page features Karin Coopergiwa's Coin Magnet technique. All she had to do was stand near money, and it would magically jump into her purse. From now on, you will automatically collect any coins you come near!6.
Outstanding! You've uncovered Rob McCooper's patented Explosive Hat technique! Use to toss your hat, then use again to detonate it. Better back off to a safe distance first!7.
Okay, this page is from you hyperactive ancestor B.F. Cooper. He discovered a way to speed up the clock, perfect for those long stakeouts. Just hold down to use it.8.
Oh yeah this will come in handy. It's Suzanne Cooper's notes pertaining to water safety. With this knowledge under your belt, you won't have to lose a charm whenever you fall into water.9.
A-ha, it's Sir Andrew Cooper's Thief Replica technique. He used to make fake stand-ups of himself to confuse guards into attacking the wrong thing. Use to put together a fake Sly Cooper.10.
Electrifying! Kelle McCooper's notes on how to harness the electromagnetic field, created by a rolling raccoon! Now you raccoon roll move will really pack a punch! Plus it should give you a nice tingling sensation!11.
Ah, a more modern entry - Bruce O'Coop's Computer Hacking technique! Using the data on this page, I should be able to tap the duty roster in each hideout, and project the information directly into your binocucom!12.
Mind-bending! It's Matthew de la Coopeur's Perpetual Slow Motion technique. With this move you can slow down time whenever you want, not just while jumping. Hold down to use it.13.
This just gets better and better. I'd always heard that one of your Southern ancestors, Huckleberry Cooper developed a technique to move while staying invisible! Hold down to turn invisible, then move around with the .14.
Incredible! I would have never thought this was possible! Sir Augustine Cooper's technique to briefly defy gravity! From now on you should be able to pop right out of those bottomless pits you keep falling into, and you won't even lose a lucky charm!15.
Unfortunately, this vault code appears to have been written in owl dialect. I won't be able to crack the code until we meet and defeat the bird who created it.
Amazing! Colonel Reid Cooper's Time Stopper technique! Press and execute a flash bang that will stun all guards in the world for a few seconds! I can see how this might be useful, and entertaining too!
Every third vault opened in an episode will grant you with the blueprints for that episode.
These are the blueprints of Raleigh's entire operation! I wonder... yes! I can wire this info directly into your binocucom! It'll show you the position of nearby clues and breakable objects.
You found the blueprints to Muggshot's additions to Mesa City. With these files I'll be able to help you find all his clue and breakables. Just look through your binocucom to get the information.
These are the blueprints to Mz. Ruby's production facility. I'll pipe this information into your binocucom. Use it to find breakable objects and clues nearby.
You found the blueprints for the Panda King's lair. I'll upload the data straight into your binocucom.
Despite the fact that the power-ups are collected in order, each of the codes for the vaults are tied to the level in which the vault appears.
The clues have led me to believe that the code for this vault is 7-9-2.
With the help of a straight edge and compass the answer was simple. Dial in 2-4-2.
Whoever thought this code up knew what they were doing. Dial in 4-3-6.
I can't believe I pieced this one together. Try 2-2-7.
I'm unbeatable! No code can stand before me! It's got to be 5-7-9!
This one was cake. Input 7-1-9.
A little bit of higher mathematics, and voila! Dial in 3-1-4.
I could have broken this code in my sleep. The combination is 5-6-5.
Man, I'm getting swift with deciphering these codes. Dial 3-3-8.
You'd need an I.Q. of at least 140 to figure this one out. Dial in 4-6-8.
Good thing I know Navajo code talk. Try 5-3-2.
If I did my math right, and I ALWAYS do my math right, then the combination has got to be 5-8-8.
Okay. Okay, this is kind of a guess but try 1-2-8.
These codes are nothing before my righteous analytical ability! The combination has to be 5-7-1.
I had to overcome some personal demons to get the answer to this one. Try 4-4-4.
I got a real headache figuring this one out. Input 5-7-8.
Multiple blood vessels burst in my brain while figuring this out. The code had better be... 2-3-1.
Lucky for you I'm versed in chaos theory, otherwise this code would have been unsolvable. Input 9-3-2.
It was a challenge, but this vault's combination has got to be 6-6-7.
Sly 2: Band of ThievesEdit
In Sly 2: Band of Thieves, the vaults return, but with some changes. The vaults are now secured with numeric PIN keypads. The Klaww Gang keeps one vault in each episode; the vault can be located anywhere within the episode, and it will not always be accessible from the start. For instance, the vault in The Black Chateau is in Dimitri Lousteau's office, which will only be accessible at the end of the mission "Bug Dimitri's Office." There are 30 clue bottles in every episode's hub world that need to be collected to unlock the vault. The clue bottles are almost always collectible right away, unlike vaults. While Bentley and Murray can collect clue bottles, only Sly can open vaults. Each vault contains a specific power-up for Sly (and Bentley in the case of the Long Toss). For example, opening Dimitri's vault will always unlock the Knockout Dive power-up, regardless of the order the vaults are unlocked in.
If a locked vault is accessible and the clue bottles have been collected, a special vault waypoint for the location of the vault will appear whenever waypoints are projected with , provided the player is playing as Sly and is either in the hub world or in the section of the episode where the vault is. If all of the clue bottles have been collected before the vault is accessible, a vault waypoint will not show.
Unlocking the vault is slightly different compared to the first game. As usual, after Sly approaches the vault and presses , Bentley will give the vault's code. However, Sly will have to use to navigate the vault's keypad and press to dial the number Sly's hand is currently in front of. The vault will not open until the code has been dialed flawlessly.
It took some higher level math, but I believe the code to Dimitri's vault is 2-3-1.
You've gotten the Knockout Dive move!
I'd love to see the look on Rajan's face when he finds this vault empty. The code has to be 8-5-7.
You've gotten the Insanity Strike move!
Good thing I'm fluent in Sanskrit or this last code would've been impossible. Try...3-8-6.
You've gotten the Voltage Attack move!
You need an I.Q. of at least 140 to figure this one out. That Contessa is smarter than I thought. I believe the code is 2-4-8.
You've gotten the Long Toss move!
Security around the Contessa's castle is tight, she must have something really good in here. Punch in...9-6-9.
You've gotten the Rage Bomb move!
Jean Bison is in for another rude awakening the next time he checks this vault. Enter 1-2-9.
You've gotten the Music Box move!
If I did my math right, and I ALWAYS do my math right, then the combination has got to be 5-8-3.
Gadzooks, that's a nice one! (Lightning Spin)
That Arpeggio really knew his encryption algorithms. As it stands I'm only 86.5 percent convinced the code to the vault is 7-2-5.
You've gotten the Shadow Power move!
Sly 3: Honor Among ThievesEdit
In Sly 3: Honor Among Thieves, vaults appear in a very different capacity. They only appear in certain jobs and come in two varieties: safes secured with single-dial locks and safes secured with three-dial combination art decryption locks.
Sly cracks the single-dial-locked safes by hand. After approaching the safe, Sly has to rotate the safe's dial by rotating . Keep rotating until the controller vibrates, hold the stick's position, and then slowly rotate the stick in the opposite direction until there is another vibration. Hold the position, and then slowly rotate the stick in the original direction once more until there is a vibration. A green light will appear near the dial when this occurs. Release the stick at that point, and the safe will open. If you continue to rotate the stick after a vibration occurs, or if the stick is released before the third vibration is reached, then you will have to start the safe-cracking minigame over from the beginning.
Bentley cracks the art-decryption-locked safes by first examining the painting the safe is hidden behind. After approaching the painting, press to look at the painting. A magnifying glass will appear along with the painting; use to move the glass around and to zoom in on the area the glass is. After finding the hidden code within the painting, memorize the code and press to lift the painting and reach the combination lock. As with the first game, use to switch dials (left or right) and change a dial's numbers (up and down) until the code is inputted. If at any point you need to look at the painting again, press .
Sly Cooper: Thieves in TimeEdit
Vaults return in Sly Cooper: Thieves in Time, sharing some of the rules from Sly 2, but with some changes. The vault is secured with a rotating dial that appears to have three layers. There is only one vault per hub world, and 30 clue bottles have to be collected in order to unlock the vault. As opposed to a power-up, each vault carries a specific treasure that grants a special effect and affects all of the playable characters. Unlike in Sly 2, any character can unlock the vaults.
The method to open the vault is quite different. Each layer of the dial has a red triangle; the goal is to align the red triangles with the red circle at the top of the vault, all within 30 seconds. To do this, you must align the triangle of each layer with the dot one at a time, from the outermost layer inward. There are three different ways to align a layer, and the game will have you do all three of them in a random order, one for each layer. One layer will need to be aligned by rotating in either direction, another layer requires to be rotated, and the other layer requires the controller itself to be tilted.
Locations and vault treasuresEdit
- Turning Japanese
- Found near the fishing caverns behind small house.
- Receive Coopergiwa's Gold Magnet. Applies magnetic ability and collects coins from afar.
- Go West Young Raccoon
- Found on building across from Saloon.
- Receive Muggshot's Coin. Increases loot drop from enemies and objects.
- Clan of the Cave Raccoon
- Found in a small volcanic cavern near the Grizz's fortress.
- Receive Clockwerk's Eye. Reveals the location of the Safe and all Clue Bottles within the binocucom and mini-map.
- Of Mice and Mechs
- Found on top of castle ramparts near Blacksmith.
- Receive Sir Raleigh's Frog Hat. Prevents any water damage to all characters.
- 40 Thieves
- Found right outside of hideout to the left on the beach.
- Receive The Guru's Staff Piece. Reduces all damage from attacks by 50%.
- In Sly Cooper and the Thievius Raccoonus, if Sly strikes a vault, Sly will jump back as the cane recoils and vibrates.
- After unlocking a vault in Sly Cooper and the Thievius Raccoonus, Sly jumps and opens the vault with his cane, takes the item, places it inside his backpack and replaces the item with a calling card. In Sly 2, Sly instead opens the vault immediately, leaving the calling card while he takes the item.
- In Thieves in Time, he doesn't leave the calling card.