On the way to their next destination, Sly Cooper studied up on Mz. Ruby. She was born to two voodoo mystics, was often feared as a child and had to resort to making friends with the undead. As an adult, she used her powers to punish the world for fearing her as a child. Upon joining the Fiendish Five, she eventually fled into obscurity, hiding deep within the Haitian jungle.
|"The Dread Swamp Path"|
|Sly and the gang arrive at Mz. Ruby's swamp. Sly makes use of his new Rail Walk move on the vines of the swamp to explore the dreadful place. He comes across some of Mz. Ruby's swamp monster and water rat forces. After he finds the first of Mz. Ruby's treasure keys, he moves on to the next area.|
|"The Swamp's Dark Center"|
|This area serves as Mz. Ruby's main base of operations. From here, Sly can enter several other areas. It is here that Sly first hears Mz. Ruby's plan to built an army of ghosts and take over all of Mexico.|
|"The Lair of the Beast"|
|Sly discovers a gigantic voodoo-protected gate, which supposedly is keeping something inside. Sly ventures through the dark location until he comes across a giant serpent called the Beast. He must avoid the vicious snake at all costs and recover Mz. Ruby's treasure key.|
|"A Grave Undertaking"|
|Sly enters an area filled with ghost rats. He must battle his way through the ghosts and find the third treasure key, before the ghost cats turn Sly into one of them.|
|Sly finds another one of Mz. Ruby's treasure keys, but this one is guarded by a massive gate. The only way to open it is to light 25 tiki torches with the flame thrower on his swamp skiff. The flamethrower needs fuel, and the only source of oil are the piranhas swimming in the lake. Sly must run them down with his skiff and open the gate before time runs out.|
|"Descent Into Danger"|
|Sly enters the center of Mz. Ruby's operation, a waterfall overflowing with bones and body parts which Mz. Ruby uses to create her ghosts. Sly must venture through the dangerous location to retrieve another treasure key.|
|"A Ghastly Voyage"|
|Sly must use his skiff to destroy many of the gravestones spawning ghost rats. He must be careful, though, as the ghosts aren't going to make things easy, and one bad move can earn him a one way trip to the depths of the swamp.|
|"Down Home Cooking"|
|Bentley makes a deal with one of Mz. Ruby's ghosts, who promises to give Sly the last treasure key if he can whack 50 chickens for the ghost's pot of gumbo. Sly must whack the chickens and escape the crazed Bomb Toting Roosters before time runs out.|
|"A Deadly Dance"|
|Sly enters the Skull Temple and faces the chief mystic of the Fiendish Five. Mz. Ruby mocks Sly's attempts to stop her, and offers him a ride to get near her. However, such generosity is not without a catch. Sly must repeat everything Mz. Ruby does, in a wicked game of Voodoo Simon Says. Once he succeeds, Mz. Ruby is defeated and put behind bars, and the Haitian Jungle is free of her malice.|
Mz. Ruby's section of the Thievius Raccoonus contained an entry for Sly's pioneering ancestor, Slytunkhamen Cooper, whose Invisibility technique allowed him to steal from corrupt pharaohs and greedy noblemen. Carmelita showed up and once again, failed to capture Sly, but instead slapped the cuffs on Mz. Ruby. Her production of zombies, which were made illegal in the World Peace Accord of '71, earned her a life sentence behind bars.
Sly and the gang enjoyed a few weeks in the tropical sunshine, working on their tans in preparation for their next caper.
- This is the first episode where Sly is shown on the title card, though it's just a voodoo doll of him.
- This episode has the largest amount of enemy types in the whole game.
- In the PS Vita version, the music for "A Ghastly Voyage" doesn't ramp up whenever you're in combat.
- Also, there is no music at all in "A Grave Undertaking"
- When sliding on vines or landing on spire-jump points, Sly will sometimes glitch to the side of them instead of actually being on them.