FIENDS FROM THE PAST
Slideshow 4
Bentley:
(Image of Slaigh sprinting out of the tower, carrying Sly and Carmelita with him.) As we all know, things... didn't exactly go according to plan.
Slaigh:
Ay, you can say that again! Not only did we lose any surprise we may've ad, but the balmy maroon disgraced us all!
Bentley:
Yes, well, since Mizz Ruby is psychic and can sense us from a distance, we never had the element of surprise. (Picture of Mizz Ruby from game 1). Now it's all even. We know about her, she knows about us, but she doesn't know how we work. We can still do this.
Slaigh:
How? Our chances are gone with the—
Sly:
Quiet, Slaigh. If anyone can figure out a way, Bentley can. (Picture of Bentley breaking Sly out of prison, game 2.)
Murray:
Oh, yeah! Bentley can come up with anything if he has time to think! (Picture of Bentley, game 3, planning the assault on the Cooper Vault.)
Bentley:
And that's exactly what we need now: information.
We got lucky with exactly one thing: the board that bridges the moat is still there. (Picture of the piece of the ruined door/drawbridge Slaigh carried Sly and Carmelita across.) This means we can use it to get across. And this time, we'll all be going at once. But first, we need to take out that force field.
Sly, Murray, and I will be putting on disguises and going back into the guards' relaxation building. If we do well in the team tournament, we can use our status to suss out information from the guards. (Picture of the arena with teams of unicorns and dogs trying to steal from each other.) There are still enough guards around that we'll be able to blend in.
Once we know what's going on, we'll be able to destroy the force fields (picture) and have a second go. And this time, it'll work.
Thiefnet Computer
Carmelita: Confusion Ammo. Make enemies attack each other.
Available Jobs:
By The Horns and The Feet
