Closeup of Dimitri Lousteau from Sly 2: Band of Thieves, seen under "Guilty favourite" in this collage.
The category is always a tricky choice, at least how to interpret it 🤔
Sly 2 is one of my all-time favourite games.. however! Dimitri's not by any means my favourite character from the Sly games, but I admit he has the appeal of the "love to hate 'em" sort of character - not a surprise since they're a villain! 🤓
But even though he uses his Paris nighclub for... "questionable" business activities, he has one heck of a banger playing in his club!!
With her innocence completely shattered, Annette is left an emotional wreck upon being taken back to the Medieval Scotland hideout. Before anyone can try and vouch for her good heart, the lop rabbit barricades herself into a room and won't come out.
Everyone took turns trying to plead their case, but nothing worked initially. Annette believed that the family name her Maman tried to scrub out was all that defined her.
Unlike last time in Medieval England, Sly learned from his mistake in trying to resolve an emotional crisis without help. He, his friends, and Carmelita along with Slaigh try to figure out what to say to the lop rabbit to get her back in the game. When Murray brings up General Tsao, Bentley gets an idea.
Bentley: Penelope should be wrapping up her psychology appointment around this time. I'll contact her and see if she can help us out.
Once the mouse is hailed through Bentley's tablet, Penelope's shock and concern were entirely justified from her end of communications. When they parted ways in the Golden Age of Pirates, the lop rabbit wished they could meet under better circumstances. It felt like she genuinely wanted to be friends with her.
And Penelope felt the same way underneath her brainwashed state.
Penelope *through communications*: I have an idea on what to say to Annie. But if I'm going to make my case, I'll need Sly, Bentley, and Murray to summarize Tsao and the events of "Operation: Wedding Crasher."
Bentley: Then, let's do it. Just take any precautions you can.
While Andrea's spirit was stuck in between the living and the dead, she was hit with limitations the moment she found out she was a ghost. For one thing, she couldn't communicate with anyone in the living world. Any words that tried to come out were silenced. She could touch and use objects, but that takes some effort, and her capability is limited.
With Le Paradox beginning to lose any sense of composure as the group's time travels continued, Andrea realized that she had to find some way to get through to her daughter and her loved ones. She also had to help bring down the skunk in some way. This ghost rabbit couldn't stand sitting around while others worked to end her former husband's schemes.
She found her solution in Medieval Scotland: a fragment of a Moon stone. Dreamtime magic allowed Andrea to communicate with others effectively and touch and use objects with ease. This was how she could alert the Cooper Gang that Le Paradox was aiming for the World's Largest Diamond at the end of the World War I operation.
She cannot battle others directly, which Andrea finds a necessary price to pay given the situation.
While Sly was getting a plan together with Sir Galleth, Carmelita thought back to the Clockwerk parts job when she saw Murray's drawing of him and his friends on Bentley's shell.
She thought back to Nunavut Bay in Canada when she tried to apprehend the Cooper Gang to prove her innocence. The vixen got a surprise when she found that the crayon drawing had her stick figure on it. It made her think about what Sir Galleth said to her after they worked together.
One person cannot hold a relationship together. Nor can one person be entirely at fault all the time when a situation becomes problematic.
Feeling her newly-realized kitsune blood settle to a simmer within her, she approached Bentley's shell. While she begins by saying this might not be her place, if Bentley doesn't hear her side of the story and work to resolve the situation now, he may not get another chance. Frustrations will linger in Penelope's mind to the point where she'll make the breakup between them official.
With that said, the Inspector goes to get "Operation: Mousetrap" together in his place once she's met with silence.
She didn't realize what she said worked until the Operation. Bentley pulls himself out of his shell. He finds the drawing taped on it. While Carmelita's pulling off a chaotic Chalk talk, the turtle quickly gets to work building a mechanized suit to counter Penelope's Black Knight suit.
What remained of the mouse's Moat Monster proved to be vital during that time.
Relationships are a two-way street. And he's praying he can meet Penelope halfway before things go from bad to worse.
Like in "Thieves In Time," each time period gives a member of the Cooper clan time in the spotlight. They each have a technique that wasn't recorded in the Thievius Raccoonus, which they use when playable.
Slytunkhamen Cooper II
Shadow Power: Inherited from Slytunkhamen I, this allows the second Slytunkhamen to run, jump, and pick-pocket while invisible.
Double Team: Channels his mystical abilities to produce an illusory sand clone. That clone can render traps ineffective and distract guards while the real Slytunkhamen slips by.
Thaddeus Winslow Cooper III
Subterfuge: Like in Sly 3, this has Thaddeus disguise himself as a guard from his era. When prompted to give a password, Bentley will relay a four-button combination to Thaddeus. You have to press those buttons in the correct order. Take too long or press the wrong button, and the guards will know you're a phony.
Jewel Flash: Using the ruby gem on his cane's hook, Thaddeus casts a brilliant flash of red light, temporarily blinding and disorienting guards.
Henriette "One Eyed" Cooper
Slaigh MacCooper
Lock Smash: Slaigh uses his large stone cane to break apart a lock with a single swipe. Good for shattering locks from his era. However, he leaves cracking modern pin tumbler locks to Annette.
Wall Slide: When near a wall emitting a Stealth aura, Slaigh uses his ingenuity to slip by guards undetected.
Otto van Cooper
Conner Cooper
Laser Walk: Similar to the Rail Walk, this allows Conner to walk across lasers without passing through them.
Laser Slide: Similar to the Rail Slide, this allows Conner to slide across lasers without passing through them. Sly later uses this technique to get to where Annette is for the final battle.
During the Sea Phantom's first pursuit of Rackham's ship, the Golden Skiff, Kirima has Rackham lure the boat into deep, misty waters. The Arctic fox had a strategy for Rachkam regarding the location they were sailing to. It was so that they can ambush the ship and sink it while the fog is thick.
Or so Rackham thought. These western waters are home to a familiar Kraken: Crusher. And they hate unwanted guests sailing into their territory. So, when Rackham tries to do battle with Henriette, the monster retaliates by attempting to drag both ships into the sea.
Being a former Vice Admiral with no regard for human life, Kirima's plan was to ensure both the Le Paradox and the Cooper clan were dragged to their watery graves. That way, he can use Penelope's shattered psyche to make sure she works for him and him alone.
Carmelita is quick to counter one of Crusher's tentacles with her kitsune fire powers when it comes straight for Annette. Henriette has those above deck go below it for their own safety. Pushing past her insecurities and her jealousy, the vixen readies her Shock Pistol for a fight.
Carmelita *fierce and confident*: All right, calamari bait! Let's see what you're made of!
Safe to say, this event led to the crew's mutiny of Rackham during "Operation: Sea Shanty."