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 believed initially. 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.
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."
When Andrea sealed off Sly's memories, she made sure to lock away everything. However, Bentley realized that some things didn't fit into place regarding "Constable Sylas Cooper." As their time travels went on, bits and pieces of Sly began breaking through the lock the ghost rabbit placed on his mind. Andrea's lock was placed to ensure Sly didn't misuse his chronokinetic abilities. It was also to shield Sly from the emotional pain when he learned Dr. M's role in the deaths of his parents.
Bentley quickly realized something was wrong when Sly's eyes flashed orchid pink during critical moments. Medical scans detected nothing wrong health-wise. The turtle realized that the cause of Sly's amnesia was supernatural. Carmelita quickly realized that she ensured "Sylas" found happiness under mind control, to her horror.
In reality, Sly became miserable within his mental prison as time went on. Andrea justifies her actions to the raccoon as a means of love and protecting her daughter from him. By all means, he desired a normal life. He should be happy that she locked away all those evils he experienced.
Sly believes that his "sanctuary," now warped to reflect Kaine Island and reinforced with her ice powers and constructs, makes him anything but happy. All it does is remind him of the rage and grief he felt when Dr. M revealed the truth.
The Guru has everyone dive into Sly's mind and heart to break the seal. Not only does everyone learn what happened that fateful day, but Annette realizes who Sly's true self is underneath that fake persona. She also learns how distorted her Maman's view on love is due to what happened to her in the past.
Bentley realizes it's going to be a team effort to reclaim the key (Sly's cane), set Sly free, and get Andrea to stand down. Given that the layout of Sly's prison reflects Kaine Island, he's got a plan. With Annette taking the lead, Carmelita desiring to set things right, and a reformed Penelope called upon to join their efforts, the initial Binocucom conversation goes something like this.
"This is it, Annette. The Gang's assembled and are in position to help you get up to Sly's prison," Bentley began. "For the rest of the operation, you are 'the ball.'"
"All right, Bentley. I'm starting my approach," the lop rabbit complied. "It shouldn't be a problem to get over those fortress walls from what you showed me."
She looked up at the vault door, which was being covered by an orchid pink veil. Jagged deep blue sparks threatened to dissolve the veil.
"Look, this is a scramble to rescue our friend," she realized. "I just hope everyone's ready for this."
"I hear that," Bentley complied.
He relayed communications to the other members of the rescue operation that were in position.
"Artillery, sure you can make that shot?" the turtle asked the panda on his end.
"I endeavor not to miss," Panda King told him with poised confidence.
"Excellent. Radio control?" Bentley relayed to the next recipient.
"In position," Penelope affirmed from her end.
"Recovery team?" the turtle asked the next recipient.
"I'm pumped!" Murray exclaimed from his end.
"Submersibles?" Bentley asked.
"Showtime, baby!" Dimitri exclaimed with flair.
"Pyrokinetics?" the turtle questioned next.
"I, too, stand ready," Jing King confirmed.
"Telekinetics?" Bentley called out.
"Let us begin," the Guru affirmed in his language.
"Ranged combat?" the turtle relayed last.
"Standing by," Carmelita said with visible resolve.
The screen switched back to Bentley.
"All right, it's history's greatest jailbreak, and 'the ball's' in motion!" Bentley finished.
The arrival in the Golden Age of Piracy could have went better.
Upon making it to the era, the van nearly splashed down in the Caribbean sea! Murray deployed inflatable flotation devices just to keep the van buoyant, but there wasn't a stretch of land in sight, and the van had a high chance of being bait for cannonballs in the open waters.
Carmelita uses her kitsune fire powers as a distress flare to get the attention of Henriette's pirate ship: the Sea Phantom. Henriette's crew, however, was shocked by the appearance of the van. Her first mate believed it would be best to shoot first and ponder about it later.
Their captain and Annette were quick to intervene before the crew could attack the van. The Bahamian raccoon did have some suspicions, however, and ordered Annette near the plank of her ship.
For the first time, the lop rabbit didn't flinch from fear given the situation. She remained rational, knowing that the Cooper clan aren't heartless miscreants. Thanks to what Annette learned from Sly, Henriette agreed to an alliance between them despite not having a full idea of the factor of time travel.
"Guys, I somehow pulled it off," Annette relayed from communications. "Captain Henriette and her crew need some help. Come on up."
"Roger! I'll get the van ready to load onto the ship," Murray relayed through communications.