Sly Cooper and the Thievius Raccoonus

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Release Date: September 24, 2002

A Deadly Dance

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Name Type Clues
A Deadly Dance Boss N/A

(At the second half of the hub, "unlock" the churning machine and then jump onto the cauldron lid at the machine's center. Sly will launch himself towards Mz. Ruby's skull temple.)

Ruby already knows Sly's coming, so she has wasted little time in preparing her magical powers. This battle consists of a short first phase and a rather long second phase. Each one presents completely different challenges.

For the first phase, Sly needs to spire jump across some stalagmites. The cave he's in resembles the jaws of a giant croc, and the ceiling slams down periodically. The trick is to jump across the "teeth" without getting pierced by the stalactites. There is no time limit, so do not rush. At the end, Sly will find Ruby on the ground, sending out energy rings with her tail. Jump over the rings and attack her. Ruby is not stupid and will teleport to a distant altar.

For the second phase, Sly has to match Ruby's voodoo moves. Those who have played Enix's Bust-a-Groove games should find this part very familiar. First, Ruby throws out a simple series of Sony DualShock 2 (TM) button symbols. Then, Sly has to press the same buttons in the same order and rhythm to dodge her symbols. Timing is of the utmost importance. DO NOT PRESS THE PROPER BUTTON UNTIL THE SYMBOL IS ABOUT TO HIT SLY. If Sly is successful, he will sing and dance to the beat of the background music. If he mistimes it, a "thump" sound will be heard, and he will most likely be knocked off.

Whether Sly makes it or not depends on his timing, but there are some pieces of advice he can use. First, Ruby always fire the same sets of symbols. Sly can memorize her combos for an easier time. Second, Sly can bring in some charms before entering this stage. That should let him screw up once or twice. Third, the second phase contains three parts, with no checkpoints in between. If Sly does not pass all three parts in one take, he must restart the entire phase. Fourth, Ruby resorts to her energy ring attack at the end of each phase. Sly can jump over the rings and attack her, just like at the end of the first phase.

For the first part of the second phase, Sly will be standing ontop of Chumley, Ruby's turtle servant. Ruby's combos are as follows:


For the second part of the second phase, Sly will be jumping across rocky spires. Ruby's combos are as follows:|



For the third part of the second phase, Sly will be standing ontop of a mosquito. Ruby's combos are as follows:


Remember that Sly has to hit Ruby at the end of each part.

Note: Don't try this at home, kids. Sly is a professional; attempting to dance like him can result in spraining your ankle, throwing out your back, or worse. If you're still caught up with the mojo, why not sing along instead? Here's a list of the gibberish he spews out, according to the button pressed:

 - "juu"
 - "dag"
- "oog"
- "dig"

Falling from Sly's final blow, Ruby realizes that the master thief packs some pretty mean mojo too. With her out of his way, Sly takes back an important section of the Thievius Raccoonus. Slytunkhamen's notes will teach him the magic that can render him invisible. After returning to the team's hideout, Sly and his friends will be ready to visit the next member of the Fiendish Five. Before leaving, Sly can watch Murray enjoying a paddle ball. Hey, it's a pretty addicting toy....

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Vicious Voodoo | Walkthrough | Dance, Dance Ruby

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