Sly Cooper Codexery

The Great Clock (Launch into Action)

Tick-tock, thief: the clock is running and the vault is waiting.

The Great Clock (Launch into Action)

The Great Clock is a heist mission in Sly Cooper and the Thievius Raccoonus, the 2002 PlayStation 2 debut of Sucker Punch Productions' raccoon-thief series. Set inside a towering clock mechanism, the mission tasks Sly Cooper and his crew with infiltrating a heavily guarded structure to steal a valuable timepiece while avoiding detection.

As one of the mid-game heists, it introduces more complex vertical traversal and timing-based challenges compared to the earlier tutorial-level missions, serving as a bridge between the game's introductory chapters and its later, more elaborate set-pieces.

Game
Sly Cooper and the Thievius Raccoonus
Platform
PlayStation 2
Developer
Sucker Punch Productions
Protagonist
Sly Cooper
Crew
Bentley, Murray
Setting
Great Clock tower
Type
Sneak-heist mission

Lore & Background

The Great Clock stands as a monumental engineering feat, its massive interlocking gears and pendulums visible from across the surrounding district. Within its belly lies a vault of considerable value, and the clock's relentless mechanical rhythm creates both opportunity and danger for any would-be thief. The constant clanking of cogs, the sweeping of pendulums, and the periodic chime of the bells all form an ever-shifting soundscape that a careful infiltrator must learn to read.

Sly Cooper's crew approaches the job with their usual blend of audacity and preparation. Bentley handles the gadgetry needed to bypass mechanical locks and disable alarm triggers, while Murray provides the brute-force distraction and physical problem-solving that Sly's acrobatic style cannot cover. The clock's vertical architecture demands that the team think in three dimensions—vaulting across gear teeth, swinging from pendulum arms, and timing their movements to the machine's own heartbeat.

The heist's difficulty lies not in any single obstacle but in the compounding pressure of the clock's rhythm. A mis-timed leap or a gadget deployed a beat too early sets off a cascade of alerts, forcing the crew to reroute through the tower's labyrinthine interior. It is a mission that rewards patience, spatial awareness, and the kind of calm, methodical thinking that separates a good thief from a reckless one.

In Their Own Story

The pendulum swung like a slow, golden metronome. Sly crouched on a gear tooth no wider than his tail, watching the shadow it cast sweep across the vault door below. Somewhere above, a bell began to toll—three strikes, then silence. Three seconds of stillness. He counted them in his chest.

"Murray, now," he whispered into the comms.

A muffled *thunk* from the service corridor. A guard's head turned. The pendulum swung back. Sly dropped, boots finding the next gear, and the world became a spiral of brass and shadow. Bentley's voice crackled: "Laser grid in four seconds. You've got the window."

He had the window. He always had the window. The question was whether the clock would let him keep it.

Reader's Guide

Target: The Great Clock's central vault, housing the mission's primary objective. The vault sits deep within the tower's mechanical core, behind a series of interlocking security layers.

Obstacles: The clock's moving parts—pendulums, rotating gears, and sweeping bell hammers—create dynamic hazard zones that shift with the machine's cycle. Guards patrol in patterns synced to the chime intervals, meaning their positions reset on a predictable rhythm. Alarm triggers (pressure plates, laser beams) are positioned to exploit the gaps between the clock's mechanical movements. Bentley's gadgets are essential for disabling certain lock mechanisms and creating temporary safe passages.

Position in the arc: This heist sits in the middle stretch of the game, after the player has learned basic parkour, gadget use, and crew coordination. It introduces more demanding vertical traversal and tighter timing windows than the earlier chapters.

What makes it tricky: The compounding effect of the clock's rhythm. A single mistimed jump doesn't just fail—it shifts your position relative to the next hazard, cascading into a full alert state. The tower's verticality means falling isn't just a setback; it drops you into a lower section with its own guard rotation.

Alternate approaches: Murray can be used to physically block or redirect certain mechanical hazards, opening shortcuts through the gear train that Sly's lighter frame cannot navigate. Exploring the service corridors and maintenance shafts reveals hidden gadget pickups and alternate routes that avoid the main patrol entirely. Collecting all optional items in the tower's upper bell chamber rewards thorough exploration.

Did You Know?

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