The Great Clock (Thieves in Time)
Steal the beating heart of time before the final gear locks forever.
The Great Clock is a heist mission in Sly Cooper: Thieves in Time (2013), developed by Sucker Punch Productions for PlayStation 3 and PS Vita. Set within the game's time-travel framework, it tasks the Cooper Gang—Sly, Bentley, Murray, and Caracara—with infiltrating a location dominated by a massive clockwork mechanism and extracting its core. The mission sits within the broader campaign against Clockwerk, the robotic antagonist who seeks to seize and control the flow of time across eras.
As a heist in Thieves in Time, The Great Clock blends the series' signature stealth-platforming with the game's unique temporal mechanics, requiring the band to coordinate their abilities while navigating a setting where the very structure of the level is governed by the clock's rhythm and mechanical defenses.
- Game
- Sly Cooper: Thieves in Time
- Developer
- Sucker Punch Productions
- Release year
- 2013
- Platforms
- PlayStation 3, PS Vita
- Band members
- Sly Cooper, Bentley, Murray, Caracara
- Antagonist
- Clockwerk
Lore & Background
In the world of Thieves in Time, clocks are not mere instruments of measurement but living engines that regulate the river of time itself. The Great Clock represents one such engine—a colossal mechanism whose escapement and mainspring pulse in a slow, thundering cadence, each tick sending tremors through the surrounding architecture. To steal from it is to reach into the fabric of chronology, an act that Clockwerk views as both theft and sacrilege.
The heist is woven into the game's central conflict: Clockwerk, a sentient automaton, has begun harvesting temporal energy from key locations across different eras, destabilizing the timeline. The Great Clock is one of several such nodes. Sly and the band must slip past its mechanical guardians, disable its defensive sequences, and extract the temporal core before Clockwerk's agents reinforce the site. The clock's rhythm is not merely atmospheric—it dictates the pacing of traps, the timing of safe corridors, and the windows in which the band can move undetected.
For the Cooper Gang, the mission carries a personal weight. Time travel, the very tool that enables their campaign, is a force they are learning to respect. The Great Clock reminds them that time is not an infinite resource to be plundered; it is a living system with a heartbeat, and every gear they dislodge echoes forward and backward through every era they will yet visit.
In Their Own Story
The pendulum swung like a slow, bronze arm, splitting the air with a sound like a distant church bell. Sly crouched on a brass gear the size of a dining table, his mask catching the amber glow of the clock's inner chamber. Somewhere below, Murray was arguing with a spring-loaded turret in a language only he and the machine understood. Bentley's goggles reflected the ticking in rapid, nervous pulses.
"You feel that?" Sly whispered, though no one needed to be told. The whole structure breathed. In. Out. Tick. Tock. A rhythm older than any of them.
Caracara's shadow flickered across the mainspring housing. "One more gear, and the whole thing goes silent."
Sly grinned beneath his mask. "Then we'd better be fast."
He dropped.
Reader's Guide
Target: The temporal core housed at the heart of the Great Clock mechanism. The core is shielded by a rotating array of brass plates and can only be accessed during the brief interval between the pendulum's forward and backward swings.
Obstacles: The level is punctuated by mechanical defenses—spring-loaded turrets, rotating gear-belts, and pressure-plate sequences that activate in sync with the clock's tick. The pendulum's swing creates a recurring hazard zone that forces the band to time their movement. Certain platforms only extend or retract on a specific beat of the mechanism, making traversal a rhythm exercise as much as a platforming one.
Story placement: This heist sits in the middle stretch of the Thieves in Time campaign, after the band has established their time-travel capabilities and before the final confrontation with Clockwerk. It introduces or reinforces the coordination mechanics between the four band members, particularly the need for Bentley's gadgets and Caracara's aerial support to cover gaps that Sly alone cannot bridge.
What makes it memorable: The clock's rhythm permeates every interaction. Enemies patrol in time with the tick, traps fire on the tock, and the level's geometry subtly shifts each cycle. Hidden objectives reward exploration—collectible items tucked behind gear housings, a secret passage that opens only when the pendulum is at its apex, and a bonus challenge to complete the heist without triggering a single defensive mechanism. Alternate approaches include using Murray's brute force to jam a gear and freeze a section of the defense, or having Caracara create a diversion to reset a locked sequence.
Did You Know?
- Thieves in Time was the first entry in the Sly Cooper series to use time travel as a core gameplay mechanic, with the band moving between different historical eras.
- Clockwerk, the game's antagonist, is a robotic villain whose design and motivations revolve around controlling temporal energy.
- The Cooper Gang in Thieves in Time expanded to four members with the addition of Caracara, a puma, joining Sly, Bentley, and Murray.
- Sucker Punch Productions, the developer of the Sly Cooper series, also created the inFamous and inFamous 2 franchises.
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