Bison: I wouldn't expect one of your kind to understand the finer points of commerce. You turtles are too stew-pid to know a wood cutter from a wood chuck.
Bentley: That's it! Time I showed you just how "stew-pid" we turtles really are.
— Before they battle[src]

"Brains Over Brawn" was a job for Bentley, and a continuation of "Operation: Canada Games" in Menace from the North, eh! of Sly 2: Band of Thieves.

Background Edit

Bentley manages to take down Jean Bison, and the gang stows away inside the Northern Light battery.


The gang wakes up from unconsciousness and finds that they are sealed inside the sawmill control room. Bentley suspects that Jean Bison locked them in there for interrogation later, and insists they escape before he returns. There is a pipe sticking out of the wall, which Bentley squirms through in order to escape the room and free Sly and Murray. Meanwhile, Murray heads over to a metal door to open it up, while Sly operates the sawmill controls.

As Bentley drops down, he is confronted by Bison. Bentley claims he just came down to get his glasses, but this doesn't fool Bison at all. Bison then explains that while the gang was knocked out, he and his men raided their hide out and found all the Clockwerk parts, and managed to sell them and the talons to Arpeggio as well, which comes as a surprise to Bentley. After Bison calls him a "stew-pid" turtle, Bentley decides to settle it once and for all. The two engage in battle. At Bentley's command, Sly must active the switches that triggers the fire, sawblades and logs. During the battle, Bison calls in his men for assistance and eventually starts chucking dynamite. Bentley successfully takes him down, leaving him on the ground, confused as to how a turtle his size managed to take him down. Sly and Murray free themselves and meet up with Bentley on the ground floor. Sly commends Bentley on taking down Bison, and Murray for freeing them.

One of Bison's men comes on the P.A system to inform Bison that Arpeggio's blimp will be arriving in exactly one minute. If the gang will reclaim Clockwerk, they can't miss the blimp. The silo battery is not that far, so with no time to lose, they head outside and runs for the silo. Once they hop inside, the blimp arrives, covering most of the area with its humongous shadow.