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Venice, Italy has been overrun by Octavio's Venetian mobsters. The gang leader is Don Octavio, an opera singer and a wealthy mob boss. Angry at a society that no longer enjoys opera, Octavio has chosen to lash out by joining the mafia. His greatest desire is to bring what he loves back into the spotlight, using any means necessary.

It is possible that due to the one year production schedule of the game, the Venice, Italy environment is truly an altered version of the Paris, France world from Sly 2: Band of Thieves. Many of the buildings, as well as sections of the area, look identical or similar to those found in Paris. Differences include the inclusion of bridges, water, boats, and a couple of choice buildings (most of which are important to the story, like the Venetian landmarks), as well as the daytime setting.



In the game map & location of Venice, in the third installment of the Sly Cooper game series, contains a lot of real Italian town structures and buildings. A ferris wheel existed (until Bentley re-wired the circuitry in the power box) in the central part of the plaza. The only historic landmark seen in the game in Venice, is Rialto Bridge. As in most old towns & cities in Italy, a canal system is the main hub of vehicular transit. Gondolas' and tour boats are seen floating around the canal ways in Sly 3. The Police H.Q. was established on the east side of the map, just north of the Safe House. The Safe House is on the southeastern corner of the game map, in an upstairs apartment. Occasionally, guards will patrol the roofs. The Venetian Opera House is the main base of operations of organized crime directed by Don Octavio. It has a large, ceramic dome with a few bell towers on the top. Out of all, the building is heavily secured and is enhanced with unique, advanced 3-D security measures, which render naked optical sight useless within the structure. Double-buttoned doors are present all around, a large water flooded basement protected with lasers and flamethrowing measures, and finally, a large supply room that contains the tar boilers, pipes, and main pumps.

An Opera of FearEdit

Police HQEdit

Police H.Q. is the first subtle mission in the heist in Venice by the Cooper Gang. It all starts when Sly asks Bentley for permission to find Murray in the city area. Sly enters the building with caution via the top ventilation system. Instead, he finds Dimitri, an old rival of his from Paris, a year ago in the events in Sly 2: Band of Thieves. He convinces Dimitri to help him in return for Murray's location. While Sly sneaks into Inspector Carmelita Fox's Office, the lights get on the fritz while the INTERPOL briefing and overview of the current situation in Venice. Sly uses tables to his advantage to crawl during the light outage. He manages to get into Dimitri's cell, decoded the locker, and turn the key. Dimitri is true to his promise, and tells Sly to meet him at Rialto Bridge. He distracts Carmelita outside, and Dimitri slips away unnoticed. (Note that Dimitri is never seen escaping in the game while Sly annoyed the INTERPOL operatives.) Outside now, Sly fraternizes with Inspector Fox to annoy her. Fox starts strafing Sly with her Shock Pistol, but Sly is more cunning and athletic and bounces, rolls, and runs on whatever he can use to his advantage in the canal. Soon, he makes it to the streets where a land chase begins. Fox runs right after Cooper at top speed. Octavio's guards, somewhat alarmed by their presence, attack Carmelita and Sly randomly. Sly makes it to Rialto Bridge, and jumps into the sewer where Murray is found. (Also note, that Dimitri is not present at Rialto Bridge, but he kept his promise by placing Murray at the spot.). Once in another section of uptown Venice, Sly asks Murray to explain why he is here. Murray says "...It's a long and awesome story......ya' got any gum?". (Murray says this to make younger players hysterical of his hilarious random act of speech.) The mission ends with this state of conclusion.

Octavio SnapEdit

Bentley asks for Sly to compile photographic data on Don Octavio's activities. He informs Sly Cooper that he intercepted an radio transmission from one of Octavio's mobsters's satellite phones. Sly trails Octavio, as the Don turns valves linking into the city's water system, that pump boiling tar into it and contaminate it. In the last parts of the mission, Sly (as well as Bentley through some communication feed), witness an aquarium of fish near the plaza be flooded with tar. Bentley reacts with anger to this fiendish act with adrenaline and utmost concern. Sly is then ordered to infiltrate a phone conversation between Octavio and one of his many mobster clients in finance while on the ferris wheel. The conversation's topic, is about the ferris wheel being used as a disguised, makeshift pumper for the tar. Once Don Octavio leaves Carnivale, Bentley rendezvous' with Sly, and in anger, Bentley rewires the power-box to a state where the ferris wheel spins out of control at an unpredictable speed. It cuts down a guard while exploding and wheeling around the area. This concluded this reconnaissance mission.


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