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Sly Cooper

From The Codex
Revision as of 17:15, 13 November 2023 by GiverBot (talk | contribs) (re-categorisation per CFD, replaced: ===Powers and Abilities=== → ==Powers and Abilities==, ===Standard Equipment=== → ==Standard Equipment==, ====Optional Equipment==== → ===Optional Equipment===, ===Notable Techniques=== → ==Notable Techniques==, ===Other=== → ==Other==, ==Statistics== → ==Codex Statistics==)

Once again, my gang and I had given Inspector Carmelita Fox the slip. I was surprised to see how well she took it. Finally, the secret police file I'd been searching for all these years. With this, I could avenge my family and regain possession of our most valued treasure. It all began when I was just a kid, bouncing on my father's knee. You see, I come from a long line of master thieves, who kept all their secrets of sneaking and stealing in an ancient book: the Thievius Raccoonus. Anyone who read it learned to be especially sneaky, which is why we specialize in stealing from criminals. After all, there's no honor, no challenge, no fun stealing from ordinary people. You rip off a master criminal, and you know you're a master thief. Well, on the night I was supposed to inherit the book, five visitors came unannounced to our door. My father fought to protect us, but the gang of villains known as the Fiendish Five overpowered him and ransacked our house until they found... the Thievius Raccoonus! Our family's manual of thieving greatness fell into their filthy hands. They tore the book into five pieces and split it up, each villain disappearing to the farthest corners of the world to commit dastardly crimes. Broke and alone, I was dumped at the town orphanage. There, I met two guys who became my lifelong buddies and trusted crew. Bentley, techno-genius and strategist supreme, and Murray, part-time driver and full-time burden. Together, we pledged to track down the Fiendish Five, avenge my father and steal back the Thievius Raccoonus. I knew I was about to face the toughest test of my life. On this mission, I would either become a master thief like my ancestors before me, or fail and allow my family name to bite the dust.
~ Sly Cooper's monlogue in The Secret Police File
Ah. Well, there's where you're wrong. The Thievius Raccoonus doesn't create great thieves... it takes great thieves to create the Thievius Raccoonus.
~ Sly to Clockwerk
Carmelita's just as angry as ever. She's really quite lovely when she's angry. That Constable Neyla. Was her reference to the Klaww Gang just a slip of the tongue, or an intentional clue? Either way, it's our only lead on the missing Clockwerk parts. Clockwerk. He was consumed with jealousy for the Cooper Clan's thieving reputation. Is it inappropriate to refer to him as a monster? No, not at all. What kind of person stays alive for hundreds of years with the express intention of wiping out a rival's family line? Imagine the hatred fueling that first decision to replace his mortal body with soulless machinery. Ultimately, it did the trick. Clockwerk lived on. He caught up with my parents, and I wound up in an orphanage. It's there that I met my pals, Bentley, the brains of our outfit, and Murray, the brawn. They turned out to be all the family I needed. Two years ago, I thought I'd finished it. How naive to think I could so easily put an end to that kind of hatred. And now he's back. In pieces, sure, but the threat is real. Does the Klaww Gang even realize what they've stolen? I don't know what's in my future, but I won't let it be a repeat of my past.
~ Sly Cooper's monologue in Prelude
I have no idea what you're saying. And your suit sucks.
~ Sly to Dimitri
It was like they always say: your life really does flash before your eyes. There it all was, stretching back to my childhood... Born into a family of master thieves that went back for generations, I was next in line to continue the Cooper name... but fate had different plans. I was robbed of my childhood when a ruthless gang attacked our home. The orphanage I landed in wasn't all bad. It was there that I met my lifelong friends. Bentley, he's always been the thinker, and Murray, he's the doer. We'd stuck together over the years and our skill, our confidence, and our thieving reputation grew stronger with each heist. We thought that the good times would never end and that our luck would never run out, which only made things tougher when the odds finally caught up with us. Then I met this guy, McSweeney, who claimed to have run with my father's crew back in their heyday. They pulled jobs all over the world and amassed quite a collection of priceless items. It was then that McSweeney told me all about the Cooper Vault. It seemed that my father, like all my ancestors, had been hiding their wealth in a secret place for generations, each one adding to the treasure hidden behind a door that, if McSweeney's story is true, only a Cooper can open. Using some well-placed clues provided by McSweeney, we set out for the secret island that held the vault. On arriving, we discovered someone by the name of Dr. M had already set up shop. From the looks of it, he'd been trying to crack the thing for years, growing steadily more frustrated in his failures and more paranoid as the decades rolled by. He'd built himself a fortress with security as tight as Fort Knox. Getting inside the place would take precision, creativity, and moreover, it would take an army of world-class thieves. Finding and bringing together that much talent won't be easy, but to get inside the Cooper Vault and collect my inheritance, I was willing to pay the price.
~ Sly's monologue in The Setup
I should probably just start at the beginning. The name's Sly, Sly Cooper, and I'm a thief... from a long line of thieves. In fact, thieving is the family business, and business was good. Although, until recently, I consider myself retired. Having hung up my mask and cane, I was enjoying life on the other side of the law... in the company of a certain lovely INTERPOL agent named... Carmelita Fox. She and I had a history, which generally involved her trying to lock me up. So, I should mention our current situation was only possible because she thought I had amnesia. I didn't. It was great to finally enjoy each other's company without a shock pistol being involved, and we quickly put the past behind us, but as time went on, the old itch came back, and I knew I needed to pull a heist. I should also mention that as a master thief, I only steal from other thieves. So it took me a while, but I finally found what I was looking for. My target was an upstart art mogul, a real hotshot collector. He seemed respectable and even opened a new museum, but I could smell a rat. Reliable sources told me he was dealing in black market antiques worth millions. So I felt he should share the wealth. I was working on a plan when one night, as if on cue, Bentley showed up. Bentley was the brains of our operation, the mastermind. We grew up in the same orphanage where we bonded over stealing cookies, our very first heist, and we've been best friends and partners ever since. We haven't seen each other for a while, but I knew immediately that something was up. Bentley had been enjoying his time off too, building a new lab from scratch with his girlfriend and fellow tech wiz, Penelope. She'd join the team on our last caper, and the two of them had really hit it off. Apparently, they just finished work on a top-secret project when Penelope had simply vanished. Bentley was worried sick. He searched frantically but found nothing. Then, he noticed something that completely stunned him. In his spare time, Bentley had been researching the Thievius Raccoonus: the master thieves handbook passed down through the Cooper family for generations, its pages overflowing with the exploits and secret techniques of my esteemed ancestors. Only now, those pages weren't so full. In fact, they were disappearing right before Bentley's eyes. Realizing there was no time to waste, he gathered his gear and raced off to Paris. The first thing Bentley did was track down Murray, the third in our trio. Murray was our enforcer, the muscle... and the guy who'd eaten all the cookies we stole back in our orphanage days. Through the years, the three of us had become an unbeatable team, and we were more like a family now than a gang. Murray had been living his dream on the pro driving circuit, where his van had become famous... or rather infamous for all the crashes he'd caused. Eventually, he was unable to find a sponsor due to his high insurance premiums, and he moved into demolition derby, where he remained undefeated. When Bentley showed up, however, Murray dropped everything to help out, especially when Bentley explained that his van was the key to the whole plan. With Carmelita distracted by a new assignment, I took the opportunity to slip away, and met up with the guys at our old Paris hideout. Bentley launched into one of his elaborate presentations, and I saw the whole scary picture. Someone or something was literally erasing Cooper history. Then, to our amazement, Bentley revealed that he already had the solution: time travel. It turns out his top-secret project was constructing a time machine, and now he modified the design to fit into Murray's van. We were going to travel back in time, stop those responsible and fix the damage they'd done. Bentley explained the only catch was that in order to travel to a particular time, the machine required an object from that era. We knew from the changes to the Thievius Raccoonus that our first stop was Feudal Japan. So here we were, about to steal a priceless 17th-century samurai dagger from the same museum I've been casing. Funny how things work out sometimes.
~ Sly Cooper's opening monologue

Background

Sly Cooper, the thief, is the main protagonist of the Sly Cooper series. He is a male raccoon with gray fur and brown eyes who is best friends with Bentley and Murray, who are also members of his gang. He has a complicated romantic relationship with Inspector Carmelita Fox after faking amnesia. He is currently stuck in an unknown time period but is most likely Ancient Egypt.

Sly first appeared in Sly Cooper and the Thievius Raccoonus, at the age of 18. He was 20 in Sly 2: Band of Thieves and 21 years old in Sly 3: Honor Among Thieves. As Sly Cooper: Thieves in Time takes place right after the previous entry, he is either still 21. He was born to his mother and father, Conner Cooper, in 1984.

This dropdown contains the synopsis of Sly Cooper’s story. Read at your own risk as you may be spoiled otherwise!

Sly was born into the lineage of the Coopers under the tutelage of his father Conner Cooper. Between the jobs that his father's gang would pull off, Sly would spend time with Jim McSweeney, a member of the gang and Conner's friend. At the age of three, Sly was taken by his father to a museum on the Ligurian coast in Italy where they met up with McSweeney, who then took the map to the Cooper Vault—an island-wide safe that holds the riches of the entire Cooper Clan—and hid it in the museum.

As Sly grew up, he learned about his family's history as master thieves. At the age of eight, he was to follow in their footsteps and inherit their legacy, a book called the Thievius Raccoonus. On the night Sly was to inherit the book, a mysterious gang of criminals known as the Fiendish Five infiltrated the Cooper home. Try as he might, Conner failed to defend himself, his wife and his son from the gang, resulting in the death of both parents. The Fiendish Five ransacked the house in search of the Thievius Raccoonus as Sly watched helplessly from the closet. Once the villains found the book, they tore it into five parts before leaving. Sly, now an orphan, was placed in an orphanage, where he met his now lifelong friends Bentley and Murray. With their encouragement, Sly was determined to live up to his namesake as an accomplished thief.

The Orphanage
As children, the trio planned to steal the orphanage's cookie jar from Mrs. Puffin, the director of the orphanage, who kept the children's holiday cookies for herself. This desire came from the fact that "she was so nasty" and that Murray would spend sleepless nights thinking about the cookies. They started to strategize and gave themselves a name; the Coopers 3.

After much plotting, Bentley had come up with the perfect plan: Sly would hide in Puffin's trash bin until after she had left for the night and would swipe the cookies then. According to his calculations, Bentley decided they had only five minutes between Puffin's departure and the janitor's arrival. Unfortunately, Sly had misinterpreted Bentley's instructions and was nearly caught by the janitor. Due to Murray's quick thinking, Sly was yanked through the window at the last second before the janitor entered the office. However, the mission was not a failure, as Sly had stashed the cookies in his hat at the last moment. After their first successful heist, the Cooper Gang was born.

Meeting Carmelita
Many years later, Sly arrived in Paris "looking for a little adventure" when he came across the Paris Opera House. While comparing stories with INTERPOL Inspector Carmelita Fox sometime later, the accounts differ, so the exact details are impossible to know. Sly claimed he was just there to "soak in the architecture" while Carmelita stated that he was there to "case the joint." In the end, Sly helped catch a rival thief, the stage manager Pierre, which benefited Carmelita and started the two's relationship.

Sometime later, Sly stole an item known as the Fire Stone of India, which put Carmelita after him again. He planned to give it to Carmelita as a token of his feelings for her.

Sly Cooper and the Thievius Raccoonus
Ten years after the Fiendish Five stole the Thievius Raccoonus, Sly had garnered a worldwide reputation as a cunning thief. He and the gang embarked on a quest to steal back his inheritance and avenge his parents' deaths. Starting in Paris, Sly stole a police file from Inspector Fox's office, which engaged her interests, though she was unsuccessful in apprehending Sly at the scene. The file contained all of Carmelita's data on Sly and his background, as well as the Fiendish Five. Ready to finally become a master thief like his ancestors, Sly and the gang began a pursuit that would ultimately change their lives.

As the gang traveled around the world, they confronted each Fiendish Five member in their respective hideouts, defeating them one by one and collecting the pieces of the Thievius Raccoonus that they had taken. He used them to learn the techniques of his family.

After the defeat of the Panda King, the gang headed to the Krakarov Volcano in Russia. Bentley had analyzed several unique vehicles that the other members of the Fiendish Five had at their bases of operation, the alloy of which could have only come from this volcano. On the journey, Sly examined the pages of the Thievius Raccoonus. Several of its pictures depicted a shadowy owl-like figure in the background. He compared these images to the little information that Carmelita's police file contained on the leader of the Fiendish Five, Clockwerk. He found that they matched his silhouette, leaving him to wonder if this was a simple coincidence or something more.

Arriving in Russia, the gang was attacked almost immediately by a powerful death ray. With the latest modifications of the Cooper Van, Sly was able to fight off the robo-falcons that swarmed around them while they dodged the death ray. Inside the base, Sly found that Carmelita had been captured and placed in a chamber. Despite Bentley's warnings that this was a possible trap set up by Clockwerk, Sly will not willing to stand by and let Carmelita face immortal doom.

After sneaking across the heavily secured room, he arrived at the chamber, but the door closed behind him as soon as he stepped inside. Upon seeing Sly, Carmelita began to think that he was the culprit behind her capture, but Sly assured her that it was a rescue. Shortly after, Sly lost consciousness from the toxic fumes that filled the room, while Clockwerk appeared on the computer screens and chided Sly's sentimentality. Bentley sprang into action and hacked Clockwerk's security, turning off the gas just before Sly's brain could be "turned to cheese."

Once Sly regained consciousness, Carmelita apologized to him for her accusations and promised to make it up to him if he could free her. After escaping Clockwerk's clutches, the two briefly reasoned with each other how, at the moment, they were both on the same side and Clockwerk was the enemy, to which Carmelita agreed. Therefore, she called a temporary truce with Sly in order to work together to bring down Clockwerk. However, she reminded Sly that when this was all over, she would go after him as well, after a ten-second head start. Carmelita offered Sly the use of her jetpack, which he had to acquire at the top of the death ray. Upon reaching the top of the tower, which had subsequently sunken into the lava, he equipped the jetpack shortly before Clockwerk revealed himself. The owl explained how he kept himself alive through a steady diet of jealousy and hate for the Cooper line, awaiting the day he would finally eclipse their thieving reputation.

Those words confirmed Sly's suspicions as to the identity of the figure in the pictures within the Thievius Raccoonus. Before engaging in battle with the owl, Sly inquired about his reasoning for sparing his life when he attacked his home. Clockwerk simply stated that he wanted to show the world that without the Thievius Raccoonus, the Cooper line was nothing, something that Sly disagreed with, stating that the Thievius Raccoonus was a book created by master thieves and not a book that "creates" master thieves. The two then engaged in battle, and with Carmelita's help, Sly was able to shoot down the owl. After Clockwerk dropped down into the lava and began his auto-reconstruct sequence, Sly seized control of the jetpack and made his way to the Clockwerk's head, by foot, to destroy it. As Sly made continuous blows at Clockwerk's head, the owl said his final words: "Cooper, you will never be rid of me! Clockwerk is superior!"

With the entire Fiendish Five defeated, Sly expressed his pride in managing to recover his family heirloom. He acknowledged the help he had from Bentley and Murray, who stuck with him through it all, even though it was not easy for them. Commenting on both of their abilities, he realized how lucky he was to have friends like them, and could never ask for better ones.

With Clockwerk out of the picture, Sly and Carmelita were back to playing cops and robbers. She confronted Sly along a catwalk, ready to bust him. However, she remained true to her word and gave him the ten-second head start, which he used to stare her down. At the last moment, Sly kissed her. Dazed by the sudden romantic advance, Carmelita failed to realize that Sly used the distraction to handcuff her to the railing, which enraged her. Sly was certain, however, she would be chasing after him again very soon. Shortly after Clockwerk's defeat, Sly restored the Thievius Raccoonus to its original state (if all the pages are found) and felt that he had truly earned the title of "master thief".

The Adventures of Sly Cooper, Issue 1 / To Catch a Thief
Sometime after restoring the Thievius Raccoonus, while trying to steal the Mona Lizard by Leo Rhino, Sly came across an invitation to a wedding in Monaco between Dimitri Lousteau, a nightclub owner, and Madame D'Oinkeau. Unable to pass up the chance to steal D'Oinkeau's gift to Dimitri, the Venus de Whalo, the gang headed to Monaco. With everyone downstairs, including Carmelita (who was invited by D'Oinkeau to protect all of Dimitri's art), Sly entered the manor through the attic via skylight. He unwittingly discovered a forgery operation by Dimitri, but easily dispatched the guards as they try to attack him. However, security closed in and seemingly captured him. Several security guards headed downstairs and alerted Carmelita to the situation, who jumped at the chance of arresting Sly Cooper. Dimitri tried to keep Carmelita from heading upstairs, but was unable to stop her, and so left to "get some ice."

Arriving in the attic, it is revealed to Carmelita and D'Oinkeau that Dimitri is an art forger and that Sly Cooper was not apprehended. Realizing that the security guards were the Cooper Gang in disguise, Carmelita charged back downstairs but was too late to stop them from escaping with the Venus de Whalo in tow. Outside, still in costume, the gang stuffed the statue into the van. Bentley revealed that, despite their success, they are twelve minutes over schedule and the next and the final ferry out of Monaco wouldn't leave for another 45 minutes. Sly took the opportunity to stall Carmelita while Bentley wondered if Sly purposely put them over schedule just so he could mess with her.

On his way to where he knew Carmelita would be, Sly reminisced about the gang's first job, the "Cookie-Steelin' Plan." Carmelita traced the Cooper van's tracks outside of the mansion, wondering out loud what kind of an asset Sly would be if he worked for the police. Sly dropped down from above and asked where the fun in that would be. Before she could shoot him, he knocked the shock pistol out of Carmelita's hand and pointed out that he only steals from criminals. Carmelita retaliated with the fact that the criminals he steals from take from the common man, so by stealing from them Sly is perpetuating the cycle. They both think to themselves that the other is obsessed with them. Sly begs to differ, and uses their first meeting as an example of his good intentions. The two of them tell the story of how they met, with minor differences. At the end of it, while Carmelita doesn't admit to Sly's goodwill, she states that she is no longer the rookie of that time.

As they were telling the story, Carmelita had been inching closer to where her shock pistol lay, and Sly gives her permission to go for it, pointing out that he has nowhere to go on the bridge, as he can't swim. She dove for the gun and said that Sly will be in handcuffs along with Dimitri. However, while she was looking away, Sly jumped off the bridge. Afraid that he would drown, Carmelita rushes to the edge and looks over, where it is revealed that he had landed on the last ferry out of Monaco with his gang. Carmelita yelled out that she'll get him if it was the last thing she did, and Sly thinks to himself that his father would have liked her.

Sly 2: Band of Thieves
Two years after Clockwerk's defeat, Sly and the gang discovered that the untarnished parts of the owl had been salvaged from the Krakarov Volcano and were being held in the Museum of Natural History in Cairo, Egypt, where they were to be restored in the "Clockwerk Restoration Project." With the help of Bentley and Murray, Sly broke into the museum in order to steal the parts so they could be properly destroyed once and for all. As Sly entered the Clockwerk exhibit, he discovered that the parts were already gone. Carmelita and her new partner Constable Neyla, hiding in a pair of sarcophagi, revealed themselves. While Carmelita was sure that Sly was thief responsible, as he had the motive, and crooks "always return to the scene of the crime." However, Neyla was not so sure Sly was the culprit, as she let slip that the guard casualties and method of entry pointed to it being a Klaww Gang job. As Carmelita reprimanded Neyla, stating that she only allowed her to be apart of this case as a favor to the Contessa, Sly and his gang escaped the museum.

It did not take long for the gang to discover the location of the Clockwerk tail feathers. They tracked them down in Paris, where Dimitri, the forger previously met in Monaco, was using them (due to their indestructible alloy) to constantly print counterfeit money. Over the course of the night with help from Neyla, who let it be known that she purposely tipped Sly off to the Klaww Gang, the gang destroyed Dimitri's operation and left France with the tail feathers. They spent some time in Monaco before heading off to the next location: a palace in India owned by another Klaww Gang member, Rajan.

Sly crashed a party being held at Rajan's palace while in disguise, dancing with Carmelita (who was undercover along with Neyla and the Contessa) to distract the crowd while Murray cut the Clockwerk wings free from a large statue. After Carmelita discovered that the one she was dancing with was Sly, she broke cover and started making arrests left and right. Rajan retreated to his spice temple while the gang headed to Bollywood. During their small vacation, they learned that Rajan also had the Clockwerk heart, which he was using as a pump to water his spice plants. Eventually, the gang got their hands on one half of the heart, but were betrayed by Neyla while attempting to collect the other half. Sly, Murray and Carmelita, who Neyla claimed was allied with the Cooper gang, were all arrested and imprisoned in the Contessa's Prague-based rehabilitation clinic while Bentley escaped.

Sly was thrown into "the hole": a chamber that was used to break criminals' minds with days of isolation. Bentley, working on his own, eventually broke Sly out. He also discovered that the Contessa was a secret member of the Klaww Gang that used her powers of hypnosis to reveal the location of criminals' fortunes. The two set to work on freeing Murray, who was being held in the prison area of the clinic. After freeing him, the Contessa escaped on her blimp to her castle estate, and the gang celebrated their breakout. After a relatively long break, the gang followed the Contessa to her castle, where she was being attacked by Neyla, who had now betrayed her, and her army of mercenaries. Carmelita was being held in the Contessa's "re-education tower" where she was being bombarded by the hypnotic effects of the Clockwerk eyes. Against Bentley's advice, Sly freed Carmelita while collecting the Clockwerk eyes, before defeating the Contessa. Now a fugitive from the law, Carmelita accepted Sly's help in escaping from Neyla.

Now fully committed to taking down the spice empire, the gang headed to Canada where Jean Bison, the Klaww Gang's chief of transport, was located. They discovered that he was in possession of the Clockwerk stomach and both lungs, which he was using to run his three "Iron Horses": trains that carried spice all across North America. After three successful train heists, Sly decided that he needed to help clear Carmelita's name without turning himself in. Following the robbery of his trains' power sources, Bison headed to his lumber camp where he was holding a series of challenges called the "Lumberjack Games," with the Clockwerk talons as the prize. Realizing that Bison had the judges so scared as to always give him perfect 10s in score, the gang took out all of the judges and replaced them. Giving him all zeroes, Bison caught on to the trick and captured the gang. They defeated him inside the prison where they were held, before escaping. Realizing that Bison had taken all of their Clockwerk parts and sold them to Arpeggio, the gang rushed to the northern lights battery before Arpeggio's blimp could pick it up.

As soon as the battery was hooked into the blimp, Sly headed to the smaller balloon that was holding all of the Clockwerk parts. It was there that he learned that Neyla and Arpeggio were conspiring the entire time to collect the robotic bird for themselves. In an impassioned attempt to stop the construction, Sly accidentally locked the parts into place. Neyla and Arpeggio confronted him, and Arpeggio revealed his master plan of using the northern lights (which were stored in the northern lights battery) to hypnotize everyone below the blimp into a fit of rage. As rage is what kept Clockwerk alive for centuries, Arpeggio was planning to use this hate to remain immortal inside of Clockwerk for eternity. However, before he could enter the Clockwerk frame, Neyla attacked him and entered for herself, becoming "Clock-La." She then killed Arpeggio and escaped the blimp, preparing to absorb the hatred that would come as soon as the blimp passed over Paris. Sly, along with Bentley and Murray, toiled to dismantle critical parts of the blimp before finally sending out a signal to Carmelita, who arrived shortly after in a police helicopter.

Carmelita agreed to join forces with Sly in order to defeat Clock-La. Jumping into her helicopter, Sly took control of its gun and attacked her. Before she could be defeated, however, she located and captured Bentley and Murray within the battery, destroying the blimp in the process. Sly glided to Clock-La and attacked her head, forcing her to the ground. As she crashed to the ground, Bentley recalled that Neyla mentioned a "Hate Chip." While trying to remove it from the frame, Bentley was crushed by the beak and paralyzed from the waist down. With the Hate Chip removed, Clockwerk's body exploded. Despite this, none of the individual pieces were damaged. Carmelita, having just arrived and being angry at not being able to attack Neyla herself, stomped on the Hate Chip, which caused all of the parts to disintegrate on the spot.

Sly and his family were finally free from the menace of Clockwerk. In spite of this, Carmelita needed to uphold the law and put the gang, Bentley included, under arrest. Realizing that his gang was in no shape for a quick getaway, Sly promised to surrender with no trouble if Carmelita let Murray walk with Bentley in his arms. She agreed, and was soon after given a reinstatement and promotion by her boss, Inspector James Barkley. While on the short helicopter ride across town, Carmelita quickly loosened up and the two shared stories about their interests. Some time later, she realized that the "short ride" had already taken two hours. While she checked on the pilot (who was gone, thanks to Murray), Sly picked his handcuffs and escaped with his paraglider. As he flew off, Carmelita swore that she'd get him and quietly remarked that she'd see him again soon.

The Adventures of Sly Cooper, Issue 2
After receiving a messenger pigeon, Sly headed to Heathrow Penitentiary to meet Jim McSweeney. He sneaked into the prison and found McSweeney's cell and, after passing a test to prove his identity, learned the location of map to Kaine Island where the Cooper Vault was located.

After trying and failing to get the map from a museum in Italy, Sly and Murray realized that they would need Bentley, who was currently in the hospital after the accident at the end of their last adventure. While they broke him out, Carmelita took over the investigation of the failed museum heist. She retrieved the painting that Sly had touched and took it to her apartment. Sly, planning for this, broke into her apartment and stole the map, which had been hidden underneath the canvas.

After escaping from the scene, Sly met back up with Bentley, who had made modifications to a wheelchair to suit his needs. As the two talked about the upcoming heist, Murray entered the safe house and told them that he was leaving the gang so that nothing like Bentley's accident would ever happen again. Despite having just lost one third of their team, Sly and Bentley headed out for Kaine Island. When they arrived however, they saw that the island had been transformed into a fortress by a mandrill scientist named Dr. M. With security "as tight as Fort Knox," Sly realized that it would take a team of specialists to be able to sneak onto the island and reach the Cooper Vault.

Sly 3: Honor Among Thieves
They set out for Venice directly to re-recruit Murray, who had been seen in the area. With the help of Dimitri (who had been imprisoned there), Sly found Murray, who promised to rejoin the gang after making the "black water [run] pure" as part of his Aboriginal dreamtime training. The "black water" was the pollution of the canals around the city, caused by the crime lord Don Octavio in an attempt to lure in an "audience" for his opera. Sly and Bentley, with Murray's help, foiled the plans of the Don and, with his Guru's request fulfilled, Murray rejoined the gang.

Despite this, Murray felt bad for never returning to the Guru, so to find closure the gang headed to Australia. However, miners in the area had since destroyed the surrounding land while searching for opals, and had inadvertently released the Mask of Dark Earth, an ancient cursed mask that the Guru was tasked with keeping dormant. Though the mask did escape its confines, the gang destroyed it (with Carmelita's mercenaries' help) and the Guru agreed to join the gang, becoming the first new member since the gang's creation.

As Bentley's RC skills were not sufficient for the heist, the gang went looking for a specialist. They found one in Penelope, a mouse from Holland and the crush of Bentley, but before she would join, the gang needed to prove their worth by beating her boss, the Black Baron, in aerial combat during the ACES competition. It is revealed, after his defeat by Sly, that the Black Baron was Penelope in disguise. She joined the gang and took a liking to Sly, despite him being completely oblivious to her crush.

Despite Sly's reservations, Bentley assured him that the next member to be recruited must be one with supreme demolition skills. It was decided that the gang would head to China to recruit the Panda King. He was found in a deep meditative trance, which he was snapped out of thanks to Sly and the Guru. He had been meditating after his daughter, Jing King, had been kidnapped by General Tsao, who was forcing her into marriage with him. Along with the arrival and help of Carmelita, Tsao was arrested and Jing was saved. The Panda King and Sly both put aside their differences and the team gained another member.

Finally, after a call for a favor from Dimitri (which Sly owed him after he gave Sly the location of the Black Baron's flight roster back in Holland), the gang headed to Blood Bath Bay to help him retrieve his grandfather's diving gear. However while retrieving the gear, Penelope was kidnapped by pirate captain LeFwee. The rescue attempt, despite its hitches, ended with LeFwee falling into shark-infested waters and Penelope rescuing Bentley. She then realized that she was attracted to Bentley for his smarts, despite Sly's athletic ability.

The Cooper Gang sailed their newly acquired pirate ship to Kaine Island for the heist. Sly made it up to the vault's door, but Dr. M interfered. In a fight with Dr. M's mutant primate Sly both lost his cane and was severely injured. Carmelita arrived just in time and battled the mutant, saving Sly.

Sly recovered from his injuries and, after battling Dr. M's mutant Whale-Fly, entered the vault with Bentley and Murray. As the vault was meant for Coopers only, Sly continued alone while Bentley and Murray guarded the entrance. Sly overcame many challenges based on the Cooper family's thieving abilities, with each test built by one of Sly's ancestors. Sly even learned a new skill, the laser slide, in a chamber built by his late father.

At the heart of the vault, Sly was confronted by Dr. M, who had followed him inside. It was revealed that Dr. M was actually a member of the Original Cooper Gang with Conner Cooper and Jim McSweeney. He considered himself to be a tool to Conner at best and claimed that all Coopers must be the same. Sly objected, vehemently maintaining that he was not his father or any of his ancestors. The ensuing battle led to the vault's collapse, and Carmelita arrived to arrest both Sly and Dr. M. The doctor fired a laser blast at Carmelita, but Sly jumped in front of it and took the blast himself. Stating that "No one hurts my criminal!", Carmelita finished off Dr. M and jumped up to help Sly. As Sly came around, she discovered that he had amnesia, and had no memory of who he was. When he asked her, Carmelita lied and claimed he was her partner in law, "Constable Cooper." Believing her words, Sly and Carmelita escaped the vault, leaving Dr. M to his fate as it collapsed on him.

The gang looked for Sly to no avail. However, before going off with Carmelita, Sly managed to leave them with some of the Cooper treasure, his signature pouch and his cane. The Cooper Gang then went their separate ways, with Murray becoming a racing driver, Bentley hoping to build a time machine with Penelope and Sly beginning a new chapter of his life with Carmelita.

Some time later, Bentley is seen spying on Sly and Carmelita at a party with his binocucom. He catches a glimpse of Sly glancing back at him with a wink, revealing that he did not have amnesia. Bentley remarks on this with a closing remark: "That sneaky devil!"

Sly Cooper: Thieves in Time
After an undisclosed amount of time, Bentley contacts Sly and tells him that the Thievius Raccoonus was losing its contents, and that the only explanation is that somebody is messing with the past. After Murray is contacted, Bentley shows the two an invention that he and Penelope, who had gone missing some time before, had been working on: a time machine. However, due to the short time frame that they had to prevent further damage to the book, the design had been modified to fit into the Cooper Van and required an item from the desired time period to work. This prompted the heist of a nearby Parisian museum, which Sly was already eager to steal from, as his kleptomaniacal urges were coming to the surface. The gang broke into the museum and stole a Japanese dagger. As Sly was replacing the dagger with his signature calling card, Carmelita burst into the room, angry at Sly's switch back to crime. Dimitri was left in charge of the Thievius Raccoonus, as well as being in charge of determining where next to go in time.

The gang headed to feudal Japan and found that a dictator-for-hire, the tiger El Jefe, had set up and arrested Sly's ninja ancestor, Rioichi Cooper, for a crime that he hadn't committed. Sly entered the prison where he was being held using a disguise and rescued Rioichi. Back at the hideout, Rioichi filled the gang in on the workings of El Jefe. The gang then began working to free the village from the dictator's grasp. As they broke into El Jefe's stronghold, the tiger stole Rioichi's cane. Sly chased him up the fortress and battled El Jefe atop it. Before he could retrieve Rioichi's cane after beating El Jefe, he was ambushed by several rat troopers that were seen previously during the museum heist. They took the cane and were pulled up into a large blimp where a shadowy figure stood watching Sly. One of the rats carelessly dropped a sheriff's badge, which Sly took for use in the time machine.

The gang used the badge, which took them to the Wild West, the home of "Tennessee Kid" Cooper, who had also been thrown in prison by another time traveler, "Sheriff" Toothpick. To meet up with and rescue Tennessee, Sly got himself thrown in prison by vandalizing posters of Toothpick. In prison, Sly rescued Tennessee, who then told the gang about what Toothpick had been doing. Much to the entire gang's surprise, Carmelita was in the past with them, taken hostage by Toothpick. Tennessee, using his Rail Walk ability, rescued her, but in his absence, the rest of the gang was captured by Toothpick. Tennessee and Carmelita eventually rescued them, and Sly tried to explain himself to her, but she was still hurt by his betrayal. It turns out she had been sent back in time by Cyrille Le Paradox, the owner of the Parisian museum and the shady figure from before, while she was investigating his black market art dealings. In an attempt to stop Toothpick's gold train, the gang was sent over the edge of a cliff in the van. Thinking quickly, Bentley threw Murray's Aboriginal necklace into the scanner, which sent the gang to Australia, 10,000 BC.

Trapped in Gungathal Valley due to the crash sending parts of the time machine around the valley, the gang begins a search for the pieces. Carmelita, however, leaves the gang due to her anger at Sly. While performing recon on the area, Sly discovers that a black bear, Grizz, had been sent back to the ice age as well. Much to Bentley's surprise, Sly also finds a prehistoric raccoon who turns out to be his ancestor. Calling him "Bob," the gang promise to help him remove Grizz from the area, who had been stealing Bob's tribes only food source, pterodactyl eggs, for use as paint. Carmelita returns in time to help raid Grizz's base. After Murray defeats him, the gang uses Grizz's crown to travel to the medieval ages. Carmelita agrees to stick it out, as the Cooper Gang is the only way she'll be able to get back to the present.

Arriving in fourteenth century England, it is soon revealed that something is amiss. Robotic wolves are patrolling the streets and Sly's medieval ancestor, Sir Galleth, has been forced to work as a jester in the circus. Sly frees Galleth and tells the gang about the Black Knight, the tyrant who had arrived and taken over the kingdom with his robotic weaponry. He also had stolen Galleth's cane, which Sly quickly retrieves for him. As Galleth goes to a nearby cave to take on the Moat Monster, Carmelita follows him, which Sly notices, as he claims she never watched his back before. Carmelita responds, saying that she has, when she's tried to catch him. It is discovered by Bentley that the Black Knight is actually Penelope in disguise, which sends him into a depression. She had stolen Bentley's time machine plans and built the blimp that Le Paradox was using. Sly vowed that Penelope will pay for her betrayal of not just the gang, but Bentley. Taking on the giant Black Knight mech, Sly is able to defeat it, but is trapped by the debris. As Penelope comes closer, Bentley appears atop the castle in a mech suit of his own, built from the parts of the defeated Moat Monster. Bentley defeats Penelope and overcomes his demons, apologizing to Sly for not being there for him. Sly tells him to not worry about it and the gang heads to Arabia using a coin Carmelita had pocketed as evidence in the museum.

In Arabia, Sly finds a senior Salim al-Kupar. Salim was in a slump due to three of his friends and members of his gang, the Forty Thieves, being kidnapped. The gang set out to rescue the three. It is discovered that Le Paradox's plan is to forge documents in the past, which Salim's gang members had been forced to do, to give himself a royal lineage in the present. Finding where Le Paradox's blimp was docked, the gang headed there. Sly battled with the hypnotic Miss Decibel, Le Paradox's girlfriend (or so she thought), before the blimp took off with Carmelita as a hostage.

Back in the present, Sly sneaks aboard the blimp and finds Carmelita tied up in the darkness. Trying to release her, they are both trapped with a glass container. Le Paradox reveals that this container will be sent bouncing throughout time forever using his "time tunnel." As the two are trapped, Bentley and Murray travel back in time and collect all of the ancestors to help with releasing Sly and Carmelita. Sly fights Le Paradox as the time tunnel tears the blimp apart. Defeating the skunk, Sly is tricked by him and has his paraglider stolen. Without a way off the blimp, Sly turns back and heads inside.

Some time later, Sly wakens to the hot sun. It is revealed that Sly is now trapped in an unknown time period.

Codex Statistics

Tier: 9-B, Higher with Stealth Takedown

Name: Sly Cooper

Origin: Sly Cooper

Sex: Male

Age: 18 in Sly Cooper and the Thievius Racoonus (Noted to be 18 years old in the Thievius Racoonus), 20 in Sly 2: Band of Thieves (Sly 2 takes place two years after the first game), 21 in Sly 3: Honor Among Thieves and Sly Cooper: Thieves in Time (Sly 3 takes place one year after the first game)

Status: Alive

Alignment: Chaotic Good (Sly comes from a family of master thieves who only will steal from criminals as they see no honor in stealing from ordinary people. Went to hurry and stop the Panda King before he destroyed another town with his fireworks, with him even noting that his original plan was to get back the Thievius Raccoonus, but became more interested in putting an end to his avalanche extortion)

Classification: Master Thief, Racoon, Leader of the Cooper Gang, Cooper Family

Dimensionality: 3-D

Attack Potency: Wall level (Can break steel crates, breaks through doors. Can smash through gears. Can fight and harm Mz. Ruby, a crocodile. Can lift and throw a ball and chain), Higher with Stealth Takedown (Can one-shot enemies that normally take multiple hits for him to kill)

Durability: Wall level

Striking Strength: Wall Class

Lifting Strength: Class 5 (Can casually lift grown adult animals over his head, these animals include the like of elephant mutant guards, who can weigh around 1800 to 6300 kg. Could briefly stop the Giant Primate Mutant from crushing him. Can lift and throw a ball and chain)

Travel Speed: Athletic Human (Can complete master thief sprints), Higher with the Combat Dodge & Sprints (Moves faster then his base running speed) & Stealth Slide (Can slide at high speeds with the stealth slide. Can move so fast he leaves behind afterimages)

Combat Speed: Supersonic

Reaction Speed: Supersonic (Can avoid gunfire from Muggshot. Ran in the way of a shot before it could hit Carmelita Fox)

Stamina: Peak Human (Has went on countless master thief sprints without showing any signs of tiring during any of them, running constantly during each one)

Range: Standard Melee Range, Extended Melee Range with Cane, Several Meters with Explosive Cap (The cap has an explosive distance of this far), Hundreds of Meters with Alarm Clock and Music Box (Sound can naturally travel nearly 340 meters), at least Kilomters with Paralysis Inducement (With Colonel Reid Cooper's Time Stopper Technique, excutes a flash bang that stusn all guards in the world) Universal with Time Manipulation (With Dev Cooperinda's slow motion jumps, which allows him to slow down time while in the air. With his ancestor's B.F. Cooper's ability to speed up the clock. With Matthew de la Coopuer's perpetual slow motion technique, allows Sly to slow down time whenever)

Intelligence: Supergenius (Sly is a master racoon thief, who are able to sense thieving opportunities which manifest themselves as unexplainable blue auras. Noted by Carmilita Fox that even without guidance from his lineage, Sly managed to train himself and some friends in thievery while at the orphanage. In the events of Sly Cooper and the Thievius Raccoonus, Sly had to become a master theif like his ancestors in order to succeed in his mision. Sly studies up on his opponents before reaching their headquarters. Sly is able to read the various special techniques of his ancestors and inherit there abilities after one read, inluding ones that allow Sly to slow down time, ancestors that discovered ways to speed up the clock. Able to do things that go against Bentley's calculations, Bentley notes he always does his math right. Sly's thieving skills allow him to climb up surfaces that don't look climable. Fought through an entire training ground filled with trained martial artists and different training challenges. Noted by Panda King that his skill with the cane is unparalleled. Noted to have picked up a lot of skills after reading the Thievius Raccoonus. Defeated Black Baron in combat who trained for 10 years in fisticuffs. Noted that only a true cooper could reach the cage Rioichi Cooper was trapped in)


Powers and Abilities

Superhuman Physical Characteristics, Human Achievements (Is a skilled dancer, being able to memorize the steps to a dance on the fly, being noted to move gracefully. Noted by Carmelita that his dancing skills far surpass Neyla's), Weapon Mastery (A skilled use of his cane, being capable of using it for various situations such as combat, platforming, and grabbing objects. Noted by Panda King that his skill with the cane is unparalleled. Able to use Ratchet's wrench), Multilingualism (Able to understand the Guru, who speaks a different language), Vehicular Mastery (Air Vehicles; Able to fly around and fight in a plane), Social Influencing (Talked Panda King out of his memory loop), Acrobatics, Multiple Jumps, & Limited Physics Manipulation (Capable of double jumping, can jump and land on narrow spots, with the feral pounce, able to do a very long jump. With Mega Jump, can jump incredibly high into the sky), Stealth Mastery (Sly comes from a family of master thieves who steal from other thieves, can sneak in places with extremely tight security. Could sneak through Mesa City, which is so well-guarded a snake couldn't slither in without setting off alarms. Snuck around the police when they arrived out of nowhere. With th estealth slide, can slide at high speeds without being heard by the guards), Surface Scaling (Sly's thieving skills allow him to climb up surfaces that don't look climable), Disguise Mastery (With Venice Disguise, fools guards in Venice. With Photographer Disguise, disguises himself as a photographer. With Pirate Disguise, disguises himself as a pirate. With Sir Andrew Cooper's Thief Replica technique, can make fake stand-ups of himself to confuse guards to attack the the stand-up instead of the real Sly. Can wear disguises that will make no one able to recognize him), Afterimage Creation (Sly is able to move so fast he leaves behind afterimages), Non-Physical Interaction & Metaphysics Manipulation (Soul Manipulation; Sly is able to interact with and harm ghost enemies in the swamp. Able to slide on lasers), Extrasensory Perception & Subjective Reality (Master racoon thieves are able to sense thieving opportunities which manifest themselves as unexplainable blue auras), Supernatural Luck (With lucky charm, protects Sly when he takes any damage, along with pulling him out of death areas, such as water, and bottomless pits), Mimicry (Power Mimicry & Technique Mimicry; Sly is able to read the various special techniques of his ancestors and inherit there abilities after one read), Time Manipulation (With Dev Cooperinda's slow motion jumps, which allows him to slow down time while in the air. With his ancestor's B.F. Cooper's ability to speed up the clock. With Matthew de la Coopuer's perpetual slow motion technique, allows Sly to slow down time whenever. With Thief Reflexes, able to slow down. With Time Rush, speeds up time), Magnetism Manipulation (With Harin Coopergiwa's coin magnet technique, automatically brings coins near Sly), Aura (Has an electric aura while using the fast getaway racoon roll), Electricity Manipulation & Durability Negation (With the "fast getaway racoon roll", creates an electric shield around him. With the voltage attack, Sly will taps his cane on the ground, imbuing the hook of his cane with electrical energy, enemies that get hit with this empowered cane will get electrocuted and die in one hit. With the lightning spin, does a spin attack that uses lightning), Explosion Manipulation (With Rob McCooper's explosive hat technique, allows Sly to throw explosice caps), Electromagnetism Manipulation (With Helle McCooper's notes Sly learned how to harness the electromagnetic field created by a rolling racoon), Invisibility (With Slytunkhamen Cooper's invisibility technique, with Huckleberry Cooper, is able to move while staying invisible, while invisible nothing can see Sly, including lasers, searchlights, and guards. With Shadow Power, completely invisible to all enemies), Paralysis Inducement (With Colonel Reid Cooper's Time Stopper Technique, excutes a flash bang that stuns all guards in the world), BFR (Type 2; With Silent Obliteration, Sly swirls around the enemy, creating a tornado and makes a "pit" for the guard to fall into), Madness Manipulation (Type 2; With the insanity strike, Sly will tap his cane on the ground which imbues a purple aura where hitting a guard with the aura will give them insanity, causing them to attack other enemies, if the enemy attacks other enemies they will also gain insanity), Limited Gravity Manipulation (With Sir Augestine of Cooper's technique to briefly defy gravity, Sly can pop right out of bottomless pits without losing a lucky charm. Able to get out of water without losing a lucky charm with Suzanne Cooper's water safety ability). Resistance to Extreme Heats (Could travel in a volcano without any issues), Extreme Colds (Can travel in snow mountains without getting cold), Mind Manipulation (Noted by Contessa that Sly's mind is too strong to hypnotize and she needs to slowly break down his spirit in order to probe his mind, can break out of the Clockwerk's eye more potent hypnosis in a couple of seconds)

Enhanced Acrobatics (With experimental mega-jump pack, allows Sly to jump extremely high in the air), Information Analysis (With Bruce O'Coop's Computer Hacking Technique, able to get guard information into his binocucom), Flight (With Carmilita Fox's jetpack, able to fly around. With the paraglider, can glide down), Explosion Manipulation (With Carmilita Fox's jetpack, can fire rockets that explode), Smoke Manipulation (With Smoke Bomb, obscures the vision of Sly's enemies for a hasty getaway), Madness Manipulation (With the rage bomb, it will attach to the given object or person, detonating in a puff of green smoke that induceds insanity), Sleep Manipulation (With the music box, plays a melody that causs guards to go to sleep), Sealing (With binocucom, can take pictures of ghost to seal them), Electricity Manipulation (With Cole's Amp, Sly is able to eletrocute opponents upon hitting them with it), Magnetism Manipulation (With Coopergiwa's Gold Magnet, magnetically attracts all nearby coins), Attack Reflection (With Samurai Costume, can deflect back projectiles), Can throw an alarm clock to distract all enemies in range and slip past them. Resistance to Fire Manipulation (With the Samurai costume, protects Sly from fire)


Standard Equipment

  • Cane: The cane, in its many forms, is a primary weapon, tool and symbol of the Cooper Clan. Every member of the clan has had their own, though not necessarily original, cane since the weapon was invented by Bob Cooper in the ice age to steal pterodactyl eggs. By the time of ancient Egypt (circa 1300 BC), the distinctive "C" shaped crook was added, allowing all of the canes since that time to open the Cooper Vault. They are used to pull off the most difficult of heists and perform master thief techniques recorded in the Thievius Raccoonus. In Sly Cooper: Thieves in Time, five Cooper canes were stolen by Cyrille Le Paradox, with the philosophy that if he stole the Cooper Clan's most prized possessions, he would become the greatest of all thieves. The canes were soon recovered by Sly Cooper, Bentley and Murray, with help from the respective ancestor. Sly uses his father's cane. Was modified for ice climbing by Bentley in Sly 2.
  • Ratchet's Wrench: In Thieves in Time one of the unlockables Sly can get is Ratchet's wrench from Ratchet & Clank.
  • Cole's Amp: In Thieves in Time one of the unlockables Sly can get is an amp based off Cole MacGrath from the Infamous series where he can electrocute a person with each hit.
  • Binocucom: The binocucom, or Binoc-U-Com, is a device used by the Cooper Gang for communication and reconnaissance purposes. Sly Cooper's binocucom is fitted with a camera, which will allow him to snap photos Bentley can use to plan missions. Sly uses it for recon and can be used to seal ghost.
  • Cooper Van: The Cooper Van appears in many jobs, as it is often used as the Cooper Gang's getaway vehicle. It is mostly driven by Murray, who treats the van with extreme care. While it has the occasional gadget added to it, it remained mostly unchanged, until Sly Cooper: Thieves in Time, when the gang used it as a time machine.
  • Paraglider: Sly uses this to glide downwards and for lighter descents.
  • Mega-Jump Pack: An experimental jump pack made by Bentley. Allows Sly to jump extremely high in the air.
  • Smoke Bombs: Smoke Bombs procured by Sly that he can use to obscure the vision of his enemies for a hasty getaway.
  • Rage Bomb: Rage Bombs procured by Sly that he can attach to the given object or person, detonating in a puff of green smoke that induceds insanity.
  • Music Box: Music Boxes procured by Sly that he can use to play a melody that causs guards to go to sleep.
  • Alarm Clock: Alarm Clocks procured by Sly that he can use to distract enemies with it's loud sound.

Optional Equipment

  • Carmilita Fox's Jetpack: A jetpack Sly uses during the final battle against Clockwerk, able to use it to fly and fire missiles.
  • Coopergiwa's Gold Magnet: A Cooper item that magnetically attracts all nearby coins.

Notable Techniques

*Dive: Sly dives forward while twirling his cane, attacking nearby enemies, before ending with a somersault. A later upgrade allows the dive to also be used in mid-air to slam into the ground, while also collecting nearby coins. Invented by Drake Cooper as the Fast Attack Dive, upgraded by Chris Cooper as the Dive Collection.

  • Roll: Sly rolls at high speeds. A later upgrade will cover Sly in an electric field during the roll that will attack nearby enemies. Invented by Sally Cooper as the Fast Getaway Raccoon Roll, upgraded by Kelle McCooper.
  • Slow: Slows down gameplay while in the air. A later upgrade allows gameplay to also be slowed down while on the ground. Invented by Dev Cooperinda as the Slow Motion Jump, upgraded by Matthew de la Coopeur as Perpetual Slow Motion.
  • Coin Magnet: Sly automatically collects nearby coins. A passive power-up. Invented by Karin Coopergiwa.
  • Mine: Sly throws his hat (and replaces it with a new one), at which point he can manually detonate it with his cane. Invented by Rob McCooper as the Explosive Hat.
  • Fast: Speeds up gameplay. Invented by B.F. Cooper as Speed Up the Clock.
  • Water Safety: Sly no longer takes damage from water. A passive power-up. Invented by Suzanne Cooper.
  • Decoy: Sly tosses a black cardboard cutout of himself to confuse enemies. Invented by Sir Andrew Cooper as the Thief Replica.
  • Computer Hacking: Allows Sly to bring up the info on every guard in sight while using the binocucom. A passive power-up. Invented by Bruce O'Coop.
  • Move While Staying Invisible: Upgrades the Invisibility move by allowing Sly to tiptoe while invisible. A passive power-up. Upgraded by Huckleberry Cooper.
  • Briefly Defy Gravity: Sly no longer takes damage from falling. A passive power-up. Invented by Sir Augustine Cooper.
  • Stun: Sly strikes the ground with his cane, causing all guards to freeze in time for a few seconds. Will not be available before completing the story. Invented by Colonel Reid Cooper as the Time Stopper.
  • Ninja Spire Jump: Allows Sly to safely land on small points. Invented by Rioichi Cooper.
  • Raccoon Rail Walk/Rail Slide: Allows Sly to walk on rail-like structures. Some of these structures instead allow Sly to automatically slide to the other side. Invented by "Tennessee Kid" Cooper.
  • Invisibility: Allows Sly to turn invisible while standing still. Invented by Slytunkhamen Cooper.
  • Van Modification: Used to modify the Cooper Van by adding a turret for the top of the van and a battering ram for the front of the van. These modifications only come into play when controlling the Cooper Van in the last episode. Based on designs created by Otto van Cooper.
  • Smoke Bomb: Sly sets off a bomb that blocks the enemy's line of sight.
  • Combat Dodge: When fighting an enemy, Sly can perform dodges by pressing the assigned button.
  • Stealth Slide: A quiet and faster way to get around.
  • Alarm Clock: Sly throws an Alarm Clock, which distracts nearby enemies. Required to complete the game's story.
  • Paraglider: Allows Sly to launch a parachute while in the air. Required to complete the game's story.
  • Thief Reflexes: Slows down time.
  • Silent Obliteration: Upgrades Sly's Stealth Slam into a silent and faster way of taking out enemies.
  • Feral Pounce: Allows Sly to jump longer distances than he can with a normal double jump.
  • Knockout Dive: Sly dives into an enemy to knock them out while spinning his cane.
  • Rocket Boots: An updated version of the Stealth Slide. Propels Sly forward with rockets, creating a faster yet silent way to move around, even uphill.
  • Shadow Power (Level 1): Sly will turn invisible, but can't attack, pickpocket, or run.
  • Shadow Power (Level 2): The evolution of the original Shadow Power, Sly now has the ability to use other power-ups, pickpocket, and attack while invisible.
  • Treasure Map: A map that guides Sly to treasure. Used during a mission in the game's story, and is also required for the various treasure hunt challenges.
  • Cane Swat Combo: Allows Sly to follow up a swing with a more powerful ranged attack.
  • Mega Charge Attack: Allows Sly to perform an attack more powerful than the Cane Spin.
  • Rail Sprint: Allows Sly to sprint while on any rail.
  • Steerable Cane Spin: Allows Sly to steer his Cane Spin.
  • Smoke Bomb: Allows Sly to drop a smoke bomb.
  • Meter Recharger: Automatically recharges the Gadget Meter in the blink of an eye.
  • Run While Charging: Allows Sly to run while charging a Cane Spin.
  • Flash Bomb: Upgrades the Smoke Bomb to cover a wider area, last longer, and prevent affected guards from pursuing Sly.
  • Moving Pickpocket: Allows Sly to move while attempting to pickpocket.
  • Sprint While Charging: Allows Sly to sprint while charging.
  • Cane Push: Allows Sly to slide forward and push enemies with his cane.
  • Paraglider Dive Attack: Allows Sly to dive down and attack a target while paragliding.
  • Silent Sprint: Allows Sly to sprint without attracting nearby guards.
  • Air Smash: Upgrades the air dive attack.


  • Venice disguise: Sly wears a disguise that fools the guards in Venice.
  • Photographer disguise: Sly wears a disguise that fools the guards in China.
  • Pirate disguise: Sly wears a disguise that fools the guards in Blood Bath Bay.
  • Samurai Costume: Allows Sly to fool guards in Feudal Japan, deflect certain projectiles with a shield, and be immune to fire.
  • Jailbird Costume: Allows Sly to carry a heavy ball-and-chain that can be thrown to clear certain obstacles and stood on to safely traverse dangerous floors.
  • Sabertooth Costume: Allows Sly to play dead to fool guards and pounce on guards and certain posts from far away.
  • Archer Costume: Allows Sly to carry and shoot arrows with or without ropes attached.
  • Thief Costume: Allows Sly to slow down time around him and use a powerful scimitar.

  • Spin Attack (Level 1): Sly will charge up for a triple Spin Attack.
  • Spin Attack (Level 2): Sly will charge up a quadruple Spin Attack.
  • Spin Attack (Level 3): Sly will charge up a nonuple Spin Attack.
  • Push Attack (Level 1): Sly will charge up for a sliding cane push attack.
  • Push Attack (level 2): Sly will charge up a stronger push attack.
  • Push Attack (Level 3): Sly will charge up an even stronger push attack.
  • Jump Attack (Level 1): Sly will charge up for a jumping cane uppercut.
  • Jump Attack (Level 2): Sly will charge up a stronger, electric jump attack.
  • Jump Attack (Level 3): Sly will charge up an explosive electric jump attack.

  • Other

    Standard Tactics: Sly's tactics as a master thief is to stealh around his opponents and get surprise attacks on them, he will use his various power-ups and equipment to normally get the job done.

    Weaknesses: Sly cannot swim. Due to being a master thief, Sly likes it when challenges get more difficult.

    Trivia

    • Sly Cooper bears a striking resemblance to Jojo the Raccoon from Sucker Punch's first title, Rocket: Robot on Wheels.
      • The two main differences are that Sly is fully clothed, whereas Jojo only wears a necktie. Sly also has grey fur, but Jojo has brown fur.
    • Sly's signature color is blue. Unlike Bentley, Murray and most characters, his is not based on his skin or fur, but off of his attire.
      • Curiously, both Bentley and Murray have worn blue as part of their outfits.
    • Sly wears an actual mask over the mask-like fur around his eyes.
    • Sly is often shown smoking in concept art.
    • Concepts shown in a "making of" movie in Sly Cooper and the Thievius Raccoonus show that Sly's early designs ranged from him wearing nothing more than his hat and shoes to even being chubby.
    • Sly Cooper won "Best New Character" at the Game Developer's Conference in 2003, and the Best Stealth Character by DragonAx in 2011.
    • Sly is of multi-racial descent (American, Caribbean, Panamanian, English, Scottish, French, German, Dutch, Middle Eastern, Egyptian, Japanese, and Australian in particular) based on his ancestry.
    • His friendship with Bentley is ironic for his species, as raccoons are known to prey on turtles, as well as eat turtle eggs.
      • His relationship with Carmelita is reflective of how real life raccoons and foxes share the same ecological niche (though foxes attack raccoons). Sly and Carmelita have similar roles of vigilance but are not on the same side of the law.
    • Sucker Punch originally planned Sly's name to be JT, not Sly, accompanied with a different voice actor. This can be found in in the "The Evolution of Sly" bonus video in Sly 3: Honor Among Thieves.
    • Sly, like Bentley and Murray, cannot swim because he never learned how to when he was in the orphanage, in contrast to real-life raccoons who are excellent swimmers.
      • In Sly Cooper and the Thievius Raccoonus, the player can obtain the Water Safety technique. This does not carry over to the second and third games, but collecting Sir Raleigh's Frog Hat from the safe in Of Mice and Mechs of Sly Cooper: Thieves in Time gives the ability to every playable character.
    • Sly uses two signatures throughout the series; in Sly 2: Band of Thieves, when he sends Carmelita some postcards, he uses a capital "S" as his signature, but other times, he uses his whole first name.[1]
    • Sly's last name, "Cooper", can mean "barrel-maker" in the English language. This is possibly a reference to how, in the first two games, Sly is able to hide in barrels to avoid being seen by his enemies.
      • His name is also likely a reference to real-life criminal D.B. Cooper, who in 1971 famously parachuted out of a plane to an uncertain fate over Southwestern Washington after extorting $200,000 in ransom money. And, in fact, the ending of Sly 2 sees sly paragliding out of an airplane in a possible reference to this event.
    • During cutscenes in Sly Cooper and the Thievius Raccoonus, Sly appears to have entirely yellow gloves and black shoes. During gameplay, he has blue gloves and shoes.
    • In Thieves in Time, there is a Sanzaru Games logo on Sly's backpack.
    • Sly is three years younger than Carmelita.
    • In the Thieves in Time episode, Turning Japanese, Sly passes himself off as "Major Muggshot," as a reference to the member of the Fiendish Five.
    • As the Sly Cooper series has released all over the world, there are many voice actors for Sly Cooper in different languages.
      • In Japanese, Sly was voiced by Tomokazu Seki in the first two games. Takeshi Kusao eventually took over as of the third game and in his appearance in the Japanese dub of Playstation All-Stars Battle Royale, as well as re-recording Sly's dialogue in the Japanese version of the The Sly Collection.
      • Sly was voiced by Rais David Báscones in Spanish, later replaced by Cholo Moratalla in PlayStation Move Heroes. Sly was voiced by Javier Naldjían in the Latin American dubs of Thieves in Time and Playstation All-Stars Battle Royale.
    • In Sly 2, Sly is the only member of the gang who does not serve as the starting character for the heist of an episode. However, in Sly 3, he is the starting character for every heist.
    • Sly is one of few Coopers without a known section in the Cooper Vault, along with his mother, Slytunkhamen Cooper I, Bob Cooper, and the minor Coopers mentioned only in Sly Cooper and the Thievius Raccoonus.
    • Sly is the only character in PlayStation All-Stars Battle Royale unable to block attacks. If the player hits the block button, he will turn invisible until either he is attacked or they let go.

    References

    1. "Job Complete" screen. Sly 2: Band of Thieves

    Battle Records

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