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The Cooper Gang
Our protagonists. They were initially a Power Trio
, but by the third game their ranks had grown to seven, but then turned to six as of the fourth game
"The Thievius Raccoonus doesn't create great thieves. It takes great thieves to create the Thievius Raccoonus."
An American raccoon, and the last member of an incredibly ancient family of master thieves who preyed upon criminals. His parents were killed by a gang of five criminals when he was young, leaving him to be adopted by the Happy Campers Orphanage, where he met Bentley and Murray, his lifelong friends and co-members of the Cooper Gang.
- Ace Pilot: Seems to have become one of these by the third game.
- Universal Driver's License: Seems pretty handy with a submersible and hovercraft in the first game, and can fly a customized biplane in the third game.
- Always Save the Girl: Both Clockwerk and Le Paradox have used this against him, knowing that if Carmelita is in danger, Sly will rescue her no matter how obvious the trap is.
- Amnesiac Lover: Played with. He fakes amnesia in order to finally to get together with Carmelita in the third game.
- Ancestral Weapon: His cane.
- Anti-Hero: Sly may be a thief, but he's a thief with a heart. He and his pals only ever steal from other crooks, and most of the people that they take on are criminals that are worse than they are, like murderers and drug dealers.
- Back Stab: The best way for him to clear out enemy mooks. The Non-Lethal K.O. nature of the game means no actual stabbing is involved, but the concept is the same.
- Blatant Burglar
- Blow You Away: Sly's upgraded stealth kill has him run very fast around his enemy, making a small tornado and sucking them into it, which won't alert the other guards.
- Breaking the Fourth Wall: In the Sly 2 commercial, Sly taps the screen, asking if you're in or out.
- Brown Eyes
- But Not Too Foreign: Sly was born in America and has roots in England, Japan, Egypt, Arabia, Scotland, Germany, and quite possibly more.
- Calling Card: Literally. He even made a calling card out of a laser beam security. At one point in 3, he used said calling card to his advantage to trick Carmelita into arresting General Tsao.
- Cane Fu: That crescent-hooked cane of his isn't just his most reliable tool; it's also his primary weapon, and he knows how to use it.
- Can't Stay Normal: While he clearly loves spending time with Camelita, by the fourth game he admits he can't resist the itch to pull a heist again and was even planning on doing a solo job before the bigger picture was revealed.
- The Cameo/Guest Fighter: Made his fighting game debut in PlayStation All-Stars Battle Royale assisted by the rest of the Cooper Gang.
- Chronic Thievery: Part of the reason he comes out of retirement in the fourth game. Despite having a chance to live happily ever after with Carmelita, he can't resist taking One Last Job.
- Conveniently an Orphan: Very much averted. He may be one, but it's a major plot point, and his family plays a enormous role in the history of the series as a collective Posthumous Character.
- Criminal Amnesiac: Inverted and subverted; he only pretends to have amnesia to hook up with Carmelita.
- Dating Catwoman: His relationship with Carmelita amounts to this; they may be on opposite sides of the law (he being a master thief and she being a cop), but for him, that's no excuse to resist flirting with her.
- Deadpan Snarker: Dips into this in his conversations.
- Domino Mask: He has never been seen without it outside of some of his disguises, even as a child, while disguised for Rajan's ball and while faking amnesia to get with Carmelita.
- And, of course, being a raccoon, he still has a similar mask even when he's not wearing one.
- Easy Amnesia: Subverted in the ending of the third game, where he only fakes amnesia to get with Carmelita.
- Enemy Mine: With Carmelita during the final level of each game, sans Thieves in Time.
- Everything Is Better With Spinning: His rolls and his spin attacks.
- Everyone Has Standards: Being a thief, Sly has no problems with stealing, but limits his targets to other crooks. He's utterly disgusted with General Tsao, stating that out of all the bad men he's dealt with, Tsao is undoubtedly the worst of them all.
- Family Honor: The Cooper lineage is a line of honorable thieves, and Sly intends to preserve that aspect.
- First Person Snapshooter: Though one mission involved him posing as a professional one.
- Foe Romance Subtext: With Carmelita. Not only does he like having her chase him, he states that his thefts wouldn't be as fun without her.
- Four-Temperament Ensemble: The Phlegmatic
- Fun Personified: Makes an effort to have fun or make fun in any scene appears in, unless he's serious for some reason.
- Greater Need Than Mine: Near the end of Sly 4, Sly tells Bentley and Murray to take Carmelita and get off of the blimp before it collapses while he goes to finish Le Paradox himself.
- Half-Dressed Cartoon Animal: Maybe. It's possible he's wearing pants, but it's kinda hard to tell. One artbook with a "how to draw Sly" tutorial refers to him as wearing frayed grey pants.
- Hard Light: In a sense. Sly's father somehow managed to create a modified railwalk/slide that allowed him to do so on laser beams as if they were solid rails. Sly was quite surprised by this. This becomes a Chekhov's Skill as it's used again in the fight with Ms. Decibel one game later (however, none of the other laser beams in the game can be walked on).
- Hartman Hips: In his Thieves in Time design.
- Hooks and Crooks: His family cane.
- Honor Before Reason: His main motive, along with the Cooper Family's, for centuries.
- In a Single Bound: In Sly 4, when Sly wears the Saber-tooth fur, it somehow grants him the ability to jump great distances provided there's a target for him to pounce on.
- It's Personal: In Sly 4, Sly says this verbatim when the gang learns of Penelope's betrayal. It's one thing to betray their trust and friendship, but she crossed the line by betraying Bentley's heart.
- I Uh You Too: A double-whammy exchange at the end of Thieves in Time:
Carmelita: Sly, I, uh...
Sly: I know. Me too.
- Just a Stupid Accent: As lampshaded by Bentley, Sly does a very terrible Italian accent while disguised as a Venetian crook. Does this again in Sly 4, and even more awkward since he was supposed to be disguised as an Arabian deliveryman.
Bentley: "It's a good thing we're in Arabia, Sly, because if we were in Italy, that accent would be considered a felony!"
- Just Like Robin Hood: He's occasionally shown donating his purloined wealth to charitable causes such as orphanages. Considering the rich, evil sorts that he steals from, and the fact that he sends said evil rich sorts and their underlings to jail more often than not, leaving the treasure unguarded, they must donate a fair amount; the Cooper Gang pretty much lives in their van (though they do have some pretty wonderful toys).
- Karmic Thief: He usually only steals from dangerous criminals.
- Kiss of Distraction: Sly is quite fond of these, using them on Carmelita. First in the first game's ending where he kisses Carmelita, while at the same time cuffing her to the railing to prevent her from following him. Second time in the special "Timing is Everything" short when Carmelita has Sly at point-blank gunpoint, then he takes her by surprise and kisses her before escaping.
- Lineage Comes from the Father: Much is made of Sly's father and his thieving antics and how much Sly resembles him. Either his mother was not a thief (perhaps Dating Catwoman is In the Blood?), or this trope is in effect.
- Nice Hat: In the first game, you can even make it into a bomb!
- Nice Job Breaking It, Hero: Near the end of Sly 2, he attempts to stop Clockwerk's reassembly by reversing the polarity on the magnetic fields they are using to do so in the hopes that Clockwerk will be pulled apart. Instead, he only ends up locking the Clockwerk parts together.
- No Guy Wants to Be Chased: Inverted in the most literal sense of the idea: Sly absolutely loves the game of cat-and-mouse he and Carmelita play.
- Not So Different: Sly makes this exchange with Carmelita in the comic, as he only targets criminals and crime lords they are technically on the same side. Carmelita, however, is quick to point out that since said criminals nonetheless steal the loot that Sly steals for himself, he's still breaking the law regardless.
- One-Hit-Point Wonder: He was this in the first game, and could gain up to 2 extra hitpoints with horseshoes. He gains a health meter in later games.
- OOC Is Serious Business: If he drops his fun loving Deadpan Snarker demeanor, it means he's getting serious.
- Orphan's Plot Trinket: His cane, the symbol by which the Fiendish Five recognize his identity. It's also the key to the Cooper Vault.
- Paper-Thin Disguise:
- When showing up for Rajan's ball in the second game, he wears a tuxedo and ditches his hat and shoes, but keeps his mask.
- In the third game, the fact that he is far less bulky than the Venetian flashlight guards and the Blood Bath Bay lantern-carrying guards he impersonates may explain the constant password requests from the guards. Strangely, his wedding photographer disguise in the same game's fourth level still works even after General Tsao identifies him.
- In the fourth game, he manages to pass himself off as a samurai officer in the Japan stage, even referring himself as "Major Muggshot".
- Phantom Thief
- Power-Up Magnet: One of Sly's unlockable abilities in the first game. Seems to have stuck with him into other games, as you start with the ability to pick up coins from a slight distance.
- Precious Photo: Carries one of him and Carmelita during happier times during the events of Thieves in Time. It ends up in Carmelita's possession after he disappears in the end.
- Rascally Raccoon: Obviously.
- Red Oni, Blue Oni: Sly is the blue to Carmelita's red. He is also in-between Bentley's blue and Murray's red.
- Rolling Attack: One of his unlockable special moves in the first game.
- Shock and Awe: And later he gets an upgrade that allows him to channel electricity while rolling. Another upgrade allows him to charge electricity in his cane for instant KOs.
- Screw the Money, I Have Rules!: Sly makes it a rule to never steal from honest citizens as not only is it not fun or challenging, it is also immoral and wrong.
- Star-Crossed Lovers: Him and Carmelita. It's played with in the first game with Carmelita's Mercy Lead, and he is rescued by his friends just as Carmelita was about to break out a glass of wine for the occasion of his arrest with him in the second. In the third game, he fakes amnesia after being injured by Dr M. and ends up with Carmelita in Paris. In the fourth game, he vanishes without a trace to ancient Egypt as Carmelita and the Cooper Gang try to bring him back home.
- Stealth Hi/Bye: He's a master at this, somehow he's been able to: handcuff Carmelita to a rail after the ten second head start — 9 he used to get to her and one to kiss her on the lips, no less! — escape Rajan's palace and leaving a calling card in her hair, and even escape just as Carmelita wakes up from being possessed by an ancient mask.
- Sticky Fingers: Though he seems to enjoy his thievery and limits his targets to other criminals, Thieves in Time shows it's a bit of a compulsion: while he gave it up at the end of Sly 3, he's got the itch to pull another heist even before Bentley informs him of the historical mishaps.
- Strong as They Need to Be: When Sly wears the jailbird outfit in Sly 4, he can use a huge ball and chain as a weapon. The ball is nearly as big as he is, and yet he's able to throw it far and with enough force to break things. You'd think if he were this strong, he'd be able to grand-slam enemies with his fists.
- Super Drowning Skills: He can't swim.
- Taught by Experience: Sly basically had to learn his thieving skills on his own before completing himself once acquiring all of the Thievius Raccoonus.
- Teeth-Clenched Teamwork: In Sly 3 with Panda King. Both eventually get over this.
- "The Reason You Suck" Speech: In Sly 4, Sly gives this to Le Paradox when told of his revenge plan regarding the Cooper lineage — to be known as the world's greatest thief by stealing their canes. Sly calls him out on this, pointing out that Le Paradox never did the actual stealing; rather, he got his "partners" to do all the dirty work before tossing them aside and claiming credit for what they did. Furthermore, Sly also mentions that going after the Cooper line for such a petty reason — for no other purpose than to feed his ego — was just downright stupid, because it not only ended up drawing Sly's attention (and thus interference) in the first place, it also drew Carmelita's attention to his stolen treasure smuggling ring. Put straight, Le Paradox lost everything because he couldn't resist showing off.
- Time Master: Downplayed for the most part, but three of the unlockable special moves in the first game were the ability to speed up time (to make long, boring heists and stake-outs go by in a flash), slow down time (in order to more easily dodge traps and security lasers), and stop time (causing all enemies to freeze for a few seconds). The Thief costume in the fourth game allows him to slow down time by using the powers of a genie.
- Took a Level in Badass: See One-Hit-Point Wonder.
- Trapped in the Past: By the end of Thieves In Time, he's been stranded in Ancient Egypt.
- Variable-Length Chain: Thieves in Time includes a jailbird costume with a ball and chain, which can of course be thrown as a weapon or used as a tool to move or demolish obstacles. Possibly played with, as the chains themselves don't change length, but the disconnected ends behave as if they are connected by an invisible, elastic band of variable length.
- Precision-Guided Boomerang: Despite the fact that the chain on Sly's ankle and the chain on the giant metal ball are not connected, the ball always comes back instead of stopping where it hit. It also somehow manages to not take Sly along for the ride, despite being as big as he is and likely heavier. Bentley never comments on this unusual turn of physics.
- Visible Invisibility: Type 3 while utilizing the invisibility power from his ancient Egyptian ancestor.
- Vitriolic Best Buds: With Bentley.
- Weapon of Choice: The Cooper Cane. His father's version, anyway.
- When All You Have Are Arrows: In Sly 4, Sly is locked in an area, facing off against a giant mech knight. He managed to destroy the huge thing using only arrows sniped at crucial points.
- Would Hit a Girl: Sly has no qualms about smacking the female antagonists with his cane.
- Wounded Gazelle Gambit: Does this in Sly 3 with Carmelita where he had to charge up a battery, and how? By getting Carmelita to shoot him. He pretends to be down for the count, but once the battery is fully charged, he makes an easy escape.
- In Sly 4 when he wears the saber-tooth fur he can play dead before pouncing on unsuspecting targets.
- You Never Did That for Me: In Sly 4, Sly seemed a little jealous when Carmelita goes to follow Galleth to see if he's all right during his mission.
Sly: I don't recall you ever watching my back on any jobs.
Carmelita: Only when I'm trying to catch you.
"It doesn't take an engineer to figure out how to blow up a bridge."
Voiced by: Matt Olsen
An American turtle
, and the brains of the Cooper Gang. He appeared solely in radio comms and in a hacking level in the first game, then Took a Level in Badass
and played an active role in the second game and beyond.
"The "Thunder Flop" knows neither friend nor foe, only DESTRUCTION!"
Voiced by: Chris Murphy
An American hippo
, and The Big Guy
of the team. He plays a supporting role as a truck racer and key retriever in the first game, and takes about 10 levels in badass
starting from the second.
Voiced by: Terry Rose
An Australian koala and aboriginal guru. He joins the team after the Cooper Gang defeat the Mask of Dark Earth and clear Ayers Rock of miners.
"Let's light this candle!"
Voiced by: Annette Toutonghi
A Dutch mouse
, and an expert RC vehicle operator, mechanic, and pilot
. She joins the team after being exposed as the Black Baron in the ACES Dogfighting Championship, an identity she had created due to age restrictions on dogfighting.However, sometime in between the third and fourth games, she grew resentful of Sly's reputation while Bentley and she were nothing but support. She secretly teamed with Le Paradox to be the mole within the Cooper gang (ultimately being the cause that kicks off the plot of the game). Eventually, she disappeared to Bentley's worriment and was found in the medieval era donning yet another dark armored persona, the Black Knight.
- Action Girl
- Always Second Best: While being intelligent enough to keep up with Bentley, it turns out Penelope's not quite the Omnidisciplinary Scientist she thinks she is as the Black Knight. Her creations are all giving her problems of some sort, and Bentley's observations place her work as adequate at best and sloppy at worst.
- Art Evolution: Penelope looks older and a bit less "cute" comparing her animation between the third and fourth games, which makes some sense as there's a gap in time between games, and she was originally banned from dogfighting due to her younger age.
- Blondes Are Evil: It is revealed in Sly 4 that she betrayed the Cooper Gang to Le Paradox and was practically the one who kickstarted the game's plot.
- The Chick
- Damsel in Distress:
- When she is kidnapped by Captain LeFwee.
- Also, her disappearance in the fourth game is what kicks off the plot. As it turns out...
- Damsel out of Distress: she beats Captain LeFwee in a sword fight right after she is freed.
- Face-Heel Turn: She pulls one in Thieves in Time. She is in fact the true identity of the Black Knight, and is revealed to have been working with the Big Bad all along to destroy Sly, because she felt that she and Bentley were being held back by him from doing greater things and changing the world. Bentley ends up despising her — as evidenced by him later scribbling devil horns on the photo of her that he keeps in his Binocucom — and she ends up a criminal on the run.
- Heel-Face Revolving Door: Started off as a villain, then joins the gang following her defeat only to betray them later on.
- Fallen Hero
- History Repeats: A member of the Cooper Gang who's a technological genius deciding to go rogue because of growing resentment towards their leader? Yep, it looks like Sly now has his own Dr. M.
- Humongous Mecha: She uses a bigger Black Knight mech in the first stage of her boss fight
- Karma Houdini: She is the only villain in Thieves in Time that manages to break out of jail and resume her activities.
- Love Interest Traitor: Thieves in Time sees her betray the Cooper gang and break Bentley's heart.
- Mini-Mecha: The Black Knight armor.
- Odd Friendship: Despite what happened afterwards, Penelope and Murray ended up forming a fledgling friendship during their mission in China. She helped save him and his van, and Murray was helpful to mentor and protect her during the main heist.
- Only One Name: See Bentley's entry.
- Pair the Smart Ones: See Bentley's entry.
- The Resenter: In Thieves in Time. She comes to see Sly as holding her and Bentley back from intellectual greatness and decides to join with Le Paradox to have her revenge.
- Romantic False Lead: Sly is one for her in Honor Among Thieves. Then she becomes one for Bentley in Thieves in Time.
- Smurfette Principle: Only girl in the Cooper Gang. At least until Sly 4...
- Species Surname: See Bentley's entry.
- Spy Catsuit: Switches from overalls to a jumpsuit in the fourth game.
- Unexplained Accent: Despite being Dutch, she speaks with what seems to be a Minnesotan accent.
- We Can Rule Together: She offers this to Bentley when he confronts her about her betrayal.
- Walking Spoiler: Becomes one as of Thieves in Time. Seriously, about the only thing you can say about her in that game is that she disappears at the beginning and Bentley is worried about her.
- Wrench Wench: Has RC skills that equal Bentley's own. She even helps Bentley reconstruct the Cooper Vault for future generations and builds the Time Machine that's used in Thieves in Time... then takes the blueprints for those and gives them to Le Paradox.
- Wrong Guy First: When she first joins the gang, she has a massive crush on Sly that mostly serves to drive a wedge between him and Bentley. She soon decides that it's better to Pair the Smart Ones, since she has little in common with Sly. Of course, she and Bentley have since broken up.
The Panda King
"The fuse is lit!"
Voiced by: Kevin Blackton
A Chinese panda
, a former member of the Fiendish Five, and a powerful Chinese crime lord with a thing for fireworks. He returned in the third game to team up with Sly to rescue his daughter and break into the Cooper Vault, facing demons both literal and metaphorical in the process.
- Acrofatic: Despite his portly frame, he shows a considerable amount of agility during his first boss fight, bounding and flipping around the arena.
- The Atoner: He was once part of the Fiendish Five who killed Sly's father, and in an ironic twist of fate is recruited into the Cooper Gang in Sly 3 for the Cooper Vault raid.
- Badass Baritone
- Battle in the Center of the Mind: Has one in Sly 3 with his dark half, who wants to use the alliance with Sly as an opportunity to exact his revenge for what happened in the first game. Present Panda King refuses, as he had his daughter to think about.
- Callback: When Sly mind melds with Panda King in Sly 3, it re-enacts their fight in the first game, even the pre-fight dialogue (well, Panda King's anyway).
- Calling Your Attacks: Palms of Thunder! Booming Chop! Fiery Wheel!
- Charged Attack: His fireworks in the third game. A fully charged attack leads to a small-scale Macross Missile Massacre.
- Demolitions Expert
- The Dragon: Arguably, to Clockwerk.
- Easily Forgiven: Averted. Sly never openly forgives him for his part in his family's murder; he just decides to move on. The feeling is mutual.
- Enemy Mine: With Sly, against General Tsao, in the third game's fourth level.
- Enemy Within: In the third game, he is initially trapped in a loop of his greatest loss (with some help from General Tsao), requiring Sly to go into his mind to snap him out of it. Later, before he can take part in the mission to destroy the grasshopper crypt, the Panda King must reconcile with the dark side of his personality, who's exhorting him to kill Sly Cooper. He eventually placates his dark side by pointing out that following Sly will teach him humility, which will help him be a better father to Jing King. He follows up by pointing out that if strength was all that was needed, then there would be no reason to stop Tsao from marrying his daughter.
- Even Evil Has Loved Ones: He has a daughter, Jing King, who is kidnapped by General Tsao to be forced into a wedding ceremony.
- Everyone Calls Him Barkeep/Only One Name: Intriguingly, it appears King is his actual surname. Whether "Panda" is his first name is unknown.
- Evil Cannot Comprehend Good: Fails to understand why Sly has anything against his protection racket and burying towns in avalanches.
- Evil Sounds Deep/Badass Baritone
- Freudian Excuse: As a child, he loved the fireworks the noblemen put on for display and aspired to be a fireworks artist himself. However, his skills and talent were spurned by them because he was poor, causing him to turn to a life of crime.
- Heel-Face Turn: The third game.
- Incendiary Exponent: His Flame Fu in the first game. In the third game, his basic melee attack is a flaming karate chop. And that's not counting the fireworks...
- I Owe You Shotgun: Murray states that Panda King has shotgunnote for a month.
- Kick the Dog: Him burying a village in the snow for refusing to pay his protection fee in the first game.
- Not just A village; ANY village who didn't pay the protection fee got this.
- Large and in Charge: When he was a crime lord.
- Large Ham: More subdued, but it's there, especially when he's calling his attacks.
- Maniac Monkeys: Pretty much all his henchmen in the original game.
- Mighty Glacier: In the third game, he moves slowly compared to other characters and he lacks a proper melee combo attack. Nonetheless, he's quite the offensive powerhouse and his flaming chop will kill most mooks in a single hit.
- Not So Different: He pulls this card with Sly in the first game, stating that they are both thieves. Sly shoots it down, stating that he is from a long line of master thieves while Panda King is nothing but a "spurned fireworks artist turned homicidal pyromaniac."
- Odd Friendship: With both Murray and the Guru. He relates with the Guru because he, in Sly's words, 'hit it off with the old guy', and Murray — when the hippo states that he'd never abandon the team van again when it was frozen in ice — because the situation reminded him that if he had Murray's conviction, Jing King wouldn't be forced into betrothal with General Tsao.
- Overprotective Dad: Became this since Jing King begged him to screen her potential suitors, so as to avoid another General Tsao incident; he's done a pretty good job, since she hasn't been married yet.
- Panda-ing to the Audience
- Papa Wolf: His failure to be this led to his self-imposed exile.
- Playing with Fire: Panda King's fighting style of Flame Fu.
- Put on a Bus: As confirmed by Word of God, Panda King is sitting out the events of Thieves in Time.
- Supernatural Martial Arts: His Flame Fu fighting style.
- Teethclenched Teamwork: With Sly in Sly 3. Both eventually get over this.
- 10-Minute Retirement: He hung up his demolition gear after being banished by General Tsao, but had to take it up again once he was recruited by the Cooper Gang.
- "Where Are They Now?" Epilogue: By the end of Sly 3, Panda King lives with his daughter and would analyze any potential suitors for her. She still remains single.
"My suit is GREASY SWEET!"
Voiced by: David Scully
A French iguana, literal lounge lizard, and former Klaww Gang member, French crime boss, and nightclub/restaurant owner who ran a forging and drug dealing operation. He was defeated by Sly and imprisoned by Interpol, only to be broken out a year later in Venice, lead Sly to the flight roster in Holland, and team up with him to retrieve his family's diving gear from Captain LeFwee in Blood Bath Bay.
The Fiendish Five
A gang of five criminals
who broke into Sly's home and killed his parents, dividing the parts of the Thievius Racoonus among themselves and taking off to the furthest corners of the world. Tropes involving them:
"Clockwerk is superior!"
"Perfection has no age."
Voiced by: Ross Douglas
The leader of the Fiendish Five, Clockwerk is a monstrous robotic owl of unknown origin. He turned himself into a robot in order to hunt down and destroy the Cooper family, his greatest rival. He is at least 3200 years old, showing up even in the earliest parts of the Thievius Racoonus. Thieves in Time marks him as even older, as he's visible even in the background of the ice age level
. He possessed an incredibly well-fortified hideout in the Krakarov Volcano in Russia, before being defeated by Sly and his parts sent to a museum in Cairo. But then the Klaww Gang stole his body parts and repurposed them for their criminal schemes. The Cooper Gang managed to steal these powerful components back, only to have them stolen by Jean Bison after the Lumberjack Games. From there, the parts were passed on to Arpeggio, which turned out to be part of an Evil Plan to not only acquire Clockwerk's powerful body for himself, but also his immortality, all through a complex scheme involving the operations of the rest of the Klaww Gang. However, Neyla betrayed Arpeggio and took the Clockwerk frame for herself, dubbing herself "Clock-La" and engaging the Cooper Gang in battle. Clock-La was defeated, and Carmelita destroyed Clockwerk's Hate Chip, which caused his mechanical body to rust and corrode into nothingness. However, while the threat of Clockwerk was presumably eliminated forever, victory came at a great cost; Bentley lost the use of his legs due to a crushing bite from Clock-La's beak, which was a serious blow to Murray's morale.
- Arch-Enemy: Of the Cooper Clan as a whole.
- Attack of the 50-Foot Cyborg Owl: Clockwerk is HUGE.
- Badass: The most dangerous villain in the Sly Cooper series. Bar none.
- Batman Gambit: His plan to lure Sly into the gas chamber in his volcano lair pretty much counted on Sly's willingness to risk his life to save Carmelita Fox.
- Big Bad: Of the first game.
- Bigger Bad: Of the second game. He's the reason everything is happening, but doesn't influence the plot directly.
- Bond Villain Stupidity: Subverted. When Sly walks into his death trap in the first game, he activates it, then gloats as the poison gas starts taking effect.
- The Cameo: He shows up in the background of every episode in Sly Cooper: Thieves in Time. What's more is that there are two treasures you can find that reference him in some way, namely his eye and the Dragon's Claw, since the bottom has "Clockwerk was here" scratched into it.
- Cartoonish Supervillainy: This might be one's first impression of him as you ride towards his lair. A padlocked, ominous door guarding his entrance? Check. A bunch of mindlessly obedient servants? Check. A fucking death ray? Double check. But then, as you progress through his levels, you will slowly discover that he has worked very, very, VERY hard to show you he means business.
- Contemporary Caveman: Even with his reliance on cybernetics, Clockwerk is apparently Vandal Savage if he were an owl.
- Continuity Nod: His cameo appearances in Sly 4 are evidence that he really has been after the Coopers for millennia.
- Crazy-Prepared: His base in Sly 1. The security measures were extensive on their own, but just in case Sly got past them, Clockwerk set up a deadly trap — a gas chamber with Carmelita Fox trapped inside. It was pretty easy to tell that it was a trap, but Sly couldn't just leave Carmelita in there... which is exactly what Clockwerk was counting on.
- And just in case Sly brought along a friend who was technically savvy enough to disable the gas, Clockwerk created a computer firewall system that very easily became That One Level for gamers.
- Creepy Monotone: He speaks with a grating, robotic voice that sounds almost eerily calm. However, there's always an undertone of menace in his words, which sometimes comes through in full. Take his incensed response to Sly's Kirk Summation:
Clockwerk: Enough, Sly Cooper! It ends here!
- Cruel Mercy: As he explained to Sly, he only spared Sly as a child when he stole the Thievius Raccoonus because he was convinced that the Cooper Clan was only as successful as they are because of it and wanted to show the world as such. Sly, of course, proves him wrong.
- Cyborg: Just about the only organic part of him that's still left is his brain.
- Dangerously Genre Savvy: He knows how the Coopers act from his past battles with them, so he uses Carmelita to lure Sly into a death trap, which he activates right after he walks into it. When Sly and Carmelita escape his death trap, the first thing he does is send one of his robotic bird minions to steal Sly's cane; the trusty weapon and tool that's been so useful to Sly for the whole game.
- Determinator: He has lived thousands of years just to get his revenge on the Cooper Clan. Not to mention all the damage he takes during the battle, only to keep on coming.
- Diabolus Ex Nihilo: Beyond his feud with the Cooper family, not much is known about him.
- The Dreaded: A subtle one for Sly. In the second game, Sly is vehemently opposed to the idea of Clockwerk's body becoming reassembled in the second game.
- Evil Cannot Comprehend Good: He sees having empathy for others as a weakness. See Lack of Empathy below.
- Evil Is Petty: He waged a personal war with one goddamn family for generations, all because he didn't like how successful they were.
- Eye Beams: In the second game.
- Famous Last Words: "COOPER! You will never be rid of me...! Clockwerk is... superior…!"
- These might not seem like much, but think about the end of the second game. Even if Clockwerk's Hate Chip was destroyed, even if the reign of terror he's held over the Cooper Clan is finally over… he was directly responsible (well, technically Neyla) for Bentley's paralysis. So no matter what, whenever Sly sees his dear friend in a wheelchair, he will be reminded of that mechanical owl. Sly will never be rid of Clockwerk. From a Certain Point of View, The Bad Guy Wins.
- The Ghost: How he's played up until you actually meet him in the first game. He doesn't have intercom banter with his henchmen, his levels immediately progress from one to the next (unlike the "hub" worlds of the other Fiendish Five members), and until Sly gets caught in the gas chamber, you don't even hear him speak. Then, at the very end, as you fly above the ruins of his death ray, you think everything is all good and — HOLY SHIT.
- Green-Eyed Monster: Nourishes on a "steady diet of jealousy and hate".
- Guide Dang It: Since his cameos in Thieves in Time can only be seen during specific jobs in each episode, finding them all can be very difficult.
- Implacable Robotic Owl: Considering that he survived a plunge into a volcano's molten crater and came rising up for round two, this trope applies.
- He Who Must Not Be Seen: Up until the end of the first game, he remains a silhouette and is never seen directly. The same applies for his appearances in Thieves in Time, since you can only see the "mini-clockwerks" watching you.
- It's Personal: His vendetta against the Cooper line. For him to keep himself alive for centuries just to see it through, whatever sparked this rivalry in the first place had to be serious. Not to mention that murdering Sly's parents made it personal for Sly, as well...
- Knight of Cerebus: The other members of the Fiendish Five have personality quirks, Freudian Excuses, and other subtle elements that lend a hint of comedy to them, villains though they may be. Not Clockwerk. He's a cold, ruthless, no-nonsense sociopath who speaks with a grating robotic voice, nearly kills Sly and Carmelita with a death trap, and generally comes across as much more serious and threatening than the rest of the Fiendish Five... to say nothing of many of the other villains in the series.
- Even though he doesn't hijack the second game, he's still this since once his parts reassembled, it gets much darker and Neyla drops all comedic moments.
- Lack of Empathy: It is nearly impossible for Clockwerk to empathize with anyone.
- It's not just that he lacks empathy, he identifies it as a weakness in others.
"Empathy will always be the downfall of the Cooper Clan."
- Large and in Charge: The leader of the Fiendish Five and by far the largest.
- MacGuffin: In the second game, various parts of his body are collected and used by the Klaww Gang to power their empire via spice trade. Sly's gang makes it their mission to prevent Clockwerk's body from becoming reassembled.
- Mysterious Watcher: His role in the fourth game. He appears in the background of various stages, doing nothing but watching. This is a Call Back to the first game, where each picture of the thieves had his Silhouette in the picture.
- New Powers as the Plot Demands: When his body is reassembled in the second game, it displays attacks he didn't have in the original.
- No Name Given: If he had a name beyond "Clockwerk," it's never been shown.
- Non-Standard Character Design: Contrasting with the cartoonish designs of the rest of the cast, and the artwork of him in cutscenes, in-game he looks like a more realistic depiction of an owl, albeit a mechanical one.
- Noodle Incident: It is never stated why exactly he hates the Cooper Clan so much.
- Paranoia Fuel: In-universe reputation, if your name is Cooper. I mean, this guy could suddenly crash in and kill you and your family at any moment, and the moment you actually heard his wings, it's already far too late — Sly's parents learned this the hard way.
- In Sly Cooper — Thieves in Time, you can actually see him in the background. He also stalks you around the map. Remember, Clockwerk outright kills the majority of Sly's ancestors sooner or later. Who's to say he's not going to kill your ancestors again off-screen?
- The cameos also add another layer when you consider that "Clockwerk" appears much smaller than he did originally and he is completely robotic in the Ice Age, which means that either he's back and has time travel or someone started making "Mini-Clockwerks" which only appear in the past because they are stalking Sly's gang.
- The Pirates Who Don't Do Anything: Despite being described as a master thief, he's never shown to steal anything but Sly's cane, and that was through a minor minion.
- The Power of Hate: Clockwerk is a firm believer in this. In fact, the second game revealed that it was a "Hate Chip" that served as the essential core for Clockwerk's immortality.
- Purpose Driven Immortality: Thanks to his "diet" and robotics, he has been able to stalk the Cooper Clan for centuries.
- Really 700 Years Old: Evidently, Clockwerk is at least old enough to have be around during the Ice Age.
- Time Abyss: At this point, Father Time seems to not have enough to deal with this asshole.
- Red Eyes, Take Warning: He had those before turned himself into a cyborg. His new body had gold eyes, which flicker red when he speaks.
- Red Herring: His appearances in Thieves in Time have nothing to do with the plot, simply serving as Easter Eggs to observant players.
- Revenge: Has lived for centuries — perhaps even millennia — with the sole intention of taking vengeance on his rivals, the Cooper family line.
- The Rival: To the Cooper family.
- The Sociopath
- Soul Jar: The Hate Chip is what keeps Clockwerk alive and even keeps all his parts pristine (being broken off into individual pieces notwithstanding). When it's destroyed at the end of Sly Cooper 2: Band of Thieves, the effect is immediate as all of Clockwerk's parts rust and corrode into trash before the gang's eyes.
- Talking Animal: In a world of furries, this is all the more prominent because he resembles an ACTUAL owl.
- Tranquil Fury: Despite being stated to be literally fueled by hate, he's pretty calm and composed, even when confronting Sly.
- Vile Villain, Saccharine Game: Oh yes. Not just for the first game, but for the entire series. The Sly Cooper series is a cartoonish, Lighter and Softer series than most. And though it has its dark moments, its villains are typically Laughably Evil, have some alturistic qualities, and some even reform. Clockwerk, however, is the exact opposite of every villain in the series, as he has no redeemable qualities, is never played for comedy, and is for all intents and purposes, a Serial Killer played competently, completely, and horrifyingly straight in a kids game.
- The Voiceless: Applies to him in the fourth game.
- We Can Rebuild Him: The real point of the plot of Sly 2. Only this time, it wasn't HIM in control of the frame...
- You Killed My Father: Inverted. He's the one who murdered Sly's parents.
- You Monster!: Invoked by Sly.
Sly: "Is it inappropriate to refer to him as a monster? No. Not at all."
"See you in the next world, Sly Cooper!"
Voiced by: Presciliana Esparolini
A Cajun alligator, the chief mystic of the Fiendish Five, and an accomplished wielder of black magics, whose command of forces beyond this world allow her to break both the laws of man and nature. She is based in the deepest, darkest parts of the Haitian jungle.
You break into my place, steal my stuff, trash the joint! I feel transgressed and violated! Let's rock!"
Voiced by: Kevin Blackton
An American bulldog with a serious inferiority complex who once had total control of Mesa City, Utah, until the Cooper Gang took him down. He returns to threaten the gang again in Holland, but is taken out by a combination of Penelope's RC skills, Bentley's defense systems, Murray's strength, Sly's guile, and Carmelita's shock pistol.
- Badass Mustache: That almost resembles a letter "M."
- Berserk Button: "No one talks that way about my mother! NOBODY!"
- The Brute
- Bully Bulldog: When he was younger, that wasn't the case; as he got older, though...
- Charles Atlas Superpower: When he was young, he was a normal pup. Fastforward to adulthood after constant strength training, and he's a one-dog wrecking crew by just relying on his fists.
- Cigar Chomper: Just look at the picture here.
- Didn't Think This Through: His grand scheme for Mesa City was to drive out everyone living there to set up his gambling ring. Shortly after Mesa City becomes a ghost town, he realizes that this leaves no customers for his casinos.
- Dumb Muscle: Shown punching through a bank's vault door in his introduction, but evidently ignored academic matters while beefing himself up.
- Also can't even pronounce "Thievius Racoonus" and didn't care about his section of the book because it had too many words. He instead fights Sly since he's messing up his gambling operation.
- Even Bad Men Love Their Mamas: Insulting his mother proves to be Bentley's critical point for luring him into a fight in the town square.
- Even Evil Has Standards: Even he is hesitant about attacking Bentley, who is confined to a wheelchair.
- Freudian Excuse: He was picked upon by other dogs as a child, leading him to take up gym lessons and adopt a personality like those of the gangsters in the Mafia films he so loved.
- Guns Akimbo: With a pair of submachine guns. That are roughly the size of Sly's BODY.
- Incredibly Lame Pun: One of the Mafia films he loves so much is called The Dogfather.
- In Honour Among Thieves he reappears in Holland with his own team of pilots for the air races, thus making him a dogfighter.
- Large and in Charge: The biggest member of his personal gang by far, and the top dog.
- Made of Iron: He can't be hurt by Sly's cane or Murray's fists, and can take multiple shots to the "solar plexius" with an engine block without significant damage. It takes focused sunlight (in the first game) and multiple rounds from Carmelita's shock pistol (in the third game) to finally bring him down.
- Power Fist: His arms and hands are so big that he uses them to walk.
- Top-Heavy Guy: His lower body is so small in comparison to his torso that he has to walk around on his knuckles. In the "Timing is Everything" shorts, however, he is capable of using his legs, though is still fairly sluggish in a fight.
- Who's Laughing Now?: His introduction video depicts him beating the stuffing out of his childhood tormentors.
"I HATE unexpected guests!"
Voiced by: David Scully
The Fiendish Five's chief machinist, an aristocratic Briton who, bored with the high life, took up piracy on a whim and found it to his liking, setting up a shipwrecking operation on an island off the coast of Wales using a weather machine.
- Aristocrats Are Evil: In his backstory, he was born into wealth and privilege before turning to a life of crime out of sheer boredom.
- Balloon Belly: His main form of attack.
- Chewing the Scenery
- Evil Brit
- Expy: A green frog with a Top Hat? Sounds like Raleigh's an Evil Twin of Michigan J. Frog.
- Faux Affably Evil: He comes off as a Benevolent Boss at first on his P.A. announcements to his flunkies... before lapsing into berating them for various screw-ups and threatening to "flog them for an entire fortnight" if they can't catch the thief prowling around his lair.
- For the Evulz: As established already, he became a criminal out of boredom and quickly took to it.
- Gadgeteer Genius: Not that he actually uses his machines in his boss-fight.
- Half-Dressed Cartoon Animal: Wears a top hat, gloves, and spats, but no other clothing.
- Jerkass: At least the other members of the Fiendish Five had some sort of Freudian Excuse for turning to a life of crime. Him? He simply became a criminal because he was bored. For him, crime started out as a hobby and turned into an addiction.
- Nice Hat: It seems to be a steampunk top-hat. In Thieves in Time, it can be found as an item that lets you avoid drowning.
- Large Ham: Especially when he starts ranting.
- Mood-Swinger: Drastically switches between sarcastic politeness and loud, scathing disdain.
- Pirate: Turned to this out of boredom, and found it to his liking.
- Salvage Pirates: His current operation hinges on causing shipwrecks, and scavenging the goods afterwards.
- Put on a Bus: See Ms. Ruby's entry above.
- Sissy Villain
- Smug Snake: His bite isn't anywhere near the level of his bark.
- Starter Villain
- Toothy Frog
- Warmup Boss: As the first member of the Fiendish Five that Sly fights, this is unavoidable.
The Klaww Gang
A group of five powerful crime lords and a powerful Interpol official
from across the world, united for mutual profit, particularily through the spice trade. Tropes related to them:
- Five-Bad Band:
- Multinational Team: The members consist of a French iguana, an Indian tiger, a Czech spider, a Canadian bison and are lead by a British parrot.
Voiced by: Sam Mowry
A British parrot with great wealth and an enormous airship. The machinist of the Klaww Gang, and arguably its leader.
- Affably Evil: When Sly confronts him at the end of the game, he's unfailingly polite to the master thief, and even admits that his plan to hypnotize Paris into a rage to empower Clockwerk's Hate Chip is rather cruel. Being a villain, of course, he dismisses this as "necessary."
- Big Bad: Of the second game. Or so it would appear.
- Cutscene Boss
- Driven by Envy: Being bitterly envious towards other birds because of their ability to fly is a major reason behind his desire to use Clockwork's parts to become immortal.
- Evil Brit
- Freudian Excuse: He was born a genius, but was never able to fly or keep up with the other students physically. This is part of the reason he seeks the Clockwerk frame, the other being immortality.
- High-Class Glass: He's rocking a stylish monocle. Which is flung away when Clock-La crushes him; it ends up rolling over to Sly's feet.
- Horrible Judge of Character: He's completely shocked when Neyla betrays him to take the Clockwerk frame for herself, apparently forgetting that she had double-crossed just about everyone else in the game already; Neyla even lampshades it.
- Immortality Immorality: He's willing to go to some pretty heinous lengths in pursuit of Clockwerk's hatred-fueled immortality.
- Killed Off for Real: He's crushed in Clock-La's beak, and is the only member of the Klaww Gang not to be mentioned in the "Where Are They Now?" Epilogue.
- Minor Major Character: His initial appearance is a non-speaking role at the party in Rajan's "ancestral palace", while his second and final appearance is a scene near the end of the game, where he reveals his master plan to hypnotize Paris using hypnotic lights devised by the Contessa and powered by Jean Bison's Northern Lights battery to send a Paris addled by spice sold by Dimitri, delivered by Jean Bison, and produced by Rajan into a hate frenzy, in order to make himself immortal and able to fly using the Clockwerk frame. However, he is betrayed by Neyla, and (apparently) dies soon afterwards.
- Non-Action Big Bad: Due to his physical weakness, he is obviously unable to engage in combat himself.
- Only One Name
- The Unfought
Voiced by: Ross Douglas
A Canadian Bison
and former prospector and woodsman at the time of the Wild West. He was frozen in a freak avalanche for 100 years and unfrozen by global warming, bringing his Saruman
-like aspirations of taming the wild north into the modern age.
- Affably Evil/Anti-Villain: Type IV. He's often shown being A Father to His Men, and even Sly feels sorry for him given his Fish out of Temporal Water status.
- Benevolent Boss: Unlike most of the villains in the series, he seems pretty nice to his men and compliments them for their work, though when the Clockwerk parts in his possession were stolen, he states he had them punished according to the "Lumberjack's code."
- Bad Boss: Also has shades of this in the lumberjack games, where he threatens his men acting as judges if they don't give him all perfect scores. (He even implies that he killed the previous judges)
- Bison Popsicle: Was buried in an avalanche and frozen during the Gold Rush of 1852, and thawed out in the present day thanks to global warming.
- Blade on a Stick: His Simple Staff when the Clockwerk Talons are affixed to it.
- The Brute
- Canada, Eh?: Averted massively. His own men play it more straight, though.
- Fantastic Racism: Bison has a very low opinion of turtles, which he isn't afraid to share with Bentley.
Jean-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 woodcutter from a woodchuck!"
Bentley: "That's it! Time I showed you just how "stew-pid" we turtles really are!"
- Fish out of Temporal Water/Values Dissonance: As Sly says, he's just a regular guy from the 19th century. He would have been a hero in his day, but he's now a villain, though partly for his drug operation.
- In the epilogue, he seems to have realized the full impact of deforestation, as he was seen working for the Environmental Protection Agency.
- Flunky Boss
Bison: "Come on in here boys! Let's get this varmint."
- Genre Savvy: Outside some his Too Dumb to Live moments (such as not instantly recognizing the Cooper gang stealing the outfits of his judges), he's surprisingly competent. When trying to keep the last of his Clockwerk parts powering his trains from getting stolen, he guards it himself in addition to his other security measures, and after he manages to catch the Cooper gang, he finds their hideout and steals the Clockwerk parts they found.
- Heel-Face Turn: In the epilogue, he's shown to be working for the Environmental Protection Agency. Sadly, he ended up frozen again when rescuing baby penguins in the arctic.
- Hoist by His Own Petard: Bentley defeats him, thanks to Sly, by giving him commands on using Bison's own wood cutting equipment against him. Made all the more ironic because Jean Bison didn't believe that turtles were very bright.
- Large and in Charge
- Large Ham
- Morally Ambiguous Ducktorate: The basic enemies in his levels are ducks.
- Puzzle Boss: Makes sense, given who you're playing as for the fight.
- Sore Loser: In the Lumberjack Games that he holds. Admittedly, he's very good at them, as he is legitimately the previous champion for the previous games. But he hates losing so much that not only does he hire the judges to make sure they give him the best scores, he also threatens them with bodily harm if they give him less than perfect ones.
- Species Surname: In his case, it is pronounced "Bih-Sawn".
- Terra Deforming: See Values Dissonance.
Voiced by: Gloria Manon
A Slavic (likely Czechoslovakian) spider and senior Interpol official who is secretly brainwashing prisoners to tell her the location of their loot so she can take it for herself.
- Above Good and Evil: She practically quotes this trope verbatim when dismissing Sly's warnings regarding the Clockwerk Eyes. Sly, however, responds that, since she believes herself above morality, he's definitely not letting her have the Clockwerk Eyes.
- Affably Evil/Faux Affably Evil: Hard to tell. She uses mocking politeness when "treating" her patients, but her respect for Sly after being beaten seems genuine.
- American Gothic Couple: In her epilogue, a hypnotised couple in that pose and background is shown.
- Arachnid Appearance and Attire: Well, she is a Spider-Taur.
- Aristocrats Are Evil: Subverted. She got her wealth and presumably her title by marriage, not by birth.
- Bat out of Hell: The basic minions for her levels.
- Black Widow: She got her wealth from marrying an aristocrat, then poisoning his wine.
- Dark Chick
- Deadpan Snarker: Particularly shown when Carmelita keeps vowing that "she'll get her" when trying to resist brainwashing.
- Everyone Calls Her Barkeep
- Giant Spider
- Gold Digger: Rather convenient her previous rich husband died soon after their wedding... or maybe it's simply because she's a black widow spider?
- Graceful Loser: When Sly beats her for the second time, she remarks that his mind is much stronger than she ever expected.
- Heel-Face Turn: Subverted twice. She does it first as a Wounded Gazelle Gambit with Sly, and is shown to be hypnotizing real estate customers in the epilogue.
- Hypnotic Eyes: Made even worse when she has the Clockwork Eyes on her.
- The Mole: Has been working for the Klaww Gang the whole time.
- Non-Mammal Mammaries
- Obviously Evil: She's a giant spider with red eyes who makes her homes in creepy Gothic buildings and employs nasty-looking bats, wolves, and vultures. Yet Interpol trusts her enough to give her a high-ranking position.
- Opera Gloves
- Praetorian Guard: Her Shadow Guard, who only show up in the background in the sixth level. According to Bentley, "Tough" is too wimpy a word for describing them. Of course, we never confront them directly, so there's no way of knowing for sure.
- Red Eyes, Take Warning
- Rip Tailoring: Probably so the dress will fit over her Spider-Taur lower half.
- The Shrink: Played with. She does seem to genuinely cure criminals, but also makes them give up the location of their loot for her own gain. Bentley states that it was a particularly heinous crime, an insult to both thieves AND the law.
- Spider People
- Tampering with Food and Drink: Presumably, this is how she killed her aristocratic husband. In the cutscene describing her backstory, the drink in said husband's hand bubbles as Bentley mentioned how he 'mysteriously died shortly after the honeymoon'.
- Villain with Good Publicity: She's seen as a well-respected hypnotherapist until the Cooper Gang busts out of her prison and Neyla declares open war on her.
- Wounded Gazelle Gambit: She fakes a Heel-Face Turn in order to trick Sly into letting his guard down during her second boss fight. Sly doesn't believe her, but accidentally lets his guard down anyway.
- You Gotta Have Blue Hair
Voiced by: David Scully
An Indian spice lord and tiger who ships his spice to Jean Bison, and purchases an "ancestral palace" to further his pretension of royalty. He is, in actuality, a former street urchin who made it rich through drug smuggling.
Carmelita Montoya Fox
"I'll find you, Cooper! I'll be seein' ya soon, ringtail..."
Roxanna Ortega (Sly 1
), Alesia Glidewell (Sly 2
), Ruth Livier (Sly 3
), Grey DeLisle
(Thieves In Time
Sly's eternal opponent. An Interpol policewoman and Hispanic fox, his relentless pursuer (in more than one sense), and frequently the one to bust the episode's villain and take the credit.
Voiced by: Alesia Glidewell
A wily Indian tigress who acquired a scholarship in England after being discovered to have set up a ring of her friends to do her work for her. A powerful opponent, with both strength and guile. In truth, she's Arpeggio's protege and is helping him get all the Clockwerk parts, but only so she can betray him and take them for herself.
Sly 3 Villains
Voiced by: Rick May
A mandrill of unknown nationality who used to be The Smart Guy of the Cooper Gang, when Sly's father headed it. After Sly's father's death,
he tried to claim the Cooper treasure as his own, spending decades trying to open it and building one of the most secure fortresses in the world on Kaine Island
, in the South Pacific.
Unlike the Big Bads
of the rest of the series, he has no connection to the villains in the rest of the game.
- Bad Boss: If the fact that he poisons one of his flunkies simply because he forgot to change the searchlight security password is anything to go by.
- Big Bad: Of the third game.
- Crazy-Prepared: He has prepared for almost everything to have the Cooper Vault for himself.
- Death by Materialism: He refused to abandon the Cooper fortune, even when the whole vault started collapsing in on his head. Presumably, he was either buried alive or crushed by falling stones.
- Determinator: Despite getting all of the monsters he prepared beaten, losing a fight to Murray and Bentley, he still doesn't quit and runs into the vault, and doesn't give up after his fight with Sly.
- Fallen Hero: He used to be the brains of the previous Cooper Gang.
- Genius Bruiser: Not only is he a genius scientist, but he's capable of grappling with Murray.
- Green-Eyed Monster: He apparently turned evil because he felt marginalized out of his role in the previous Cooper Gang.
- Hoist by His Own Petard
- Hypocrite: Calls the Cooper line out as selfish, despite ruthlessly trying to kill anybody who stands in his way of pursuit of money.
- Jerkass: He's an arrogant condescending asshole who thinks he's better than everyone else due to his intelligence. He even kills one of his guards for simply forgetting to do one of his duties. Dr. M took it further by stating that the guard will never see his family again for his screw-up.
- Made of Iron: Is still standing at the end of the game, despite a defeat from Bentley and Murray, which in fact barely even phased him, and his fight with Sly and Carmelita. Instead, he does himself in.
- Mad Scientist: Of both genetics, machines, and the combination of both.
- Meaningful Name: Dr. Moreau anyone?
- Noodle Incident: Whatever happened between Dr. M and Sly's father is never explained.
- Not Me This Time: When he realizes that Sly learned about the vault from Jim Mc Sweeny, Sly assumes he set Mc Sweeny up to have Sly go through the events of the game to try and break into the vault so he could follow him. Dr. M denies this, however, only revealing that he was part of the previous Cooper gang. There's no way of telling whether or not he's lying.
- Not So Different: Implied to be the case with Bentley.
- Omnidisciplinary Scientist
- One-Letter Name
- Orcus on His Throne: Justified, the Cooper Gang, chronologically, didn't even try to break into the vault until late in the game, and as far as the player knows, he wasn't even aware they were planning to. If he's truthful about the Not Me This Time above, this would make him the Big Bad with the least involvement in the main story in the series so far.
- Playing with Syringes: Many of his minions seem to be combinations of different animals, and he commands three genetic monstrosities in his fights with the Cooper Gang.
- Plug 'n' Play Technology: He has a giant plug in his head. It's how he controls his flying machine and the bigger monstrosities.
- Recurring Boss: Unlike the final bosses of the first two games, you actually fight him SEVERAL times, each time in completely different circumstances, before he goes down for good.
- The Smart Guy: Of the Cooper Gang back when Sly's father was running the show.
- Villainous Breakdown: In the ending, with the whole vault coming down, Dr. M starts screaming and pounding his chest. Before that, when Sly insists he's his own person, and not just the latest in the Cooper line, Dr. M refuses to accept it, proclaiming him to be nothing more than an attention-grubbing thief. It's the way he delivers the line that showcases his last ounces of restraint slipping away.
- We Can Rule Together: Tries this on both Bentley and Dimitri. It doesn't work either time.
- You Have Failed Me: He poisons one of his henchmen, Richards, for forgetting to enter in a new security code for the system of searchlights surrounding the Cooper Vault.
- Oh, come on! It was 1-2-3!!!
"This recital is over!"
Voiced by: David Scully
An Italian lion and former opera singer who was cast aside after rock and roll supplanted his career just as it was getting off the ground. While the new music took away most of his fame, Octavio retained fans in the Italian Mafia. They initiated the old singer into the business out of respect of his talent, with him rising to the position of Don. Octavio now runs a powerful Mafia operation in Venice, virtually controlling entire neighbourhoods just based on his reputation.
- Badass Grandpa: His mafia controls all of Venice. And despite his age, he's still able to go toe-to-toe with Murray.
- Cats Are Mean: His basic minions are cats, and he himself is a lion.
- Coat, Hat, Mask
- Cut Your Heart Out With A Spoon: He has a rather…interesting threat when he briefly kidnaps Bentley.
Octavio: Oh, I know all about you and your cracked little gang. You ain't nothing without this-a little guy's brains! So, I figure I just scoop 'em out real slow and use them to fertilize my tomato plants!
- Dangerously Genre Savvy: He had a mole inside the local police station to steal incriminating evidence that Sly gathered, and rather than targeting Sly himself, he recognized that Bentley's smarts are a key element of the Cooper Gang's success, and targeted him instead.
- Freudian Excuse: See his introduction above.
- Irony: Even though he's sent to jail, and will most likely die there because of his advanced age, he finally gets an audience who's willing to listen to him, since the majority of the inmates were fellow members of the mafia.
- Laser-Guided Karma: Almost as soon as he knocks Bentley down, he hits Murray's Berserk Button, and asskicking ensues.
- Le Parkour: Even at his age, he's able to scale buildings with ease. And one of his attacks in the boss battle has him turning backflips.
- Lightning Bruiser: Octavio is so fast that Murray is only able to beat him when the ground is soaked with tar, which slows him down.
- Mad Artist: As an opera singer who's turned to villainy, this is a given.
- Mad Bomber: His plan is to threaten the whole of Venice with bombings unless they turn out to bear audience to his opera recitals.
- The Mafia: They took him in after opera fell out of popularity, and now he's a high-ranking don.
- Make Me Wanna Shout: The second part of his boss battle has him singing at you.
- Nice Hat: Part of his operatic costume.
- Only One Name: Only his last name is given to us; "Don" is just a title.
- Panthera Awesome: He's a lion, people.
- Politically Incorrect Villain: Has no qualms against kicking Bentley out of his wheelchair. Unfortunately, he ends up hitting Murray's Berserk Button and getting his butt kicked in the process.
- Sonic Scream: See Make Me Wanna Shout above.
- Shout-Out: His appearance is obviously a take on the Phantom of the Opera.
- Smug Snake
- Starter Villain
- Wake-Up Call Boss: Despite being the first boss of Sly 3, he is NOT an easy battle, and often trips up first time players of the game.
- Wicked Cultured: Justified, what with him being an opera singer and all.
Mask of Dark Earth
An ancient and evil spirit mask that can possess its victims, enlarging them and giving them super strength while giving the mask control over them.
- Diabolus Ex Nihilo
- Dug Too Deep: The dingo miners unearthed this mask while searching for opals. It starts taking over various members of the digging operation.
- Eldritch Abomination: There is no backstory for the Mask. Accordingly, we also have no idea how it became sentient and capable of making people into giants.
- Mask of Power
- Recurring Boss: It is fought not once, but five times, two of which were indirect and the latter of which was unintentional.
- The Unintelligible: Speaks through its wearers, but none of it is understandable.
The Black Baron
Voiced by: Loren Hoskins
A master aviator who owns a castle in Holland, a whole town, and a whole stadium for dogfighting. He turns out to be an alias for Penelope.Definitely not to be confused with THAT
Voiced by: Leo Chin
A northern Chinese rooster from an ancient line of powerful warlords, with command over dark magic. His aspires to merge his bloodline with the Panda King's through marrying his daughter, Jing King... despite the fact that she doesn't want to marry him.
Voiced by: David Scully
An arrogant and intelligent parrot of unknown origin, dubbing himself "The Smartest Man On The Seven Seas". Intriguingly, he appears to have a robotic leg. He is the most powerful pirate in all of Blood Bath Bay, a technologically backward archipelagic region known as the most lawless place on Earth.
- Artificial Limbs: His leg and hand. The latter was also originally supposed to be a Swiss Army Appendage.
- A Pirate 400 Years Too Late: He and all of the residents of Blood Bath Bay.
- Catch Phrase: He really wants people to know that he's the Smartest Man On the Seven Seas. It's even his dying words as he's eaten by sharks.
- Duel Boss: His boss fight is a one-on-one sword fight with Penelope, on the mast of his ship.
- Eyepatch of Power: Despite having only one eye, he can handle himself in a sword fight.
- Handicapped Badass: In spite of having a peg leg and a single eye, he's a capable fencer able to duel Penelope upon the mast of his ship without losing balance.
- I Have You Now, My Pretty: To Penelope. Unlike Tsao, however, he at least admits he's far from the ideal courtier, and compliments her before engaging her in a sword fight.
- Kick the Dog: In his first appearance, he executes his own Captain of the Guard for being not alert enough to possible danger. While promoting his former second mate to the deceased Captain's position, he mentions he's off to the dungeon to torture his prisoners.
- Oh, and don't forget him about to chop Bentley's head off after he kicked him out of his wheelchair.
- Laughably Evil: Despite being a rather bloodthirsty pirate, he DOES have some funny lines. When gloating about where he's keeping Penelope:
- Pirate: Full stop.
- Politically Incorrect Villain: A chauvinist pig and not above insulting and attacking a handicapped Bentley.
- Real Men Wear Pink: His jacket, which is closer to magenta.
- Smug Snake: He tries to be a Magnificent Bastard, but despite his smarts, he lacks the charisma and has too much arrogance and smugness to pull it off effectively.
- You Have Failed Me: See Kick the Dog.
A family of master raccoon thieves that have been around since at least the Ice Age, whose special techniques and greatest exploits are all detailed in the Thievius Raccoonus. Tropes involving the clan as a whole:
- Arch-Enemy: The Cooper Clan as a whole serve as Clockwerk's.
- Challenge Seeker: See Karmic Thief below.
- Gentleman Thief: For the most part Coopers tend to be quite polite to anyone who isn't a guard, a target, or trying to arrest them.
- Honor Among Thieves: The Coopers have long adhered to a certain set of standards and honor.
- Honor Before Reason
- Karmic Thief: The Coopers largely limit their jobs and heists to robbing other criminals blind. As Sly puts it, there's no honor, challenge, or fun in stealing from civilians; stealing from a master criminal is a real test.
- Phantom Thief: Members of the Clan usually hit all the characteristics of the trope. Some, depending on their era or personality, prefer a louder approach.
- Screw the Money, I Have Rules!: From what details have been given, not one Cooper has deviated from the "steal from criminals" rule. They'll horde their loot, but that's just keeping score.
Sly's father, who was killed by the Fiendish Five so that they could get their hands on the Thievius Raccoonus before the events of the first game.
- The Faceless
- Gory Discretion Shot: We never see what it is that Clockwerk did to finish him off, but judging by the horrified reaction on young Sly's face…maybe it's best we didn't see it.
- Noodle Incident: What sparked Dr. M's downfall, which is never properly explained. The closest thing to an explanation comes when M subtly implies that Sly's Father wasn't above leaving friends behind, meaning that the former gang probably weren't as tight-knit as the current three. This is what may have sparked the incident. Of course, one can only speculate for now.
- No Name Given: His name is never mentioned in-game. However, an article out of a Disney magazine mentioned him as "Connor". While this is considered non-canonical, he was again referred to by that name in Playstation All Stars Battle Royale. No official confimration has been given.
- Nothing Is Scarier: See Gory Discretion Shot above. Judging by his son's horrified reaction, Sly's father probably didn't die gently. And we'll never know for sure.
- The Rival: Apparently Le Paradox considers him something like this to his father, causing him to hate the Cooper Clan. What makes this hilarious is that the Cooper Family doesn't even know about them.
- Plot Hole: A minor one. One has to wonder whether Sly's father actually created the laser trap in his own portion of the Vault Gauntlet, or simply coined up the design; because if the player looks closely, the Cooper insignia is displayed on the computer monitor. This implies competency in hacking skills, despite Dr. M being the established Smart Guy of the former gang.
- This, however, could constitute to Fridge Brilliance; having Sly's father be a whiz with computers may have sparked Dr. M's feelings of not being needed in the group, causing an argument and inevitable breakup in the gang.
Sir Galleth Cooper
An ancestor from 13th century England. He is a bombastic, arrogant knight and a cunning thief who fought with a lance in the shape of the Cooper crook. When a mysterious figure known as the Black Tyrant came to town, Galleth was imprisoned in a "Mad Circus" and forced to play the humiliating role of a jester. Thieves In Time
makes him a playable character, after Sly rescues him.
Sly's ninja ancestor from Feudal Japan. He created the Ninja Spire Jump and implemented Japanese artwork of himself in his part of the vault. His weapons were two small canes, resembling hooked sais (a Japanese dagger). He used the Spire Jump to sneak into heavily fortified castles in Japan. He often speaks in cryptic, though long-winded and confusing philosophical notions.
Sly's pirate ancestor from the 17th century colonial Caribbean. With an innate ability to smell gold, she sailed the seas and stole from other pirates. Originally wielding a dagger with the Cooper crook serving as the handle, she presumably lost a paw and replaced it with a prosthetic hook shaped like the trademark Cooper crook.
- Eyepatch of Power: The reason she's known as "One-Eye".
- Hook Hand
- Ninja: Honor Among Thieves shows her wearing a ninja burglar costume, despite being a pirate.
- Fridge Brilliance: She is implied to be Rioichi's daughter, as he is playable in 1603, and Henriette finds the large stash of gold in Arabia in 1616, 13 years later. It's possible that she started out as a ninja before turning to piracy.
- Pirate Girl
- Red Baron: Most know her as "One-Eye".
- The Smurfette Principle: While not the only female Cooper, as shown by the unlockable moves in the first game, she's the only one to contribute to the Cooper Vault.
- Unexpected Inheritance: While out pirating, she actually found a lot of lost treasures her ancestors had stolen years ago. She put it all in the Cooper Vault, for future generations.
- In Thieves in Time, Sly runs across a large stash of gold. Bentley warns him not to touch anything in there, as not only will it wake the guards, but it could cause a temporal meltdown, since Henriette was due to find it a few hundred years later.
"Tennessee Kid" Cooper
Sly's Western-outlaw ancestor from late-nineteenth century America. He carried a six-shot revolver with a hooked handle as his "Cooper Cane". Tennessee Kid also invented the rail walk and rail slide which he utilized to make stage coach and steam engine heists. A playable character in Thieves in Time.
Thaddeus Winslow III
Sly's ancestor from Victorian England. Considered the most chivalrous of the Coopers, it's reasonable to predict that he stole in a more 'polite' pickpocketing way, or used his disguise skills to carry out heists.
Salim al Kupar
Voiced by: Brian George
Sly's Ancestor from Ancient Arabia. Said to have the Stealth of 40 Thieves in the first game, and is a playable ancestor in Thief of Time. In fact, he was actually part of the original 40 Thieves, but by the time in the game, the thieves are heading off into retirement.
Caveman "Bob" Cooper
Sly's VERY DISTANT ancestor from the Ice Age. The earliest Cooper, he created the first cane to be used in swiping pteradactyl eggs. He didn't seem to have a name when Sly rescued him, so was then dubbed as "Bob" (the credits list him as Caveman Cooper).
- Back for the Finale
- Big Eater: Beats Murray in this. Deconstructed, however, as he fell into a giant eating slump when The Grizz started pilfering the eggs and he got out of shape.
- Boisterous Bruiser
- Carry a Big Stick: He uses a large bone as a club.
- Dumb Muscle: Justified, as he's from pre-history. Neanderthals didn't exactly have a lot of opportunity for higher learning.
- Make Me Wanna Shout: Has a special roar that causes all guards close by to flee in terror.
- Mighty Glacier
- No Name Given: Because of this, Sly dubbed him as "Bob".
- Technically, Bob did give them a name, but it was in his own language, and thus untranslatable by modern nomenclature.
- Shout-Out: The whole Training Montage with Murray is similar to that of the Rocky movies.
- Shrouded in Myth: He predates the Thievius Raccoonus, so Sly and co. only found out about him and his dilemma by pure chance. Of course, this leaves the question of how Le Paradox and his flunkies knew about him...
- Training Montage: Goes through this under Murray's training program.
- The Unintelligible: His speech is mostly a mush-mouthed garble. Occasionally you can get the sense that he is speaking his subtitled lines, making him sound like a Severely Speech-Impaired Animal.
- Intelligible Unintelligible: Despite speaking in gibberish, everyone else is able to understand what he's saying, except for his real name. Unlike the Guru, he's given subtitles, and he can say the names of each member of the gang in English.
- The Unpronounceable: His name is rendered as "gibberish" in the subtitles, which is why Sly just calls him Bob. Of course, at the end of the "gibberish," you can clearly hear him say "Bob."
- Wall Crawl
- "Where Are They Now?" Epilogue: Returns to being the food hunter for the group and still keeps in tip-top shape.
Le Paradox's Gang
Cyrille Le Paradox
A French skunk and leader of his own crime syndicate, Le Paradox poses to the public as a wealthy art collector. He is actually the descendant of a rival, but unsuccessful, family of thieves, and seeks to steal the Cooper canes and ruin the Cooper family's reputation through time travel in order to have revenge on them because Sly's father indirectly caused Le Paradox's father to go to jail.
- Avenging the Villain: Averted. He doesn't really care that his father was sent to jail by Sly's father; he just wants to prove he's better than the Coopers.
- Batman Gambit: Much like Clockwerk, he used Carmelita as bait to lure Sly into a trap, as he knows Sly will try to rescue her.
- Big Bad: Of the fourth game.
- Non-Action Big Bad: As Sly points out, he never actually stole the Coopers' canes himself, instead leaving it up to his goons to do so for him. That being said, when it comes to his final fight with Sly, he's no slouch.
- Brilliant but Lazy: What else can you call a guy who can plan heists worldwide, do none of the work, and take the bulk of the profit all without having it tracked back to him?
- Card-Carrying Villain: When Ms. Decibel calls him a "filthy, backstabbing, two timing scoundrel", he responds with "Flattery will get you nowhere".
- Chekhov's Gunman: In the prologue, Le Paradox, Ms. Decibel, and Toothpick can be seen as silhouettes through a window conversing with one another.
- Clasp Your Hands If You Deceive: His hands tend to be in this stance during his appearances.
- Classic Villain: Representing Ambition and Pride.
- The Collector: It was even his Fan Nickname before his real name was revealed.
- Cowardly Boss: The fight primarily consists of Sly chasing him through the blimp, but don't believe for a second that he can't fight.
- Cutscene Boss: His fight primarily consists of quick-time events.
- Disney Villain Death: His defeat is set up like one as he pleads with Sly to save his life, only to steal his paraglider and escape. He then flies directly into a plane and plummets, but the trope is subverted when he's found in the River Seine and arrested.
- Disproportionate Retribution: His whole plan was to erase the Cooper Family Line from existence. Why? Because he blames Sly's father for his own father's arrest (when he tried to frame Father Cooper for a theft he himself tried to commit), which lead to his own failing career as a criminal. That's a bit too much, don't you think?
- Sly even points out how stupid this is. He had a great cover as a art collecter in which he managed to amount a great fortune with no one the wiser, with skills he learned in prison that probably far surpass his father. Thus there was no need to go after the Cooper clan. He just did it because of his own ego and in the end it wound up costing him everything. Le Paradox himself even explicitly says that he doesn't really care about what happened to his dad; he just wants to prove he's better than the Coopers.
- Everything Sounds Sexier in French: At least, according to Ms. Decibel...
- Evil Counterpart: To Sly. He uses a very similar fighting style, and they both come from different lines of master thieves. His boss fight shows that he's capable of doing the Spire Jump and the Rail Slide.
- Evil Is Petty: As Sly points out, he went after the Cooper line and exposed his operation to Sly because of his own ego.
- Foil: Like Sly, he's an agile and cunning rodent and criminal genius who happens to be a master thief, descended from a long line of such thieves. However, where Sly is noble at his core, values his friends, and tries to do right by Carmelita, Le Paradox is an Insufferable Genius and Smug Snake who abandons his so-called "partners" when they're no longer of any use to him...including the woman who he supposedly loved.
- Forehead of Doom: Have you seen his head? That thing is HUGE!
- French Jerk: Though he'd probably be a jerk regardless of his nationality.
- Had to Come to Prison to Be a Crook: It was only after getting arrested that he gained the skills and connections necessary to become a successful criminal.
- Hannibal Lecture: During his showdown with Sly, he boasts that, having stolen the most precious possessions from the greatest thieves in history, he is now a better thief than the Cooper clan. Sly shuts him up, remarking that he went after the Coopers and exposed his operation out of sheer ego, and also remarking that he never did any of the actual stealing himself, instead using his goons to steal the canes for him.
- It's Personal: Blames the Cooper clan, and specifically, Sly's father for putting his own dad in jail and causing him to fumble in his career as a master criminal in result
- I Have You Now, My Pretty: His kidnapping of Carmelita has some shades of this, especially when he's pointing out to Sly that she doesn't have any wings (he threatened to throw her off his blimp if Sly pursued him)...
- It's All About Me: He doesn't care about anyone except himself, often ignoring his allies' requests for aid in their own schemes... even though he expects them all to play their parts in ''his'' plan.
- I Surrender, Suckers: He manages to steal Sly's paraglider at the end of the game this way. Thankfully, karma kicks him pretty hard.
- Jerkass: He's incredibly selfish, abandoning his own partners and stranding them in time once he'd used them as much as possible...
- Kick the Dog: ...Especially regarding Ms. Decibel, who was in love with him. He even goes out of his way to mock her, pointing out that her music stinks, she's overweight, and that he already has Carmelita as his captive.
- Moral Myopia: He fully expects all of his allies to aid him in his Evil Plan, but is openly treacherous and feels no obligation to help them in turn.
- Narcissist: When they return to the present day, thanks to Le Paradox's alterations, the entire city is decorated with his face.
- Not-So-Harmless Villain: He doesn't seem like much, you say? Remember that this guy managed to build a vast criminal syndicate while posing as a law-abiding art collector, put together a cunning plan to use time travel as a means of achieving wealth and royal status, and can even fence with Sly on relatively equal terms. He can even do the Ninja Spire Jump and Rail Slide! And he's notable as the only Big Bad to actually survive a fight with Sly (if only by sheer dumb luck), a feat not even Clockwerk can claim. If it weren't for his massive ego and selfishness, he might well have gotten away with his scheme.
- Pride Before a Fall: As pointed out by Sly, he ended up blowing his cover to both Sly's gang and Interpol because of his ego.
- Revenge: His main motivation for going after the Cooper clan. Subverted, though, when he admits he didn't care about the grudge, he just wanted to prove he's the best thief ever.
- The Rival: To the Cooper family, at least in the Le Paradox family's eyes. The Coopers most likely were not even aware of the Le Paradoxes' existence, since the latter just suck at thievery.
- Royal Rapier: His Weapon of Choice.
- Sissy Villain: When he starts to lose, he begins to whine quite a bit. But if push comes to shove, Le Paradox will fight back.
- Smelly Skunk: He even lampshades it himself.
- Smug Snake: He's a cunning mastermind who managed to establish an impressive criminal network while posing as an art collector, and his master plan to establish himself as French royalty is pretty clever. However, his massive ego and underestimation of his enemies proves to be his undoing.
- Stealth Insult: Anything that he says to Ms. Decibel, really.
- Stupid Evil: As Sly points out, if he had just learned to control his pride, he would have gotten away with everything.
- Time Travel for Fun and Profit: His master plan not counting revenge on the Cooper family line was to forge documents in the past that would establish him as a figure of royal ancestry in the present, allowing him to become the most wealthy and powerful figure in Europe.
- Villain with Good Publicity: According to Carmelita, who didn't suspect his status as a criminal mastermind until she walked in on him loading black-market relics.
- You Have Failed Me: He's not above simply stranding minions that have failed him in time. Or even when they do finish everything he asks of them...
El Jefe is a Cuban tiger that works as a highly-paid mercenary and conqueror. He is a ruthless dictator that can take over any land for a price, and is assigned to take over territory in Feudal Japan.
- Absurdly Sharp Blade: He's able to slice clean through a crane support with his katanas.
- Berserk Button: Sly mis-pronouncing his name as though it means "Big Baby" really ticks him off.
- Breaking the Fourth Wall: El Jefe does the shush gesture at the screen just before he jumps Rioichi from above.
- Cigar Chomper
- Cowardly Boss: He'll make you chase him across rooftops and various tall structures before giving you a chance to smack him around. But that doesn't mean that he can't fight...
- Dangerously Genre Savvy: Implied. During the "Tiger Tail" mission, he makes several really obvious slips of the tongue regarding the way in to his fortress, but when you later break in, he's right there waiting, and later manages to get the drop on Rioichi and steal his cane. While Sly does manage to take him down, El Jefe still essentially completed the job he was assigned to, leaving the episode with a Bittersweet Ending. It's highly likely he leaked that information on purpose to lure you in. Justified in that Le Paradox probably briefed him on the Coopers' MO before sending him back in time.
- Dual Wielding: He fights Sly with twin katanas.
- Even Bad Men Love Their Mamas: El Jefe has a picture of his mother in his old hideout during the cutscene that explains his backstory.
- Fireball: His primary means of attack.
- The Generalissimo: He was a military dictator and mercenary leader before being recruited in Le Paradox's schemes.
- Good Smoking, Evil Smoking: He chomps a Cuban cigar in his cutscenes...and grinds it out on his paw pads.
- Gratuitous Spanish: The exclamation of "Estupido rata!" during the boss sequence... made more ironic with the incorrect grammar that was fixed (yet losing the trope) for the Spanish dub ("ˇEstupida rata!").
- Ironic Hell: After he is arrested, El Jefe does time rolling Cuban cigars...in a prison with a "No Smoking" policy.
- Meaningful Name: It's Spanish for "The Boss".
- Misplaced Wildlife: Sly and Bentley comment on how a tiger like him should be in a tropical jungle, not ancient Japan (not that Cuba actually has any wild tigers...).
- Narcissist: He has a giant statue of himself built, and boasts that it's "almost as handsome as the real thing."
- Neck Lift: If you get too close during his boss fight, he does this to Sly, then follows it up with an uppercut that takes out 1/3 of Sly's health bar.
- No Celebrities Were Harmed: He's more or less Fidel Castro if Castro was a samurai tiger.
- Not-So-Harmless Villain: He may spend most of his boss fight running from Sly, but when forced to fight, he holds his own quite well.
- Panthera Awesome: He is a tiger, after all.
- Playing with Fire: He can use friction to spark up his swords and create fireballs and flaming shockwaves.
- Pungeon Master: When Sly's chasing him, he makes such cracks as "Feeling the heat?!" when hurling fireballs at Sly, and "How do you like my crane style?!" when cutting through the supports of a nearby crane to drop it on Sly (who actually stops to wonder if El Jefe's Incredibly Lame Puns are scarier than the man himself).
- Self-Mutilation Demonstration: He puts out his cigar on the palm of his hand while taunting Sly and doesn't even blink.
- Shock and Awe: He can call down lightning to make his swords into electric BFSes.
- Tennis Boss: As long as he's in a fighting stance, you can't get close enough to touch him with your cane (if you do, he'll Neck Lift Sly for an undodgeable 1/3 HP damage). You've got to stun him by using the samurai armor's shield to reflect his fireballs back at him before he's open to conventional attack.
- Top-Heavy Guy: His arms are twice as thick as his legs.
- "Where Are They Now?" Epilogue: He ended up in jail, where he was forced to handroll Cuban Cigars, while being forbade from smoking them himself (the prison had a "No Smoking' policy). Needless to say, he wasn't too happy about that.
Voiced by: David Lodge
An Eastern European armadillo, Toothpick is a small-time crook with an obsession with gold and western movies. Having grown up with an intense love of westerns, he channeled that into his criminal career in Eastern Europe, specializing in gold heists. Joining up with Le Paradox gave him the chance to live out his dream, becoming the corrupt sheriff on the town in which he captured Tennessee Kid Cooper, after swiping the gold Tennessee had been planning on stealing and pinning the blame on him to add insult to injury.
- Ascended Fanboy: He's a big fan of westerns. Now he gets to live in one.
- Ax-Crazy: Sly acknowledges him as a "real loose cannon."
- Bad Boss: When you make time off illegal and overtime mandatory, you know you're this trope. He's also prone to I Just Shot Marvin in the Face.
- Batman Gambit: He puts a time-displaced Carmelita in danger to lure Sly and co. out of hiding and jail them.
- Berserk Button: He REALLY hates whistling. It becomes an integral part of his boss battle, as Sly has to trigger the whistles on the train in order to lure him into the fighting arena.
- Blow You Away: He can take off his hat and whip it around, sending a volley of whirlwinds spiraling at Sly during his boss battle.
- Corrupt Hick/Dirty Cop: The marshall on a white horse, Sheriff Toothpick isn't.
- Expy: Of Ren considering his demented appearance, East European accent, and Ax-Crazy temper.
- Gonk: Not the handsomest critter around.
- Hulk Out: When he is upset or under stress, for some inexplicable reason.
- I Just Shot Marvin in the Face: When Sly and Bentley bug his office, he accidentally shoots one of his flunkies, and when the other mook tells him to watch where he's aiming, he threatens him, only further cementing his Bad Boss status.
- Jerkass: Not only is he a vain greedy slob, he also enjoys overworking his minions. Even to the point he made taking time off as illegal, and that overtime is now mandatory.
- Large Ham
- Laughably Evil: He's an arrogant, greedy, self-centered, violent ego-maniac, but any time these qualities are shown, he manages to make them hilarious.
- Made of Iron: Getting trapped in a train's furnace (repeatedly) only seems to stun him. Then again, it does soften him up to the point where Sly's able to deal some serious damage with his cane. And even then, when he's charred by the train's furnace at the end, the only thing that hurts is his ears from the sound of the train whistle.
- Narcissist: When you post pictures of yourself showing off all over town and throw a festival devoted to you, you definitely count.
- Small Name, Big Ego: His egotistical posters in the Wild West, coupled with his insistence that his flunkies all celebrate his birthday (complete with gift-bringing), definitely points toward this.
- Sweet Tooth: Likes a special type of Cuban lollipops (which Bentley says it tastes like rice and beans).
- There Is No Kill Like Overkill: Once he catches wind that the Cooper Gang is on his train stealing the gold back, he tells his guards to forget the 'alive' part in "wanted dead or alive", and says he wants them thrown off the train. Scratch that, he wants them blown to bits, shot, and then thrown off the train.
- Trapped in the Past: His epilogue shows that unlike the other villains, he remains stuck in his time period, and gets put into a chain gang, goes deaf, and gets hit by a train that he didn't hear coming.
- Villainous Breakdown: His PA messages during the final mission of the episode slowly get more and more crazy. By the time you reach him, he's pretty much snapped.
- Weaksauce Weakness: He is particularly prone to high-pitched sounds such as whistles, which Sly uses to his advantage by repeatedly blowing the train's steam whistle.
- "Where Are They Now?" Epilogue: Became part of a chain gang and was sent to working on railroads, eventually losing his hearing, which apparently led to his death because he couldn't hear a train coming while he was working on the track.
An American grizzly bear who was once a low-level thug. His graffiti tags soon brought him a brief period of wealth and fame in the art community, after his talent was recognized by a rising pop-artist. For a time, the art world praised his work as "Neo-Paleolithic Urban Expressionism." But, after a while, they slowly came around to the fact that his art was just plain bad, and that fall from stardom was what caused him to relapse into crime. With his anger to drive him, he became the most wanted art-thief on Interpol's radar. Teaming up with Le Paradox, he planned to reclaim his fortune by making paintings in the prehistoric past, hide them there, then dig them up again in the present.
- Acrofatic: He pulls off some skillful ice skating moves during his boss battle.
- Alas, Poor Villain: Sly states that he feels sorry for the guy for the fact that Le Paradox is clearly just using him and that he'll never actually be able to experience success in the art world again.
- An Ice Bear: The Grizz gives off an ice aura that will freeze you if you get too close, and his shockwaves can freeze you as well.
- Bears Are Bad News
- Cool Crown: It actually becomes a plot point, as it's what the gang uses to travel to Medieval England.
- Even Evil Has Standards: He can't stand Le Paradox, going so far as to say "the best thing you can say about that guy is, he stinks!"
- Generic Graffiti: Averted. The Grizz tends to leave a tag in his works.
- Hidden Depths: Prior to his boss battle, he states that he has a love for ice skating.
- I Just Want to Be Special: His pre-battle speech comes across as this, with him angrily stating that he's not going to let the Cooper Gang spoil his dream of being recognized for his art. The Ruby Crystal treasure states that the Grizz had them mined specifically to decorate his crown, so that he could have a sense of self-worth.
- Jive Turkey: Talks in a mix of hip-hop lingo and rapping. The latter often leads to him rhyming. Compared to Dimitri, however, he's much more comprehensible.
- Large and in Charge: Even explicitly described as such in-game!
- Mad Artist: When people learned that his art was just plain bad, he gets revenge by becoming an art thief.
- One-Hit Wonder: What causes him to return to a life of crime.
- Puzzle Boss: Unusually for a Murray boss.
- Real Men Figure Skate
- Rhymes on a Dime: He's quite fond of this ("It's gonna be nice, like sugar and spice, when I put that Cooper Gang on ice!").
- Scary Black Bear: Judging from his accent and dialect, he's apparently the Sly Cooper universe's equivalent of an African-American.
- Stout Strength: He's pretty tough for a guy with a bit of a paunch.
- Spell My Name with a "The": "I'm The Grizz!"
- The Starscream: Plans to betray Le Paradox after he's done with his part of the plan. He never gets the chance, though.
- Time Travel for Fun and Profit: He creates paintings in the Ice Age that he can later dig up in the present day and sell for millions of dollars. While it's not stated specifically, there's also the distinct possibility it would make his present-day work popular again as well, since suddenly there would be a "historical precedent" for it.
- "Where Are They Now?" Epilogue: Works on his singing career in the jail and paints portraits of his fellow prisoners.
The Black Knight/Penelope
A mysterious armored figure, the Black Knight has brought advanced technology and robotics to Medieval England, working closely with Le Paradox.
- Black Knight: Quite literally.
- Fallen Hero: Turns out that it's Penelope behind the armor, much to Bentley's heartbreak.
- Foreshadowing: The episode where the Black Knight debuts just loves to drop numerous hints, doesn't it? First off, the title is called Of Mice and Mechs (Penelope being a mouse), and the armor's chestpiece is emblazoned with the symbol of a mouse with a bandanna. He also speaks with Penelope's accent and shares her text color. Moreover, this wouldn't be the first time that Penelope took on a persona whose name started with "Black."
- A quick bit of foreshadowing can be seen in Episode Two, just before Le Paradox's blimp time travels. One of the dials on his time machine has an emblem of a mouse, foreshadowing Penelope's betrayal two chapters earlier.
- To top it all off, "his" voice is surprisingly high pitched...
- Also among the little bits of trivia that show up during the loading screens, the bit about Penelope using the "Black Baron" as an alias in the past appears surprisingly often for something that wouldn't normally seem that important or relevant, seeing how she's supposed to be missing.
- Gadgeteer Genius: Is revealed to be part of the reason Le Paradox can travel through time.
- Humongous Mecha: The Black Knight's "Operation Overlord" turns out to be a giant robot.
- Samus is a Girl: Turns out "he's" actually Penelope.
- Tin Tyrant: As a black-armored knight who rules with an iron fist, this is inevitable.
Voiced by: Eliza Schneider
A British-born elephant that is in love with Le Paradox. She was an aspiring, but untalented, classical musician as a child, prone to violent temper tantrums. This is what led to the freak accident that caused a trumpet to become permanently lodged in her trunk. She became a criminal after her accident gave her the power of hypnotism via the trumpet's tone, and has taken over Ancient Arabia to aid Le Paradox.
- Alas, Poor Villain: Despite being a major antagonist, it's hard not to feel sorry for her, as when you finally confront her, she's just been on the receiving end of a major Dog-Kicking from Le Paradox. She fights you in a desperate attempt to prove she's still useful to him. Possibly why she pulls a Heel-Face Turn in the "Where Are They Now?" Epilogue.
- Aristocrats Are Evil: Comes from a wealthy, respected family.
- Berserk Button: She HATES rock and roll. She also hates anyone who criticizes her music, or steals from her supply of peanut butter.
- Disability Superpower: A trumpet got lodged up her trunk that prevented her from playing normally (not that she was any good at it to begin with), but somehow from the incident, she gained the ability to hypnotize people with soundwaves to do her bidding.
- The Dragon: To Le Paradox — she shares a more personal relationship with him than the rest of his gang or so she thinks, and was entrusted with the part of his master plan that would make him a member of France's royal family in the present day.
- Dreadful Musician: In her backstory, which contributed to her turn to villainy.
- Evil Brit: As a member of British aristocracy and a criminal, this is kind of unavoidable.
- Interspecies Romance: With Le Paradox. Turns out that he's just using her, though.
- Hair-Trigger Temper: Has major anger problems due to being constantly ridiculed in the past.
- Half-Dressed Cartoon Animal: An unusual female example; all she wears is her fur-trimmed longcoat. As with Mz. Ruby, however, nothing explicit is shown.
- She does have visible breasts, though, and her concept art gave her visible nipples◊.
- Heel-Face Turn: In the credits, Ms. Decibel has the trumpet removed, takes anger management classes, teaches music lessons in prison, and is eligible for parole for good behavior.
- Mad Artist: Technically, she's a Mad Musician, but the trope applies.
- Mad Love: She's in love with Le Paradox, despite his insinuation that he'll "be forced" to leave her stranded in ancient Arabia if she fails him. Sadly, it turns out he was just playing with her emotions, and goes out of his way to mock her when she's no longer useful to him.
- Meaningful Name: A decibel is a unit of sound measurement, and she uses a LOT of decibels in her screaming and attacking.
- Musical Assassin: Can weaponize her music during her boss battle.
- Not So Harmless Villainess: She's surprisingly dangerous and competent when finally cornered.
- Shock and Awe: Some of her weaponized music can shock you if you're not careful.
- Trademark Favorite Food: Peanut Butter, according to the conversations you can listen in on after bugging her office.
- "Where Are They Now?" Epilogue: See Heel-Face Turn.
The Thugs, Goons, and Guards
Voiced by: Various Actors
These are the guys who work for the various villains of the Games, attacking those who interfere. Usually they are native species to the region where the villain they work for have set up shop. The first game had a large variety of guards for its levels, but as of the second game onward, there are two general types:
— Rooftop Guards, who patrol roofs
, places aboveground, and mainly use melee attacks. These guys come in two types per level. They can chase intruders to high places.
— Flashlight Guards, who are larger than rooftop guards and patrol the ground with a lightsource of some sort that acts as their cone of awareness. These guards aren't able to get onto higher ground, but have greater strength, and have fast-shooting long-range firearms to make up for it, making tham a great danger.
- Badass Normal: Most guards don't have powers, barring many from the first and some from the later games (like the pigs that work for General Tsao), and rely on skills with weapons to fight.
- Bat out of Hell: The Contessa has these as one type of rooftop guards.
- Body Horror: One type of the Contessa's Werewolf guard constantly spits up spiders to attack you. And in the third game, Dr. M's genetic experiment guards in general speak for themselves.
- Circling Birdies: Whenever you make a surprise hit on an enemy, or attack a rooftop guard as Murray, this is usually what happens. Though it's averted in the first installment (enemies disappear), and somewhat subverted in the forth as swirling lines, stars, and other symbols indicate them being knocked out.
- Gatling Good: In Go West Young Racoon in Thieves of Time, every flashlight guard has an Old West gatling gun. They wield and fire it in one hand. Thankfully, they only use them to fire short bursts.
- No Peripheral Vision: One the best examples. You can stand right next to a guard or stand straight in their line of sight, and as long as you aren't touching them, or standing in their line of sight, they will never notice, even when the level is set in broad daylight.
- Ridiculously Furry Mechs: Two robotic guards in Thieves in Time have a conversation about "taking the kids to the beach."
- Took a Level in Dumbass: Flashlight Guards were actually pretty competent in the first game, to the point where being spotted by one would lead to instant death more often than not. The developer commentary even refers to them as "smart guards". Starting with 2, they suffer from No Peripheral Vision as above, their projectiles are incredibly inaccurate, can easily be outrun, and are constantly depicted in-universe as Dumb Muscle.
- Underground Monkey: The shorter rooftop guards in the second game are all skin swaps of each other. Also, Rajan's monkeys are reused in General Tsao's level in the third installment.