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.
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.
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.
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.
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.
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).
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.
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.
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".
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.
"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.
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.
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.
Adorkable: A nerdy turtle who stayed in Mission Control and then mustered the courage to go into the front lines to save his friends. Even after being in a wheel chair, he still has the strength to continue on.
Annoying Arrows: The worst you can do with his crossbow in the second game is put mooks to sleep. You can supplant this, however, by either just sneaking past the mook or blowing him up with a timed bomb.
Arbitrary Skepticism: Averted. Despite his scientific outlook, he has apparently found verifiable paranormal activity even before the first game, and does not hesitate to act upon it and utilize it to his advantage. He is slightly skeptical of the Mask of Dark Earth's importance in the second level of the third game, however, but doesn't overlook it as a threat because of all the ghosts and demons they've encountered thus far. Played straight again in the fourth game, where he doubts the Moat Monster is real. He turns out to be partly right: there is a monster, but it's a giant machine, not a flesh-and-blood creature.
Handicapped Badass: In the third game and beyond. A wheelchair doesn't stop him from risking his life in the field and he has a much more useful melee attack.
Barefoot Cartoon Animal: One of the few characters who does not wear any sort of soled shoe, opting instead for just a pair of white spats. Makes sense after the end of Sly 2, in which case his feet are no longer useful for walking on.
Berserk Button: Jean-Bison, never ever tell the genius turtle in front of you about your opinion of their intelligence; it just ends badly.
Also, judging by his reactions to Don Octavio and the Australian miners, harming the environment does not sit well with him.
Heroic BSOD: Once Bentley realized that the reason why Penelope vanished in the beginning of Sly 4 was because she was The Mole for Le Paradox and that she betrayed him and the gang. Needless to say, he did not take it well, tucking inside of his shell. Due to this, Carmelita, Sly, and Sir Galleth were the ones narrating the chalk talk plan, which was usually exclusive to Bentley being the planner and all.
Heroic Second Wind: He gets over it soon enough and shows up to take Penelope on himself with his own Mini-Mecha, Just in Time to stop her from killing Sly. As pointed out in Sly's narration afterwards, he bounced back stronger than ever.
Jet Pack: Available to him in the second game, and he gets rockets in the third.
The Lancer: Though, as the series goes on, he practically becomes the unofficial leader of the Cooper Gang.
Mad Bomber: His gameplay involves blowing enemies up.
Mission Control: Mostly in the first game, but he still has this role in the sequels.
Weak, but Skilled: He's weaker than Sly, and much weaker than Murray, in hand-to-hand combat, but makes up for it with his high intellect and great arsenal of gadgets, from timed bombs to sleeping darts.
Wham Line: The line that shocked everyone just as Clock-La had been defeated. "Pick me up, I can't walk!"
Attractive Bent-Gender: When he disguises himself as a geisha in Thieves in Time and dances for the guards, just about every guard in the place is damn near drooling over him.
Badass Driver: Shown in the games, and he's a professional race car driver at the end of the third game.
In the fourth game, Sly mentions that he becomes very infamous for his destruction in the pro-circuit. When he couldn't find any sponsors, he went to demolition derbies where he's been undefeated until Bentley comes and requests his help.
Big Eater: He's only outmatched by Bob Cooper and Salim al Kupar.
Characterization Marches On: In the original game he had little personality besides being a coward. The second turned him into the Large Ham that would play a more active role in the series, and the cowardice was dropped.
Companion Cube: The team van. It even had a part to play in getting the Panda King to be a member of the team and extremely essential to the team in the fourth game.
Octavio: "You may have more tar, but I'm-a not holding back no longer! Listen to the song-a your death!" Murray: "The Murray knows no song except the triumphant horn section of his own triumph!"
Disguised in Drag: In Sly 3's in-game hidden short, "Goodbye My Sweet", Murray is dressed as a bar maid, complete with blonde curly locks.
In Thieves in Time, he's disguised as Madame Geisha, a prominent member of the geisha house during the Feudal Japan chapter. Could be seen as Ambiguously Gay when he seemed a little too willing to offer to disguise himself as a belly dancer when Carmelita voiced her displeasure of dressing up as one (but she was made to anyway, thank goodness).
Dude, Where's My Respect?: Feels this way in the Ice Age level when Bob is relied upon more than him. But he gets over it by the end of the level and fight with Grizz.
Dumb Muscle: A semi-heroic example (he IS a thief, remember).
Emotional Bruiser: He certainly cries more than the other members of the Cooper Gang. He is also deeply affected when Bentley loses his ability to walk. As a result, he leaves the gang, overcome with guilt at not being able to save his friend.
Half-Dressed Cartoon Animal: His lack of pants is immediately noticeable. Murray even addressed the issue in one of the promotional videos for Thieves in Time. It's apparently because he can't find any pants that fit a husky hippo frame.
Heroic Comedic Sociopath: Verges on this in Honor Among Thieves, to the extent that he gleefully throws mine guards to a crocodile in the second level of the game.
He's Back: "THE MURRAY RETURNS!" when he fights Octavio.
Instant Waking Skills: Just look at the safe houses in Sly 4. If Murray isn't selected by the player, he'd just be seen snoozing in his chair. The second the cursor selects him, he's geared up and ready to go.
Large Ham: By the second game onward, he seems to be taking cues from lucha libre wrestlers.
The Load: "Part-time driver and full-time burden" indeed; in the first game, at least. Then he got over it with a blazing pink VENGEANCE!
My Greatest Failure: He blamed himself for Bentley's injuries at the End of Band of Thieves and quits the gang to try and find a more peaceful way of life during the time between the second and third games.
Noodle Incident: In the third game, he mentions that his master, The Guru, is not in his hut because of the 'Unspeakable'. All we know is that there's purple smoke, and that Murray had to apologize for a whole month before he was forgiven.
It's at least partly implied that Murray ate something that disagreed with him and resulted in massive amounts of gas.
One-Hit-Point Wonder: In the first game, he was no more durable than Sly, even cowering from enemies. In the second game onwards, thanks to the last adventure boosting his confidence, he could take more hits than any other member of the team, and gained huge strength to boot. By the third game, Dr. M even states that Murray was far stronger than the previous Cooper Gang's heavy hitter, McSweeney.
Out-of-Character Moment: No matter how Murray feels, he'll always have a big appetite. In Sly 4, when it was decided that Bob would be better suited for the ice wall climbing (since Murray obviously can't do it), he felt rather dejected. When Bentley tried to cheer him up by offering him food once returning to the hideout, he stated that he wasn't feeling hungry.
Murray: I'm not hungry... whoa, so that's what it feels like.
Playing with Fire: One of Murray's upgrades allows him to charge his fists with flame for damaging flame punches.
Technical Pacifist: Because hitting people is bad, but mindjacking them and ramming them into machinery to break it is just fine, apparently.
The Unintelligible: To the audience. The characters seem to be able to understand him perfectly.
"Where Are They Now?" Epilogue: Guru had gained a following of fans as a spiritual guru, then went into hiding to get some peace. He chose to hide out in New York as no one would ever think to look for him there.
"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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
Berserk Button: He does NOT take kindly to people who insult his fashion tastes.
Demoted to Extra: In Thieves in Time, he only appears in cutscenes to tell the rest of the gang what time period they should go next and has no dialog during his appearances.
Freudian Excuse/Mad Artist: He was an aspiring young artist who turned to forging after the arts community rejected his work. As Sly puts it, "The art world wasn't quite ready for his 'kinetic aesthetics."note For those who don't know, the art style is him swinging from a rope and painting.
Harpoon Gun: His standard weapon in the underwater stages.
Heel-Face Turn: After Sly bails him out of jail, he disappears for awhile, then reappears in Holland, where he hands the Cooper Gang info in return for a favor. He then asks for their help in retrieving his grandfather's diving gear. Then he joins the team... even though none of them had asked him to in the first place.
Let's Dance: He likes to say this just before a fight a lot.
Meaningful Name: Lousteau sounds like Cousteau as in Jacques Cousteau, who invented scuba gear.
No Name Given: In the second game, he is known only as Dimitri and called Dimitri L. on his arrest card. In the third game, his family name, Lousteau, is revealed.
OOC Is Serious Business: Sly's disappearance at the end of the fourth game has such an impact on Dimitri that he turns off his disco music, then slumps back in his chair with a depressed expression on his face.
Secret Keeper: In the fourth game, he is entrusted with safeguarding the Thievius Racoonus in the modern day while the others go back in time.
This Looks Like a Job for Aquaman: Dimitri as a Cooper Gang Member actually doesn't get to use his acrobatic skills like in his first appearance. Rather, he's mainly around for aquatic missions and doesn't do any fighting outside of that.
The Voiceless: Applies to the fourth game. Despite being voiced in an early trailer for Thieves in Time at E3 2011 and appearing at least once in most of the cutscenes between time periods, Dimitri does not speak a single line of dialogue throughout the entirety of the game. Which is very odd, seeing that he has his old voice actor in the credits.
"Where Are They Now?" Epilogue: In the 2nd game, he's a dance instructor on a cruise ship, the 3rd one has him being a professional skin diver, and the 4th one has him back in the diving business with a fashion line and his own reality show.
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:
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.
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 inSly 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.
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.
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.
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.
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.
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.
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.
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.
Beware My Stinger Tail: Though in her case, there's no stinger. She just slams the whole thing down on the ground to kick up a concussive shockwave.
Put on a Bus: Despite all the members of the Fiendish Five being sent to jail, she and Raleigh are the only ones not to be seen in any of the games outside the first.
Squishy Wizard: She only takes around four hits before going down for good, but she fills in the boss fight by making you dodge her spells before you reach her.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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."
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.
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!"
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.
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.
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.
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.
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.
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.
Self-Made Man: Sly even calls him this while describing his background.
Shock and Awe: When it comes time to fight him, he uses half of Clockwerk's mechanical heart to generate streams of high-voltage energy.
Villainous Breakdown: When the Cooper Gang floods his temple hideout, he comes charging out and starts Chewing the Scenery, hamming it up with such terms as "Black Clouds and Thunderbolts," "Clockwerk's Black Heart," and the Badass Boast: "This place is mine! *growls* Here, I am king!". Considering that the primary objective of Episode 3 is to aggravate him enough so that he comes out of hiding, this was fully intended.
Even before this, his embarrassing loss of the Clockwork Wings, Carmelita's immediate arrest of several guests at his Ball, and being forced to flee his own palace completely breaks his composure.
Carmelita Montoya Fox
"I'll find you, Cooper! I'll be seein' ya soon, ringtail..."
Aww, Look, She Really Does Love Him: She's often dismissive of Sly's charming advances and chases him relentlessly...but when things have counted, she's often willing to work with him, and shows a much more receptive side to his attentions.
Believe it or not, this is noticeable in Thieves in Time, as well — while she's giving Sly a hard time for faking amnesia in the last game (and perhaps reasonably so), we see signs that she still cares — giving him an "almost-compliment" in the Ice Age, pushing him out of the way of a crashing castle gate in the Middle Ages, and so on. And then she and Sly share a genuinely heartwarming exchange before the final battle... not to mention that when he ends up missing in action, she takes his disappearance even harder than Bentley and Murray.
All Crimes Are Equal: Has a very black and white view of crime; the fact that she's single-mindedly obsessed with catching Sly, a thief who only targets other criminals and never harms innocent civilians, says it all.
Anti-Villain: Type 4. This only applies in the first and third games, as she starts to warm up to Sly and his friends throughout the series.
Brainwashed and Crazy: Nearly happened in Sly 2 under the Contessa, but was freed by Bentley. In Sly 3, when the Mask of Dark Earth latches itself on her face.
Bound and Gagged: Happens to Carmelita several times throughout the series, though she only gets gagged in Timing is Everything.
Break Up Make Up Scenario: Her relationship with Sly in Thieves in Time amounts to this — she all but breaks up with him in the beginning, but in the finale, she and Sly finally make up.
Breaking the Fourth Wall: In Sly 4, once found in the Wild West, she was still sour about Sly and started ranting in her narrative about how she wants to cause bodily harm to him, then relents, saying maybe she should finish her story first.
Dating Catwoman: Although no cats are involved, and Sly is the Catwoman in this case.
Distressed Damsel: Was put into this in the first game by Clockwerk to lure Sly into a trap. Then she had to be saved from the Contessa in Sly 2. In Sly 3, she was this without realizing it (Sly and Bentley secretly taking out the hitmen hunting her while she was on patrol, then the whole incident with the Mask of Dark Earth, but then again she was hardly distressed there). In Sly 4, she was taken hostage by Toothpick. And then a second time by Le Paradox.
Fake Ultimate Hero: She is indeed a capable policewoman, but the Cooper Gang are the main reason for the downfall of many of the villains she busts and takes credit for capturing.
Though in Sly 3, you get the chance to play as her. During those times, Carmelita's accomplishments include turning the tide of a street war between her hired mercenaries and the Mafia, taking down Muggshot in Holland, and saving Sly from Dr. M's giant monster in the climax of the game.
And that's not counting her ability to lay down the pain to bad guys in Sly 4...
Family-Friendly Firearms: She's actually one of the few characters who uses a weapon not readily identifiable as being a lethal weapon; her Shock Pistol is based on the concept of Taser pistols which are intended to subdue suspects with less-than lethal force.
Friendly Enemy: With the Cooper Gang outside of Sly (except in the third game). When she manages to catch Murray in the second game, while she kept him a cage as bait for Sly, she also brought him food to make sure he didn't starve.
Get Back to the Future: Her primary motivation for hanging around with the Cooper gang during Thieves in Time is that she needs a ride back to the present. However, thanks to her internal monologue in "Clan of the Cave Raccoon," we learn that she and Sly have a common enemy in Le Paradox.
Green-Eyed Monster: In Thieves in Time, she goes out of her way to flirt with some of Sly's ancestors, commenting on what nice gentlemen they are, mainly in order to make Sly jealous as payback for lying to her about his amnesia.
Which might double as Operation Jealousy, though she and he both already know and openly admit he's fond of her.
Hand Cannon: Her Shock Pistol might not be very large compared to her, but the thing kicks so hard that she barely holds onto it when she fires it, and it's shown being capable of destroying inanimate objects as big as cars with one shot.
I Uh You Too: A double-whammy exchange at the end of Thieves in Time:
Carmelita: Sly...I... Sly: I know. Me too.
Jerkass: She treats Sly and his friends very coldly prior to her team up with them in the fourth game, especially in the third game.
Jerk with a Heart of Gold: Though in the second and fourth games, she does have her kind moments, such as when she gave Murray some jelly beans.
Jerk with a Heart of Jerk: However, in the third game, she hates the entire gang and would even go as far as to kill them all if it means stopping them. Even if they help her out, she'll just shrug it off. No wonder Bentley and Murray hate her here.
Kick Chick: In the animated short "Timing is Everything," Carmelita uses some deft kicks to take out Muggshot's flunkies. In Sly 4, we see it again during the ending, when she beats up a criminal after returning to Interpol.
This was her melee attack in the third game; a reverse roundhouse kick so powerful that she could send even the burliest flashlight guards flying.
A Mother To Her Men: In Sly 3, she may show some initial impatience with her Book Dumb hired mercs, but when they get caught up in a fight, she's quick to come to their aid, and commends their efforts afterwards.
Nice Job Breaking It, Hero: In Honor Among Thieves, during the Italy level, she shows up guns ablaze to arrest Octavio, Sly, and Bentley, unfortunately ruining their attempt to take out Octavio by crashing the chandelier above his head. However, as the subsequent boss fight also marks Murray's return to the fold, it also counts as a blessing in disguise.
Not Even Bothering with the Accent: Her voice actress in the second game. In contrast, her third voice actress sounded even more ethnic than her first one and again in part 4.
Pet the Dog: Shown in the second game. She captured Murray while he was trying to get a snack and not only goes to keep an eye on him — apologizing for the cramped cell, no less — but Murray even thanks her for the jelly beans that he was given to eat.
Later seen in the ending of Sly 3 — she's finally got Sly cornered, but since he supposedly can't remember anything about who he is (courtesy of Taking the Bullet for her), she decides to reform him as her partner instead of arresting him.
Pistol Whip: Her melee attack in Sly 4 has Carmelita slam her shock pistol into mooks.
Post-Kiss Catatonia: Sly's favorite method of escaping her is to invoke this, using the few seconds she's still daydreaming to slip away. Surprisingly, it works multiple times, meaning Sly's either that good, or she's just that distractable.
Principles Zealot: Her view on crime and how it should be dealt with. Working with Sly and his gang in Sly 4 makes her acknowledge that they do stand for justice, albeit on the other side of the law.
Sexy Walk: Carmelita does this if you walk normally instead of running.
She Cleans Up Nicely: Granted, she looks amazing in her everyday ensemble, but when we see her in a formal dress in Sly 2, the effect is breathtaking. Then we see her in a belly dancer's outfit in Sly 4, which Sly was more than happy to see.
She's Got Legs: In Thieves in Time's redesign, her new miniskirt draws attention to her legs, which are quite shapely and athletic.
Shout-Out: Possibly a coincidence, but her middle name (Montoya) might be a tip of the hat to Detective Montoya of the Batman universe.
Stripperific: She complains about being forced to wear a bellydancer outfit — not just the dancing, but the outfit itself. Quite hilarious, given her usual outfit covers nothing more, especially given that for the duration of Thieves in Time she was in a miniskirt instead of her old jeans.
Teethclenched Teamwork: More prominent in Sly 4, where she has no choice but to work with Sly and his crew if she ever wants to get back to the present day.
Subverted by "Clan of the Cave Raccoon," where she privately admits that she and Sly are Not So Different, and that they have a common enemy in Le Paradox.
Tsundere: She's hot-blooded and short-tempered towards Sly most of the time (And given how he likes to tease her sometimes, can you blame her?), but on those few occasions when they're able to get past their whole "Cops-and-Robbers" issue, she shows warmth towards him.
And that's not counting the climax of Sly 3, when she pulls off a Big Damn Heroes moment to rescue Sly from one of Dr. M's giant mutants — shortly before going into battle, she quietly urges Sly to hang on.
In the animated short "Timing is Everything", you can practically see her heart melt when Sly kisses her. A few minutes later, she recovers and growls in frustration...until she realizes that Sly's given her the priceless jeweled watch he'd been trying to steal up until now. Her ensuing smile just says it all.
For almost the whole game of Sly 4, Carmelita's in full "tsun" mode towards Sly, thanks to his faking amnesia. Even so, she does have her soft moments, giving him an "almost-compliment" in the Ice Age and pushing him out of the way of a falling castle gate in Medieval England. And in their final exchange before the boss battle with Le Paradox, she finally reconciles with Sly properly:
Carmelita: (Clasps Sly's shoulder gently, her voice softening) Sly...I... Sly: (Looks at her tenderly) I know. Me, too.
In the ending of Sly 4, after Sly vanished without a trace, Carmelita may not show it in public, but she took his disappearance even harder than Bentley and Murray. Her expression when she finds the photo of her that Sly carried around just says it all.
We Need a Distraction: In Sly 4, Carmelita was forced to distract some guards by posing as a belly dancer. Needless to say, she wasn't exactly thrilled with the idea.
When She Smiles: She's often frustrated by Sly's antics, leaving her angry or irritated most of the time we see her...which really draws attention to how beautiful she is when she smiles.
Woman Scorned: In Thieves in Time, she's... er... a little upset... that Sly's taken up the family tradition again. Throughout most of the game, she gives Sly a hard time because he wasn't truthful about the whole "amnesia" bit. Oddly enough, she shows courtesy to the Cooper ancestors despite being related to Sly, and being thieves themselves. She gets better by the game's end, and is deeply distraught by Sly's having become Trapped in the Past.
You Gotta Have Blue Hair: Varies between this and black, although most of the time it's only colored dark blue to contrast with black backgrounds. Despite this, most official art of Carmelita goes with blue, and the fans follow suit with their artwork.
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.
Chronic Backstabbing Disorder Oh. Dear. Cthulhu. She betrays Interpol, Dimitri, Rajan, the Cooper Gang, Carmelita, the Contessa, and finally Arpeggio. In that order. When Arpeggio expresses amazement at Neyla's betrayal, her response is to be expected.
Neyla:"Stupid Arpeggio. I double crossed Interpol, The Cooper Gang, and The Klaww Gang. What made You think I wouldn't do the the same to you?"
Dangerously Genre Savvy: Initially pretending to help Sly to gain his trust, up until he tries to take the Clockwerk heart from Rajan, in which she lies to him and lures him right up to Rajan and lets him get KOed. And then after Murray's fight with Rajan, ambushes and knocks him out, easily catching all three of them. Which then gave her a serious boost in authority with Interpol, so she then can get Carmelita locked up in the Contessa's care!
Faux Affably Evil: She starts out friendly and sociable to the Cooper Gang, even helping Sly in his missions because she claims to understand the threat Clockwerk's parts pose. After double-crossing the Cooper Gang after they beat Rajan, she quickly reveals the true monster behind the mask.
Private Military Contractors: She hires a mercenary army consisting of tanks and fighter planes to take down the Contessa. Possibly justified in that the Contessa had a private army of her own as well; she was likely matching force with force.
Villain with Good Publicity: She's considered to be a well-respected Interpol officer until the very end of the game, even getting promoted to Captain after she sets up the Cooper Gang to be arrested, and framing Carmelita as being in league with them.
Villainous Breakdown: After her plane is shot down in Canada, and after being wounded as Clock-La by Carmelita and Sly. During the final portion of the Clock-La fight, she's pretty much snapped, screaming that she'll hunt Sly down and kill him in his sleep.
Walking Spoiler: See all the whited-out entries? This girl is full of surprises.
Whip It Good: Her weapon of choice is a bullwhip, which she can use to fell enemies and set off nearby traps.
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.
Hypocrite: Calls the Cooper line out as selfish, despite ruthlessly trying to kill anybody who stands in his way of pursuit of money.
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.
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.
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.
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.
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.
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.
Hypocrite: His introduction involves him giving a welcoming speech to the various aviators of the ACES Dogfighting Championship, centered around the previous competitions' rampant cheating amongst the participants. The Baron states that this year will be a fair competition. But he himself has armed zeppelins to attack anyone who appears likely to beat him in the dogfight finals, and calls in heavy backup (who also bring a huge replacement plane) when Sly blows him out of the sky.
Loophole Abuse: The Baron's reasoning for how he hasn't lost to Sly after landing on the giant plane mentioned above? He claims that since both he and Sly are still airborne, the victor has yet to be decided. This is after the declarations that if a competitor's biplane is destroyed, they are out of the Championship.
Killer Rabbit: OK, not literally, but his basic minions are rabbits with pitchforks (Fun Fact: They're a Palette Swap of Dimitri's rat goons from Sly 2).
And then made literal with revealing that Penelope is the boxing champion.
Samus Is a Girl: Penelope was stated as a repairman for the Baron, until the disguise came off.
Token Human: Not really, however, the Baron's design doesn't resemble any sort of animal, looking more like an aviator version of Yosemite Sam.
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.
Black Magic: The vampires and the giant dragon Sly fights with.
Chinese Vampire: He summons a legion of praying mantises/"Hopping Vampires" that seem to be the equivalent of these.
Dangerously Genre Savvy: Not only did he see through Sly's wedding photographer disguise, but he actually managed to find their hideout and snatch Bentley's computer. In fact, he's so good at planning ahead and Out-Gambitting Sly and co. that they directly set him up to be arrested by Carmelita rather than take him down themselves.
Everything's Messier with Pigs: His basic thugs. Different from The Black Baron's own, in that they're dressed more elegantly and fight with martial arts instead of industrial tools.
Jerkass: Even Muggshot, who has a Freudian Excuse, a hesitancy to attack a crippled Bentley, and soft spot for his mother, pales in comparison to him. Sly specifically tells him to his face that, out of all of the villains he's faced, Tsao is undoubtedly the worst.
Tsao: "Who needs love when you can have obedience? Who needs friends when you can have servants?"
Karmic Death: Well, more of a Karmic Arrest. Tsao looks down on women, as demonstrated with his treatment of Jing King. It's Carmelita, a female police officer, who ends up busting him. Poetic justice at its finest.
Parodied during Bentley's initial slideshow in China. Bentley observes he saw him kick a puppy twice while he was under Bentley's surveillance.
Played straight regarding his "courtship" of Jing King. More specifically, he had her abducted, then locked her in his palace and wouldn't let her out until wedding night, despite her tearful pleas. When Sly points out that she doesn't want to marry him, well...see Politically Incorrect Villain.
Knight of Cerebus: A surprising example as he's not the Big Bad. Very few moments with him have any humor, and even then they're mostly done to show how much of jerk he his.
Magic Knight: Leans more towards martial arts, but he can also cast a volley of fireballs, raise the arms of the dead to claw at his foes, or summon ghostly dragon spirits.
Obfuscating Stupidity: At first, he seems to be an idiot in a high position. It turns out he's much, much smarter than that. He actually saw through Sly's disguise, found the gang's hideout, and stole Bentley's computer. Bentley doesn't even realize until he's watching the slides of photos during the mission briefing, in a case of Fridge Logic.
One Steve Limit: Averted. There's a mook in Panda King's level in the first game also called General Tsao.
Politically Incorrect Villain: On Jing King's unwillingness to marry him: "She's a woman. She doesn't know up from down!" Sly later counters this by stating that "She's a person, not property."
Punny Name: His name is a pun on General Tso's chicken, a Chinese chicken dish. Appropriate, considering that Carmelita's Shock Pistol electrocutes him to medium-well.
Swiss-Army Weapon: His weapon of choice is a combination of a shield and a circular buzz-saw.
Wire Fu: A duel between him and Sly features them leaping between bamboo shoots in this manner. Hand waved by Bentley as a manifestation of the "fighting energy" from past battles in the area.
Villain Exit Stage Left: He fights Sly on his own, and when he starts losing, he throws a smoke bomb at him and makes an escape.
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.
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.
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.
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.
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.
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.
Dual Wielding: He wields the signature Cooper cane as well as a basic longsword, but mostly uses the cane in combat, instead relying on the sword to perform his Catapult Crash technique; the only time he actually attacks someone or something with the sword is against the Moat Monster, which is completely ineffective.
The Jester: Gets stuck in a humiliating jester outfit due to time being manipulated until Sly busts him out.
Sir Galleth: Yes, I believe the time is now! Let us go forth so we may strike a crushing blow against the Black Tyrant who imprisoned me!
Leeroy Jenkins: Galleth tends to jump headfirst into action at times, much to the gang's annoyance. Early on, Sly, Bentley, and Murray actually have to physically restrain him from jumping out the window and striking out on his own until they can figure out what is going on.
Backfires on him the two times he faces the Black Knight. The first time gets him captured and forced to be a jester. The second time is how he loses his cane.
Let Us Never Speak of This Again: After Carmelita rescues him from being swallowed by a mechanical dragon, he asks to keep it silent due to him having to be 'rescued by a fair maiden'.
Nice Job Breaking It, Hero: Tries to unplug the robot dragon that was the "Moat Monster"... only for the dragon to activate and eat him.
One-Man Army: He manages to fight through the Black Knight's army himself, but when he takes on the Black Knight himself, he's knocked out with one punch.
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.
Dual Wielding: In Thieves in Time, he carries a bamboo cane similar to the one Sly uses, which can split into two separate canes that he uses for takedown techniques.
Dull Surprise: As a ninja is "never surprised," and given everything else that was going on at the time, he instantly believes that Sly is his descendant.
Flash Step: Whenever he uses his Leaping Dragon Technique.
Flechette Storm: In Thieves in Time, his takedown and charge attacks usually involve him unleashing a barrage of shuriken at his opponents, shredding them instantly.
Highly-Visible Ninja: He's supposed to be a ninja who uses his sushi shop as a front. Rather than dressing like a sushi chef, he dresses like a ninja — including, of course, when he's running his sushi shop.
In the Hood: Like most examples, it does nothing to harm his peripheral vision and never falls down by accident despite his acrobatics.
Koan: He tends to use a lot of cryptic, at times philosophical, sayings. A lot of the time, this is done around Bentley, primarily due to the fact that he finds the turtle's tutorial speak annoying (he's a master ninja; he doesn't need to be reminded what the objective is).
"Though the bamboo forest is thick, the river flows through it with ease."
Stop Helping Me!: In-Universe example. His reaction to most of Bentley's tutorial speak is basically "I'm a master ninja. I already know what the objective is. Please stop holding my hand."
Supreme Chef: Was supposedly the one who came up with sushi.
Lethal Chef: Subverted. He was framed for causing the Shogun's death when his sushi was poisoned by an unnamed interloper from another time.
Although, it should be noted that he does know how to use the local fungi and herbs to concoct an anesthetic powerful enough to render guards unconscious for hours after eating sushi laced with the stuff.
Weapon of Choice: His bamboo cane. While he does carry a ninjato in a scabbard on his back, he never really uses it in combat. Its primary use in the game is for harvesting a poison-sack from a flower to use for preparing anesthetic sushi.
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.
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.
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.
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.
American Accents: Has a pronounced Southern accent, and tends to use a lot of Southern colloquialisms, such as referring to something being "funner than square-dancing with a donkey."
Artistic License - Gun Safety: He uses his gun in much the same way Sly uses his cane, including hanging from the hook on the butt end while holding the barrel with the muzzle pointed right at himself. It's entirely possible that hole in his ear was a self-inflicted accident.
Berserk Button: Do not insult the Cooper Family in front of him, in any way. Seriously, he nearly beat up Sly (undercover as a prisoner to bust him out of jail) when he told him his full name.
Brilliant, but Lazy: He invented a really convenient way of getting around everywhere for future generations of Coopers, simply to use it for making robbing trains easier. In Thieves in Time, during their escape from the prison, he even sits back and offers "moral support" to Sly while he does a majority of the heavy-lifting, and "reckons [he'll] sit for a spell" at a couple points during the breakout. Granted, he's the one carrying the dynamite, and can't risk being spotted or shot, but still...
Bullet Time: His Crackshot technique slows down time while he takes careful aim, before blasting up to six targets at high speed.
Dual Wielding: Formerly. In Thieves in Time, Bentley alludes to him having possessed two revolvers at one time, before he cuts the turtle off by admitting he just carries the one now, putting it as having "upgraded" to his new Weapon of Choice, a long-barrel, six-shot rifle.
Gentleman Thief: Counts "rescuing pretty-ladies" among his hobbies, as evidenced when Carmelita ends up in the Old West, and is kidnapped by Toothpick. He not only rescues her, but is incredibly polite and respectful towards her, calling her "Ma'am" or "Miss Carmelita" before she insists he just call her "Carmelita", and kissing her on the hand after removing his hat. Carmelita even admits that he's a real gentleman.
Grind Boots: His contribution to the Thievius Raccoonus was his "Rail Walk" and "Rail Slide" techniques. Using inertia, as well as what can be assumed as his own bio-electric aura as propulsion, Tennessee can grind on rails and train tracks with incredible speeds, enough to run down speeding locomotives.
"You couldn't catch me with a bolt 'a lightnin'!"
Gun-''Cane'': In Thieves in Time, his six-shot rifle's barrel is long enough that he can use it as a cane the way Sly does by grabbing it.
The Gunslinger: Used in his gameplay. He has a special ability known as Crackshot that lets him target multiple targets.
Hearing Voices: Sly tells him he has "something in [his] ear that lets [him] talk to [his] friend." Since Tennessee was born about a hundred years before wireless communications were developed, he just agrees that he hears voices in his head telling him to blow stuff up, too — and they're usually right!
Hot-Blooded: He's very...excitable. When you're selecting him for a mission, he'll jump up on his chair and play horsey with it, and he's quite prone to shouting off his Deep South sayings with an entirely straight face.
I Call It "Vera": His long-barrel, six-shot rifle, which he affectionately refers to as "Ole' Blue," upon recovering it from Toothpick's vault of stolen goods.
Indy Hat Roll: Pulls one off when he infiltrates Toothpick's vault to retrieve his gun.
Improbable Aiming Skills: Tennessee has the ability to crackshoot up to six targets at the same time with blinding speed and deadly accuracy.
Motor Mouth: Possibly due to the time frame not being notable for subtle thieves, but he can't seem to go for very long without spouting a quip to absolutely no one.
Multishot: His rifle holds six rounds, which he can fire off in very rapid succession.
Oral Fixation: Has what seems to be a cigarette in his mouth, though in the cutscenes it's actually a toothpick. Images of him seen in earlier games showed him chomping on a cigar.
Smoking Is Cool: He's shown in-game with a cigarette, while images of him from earlier games show him smoking a cigar.
Train Job: His primary MO. The Thievius Raccoonus lists his exploits as some of the most daring in Cooper history, robbing heavily guarded trains in broad daylight, while they're still moving. He was also known for robbing banks, stagecoaches, and steamboats as well, but his train heists are what made him a legend.
Trigger Happy: When he gets wound up, and it's easy to get him wound up.
"Where Are They Now?" Epilogue: He continues his heists of gold and making a name for himself as the greatest outlaw in the west. He also exclusively steals from crooked lawmen.
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.
Affably Evil: Rumor has it that he was rather polite for a thief.
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.
Big Eater: Despite what he looks like, he can eat a lot and is always hungry. Sly actually convinced him to come with him back to the hideout by offering him food.
Blow You Away: Salim's combo allows him to fire a sandstorm gust, and his charge attack has him ride on a sand whirlwind.
Brilliant, but Lazy: He's constantly complaining that he wants a nap, despite being the fastest climber.
Chivalrous Pervert: He offers to stay behind to make sure Carmelita's safe while Sly, Bentley, and Murray sneak into the hidden ship docking station. Sly then tells Salim to go ahead and watch her, as well as enjoy the belly dancing she's doing, to which Salim eagerly obliges.
Deadpan Snarker: Salim would grumble about how Bentley makes the missions he assigns him sound so easy, then quips about how of course it would be easy because HE'S the one doing the actual mission while Bentley sits safely on the sidelines.
Escape Rope: He's actually got a technique for climbing them really, really quickly.
Genie in a Bottle: Of all his stolen treasure, which includes Sinbad's vast collection of priceless artifacts and tresures, the one with the most value is a small lamp due to this very trope. He uses it for his Stealth Takedown.
I Was Quite a Looker: In Honor Among Thieves, the Thievius Racconus depicts him as a bulky, muscled thief in his prime.
Magic Carpet: Yes, Salim has a genuine magic carpet. It's only big enough for him alone, though.
Sly: After you. Age before beauty. Salim: Oh no, I believe you mean wisdom before youth.
Retirony: Non-lethal, but still depressing version. He decides to back out during the final job in Arabia, and Sly sends him off to a well-earned retirement... only for him to get Worfed by Le Paradox and Ms. Decibel offscreen and lose his cane.
Why Did It Have to Be Snakes?: Salim apparently does not like snakes, which is probably the reason why he created the fast climb maneuver in order to outclimb snakes on a pole. He also doesn't like scorpions.
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).
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...
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."
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.
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.
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.
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.
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)...
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.
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.
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.
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.
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.
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).
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.
"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.
Expy: Of Ren considering his demented appearance, East European accent, and Ax-Crazy temper.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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."