Follow TV Tropes

Following

Characters / Sly Cooper: Allies

Go To

All the people who help the Cooper Gang, former members thereof, or are otherwise friendly to them are listed here. Slink through here to return to the other character pages. Warning: unmarked spoilers ahead.

    open/close all folders 

Outside the Cooper Gang

    Carmelita Montoya Fox 
https://static.tvtropes.org/pmwiki/pub/images/carmelita_fox_sly_3.png
"I'll find you, Cooper! I'll be seein' ya soon, ringtail..."
Voiced by: Roxana Ortega (Sly 1), Alesia Glidewell (Sly 2), Ruth Livier (Sly 3), Grey DeLisle (Thieves in Time) (English) , Laura Blanc (French) , Nina Gunke (Swedish)

Sly's love interest, then lover later on in the series. An Interpol policewoman and Hispanic fox, his relentless pursuer (in more than one sense), and frequently the one to bust the episode's villain and take the credit.


  • A-Team Firing: While it's possible to get hit by her if you're standing still, her strategy whenever a member of the Cooper Gang shows up is to fire wildly around and wracking up a lot of property damage along the way, something that would get a real cop fired if caught doing it. Interestingly enough, she's far less of a bad shot when she's being controlled by the player, implying that she's either much better at aiming in-universe, or that her obsession with capturing the Cooper Gang causes her to lose focus.
  • Action Girl: Sure, she needs to be rescued by Sly once or twice in each game... but she makes up for it by kicking some serious tail the rest of the time.
  • Aesop Amnesia: In the second game, Carmelita warms up slightly to Sly and comes to somewhat enjoy their game of cat-and-mouse like he does. In the third game, she's not only back to her old hard-nosed self, but also becomes cold enough to be considered an antagonist. Sly himself lampshades this in the third game when asking what happened to the "demure girl" that he used to know, to which Carmelita replies that she grew up and no longer takes grief from criminals. Also happens in between the first and second games. Justified in that at the end of both the first and second games, Sly does something to irritate Carmelita and she vows to continue tracking him down. At the end of the first game, he used the learning moment to handcuff Carmelita to a rail so he can escape, and in the second game, he jumps out of the helicopter they were in carrying one of her prized possessions (only to give it back to her later). Though Carmelita wasn't that upset about the latter, she seemed happy about it and it carries over in the in-between comic where she engages in their usual playful banter.
  • Affectionate Nickname: She frequently calls Sly "ringtail". While she does say it when she tries to arrest him, she also repeats it more kindly when they are either working together or in a quiet moment.
  • All Crimes Are Equal: A firm believer in this, believing that all lawbreakers should be brought to justice no matter what. Whether you're a jaywalker, a murderer, or a simple thief, if you do a crime, she can and will chase you to the ends of the Earth. It should be noted that this is in more of a Lawful Stupid manner (given that Carmelita's a professional cop first and foremost) than full-on Black-and-White Insanity, given her Dating Catwoman relationship with Sly or teaming up with the Cooper Gang when a greater threat arises.
  • 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.
  • Arc Villain: She becomes this at the end of both "An Opera of Fear" (briefly taking over from Octavio), and "Rumble Down Under" after the Mask of Dark Earth attaches itself on her face in the third game, but is only fought in the second chapter. She appears in the next two, but only serves as a minor antagonist manipulated into arresting Muggshot and General Tsao, respectively.
  • Artistic License – Law: In unmitigated spades.
    • First and foremost, the fact that she beats up criminals despite the fact they are incapacitated and already having suffered serious beatings from the Cooper Gang. In real life, cops are explicitly forbidden from using force against criminals if they are in custody.
    • Using lethal force against the Cooper Gang, even though the gang explicitly avoids harming police officers, and actually do the job for them.
  • Attack of the 50-Foot Whatever: In Sly 3, after the Mask of Dark Earth latched onto her face. In case you're wondering, she was called "Carme-LARGE-a" in that form. This is the only time in the franchise where she is fought in a boss battle.
  • Aw, Look! They Really Do Love Each Other: 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 of apology 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.
  • Bad Guys Do the Dirty Work: Inverted, as she's a cop and all. Tellingly, Sly only goes after the Fiendish Five when Carmelita has already done all the necessary research on where their hideouts are located, providing a comprehensive dossier for him to steal from her office in Paris. Defeating the crooks who killed his father becomes a race against time as the existence of said file shows that Carmelita was just on the cusp of raiding each of their operations, and she would presumably take their portions of the Thievius Racoonus into police custody as evidence.
  • Beauty Equals Goodness: She’s quite gorgeous for an honest cop fighting for the greater good.
  • Black-and-White Morality: Largely sees in absolutes when it comes to criminals. She even tells Sly point-blank in the first game that as far as she's concerned, criminals are all the same. This does change somewhat over the course of the series, and in Thieves in Time, she starts to outwardly acknowledge that the Cooper Gang are at least better than the criminals they go after.
  • Bound and Gagged: Happens to Carmelita several times throughout the series, though she only gets gagged in the "Timing is Everything" short.
  • Brainwashed and Crazy: Nearly happened in Sly 2 under the Contessa, but she was freed by Bentley. In Sly 3, when the Mask of Dark Earth latches itself on her face (though it is hinted that she was in some control of herself).
  • Breaking the Fourth Wall: In Thieves in Time, 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.
  • Bride and Switch: In Honor Among Thieves, Carmelita switches herself with Jing King when she is tricked into thinking Sly is planning to take General Tsao's place and marry her. He was really using her to help them bust Tsao for kidnapping his bride in the first place.
  • Butt-Monkey: Played straight in the first two games. Every time she tries to capture Sly she ends up on the short end of the stick (especially in the endings). It was toned down a bit in the third game as she got more chances to shine (with the exception of the second chapter) but brought back in full force in the fourth game, where she not only got captured twice but also ended up having to belly-dance for some guards against her will.
  • Character Development:
    • Over the course of the series, her banter with Sly begins to become more playful, and in general she begins to return some of his affection. Compare her very blunt and matter-of-fact words towards him in the first game to this exchange in the third one:
      Sly: Hey, Inspector Fox! Need a date for the prom?
      Carmelita: Hold still, and I'll pin the corsage on you!
    • In Thieves in Time, her Black-and-White worldview is somewhat lessened, and she starts to see both Sly and the Cooper Gang in a slightly more heroic light.
  • Cops Need the Vigilante: While Carmelita isn't exactly a slouch, her impressive track record of busts owe a lot to the Cooper Gang dismantling and defeating their various foes just in time for Carmelita to happen upon the beaten criminals. Sometimes this is inverted when Bentley's plans involve manipulating Carmelita into defeating their enemy for them, such as when they had her bust Muggshot and General Tsao in Honor Among Thieves.
  • Counting to Three: In Sly Cooper and the Thievius Raccoonus, Inspector Carmelita Fox has Sly dead-to-rights at the end, but because he just helped her take down Clockwerk, she gives him a ten-second head start to escape if he chooses. He counts down the seconds in the narration while dawdling at the scene, leaving her very puzzled... until he finally gets to one, planting a big kiss on her lips. This distracted her long enough for him to handcuff her to a nearby railing.
  • Cunning Like a Fox: Subverted thanks to her By-the-Book Cop tendencies, which is probably part of why Sly and friends keep managing to evade her.
  • Cutting the Knot: She manages to break into the Cooper Vault, something Dr. M had been trying to do for decades with little success, by destroying the area around the impenetrable metal door.
  • Dating Catwoman: Well, Foxwoman, technically, as very hard as she tries to hide it. Also, Sly is the Catwoman in this case.
  • Determinator: She has a strong force of will, being able to fight off the Contessa's hypnosis (which was also being powered by the Clockwerk Eyes, increasing the Contessa's abilities).
  • Damsel in Distress: 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 Thieves in Time, she was taken hostage by Toothpick. And then a second time by Le Paradox.
  • Enemy Mine: She sometimes has to team up with the Cooper Gang to stop even greater threats who happen to be enemies of theirs.
  • Exposed to the Elements: Oddly averted in Sly 2 where she dons a full winter outfit when in Canada, but in the other games done straight when in a cold area like the Kunlun Mountains or Gungathal Valley.
  • The Exotic Detective: Her constantly changing accent is meant to invoke this.
  • Failed a Spot Check: Her focus on pursuing Sly and his Gang tends to make her either oblivious or otherwise causes her to not notice the other criminals in the local area that Sly is operating in. In the China level in the first game, she's so fixated on chasing Sly that she's completely failed to notice the Panda King's operations in the area. Y'know, the loud avalanches caused by large amounts of explosives?
  • Fair Cop: Is a tough as nails police woman, and is drop-dead gorgeous.
  • Fake Ultimate Hero: As much as she makes headlines and is a competent cop, it's hard not to notice that she rarely makes arrests in the games that aren't bosses she either teamed up with Sly to beat or found after Sly beat. The exceptions are when Sly makes off with the Clockwerk wings; she gets so pissed she arrests almost everyone at the party who isn't a member of the Klaww or Cooper gangs, and Muggshot in the third game. Granted, it was already planned by the gang luring him towards her, but after they crossed each other she took him all by herself.
    • 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 Thieves in Time...
  • 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.
  • Fanservice Pack: Thieves in Time has her outfit change to having a miniskirt, resulting in less fabric covering herself.
  • The Fettered: She is very devoted to law and order, and is noticeably brutal to those who commit any crime, regardless of how severe. When Interpol suspends her in the second game, she has a major Heroic BSoD, but she gets her job back when Sly turns himself in selflessly (and escapes).
  • Flanderization:
    • Carmelita always had Black-and-White Morality in the first two games, but she previously displayed some nuance about it, especially during the events of the second game where she was briefly stripped of her badge due to Neyla's manipulations. In the third game, Carmelita becomes far more hostile to the Cooper Gang than she was previously, and her relationship with Sly is reset to where it was at the start of the series.
    • In Thieves in Time, the Spicy Latina aspects of her personality are dialed up, complete with a stronger accent, a shorter-temper and a slightly more revealing Interpol uniform.
  • Four-Temperament Ensemble: Very much the choleric to the rest of the Cooper Gang— very passionate and committed to her work.
  • Foxy Vixen: Carmelita Fox is the series's Ms. Fanservice, her signature look being a midriff-showing outfit, and eventually wears a miniskirt showing off her legs in the fourth game.
  • Friendly Enemy: With the Cooper Gang outside of Sly on occasion (except in the third game). When she manages to catch Murray in the second game, while she kept him in a cage as bait for Sly, she tried to make him as comfortable as possible and also brought him food to make sure he didn't starve.
  • Friend on the Force: The final cutscene of Thieves in Time indicates that Carmelita now actively helps the Cooper Gang off the record, especially given that she is aware they are technically vigilantes.
  • Finishing Stomp: In Band of Thieves, Carmelita Fox destroys the Big Bad once and for all (who had already been literally smashed to pieces) by crushing the mechanical owl's main processor chip under her boot.
  • 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.
  • Giant Woman: Honor Among Thieves sees her temporarily becoming one of these in "Rumble Down Under". She initially becomes about double Sly's height when she interrupts the Cooper Gang's plan to destroy the Mask of Dark Earth, resulting in it getting onto her face. Bentley tries to sedate her with his tranquilizer darts, but they only make her bigger, large enough to carry one of the miners' big trucks sandwiched between her arm and her body. The Cooper Gang subsequently attempts to use their own big truck to escape from Carmelita and take her down with the Exploding Barrels she throws at them, but these attempts only make her even larger. By the final part of the mission, she's easily carrying the stolen truck in one hand, and the Coopers' truck doesn't even pass her boots. In order to remove the mask, Sly has to climb up Carmelita's clothes to reach the mask's latching points, causing Carmelita to swipe at him and break the pieces herself.
  • 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 they both already know and Sly openly admits 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. By Sly 3, she seems to have enough control over her grip on the Shock Pistol that she can snap off multiple shots in succession. Mostly when you're playing as her.
  • Hartman Hips: Her character model in the first game had very thick hips.
  • Hero Antagonist: She's a cop... which, considering that the main character's a thief, invokes this trope by necessity.
  • Heroic Seductress: Using sex as a distraction variant. She has to distract some goons with a belly dance in Thieves in Time... and she's very annoyed about having to do it, internally cursing out Bentley the entire time.
  • Hero with Bad Publicity: Thanks to Neyla's manipulations, Carmelita spends much of the second game on the run from Interpol, and twice has to be saved from being arrested by Sly.
  • Hidden Depths: Although she doesn't show it, she clearly acknowledges that Sly is indeed a good person despite being a criminal and clearly is conflicted over taking him in. In multiple instances, she even lets him get away.
  • Honorary True Companion: Carmelita has several Enemy Mine team-ups with the title character throughout the series, but it's not until the fourth game that she actually teams up with the Cooper Gang and develops a bond with them. Murray's drawing in Chapter 4 of the game shows that he considers her as part of the gang, and it's implied at the end of the game that she's on friendly terms with them, too, standing together with Bentley and Murray in one of the final shots.
  • Hot-Blooded: Carmelita is known for having a fiery temper with a short fuse, which is why Sly's attempts to mess with her always work. However, she is very devoted to her line of work, and tries to keep her emotions under control in order to keep her temper in check.
  • Huge Girl, Tiny Guy: In the first game her character model is noticeably larger than Sly, probably to help players see her while she's shooting at them from the background. Other games have her closer to other characters in height, though she is still slightly taller than Sly. Mostly averted in cutscenes and artwork in which they tend to be around the same height, and the cinematics for Thieves in Time even show Sly to be taller than her.
  • Hypocrite: She's angry towards Sly during Thieves in Time for lying to her about having amnesia... except she lied to him about being her partner (i.e. taking advantage of a person's missing memory to manipulate them), giving her little room — if any — to point fingers. She's aware of this and does admit it, if only to herself.
  • Implacable Man: She's followed Sly all over the globe, and nothing discourages her pursuit for long. Carmelita's so relentless that if she doesn't show up during a heist at all, it's remarked upon by the Cooper Gang as extremely unusual. The amount of times this has happened can be counted upon one hand.
  • Imperial Stormtrooper Marksmanship Academy: As long as you keep moving, Carmelita cannot hit Sly. In the third game, when she chases Sly in the usual fashion, he stops and has a brief conversation with another character while Carmelita misses them both by miles, despite all parties involved standing still. One exception is in an episode of the second game. She actually aims ahead of you, forcing you to change directions or give her a wide berth.
  • Improbable Aiming Skills: Carmelita is known to be a crackshot in Interpol (though not the case if you play Sly who easily dodges her shots, though she's almost always angry when shooting at him).
  • Improbable Weapon User: Not her Shock Pistol, but her original weapon as described in supplemental material was a prototype Handcuff Gun.
  • Impossible Hourglass Figure: Gains one in Thieves in Time with both her animated cutscenes' design and her in-game model.
  • In a Single Bound: Quite literally, as she may actually be the best jumper in the series. The first game shows that she's quite capable of jumping across wide gaps in pursuit of Sly, and it appears to be a natural talent. When you play as her, she actually has a Mega Jump (renamed to the "Super Jump" in Thieves in Time) ability capable of going from street level to the rooftops in a single leap, in most cases. Sly has to climb buildings or use trampoline-like objects, Carmelita just jumps up to the roof.
  • Indifferent Beauty: Her looks are jaw-dropping, but she doesn't seem to care about them one way or another.
  • Inspector Javert: In the third game only, where she's a Knight Templar willing to murder criminals of any type.
  • Interpol Special Agent: Carmelita's profession.
  • Irony: Despite being a fox, she has a job in law enforcement and is extremely persistent to enforce it.
  • Jerkass: She initially treats Sly and his friends very coldly, slowly warming up to them over the second game, returning back to cold in the third, prior to her team-up with them in the fourth game.
    • Jerkass Has a Point: Though she treats Sly as no better than any other criminal, she's correct that since Sly steals from other thieves he's further victimizing the people that they stole from, since most of a criminal's property is already stolen to begin with.
      Carmelita: Cut the charming thief crap. Just listen to yourself— this isn't a game! When you steal things, you're robbing hard-working citizens who toil everyday for what little they have!
      Sly: Ah, but Carmelita, I only steal from master thieves… I never take anything from the hard-working citizen types that you love so well. So when you think about it, we're kind of on the same team.
      Carmelita: Don't get me started, smartass! Where do you think master thieves get their loot from, huh? They steal from the common man. So I don't care where you sit on the food chain, you're still hurting innocent people! You're part of the problem— not the solution.
    • 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.
  • Kick Chick:
    • Carmelita has this as a secondary attack in the third game for when enemies get too close for comfort. Her roundhouse kick is powerful enough to send even the burliest of flashlight guards flying several feet. She loses this in Thieves in Time as she does pistol whips instead.
    • In the animated short "Timing is Everything", Carmelita uses some deft kicks to take out Muggshot's flunkies. In Thieves in Time, we see it again during the ending, when she beats up a criminal after returning to Interpol.
  • Kick the Dog: Carmelita shoots one of the Black Baron's guards for no reason other to reaffirm her murderous hatred of crime at the beginning of "Flight of Fancy".
  • Knight Templar: Carmelita has serious black-and-white views on crime, but she's at her worst in the third game, going as far as to hire an entire army of ape mercenaries to defeat criminals like Sly and his gang. She even straight-up shoots one of the Black Baron's guards for no reason at the beginning of the third level (granted, it's not like Sly and the gang treat the guards around them any better).
  • Lawful Stupid: In the first game, she's so fixated on arresting Sly that she completely fails to notice the Panda King's operations, as well as the fact that he buried an innocent village in snow; Sly even calls her on it.
  • Leg Focus: Thieves in Time gives us a few lingering shots on her legs such as the scene where she is walking up to the main competitor of a shooting contest at Toothpick’s festival.
  • Lightning Bruiser: Carmelita has impressive acrobatic skills, capable of matching Sly in agility and speed, even being able to leap higher altitudes than Sly. She also seems to have a great deal of lower body strength, given her jumping abilities and the fact that she's shown delivering kicks that can send even the burliest of Flashlight Guards flying. She is able to damage Muggshot (albeit only slightly) with a physical attack, something even Murray was unable to do.
  • Little Black Dress: Carmelita has one she wears on rare occasions, when not suffering from Limited Wardrobe syndrome. She noticeably wears it in the second game when (unknowingly) dancing a tango with Sly at Rajan's palace, and during the ending cutscene of the third game, and in the cutscenes of the fourth game.
  • Masculine Girl, Feminine Boy: The hotheaded, aggressive, masculine girl to Sly's swave, calculating, feminine boy.
  • A Mother to Her Men: In the third game, she has a group of mercenaries under her command. While she may show some initial impatience with them, she is shown to respect, and care for them, fighting alongside of them, even though they aren't professional cops. The mercenaries in turn seem to respect her for this. In the fourth game, she seems to care for the members of the Cooper Gang. Granted, this is in part due to Enemy Mine but she does help protect those gang members that are in serious jeopardy.
  • Ms. Fanservice: And quite the foxy one at that. This becomes more pronounced in Thieves in Time, considering her redesign. Just look at her concept art for the game.
  • Ms. Vice Girl: In contrast to Sly's sneakiness and level-headedness, her vices include recklessness, wrath and to a lesser extent pride as shown by her zealous obsession towards capturing the raccoon—which has resulted in her skipping a lot of other key details (for example, the Klaww Gang's clear theft of the Clockwerk parts) and causing a fair amount of damage thanks to a rampant shock pistol. Her Fake Ultimate Hero status doesn't help matters. Regardless, she's still ultimately on the side of good, and will be reasonable enough to team up with the Cooper Gang whenever there's a worse problem on the horizon.
  • 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 could also counts as a blessing in disguise. (It can also be seen as Nice Job Fixing It, Villain, given she's an antagonist here).
  • Nice Job Fixing It, Villain: Due to taking a level in jerkass in the third game, she is tricked by the Cooper gang into arresting both Muggshot and General Tsao respectively so that she wouldn't interfere with their plan after "An Opera of Fear".
  • No Celebrities Were Harmed: Her voice in Sly 2 deeply resembles Jessica Alba's.
  • Not Even Bothering with the Accent: A reoccurring issue with her, due to Sucker Punch being unable to bring back Carmelita's voice actresses for more than one game. Despite her intro in the first game being at her office in the Parisian Police HQ, she doesn't have a French accent one would expect. Her voice actress in the second game veers into an American accent. In contrast, her third voice actress initially sounds more Italian than her first one at the beginning of the game (with even that fading away over the game's story), and back to Hispanic again in part 4. Could be excused by her job; as an Interpol agent, she wouldn't have the opportunity to develop a consistent accent with all the travel, and in the third game she was apparently stationed in Venice for some time while trying to arrest Don Octavio.
  • Ooh, Me Accent's Slipping: Due to having different voice actresses each game. In-universe, however, nobody seems to notice.
  • Painted-On Pants: Sports a pair of skin-tight blue leggings in the original 3 games that show off her long and muscular legs. She replaces them with a mini-skirt in Thieves in Time.
  • People Jars: Gets trapped in one in the last level of the first game. Fortunately for her, Sly breaks her out.
  • Perpetual Frowner: Carmelita rarely smiles, always having a serious, and angry whenever Sly is involved, look on her face.
  • 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.
    • Even before that, she saved him from being killed by Dr. M twice.
  • Pistol-Whipping: Her melee attack in Thieves in Time 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 Thieves in Time makes her acknowledge that they do stand for justice, albeit on the other side of the law.
  • Promoted to Playable: In Honor Among Thieves, she's made playable in certain missions. Thieves in Time takes it further by having her playable in the hub world as well.
  • Recruiting the Criminal:
    • Carmelita appears to do this at the end of the third game when Sly "appears" to have gotten amnesia after being struck by one of Dr. M's attacks, calling him her partner, "Constable Cooper." It seems to have worked well enough, as Thieves in Time shows that it's not his former identity being discovered that ended the partnership, but him getting itchy fingers and doing one more heist to keep his hand in... then her catching "Constable Cooper" in the act.
    • Carmelita will often enlist Sly's aid in taking on the Big Bad at the climax of the games, putting aside their rivalry to deal with a common foe.
  • Red Oni, Blue Oni: The red oni to Sly and Neyla's blue oni.
  • Reasonable Authority Figure: In the second game, Carmelita claims that she's an honest cop a few times, but she rarely shows kindness outside of the final levels. This is more of an Informed Attribute in the third game.
  • The Rival: While not in the traditional "prove who's better" sense, Carmelita is functionally this to Sly, due to their Karmic Thief-versus-cop dynamic and the basic definition of the trope. Whereas both of them have the same goal of bringing truly vile criminals to justice, they do it on opposite sides of the law, and Sly already thwarts these goons by the time Carmelita gets there. Personality-wise, both are steadfast in their confidence, but Sly is free-spirited while Carmelita is serious about upholding the law. And Fake Ultimate Hero traits aside, Carmelita also shows skill when she puts herself to it, with her determination to tail Sly wherever he goes allowing her to do things like traverse the arduous Cooper Vault gauntlet without any help. If anything, her skills and rivalry with Sly may be half the reason why he's so fond of her, given his love for a good challenge.
  • 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 Thieves in Time, which Sly was more than happy to see.
  • Show Some Leg: Carmelita takes one for the team by doing a belly dance to distract some guards in Arabia. She's not happy about it either. Seeing how the rest of the guys take a glance to see the show they're not as upset as she is.
    Sly: Possibly your best plan ever, Bentley.
  • Shout-Out Theme Naming:
    • She most likely takes her name from the Neil Diamond song "Carmelita's Eyes".
    • Her middle name (Montoya) might be a tip of the hat to Detective Montoya of the Batman universe, given its influence on the series.
  • Single Woman Seeks Good Man: Even if she doesn't want to admit it, she has clearly developed feelings for Sly, and she becomes his love interest in Sly 3 after he gets "amnesia".
  • Stripperific: She complains about being forced to wear a belly dancer 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.
  • Spread Shot: In Thieves In Time, the last gun upgrade for Carmelita gives her Shock Pistol one of these.
  • Supermodel Strut: Carmelita's slow walking animation will have her do a sensuous strut while rolling her hips from side to side.
  • Sympathetic Inspector Antagonist: She's one of the most respected cops in the world, perhaps thanks to Sly's MO of primarily stealing from other criminals; even though she usually fails to catch Sly, she can always bring in his victim. Sly also tends to flirt with her whenever they clash, which eventually evolves into Dating Catwoman.
    • Carmelita is unique among Sympathetic Inspector Antagonists in that at the end of Sly 3: Honor Among Thieves, she DOES capture Sly... in a manner of speaking. The two of them end up romantically involved and Sly quits the thief business so they can be together. Of course, he does this by faking amnesia, so it's hard to say who really ends up on top here. As of Thieves in Time, after figuring out that Sly was faking amnesia and getting mixed up in the Cooper Gang's latest mission, she finally has the epiphany that she and Sly aren't so different. They both stop real crooks, just from different sides of the law. The ending implies that she's now on relatively good terms with the gang.
  • Teeth-Clenched Teamwork: More prominent in Thieves in Time, where she has no choice but to work with Sly and his crew if she ever wants to get back to the present day. Besides, it's not like she's got jurisdiction in past timelines anyway.
    • Subverted by "Clan of the Cave Raccoon," where she privately admits that she and Sly aren't so different, and that they have a common enemy in Le Paradox.
  • There Is No Kill Like Overkill: A recurring aspect of her character. Her supposedly non-lethal Shock Pistol can blow up cars in one shot. Her personal jetpack has built-in, rapid-fire missile launchers. The helicopter she steals in the second game has a turret attachment. And in the third game, she keeps a squad of ape mercenaries she hired to fight Venice's biggest mob on retainer for the sole purpose of hunting down Sly and his gang.
  • Took a Level in Badass: In Honor Among Thieves. She had her moments in the first two games but was less a Butt-Monkey. In the third game, she is not only a strong leader to a team of mercenaries, but also becomes a playable character, gets into a boss fight with Muggshot and was the one who ultimately defeats Dr. M (granted he was pretty much already defeated by the time she showed up) and saving Sly.
  • Tragic Keepsake: In the final cutscene of Thieves In Time, Carmelita, while continuing the hunt for Sly, finds the photo he always kept around of himself kissing her, charred but intact.
  • 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 Thieves in Time, Carmelita gives Sly a hard time, 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 Thieves in Time, 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.
  • Ungrateful Bitch: Despite the fact that Sly has helped her out multiple times, she still constantly tries to arrest him. This is Justified, due to her being a cop and him being a criminal, it's her job to try to arrest him.
  • Videogame Cruelty Potential: She's a nigh-invincible enemy in the second and third games, but she can be "killed" by first shrinking her down with a gadget and then attacking her.
  • We Need a Distraction: In Thieves in Time, 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. She gets better by the game's end and is deeply distraught by Sly's having become Trapped in the Past.
  • Worthy Opponent: Although Carmelita obsesses over trying to arrest Sly, she does harbor some respect for him and more, though she can't really admit it to herself. She even once mentioned that it was a shame that Sly was working on the other side of the law.
    • The respect is mutual as Sly himself complimented her skills when Bentley expressed concern for her ability to go one-on-one with Muggshot.

Cooper Gang (Present)

    The Guru 
https://static.tvtropes.org/pmwiki/pub/images/225px-Guru_23.jpg
Voiced by: Terry Rose

An Australian koala and aboriginal guru. He joins the team after the Cooper Gang defeat the Mask of Dark Earth and clear Uluru/Ayers Rock of miners.


  • The Cameo: The Guru appears in Thieves in Time as a keychain in Murray's binocucom, and his Moonstone is a findable treasure.
  • Cool Old Guy: The oldest ally and yet still spry enough to keep up.
  • Ethnic Magician: More specifically, an Australian aboriginal magician. He is a master of a mystical art known as Dreamtime.
  • Everyone Calls Him "Barkeep": The Guru's name is never mentioned.
  • Hollywood Dreamtime: The Dreamtime is described as a magical force that the Guru is in-touch with, allowing him the ability to control people's minds, lift people with telekinesis, allows him to blend in perfectly with his surroundings and bridge people's minds with the power of his staff and Moonstone.
  • Intelligible Unintelligible: The Guru speaks entirely in a fictional Aboriginal language without subtitles, but the other characters can understand him just fine and vice versa. Whether this is due to his Psychic Powers or Rule of Funny is never stated.
  • Loincloth: His chosen attire.
  • Master of Disguise: He can perfectly blend into the background to avoid the guards.
  • Nice Guy: He’s wise and compassionate, it’s no wonder Murray loves the guy so much.
  • Noodle Incident: Something...unspeakable happened while Murray was training under him at the hut, apparently whatever happened, Murray had to apologize constantly for at least a month before the Guru would speak to him again; and even months later the place still smells like crap (though he still uses it somewhat.)
    • Between the third and fourth installments his staff got broken and the part with the moonstone was somehow acquired by Ms. Decibel, which she brought back with her to Ancient Arabia.
  • People Puppets: He can latch himself onto the guards to control their movement.
  • Psychic Link: He seems to make one with the Panda King, and makes one between himself and Sly in the beginning of the fourth level of the third game. This is also how he befriended Crusher.
  • Psychic Powers: Telepathy, Mind over Matter, and other such skills.
  • Purple Is Powerful: He is a powerful mystic with great magical abilities and his body is completely purple.
  • Technical Pacifist: Because hitting people is bad, but mind-jacking them and ramming them into machinery to break it is just fine, apparently.
  • Token Wizard: While the Panda King is capable of Supernatural Martial Arts and Murray is his apprentice, the Guru is the most steeped in the spiritual and supernatural, his primary contribution to the Cooper Gang being his Dreamtime powers.
  • "Where Are They Now?" Epilogue: Guru had taken a famous rock band for apprentices, which drew the band's fanbase to him. To train in peace, they chose to hide out in New York as no one would ever think to look for him there.

    Penelope Mouse (SPOILERS) 
As of Thieves in Time, Penelope is in the Villains category, so go there for information. Be warned that doing so will reveal spoilers for that game. Reason

    The Panda King 
https://static.tvtropes.org/pmwiki/pub/images/Panda_King_4793.jpg
"The fuse is lit!"
Voiced by: Kevin Blackton (English), Chafurin, Jurota Kosugi (HD Collection) (Japanese), Gérard Dessalles (French), Gunnar Ernblad (Swedish)

A Chinese panda, a former member of the Fiendish Five, and a powerful Chinese crime lord with a thing for fireworks. Before becoming a criminal, he wanted to impress the Chinese nobles with his own fireworks technique, but didn't get the chance; they couldn't see past his shabby clothes and chased him away. In retaliation, he used his fireworks to terrorize the nobles who shunned him, making him a force to be reckoned with. 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.


  • 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 to repay them for saving his daughter.
  • Acrofatic: Despite his portly frame, he shows a considerable amount of agility during his first boss fight, bounding and flipping around the arena.
  • Affably Evil: In the first game, he seems to have a good relationship with his subordinates, calling them "valued employees", and chooses to kill Sly while honoring his ancestry via his "Flame-Fu."
  • Anti-Hero: The most clear cut example of the franchise. He started off as a villain but through Enemy Mine with Sly, he joins The Cooper Gang. However, even then, he still sticks out as darkest and most serious member of the group.
  • Arc Villain: Of "Fire in the Sky"
  • Asian Speekee Engrish: Had a mild case of this in the first game (though the subtitles fill all the words he skips); it's pretty much gone by his reappearance in the third.
  • 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.
  • Benevolent Boss: Downplayed, but compared to the other Fiendish Five members, he and Muggshot are the only ones that don't verbally abuse or threaten their henchmen in their PA announcements, referring to his underlings as "valued employees."
  • Boyfriend-Blocking 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.
  • Callback: When Sly mind melds with Panda King in Sly 3, it re-enacts their fight in the first game, even the pre-fight dialogue (well, Panda King's anyway).
  • Calling Your Attacks: Palms of Thunder! Booming Chop! Fiery Wheel!
  • Charged Attack: His fireworks in the third game. A fully charged attack leads to a small-scale Macross Missile Massacre.
  • Character Development: Starts off the series as The Dragon to Big Bad Clockwerk, at first he doesn't care about the people he killed, but his defeat at the hands of Sly make him more humble to the point that it costs him his daughter Jing King to Tsao since he can't even muster the resolve to fight back (who exiles him into becoming a meditating monk) and develop a Literal Split Personality. After reasoning with the other side of himself, he and Sly form a Teeth-Clenched Teamwork where Sly tries unsuccessfully to break the tension with jokes. During the heist in China, he puts all his faith into Cooper, which pays off with Jing King's rescue. Later in Blood Bath Bay, he and Sly work together in a heated fight against Crusher, which makes him open up a bit more and praise Sly outright.
  • Code Name: During the Cooper Vault job, he was "Agent Monarch".
  • Demolitions Expert: Serves as this for both the Fiendish Five and the Cooper Gang.
  • The Dragon: Arguably, to Clockwerk, who provided material for his Fireworks.
  • 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, and eventually the tension between them lifts.
  • Enemy Mine: With Sly, against General Tsao, in the third game's fourth level. After Sly earns his trust by saving Jing King, he joins the team for real.
  • 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 is 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. Even the dark side of his personality that's obsessed with killing Sly wishes to save Jing King, though by extremely destructive means, and the Panda King is able to make this dark side back down only by reasoning that they can combine their strength and humility to serve as the father Jing King needs.
  • Even Evil Has Standards: Defeat, incarceration, and meditation have made at least half of him less inclined towards mass murder, citing to his darker half that trying to rescue Jing King their way with a direct assault would result in tremendous collateral damage.
  • Everyone Calls Him "Barkeep": Intriguingly, it appears King is his actual surname. Whether "Panda" is his first name is unknown.
  • Evil Cannot Comprehend Good: Fails to understand why Sly has anything against his protection racket and burying towns in avalanches. However, his defeat makes him extremely humble, to the point that his closest family member is kidnapped.
  • Evil Sounds Deep: Has a very deep voice, though he loses the evil eventually.
  • Fatal Fireworks: He's a master of using fireworks as both demolitions as well as combining them with martial arts.
  • Fighting Panda: A Chinese pyrotechnic who invented his own style, Flame-Fu, incorporating his fireworks when he fights Sly.
  • 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.
  • Good Costume Switch: In his initial appearance, the Panda King was a Half-Dressed Cartoon Animal in red and yellow pants with a yellow belt. As an ally of the Cooper Gang, he has the same pants, but swaps the belt for a blue one and adds a red vest with blue straps alongside red hand wraps, making him appear as more of a Primary-Color Champion.
  • Graceful Loser: Zig-zagged. While Clockwerk swears upon death to Sly that the Cooper will never get rid of him and the other members of the Fiendish Five express disbelief at being defeated by Sly while swearing the next one of their colleagues will get him, Panda King just says in a begrudgingly impressed tone that Sly fights unparalleledly with his cane before passing out. When they reunite years later, it's quickly made clear Panda King still feels resentment at Sly for taking him down a notch, but he ultimately agrees to put aside their differences for the sake of rescuing Jing King to the point of quelling his vengeful side by reasoning that by taking example from how Sly's able to put aside his own feelings towards someone who's complicit in his parents' murder, they can combine their strength and humility to become the kind of father Jing King needs.
  • Heel–Face Turn: The third game, after joining forces with the gang to save his daughter.
  • Incendiary Exponent: His Flame Fu in the first game. In the third game, his basic melee attack is a flaming karate chop. And that's not counting the fireworks...
  • Karma Houdini: Despite having undergone a Heel–Face Turn, the Panda King never received sufficient punishment for burying an innocent village in snow aside from at worse a year or two in jail.
  • Kick the Dog: Him burying a village in the snow for refusing to pay his protection fee in the first game.
    • Not just A village; ANY village who didn't pay the protection fee got this.
  • Large and in Charge: When he was a crime lord.
  • Large Ham: More subdued, but it's there, especially when he's calling his attacks.
  • Maniac Monkeys: Pretty much all his henchmen in the original game are kung fu monkies/apes.
  • 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.
  • Nice Guy: His defeat at Sly’s hands really humbled him. While there is still some tension, The Panda King is still friendly with the other members of the gang, and is determined to make peace with Sly.
  • No Celebrities Were Harmed: Panda King's voice sounded like it was done by George Takei.
  • "Not So Different" Remark: 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 "frustrated firework artist turned homicidal pyromaniac." Later turns out to be played straight, when he finds ways to bond with other members of Sly's group, and eventually Sly himself.
  • Odd Friendship: With both Murray and the Guru. He relates with the Guru due to their spiritual natures, 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.
  • Papa Wolf: His failure to be this to his daughter led to his self-imposed exile, and he agrees to help with the the Cooper Vault heist once the Cooper Gang help him rescue Jing King.
  • Playing with Fire: Panda King's fighting style of Flame Fu.
  • Protection Racket: He's running one in the first game, "protecting" nearby villages from avalanches. Upon arriving in China, Sly and the gang witness him bury an entire village in snow after they failed to pay up.
  • Put on a Bus: As confirmed by Sanzaru, Panda King is sitting out the events of Thieves in Time. Probably Justified, as the books pages were disappearing quickly, and Panda King was still watching out for Jing King in China.
  • The Stoic: His role in the first game was pretty much just him being The Dragon to Clockwerk and not much else, and as such he's always depicted as a serious villain. When he makes his reappearance in 3, he has not changed in his mannerisms too much, which makes him into The Comically Serious when Sly makes jokes about their current objective while working together.
    • Not So Stoic: The Large Ham tendencies are also kept around, which means that when he is excited about something, he really will show it.
  • Supernatural Martial Arts: His Flame Fu fighting style.
  • Teeth-Clenched Teamwork: With Sly in Sly 3. Both eventually get over this.
  • Warrior Monk: After getting out of prison, he becomes a monk, and after joining the Cooper Gang, shows that he hasn't become a slouch.
  • "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.
  • You Killed My Father: Sly understandably still holds a vicious grudge against the Panda King for this and even calls him a monster in the intro cinematic of "A Cold Alliance". It still takes the entire episode for the tensions between the two to calm down, and even then, they do not entirely forgive the other.
  • You Monster!: Sly outright says this in his specific episode of the third game, believing him to be truly irredeemable.

    Jing King 
Voiced by: Max Pham

The daughter of the Panda King. She was kidnapped by General Tsao in the third game, and forced to marry him, leading to the main plot of A Cold Alliance.


    Dimitri Lousteau 
https://static.tvtropes.org/pmwiki/pub/images/278934-dimitri_sly_cooper_large_9282.jpg
"My suit is GREASY SWEET!"
Voiced by: David Scully (English), Hisashi Izumi, Sousuke Komori (HD Collection) (Japanese), Jacques Bouanich (French), Joakim Jennefors (Swedish)

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. Before becoming a criminal, he was an art student who wanted to show off a new art style called "Kinetic Aesthetic." The critics were not impressed. So he gave them what they wanted and started forging old masterpieces, his way of punishing people with bad taste. 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.


  • Abhorrent Admirer: To Penelope, as he hits on her multiple times in Honor Among Thieves. Of course by this time, she is satisfied in her relationship with Bentley.
  • Arc Villain: Of "The Black Chateau"
  • Audience-Alienating Premise: In-Universe, as people found his art style of "Kinetic Aesthetic" (him painting while swinging on a rope) too weird for their tastes.
  • Berserk Button: He does NOT take kindly to people who insult his fashion tastes. When he and Sly confront each other in the second game, Sly puts up with his slang as best he can, but when he tells him his suit sucks, Dimitri finally decides to come to blows with him.
  • Bunny-Ears Lawyer: His language quirks and fashion choices make him the most ridiculous member of the Klaww Gang, but he still managed to create a forgery operation big enough to land him a spot on said infamous international cartel and was (albeit unwittingly) put in charge of one of the most vital aspects of Arpeggio's scheme.
    • In Honor Among Thieves, he's still rocking the "greasy sweet" threads and mannerisms, but it turns out he's also a fantastic scuba diver as well after recovering his grandfather's diving equipment.
  • Code Name: During the Cooper Vault job, he was "Agent Deep Six".
  • Coolest Club Ever: Dimitri owned a pretty cool nightclub in his first appearance- until the Cooper Gang pretty much trashed it in search of the Clockwerk Tail Feathers, destroying both the disco ball and the peacock marquee. Then Carmelita shut the club down for good once they’d fled.
  • Counterfeit Cash: As a member of the Klaww Gang, Dimitri got Clockwerk's tail feathers as his spoils. He converted the indestructible metal feathers into printing plates to produce unlimited counterfeit money which he circulates through his night club.
  • Crouching Moron, Hidden Badass: While quite the goofball and not as immediately threatening as other antagonists, Dimitri is still not to be trifled with. His first appearance in Sly 2 is as a Starter Villain, sure, but he's a successful businessman whose legitimacy to the law makes the prep work particularly important. Once he engages Sly directly, Sly can't safely approach him without cover until Dimitri's weapon jams. As an ally and Cooper Gang member in Sly 3, he has a problem reading the room or saying appropriate things, but he's a great informant and mission control; he goes toe-to-toe with Big Bad Dr.M to get his former enemies' property.
  • 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, in spite of his voice actor being listed in the credits.
  • Disco Dan: He learned English watching Hip Hop videos and it shows, speaking like a Jive Turkey at all times and even having his own disco theme-song.
  • Eccentric Artist: Used to be one as an art student. Unfortunately for him, people didn't see the appeal of his... unorthodox art.
  • French Jerk: As of his Heel–Face Turn, he's more French than jerk, though.
  • Freudian Excuse: He was an aspiring young artist who turned to art forgery after the French art community rejected his work. As Sly puts it, "The art world wasn't quite ready for his 'kinetic aesthetics."note 
  • Good Smoking, Evil Smoking: He's constantly seen with a cigarette in his mouth, as both a Klaww Gang and Cooper Gang member.
  • 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 "big-time" 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.
  • I Take Offense to That Last One: Before his fight with Sly in the second game, this happens:
    Sly: I have no idea what you're saying. (beat) And your suit sucks.
    Dimitri: (gasps) LET'S DANCE!
  • Jerk with a Heart of Gold: After his Heel–Face Turn, he’s still arrogant and annoying, but there’s no denying he’s grown to care about Sly and his gang.
  • Jive Turkey: Justified, seeing as he learned his English from hip hop videos.
  • Impossibly Tacky Clothes: By most standards. Dimitri venomously disagrees.
  • Learnt English from Watching Television: He learned how to speak English by watching hip-hop music videos. Le Paradox, the only other prominent French character in the franchise, speaks English just fine albeit accented.
  • Let's Dance: He likes to say this just before a fight a lot.
  • Lounge Lizard: Quite literally so.
  • Manipulative Bastard: He's a modestly effective one in the first two acts of Honor Among Thieves. When he meets Sly again in a Venetian police station, he threatens to oust him to the cops until Sly offers to help spring him out of jail. He then sweetens the deal by claiming that if Sly helps him (instead of simply fleeing the premises), he'd aid in the search for Murray. Later, in Holland, he manages to weasel his way into the events staff of the Black Baron and more or less extorts Sly into promising to do a favor for him in the future (which turns out to be an incredibly elaborate and dangerous favor) in exchange for the location of the dogfight tournament flight roster. During both occasions, he manages to maneuver Sly into a position where simply beating the information out of him (as Sly did in the previous game) would be impossible and extremely counterproductive.
  • Meaningful Name: Lousteau sounds like Cousteau, as in Jacques Cousteau, who invented scuba gear.
  • Motive Decay: While he initially got into crime because of the art world rejecting him, he forgets all about his counterfeit painting operation (originally started to prove just how tasteless the art world was) once he gets a Clockwerk part that allows him to cut out the middle man and literally print money. In subsequent games, he is likewise more concerned with partying, accessorizing, and skindiving rather than painting.
  • 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.
  • O.O.C. 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.
  • Pragmatic Villainy: He's notably the only boss in the game that tries to flatter and bribe Sly into leaving him alone rather than openly antagonise him from the start or attempt to kill him.
  • 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.
  • Starter Villain: In his original appearance.
  • Starter Villain Stays: However, Dimitri became so popular amidst the fans that he got to show up in the other games following his debut as well. You can’t say that about any of the other Starter Villain characters in the franchise.
  • Tail Slap: In the second game, during Sly's fight with him, Dimitri will sometimes spin around, trying to hit Sly with his tail.
  • 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. Justified in that, as good of an acrobat as he is, Sly is even better, so the Cooper Gang only really needs him as their frogman.
  • Token Good Teammate: To the Klaww Gang. While still a criminal, his biggest crimes in the second game are forgery and allowing drugs in his private Night Club, fairly harmless when you compare him to the likes of Rajan (running a drug cartel), The Contessa (killing one's spouse for their money, brainwashing criminals and keeping their stolen property for oneself), Jean Bison (environmental degradation), Arpeggio (betraying one's team to use all of their resources for their own selfish ends) and Neyla (Chronic Backstabbing Disorder and murder). He's also the first and only antagonist Sly ever faces who tries to peacefully negotiate with him before their fight, offering Sly a cut of his counterfeit cash if he leaves him the Clockwerk feathers. The fact that he becomes an ally and honorary member to the Cooper Gang only cements this retroactively.
  • 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.

Cooper Gang (Past)

    Cooper Clan 
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: Clockwerk serves as one for the Cooper Clan as a whole.
  • Back for the Finale: In Thieves in Time, all the playable ancestors return for the final stage to retrieve their cane and to help rescue Sly.
  • Badass Family: A millennia old bloodline of expert thieves who all managed to survive the various dangers of their job, their respective eras, and the murder attempts made by an immortal owl.
  • Cane Fu: All Coopers use canes in some manner, with some modifications for some of them; for example, Galleth's is shaped like a knight's lance, and Tennessee's is attached to his gun.
  • Challenge Seeker: The entire reason they primarily steal from other criminals. Stealing from innocent civilians is boring, and the real fun comes from beating other crooks at their own game.
  • Fatal Flaw: If Clockwerk is to believed, "Empathy has always been the downfall of the Cooper clan." There is evidence to support this: Sir Galleth was captured while trying free people from a tyrant's wrath, Sly's Always Save the Girl tendencies have nearly gotten him killed a few times, and Connor sacrificed his life to protect his son.
  • Gentleman Thief: For the most part Coopers tend to be quite polite to anyone who isn't a guard, a target, or trying to arrest them.
  • Guest-Star Party Member: In Thieves of Time, each ancestor is playable for the era that they live in. All of them return for the final stage to get back their canes.
  • Honor Among Thieves: The Coopers have long adhered to a certain set of standards and honor.
  • Insanely International Ancestry: The Cooper Dynasty have members all over the world ranging from Egypt, Japan and England among others.
  • 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.
  • Ridiculously Long-lived Family Name: The Cooper Clan are a family of raccoons who were all Karmic Thieves, making their living stealing from less honorable criminal elements. Their family have lived and traveled across every corner of the Earth, detailing their techniques and accomplishments in a book named the Thievius Raccoonus. Their earliest known ancestor who made the book was Slytunkhamen Cooper I, a thief who stole from corrupt noblemen as early as 1350 BC in Ancient Egypt. Thieves in Time would reveal that the Coopers have been thieves as early as 10,000 BC, a Prehistoric raccoon named "Bob" Cooper having been an egg thief for his clan in the Stone Age.
  • No Challenge Equals No Satisfaction: The Coopers have spent all of their lives robbing master criminals rather than ordinary people, as the latter poses absolutely no challenge at all. Sly sums up their attitude in the first game: "You rip off a master criminal, you know you're a master thief."
  • Phantom Thief: Members of the Clan usually hit all the characteristics of the trope. Some, depending on their era or personality, prefer a louder approach.
  • Signature Move: Each of the Coopers have created some signature technique of some sort that Sly ends up learning for himself.
  • Strong Family Resemblance: Aside from the fact that they're all raccoons, most of them look just like Sly to varying degrees.

    Conner Cooper 

https://static.tvtropes.org/pmwiki/pub/images/a4f2f3e7_fa23_4d38_8bc9_785634d1d3b2.jpeg
Conner in a flashback
Sly's father, who was killed by the Fiendish Five so that they could get their hands on the Thievius Raccoonus before the events of the first game.
  • Action Dad: A master thief who pulled international heists and a devoted father to his young son.
  • Deceased Parents Are the Best: By all accounts he was a great dad while he was alive.
  • Do Not Go Gentle: When the Fiendish Five attacked, he went down fighting.
  • The Faceless: The man is never seen from the neck up. His portrait in the Vault has that portion torn off. The closest we get to seeing him in full is a cartoonish cutscene in the fourth game that detailed how Le Paradox's father was humiliated.
  • Gory Discretion Shot: We never see what it is that Clockwerk did to finish him off, but judging by the horrified reaction on young Sly's face…maybe it's best we didn't see it.
  • Hard Light: As revealed in the third game, he developed a technique to allow one to run on laser beams as if they were solid rails.
  • No Name Given: Downplayed Trope, as 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. Then there's BradyGames' The Sly Collection Official Strategy Guide listing his name as "Conner." The issue was eventually sorted out when Prima Games, the company that BradyGames merged with in 2013, stated that the use of the term "official" in the guide's title means that the games' publisher (Sony Interactive Entertainment) approved of everything inside the guide. This ultimately means that Conner is Sly's father's name.
  • Noodle Incident: What sparked Dr. M's hatred of Conner and the Cooper Clan as a whole, which is never properly explained. The closest thing to an explanation comes when M subtly implies that Sly's father wasn't above leaving friends behind, meaning that the former gang probably weren't as tight-knit as the current three. This is what may have sparked the incident. Of course, one can only speculate for now.
  • Nothing Is Scarier: See Gory Discretion Shot above. Judging by his son's horrified reaction, Conner probably didn't die gently. And we'll never know for sure.
  • Papa Wolf: Conner died to protect Sly when the Fiendish Five attacked their home.
  • 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 The Smart Guy of the former gang.
    • This, however, might be explainable; having Conner 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.
  • Posthumous Character: Despite being dead, his presence can be felt throughout the story. Sly references him often (especially in the comics, where he quotes his grammatically poor advice), and a few villains have personal connections to him. However, it's worth noting that everything revealed about him either comes from a son who idolizes him or enemies who hate him.
  • Punny Name: Overlaps with Stealth Pun. In keeping with his son, his name is also a straightforward reference to his thievery, but Conner happens to be a common name while still evoking the image of "one who cons".
  • The Rival: Apparently Le Paradox considers Conner a rival 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.
  • Senseless Sacrifice: He dies protecting Sly, but Clockwerk reveals he always knew Sly was there and could’ve easily killed him. The only reason Sly didn’t also die that night was because Clockwerk wanted him to live.
  • "Shaggy Dog" Story: He fought against the entire Fiendish Five in an attempt to protect Sly, but Clockwerk never intended to kill his son that night.
  • Standard '50s Father: Has elements of this: smokes a pipe and, as seen in the comics, gave his son valuable life lessons.
  • Strong Family Resemblance: Dr. M claims Sly looks just like him. He even very briefly thought that it was Conner that was infiltrating his island until he realized that couldn't possibly be the case.

    Dr. M 
The technical expert of the previous Cooper gang, who wants to steal the Cooper Clan fortune. He is found in Villains category.

    Jim McSweeney 
The muscle of the previous Cooper gang. He told Sly about the Cooper Vault on Kaine Island.
  • Always Someone Better: Murray is supposedly stronger than McSweeney was in his prime.
  • Luxury Prison Suite: He checked himself into a maximum security prison after Conner's death spooked him, becoming quite comfortable due to the free food and eventually befriending the guards. Ironically, most of the surviving members of the gang that killed his friend would wind up sharing his cell block.
  • Purple Is Powerful: He's one of the few characters in the series to unambiguously defeat Sly in combat after baiting him into his cell where his superior agility wouldn't amount for much.
  • Unwitting Instigator of Doom: The destruction of the Cooper Vault and death of Jim's former friend Dr. M is a direct result of McSweeney innocently wanting to share the secret of the Vault with its latest inheritor.

    Sir Galleth Cooper 
https://static.tvtropes.org/pmwiki/pub/images/sir_galleth_inshinyarmor.png
Voiced by: Yuri Lowenthal (English), Alexandre Gillet (French), Nick Atkinson (Swedish)

An ancestor from early 14th 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 Knight 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.


  • Chain of People: Required to keep him from jumping out the window to charge the Black Knight.
  • Court Jester: Gets stuck in a humiliating jester outfit due to time being manipulated until Sly busts him out.
  • Distressed Dude: When Carmelita fights the Moat Monster.
  • 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.
  • Gameplay and Story Segregation: His versions of the Ninja Spire Jump and Rail Slide moves work identically to their completed versions created by Rioichi and Tennessee Kid despite ostensibly being prototypes.
  • Jousting Lance: The overall design of his Cooper Cane, making it one of the larger crooks in the collection.
  • Knight in Shining Armor: He wears full plate mail and holds himself to the idea of chivalry.
  • Large Ham: Is he ever. Here's one of his quotes:
    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 Guy: He’s a true Knight in Shining Armor.
  • 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.
  • Smug Super: Somewhat.
  • "Where Are They Now?" Epilogue: Finds the Knights of the Cooper Order and becomes an actor.
  • Ye Olde Butcherede Englishe: How he speaks.

    Rioichi Cooper 
https://static.tvtropes.org/pmwiki/pub/images/rioichicooper.png
Voiced by: Steve Blum (English), David Krüger (French), Steve Kratz (Swedish)

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.


  • Been There, Shaped History: Not only is he a master sushi chef, he actually invented sushi.
  • Cane Fu: His bamboo cane is his weapon. 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.
  • Deadpan Snarker: Has shades of this.
  • 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."
  • 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.
  • Nice Guy: He is very calm and respectful towards Sly and his gang.
  • Ninja: Befitting the setting.
  • Signature Move: He invented the Ninja Spire Jump.
  • Spring Jump: His Leaping Dragon technique.
  • Stealth Expert: Unlike the other playable characters, Rioichi can freely sprint without making any noise and thus alerting the guards.
  • Supreme Chef: Was supposedly the one who came up with sushi.
  • Tanuki: Rioichi's fur color and pattern makes him resemble a tanuki, or "raccoon dog", native in Japan.
  • Unwanted Assistance: 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."
  • "Where Are They Now?" Epilogue: He returns to honing his ninja and sushi skills and his restaurant became well known.

    Henriette "One-Eye" Cooper 
https://static.tvtropes.org/pmwiki/pub/images/cooper_vault_henriette_7.png

Sly's pirate ancestor from the 17th century colonial Caribbean. With an innate ability to smell gold, she sailed the seas and stole from other pirates. Originally wielding a dagger with the Cooper crook serving as the handle, she presumably lost a paw and replaced it with a prosthetic hook shaped like the trademark Cooper crook.


  • Eyepatch of Power: The reason she's known as "One-Eye."
  • Hook Hand: Which eventually replaced her knife as her personal crook.
  • Named After the Injury: She's known as as "One-Eye" after her missing left eye.
  • Ninja: Honor Among Thieves shows her wearing a ninja burglar costume, despite being a pirate. Given that Rioichi was alive in 1603, and Henriette found a large stash of gold in Arabia 13 years later in 1616, she might actually be Rioichi's daughter or niece. If so, she likely started out as a ninja before turning to piracy.
  • Pirate Girl: Likely a female captain no less.
  • Small Role, Big Impact: 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 of Coopers to inherit, meaning she's the reason the plot of Sly 3 even happens to begin with.
  • 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.

    • 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.

    Otto van Cooper 
https://static.tvtropes.org/pmwiki/pub/images/otto_van_cooper.png
The physically inept but technologically accomplished member of the Cooper Clan. He used his inventions to facilitate his thievery, especially his customized biplane.

    Slytunkhamen Cooper 
https://static.tvtropes.org/pmwiki/pub/images/slytunkhamen_escaping.png

The creator of the Thievius Raccoonus and forefather of the Cooper Clan. He lived in Ancient Egypt and stole from corrupt pharaohs and greedy noblemen.


  • Action Dad: He found time to have a son, Slytunkhamen II, while stealing from unscrupulous royals. Became an Action Grandad when his grandson, Slytunkhamen III, was born.
  • Dual Wielding: He used two, Khopesh-styled canes.
  • Invisibility: This was an ability he developed in order to pull off his heists.
  • Named After Somebody Famous: It's more than likely that his name comes from the real life pharaoh, Tutankhamun.
  • Royals Who Actually Do Something: Possibly. Slytunkhamen's fake beard was worn by actual pharaohs, and he was a Karmic Thief.

    "Tennessee Kid" Cooper 
Voiced by: Sam Riegel (English), Brice Ournac (French), Jakob Stadell (Swedish)

https://static.tvtropes.org/pmwiki/pub/images/tennessee_kid_cooper_ready_for_revenge.png
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.
    • For further proof of the "Brilliant" part, according to Muggshot, his section of the Thievius Raccoonus was mostly written in big words that flew over the big bruiser's head. For further proof of the "Lazy" part, there's the way he actually talks, which is very far removed from Sesquipedalian Loquaciousness.
  • Bullet Time: His Crackshot technique slows down time while he takes careful aim, before blasting up to six targets at high speed.
  • Dashingly Dapper Derby: His hat of choice.
  • Ear Notch: There's a bit missing out of his right ear. It looks like he took a slight bullet wound in his career, or his method of hook swinging backfired.
  • 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 courteous 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 to be 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 Twirling: Does this in every game cutscene.
  • Guns Akimbo: 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, a long-barrel, six-shot rifle.
  • The Gunslinger: Used in his gameplay. He has a special ability known as Crackshot that lets him target multiple targets.
  • 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 "Ol' Blue", upon recovering it from Toothpick's vault of stolen goods.
  • Improbable Aiming Skills: Tennessee has the ability to crackshot up to six targets at the same time with blinding speed and deadly accuracy.
  • Indy Hat Roll: Pulls one off when he infiltrates Toothpick's vault to retrieve his gun.
  • Meaningful Name: The Raccoon is the State Mammal of Tennessee.
  • Mix-and-Match Weapon: 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.
  • 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.
  • Nice Guy: He’s unfailing polite, especially to women.
  • 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.
  • Red Baron: Doubles as Only Known by Their Nickname.
  • Signature Move: The rail-walk and rail-slide.
  • 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 stole from crooked lawmen.
  • Why Did It Have to Be Snakes?: He has a fear of spiders and scorpions.
    "I hate them hairy things!"

    Thaddeus Winslow III 

https://static.tvtropes.org/pmwiki/pub/images/thaddeuswinslowcooperiii.png

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.
  • Gentleman Thief: Well dressed, terribly polite, and will nick anything valuable in your pockets without you ever knowing until he's long gone.
  • High-Class Glass: His illustration shows him wearing a monocle.
  • Master of Disguise: Thaddeus was famed for his disguises, and it's his chapter in the Thievius Raccoonus that covers the art.
  • Wicked Cultured: A dapper thief with excellent calligraphy skills when looking at the chapter he penned in the Thievius Raccoonus.

    Salim al Kupar 
https://static.tvtropes.org/pmwiki/pub/images/salim_al_kupar_of_arabia_1.png
Voiced by: Brian George (English), Marc Perez (French), Kim Sulocki (Swedish)

Sly's Ancestor from Ancient Arabia. Said to have the Stealth of 40 Thieves in the first game, and is a playable ancestor in Thieves in 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.


  • Been There, Shaped History: Not only was he said to have the stealth of 40 thieves, he actually was a member of the 40 Thieves.
  • 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.
  • Cool Old Guy: He may be on the verge of retiring from the thieving game by the time the Cooper Gang meet him, but don't think for a second that means he lost his skills and knowledge as a master thief.
  • 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 treasures, 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.
  • Jerk with a Heart of Gold: Despite his squabbling with Bentley, and being more shifty than all of Sly's other ancestors, his quest involves him freeing his True Companions from Ms. Decibel.
  • Magic Carpet: Yes, Salim has a genuine magic carpet. It's only big enough for him alone, though.
  • Older and Wiser: In Thieves of Time. Also played with.
    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.
  • Shared Family Quirks: He has Bob's appetite and Tennessee Kid's laziness.
  • Thieves' Guild: He was a member of the original Forty Thieves.
  • Teeth-Clenched Teamwork: With Bentley. They simply do not get along well, though in the end they're willing to work together for a common goal — not without some complaining from Salim, of course.
  • 10-Minute Retirement: He was going to permanently retire after one last heist, but then the events of Thieves in Time happen and bring him out of that.
    • And by the end of the game, he does.
  • Time Stands Still: His old thief outfit, which Sly uses in Thieves in Time, had a red jeweled staff that could temporarily slow and stop the flow of time.
  • "Where Are They Now?" Epilogue: Salim retired from thieving and lived out his days as a successful traveling food vendor.
  • 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.

    Slaigh MacCooper 
https://static.tvtropes.org/pmwiki/pub/images/slai_maccooper.png
The strongest member of the Cooper Clan, being able to break open locks with one swipe of his cane. He invented the wall slide maneuver.

  • The Blacksmith: Implied by the open forge seen in his part of the Cooper Vault.
  • Carry a Big Stick: His cane is huge, especially when seen inside the Cooper Vault. It must be a trait he inherited from Bob.
  • Inconsistent Spelling: Is it Slaigh or Släi?
  • Muscles Are Meaningful: Being the strongest ancestor with the ability to break any lock open with one blow is probably attributable to this.
  • Violent Glaswegian: The kilt-like attire and burning castle in his portrait hints that he might have been one.

    Caveman "Bob" Cooper 
Voiced by: Patrick Seitz

https://static.tvtropes.org/pmwiki/pub/images/bobs_cooper_cutscene.png
Sly's VERY DISTANT ancestor from the Ice Age. The earliest Cooper, he created the first cane to be used in swiping pterodactyl 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).
  • Bad with the Bone: As his cane was stolen shortly before Sly rescued him, he uses a giant bone to fight.
  • Big Eater: Beats Murray in this. Deconstructed, however, as he fell into a giant eating slump when The Grizz started pilfering the eggs and he got out of shape.
  • Carry a Big Stick: He uses a large bone as a club, as the cane-like tool Bob had just invented was stolen by The Grizz.
  • Dumb Muscle: Justified, as he's from pre-history. Neanderthals didn't exactly have a lot of opportunity for higher learning.
  • Formerly Fit: In response to the Grizz stealing all the pterodactyl eggs and putting Bob out of work, the caveman started overeating out of frustration. Bob got out of shape, and this opened him up to getting captured by The Grizz.
  • 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.
  • Kindhearted Simpleton: He may be not be the smartest of Sly's ancestors, but he stole pterodactyl eggs in order to feed his village and when he finds out that Grizz is taking the pterodactyl eggs for himself for no reason other than to make graffiti art from them, Bob's first thought is to help the pterodactyls.
  • Mighty Glacier: One of the slowest Coopers, but easily the strongest.
  • Nice Guy: Shockingly enough for a caveman. Bob is very heroic, friendly, and enthusiastic.
  • No Name Given: Technically, Bob did give them a name, but it was in his own language and thus untranslatable by modern nomenclature. Because of this, Sly dubbed him "Bob."
  • Shout-Out: The whole Training Montage with Murray is similar to that of the Rocky movies.
  • Shrouded in Myth: He predates the Thievius Raccoonus, so Sly and co. only found out about him and his dilemma by pure chance. Of course, this leaves the question of how Le Paradox and his flunkies knew about him.
  • Super-Scream: Has a special roar that causes all guards close by to flee in terror.
  • Training Montage: Goes through this under Murray's training program.
  • The Unintelligible: His speech is mostly a mush-mouthed garble. Occasionally you can get the sense that he is speaking his subtitled lines, making him sound like a Severely Speech-Impaired Animal.
  • 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."
  • Ur-Example: Bob was the very first thief in the Cooper Family line, his crude egg-hunting tool being the first Cooper cane.
  • Wall Crawl: Bob can scale ice surfaces with his durable claws and impressive strength. He keeps his weapon held in his tail while climbing.
  • "Where Are They Now?" Epilogue: Returns to being the food hunter for the tribe and still keeps in tip-top shape.

Top