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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.

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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)

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.


  • 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.
  • 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.
  • 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.
  • All Crimes Are Equal: Has a very black and white view of crime; the fact that she's single-mindedly obsessed with catching Sly, a thief who only targets other criminals and never harms innocent civilians, says it all.
  • Anti-Villain: Type 4. This only applies in the first and third games, as she starts to warm up to Sly and his friends throughout the series.
  • Bad Guys Do the Dirty Work: Tellingly, Sly only goes after the Fiendish Five when Carmelita has already done all the necessary research on where their hideouts are located, giving him 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 implies 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.
  • Bare Your Midriff: ...and what a midriff it is. Especially when made to dress as a belly dancer in Sly 4.
  • Beauty = Goodness: She’s quite gorgeous for an honest cop fighting for the greater good.
  • Belly Dancer: In Sly 4, and she dances like a pro. Makes you wonder if she's taken a lesson in her life. Her love of salsa dancing really paid off.
  • 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.
  • Brainwashed and Crazy: Nearly happened in Sly 2 under the Contessa, but was freed by Bentley. In Sly 3, when the Mask of Dark Earth latches itself on her face (though it is hinted that she was in some control of herself).
  • Bound and Gagged: Happens to Carmelita several times throughout the series, though she only gets gagged in Timing is Everything.
  • Break-Up/Make-Up Scenario: Her relationship with Sly in Thieves in Time amounts to this — she all but breaks up with him in the beginning, but in the finale, she and Sly finally make up.
  • Breaking the Fourth Wall: In Sly 4, once found in the Wild West, she was still sour about Sly and started ranting in her narrative about how she wants to cause bodily harm to him, then relents, saying maybe she should finish her story first.
  • 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.
  • 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.
  • Dangerously Short Skirt: Her attire in Thieves in Time involves a miniskirt instead of jeans.
  • Dating Catwoman: Although no cats are involved, and Sly is the Catwoman in this case.
  • Distressed Damsel: Was put into this in the first game by Clockwerk to lure Sly into a trap. Then she had to be saved from the Contessa in Sly 2. In Sly 3, she was this without realizing it (Sly and Bentley secretly taking out the hitmen hunting her while she was on patrol, then the whole incident with the Mask of Dark Earth, but then again she was hardly distressed there). In Sly 4, she was taken hostage by Toothpick. And then a second time by Le Paradox.
  • Enemy Mine: She sometimes have 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, but in the other games done straight when in an arctic area.
  • The Exotic Detective: In most cases, her 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?
  • Fake Ultimate Hero: She is indeed a capable policewoman, but the Cooper Gang are the main reason for the downfall of many of the villains she busts and takes credit for capturing.
    • Though in Sly 3, you get the chance to play as her. During those times, Carmelita's accomplishments include turning the tide of a street war between her hired mercenaries and the Mafia, taking down Muggshot in Holland, and saving Sly from Dr. M's giant monster in the climax of the game.
    • And that's not counting her ability to lay down the pain to bad guys in Sly 4...
  • Family-Friendly Firearms: She's actually one of the few characters who uses a weapon not readily identifiable as being a lethal weapon; her Shock Pistol is based on the concept of Taser pistols which are intended to subdue suspects with less-than lethal force.
  • Fanservice Pack: In Sly 4, she shows more skin.
  • The Fettered: She is very devoted to law and order, and is noticeable 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).
  • Four-Temperament Ensemble: The Choleric
  • Friendly Enemy: With the Cooper Gang outside of Sly (except in the third game). When she manages to catch Murray in the second game, while she kept him a cage as bait for Sly, she also brought him food to make sure he didn't starve.
  • Get Back to the Future: Her primary motivation for hanging around with the Cooper gang during Thieves in Time is that she needs a ride back to the present. However, thanks to her internal monologue in "Clan of the Cave Raccoon," we learn that she and Sly have a common enemy in Le Paradox.
  • Green-Eyed Monster: In Thieves in Time, she goes out of her way to flirt with some of Sly's ancestors, commenting on what nice gentlemen they are, mainly in order to make Sly jealous as payback for lying to her about his amnesia.
    • Which might double as Operation: Jealousy, though she and he both already know and openly admit he's fond of her.
  • Hand Cannon: Her Shock Pistol might not be very large compared to her, but the thing kicks so hard that she barely holds onto it when she fires it, and it's shown being capable of destroying inanimate objects as big as cars with one shot.
  • 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: She has to distract some goons with a belly dance in Thieves In Time.
  • 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.
  • 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, giving her little room — if any — to point fingers. She's aware of this and does admits it, if only to herself.
  • Implacable Man: She's followed Sly all over the globe, and nothing discourages her pursuit for long.
  • 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 Theives in Time with both her animated cutscenes' design and her in game model.
  • In a Single Bound: Quite literally; 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 High-Jump ability capable of going from street level to the rooftops in a single leap, in most cases.
  • 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.
  • Jerkass: She treats Sly and his friends very coldly prior to her team up with them in the fourth game.
  • Jerk with a Heart of Gold: Though in the second and fourth games, she does have her kind moments, such as when she gave Murray some jelly beans.
  • Kick Chick: In the animated short "Timing is Everything," Carmelita uses some deft kicks to take out Muggshot's flunkies. In Sly 4, we see it again during the ending, when she beats up a criminal after returning to Interpol.
    • This was her melee attack in the third game; a reverse roundhouse kick so powerful that she could send even the burliest flashlight guards flying.
  • A Mother To Her Men: In Sly 3, she may show some initial impatience with her Book Dumb hired ape mercs, but when they get caught up in a fight, she's quick to come to their aid, and commends their efforts afterwards.
  • 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 army of ape mercenaries to kill criminals. She even straight-up murders one of the Black Baron's guards for no reason at the beginning of the third level.
  • 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. It continues into the second game, where she chases Sly and co. around the world to prevent them from stealing the Clockwerk Parts, despite full knowledge of how dangerous Clockwerk is.
  • Ms. Fanservice: And quite the foxy one at that. This becomes more pronounced in Sly 4, considering her redesign. Just look at her concept art for the game
  • Nice Job Breaking It, Hero!: In Honor Among Thieves, during the Italy level, she shows up guns ablaze to arrest Octavio and kill 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)
  • No Celebrities Were Harmed: Her voice in Sly 2 deeply resembles Jessica Alba.
  • No Kill Like Overkill: A recurring aspect of her character. Her supposedly non-lethal Shock Pistol can blow up cars. 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.
  • Not Even Bothering with the Accent: A reoccuring 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 sounds more Italian than her first one at the beginning of the game, 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.
  • People Jars: Gets trapped in one in the last level of the first game. Fortunately for her, Sly breaks her out.
  • 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 being killed by Dr. M, twice, if only for a cold reason.
  • Pistol-Whipping: Her melee attack in Sly 4 has Carmelita slam her shock pistol into mooks.
  • Post-Kiss Catatonia: Sly's favorite method of escaping her is to invoke this, using the few seconds she's still daydreaming to slip away. Surprisingly, it works multiple times, meaning Sly's either that good, or she's just that distractable.
  • Principles Zealot: Her view on crime and how it should be dealt with. Working with Sly and his gang in Sly 4 makes her acknowledge that they do stand for justice, albeit on the other side of the law.
  • 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 an outright Informed Attribute in the third game.
  • Sexy Walk: Carmelita does this if you walk normally instead of running.
  • She Cleans Up Nicely: Granted, she looks amazing in her everyday ensemble, but when we see her in a formal dress in Sly 2, the effect is breathtaking. Then we see her in a belly dancer's outfit in Sly 4, which Sly was more than happy to see.
  • She's Got Legs: In Thieves in Time's redesign, her new miniskirt draws attention to her legs, which are quite shapely and athletic.
  • Shout-Out Theme Naming: Possibly a coincidence, but her middle name (Montoya) might be a tip of the hat to Detective Montoya of the Batman universe.
  • Spicy Latina: Depending on the game, of course.
  • Stripperific: She complains about being forced to wear a bellydancer outfit — not just the dancing, but the outfit itself. Quite hilarious, given her usual outfit covers nothing more, especially given that for the duration of Thieves in Time she was in a miniskirt instead of her old jeans.
  • Stun Guns: Her Shock Pistol.
  • Sympathetic Inspector Antagonist: She's one of the most respected cops in the world, perhaps thanks to Sly's MO of only 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 Sly 4, 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.
  • Teethclenched Teamwork: More prominent in Sly 4, where she has no choice but to work with Sly and his crew if she ever wants to get back to the present day. 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 are Not So Different, and that they have a common enemy in Le Paradox.
  • Tsundere: She's hot-blooded and short-tempered towards Sly most of the time (And given how he likes to tease her sometimes, can you blame her?), but on those few occasions when they're able to get past their whole "Cops-and-Robbers" issue, she shows warmth towards him.
    • And that's not counting the climax of Sly 3, when she pulls off a Big Damn Heroes moment to rescue Sly from one of Dr. M's giant mutants — shortly before going into battle, she quietly urges Sly to hang on.
    • In the animated short "Timing is Everything", you can practically see her heart melt when Sly kisses her. A few minutes later, she recovers and growls in frustration...until she realizes that Sly's given her the priceless jeweled watch he'd been trying to steal up until now. Her ensuing smile just says it all.
    • For almost the whole game of Sly 4, Carmelita's in full "tsun" mode towards Sly, thanks to his faking amnesia. Even so, she does have her soft moments, giving him an "almost-compliment" in the Ice Age and pushing him out of the way of a falling castle gate in Medieval England. And in their final exchange before the boss battle with Le Paradox, she finally reconciles with Sly properly:
      Carmelita: (Clasps Sly's shoulder gently, her voice softening) Sly...I...
      Sly: (Looks at her tenderly) I know. Me, too.
    • In the ending of Sly 4, after Sly vanished without a trace, Carmelita may not show it in public, but she took his disappearance even harder than Bentley and Murray. Her expression when she finds the photo of her that Sly carried around just says it all.
  • Ungrateful Bitch: Despite the fact that Sly has helped her out multiple times, she still tries to either arrest or (in the third game) kill him. She grows out of this in Thieves in Times.
  • 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 Sly 4, Carmelita was forced to distract some guards by posing as a belly dancer. Needless to say, she wasn't exactly thrilled with the idea.
  • When She Smiles: She's often frustrated by Sly's antics, leaving her angry or irritated most of the time we see her...which really draws attention to how beautiful she is when she smiles.
  • Woman Scorned: In Thieves in Time, she's... er... a little upset... that Sly's taken up the family tradition again. Throughout most of the game, she gives Sly a hard time because he wasn't truthful about the whole "amnesia" bit. Oddly enough, she shows courtesy to the Cooper ancestors despite being related to Sly, and being thieves themselves. She gets better by the game's end, and is deeply distraught by Sly's having become Trapped in the Past.
  • You Gotta Have Blue Hair: Varies between this and black, although most of the time it's only colored dark blue to contrast with black backgrounds. Despite this, most official art of Carmelita goes with blue, and the fans follow suit with their artwork.

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 Sly 4 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.
  • Loincloth: His chosen attire.
  • Master of Disguise: He can perfectly blend into the background to avoid the guards.
  • 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 he'd speak to him; 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.
  • Technical Pacifist: Because hitting people is bad, but mind-jacking them and ramming them into machinery to break it is just fine, apparently.
  • The Unintelligible: To the audience. The characters seem to be able to understand him perfectly, which of course leads to pretty funny dialog.
  • "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.
  • You Gotta Have Blue Hair: Like the rest of him, his hair is purple, but of a darker shade.

    Penelope Mouse (SPOILERS) 
As of Sly 4, 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

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 nobels 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 nobels 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.


  • 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.
  • The Atoner: He was once part of the Fiendish Five who killed Sly's father, and in an ironic twist of fate is recruited into the Cooper Gang in Sly 3 for the Cooper Vault raid.
  • Badass Baritone: Has a very deep voice.
  • 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."
  • 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!
  • Cerebus Retcon: The third game retroactively reveals that the Panda King was deeply unhinged all along and that his loss to Sly just caused his Mask of Sanity to slip.
  • 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 (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 rather tipsy alliance 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.
  • 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's exhorting him to kill Sly Cooper. He eventually placates his dark side by pointing out that following Sly will teach him humility, which will help him be a better father to Jing King. He follows up by pointing out that if strength was all that was needed, then there would be no reason to stop Tsao from marrying his daughter.
  • Even Evil Has Loved Ones: He has a daughter, Jing King, who is kidnapped by General Tsao to be forced into a wedding ceremony.
  • Everyone Calls Him "Barkeep": 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: As mentioned in Badass Baritone, though he loses the evil eventually.
  • Freudian Excuse: As a child, he loved the fireworks the noblemen put on for display and aspired to be a fireworks artist himself. However, his skills and talent were spurned by them because he was poor, causing him to turn to a life of crime.
  • Heel–Face Turn: The third game, 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...
  • Kick the Dog: Him burying a village in the snow for refusing to pay his protection fee in the first game.
    • Not just A village; ANY village who didn't pay the protection fee got this.
  • Large and in Charge: When he was a crime lord.
  • Large Ham: More subdued, but it's there, especially when he's calling his attacks.
  • Maniac Monkeys: Pretty much all his henchmen in the original game.
  • Mighty Glacier: In the third game, he moves slowly compared to other characters and he lacks a proper melee combo attack. Nonetheless, he's quite the offensive powerhouse and his flaming chop will kill most mooks in a single hit.
  • No Celebrities Were Harmed: Panda King's voice sounded like it was done by George Takei.
  • Not So Different: He pulls this card with Sly in the first game, stating that they are both thieves. Sly shoots it down, stating that he is from a long line of master thieves while Panda King is nothing but a "spurned fireworks artist turned homicidal pyromaniac." 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.
  • Overprotective Dad: Became this since Jing King begged him to screen her potential suitors, so as to avoid another General Tsao incident; he's done a pretty good job, since she hasn't been married yet.
  • Panda-ing to the Audience: Though one of the few examples where Bears Are Bad News.
  • Papa Wolf: His failure to be this to his daughter led to his self-imposed exile.
  • Playing with Fire: Panda King's fighting style of Flame Fu.
  • 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 / The Comically Serious: 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 more funny 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.
  • 10-Minute Retirement: He hung up his demolition gear after being banished by General Tsao, but had to take it up again once he was recruited by the Cooper Gang.
  • "Where Are They Now?" Epilogue: By the end of Sly 3, Panda King lives with his daughter and would analyze any potential suitors for her. She still remains single.
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    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

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.


  • Berserk Button: He does NOT take kindly to people who insult his fashion tastes.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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 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!
  • 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.
  • 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 manuever Sly into a position where simply beating the information out of him (as Sly did in the previous game) would be impossible.
  • 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.
  • 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.
  • This Looks Like a Job for Aquaman: Dimitri as a Cooper Gang Member actually doesn't get to use his acrobatic skills like in his first appearance. Rather, he's mainly around for aquatic missions and doesn't do any fighting outside of that.
  • The Voiceless: Applies to the fourth game. Despite being voiced in an early trailer for Thieves in Time at E3 2011 and appearing at least once in most of the cutscenes between time periods, Dimitri does not speak a single line of dialogue throughout the entirety of the game. Which is very odd, seeing that he has his old voice actor in the credits.
  • "Where Are They Now?" Epilogue: In the 2nd game, he's a dance instructor on a cruise ship, the 3rd one has him being a professional skin diver, and the 4th one has him back in the diving business with a fashion line and his own reality show.

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 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 Sly's father 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.
  • Karmic Thief: The Coopers largely limit their jobs and heists to robbing other criminals blind. As Sly puts it, there's no honor, challenge, or fun in stealing from civilians; stealing from a master criminal is a real test.
  • No 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.
  • Screw the Money, I Have Rules!: From what details have been given, not one Cooper has deviated from the "steal from criminals" rule. They'll horde their loot, but that's just keeping score.
  • Strong Family Resemblance: Aside from the fact that they're all raccoons, most of them look just like Sly to varying degrees.

    Conner Cooper 
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 Play Station 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 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.
  • The Rival: Apparently Le Paradox considers him something like this to his father, causing him to hate the Cooper Clan. What makes this hilarious is that the Cooper Family doesn't even know about them.
  • "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.
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     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 Connor'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: Sly's brief retirement and the death of Jim's former friend Dr. M were direct results of the walrus innocently wanting to share the secret of the Cooper Vault with its latest inheritor.

    Sir Galleth Cooper 
https://static.tvtropes.org/pmwiki/pub/images/sir_galleth_inshinyarmor.png
Voiced by: Yuri Lowenthal

An ancestor from 13th century England. He is a bombastic, arrogant knight and a cunning thief who fought with a lance in the shape of the Cooper crook. When a mysterious figure known as the Black Tyrant came to town, Galleth was imprisoned in a "Mad Circus" and forced to play the humiliating role of a jester. Thieves In Time makes him a playable character, after Sly rescues him.


  • Chain of People: Required to keep him from jumping out the window to charge the Black Knight.
  • 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.
  • The Jester: Gets stuck in a humiliating jester outfit due to time being manipulated until Sly busts him out.
  • 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 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

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.
  • 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.
  • Knife Nut: Uses his sushi knives as locks.
  • 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.
  • Ninja: Befitting the setting.
  • 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."
  • Weapon of Choice: His bamboo cane. While he does carry a ninjato in a scabbard on his back, he never really uses it in combat. Its primary use in the game is for harvesting a poison-sack from a flower to use for preparing anesthetic sushi.
  • "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.
  • 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. If so, she likely started out as a ninja before turning to piracy.
  • Knife Nut: Her first crook was a knife, which she eventually replaced with her Hook Hand.
  • No Pronunciation Guide: In Thieves in Time, Bentley pronounces her name as if it was "Henrietta", though Sly doesn't respond as if it was a wrong way to say it. It's just as possible that this was a goof.
  • Pirate Girl: Likely a female captain no less.
  • Red Baron: Most know her as "One-Eye."
  • The Smurfette Principle: While not the only female Cooper, as shown by the unlockable moves in the first game, she's the only one to contribute to the Cooper Vault.
  • Unexpected Inheritance: While out pirating, she actually found a lot of lost treasures her ancestors had stolen years ago. She put it all in the Cooper Vault, for future generations.
    • In Thieves in Time, Sly runs across a large stash of gold. Bentley warns him not to touch anything in there, as not only will it wake the guards, but it could cause a temporal meltdown, since Henriette was due to find it a few hundred years later.

    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.
  • Ace Pilot: A great fighter pilot in his time.
  • Gadgeteer Genius: Noted as being a brilliant mechanical engineer.
  • Non-Action Guy: It's said that he lacked the Cooper family athleticism.
  • Weak, but Skilled: He compensated for his lack of physicality by utilizing his skills as an inventor.

    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

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...
  • 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.
  • Dual Wielding: Formerly. In Thieves in Time, Bentley alludes to him having possessed two revolvers at one time, before he cuts the turtle off by admitting he just carries the one now, putting it as having "upgraded" to his new Weapon of Choice, a long-barrel, six-shot rifle.
  • Ear Notch: There's a bit missing out of his ear. It looks like he took a slight bullet wound in his career, or his habit of carrying his gun in his mouth while climbing 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 as his own bio-electric aura as propulsion, Tennessee can grind on rails and train tracks with incredible speeds, enough to run down speeding locomotives.
    "You couldn't catch me with a bolt 'a lightnin'!"
  • The Gunslinger: Used in his gameplay. He has a special ability known as Crackshot that lets him target multiple targets.
  • Gun Twirling: Does this in every game cutscene.
  • Hearing Voices: Sly tells him he has "something in [his] ear that lets [him] talk to [his] friend." Since Tennessee was born about a hundred years before wireless communications were developed, he sarcastically remarks that he hears voices in his head telling him to blow stuff up, too — and they're usually right!
  • Hot-Blooded: He's very...excitable. When you're selecting him for a mission, he'll jump up on his chair and play horsey with it, and he's quite prone to shouting off his Deep South sayings with an entirely straight face.
  • I Call It "Vera": His long-barrel, six-shot rifle, which he affectionately refers to as "Ole' Blue," upon recovering it from Toothpick's vault of stolen goods.
  • Indy Hat Roll: Pulls one off when he infiltrates Toothpick's vault to retrieve his gun.
  • Improbable Aiming Skills: Tennessee has the ability to crackshot up to six targets at the same time with blinding speed and deadly accuracy.
  • 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.
  • Multishot: His rifle holds six rounds, which he can fire off in very rapid succession.
  • Oral Fixation: Has what seems to be a cigarette in his mouth, though in the cutscenes it's actually a toothpick. Images of him seen in earlier games showed him chomping on a cigar.
  • Red Baron: Doubles as Only Known by Their Nickname.
  • 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.
  • Badass Moustache: A very large waxed moustache in his portrait. And being a Cooper by this point guarantees being a badass.
  • Gentleman Thief: Well dressed, terribly polite, and will nick anything valuable in your pockets without you ever knowing.
  • 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

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 tresures, the one with the most value is a small lamp due to this very trope. He uses it for his Stealth Takedown.
  • I Was Quite a Looker: In Honor Among Thieves, the Thievius Racconus depicts him as a bulky, muscled thief in his prime.
  • 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.
  • 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.
  • Muscles Are Meaningful: Being the strongest ancestor with the ability to break any lock open with one blow is probably attributable to this.
  • Spell My Name with an "S": Is it Slaigh or Släi?
  • 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.
  • Make Me Wanna Shout: Has a special roar that causes all guards close by to flee in terror.
  • Mighty Glacier: One of the slowest Coopers, but easily the strongest.
  • 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.
  • 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."
  • 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 group and still keeps in tip-top shape.
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