Sly Cooper
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Sly Cooper is the star of the Sly Cooper game series (the series is known as Sly Raccoon in Europe, but the character's name remains unchanged) is the star character and hero of three platform games developed by Sucker Punch Productions for the Sony PlayStation 2.
Story
Sly is a young raccoon who is descended from a long line of master thieves. He grew up an orphan after his father was killed by a gang known as the Fiendish Five. This gang also stole the Thievius Raccoonus, a book containing the Cooper family's thieving techniques. Sly's quest to recover his family's book is the basis for the first game.Sly's primary weapon in the games is his family's cane, which is a gold stick ending in the shape of a "C" at the top, presumably to stand for "Cooper". It can also be portrayed as a question mark, which represents "the raccoon of mystery". It has the power to unlock the cooper vault.
During the movie sequence that explains the story of Sly's past, it shows many of his ancestors with weapons that have the trademark "C" somewhere. For instance, his ancestor Tennessee Kid Cooper had two pistols, both of which had a golden "C" as the handle.
Sly Cooper is aided in his adventures by his friends Bentley, a brainy turtle, and Murray, a strong, muscular hippo that also acts as a get away driver.
Sly and his friends make their home in Paris, but the nationality of the characters is never made clear in the games, although it is strongly hinted that they originally hail from North America, as Sly states that "...it had been a long time since I had been back in the States" when visiting an American town in the first game.
The world in which Sly Cooper and his friends live appears to be inhabited only by anthropomorphic animals.
Sly's archenemy is Clockwerk, a mysterious robotic owl. He is likely the only animal in the game that is sapient, but not anthropomorphic. Clockwerk is revealed to have been hunting Sly's family line for years, which led to his decision to replace his body with machinery. It is also revealed that Clockwerk spared his life in the attack on his family to prove that the Cooper Clan would be unable to be great thieves without the Thievius Raccoonus.
In the first game, Clockwerk serves as the final boss, as well as the man "pulling the strings".
The second game focuses on a different gang, the Klaww Gang, who has stolen the pieces of Clockwerk's body that were left over after the first game to use in their own plans, and Sly's attempts to recover them.
In all three games, Cooper and his friends are pursued by Inspector Carmelita Fox, a detective from Interpol. Although the two are bitter rivals, they team up on occasion to defeat common foes. Carmelita is also portrayed as a possible love interest for Sly. Sly's side of his conversations with Carmelita is flirtatious but his comments are often said in a sarcastic tone.
The third game, , takes place about a year after . It is the first in the series where Clockwerk isn't the main enemy.
This games main objective is to get into the Cooper Vault. This is where the whole cooper line has hidden their loot. The only key into the vault is the cane.
At the end of the second game Bently becomes badly injured and causing him to be in a wheelchair the whole third game. Murray blames himself for the accident and leaves the gang to go study a magical art called the Dream Time in Australia.
You find out that Murray is on a walkabout and was last seen in Venice, Italy. He is told not to stop until "the black water runs clear". The is a perfect spot because the mob boss Don Octavio is pumping the canals with tar. At the end of this level Murray joins back up introducing the main goal of all the levels...building "an army of world class thieves" as Sly puts it.
The final team ends up at seven Characters. You end up teaming up with former enemies like the Panda King from the first game and Dimitri from the second.
Comic
Sly Cooper and other characters from the games were also featured in a comic book published in 2004 by Gamepro Magazine to promote the release of . Issue #2 was made in 2005 to promote .
Issue #1 acted as an in between story between the first and second game, apparently taking place sometime within the 2 year span between them. Murray and Bentley still appear as they did in Sly 1, Murray showing his more carefree demeanor from the first game showing no sign of his more hands on "The Murray" persona that he adopts during the second game and on. Considering Murray's surprise entrance at the beginning of the second game, it is assumed that this was done to keep it a surprise. Sly however, despite still looking quite young in comparison to later on, wears his thief bag around his leg as he does in Sly 2. The plot consists of two flashback stories. One a flashback to the Cooper gang's first taste of thief work as children at the Happy Camper Orphanage (stealing cookies from a greedy sitter), and the other detailing the first time Carmelita and Sly met...which the two relay to each other with opposing points of view during a rare peaceful conversation with each other. After all is said and done, Sly once again escapes Carmelita's grasp by seemingly jumping into the nearby canal. Carmelita is at first very worried that she may have made Sly do something dramatic...but to her chagrin sees that Sly had in fact jumped onto a boat also accompanied by the gang. As the three float down the river, Sly knows he will see Carmelita again soon. Of interesting note is that Dimitri from Sly 2 and 3 makes a cameo appearance, and is drawn in the comic style of the first game as opposed to the more streamlined style the characters are drawn in from here on out. Note that Carmelita swears in this issue.
Issue #2, as opposed to Issue #1's more carefree atmosphere, Issue #2 takes a bleak and darker twist. Taking place after the events of Sly 2, it is confirmed that Murray is the one who saves Sly from Interpol at the end of the said game. Sly is ambiguously rescued in a helicopter from captivity at the end of the said game and it's never revealed completely who it is, although its strongly implied that its Murray. The story of issue two is broken into four parts. The first part consists of Sly finding a member of his father's gang in a maximum-security prison due to an invitation. This member, McSweeny, after an initial tussle apologizes to Sly for not being able to have raised him himself after the murder of Sly's parents, due to his confinement. McSweeny tells Sly of a massive vault on a remote island that contains the accumulated treasure of all the Cooper family members stating it as Sly's inheritance. Informing Sly of where to find the map to this vault, we cut to part two. Part two details Sly and Murray breaking into a Hospital to rescue the injured Bentley from the authorities. Bentley is paralyzed due to the dramatic events at the conclusion of Sly 2. Sadly, Murray's once endless enthusiasm has waned and he has become increasingly insecure with his own actions. This is because he blames himself for Bentley's predicament. Sly worries about this, but concentrates on the matter at hand. The two convince Bentley to return with them, and comfort him by quelling his fears of being a burden on his friends. Just as the three are about to escape however, they are discovered and surrounded by Police. In an uncharacteristically dark tone, Murray demands Sly take Bentley and escape while he deals with the officers. Although Murray seems to have the situation well under control, Sly and Bentley worry that Murray is taking the burden of things too much and isn't using teamwork anymore. Although worried for his friend, Sly takes Bentley to safety with the vow that he'll be back to help Murray whether he likes it or not.
We cut to part 3 here, which consists of Carmelita reviewing footage of Sly and Murray's attempt to steal the map to the Cooper Vault's location from a Venetian museum. Carmelita is perplexed by their unusual sloppiness, and it is revealed that they had in fact failed to get the map and were barely able to escape themselves. She also questions on the missing Bentley, and wonders what's up with Sly's gang. Drifting off into sleep after, Sly breaks into her office and steals the map from under Carmelita's nose. Carmelita however, with an army of mercenaries vows that she will have the last laugh in the end. In the final part, we cut to an undisclosed time later at the Cooper gang's home in Paris. Sly enthusiastically observes Bentley construct an amazing Wheelchair full of gadgets and technology in order to keep on par in the field. Sly and Bentley are eager to start their search for the vault when Murray arrives. Welcoming their friend and brother back, Sly and Bentley are shocked to hear that Murray has decided to leave the gang. Although Bentley doesn't blame Murray at all for what happened, and Sly protests Murray feels that he doesn't want to endanger his friends anymore and leaves for parts unknown at the Comic's bleak conclusion. The events of this issue all tie into events in Sly 3: Honor Among Thieves, where most find their conclusion.
Biography
Born into a long line of thieves, Sly was destined to inherit the archive of their techniques, the Thievius Raccoonus. However, Sly is robbed of his family and his inheritance when a ruthless gang of thieves raids his home and kills his family, along with stealing and dividing the Thievius Raccoonus. Sly winds up in an orphanage, where he meets his two best friends, Bentley the turtle and Murray the hippo. After forming their brotherhood, they set out to make a name for themselves. In doing so, they earn the attention of Inspector Carmelita Fox, whom Sly becomes rather attracted too.
After years of searching, Sly finds out where the Fiendish Five are and takes them down one by one. He learns about Clockwerk's relation to his family, and retrieves the Thievius Raccoonus. Afterwards, he tricks Carmelita with a kiss, and her reaction, though unnoticed by Sly, shows that she in turn cares for him.
Two years later, Sly and co. return to destroy the Clockwerk parts to prevent their use by evil. After surviving harrowing challenges, they defeat the Klaww Gang. Meanwhile, Sly's feelings of friendship with his pals and attraction towards Carmelita grow. This adventure ends in tragedy, as Bentley is injured.
A year later, Sly goes after the Cooper Vault, the location of his family's stolen fortune. Recruiting several new members to the team, Sly sets out to break into it. Along the way, Sly conflicts with the addition of Panda King to the group. Finally, during a near fatal encounter with Dr. M's simian monster, Sly realizes how much Carmelita means to him. After the final battle with M, Sly is hit and then fakes amnesia, causing Carmelita to take him home with her. In reality, Sly did it to grow closer to her.
According to Sony's Sly Cooper web site, Sly is 18 years old in Sly Cooper and the Thievius Raccoonus. This would make him 20 in Sly 2, and 21 in Sly 3.
Allies
Cooper Gang
- Bentley- An ingenious turtle who Sly met at the orphanage, Bentley is the brains of Sly's gang. Bentley grows a lot during the series. At first a timid, somewhat manic informant and supervisor for Sly from the safe house, Bentley grows into a cunning man on the field adept at demolition and strategy. During the final battle with Clockwerk, Bentley received an injury that left him confined to a wheelchair. Undaunted, he tricked out the wheelchair with bombs and heavy-duty sleep darts. Bentley evolves further after this and becomes quite gutsy, and develops a relationship with Penelope. He may be more dedicated to the art of thievery than even Sly. He was delivered as an egg in a basket by two elders to the orphanage.
- Murray- A hippo whom Sly met at the orphanage, Murray is the team's muscle as well as driver. Like Bentley, Murray was rather nervous about field work, but worked as the gang's getaway driver and did occasionally help Sly on the field. Although a bit slow on foot, he is quite cunning and skillful behind the wheel of any ground vehicle. Two years after the Fiendish Five, Murray has also grown into quite an adventurous and mighty masked wrestler-like fighter called "The Murray"; humorously mostly by himself. Incredibly strong and an excellent brawler, Murray's combat skill and driving expertise helped save the Cooper gang on many occasions. At the end of the second game, Murray makes a mistake, which costs Bentley the use of his legs. Because he blamed himself for Bentley's injury, Murray's once unlimited enthusiasm waned and he left the team to find Solace. When he sees his friends in need however, he quickly returns with renewed vigor to stand by the Cooper gang to the end.
- The Guru- An Australian Aboriginal and master of the mystic "Dream Time", the Guru served as Murray's teacher during Murray's world wide soul search. He later joined the gang, serving as mystic expert. The Guru's gear consists of a walking stick and Moon Stone, and he speaks in an odd language that only other characters can not understand. He has powerful telekinetic abilities such as the ability to talk to and manipulate animals, possession of threatening individuals, and the unique ability to seemingly turn himself into a nearby object to hide himself. As he is non aggressive however, he has no direct attack of his own.
- Penelope- A skilled pilot and tech expert unrivaled in her knowledge of Remote Control technology, Penelope serves as the team's technology expert and second intellectual beside Bentley. Wanting to take part in flying competitions, Penelope donned the guise of the "Black Baron" to dodge the rather strict age requirement for them. Under the alias of the Black Baron, Penelope was a top pilot in Holland who made a name for her/himself. So much so, that Penelope found it difficult to get away from her Black Baron persona. When Sly and the gang defeat the Black Baron, Penelope reveals her true identity much to the shock of the team. She finally puts the Black Baron to permanent rest and joins the team without hesitation. She is at first attracted to Sly, but eventually she sees Bentley for the hero he is and falls in love with him. This inspires Sly's feelings towards Carmelita.
- Panda King- A former member of the Fiendish Five, Panda King now joins the Cooper Gang as their demolitions expert on the condition that they help him save his daughter, Jing King, from the evil General Tsao. Panda seems to be fighting an inner battle with his evil half, his "Yin". In the end, Panda quells the evil within him by realizing that if Sly is willing to forgive him for having a part to play in the murder of his parents, then he himself has no right to continue hating Sly as well. Sly shows concern for Panda King during a dangerous mission and the Panda King feels compelled to join and repay his debt. He holds the Guru and Murray in particularly high regard, Guru for his spiritual strength, and Murray for his devotion and enthusiasm.
- Dimitri- A former Klaww gang member who learned his English from a series of music videos, Dimitri now joins the gang as their frogman on the count that they help him find his grandfather's diving gear and stolen treasure from pirates. Before all the counterfeiting and artistic rejection, Dimitri was the grandson of a world famous deep-sea diver and explorer. His grandfather's one of a kind diving gear as well as fortune collected by raiding undersea wrecks is stolen by pirates however, and he is forced to retire. Dimitri, growing up on these stories vows to find this gear again and continue his grandfather's exploits.
- Inspector Carmelita Fox- An Interpol inspector, Carmelita has devoted years of her life to pursuing Sly Cooper and his cohorts. Equipped with an electrical pistol, Carmelita is obsessive in her hunting of Sly. There is obviously more to this relationship than she is willing to admit, but she has worked with Sly several times and has even saved him in quite a few. She is not a woman to be trifled with, as she has displayed many times.
- Lt. Gronk- A mercenary turned Interpol lieutenant; Gronk first appears as Carmelita's second-in-command in Venice. He and his squad of jetpack-equipped, missile gun wielding apes later appear to fight off Dr. M's genetic monster.
- Winthorp- Carmelita's little intern that has a crush on her. This little weasel seems to be a very timid and nervous person. He's always trying to make Carmelita happy by getting her things she doesn't even need.
- Inspector Barkley- Carmelita's boss, he is a badger that seems very gruff. In a flashback, Sly and Carmelita have very different views on him. Sly remembers him as a gruff type of guy that didn't think Carmelita was up to becoming an inspector while Carmelita remembers him as a guy that had full trust in her. It turned out Sly's view was the true one. His actual personality is both of their views put together, a nice, albeit gruff, badger.
- Big Jim McSweeny- Once apart of Sly's dad's group, McSweeny is a walrus that served as the muscle for the original Cooper Gang. McSweeny helped Sly find the location of the Cooper Vault while he was in jail. He's been in jail for a very long time and he doesn't mind it because it keeps him safe. He also is VERY strong; he beat Sly against a wall in two seconds and almost broke his back when he hugged him. According to a certain character in the third game however, Murray is potentially far more powerful than even McScweeny. He also had a thing for tattoos; he uses them to hide secrets.
Enemies
Sly Cooper and the Thievius RaccoonusThe Fiendish Five
- Clockwerk - An owl who some time in the distant past developed a hatred for the Cooper clan. Clockwerk founded the Fiendish Five, and personally wiped out Sly's parents. The giant bird has replaced his body with robotic parts to supplement his hatred of the Cooper clan, which kept him alive. Clockwerk then confronted Sly in battle, and Sly beat him by destroying his head. However, Clockwerk's specter would return to haunt Sly in the form of his components, which were stolen by the Klaww Gang.
- Muggshot - Born the runt of the litter, Muggshot was mocked and teased by everyone in the neighborhood. The only friends he could find were on the big screen, where he saw his first gangster. Inspired, Muggshot worked out for the rest of his childhood, turning into a gigantic mass of muscle. Following his theft of Tennessee Kid Cooper's section of the Thievius Raccoonus, he took off for Mesa City to establish himself as a gambling kingpin. However, Sly and the gang were able to defeat him, and he was dragged off to jail. He later reappears in Holland at the ACES competition, fails in his attempt to destroy the Cooper Gang's plane and hangar, and is then busted by Inspector Carmelita.
- Mz. Ruby - As the descendant of a family of voodoo mystics, Mz. Ruby was feared as a child. Learning to summon the undead, Mz. Ruby turned to crime. After she stole Slytankhamen's section of the Thievius Raccoonus, she headed into the Haitian jungle. She established a massive voodoo facility, creating an army of voodoo zombies. However, Sly was able to penetrate her Skull Temple, and beat her in a voodoo face off. Mz. Ruby's zombie production (illegal worldwide) earned her a life sentence in jail.
- Panda King - A poor child growing up on the streets of China, the Panda King was fascinated with fireworks. He spent 10 years learning the art, then attempted to present his works to the noblemen of China, which did not go well. He was chased away, and took revenge by turning into a demolitions master. However, he would later end up joining forces with Sly to reclaim his daughter, Jing King, from General Tsao, and officially joined the Cooper Gang once that was accomplished.
- Sir Raleigh - Wealthy, privileged, and living in luxury, Sir Raleigh nevertheless grew bored with his life. He tried piracy at one point, and found it to his liking. Becoming addicted to crime, Raleigh joined the Fiendish Five, establishing himself as Chief Machinist.
The Klaww Gang
- Arpeggio - Though he was a brilliant being, Arpeggio was dissatisfied. While attending a prestigious boarding school, he found himself to be physically infuriating: his tiny wings would not allow him to fly. Arpeggio turned to the works of the Italian masters of the Renaissance period, looking at their designs of flying machines in search of a way to make himself fly. He came into the Klaww Gang as mechanical expert, and serviced all the Clockwerk parts for use in the Klaww Gang's schemes. However, Arpeggio secretly planned to reassemble Clockwerk and merge with him, giving him not only the ability to fly, but making him immortal. He hired a young protégé, but she also had dreams of grandeur and betrayed him.
- The Contessa - A prominent hypnotist and prison warden working for Interpol, the Contessa first appeared at Rajan's ball in India. She then captured Sly, Murray, and Carmelita at Rajan's temple, following Neyla's betrayal. Bentley pursues them to the Contessa's clinic in Prague, where he learns of her secret membership in the Klaww Gang. The Contessa was married to a wealthy aristocrat but he died soon afterwards, very likely poisoned by his wife. She opened part of her newly acquired estate as her clinic. The Contessa's plot: using hypnotism to cure criminals of their unlawful conditions, while in reality forcing them to reveal the locations of their loot and clearing the field of competition. To this end, she uses Clockwerk's eyes to mesmerize her enemies.
- Constable Neyla - When Sly comes to steal the Clockwerk parts, he runs into Carmelita and her new partner, Constable Neyla. Neyla intentionally mentions the Klaww Gang in Sly's hearing range, to set him loose upon the criminals. She appears to be another love interest for Sly, until she betrays him to the Contessa at Rajan's spice temple. From that point, it seems that Neyla has her own agenda to fulfill, and is in truth a protégé of Arpeggio, only to turn on him as well, and merges with the Clockwerk parts to become Clock-la. In the end, Sly, Murray, Bentley and Carmelita work together to put an end to Neyla's evil schemes once and for all.
- Dimitri - Once a passionate artist, Dimitri's unique "kinetic aesthetic" didn't sit well with the art community. In rage, Dimitri took to forging old masterpieces, punishing the world for his dismissal. Dimitri set up a sleazy nightclub in Paris, where he funneled Rajan's illegal spice through the city in preparation for Arpeggio's master plan. He also had set up a counterfeit money printing press beneath the club, using the Clockwerk Tail Feathers as plates. After his defeat, he tries his hand as a dance instructor, before returning to crime as a member of Sly's team.
- Jean Bison - A prospector from the 1850s, Jean Bison was frozen alive in an avalanche he set off by accident. After 120 years in the cooler, global warming thawed him out. Jean Bison remained true to his time, seeking to tame the wild by damming every river and chopping down every tree. He joined the Klaww Gang to bankroll his war on nature, and attached the Clockwerk Lungs and Stomach to his three best trains: the Iron Horses. He also holds the talons that he keeps on his walking cane as a showpiece. After the end of , he became passionate for wildlife, working to save penguins. Unfortunately, during one of his trips, became frozen, once again.
- Rajan - Growing up poor on the streets of Calcutta, Rajan started his life of crime early, selling black market spices (technically drugs, though not said) that cause the consumers to become uncontrollably enraged, as well as making them hypnosis-susceptible. Rajan holds Clockwerk's wings as a decorative piece in his temple, and the heart as a water pump in his spice growing operation.
- Black Baron - The Black Baron is a mysterious pilot that holds a dog-fighting championship in Holland every year, little is known about him except that when thing don't go his way, he does what he does best. Cheat.
- Captain LeFwee- Reputed to be the smartest man on the seven seas, LeFwee stole Reme Lousteau's treasure map from Black Spot Pete.
- Dr. M - Dr. M has been trying to get into the Cooper Vault for years without success. His increased frustration has led to his building an impregnable fortress around the Vault. This fortress leads Sly to recruit an army of world-class thieves.
- General Tsao- A ruthless and evil general, Tsao is obsessed with tyranny and power. He kidnapped the Panda King's daughter and attempts to make her his wife in a forced marriage, as Tsao believes that this will honor his family's name and enable him to rule China with an iron fist. Usually found kicking puppies and being self-centered.
- Octavio - Octavio was one of the greatest opera singers of his time and was about to hit the big time when the tastes of society in music changed from "calm and beautiful" to "hard and metal". He was then taken into "the business" by his few remaining fans (Italian mobsters) and eventually rises in power to become infamous for his control over the city of Venice.
- Mask of Dark Earth - An evil Aboriginal mask guarded by the Guru, but released by the miners. It caused whomever it possessed to grow much larger and extremely aggressive. Seemed to have a mind of its own, but was destroyed when Interpol mercenaries bombarded it.
- Muggshot - See Fiendish Five.
Sly's Ancestors
- Slytankhamen II- Sly's ancestor from ancient Egypt. He had two canes, and the ability to turn invisible.
- Sir Galleth of the Knights of the Cooper Order- Sly's ancestor from the medieval times. An honorable knight and cunning thief who fought with a lance with a hook point.
- Salim al Kupar of Arabia A Cooper hailing from Arabia said to hold the stealth of 40 thieves. His weapon was a sword with a hook blade.
- Slaigh MacCooper- The strongest of all of the Coopers. He had a large stone cane.
- Ryoichi Cooper- Sly's Japanese ancestor, who created the ninja spire jump. His weapons were two hook daggers.
- Henriette "One-Eye" Cooper- A Cooper who sailed the seas and stole from pirates. Fought with a hook shaped like the trademark Cooper hook.
- "Tennessee Kid" Cooper- Sly's ancestor from nineteenth century United States. He carried a gun with a hook handle. Tennessee Kid also invented the rail walk and rail slide.
- Thaddeus Winslow Cooper III- A Cooper who was the most "gentlemanly" thief and a master of disguise. He had a cane similar to Sly's.
- Otto Von Cooper- An ancestor of Sly's who was not only a master thief, but a genius mechanic and skilled fighter pilot. Kept some of his blueprints in the Thievius Raccoonus.
- Sly's Father- He used the same cane that belongs to Sly. Before being killed by the Fiendish Five, he pulled heists with McSweeny and Dr. M, and created a technique to slide along lasers.
- Drake Cooper- He created the fast attack dive.
- Sally Cooper- She created the roll move.
- Dev Cooperinda- The creator of the slow motion jumps.
- Chris Cooper- He invented the coin-collecting dive technique.
- Karen Coopergiwa- She invented the coin magnet technique.
- Rob McCooper- He created the explosive hat technique.
- B.F. Cooper- The inventor of the fast motion technique.
- Suzanne Cooper- She created the ability to jump out of water.
- Sir Andrew Cooper- He created the thief replica, or "decoy" technique.
- Kelle McCooper- The creator of the electrifying roll technique.
- Bruce O'Coop- An ancestor of Sly's who was an expert hacker.
- Matthew de la Coopeur- He created the perpetual slow motion technique.
- Huckleberry Cooper- The inventor of the ability to move while invisible.
- Colonel Reid Cooper- The inventor of the stun move.
- Augustine Cooper- Inventor of the ability to briefly defy gravity.
The end of Sly ?
It has been stated by Sucker Punch that the Sly series was meant to be a trilogy, and thus Sly 3 is supposedly the final game in the series. While disheartening at first, when one beats the game they'll find the ending leaves a great amount of unanswered questions. Although the ending seems to serve as a semi-conclusion, it creates more questions than it answers. Many believe that while Sucker Punch has said that the Sly series is over, they may not mean this literally. Bentley himself at the end says that although it is the end of their old adventures, there may be an even bigger one on the horizon. Given the series' popularity as well as a great deal of possibilities for future titles, most agree that this isn't the last we've seen of Sly and the gang, although this is probably the last we'll see him on the Playstation 2
It should be noted that Sly 2 also appeared to be the finale as well, and there has been evidence such as a comment in Disney Adventures magazine concerning Sly, that said "Once a thief, always a thief". Along with Bentley saying it was the end of their old adventures he also quoted: "Only time will tell. Literally, because I am working on a time machine to find out!" This may be a hint to another Sly title, only time will tell.
Many Sly Cooper fans theorize about his life post Cooper Vault Crack. Some think he faked concussion, others think he regained memory and hooked up with Bentley and Murray again, and yet more think that Sly 4 would feature Sly and Carmelita's Son/Daughter. Quote Bentley (again), 'only time will tell."
Awards
Sly Cooper won "Best New Character" at the Game Developer's Conference for 2002.See also
External links
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