Sly Cooper Codexery

Co-op

Four raccoons, a bear, and a toucan hit the vault together.

Co-op

Co-op is the multiplayer gameplay mode in the Sly Cooper franchise, allowing two to four players to control members of Sly's heist crew simultaneously. It first appeared in Sly Cooper: Thieves in Time (PS3, 2013), where up to four players can take the roles of Sly, Bentley, Murray, and Caracota, each with distinct abilities that complement one another during heists and platforming sequences. The mode returned in a more focused, two-player form in Sly Cooper: Lad Thieves (PS4, 2017), centering the partnership between Sly and the toucan Caracota.

Feature
Co-op multiplayer gameplay
Games
Sly Cooper: Thieves in Time; Sly Cooper: Lad Thieves
Max players
4 (Thieves in Time) / 2 (Lad Thieves)
Playable characters
Sly Cooper, Bentley, Murray, Caracota
Developer
Sucker Punch Productions
Platforms
PS3, PS4

Lore & Background

In the Sly Cooper world, heists are never a solo act. Sly's crew has always operated as a tight-knit gang, each member covering the others' weaknesses. The co-op mode in Thieves in Time formalizes this dynamic into a shared screen: Bentley hacks security systems and conjures temporary platforms, Murray uses his brute strength to hurl objects and serve as a living ramp, Caracota soars overhead to ferry players across gaps, and Sly threads the needle with acrobatic parkour and stealth takedowns. The time-travel premise of that game means the crew raids vaults spanning different eras, but the core loop—coordinate, exploit each other's abilities, extract—stays constant.

Lad Thieves strips the cast down to a duo. Here the emphasis shifts from four-way juggling to a deeply interlocked two-person rhythm: Caracota's flight is the backbone of nearly every traversal puzzle, and Sly's agility is the key to precision landings and lockpicks. The co-op in this entry feels less like a party game and more like a duet, where one player's moment of flight sets up the other's moment of stealth.

Across both entries, the design philosophy is clear: no single character can complete a heist alone. The co-op is not a bonus mode tacked onto a single-player campaign; it is a lens through which the franchise's core identity—crew, trust, and coordinated theft—becomes the primary verb.

In Their Own Story

The vault door groaned open, exhaling a breath of cold, recycled air that smelled of old copper and ozone. Caracota banked hard, her wings catching the draft, and Sly clung to her back as they spiraled down into the atrium. Below, Murray was already shouldering a marble column, grunting through gritted teeth, while Bentley's fingers danced across a terminal, green light washing his round face. "Two minutes," Bentley called, not looking up. "Sly, the east corridor is still locked. Murray, I need a ramp. Caracota, I need you to be a very angry helicopter."

Sly grinned. He always did. He dropped from Caracota's talons, hit the floor in a crouch, and was already moving—vaulting a guard's shoulder, sliding under a laser grid, the heist clicking into place like a lock tumbling home. Four hearts, one rhythm. The vault was theirs.

Reader's Guide

In Thieves in Time, co-op is a four-character puzzle. Each player locks onto one of Sly, Bentley, Murray, or Caracota. The loop is simple: one character creates the condition (Murray throws a crate, Bentley hacks a door, Caracota flies to a high ledge), another exploits it (Sly vaults the crate, a second player rides Caracota to the ledge). You'll constantly be shouting "I need a platform" or "hack that panel" while someone else is mid-parkour. It feels chaotic in the best way—like a jazz quartet where everyone is improvising off the others.

In Lad Thieves the dynamic tightens to two. Caracota is your verticality; Sly is your precision. You'll spend a lot of time with one player flying in slow arcs while the other times a jump off her back, or with Sly picking a lock while Caracota hovers overhead keeping a guard's attention. The pacing is more deliberate, almost choreographed.

Pro tip for Thieves in Time: designate one player as "utility" (Bentley or Murray) whose job is to set up for the others rather than chase the objective. Pro tip for Lad Thieves: Caracota's flight has a stamina limit—plan your landings before you commit to a long carry, or you'll both drop into a guard's arms mid-heist.

Did You Know?

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