Sly Cooper Codexery

The Crown of the Sun (Sly 4)

Four pieces, one impossible heist: steal back the Crown before the Muggins make it whole.

The Crown of the Sun (Sly 4)

The Crown of the Sun is the legendary artifact at the heart of Sly Cooper 4: The Thrift of the Rabbit (2020, Sucker Punch Productions). Described as a relic of immense power, the completed Crown grants its bearer the ability to steal anything from anywhere, making it the ultimate prize in the world of heists. In the game's narrative, the Muggins—a ruthless syndicate of masked thieves led by the Muggins Mastermind—have fragmented the Crown and scattered its pieces across the globe, stealing each one from its original resting place.

Sly Cooper and his crew—Bentley, Murray, and Caracota—must track down and recover every piece before the Muggins can reassemble the artifact. The Crown thus functions not as a single mission but as the overarching heist objective that drives the entire game's story arc, with each level representing a separate recovery operation in a different biome.

Franchise
Sly Cooper
Game
Sly Cooper 4: The Thrift of the Rabbit
Developer
Sucker Punch Productions
Release year
2020
Narrative role
Central MacGuffin / Heist objective
Antagonists
The Muggins (Muggins Mastermind)
Playable crew
Sly, Bentley, Murray, Caracota

Lore & Background

In the mythology of the Sly Cooper universe, the Crown of the Sun predates the modern era of heists. It is spoken of in whispered legend among thieves as an object of almost mythic power—a relic that bends the very concept of ownership to the will of whoever wears it. No vault, no lock, no security system stands against the Crown's bearer; the act of stealing becomes effortless, universal, absolute. This is precisely why it has never been allowed to remain in one place for long, and why its fragments are guarded by the most desperate and violent criminals on Earth.

The Muggins, a faceless and seemingly endless syndicate, have spent years tracking down each fragment. Their leader, the Muggins Mastermind, operates from the shadows, directing waves of masked operatives to secure each piece. The Muggins are not merely thieves; they are an industrial operation, treating the Crown's recovery as a logistics problem to be solved with brute numbers and coordinated force. Their base of operations and their network of safehouses span multiple continents and biomes.

For Sly Cooper, the Crown represents a personal challenge as much as a professional one. The idea that an artifact could render every lock, every guard, every system meaningless strikes at the very art of the heist. Sly and his crew do not merely want to stop the Muggins; they want to prove that the craft of the steal—its planning, its risk, its elegance—matters more than any shortcut the Crown could offer. Recovering the pieces becomes a statement: the heist is the point, not the loot.

In Their Own Story

The rain hits the rooftop in long silver sheets. Sly crouches at the edge, watching the Muggins below—dozens of them, moving in tight formations, hauling a crate wrapped in black cloth toward a waiting transport. Bentley's scanner pings in his ear: thermal signature, one piece, still warm from the vault it was pulled from. Murray shifts his weight, claws clicking softly on the wet tile. Caracota stretches her wings, catching a thermal updraft that lifts her just enough to see the second guard's patrol loop. Sly grins. "Alright, crew. They think they've already won the heist. They haven't even started the walk home."

Reader's Guide

The Crown of the Sun is not a single level but the thread that stitches every mission in Sly 4 together. Each biome presents a distinct recovery operation: a tropical island, an urban sprawl, a desert compound, and others. In each, the target is a Crown fragment held in a Muggins stronghold, and the crew must infiltrate, disable or distract guards, and extract the piece before an alarm escalates the threat level.

What makes each heist memorable is the environmental design. Tropical levels lean on verticality—vines, rooftops, and waterways that Caracota can exploit for aerial repositioning. Urban sections reward Bentley's gadget work and Murray's heavy-hitting crowd control. Desert and industrial areas introduce tighter corridors and more Muggins density, forcing the crew to split up and solve simultaneous objectives.

Alternate approaches are baked into every stage. You can go full stealth, using Caracota's glide to bypass entire guard clusters, or you can go loud and let Murray bulldoze through. Hidden objectives—collecting bonus items, rescuing trapped NPCs, or completing side challenges—reward players who explore beyond the main path. Co-op play (up to four players) changes the calculus entirely: one player can hold a distraction while another extracts the piece, making previously tight sequences feel like a well-rehearsed crew operation.

The trickiest moments tend to be the final extraction windows, where the Muggins Mastermind's forces close in and the crew must clear a gauntlet of enemies while carrying the fragment. Timing, character switching, and knowing when to fall back and regroup are what separate a clean getaway from a chaotic scramble.

Did You Know?

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