Sly Cooper Codexery

The Thievius Raccoonus (Launch into Action)

One raccoon, one book, one jungle—and the heist that started it all.

The Thievius Raccoonus (Launch into Action)

"Launch into Action" is the opening heist of Sly Cooper and the Thievius Raccoonus (2002), the debut entry in the Sly Cooper franchise developed by Sucker Punch Productions for the PlayStation 2. As the first chapter, it introduces players to Sly Cooper, his partner Bennet, the heavy-hitter Murray, and the aerial scout Caracara, while establishing the core loop of sneaking past guards, solving environmental puzzles, and extracting a high-value target.

The level is set in a lush jungle and tasks the crew with stealing the Thievius Raccoonus—a legendary book of heists—from a fortified compound. It functions as both a narrative prologue and a mechanical tutorial, teaching players the rhythm of the series: approach quietly, use the right crew member for the right job, and make a clean getaway.

Game
Sly Cooper and the Thievius Raccoonus
Chapter
1 – Launch into Action (Opening Heist)
Setting
Jungle compound
Target
The Thievius Raccoonus (book of heists)
Crew
Sly Cooper, Bennet, Murray, Caracara
Developer
Sucker Punch Productions
Platform
PlayStation 2

Lore & Background

The Thievius Raccoonus is not merely a book; in the lore of the series it is a compendium of the greatest heists ever attempted, a grimoire of stolen secrets that every thief covets. In the opening of the game, the book has fallen into the hands of the villainous Clockwork, who has fortified a jungle compound to keep it safe. Sly Cooper, fresh out of his training, sees the theft as the perfect proving ground for his small but talented crew.

"Launch into Action" is where the player first feels the weight of the series' identity: a 3D platformer dressed in the language of a heist film. The jungle is alive with patrolling guards, tripwires, and sightlines to manage, yet the tone remains playful. Sly's signature move—throwing a small object to distract a guard—feels like a magic trick, and Murray's brute-force solutions to locked doors or stacked crates give the level a satisfying variety of verbs.

Narratively, the level establishes the stakes without over-explaining. The Thievius Raccoonus is presented as a MacGuffin of almost mythic importance, and its theft sets the larger conflict with Clockwork in motion. For players, it is the moment the franchise's voice—wry, self-aware, and endlessly charming—first takes hold.

In Their Own Story

The jungle hums with cicadas and the distant clank of a guard's boots on a metal walkway. Sly crouches behind a broad-leafed fern, his tail flicking once, twice. Above, Caracara circles in a lazy figure-eight, calling out the patrol route in a low, gravelly whisper. Below, Murray's massive paws rest on a crate he's about to shove into the path of a sleeping sentry.

Sly pulls a small pebble from his pocket. He doesn't need to look. He flicks it. It bounces off a tin can, rings like a bell, and two guards peel away from the vault door, boots crunching on gravel. For four seconds the corridor is empty.

Sly is through. The Thievius Raccoonus sits on a velvet cushion, its cover catching the green-filtered light. He lifts it, tucks it under his arm, and is already turning back toward the treeline. Behind him, the guards are turning back. The jungle swallows the sound of their shouts. By the time they reach the vault, there is only the faint impression of a raccoon's pawprints in the dust, and the distant caw of a condor banking toward the sunset.

Reader's Guide

TARGET: The Thievius Raccoonus, secured inside a vault at the centre of a jungle compound. The book is the level's primary objective; without it, the heist is not complete.

OBSTACLES: The compound is ringed by patrolling guards with fixed sightlines. Tripwires, stacked crates, and locked doors create a layered puzzle. Guards react to noise, so the player must time distractions (Sly's throwable objects) and use Murray to clear physical barriers. Caracara provides aerial recon and can reach elevated switch points that advance the route.

POSITION IN ARC: This is the very first heist. It introduces every core mechanic—sneaking, throwing, switching crew members, and the getaway sequence—before the game escalates in scope and difficulty.

WHAT MAKES IT MEMORABLE: The jungle palette, the playful guard AI, and the satisfying rhythm of a first heist. The vault room, with its single spotlight on the book, is a small theatrical moment that sets the tone for the entire series.

ALTERNATE / HIDDEN OBJECTIVES: The level contains optional secondary tasks, such as freeing captive animals hidden in side areas, which reward thorough exploration. Collecting all optional items in the chapter unlocks a bonus reward at the end of the level. Players can also attempt a no-detection run, which is achievable but requires careful pathing around every patrol loop.

TIP: Before entering the vault, take a moment with Caracara to memorise the guard rotation. The vault door only opens for a brief window, and rushing in without reading the pattern is the most common early frustration.

Did You Know?

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