Slingshot
A humble stone-thrower that punches above its weight in the Cooper gang's arsenal.
The Slingshot is a short-range ranged weapon in the Sly Cooper video game series, serving as one of the franchise's most basic and accessible combat tools. It fires small, fast projectiles that can stun guards, knock objects off ledges, and clear minor obstacles at close to medium distance. Because of its simplicity, it functions as an early-game staple that players encounter in the very first title and can carry forward into later entries.
Across the series, the slingshot occupies the lower tier of the weapons roster, sitting below options like the pistol, harpoon, and net in terms of range and impact. It is nonetheless a reliable tool for close-quarters encounters and for interacting with the environment in ways that heavier weapons cannot.
- Type
- Ranged weapon (short-range)
- Primary user
- Sly Cooper
- First appears
- Sly Cooper and the Thievius Raccoonus (2002)
- Range class
- Short
- Projectile
- Small stone / pebble
- Tier
- Basic / Standard
Lore & Background
The slingshot has been part of the Cooper family toolkit for generations, passed down alongside the Thievius Raccoonus as one of the earliest tools a young raccoon thief learns to handle. In the world of the series, it is the kind of weapon that requires no license, no special mechanism, and no elaborate setup—just a forked branch, a band of elastic, and a steady hand. For a thief who values subtlety and speed, that simplicity is a feature, not a limitation.
Within the games, the slingshot is the weapon you reach for when a situation calls for a quick, quiet takedown at arm's length. Guards caught off-guard by a pebble to the temple drop without the louder report of a pistol, making it ideal for the sneaking-focused gameplay that defines the series. It is also the go-to tool for knocking apples, keys, or small objects off high ledges when a longer-range tool would be overkill or too conspicuous.
As the franchise evolved from the PS2 era into later entries, the slingshot remained a familiar, reliable option rather than a showcase weapon. It never received the flashy re-skins or dramatic cutscene moments reserved for the harpoon or the net, but it stayed in the loadout as a dependable, no-frills choice that any Cooper could pick up and use without a tutorial.
In Their Own Story
The warehouse was dark except for a single sodium-vapor lamp buzzing overhead. Sly crouched on a shipping crate, the slingshot warm in his palm, and watched two guards pace the loading dock below. One of them had his back turned, humming. Sly loaded a pebble, drew the band back to his ear, and let it go. A soft *thwip*, a grunt, and the guard slumped against a pallet. The second guard spun around, and Sly was already gone—three crates over, a ledge up, a rope swing to the skylight. The slingshot sat empty in his hand, already reaching for the next stone in his pouch. Simple. Quiet. Cooper-style.
Reader's Guide
Function: Fires a small projectile in a short arc. Can stun nearby guards, knock small objects (keys, apples, tokens) off ledges, and interrupt certain enemy actions at close range.
User: Primarily Sly Cooper. In multiplayer or co-op segments, other gang members may be able to select it, but Sly is the default wielder.
Obtaining: Available from the very start of Sly Cooper and the Thievius Raccoonus; no purchase or unlock required. In later titles it is typically present in the weapon wheel from the outset or unlocked very early in the first mission.
In-game use: Best for 1–3 meter engagements. Aim at a guard's head for a one-hit stun. Useful for dislodging small items that the net or harpoon would over-penetrate. Less effective than the pistol at range and less versatile than the net for crowd control.
Upgrades / variants: The slingshot does not receive major mechanical upgrades in the core series. In Thieves in Time, weapon availability is tied to the era you are in, so the slingshot may be restricted to certain time periods. Cosmetic or minor stat variations may appear in later entries, but the core function—short-range, single-projectile, low-damage—stays consistent.
Tips: Pair it with a quick dash or backflip to stay out of the guard's retaliation range. Use it to clear a path before switching to a longer-range weapon for the main fight.
Did You Know?
- The slingshot is one of the few weapons in the series that requires no special mechanism or ammunition system beyond a pouch of stones, making it the most 'low-tech' option in the loadout.
- Because of its short range, the slingshot rewards the close-quarters, parkour-heavy playstyle that defines the Sly Cooper games more than any other weapon.
- The slingshot has appeared in every mainline Sly Cooper title, making it one of the most consistently present weapons in the franchise's history.
- In the games, a slingshot hit on a guard typically produces a quieter, less conspicuous reaction than a pistol shot, which can matter in stealth-focused sections.
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