Fear the Murray!
― Murray[src]

Murray, the brawn, is the tritagonist of the Sly Cooper series. He is a male hippopotamus with pink skin and brown eyes. He is best friends with Sly Cooper and Bentley, and is a member of the Cooper Gang. He has a great love for his van, which he drives when the gang needs a quick getaway.

Murray first appeared in Sly Cooper and the Thievius Raccoonus at the age of 18. His current age is unknown, as he was 20 in Sly 2: Band of Thieves and 21 in Sly 3: Honor Among Thieves, but an unknown amount of time passed between that and Sly Cooper: Thieves in Time. His demeanor changed drastically between the first and second games, going from a timid getaway driver to someone much more fearless, often throwing himself into dangerous situations just for the thrill of it.

He was voiced by Chris Murphy in all of his appearances and was supposed to be voiced by Murphy again in the upcoming film, though the film has been shelved.


Early life

I'll save you, Sly! Just leave it to... The Murray!
― Murray, during the cookie heist[src]
In circumstances that have never been revealed,[1] Murray was orphaned at a young age. He was raised at the Happy Camper Orphanage where he met Sly and Bentley. At some point during his youth, Murray learned how to drive by hot-wiring cars. He later got a job as a pizza delivery boy, but was fired after dropping too many pizzas.[2]

Cookie heist aborted

Murray aborts the cookie heist

During their time at the orphanage, the trio made a plan to steal cookies from the headmistress Ms. Puffin. In the middle of the night, Sly snuck into Puffin's office to grab the cookie jar while Murray stood by as a getaway driver. The "heist" was cut short when the night janitor entered Puffin's office. Promising to keep Sly from getting caught, Murray pedaled his tricycle (the getaway vehicle) away at full speed. However, the tricycle had no brakes, and they crashed. Murray apologized, but cheered up after seeing that Sly had managed to dump the cookies into his hat at the last second.[3] Later, Murray was enjoying all of the cookies without sharing any with the rest of the gang.[4]

Sly Cooper and the Thievius Raccoonus

When he was 18 years old, Murray accompanied Sly and Bentley around the world to defeat the Fiendish Five, who had killed Sly's father and stolen the pages of the Thievius Raccoonus. While he mainly acted as the team's getaway driver, Murray made several ventures into the field to help Sly retrieve treasure keys.[5][6] After defeating Clockwerk, Sly contemplated on Murray's bravery and remarked that he could not have defeated the Fiendish Five without him.[7]

Theft in Monaco


Murray loads the Venus de Whalo into the van

Sly: My dad was right, you don't have a plan if you don't have a plan B.
Murray: I hope plan B involves food. I'm starving.
― During the Venus de Whalo heist

After restoring the Thievius Raccoonus to its former glory, the Cooper Gang planned to steal a valuable statue called the Venus de Whalo from forger Dimitri Lousteau and his fiancée, Beverly D'Oinkeau. Arriving in Monaco, Murray and Bentley waited outside while Sly sneaked inside Dimitri's mansion. Sly was caught, so Murray came to his rescue by taking out the security guards that surrounded him. Disguised as the guards, the trio lured D'Oinkeau and Inspector Carmelita Fox (who D'Oinkeau had hired to guard the statue) into the attic. Then, they stole the Venus de Whalo.[8]

Outside, Murray loaded the statue into the Cooper Van. Although the theft was a success, Bentley mentioned that they had to wait 45 minutes for their scheduled boat to arrive. Sly left to distract Carmelita while Murray and Bentley waited.[9] 45 minutes later, the Gang narrowly escaped from Carmelita with the Venus de Whalo in tow.[10]

Sly 2: Band of Thieves

Evildoers, feel my wrath!
― Murray[src]
Spurred on by the minor changes at the end of the first game, Murray completely changed from his previously fearful self. He became more confident, started working out, and started going out into the field as the gang's muscle. He also took on the habit of referring to himself in the third person as "The Murray." Even with his newfound combat prowess however, he still has a passion for driving. He helps the team greatly with the many uses of his great strength, his driving skill, and his excellent ability in battle. Murray's sheer power saves the team on multiple occasions.

Two years after defeating Clockwerk, the Cooper Gang received word that the Clockwerk parts were being held on display at the Museum of Natural History in Cairo. Murray went with the rest of the gang in an attempt to steal the parts so that Clockwerk would never have a chance to be resurrected. Unfortunately, by the time the gang made it to the museum, the parts had been stolen the night before. Following their only lead on the missing Clockwerk parts, a comment from Carmelita's new partner, Constable Neyla, the Cooper Gang decided to track down the members of the Klaww Gang and steal the parts that each of them possessed. Along the way, Murray and the rest of the gang came to trust Neyla, who made it known that she was deliberately helping the Cooper Gang. Murray helped the gang steal the Clockwerk tail feathers from Dimitri and the Clockwerk wings from Rajan. When Rajan went into hiding following the theft of the wings out of fear, the Cooper Gang found out that Rajan retreated to his spice temple, where he was housing the Clockwerk heart.

After retrieving the half of the Clockwerk heart that was helping the production of the Klaww Gang's spice, the Cooper Gang set to work on stealing the other half of the heart that Rajan was carrying at all times. After luring Rajan out of hiding, Neyla appeared and helped Sly reach Rajan under the pretense that she was helping the gang steal the heart. However, Neyla abandoned Sly, which resulted in Rajan knocking a confused Sly unconscious and into a drained pit. Murray, who saw Sly fall into the pit, jumped down to rescue him. However, Rajan followed suit and electrified the pit's walls, with nowhere left for Murray to go. When Murray declared that he would make Rajan fear the Cooper Gang again, Rajan countered by telling Murray that all he saw was a "fat, pathetic weakling." Taking offense to being called weak (while owning up to his frame and relative lack of intelligence), an enraged Murray fought Rajan, eventually knocking him unconscious and stealing his half of the Clockwerk heart. When Neyla showed up again, Murray asked for Neyla to help him and Sly out of the pit. Neyla instead signaled for Carmelita and the Contessa to arrive, and revealed that she had been planning the capture of the Cooper Gang along with the Klaww Gang, effectively betraying the Cooper Gang. After Neyla also unexpectedly framed Carmelita for aiding the Cooper Gang, Murray, Sly, and Carmelita were arrested and taken away by the Contessa.

Murray and Sly were taken to the Contessa's rehabilitation prison to receive hypnotherapy. Naturally, Murray resisted, so the Contessa resorted to forcing Murray to eat food laced with spice, which eventually started to cause him to feel "strange." As it turned out, the Contessa was a secret member of the Klaww Gang and had been using her hypnotherapy skills to brainwash criminals into revealing where they stashed their loot. After a while, a miserable Murray was wandering around the common area when he heard Sly's voice in the vent of the area's back wall. Happy to see that Sly escaped with Bentley's help, Murray told Sly about the spice he was forced to eat and that he needed to get out of the prison as soon as possible. Sly told Murray that Bentley's plan required Murray to be in solitary confinement, where it would be easier to free him. Trusting his friends, Murray got himself thrown into solitary confinement, but that resulted in the Contessa using hypno-boxes to enhance the effects of the spice Murray had been consuming. By the time Sly and Bentley arrived to rescue Murray, Murray's mind was so lost in the spice's effects that their best course of action was to amplify the power of the hypno-boxes so that Murray would destroy the hypno-boxes in a fit of rage. Back to his senses, Murray thanked his friends for freeing him before revealing that he managed to keep the half of the Clockwerk heart he stole from Rajan away from the Contessa. The Contessa made her rounds at that moment, and that resulted in the Cooper Gang chasing the Contessa out of the rehabilitation prison. Following the recent turn of events, the Cooper Gang took an extended break before resuming their hunt for the Clockwerk parts.

Sometime after their escape from the prison, word of the Contessa's corruption spread throughout Interpol, resulting in Neyla, who was closest to the case, being in charge of dealing with the Contessa with war-level firepower. After finding out that the Contessa was in possession of the Clockwerk eyes, the Cooper Gang had no choice but to walk into the war zone and steal the eyes, while also getting payback on the Contessa in the process. Murray helped the gang steal the eyes, in the process freeing Carmelita from the Contessa's attempted brainwashing. While the heist resulted in the Contessa being arrested by Neyla, it also resulted in Neyla being promoted to the rank of Captain, making her an even more dangerous threat to the Cooper Gang.

Murray went on to help the Cooper Gang steal the Clockwerk lungs and stomach from Jean Bison, who retreated to his lumber camp in response. Further pursuing Bison in order to steal the Clockwerk talons, their mission took a turn for the worse when Bison knocked out the Cooper Gang, found their hideout, and sold all the Clockwerk parts they found to Arpeggio, the Klaww Gang's leader. After defeating Bison, the Cooper Gang used the Northern Lights battery Bison had been preparing for Arpeggio to stowaway onto Arpeggio's blimp and steal the Clockwerk parts back, along with any parts Arpeggio had. Murray's beloved van had to be left behind, which saddened Murray as he watched the ice the van was on break and send the van off into the horizon.

Despite the loss, it did not hinder Murray's ability to work in sync with Sly and Bentley as they worked to stop Arpeggio. While planning their heist, the Cooper Gang found out that Neyla had been working for Arpeggio the entire time, making her another secret member of the Klaww Gang. After Arpeggio revealed his master plan to Sly to become one with Clockwerk and achieve immortality using the Northern Lights battery and the Klaww Gang's spice ring, Neyla betrayed Arpeggio and entered Clockwerk's recently reassembled body herself, dubbing herself Clock-La as she killed Arpeggio and took off into the sky. Murray helped the Cooper Gang weaken the blimp's power so that Clock-La's power would be siphoned. After receiving a radio transmission from Carmelita, who was still on the run from Interpol due to Neyla's framing, the Cooper Gang and Carmelita came to a temporary truce to destroy Clock-La. They succeeded, but at a terrible price. At the end of the mission, Murray held open Clock-La's mouth to allow Bentley to remove Clock-La's Hate Chip. Unfortunately, right after Bentley got the chip off Clock-La, her beak unexpectedly closed on Bentley. Shocked, Murray freed Bentley from the beak, only to find out that Bentley was now crippled. A few moments after Clock-La, and by extension Clockwerk, was destroyed, Carmelita announced the end of their truce and prepared to place the gang under arrest. Sly bargained to let Murray and Bentley walk while only arresting him, and Carmelita agreed. Murray and Bentley left their gear behind as they walked away in pain and tears. Free of all accusations, Carmelita was given a promotion and she and Sly were en route to the prison where Sly was going to be booked. However, Murray and Bentley's gear being left behind turned out to be a ruse, and the two managed to take out the helicopter pilot bringing Sly to the prison while setting the helicopter to fly in circles. Upon realizing this, Sly used the opportunity to escape the helicopter via parachute before meeting up with Murray and Bentley. Bentley was eventually sent to the hospital. In spite of the ruse, Murray's emotional wounds were deeper than it seemed, which later caused him to make a tearful decision.

Soul search

We tried to console him, but going out on his own was something he needed to do. He said he wanted to find his spiritual center.
― Sly Cooper[src]
Murray became increasingly timid of his own actions. He started blaming himself for almost everything that went wrong and even started to show a lack of confidence that Sly had never seen before. After rescuing Bentley from the hospital he was confined in, Murray revealed to his friends that he felt that he was too much of a burden and danger to the team; he announced that he was leaving the gang to find his spiritual center, much to their surprise. Although Sly and Bentley were heartbroken by this, Sly later revealed in the third game that he knew deep down that it was something Murray needed to do, presumably in order to get his thoughts straightened out after the heavy psychological blows sustained from the events of the second game.

Sly 3: Honor Among Thieves

Murray Art

Art of Murray in his shaman outfit

Find the match deep inside yourself... light it, and let the fire burn up your guts and boil your blood!
― The Murray[src]

By Sly 3: Honor Among Thieves, Murray had given up his violent ways and became a pacifist under the guidance of a mysterious indigenous Australian shaman known as the Guru, contending with himself over the guilt he feels for Bentley's paralysis as well as his own anger. Eventually finding peace in himself, Murray is told by the Guru to travel the world on a soul-cleansing journey. He eventually winds up in Venice, Italy where Sly and Bentley find him. Sly and Bentley not only need him back for their next big heist, but also because they miss him terribly. Murray is at first reluctant because he wants to continue his journey "until the black water runs clear". Sly and Bentley figure out that this is because the local crime boss, Octavio, has been polluting the waters of Venice for dastardly reasons. When Murray meets Bentley the reunion is rather dramatic as Bentley emotionally pleads to Murray that he doesn't blame him for what happened.

Eventually the team confronts Octavio but he hurts Bentley in the process by knocking him off his wheelchair. In a rage, Murray casts aside his aboriginal ways to come to his friend's rescue, fists blazing. After defeating the opera mobster, "The Murray" returns for real. Tough as ever, his training under the Guru has also served to better focus him as well as give him a few impressive abilities he learned making him even more of a threat than before. Although despite all this, deep down he's still lovable silly old Murray. Murray even manages to salvage the van that he had thought he lost in Sly 2. When recovering his van under immense pressure and danger, his perseverance and dedication to his goal inspires the Panda King and becomes one of his deciding factors in finally joining the Cooper gang as a full-fledged member. Murray is often referred to as the team's "Heart", as he seems the most compassionate. At the end of Sly 3, this seems to be true. When Bentley begins to have doubts about Sly's true loyalty to his friends and the glue that holds the team together starts to fade a bit, it's Murray who quells all doubts reminding Bentley of their undying brotherhood bond. Dr. M, the third game's ultimate antagonist, also reveals in the end that Murray is far stronger
than Jim McSweeney, the strongman of the previous Cooper Gang.

Demolition derby

...recently he's been trying to break into the pro racing circuit. Things are looking good; he's got a unique talent of living through crashes others would of found fatal, just always bounces clear.
― Bentley[src]
At the end of events of Sly 3: Honor Among Thieves, Murray, Bentley and the rest of the Cooper Gang searched Sly across the island, but without success, finding only his cane and equipment, as well as all of his family's stockpiled treasure soon after the battle with Dr. M. When Sly didn't return after a few months or so, the team had split up and went their separate ways. Murray, however, stays in close contact with Bentley and the two are still considered close friends. Murray completes his spiritual training with The Guru, and eventually gives into his racing passion and becomes a professional in the stock-van racing circuit, using the team van as his winning ticket. Bentley reports that things are looking very bright for Murray's racing career. It's assumed however, that if Sly were to ever come back and Murray was needed, that The Murray would be there in an instant to help out his best friend.

Sly Cooper: Thieves in Time

Bentley: Okay, you all know what to do... Time to kick some butt!
Murray: My favorite time of the day!
― Before fighting[src]
Murray reprises his role as the Brawn of the Cooper Gang, as well as the driver of the Cooper Van in Sly Cooper: Thieves in Time. The developers have said that he has matured since the last game, however, he still seems about the same as he was before.


The Cooper Gang (Sly Murray and Bentley)

The Cooper Gang reunited

After Sly 3, Murray entered the pro-racing circuit, stock-van class, but had to switch to demolition derby because no one would sponsor him, a result of his high insurance premiums. One day, Bentley approached Murray at the race track and asked if he would rejoin the gang, which the hippo quickly agrees to. After meeting up at their old Paris hideout, Bentley explains to Sly and Murray that someone or something was literally causing the contents of the Thievius Raccoonus to be erased from history. Bentley's solution to this problem was to travel back in time and repair the damage themselves, and fortunately, he had already built a Time machine and modified its design to fit in Murray's van. The only downside was that in order to travel to a specific time period, the machine requires an item that was made during that era. The gang figured out from the changes in the Thievius Raccoonus that their first stop was Feudal Japan. In order to reach this time period, the gang needed to steal a 17th century samurai dagger from a nearby museum run by an art collector, who secretly operates an illegal, black market trafficking priceless stolen treasures. Before they began their heist, the gang tasked Dimitri Lousteau with protecting the Thievius Raccoonus and, with the aid of Bentley's special communication device, update them on any changes to the book.

Turning Japanese

Murray rolls a cart of fish
Madame Geisha disguise

After stealing the dagger, the gang just barely escapes the museum's security guards by time travelling to feudal Japan at the last second. Based on the change in the Thievius Raccoonus, the gang needed to locate and help Rioichi Cooper, master ninja and sushi chef. However, they soon discovered that the Japanese village was strictly patrolled by a group of boar guards and that a mercenary general from the present-day, named El Jefe, had framed and imprisoned Rioichi Cooper in a high-security jail for having supposedly served bad sushi to the era's Shogun. Due to El Jefe's presence in the past, Bentley comes to a horrifying conclusion: The Cooper Gang aren't the only people who have access to a time machine. With Bentley's aid, Sly infiltrated the prison using a disguise and freed Riochi. Back at the hideout, Rioichi confirmed that El Jefe was cause of his problems, so the gang began plotting to free the village from the tiger's grasp. First, Sly helped Rioichi reclaim his sushi restaurant, as an act of rebellion towards El Jefe, while Bentley and Murray went to the Sashimi Caverns to collect fish for Rioichi's sushi business. From his observations, Bentley found out that El Jefe would only leave his palace to speak with Madame Geisha. To find out what El Jefe was telling her, someone would need to impersonate her after stealing her costume. To that end, Rioichi and Murray snuck into the Geisha House to steal the costume. There, Murray tested the costume on a group of boar guards, who quickly became infatuated with the disguised hippo. Afterwards, Bentley deployed his RC car to follow El Jefe around the village to find out any of his weaknesses. When El Jefe went to the Geisha House, he was greeted by Murray, disguised as Madame Geisha. El Jefe let his guard down and didn't notice when Murray stole his plans from his back and gave them to Bentley. The gang finally had enough intel to infiltrate El Jefe's palace and him down.

SCTT Cooper Van HD

The gang prepares to go the Old West

However, the Dragon Gates, which guarded the entrance to El Jefe's palace, were patrolled by several guards at all times. If the Cooper Gang was to gain access to the palace, they would need to get rid of the guards first. To do so, Bentley tasked Rioichi with collecting two poison seeds from a plant called the Spiky Wall Climber, which secretes a mild toxin that could act as a sedative. Once the guards ate Rioichi's spiked sushi rolls and fell asleep, the Cooper Gang easily made their way to El Jefe's palace. Suddenly, as the gang approached the palace bridge, a large blimp adorned with clocks emerged from the palace, much to gang's surprise and confusion. Nevertheless, the gang continued onward to the palace. However, El Jefe anticipated their arrival, and closed the palace sword gate and ordered a horde of rat troopers to attack them. Sly, Bentley, and Murray fight them off while Rioichi makes his way to the gate switch underneath the bridge. With guards defeated and the gate open, the team presses on, however, El Jefe ambushes Rioichi and steals his cane to deliver it to a new owner, before destroying most of the bridge with his katanas. Sly tells everyone else to stay behind, while he presses on to get Rioichi's cane back. Sly managed defeat El Jefe, however, he is ambushed by two rat troopers, who take Rioichi's cane from the tiger's unconscious body and retreat to the mysterious blimp, which suddenly disappears in a flash of light. Even though El Jefe had been beaten and delivered to cops, the victory was meaningless since Rioichi's cane was stolen. The gang returned to the hideout and contacted Dimitri for an update on the Thievius Raccoonus. He explained that "Tennessee Kid" Cooper needed their help next, so gang need to travel to the 1880s. Luckily, one of the rat troopers that took Rioichi's cane, dropped an old sheriff's badge. Bentley analyzed the badge and put it in the time machine, so they could departed for the Old West.

Go West Young Raccoon

Tennessee and the gang

Once the gang arrived in the Old West, in the year 1884 AD, they began the search for Sly's outlaw ancestor, "Tennessee Kid" Cooper, in the town of Cotton Mouth Bluff. They soon discovered that Tennesse had been arrested by the local sheriff, an egotistical armadillo named Toothpick. After numerous calculations, Bentley determined that best and quickest way to free Tennessee from the prison was from the inside, because the outlaw would soon be executed by hanging. This meant that Sly would have to allow himself to be captured. Soon, Toothpick has Sly arrested and sent to the Maximum Security wing of the Saddle Sore Correctional Facility with Tennessee after the raccoon deliberately defaced his posters, stole his favorite lollipop, and took down the banner for his appreciation festival. Afterwards, Bentley contacted Sly and guided him and Tennessee out of the prison. When they returned to the hideout, Tennessee revealed that he had been planning to pull off a massive bank heist (one that would make him the most famous outlaw of the Old West and go down in Cooper lore as his masterpiece), but he was arrested by Sheriff Toothpick before he had even committed the crime. Curiously, the robbery still occurred and Tennessee was unlawfully tried, even though he was already in jail at the time of the robbery. Bentley used his computer to research Toothpick and found out that he was originally a mobster from present-day eastern Europe who grew up loving cowboy movies and gold, so he specialized in gold robberies. This proved that Toothpick did frame Tennessee and that he is a time travelling criminal, like El Jefe. The gang decided to help Tennessee steal back the missing gold and restore his reputation as the greatest outlaw of the Old West.

Toothpick captures Cooper Gang

Toothpick captures the Cooper Gang

However, before Tennessee can be of any help, the gang must steal his cane/gun back. According to Bentley's sources, Toothpick converted an old gold mine into a storage facility for his stolen goods, including Tennessee's gun. Bentley, wearing a disguise, follows Toothpick to the mine's entrance and marks it with a homing beacon for Murray to follow. After Toothpick went inside of the mine to look at his gold collection, Bentley attempted to hack a terminal to gain access to the Budd Stagg Caverns, but suddenly, a group of large, aggressive scorpions approached him. Luckily, Murray arrives, with Tennessee in tow, and kills the scorpions with a nearby turret. After Murray takes out all thirty scorpions, Bentley proceeds to hack the terminal. Once that's accomplished, Murray pries open the cavern door by hand and Tennessee slides underneath. Once Tennessee gets his gun back, Bentley helps him escape from the mines. Later, Sly and Bentley infiltrate Toothpick's Saloon and plant a bug in Toothpick's office. The gang learns that Toothpick plans to leave Cotton Mouth Bluff on a train loaded up with all of his stolen goods and taking them back to the present day to become rich. Before Bentley could come up with a plan to stop Toothpick, Tennessee informs him of a horrifying discovery: While walking through town, he saw a fox woman being held captive by Toothpick and his men. Bentley recognized her as Carmelita Fox and told Tennessee that her well-being was important and that he must rescue her immediately. Tennessee ventured into Cackling Jackalope Canyon to rescue her while the rest of the gang went an alternate route in the Cooper Van. After Tennessee rescued Carmelita from a runaway stagecoach, Sly, Bentley, and Murray arrived at the scene to help but were all held at gunpoint, captured and brought back to the prison by Toothpick and his men, who reveals that the fox was bait to lure out the Cooper Gang.

Wildman Suckerpunched

Murray vs "Wildman"

The Cooper Gang is soon saved by Tennessee and Carmelita, who used an old boat to travel upstream to the presidio. Once they make it to safety, Carmelita can barely restrain her anger at Sly for lying to her and betraying her trust, but she explains how she got sent back in time: After the Cooper Gang escaped from the museum in the prologue, Carmelita investigated the museum after hearing rumors of a black market trafficking priceless, stolen treasures. She found the stolen treasure on display in the museum and that the museum's owner, Cyrille Le Paradox, was unloading them. Le Paradox and his rat troopers captured her and gave her to Toothpick in Cotton Mouth Bluff to prevent her from blowing his cover. Even though they figured out that Le Paradox was behind the Thievius Raccoonus' erasure, the gang and Carmelita are stranded in the past since Toothpick stole the Cooper Van and its time machine. During a chalk talk, Bentley explains that Toothpick is using their van to turbocharge his train and that it will be impossible to go after it while its docked in Budd Stagg Caverns because the mine will have extra security since their escape. In order to get their van back, the gang will have to get on the train while its moving out of town, but in order to catch it, the train's route must be diverted. To do that, three keys switches must be unlocked and Toothpick has entrusted the keys to three of his toughest henchmen: "Wildman" Weezner, Frenchie Le Stache and Red Eye Robles, who carry them at all times. The good news is that during the Toothpick Appreciation Festival, there are a number of contests, and all of them will be competing. Bentley enters Murray in the Bare Knuckle Brawl contest to defeat "Wildman", Sly in the Toothpick 500 to beat Frenchie's race time, and Carmelita in the shooting contest to outperform Red Eye.

Screenshot 2013-02-27 at 12.19.28 PM

Once they obtained all three keys, Tennessee uses them to divert the train's route and the gang jumps onto the train from a bridge. The gang breaks up into three groups, with each assigned a job that must be done in order to stop Toothpick. Bentley makes his way to a computer terminal near the middle of the train and hacks the train's whistles in order to annoy Toothpick while Carmelita clears the way by shooting the steers guarding the computer. At the rear of the train, Murray retrieves the van, driving it off of the train and speeding up to pick up the groups once they've accomplished their tasks. Meanwhile, Tennessee makes his way through the interior of the train to steal back the gold Toothpick stole from him and Sly moves on the roof to cover any possible escape routes. Bentley uses the van's harpoon to carry the gold for Tennessee as he approaches Toothpick at the engine. Unfortunately, Toothpick helps two rat troopers steal Tennessee's gun. Sly fights Toothpick on Tennessee's behalf and defeats the armadillo using the train's whistles and furnace. Tennessee takes Toothpick captive and the two jump off the train. As Sly celebrates Toothpick's defeat, Bentley warns him that the train is headed for a broken bridge. Sly jumps onto the van and Murray tries to stop it, however, the brakes won't work because the van's rockets won't shut down. As Carmelita panics, the van's doors open up and the stolen gold is accidentally tossed to Tennessee. In desperation, Bentley grabs Murray's Australian fossil necklace and throws it into the time machine as the van drives off of the cliff. The van time travels before it crashes in the ravine, much to the gang's relief. However, they end up stuck in an unknown time period.

Clan of the Cave Raccoon

Cooper Gang cave hideout

After avoiding certain death, the gang accidentally time travelled to Gungathal Valley, Australia in the year 10,000 B.C. Unfortunately, the crash landing and debris from Toothpick's train had damaged the van, so the time machine wasn't working properly.. Even Bentley's transceiver was damaged, so contacting Dimitri was impossible. Worst of all, the gang had no idea how or why Le Paradox developed his own time machine. Carmelita kept her distance from the gang because she was still angry at Sly for lying to her. Sly attempted to talk to Carmelita, to apologize and come to an understanding. However, when he approached her, Carmelita left the hideout in anger and threatened Sly not to follow. Nevertheless, the Cooper gang decided the first order of business was to figure out where and when they were, and to repair the van. Otherwise, they'd be stranded in prehistoric Australia.

In the third episode, Murray helps Caveman 'Bob' Cooper train and get back in shape. In one mission, he tries to climb the ice on the wall, but to no avail, Bentley says they don't have the time and calls 'Bob' to climb the wall, Murray lost confidence, to the point where he didn't feel hungry, until he fought and beat Grizz.

After Le Paradox's defeat, Murray began competing in pro wrestling, while still helping to search for Sly's whereabouts with Bentley and Carmelita.


Physical appearance

Murray is a round pink hippopotamus with brown eyes and is depicted as having a muscular upper body and a large stomach. He wears a blue-green T-shirt and a light blue scarf. He is barefoot in Sly 1. From Sly 2 on, Murray dons a maroon wrestling mask, fighting gloves and a large belt. He also wears a pair of driving goggles and black shoes with white laces (though they looked white in cutscenes and artwork). Before he returns to Cooper Gang in Sly 3, he wears Dreamtime make-up and replaces his scarf with a short yellow cape to indicate his apprenticeship to the Guru.

In Thieves in Time, Murray's belt buckle changes from being a normal frame-style belt buckle, to one with a large wrestling plate on the front, adorned with the Cooper gang's logo. His shoes go from being black with white laces (albeit in cutscenes they were white) to white with red stripes. He also has a vertical yellow stripe going down the middle of the back half of the mask.


What if he don't wanna come? I don't want to hurt him.
― Murray to Bentley before kidnapping General Clawfoot[src]
One of the few comic relief characters in the game, Murray started off as a coward in Sly Cooper and the Thievius Raccoonus. Before the events of Sly 2, his love for masked wrestling, and learning that he can put up a fight in the field, made him discover his strength. He is much bolder in Sly 2, but witnessing Bentley get crippled and his eventual soul search gives him compassion and represses his rage to a point where he can call upon it when need be.

It is implied by several cutscenes that Murray is still a child deep down inside mainly due to his unstable behavior, and despite his incredible strength and his bold personality in both Sly 2 and Sly 3, Murray has a softer side. There are some occasions where he would prefer not to hurt anyone, even though he often mows down enemies gleefully. For instance, Murray was initially hesitant about resorting to violence to kidnap General Clawfoot, on the grounds that he seemed like a defenseless old man; Murray only went through with it when Bentley explained that Murray couldn't physically harm Clawfoot. Murray also has a tendency to take things that do not go as planned harder than everyone else. He is often the first person to cry in these situations, best shown when Neyla betrayed the Cooper Gang, when the team lost the Cooper Van, and when Bentley became crippled. He also felt inadequate to the team for most of the gang's time in Gungathal Valley when he tried to climb an icy wall, only for Bob Cooper to be called in to do it; while climbing icy walls was Bob's specialty, Murray probably felt outdone because he was the one that trained Bob to get back into shape in the first place.

Murray is also extremely determined and loyal, as he helps mend Bentley's fear of Sly not being his friend, and refuses to give up on his associates at any cost. During the rescue of his van, he is told multiple times that it is far too dangerous, but refuses, as the memories of his time with the gang in there is far too precious to him. His determination is so strong, he even moves the Panda King, who notes that Murray shows extreme compassion and heart.


Murray fighting Dimitri's guards

Murray was especially capable against groups of enemies.

Murray's characteristic strength makes him the muscle of the Cooper Gang. This, paired with his large size, makes him a formidable opponent. Most of Murray's abilities center around the use of his fists or body; these include the Thunder Flop and Fists of Flame, among others. Because of his size, Murray is unable to stealthily pickpocket enemies, so he must resort to picking them up and ruffling their clothes to find loot.

Under the tutelage of the Guru, Murray learned the Aboriginal Ball Form, which enables him to curl up into a ball and use his bulk offensively against enemies or objects. Another ability that he obtained from his Dreamtime training was a Temporal Lock that freezes time for a short duration. As the team's getaway driver, Murray is a capable albeit reckless driver. He is also a mechanic, taking care of his van and building Team Cooper's biplane for the ACES Competition. Despite his large appearance, he is also proficient in some artistics, like coloring, drawing and creative dancing.





Start a Discussion Discussions about Murray

  • Be the ball.

    12 messages
    • The characters aren't powered by the physics engine, though (maybe their jump arcs are); just the debris from broken objects and suc...
    • Ah, sounds good. Say, can I talk to you somewheres else? There a few things I need to ask you.
  • The Van

    6 messages
    • True, but it being a game allows it to not conform the the laws we have in real life, which it is doing here.
    • A drunken whaler wrote:it ''is'' just a game.It's more than a mere game. the sly games are in my eyes the paragon...
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