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, 21 in Sly 3: Honor Among Thieves, but an unknown amount of time passed between that and the fourth game. 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 game appearances.


Early lifeEdit

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 his lifelong friends, 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 sneaked into Puffin's office to grab the cookie jar while Murray stood by as 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 is seen eating all of the cookies without sharing any with the rest of the gang.[4]

Sly Cooper and the Thievius RaccoonusEdit

When he was 18 years old, Murray accompanied Sly and Bentley around the world to defeat the members of 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 in order to help Sly retrieve treasure keys.[5][6] After defeating Clockwerk, Sly contemplated on Murray's bravery and remarked that he couldn't have defeated the Fiendish Five without him.[7]

Theft in MonacoEdit

"My dad was right, you don't have a plan if you don't have a plan B."
"I hope plan B involves food. I'm starving."
— Sly and Murray

Murray loads the Venus de Whalo into the van.

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 fiancé, 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 ThievesEdit

Spurred on by the minor changes at the end of the first game, Murray has now completely changed from his previously fearful self. He has also taken on the habit of referring to himself in the third person. Even with his new-found 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. Murray takes quite a few psychological blows during the course of the game however. First heavily insulted by Rajan, whom refers to him as a "Fat, Pathetic Weakling". His inner rage is also shown by his love of smashing stuff.

Although this doesn't faze Murray much, The Contessa profiles a captured Murray and attempts to culture him as a form of brain washing. Although Murray fights this off eventually and turns the tables, Murray's inner anger is brought to spotlight. The greatest blows to Murray come in the last leg of the game, when Murray's beloved van must be sacrificed in order to get the team onto Arpeggio's airship, although he quickly overcomes his loss and works his best to defeat Clock-la while in sync with Sly and Bentley. His loss of the van pales in comparison however to what happens next. At the climax of the game Murray must hold open Clock-la's mouth to allow Bentley to perform an important task; remove Clock-la's Hate Chip. Unfortunately, right after Bentley gets the chip off Clock-la, her beak closes violently on Bentley and cripples him for life. Due to not paying attention until he heard Bentley cry for help, Murray is forced to pick up Bentley from the beak as he can no longer walk and leaves Sly shocked as he walks away with Bentley in hands, leaving his gear behind. His wounds were deeper than it seemed, which later set his mood for the next game.

Soul searchEdit

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]

A simple character at first, Murray gets a bit of depth to his character after the events of the second game. Although the band of three is successful in their endeavor, Murray becomes increasingly timid of his own actions. As depicted in the one short DC comic that acts as a prologue to the third game, Murray begins to blame himself for almost everything that goes wrong and starts to show a lack of confidence in him that Sly had never seen before. After rescuing Bentley from the hospital he was confined in, Murray reveals to his friends that he feels that he's too much of a burden and danger to the team and leaves, much to their surprise. Although Sly and Bentley are heartbroken by this, Sly later reveals 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 of the Clockwerk exploits of the second game.

Sly 3: Honor Among ThievesEdit

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

Art of Murray in his shaman outfit

In Sly 3: Honor Among Thieves, Murray has given up his violent ways and becomes 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 the strongman predecessors of past Cooper Gangs.

Demolition derbyEdit

...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]

After the events of Sly 3: Honor Among Thieves, Murray, Bentley and the rest of the Cooper Gang at first believe Sly has amnesia due to an injury sustained at the game's climax. Taken in by his arch-rival Carmelita Fox seemingly unknowingly, the group goes 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 TimeEdit

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.

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. Bentley asks Murray if he would rejoin the gang, and he quickly agrees.

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 appearanceEdit

Murray is a muscular yet round hippopotamus who serves as the getaway driver and later team muscle. He is depicted as timid in the first game, and unbelievably strong in every game after. He wears a blue-green T-shirt and a light blue scarf to go with his driver motif. From Sly 2 on, Murray dons a maroon mask over his head and matching fighting gloves over his hands. He also wears a pair of driving goggles.


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 cut-scenes 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, he is shown often as the first person to cry in any situation. 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.


Like Sly and Bentley, Murray possesses his own abilities. One of his abilities, probably the most important, is his incredible strength and power. And as shown in Sly 3, Murray has a 'ball form' that he learned from the Guru while in the Australian Outback. This allows him to curl up in a pink, glowing ball and roll around and bounce down with hard impact upon anything, including enemies. Another ability that he gained from his training with the Guru is a temporal lock that freezes everything in place for a short amount of time. His most famous ability was revealed in Sly 2, called the Thunder Flop, a massive belly flop that sends out a shock wave destroying anything around Murray. He admits the Thunder Flop is dangerous when he says,"the Thunder Flop knows neither friend nor foe, only destruction".

Most of Murray's abilities center on his strength, brute force, etc., but other involve fire such as his Fists of Flame, where he claps his hands together, causing them to ignite with fire to add a burning effect to his punches.

Otherwise, Murray serves as the Team Getaway-Driver, Strong-Man, Back-Up, as well as a Thug/Enforcer. He's also a Mechanic, given the time and effort he puts into the care of the Team Van, and given his taste for destruction and tendency to "break stuff", he can be considered a sabotage expert or arsonist.

Unlike his pals, Sly and Bentley, Murray doesn't have the "finesse" or "precision" to pickpocket guards without them noticing, so he resorts to mugging: punching them, picking them up, and shaking them to loosen any coins or valuables they hold in their pockets.

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...