can not be used. Some powerups are required in order to complete certain missions. Both bars (health and special) can be refilled by obtaining health pickups that are in the shape of a red cross. Murray has the most health, while Bentley has the least. Missions are now connected to a main hub of the location Sly and the Gang are operating. A safehouse located in the hub is where the player can choose which character to use and get away from pursuing guards. The hub can range from a city to a lumber camp in the wilderness. Enemies do patrol around this area, although on occasion, it's a secluded spot. Characters can explore the hub world freely, or begin a mission at certain locations. Another new feature is pickpocketing. When Sly sneaks up behind an enemy, he can reach out with his cane and grab coins out of the enemy's pocket. The coins come in clusters. If there is an aura around an enemy's pocket, it is carrying a valuable item (e.g. ruby, diamond, gold watch). Once Sly gets all of their coins, he can grab the enemy's item and sell it later back at the safehouse for a bunch of coins. Most powerups and extra moves are now bought from the safehouse instead of being found in safes. Using collected coins, Sly can buy powerups for each character from an in-game online store, Thiefnet. Sly's powerups focus on stealth, Murray's powerups on brawn, and Bentley's powerups on technology. Most powerups need to be assigned to a button, but some provide passive bonuses. Characters can unlock special upgrades by opening safes. To open a safe, the characters must determine the code to unlock it by collecting all the clue bottles hidden in the present hub world. Certain very valuable items can be found in the world and can be stolen and then sold at the safe house for a large amount of money; these valuables can range from portraits to vases. The game makes use for the optional USB microphone for the player to use the sound of their voice to distract and attract in-game enemies. This, in turn, adds a new twist to the stealth elements, as the player has to refrain from noises such as talking or coughing to avoid creating in-game noise. Plot Two years after defeating Clockwerk, Sly Cooper breaks into the Museum of Natural