Each sub-section of a lair contains a number of clue bottles that, when collected, allow Sly to access a safe in the level that contains a page from the Thievius Raccoonus. These pages grant Sly new moves to aid in movement, stealth, or combat, such as creating a decoy or dropping an explosive hat. Defeating each of the bosses also gives Sly moves, and these abilities are typically necessary to pass later levels. Coins are scattered about the levels and are also generated by defeating enemies or destroying objects. For every 100 coins collected, Sly gains a lucky horseshoe that is the color blue and when you have two horseshoes, it turns to gold. It will allow him to take extra hits, or if he currently has one, an extra life. If Sly collapses and loses a life, the current sub-level will be restarted or at a special "repeater" that acts as a checkpoint; if the player loses all of Sly's lives, they must restart that bosses' lair from the beginning. Besides the regular gameplay, there are mini-games that include driving levels (based on Murray), shooting levels to protect Murray as he ascends certain levels, and a cyber-tank game representing a hacking attempt by Bentley. One notable boss battle includes a rhythm-based sequence similar to "Dance Dance Revolution".