Power-up

Power-ups, also known as Gadgets, are a type of equipment that are prominent in all four main games of the Sly Cooper series. Sly Cooper—and from the second game on, Bentley and Murray—are capable of using power-ups. Power-ups vary from elaborate disguises to enhanced forms of attack or even nonlethal methods of escape. Most use a small amount of the Gadget Meter, which is located within the Thief Meter.

In Sly 2: Band of Thieves and Sly 3: Honor Among Thieves, Sly, Bentley and Murray all have their own distinct power-up menus called the "Gadget Grid," which can be accessed by pressing during gameplay. When brought up, most power-ups can be assigned to either, or  buttons. Others will have a specific button mapped to it, or simply be passive.

In Sly Cooper: Thieves in Time, many of the power-ups are more passive, but some can still be used actively, like using a smoke bomb, changing ammo types, or unlocking combos. Here, the Gadget Grid is now accessed by holding and will instead allow you to toggle between using variations of a specific type of power-up for each character; use  to toggle between the variants and release  to finalize the choice.

Sly Cooper and the Thievius Raccoonus power-ups

 * Vault power-ups

These power-ups are obtained by collecting the pages from the Thievius Raccoonus from the vaults scattered throughout the game. All active power-ups are mapped to, so after earning two active power-ups, they need to be toggled with or. Each active power-up is listed under its name on the toggle menu.


 * Dive – Sly dives forward while twirling his cane, attacking nearby enemies, before ending with a somersault. A later upgrade allows the dive to also be used in mid-air to slam into the ground, while also collecting nearby coins. Invented by Drake Cooper as the Fast Attack Dive, upgraded by Chris Cooper as the Dive Collection.
 * Roll – Sly rolls at high speeds. A later upgrade will cover Sly in an electric field during the roll that will attack nearby enemies. Invented by Sally Cooper as the Fast Getaway Raccoon Roll, upgraded by Kelle McCooper.
 * Slow – Slows down gameplay while in the air. A later upgrade allows gameplay to also be slowed down while on the ground. Invented by Dev Cooperinda as the Slow Motion Jump, upgraded by Matthew de la Coopeur as Perpetual Slow Motion.
 * Coin Magnet - Sly automatically collects nearby coins. A passive power-up. Invented by Karin Coopergiwa.
 * Mine – Sly throws his hat (and replaces it with a new one), at which point he can manually detonate it with his cane. Invented by Rob McCooper as the Explosive Hat.
 * Fast – Speeds up gameplay. Invented by B.F. Cooper as Speed Up the Clock.
 * Water Safety - Sly no longer takes damage from water. A passive power-up. Invented by Suzanne Cooper.
 * Decoy – Sly tosses a black cardboard cutout of himself to confuse enemies. Invented by Sir Andrew Cooper as the Thief Replica.
 * Computer Hacking - Allows Sly to bring up the info on every guard in sight while using the binocucom. A passive power-up. Invented by Bruce O'Coop.
 * Move While Staying Invisible - Upgrades the Invisibility move by allowing Sly to tiptoe while invisible. A passive power-up. Upgraded by Huckleberry Cooper.
 * Briefly Defy Gravity - Sly no longer takes damage from falling. A passive power-up. Invented by Sir Augustine Cooper.
 * Stun – Sly strikes the ground with his cane, causing all guards to freeze in time for a few seconds. Will not be available before completing the story. Invented by Colonel Reid Cooper as the Time Stopper.


 * Plot-essential power-ups

These power-ups are obtained after defeating each boss of the first four episodes. These are also from the pages of the Thievius Raccoonus, but these specific techniques are required to advance further in the game. Except for the last power-up, these power-ups are mapped to.


 * Ninja Spire Jump - Allows Sly to safely land on small points. Invented by Rioichi Cooper.
 * Raccoon Rail Walk/Rail Slide - Allows Sly to walk on rail-like structures. Some of these structures instead allow Sly to automatically slide to the other side. Invented by "Tennessee Kid" Cooper.
 * Invisibility - Allows Sly to turn invisible while standing still. Invented by Slytunkhamen Cooper.
 * Van Modification - Used to modify the Cooper Van by adding a turret for the top of the van and a battering ram for the front of the van. These modifications only come into play when controlling the Cooper Van in the last episode. Based on designs created by Otto van Cooper.

Sly

 * Smoke Bomb – Sly sets off a bomb that blocks the enemy's line of sight.
 * Combat Dodge – When fighting an enemy, Sly can perform dodges by pressing the assigned button.
 * Stealth Slide – A quiet and faster way to get around.
 * Alarm Clock – Sly throws an Alarm Clock, which distracts nearby enemies. Required to complete the game's story.
 * Paraglider – Allows Sly to launch a parachute while in the air. Required to complete the game's story.
 * Thief Reflexes – Slows down gameplay.
 * Silent Obliteration – Upgrades Sly's Stealth Slam into a silent and faster way of taking out enemies.
 * Feral Pounce – Allows Sly to jump longer distances than he can with a normal double jump.

Bentley

 * Trigger Bomb – A bomb that you can throw and detonate at any time.
 * Size Destabilizer – Activates the crossbow to make enemies shrink for a few seconds when hit.
 * Snooze Bomb – A bomb that will make guards around its blast fall asleep.
 * Adrenaline Burst – Bentley will immediately run faster than normal for a short period of time.
 * Health Extractor – Bentley will throw out a mine-like item, and activate it near a guard. The guard will be sucked up and a health pack will go to Bentley.
 * Hover Pack – Allows Bentley to temporarily use a jetpack.
 * Reduction Bomb – A bomb that makes guards around its blast shrink.
 * Temporal Lock – Freeze time around the guards temporarily.

Murray

 * Fists of Flame – Murray will clap into the air, turning his fists on fire. Any enemy hit will be killed instantly.
 * Turnbuckle Launch – By holding the assigned power-up button, Murray will jump higher.
 * Juggernaut Throw – Anything Murray throws explodes on impact. A passive ability.
 * Atlas Strength – Murray can jump and run while carrying a guard. A passive ability.
 * Raging Inferno Flop – A fiery Thunder Flop that kills guards.
 * Berserker Charge – Rush straight forward to scatter guards.
 * Guttural Roar – Roar out loud to scare guards.
 * Diablo Fire Slam – Murray slams a guard down to trigger a deadly firestorm.

Vault power-ups
These power-ups are unlocked by opening the safe in each area.


 * Knockout Dive – Sly dives into an enemy to knock them out while spinning his cane.
 * Insanity Strike – Sly creates a purple aura around his cane so whoever he hits attacks other guards.
 * Voltage Attack – Sly electrifies his cane so whenever he hits an enemy, they are shocked and die instantly.
 * Long Toss – Both Sly and Bentley will be able to toss gadgets farther. A passive ability.
 * Rage Bomb – Sly will throw a bomb that forces enemies caught in the explosion to attack other fellow guards.
 * Music Box – Sly will throw a music box onto the ground. Guards near it will fall asleep.
 * Lightning Spin – Sly will spin while doing a shockwave with his cane. The enemies nearby will be electrocuted and instantly die.
 * Shadow Power – Sly will turn invisible, but can't attack, pickpocket, or run.

Cheat code power-ups

 * Mega Jump – Gives Sly a very high jump. While it is initially exclusive to a mission in the game's story, it can be unlocked by pausing the game and entering     . Only works with 100% completion and must be re-activated after every loading screen.
 * TOM – Cartoon Network Toonami's mascot gadget. Attracts a guard's attention so that Sly can distract them. Identical in use to the Alarm Clock. Unlocked by pausing the game and entering.
 * Time Rush – Speeds up gameplay. Unlocked by pausing the game and entering.

Sly

 * Smoke Bomb - Sly sets off a bomb that blocks the enemy's line of sight.
 * Knockout Dive - Sly dives into an enemy to knock them out while spinning his cane.
 * Combat Dodge - When fighting an enemy, Sly can perform dodges by pressing the assigned button.
 * Paraglider - Allows Sly to launch a parachute while in the air. Required to complete the game's story.
 * Rocket Boots – An updated version of the Stealth Slide. Propels Sly forward with rockets, creating a faster yet silent way to move around, even uphill.
 * Silent Obliteration - Upgrades Sly's Stealth Slam into a silent and faster way of taking out enemies. Required to complete the game's story.
 * Feral Pounce - Allows Sly to jump longer distances than he can with a normal double jump.
 * Thief Reflexes - Slows down gameplay.
 * Shadow Power (level 1) - Sly will turn invisible, but can't attack, pickpocket, or run.
 * Shadow Power (level 2) – The evolution of the original Shadow Power, Sly now has the ability to use other power-ups, pickpocket, and attack while invisible.
 * Treasure Map – A map that guides Sly to treasure. Used during a mission in the game's story, and is also required for the various treasure hunt challenges.

Disguise power-ups
These power-ups are disguises used to fool the guards of a specific location. They are required to complete the game's story.


 * Venice disguise – Sly wears a disguise that fools the guards in Venice.
 * Photographer disguise - Sly wears a disguise that fools the guards in China.
 * Pirate disguise – Sly wears a disguise that fools the guards in Blood Bath Bay.

Charge Combos
These power-ups are charged attacks that Sly can use when not in stealth mode. They do not appear in the Gadget Grid.


 * Spin Attack (level 1) - Sly will charge up for a triple Spin Attack.
 * Spin Attack (level 2) - Sly will charge up a quadruple Spin Attack.
 * Spin Attack (level 3) - Sly will charge up a nonuple Spin Attack.
 * Push Attack (level 1) - Sly will charge up for a sliding cane push attack.
 * Push Attack (level 2) - Sly will charge up a stronger push attack.
 * Push Attack (level 3) - Sly will charge up an even stronger push attack.
 * Jump Attack (level 1) - Sly will charge up for a jumping cane uppercut.
 * Jump Attack (level 2) - Sly will charge up a stronger, electric jump attack.
 * Jump Attack (level 3) - Sly will charge up an explosive electric jump attack.

Cops and Robbers power-ups
These power-ups are available in the Cops and Robbers minigame by picking up a star.


 * Smoke Bomb - Drops a smoke bomb that forces Carmelita to stop and cough if she is nearby.
 * Mega Jump - Allows Sly to jump a great vertical distance.
 * Rocket Boots - Propels Sly forward with rockets, for faster movement.
 * Shield - Activates a force field around Sly that protects him from Carmelita's shock pistol.

Bentley

 * Trigger Bomb - A bomb that you can throw and detonate at any time.
 * Pick Pocket Pole – This is Bentley's device for pickpocketing. The Gadget Grid lists it as Fishing Pole. Required to complete the game's story.
 * Alarm Clock - Bentley throws an Alarm Clock, which distracts nearby enemies.
 * Adrenaline Burst - Bentley will immediately run faster than normal for a short period of time.
 * Health Extractor - Bentley will throw out a mine-like item, and activate it near a guard. The guard will be sucked up and a health pack will go to Bentley.
 * Insanity Strike - Bentley creates a purple aura around his wheelchair so whenever he hits an enemy, they attack other enemies.
 * Grapple-Cam – A camera with a speaker that can be used for distracting and attracting guards. It includes a grappling arm and a self-destruct feature; later on, it is upgraded with a turret. Required to complete the game's story.
 * Size Destabilizer - Activates Bentley's wheelchair to make enemies shrink for a few seconds when hit.
 * Rage Bomb - Bentley will throw a bomb that forces enemies caught in the explosion to attack other fellow guards.
 * Reduction Bomb - A bomb that makes guards around its blast shrink.
 * Hover Pack - Allows Bentley to follow up a jump with three bursts of jetpack fuel for higher and farther travel. Required to complete the game's story.

Murray

 * Aboriginal Ball Form – Murray curls into a ball and can roll or bounce around the map. The Gadget Grid lists it as Be the Ball. Required to complete the game's story.
 * Berserker Charge - Rush straight forward to scatter guards.
 * Juggernaut Throw - Anything Murray throws explodes on impact. A passive ability.
 * Guttural Roar - Roar out loud to scare guards.
 * Fists of Flame - Murray will clap into the air, turning his fists on fire. Any enemy hit will be killed instantly.
 * Temporal Lock - Freeze time around the guards temporarily.
 * Raging Inferno Flop - A fiery Thunder Flop that kills guards.
 * Diablo Fire Slam - Murray slams a guard down to trigger a deadly firestorm.

Carmelita (Cops and Robbers only)

 * Heatseeker - Fires heat-seeking missiles that home in on Sly.
 * Mega Jump - Allows Carmelita to jump a great vertical distance.
 * Hypnotize - Forces Sly into a temporary trance, leaving Sly vulnerable.
 * Teleport - Allows Carmelita to instantly teleport next to Sly.

Sly

 * Paraglider - Allows Sly to launch a parachute while in the air.
 * Cane Swat Combo - Allows Sly to follow up a swing with a more powerful ranged attack.
 * Mega Charge Attack - Allows Sly to perform an attack more powerful than the Cane Spin.
 * Silent Obliteration - Upgrades Sly's Stealth Slam into a silent and faster way of taking out enemies.
 * Rail Sprint - Allows Sly to sprint while on any rail.
 * Steerable Cane Spin - Allows Sly to steer his Cane Spin.
 * Smoke Bomb - Allows Sly to drop a smoke bomb.
 * Meter Recharger - Automatically recharges the Gadget Meter in the blink of an eye.
 * Run While Charging - Allows Sly to run while charging a Cane Spin.
 * Flash Bomb - Upgrades the Smoke Bomb to cover a wider area, last longer, and prevent affected guards from pursuing Sly.
 * Moving Pickpocket - Allows Sly to move while attempting to pickpocket.
 * Sprint While Charging - Allows Sly to sprint while charging.
 * Cane Push - Allows Sly to slide forward and push enemies with his cane.
 * Paraglider Dive Attack - Allows Sly to dive down and attack a target while paragliding.
 * Silent Sprint - Allows Sly to sprint without attracting nearby guards.
 * Air Smash - Upgrades the air dive attack.

Costume power-ups
Sly's Gadget Grid is used to toggle between the available costumes. To switch between the active costume and Sly's usual outfit, tap. They are required to complete the game's story.


 * Samurai Costume - Allows Sly to fool guards in Feudal Japan, deflect certain projectiles with a shield, and be immune to fire.
 * Jailbird Costume - Allows Sly to carry a heavy ball-and-chain that can be thrown to clear certain obstacles and stood on to safely traverse dangerous floors.
 * Sabertooth Costume - Allows Sly to play dead to fool guards and pounce on guards and certain posts from far away.
 * Archer Costume - Allows Sly to carry and shoot arrows with or without ropes attached.
 * Thief Costume - Allows Sly to slow down time around him and use a powerful scimitar.

Bentley
Bentley's Gadget Grid is used to toggle between the available types of ammo for his bombs and darts. The default ammo is Explosive Ammo, which gives Bentley access to explosive bombs and darts.


 * Sleep Ammo - Allows Bentley to shoot sleep darts and throw sleep bombs.
 * Adrenaline Burst - Allows Bentley to boost away from enemies.
 * Bomb Kick - Allows Bentley to kick a bomb forward before it detonates.
 * Shock Ammo - Allows Bentley to shoot shock darts and throw shock bombs.
 * Trigger Bomb - Bombs no longer detonate on their own, and must be triggered to explode.
 * Heat Seeking - Allows Bentley to drop a heat-seeking bomb.
 * Confusion Ammo - Allows Bentley to shoot darts and throw bombs that confuse enemies.
 * Multi Bomb - Allows Bentley to drop up to 5 bombs at a time.
 * Throwing Shield - A handy shield that automatically deploys whenever aiming bombs to protect Bentley from harm. Uses the Gadget Meter.
 * Bomb Blast v2.0 - Doubles the size of any bomb explosion.
 * Shrink Ammo - Allows Bentley to shoot shrink darts and throw shrink bombs.
 * Scorching Hover Pack - Allows Bentley to inflict damage from above while using the Hover Pack.
 * Bomb Drop v2.0 - Allows Bentley to boost while holding a bomb.
 * Bend it like Bentley - Allows Bentley to use Bomb Kick to kick a bomb directly towards a nearby target.
 * Homing Darts - Makes all darts home in on nearby enemies.
 * Meter Recharger - Automatically recharges the Gadget Meter in the blink of an eye.
 * Adrenaline Burst Plus - Upgrades Adrenaline Burst by allowing for an even longer boost.
 * Moving Pickpocket - Allows Bentley to continue moving during any pickpocket attempt.

Murray
Murray's Gadget Grid is used to toggle between the available pairs of gloves, which alter the effects of his punches. The default pair of gloves is called Gloved Punch, which has no special properties.


 * Elbo El Drop'o Combo - Allows Murray to follow up a punch with an elbow attack.
 * Mega Charge Attack - Allows Murray to perform an attack more powerful than the Fist Spin.
 * El Drop'o - Allows Murray to perform an airborne elbow drop.
 * Looty Shake - Allows Murray to steal loot from guards while pickpocketing, while also tripling the amount of coins taken with each shake.
 * Steerable Fist Spin - Allows Murray to steer his Fist Spin.
 * Clothesline - Allows Murray to clothesline opponents.
 * Juggernaut Throw - Anything Murray throws explodes on impact.
 * Fists of Flame - A pair of gloves that allows Murray to throw fiery punches.
 * Run While Charging - Allows Murray to run while charging a Fist Spin.
 * Raging Inferno Flop - An upgrade to the Thunder Flop that unleashes a fiery shockwave upon contact with the ground.
 * Light as a Feather - Allows Murray to sprint while carrying an item or guard.
 * Dukes of Dynamite - A pair of gloves that allows Murray to throw explosive punches.
 * Sprint While Charging - Allows Murray to sprint while charging a Fist Spin.
 * Clothesline a lo Macho - Upgrades the Clothesline by allowing a longer duration.
 * Diablo Fire Slam - Upgrades Murray's slam attack to unleash a fiery shockwave.
 * Licks of Lightning - A pair of gloves that allows Murray to throw electric punches.
 * Cuffs of Confusion - A pair of gloves that allows Murray to throw punches that confuse the enemy.
 * Meter Recharger - Automatically recharges the Gadget Meter in the blink of an eye.
 * Mega Stomp - Increases the range of Murray's stomp move, allowing items and guards to be picked up from farther away.
 * El Drop'o a lo Macho - Upgrades the El Drop'o by adding a damaging mini-shockwave upon impact with the ground.

Carmelita
Carmelita's Gadget Grid is used to toggle between the available types of ammo for her Shock Pistol. The default ammo is called Default Shot, which fires a single shot with no special properties.


 * Super Jump - Allows Carmelita to charge up a very high jump.
 * Charge Shot - A type of Shock Pistol ammo that allows Carmelita to unleash a much stronger shot by first charging the pistol.
 * Stun Shot - A type of Shock Pistol ammo that allows Carmelita to stun enemies.
 * Triple Shot - A type of Shock Pistol ammo that allows Carmelita to fire three spread projectiles per shot.
 * Auto Fire - A type of Shock Pistol ammo that allows Carmelita to continuously fire shots.