Weapons

 
 

The Mega Man universe is littered with tons of weapons and items for the Blue Bomber to find. Along with the weapons he can collect from the robot bosses, there are several different kinds of recovery items and adapters. The first page will be broken up into 3 sections: (1) Recovery Items, (2) Adapters and (3) Misc. Page 2 will cover the Mega Man X weapons/items; page 3 will cover all the weapons collected from the robot bosses throughout the series; page 4 will deal exclusively with Mega Man 8 and Mega Man and Bass weapons. To see which of these items appear in which game, check out the manuals section.

 

-Recovery Items-

Small/Large Energy Pellets- These are used to recover lost energy in Mega Man's energy meter. The small ones recover 3 bars, while the large ones recover 1/3 of the whole meter.

Small/Large Weapon Energy- These recover the energy of the weapon Mega Man has currently selected. The amount they recover is equivalent to how much the energy pellets recover to the regular energy meter.

Robot Crystal- The first Mega Man was the only game to award points. Collecting these small crystals, contained within enemies, adds points to your total after defeating a stage.

1-Up- Collecting these gives Mega Man another life.

Yashici- Perhaps the rarest of all items in the history of Mega Man, this only appeared once in the first part. It recovers all of Mega Man's energy as well as all his weapon energy. It also awarded 100,000 points—the only game to award points.

Energy Tank- Using one of these will recover all the energy in Mega Man's meter. Depending the game, Mega Man can stock somewhere between 4 and 9 of these.

Weapon Tank- Using one of these will recover the the energy level of all of Mega Man's weapons. Their stock also depends on the game.

Mega Tank- These recover Mega Man's regular energy as well as the energy of all his weapons. The stock of this item is usually low.

Super Tank- These are basically the same as the Mega Tank. There's absolutely no difference. They, too, can only be held in a low stock.

Small Energy Tank- These don't do anything in particular; however, when 4 of these are collected, they become 1 regular energy tank.

 

-Adapters-

Magnet Beam- Found on Elec Man's stage in the first game, the Magnet Beam acts as a step for Mega Man to climb up. The longer the step created, the more energy it consumes.

Item-1- This item creates a platform that travels slowly upward, allowing the user to reach new heights. Each use drains a portion of energy.

Item-2- The predecessor to Rush Jet, this jet sled can be used to quickly travel over long gaps. Its energy decreases each second it's in use.

Item-3- This item is also known as the "Wall Walker," as it only travels upward after coming into contact with a wall. It goes much higher than Item-1, but it drains energy each second it's on the screen.

Rush Coil- Mega Man's canine pal beams in to assist Mega Man by becoming a trampoline, sending Mega Man almost 4-times more than his regular jump.

Rush Marine- Rush becomes a submarine for underwater travel. He can be controlled to a tee, though its energy drains pretty quickly.

Rush Jet- Rush becomes a jet to travel over huge gaps or areas too dangerous for regular travel. Again, its energy drains pretty quickly while in use. While it could be controlled to a tee in its first appearance, it could only be steered up and down in later parts.

Balloon Adapter- This creates a a moving platform that goes upward—very similar to Item-1.

Wire Adapter- This allows Mega Man to launch a grappling hook from his arm-cannon. It can only be launched upward, to help Mega Man reach high platforms.

Super Arrow- This item has 2 uses: (1) It can be stuck to a wall, acting as a step upward, or (2) it can act as a jet similar to Item-2 and Rush Jet. The arrow can also harm some enemies.

Beat- Activating Beat will have this attack bird fly around Mega Man, protecting him from any minor enemies that get in his way. Later in the series, he's used to rescue Mega Man when he falls into a pit.

Mega Arm- Mega Man receives this item in part 5 of the Game Boy series. It replaces the Mega-buster, allowing Mega Man to perform different tricks with it. It also appears in Mega Man 7.

Reach Item- This is an adapter for the Mega-arm; it allows Mega Man to reach items that are far away, pulling them in from long distances.

Grab Item- Another adapter for the Mega-arm, this allows Mega Man to grab and hit an enemy repeatedly.

Tango- Another of Mega Man's robotic friends. Tango acts as a combo of Rush and Beat.

Rush Power Armor- Rush transforms into an armor for Mega Man, allowing him to power up and unleash a powerful punch. Its energy is limitless, though it needs to be charged up. While activated, it prevents Mega Man from sliding.

Rush Jet Armor- Rush transforms into a jet pack for Mega Man to use. It can only go so high before it runs out of steam; however, it recharges itself when Mega Man is grounded.

Rush Super Adapter- Found in Mega Man 7, this armor combines the power of the earlier Rush Power and Jet armor, allowing Mega Man to fly and throw powerful punches.

 

-Miscellaneous-

/ Bolts/P-Chips- Both of these items serve the same purpose: They're collected and traded in to either Dr. Light or Auto in order for them to make items for Mega Man.

Energy Balancer- If purchased, this item will allow Mega Man to collect weapon energy while not currently having a weapon selected; it sorts the energy for him, giving it to the weapon with the lowest energy level.

Exit Velocity- This allows Mega Man to exit from a stage he's re-exploring—only after having defeated the boss of that stage.

Proto Shield- Given to Mega Man by his brother, this shield allows Mega Man to block enemy attacks and other projectiles.

Surprise Box- Found in Mega Man 3, these will produce a random item when hit, ranging from weapon energy to energy tanks of all kind.

Weapon Conserver- When purchased, it cuts the amount of energy used for weapons in half.

Beat Tablet- Collecting these tablets, anywhere from 4-10 of them (depending on the game), allows Dr. Light to finish creating Beat, who then joins Mega Man in battle.

Stardroid Crystals- 4 of the Stardroids hold each hold one of these. Collecting all 4 of them allows Mega Man to use the ultimate weapon.

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