Dr. Light is continually creating new parts with a variety of effects for Mega Man to use. These parts can be toggled on and off in the Menu screen at any time. The only three that are set permanently upon purchase are the Buddy Call Plus, Tank Container, and Mystery Chip.
Parts: Offense
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Auto Charge Chip | Manual |
|---|---|---|
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Auto-charges the Mega Buster. Shooting normally while charging will reset the charge process. |
01 |
Notes: Auto-charging can be as much of a hindrance as a help. If you’re just playing casually, having a Charge Shot ready at almost all times is great. But for more precise play, you’ll either need to time your regular shots before the charge is complete, or avoid this part and hold the button as needed like they used to do in the old days…
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Buster Plus Chip | Manual |
|---|---|---|
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Increases the Mega Buster’s energy output. Makes shots a little bigger, so they’re more likely to hit enemies. |
01 |
Prerequisite: Fire 500 Buster shots—includes standard, Charge, etc. (Newcomer: 250)
Notes: The Buster Plus Chip increases the size of all Buster shot types by 50 percent. While it doesn’t increase damage, the added size of each shot is still quite useful. Purchase this right away. You can start any stage, spam 500 standard Buster shots in a few minutes, and then return to Dr. Light’s Lab and it will be available to buy.
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Energy Dispenser | Manual |
|---|---|---|
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An item aimed at master players, this reduces your energy gauge but makes the ace-in-the-hole “Double Gear” technique available immediately. |
01 |
Notes: With the Energy Dispenser enabled, Mega Man’s maximum health will always be set to 8 (four bars on the Energy Gauge). This allows for the Double Gear technique to be activated at all times (barring the overheating cooldown period). It also makes Mega Man extremely susceptible to sudden death from many of the game’s enemies and hazards.
Parts: Defense
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Power Shield | Manual |
|---|---|---|
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Lessens the amount you are pushed back when you take damage. |
01 |
Prerequisite: Receive 200 damage total (Newcomer: 100).
Notes: The Power Shield is most useful for saving Mega Man from being knocked off small platforms and into bottomless pits. Less knockback also means a faster recovery.
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Shock Absorber | Manual |
|---|---|---|
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Negates the recoil when firing a high-powered Mega Buster shot. |
01 |
Notes: The Shock Absorber applies to Double Shots (Charge Shots used when the Power Gear or Double Gear is active). This is useful as early as the first stage (Block Man), where it can prevent Mega Man from recoiling into the mid-boss, among other dangers.
Parts: Utility
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Energy Balancer | Manual |
|---|---|---|
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Automatically recharges the weapon with the least energy when you pick up a weapon capsule with the Mega Buster equipped. |
01 |
Notes: For 100 Screws this is a great convenience item, though the Energy Balancer Neo is the far superior part.
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Energy Balancer Neo | Manual |
|---|---|---|
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Recharges all weapons when you pick up a weapon capsule. |
01 |
Prerequisite: Purchase the Energy Balancer.
Notes: This is a must-have part, especially for later in the game when you have a variety of Special Weapons to use. Combined with the Capsule Catcher, your weapon energy should hopefully never go empty unless you’re spamming Special Weapons on every enemy you see.
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Speed Gear Booster | Manual |
|---|---|---|
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Allows you to move at normal speed while using the Speed Gear. |
01 |
Prerequisite: Use the Speed Gear 50 times (Newcomer: 25).
Notes: Certain platforming sections in the game require the use of the Speed Gear. By equipping the Booster, you’ll have a sizable advantage over enemies and the environment every time you fire up the Speed Gear. Being able to get from point A to point B faster also equates to less Gear gauge usage. Overall, this part is very useful!
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Spike Boots | Manual |
|---|---|---|
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Adds grip-enhancing spikes to the soles of your boots, making you less likely to slip on icy surfaces. |
01 |
Notes: The Spike Boots reduce sliding by 50 percent, and are basically mandatory for Tundra Man’s stage.
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Screw Catcher | Manual |
|---|---|---|
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Makes Screws appear more frequently in stages. |
01 |
Prerequisite: Sold on Saturdays.
Notes: With the Screw Catcher enabled, there is a 30 percent chance that items dropped from enemies will be Screws, with a 50/50 chance of that Screw being small or large.
Play the game on a Saturday or set your system’s clock to a Saturday in order to unlock this part.
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Energy Catcher | Manual |
|---|---|---|
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Makes energy pellets appear more frequently in stages. |
01 |
Prerequisite: Reach a game-over 10 times (Newcomer: 0).
Notes: With the Energy Catcher enabled, there is a 30 percent chance that items dropped from enemies will be recovery items, with a 50/50 chance of the energy pellets being small or large.
Unlock the Energy Catcher at the game’s start by repeatedly dying on purpose and restarting the stage 10 times. You can combine this with unlocking the Shock Guard and Power Shield if you’re feeling especially productive.
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Capsule Catcher | Manual |
|---|---|---|
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Makes weapon capsules appear more frequently in stages. |
01 |
Prerequisite: Deplete the Special Weapon or Rush Energy Gauge 30 times (Newcomer: 15).
Notes: With the Capsule Catcher enabled, there is a 30 percent chance that items dropped from enemies will be a weapon capsule, with a 50/50 chance of that capsule being small or large.
It’s possible to unlock this part before obtaining your first Special Weapon by entering a stage, repeatedly using Rush Coil until the Energy Gauge is empty, then restarting the stage. Note that Rush Coil’s energy depletes only if you jump on Rush.
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Cooling System | Manual |
|---|---|---|
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Provides more efficient heat removal, so the gear gauge recharges faster. |
01 |
Prerequisite: Use the Double Gear system 100 times (Newcomer: 50).
Notes: The Cooling System reduces gear gauge cooldown time by 50 percent, allowing you to use Double Gear twice as often.
This is a high-value item worth getting immediately. Like most other lab items with prerequisites, you can unlock the Cooling System at the start of the game. Simply enter a stage and rapidly toggle the Power and Speed Gears on and off. During this process, you should also unlock the Speed Gear Booster naturally.
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Cooling System ∞ | Manual |
|---|---|---|
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Allows you to use the Speed Gear and Double Gear without expending the gear gauge. |
01 |
Prerequisite: Defeat Dr. Wily
Notes: Despite the in-game description, the Cooling System ∞ allows you to use both the Speed Gear and the Power Gear infinitely until manually deactivated. The Double Gear will still run out normally, but Mega Man will not overheat, allowing it to instantly be reactivated. This is one of the game’s two most powerful parts, which is why it’s only available after you defeat Dr. Wily.
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Awakener Chip | Manual |
|---|---|---|
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Unlocks some of Mega Man’s hidden potential. All weapons can be used without expending weapon energy. |
01 |
Prerequisite: Defeat Dr. Wily
Notes: As advertised, Special Weapons can be used infinitely. Combined with the Cooling System ∞, even Superhero difficulty should be a breeze.
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Mystery Chip | Auto |
|---|---|---|
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A mysterious device that provides a special bonus when you complete a stage in a short time. |
01 |
Notes: If you’d like to unlock an accelerated number of Screws the old-fashioned way (instead of grinding Screws in Block Man’s stage), the Mystery Chip provides a bonus amount of Screws each time you clear a stage. If you clear the stage particularly quickly, the bonus amount is doubled!
Check out the Mystery Chip section at the start of each stage’s walkthrough to see the target times and bonus rewards.
Mystery Chip Bonus Screws
| Stage Name | Difficulty | Base Time | Fastest | Standard | ||
|---|---|---|---|---|---|---|
| Clear Time (s) | Screws | Clear Time (s) | Screws | |||
|
Block Man |
Newcomer |
7:30 |
0-450 |
1000 |
450+ |
500 |
|
Casual |
5:00 |
0-300 |
1000 |
300+ |
500 |
|
|
Normal |
5:00 |
0-300 |
500 |
300+ |
250 |
|
|
Superhero |
5:00 |
0-300 |
500 |
300+ |
250 |
|
|
Acid Man |
Newcomer |
9:00 |
0-540 |
1000 |
540+ |
500 |
|
Casual |
6:00 |
0-360 |
1000 |
360+ |
500 |
|
|
Normal |
6:00 |
0-360 |
500 |
360+ |
250 |
|
|
Superhero |
6:00 |
0-360 |
500 |
360+ |
250 |
|
|
Impact Man |
Newcomer |
7:30 |
0-450 |
1000 |
450+ |
500 |
|
Casual |
5:00 |
0-300 |
1000 |
300+ |
500 |
|
|
Normal |
5:00 |
0-300 |
500 |
300+ |
250 |
|
|
Superhero |
5:00 |
0-300 |
500 |
300+ |
250 |
|
|
Bounce Man |
Newcomer |
12:45 |
0-765 |
1000 |
765+ |
500 |
|
Casual |
8:30 |
0-510 |
1000 |
510+ |
500 |
|
|
Normal |
8:30 |
0-510 |
500 |
510+ |
250 |
|
|
Superhero |
8:30 |
0-510 |
500 |
510+ |
250 |
|
|
Fuse Man |
Newcomer |
8:20 |
0-495 |
1000 |
495+ |
500 |
|
Casual |
5:30 |
0-330 |
1000 |
330+ |
500 |
|
|
Normal |
5:30 |
0-330 |
500 |
330+ |
250 |
|
|
Superhero |
5:30 |
0-330 |
500 |
330+ |
250 |
|
|
Tundra Man |
Newcomer |
6:45 |
0-405 |
1000 |
405+ |
500 |
|
Casual |
4:30 |
0-270 |
1000 |
270+ |
500 |
|
|
Normal |
4:30 |
0-270 |
500 |
270+ |
250 |
|
|
Superhero |
4:30 |
0-270 |
500 |
270+ |
250 |
|
|
Torch Man |
Newcomer |
6:45 |
0-405 |
1000 |
405+ |
500 |
|
Casual |
4:30 |
0-270 |
1000 |
270+ |
500 |
|
|
Normal |
4:30 |
0-270 |
500 |
270+ |
250 |
|
|
Superhero |
4:30 |
0-270 |
500 |
270+ |
250 |
|
|
Blast Man |
Newcomer |
8:20 |
0-495 |
1000 |
495+ |
500 |
|
Casual |
5:30 |
0-330 |
1000 |
330+ |
500 |
|
|
Normal |
5:30 |
0-330 |
500 |
330+ |
250 |
|
|
Superhero |
5:30 |
0-330 |
500 |
330+ |
250 |
|
|
Newcomer |
8:00 |
0-480 |
1400 |
480+ |
700 |
|
|
Casual |
5:20 |
0-320 |
1400 |
320+ |
700 |
|
|
Normal |
5:20 |
0-320 |
700 |
320+ |
350 |
|
|
Superhero |
5:20 |
0-320 |
700 |
320+ |
350 |
|
|
Newcomer |
8:45 |
0-525 |
1400 |
525+ |
700 |
|
|
Casual |
5:50 |
0-350 |
1400 |
350+ |
700 |
|
|
Normal |
5:50 |
0-350 |
700 |
350+ |
350 |
|
|
Superhero |
5:50 |
0-350 |
700 |
350+ |
350 |
|
|
Newcomer |
9:45 |
0-585 |
1400 |
585+ |
700 |
|
|
Casual |
6:30 |
0-390 |
1400 |
390+ |
700 |
|
|
Normal |
6:30 |
0-390 |
700 |
390+ |
350 |
|
|
Superhero |
6:30 |
0-390 |
700 |
390+ |
350 |
|
|
Newcomer |
5:35 |
0-337 |
1400 |
337+ |
700 |
|
|
Casual |
3:45 |
0-225 |
1400 |
225+ |
700 |
|
|
Normal |
3:45 |
0-225 |
700 |
225+ |
350 |
|
|
Superhero |
3:45 |
0-225 |
700 |
225+ |
350 |
|