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Mega Man 11 eGuide
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Contents

  • Story and Characters
    • Plot
    • Mega Man
    • Dr. Light
    • Dr. Wily
    • Roll
    • Auto
  • Dr. Light’s Lab: Support Items and Parts
    • Overview
    • Unlocking Items
    • Screw Hunting
    • Support Items
    • Parts
  • gameplay
    • Controls
    • Item Drops
    • Support Items
    • Upgrade Parts
    • Double Gear System
    • Weapons
  • Stages
    • Difficulty
    • Speed Gear
    • Replaying Stages
    • Trophies and Achievements
  • Robot Master Block Man
    • Overview
    • Mystery Chip
    • Mid-Boss: Totemer
    • Mid-Boss: Totemer 2
    • Robot Master: Block Man
    • Get Equipped With: Block Dropper
  • Robot Master Acid Man
    • Overview
    • Mystery Chip
    • Recommended Gear
    • Mid-Boss: Cyclone W
    • Robot Master: Acid Man
    • Get Equipped With: Acid Barrier
  • Robot Master Impact Man
    • Overview
    • Mystery Chip
    • Recommended Gear
    • Mid-Boss: Pickman Digger
    • Robot Master: Impact Man
    • Get Equipped With: Pile Driver
  • Robot Master Bounce Man
    • Overview
    • Mystery Chip
    • Recommended Gear
    • Mid-Boss 1: Frog Balloon
    • Mid-Boss 2: Frog Balloon
    • Robot Master: Bounce Man
    • Get Equipped With: Bounce Ball
    • Get Equipped With: Rush Jet
  • Robot Master Fuse Man
    • Overview
    • Mystery Chip
    • Recommended Gear
    • Mid-Boss: Dread Spark
    • Robot Master: Fuse Man
    • Get Equipped With: Scramble Thunder
  • Robot Master Tundra Man
    • Overview
    • Mystery Chip
    • Recommended Gear
    • Mid-Boss: Mecha-Mammostal
    • Robot Master: Tundra Man
    • Get Equipped With: Tundra Storm
  • Robot Master Torch Man
    • Overview
    • Mystery Chip
    • Recommended Gear
    • Mid-Boss: Sparkey
    • Robot Master: Torch Man
    • Get Equipped With: Blazing Torch
  • Robot Master Blast Man
    • Overview
    • Mystery Chip
    • Recommended Gear
    • Mid-Boss: Thrill Twins
    • Robot Master: Blast Man
    • Get Equipped With: Chain Blast
    • Gear Fortress
  • Gear Fortress 1
    • Overview
    • Mystery Chip
    • Recommended Gear
    • Boss: Yellow Devil MK-III
  • Gear Fortress 2
    • Overview
    • Mystery Chip
    • Recommended Gear
    • Boss: Mawverne
  • Gear Fortress 3
    • Overview
    • Mystery Chip
    • Recommended Gear
  • Gear Fortress 4
    • Overview
    • Mystery Chip
    • Recommended Gear
    • Boss: Wily Machine No. 11
    • Boss: Wily Machine No. 11 (final form)
  • Challenges
    • Overview
    • Time Attack
    • Jump Saver
    • Buster Breakdown
    • Score Attack
    • Medal Collector
    • Playground
    • Playground: Mid-Bosses
    • Playground: Bosses
    • Balloon Rush
    • Balloon Rush: Block Man’s Stage
    • Balloon Rush: Acid Man’s Stage
    • Balloon Rush: Blast Man’s Stage
    • Balloon Rush: Fuse Man’s Stage
    • Balloon Rush: Bounce Man’s Stage
    • Balloon Rush: Torch Man’s Stage
    • Balloon Rush: Impact Man’s Stage
    • Balloon Rush: Tundra Man’s Stage
    • Balloon Rush: Gear Fortress Stage 1
    • Balloon Rush: Gear Fortress Stage 2
    • Boss Rush
    • Boss Rush 2
    • Dr. Light’s Trial
    • Dr. Light’s Endless Trial
    • Dr. Light’s Trial Maps
  • Enemy Gallery
    • Overview
    • Mid-Boss Damage Chart
    • Boss Damage Chart
  • Achievements and Trophies
    • Overview
  • Behind the Scenes of Mega Man 11
    • with Game Director, Koji Oda and Producer, Kazuhiro Tsuchiya
  • 30 Years of the blue Bomber
    • A Visual History
  • The Genesis of Rockman
    • Overview
    • Mega Man
    • Designing a Better Balance
  • Mega Man
    • Introduction
    • Overview
    • Box Art
    • Marketing
    • ROBOT MASTERS
    • Bosses
  • Mega Man 2
    • Introduction
    • Box Art
    • Transport Items
    • Bosses
    • ROBOT MASTERS
    • Special Weapons
    • Enemies
    • Wiley Stages
    • Marketing
  • Mega Man 3
    • Introduction
    • BOx Art
    • ROBOT MASTERS
    • Bosses
    • Special Weapons
    • New Character: Proto man
    • New Move: Slide
    • New Character: Rush
  • Mega Man 4
    • Introduction
    • Box Art
    • Bosses
    • ROBOT MASTERS
    • Special Weapons
    • BALLOON AND WIRE
    • EDDIE (AKA EDDY/FLIP-TOP)
    • Marketing
  • Mega Man 5
    • Introduction
    • Box Art
    • Bosses
    • ROBOT MASTERS
    • Special Weapons
    • Robot Master Stages
    • BEAT
    • SUPER ARROW
    • Marketing
  • Mega Man 6
    • Introduction
    • Box Art
    • Bosses
    • ROBOT MASTERS
    • Special Weapons
    • RUSH JET ADAPTER
    • RUSH POWER ADAPTER
    • Marketing
  • Mega Man 7
    • Introduction
    • Box Art
    • Marketing
    • ROBOT MASTERS
    • Bosses
    • New Characters
    • New Features
    • Special Weapons
  • Mega Man 8
    • Introduction
    • Box Art
    • Marketing
    • ROBOT MASTERS
    • Bosses
    • New Character: Duo
  • Mega Man 9
    • Introduction
    • Box Art
    • ROBOT MASTERS
    • Bosses
    • New Feature: Play as Proto Man
    • Marketing
    • Special Weapons
  • Mega Man 10
    • Introduction
    • Box Art
    • Marketing
    • ROBOT MASTERS
    • Special Weapons
    • Bosses
    • New Feature: Play as Bass
    • DLC
  • More Blue Bomber
    • The Game Boy Games
    • Mega Man Powered Up
    • Mega Man & Bass
    • Mega Man: Battle & Chase
    • Super Adventure Rockman
    • Mega Man Soccer
    • Street Fighter X Mega Man
  • Mega Man X
    • Overview
    • The Journal of Dr. Cain
    • Characters
    • Select Your Stage
  • Mega Man Legends
    • Overview
    • CHARACTERS
    • CHARACTER GALLERY
    • Enemy GALLERY
    • Story
  • Mega Man Battle Network
    • Overview
    • Story
    • Characters
    • CHARACTER GALLERY
    • Enemy GALLERY
  • Mega Man Zero
    • Overview
    • STORY
    • CHARACTERS
    • CHARACTER GALLERY
    • Enemy GALLERY
  • Mega Man ZX
    • Overview
    • Story
    • Mega Man ZX Boss GALLERY
    • Mega Man ZX Advent Boss GALLERY
  • Mega Man Star Force
    • Overview
    • STORY
    • CHARACTERS
    • CHARACTER GALLERY
    • Enemy GALLERY
  • Fighting Games
    • Overview
    • Mega Man: The Power Battle
    • Guest Appearances
  • Mega Man in Media
    • Overview
    • Captain N: The Game Masters
    • Mega Man TV Series
    • Mega Man NT Warrior
    • Mega Man: Fully Charged
    • Rap and Opera
    • Archie Comics
  • Mega Fans
    • Overview
    • Mega Man 2 by Gibbs Rainock
    • MEGA by djkopet
    • Mega Man Zero by Dododoro
    • Mega Man! by Edwin Huang
    • Mega Man by Mike Bowden
    • Mega Man: The Server Is Down by Mike Henry
    • GOD OF ROCK by Paparaya
    • Rockman 30th by Susumu Kuroi
    • Neon Mega Man by Tyson Hesse
    • Mega Man Suave by Sketchcraft
    • Mega Man Redesign and Mega Man X Redesign by Vicente Valentine
    • Mega Man, Tron Bonne, and Roll Caskett by Genzoman
  • Bonus Excerpt
    • from UDON’s Mega Man 2 Mastermix Comic!

Mega Man 11 Guide › Dr. Light’s Lab: Support Items and Parts

Parts

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

Auto Charge Chip Manual

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…

Buster Plus Chip Manual

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.

Energy Dispenser Manual

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

Power Shield Manual

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.

Shock Absorber Manual

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

Energy Balancer Manual

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.

Energy Balancer Neo Manual

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.

Speed Gear Booster Manual

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!

Spike Boots Manual

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.

Screw Catcher Manual

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.

Energy Catcher Manual

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.

Capsule Catcher Manual

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.

Cooling System Manual

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.

Cooling System ∞ Manual

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.

Awakener Chip Manual

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.

Mystery Chip Auto

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

Gear Fortress 01

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

Gear Fortress 02

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

Gear Fortress 03

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

Gear Fortress 04

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

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