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Extra Life
Cost: 50 Bolts
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Gives megaman an extra life. |
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Spare Extra
Cost: 120 Bolts
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When megaman picks up a weapon capsule, the weapon with the lowest energy will be refilled. |
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Exit Device
Cost: 50 Bolts
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Exits a stage that you have cleared already. |
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Spike Saver
Cost: 10 Bolts
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Don't lose a life once you touch a spike. |
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TV Phone
Cost: 100 Bolts
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Roll will give you a insight of the stage that your in. |
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Surprise Shell
Cost: 60 Bolts
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The surprise shell will be in the stage somewhere, it'll give you a power-up.. |
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Weakness Detector
Cost: 50 Bolts
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Roll will tell you the weakness of the boss in the stage. |
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Super Recover
Cost: 200 Bolts
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When Megaman picks up a energy capsule, it'll heal more health than normal. |
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Critical Boost
Cost: 200 Bolts
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Megaman's buster attack will become stronger when his health is low. |
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Auto Charge
Cost: 50 Bolts
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Megaman's buster will charge up automatically without holding the fire button. |
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Generator
Cost: 200 Bolts
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Megaman's weapons would take less energy to use them. |
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Energy Transfer
Cost: 300 Bolts
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When Megaman receives damage, the damage will be converted to weapon energy that would fill up your special weapons. |
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Shield Boost
Cost: 300 Bolts
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Megaman will receive less damage than normal. |
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Auto Recover
Cost: 450 Bolts
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Megaman's energy would be slowly regained by standing still. |
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Heavy Charge
Cost: 150 Bolts
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Megaman's buster would charge up faster than normal. |
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CD Finder
Cost: 300 Bolts
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When you see a sparkle, it'll mean that a CD is in there. You can only use the Rush Search to get the CD from the ground.. |
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Scanner
Cost: 100 Bolts
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Roll will tell you how many CDs are left in the stage. |
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Beat
Cost: 300 Bolts
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Megaman won't take any damage at all from enemies. |
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Eddie
Cost: 150 Bolts
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Eddie will give Megaman random power-ups. |
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Rush Search
Cost: 100 Bolts
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Rush would appear and dig the ground to try to find some useful items. |
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Extra Life
Cost: 50 Bolts
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Gives forte an extra life. |
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Spare Extra
Cost: 120 Bolts
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When forte picks up a weapon capsule, the weapon with the lowest energy will be refilled. |
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Exit Device
Cost: 50 Bolts
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Exits a stage that you have cleared already. |
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Spike Saver
Cost: 10 Bolts
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Don't lose a life once you touch a spike. |
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TV Phone
Cost: 100 Bolts
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Roll will give you a insight of the stage that your in. |
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Surprise Shell
Cost: 60 Bolts
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The surprise shell will be in the stage somewhere, it'll give you a power-up.. |
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Weakness Detector
Cost: 50 Bolts
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Roll will tell you the weakness of the boss in the stage. |
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Super Recover
Cost: 200 Bolts
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When Forte picks up a energy capsule, it'll heal more health than normal. |
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Critical Boost
Cost: 200 Bolts
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Forte's buster attack will become stronger when his health is low. |
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Horizontal Slider
Cost: 100 Bolts
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Forte's dash will travel farther than normal. |
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Super Booster
Cost: 100 Bolts
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Forte will climb ladders faster than normal. |
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Generator
Cost: 200 Bolts
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Forte's weapons would take up less energy when they are used. |
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Energy Transfer
Cost: 300 Bolts
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Damage done to Forte would be converted to weapon energy. |
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Shield Boost
Cost: 300 Bolts
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Damage done to Forte would be reduced. |
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Super Shot
Cost: 300 Bolts
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Forte's buster would do alot more damage and his buster shots would become bigger. |
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Hyper Shot
Cost: 300 Bolts
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Forte's buster shots are weaker, but it'll make up by making the buster shots able to go through the walls. |
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Scanner
Cost: 100 Bolts
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Roll would tell you how much more CDs are in the stage. |
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Gospel
Cost: 200 Bolts
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Forte and Gospel will both fuse together to become an even stronger robot which is able to fly around and shoot 3 buster shots at once. |