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  .: ORIGINAL SERIES :.
 - Megaman
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     .: ZERO SERIES :.
 - Megaman Zero




ITEMS

Megaman's Items
Extra Life
Cost: 50 Bolts
Gives megaman an extra life.
Spare Extra
Cost: 120 Bolts
When megaman picks up a weapon capsule, the weapon with the lowest energy will be refilled.
Exit Device
Cost: 50 Bolts
Exits a stage that you have cleared already.
Spike Saver
Cost: 10 Bolts
Don't lose a life once you touch a spike.
TV Phone
Cost: 100 Bolts
Roll will give you a insight of the stage that your in.
Surprise Shell
Cost: 60 Bolts
The surprise shell will be in the stage somewhere, it'll give you a power-up..
Weakness Detector
Cost: 50 Bolts
Roll will tell you the weakness of the boss in the stage.
Super Recover
Cost: 200 Bolts
When Megaman picks up a energy capsule, it'll heal more health than normal.
Critical Boost
Cost: 200 Bolts
Megaman's buster attack will become stronger when his health is low.
Auto Charge
Cost: 50 Bolts
Megaman's buster will charge up automatically without holding the fire button.
Generator
Cost: 200 Bolts
Megaman's weapons would take less energy to use them.
Energy Transfer
Cost: 300 Bolts
When Megaman receives damage, the damage will be converted to weapon energy that would fill up your special weapons.
Shield Boost
Cost: 300 Bolts
Megaman will receive less damage than normal.
Auto Recover
Cost: 450 Bolts
Megaman's energy would be slowly regained by standing still.
Heavy Charge
Cost: 150 Bolts
Megaman's buster would charge up faster than normal.
CD Finder
Cost: 300 Bolts
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..
Scanner
Cost: 100 Bolts
Roll will tell you how many CDs are left in the stage.
Beat
Cost: 300 Bolts
Megaman won't take any damage at all from enemies.
Eddie
Cost: 150 Bolts
Eddie will give Megaman random power-ups.
Rush Search
Cost: 100 Bolts
Rush would appear and dig the ground to try to find some useful items.


Bass's Items
Extra Life
Cost: 50 Bolts
Gives forte an extra life.
Spare Extra
Cost: 120 Bolts
When forte picks up a weapon capsule, the weapon with the lowest energy will be refilled.
Exit Device
Cost: 50 Bolts
Exits a stage that you have cleared already.
Spike Saver
Cost: 10 Bolts
Don't lose a life once you touch a spike.
TV Phone
Cost: 100 Bolts
Roll will give you a insight of the stage that your in.
Surprise Shell
Cost: 60 Bolts
The surprise shell will be in the stage somewhere, it'll give you a power-up..
Weakness Detector
Cost: 50 Bolts
Roll will tell you the weakness of the boss in the stage.
Super Recover
Cost: 200 Bolts
When Forte picks up a energy capsule, it'll heal more health than normal.
Critical Boost
Cost: 200 Bolts
Forte's buster attack will become stronger when his health is low.
Horizontal Slider
Cost: 100 Bolts
Forte's dash will travel farther than normal.
Super Booster
Cost: 100 Bolts
Forte will climb ladders faster than normal.
Generator
Cost: 200 Bolts
Forte's weapons would take up less energy when they are used.
Energy Transfer
Cost: 300 Bolts
Damage done to Forte would be converted to weapon energy.
Shield Boost
Cost: 300 Bolts
Damage done to Forte would be reduced.
Super Shot
Cost: 300 Bolts
Forte's buster would do alot more damage and his buster shots would become bigger.
Hyper Shot
Cost: 300 Bolts
Forte's buster shots are weaker, but it'll make up by making the buster shots able to go through the walls.
Scanner
Cost: 100 Bolts
Roll would tell you how much more CDs are in the stage.
Gospel
Cost: 200 Bolts
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.




Zero Forever
Stage-Zero
Megaman Designs
The Dragon Ball Z Cave
Megaman Ayla
Megaman X Zero Hour
Megaman: The Rush Index
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