Health, refills and support tools
Distinguish health pickups from weapon refills and protect the supplies needed for the fortress.
Original 1988 Famicom / 1989 NES game. Guides use the English NES cartridge with Normal and Difficult settings. The Game Boy Mega Man II, remakes and later movement abilities are outside this reference.
4 items · one picture per entry · open a picture for full size.
Item directory

Extra life
The head-shaped pickup adds a life. Reach it only when the jump and return route are clear; a risky detour can cost the life it offers.

Large health energy
This large health pickup restores Mega Man’s health meter. It helps sustain a stage attempt, while special-weapon meters need a different kind of refill.

Large weapon energy
This pickup replenishes the selected special weapon. Open the menu and equip the weapon that needs energy before walking into the dropped capsule.

Small weapon energy
The small capsule gives a smaller weapon refill. Gather several while rebuilding an important weapon supply, and do not expect it to restore health.
Every Mega Man 2 pickup
From the original 1988 NES game.
- Small and large life energy — restore health
- Small and large weapon energy — refill the selected special weapon
- 1-Up — extra life
- Energy Tank — stored full health refill, up to four
- Item-1 — rising platforms, from Heat Man
- Item-2 — jet sled, from Air Man
- Item-3 — wall-climbing platform, from Flash Man
Quick notes
- Collect the refill you actually need. Health pickups and weapon-energy pickups use different original sprites.
- Save Energy Tanks for an attempt that matters. An Energy Tank restores Mega Man’s health from the menu.
- Use numbered items as movement equipment. Item-1 creates rising platforms, Item-2 supplies a horizontal transport platform, and Item-3 climbs a wall.
Pause before collecting weapon energy so the correct special weapon receives the refill.
Picture details
Game artwork belongs to its respective rights holders.
