Chip Upgrades Guide
The Chip Upgrades Guide deals with the immense upgrade system present in X8. Building from the upgrade system introduced in X7, this time you'll be required to collect monetary items known as Metals to develop upgrades for each character. Read on for a comprehensive list of all the upgrades, how to develop them and the effects they have.
Chip upgrades
Mega Man X7 introduced a new upgrading system allowing players to enhance the Hunter's abilities individually. X8 furthers this idea, but this time there won't be stranded Reploids to rescue. Instead, you'll find a R&D (Research & Development) Lab at the Hunter base where you can develop new chip enhancements. Each upgrade will cost a certain amount of Metals - small minerals dropped by defeated enemies - and you'll need to track down hidden Rare Metals scattered about to access the strongest upgrades.
You'll quickly discover that the chips offering the strongest abilities (Double Barrier, for example) are quite dear and require deep pockets (although you're not actually 'paying' for the chips, the Metals are used to create them) so saving up for them can take some time. Listed here are the different colored Metals dropped by enemies and what each is worth:
Blue: 1 · Yellow: 5 · Red: 50 · Purple: 500
Each defeated boss will also drop a Metal, worth 3000. Saving up Metals can take a sizeable chunk of your time, so one decent way to save up is to replay the game a few times via the New Game + feature as developed chips will persist through each run. If you'd rather stick it out and save up the old fashioned way, try replaying the Central White Intermission as it's possible to score more than 2500 Metals with each run. Also try using Axl's Ray Gun while chasing the giant Mechaniloid in the Metal Valley as it'll drop red Metals worth 50 each with every few hit.
Two of the Rare Metals hidden in the game can also help you raise Metals, as one will give you a 10% discount on all chip development, while the other automatically generates Metals while the Hunters simply walk around. Each Hunter has their own group of chips, while a fourth category applies to all the characters. Once you've unlocked each Navigator as a playable character, press Special Weapon on the Chip Development screen to bring up a list of their upgrades, which you'll notice match their Hunter counterpart (Alia - X, Layer - Zero, Pallette - Axl). When you locate a Rare Metal which gives a chip to a specific Hunter, the matching Navigator will also have that chip available to develop.
When you locate a Rare Metal a 'NEW' indicator will notify you of it so you won't have to cycle through the menus searching for the new chip. There's also an option to delete a developed chip (found at the base of the All category) but there isn't really any incentive to delete a chip, as once it's gone you'll lose the effect it gave and won't be refunded the Metals it cost. Below you'll find a complete list of all the chips in the game along with their regular cost, discounted cost, Rare Metal location (if applicable) and the effect and requirements. For Rare Metals (indicated by a ), click on the stage's name to jump over to the Items Guide for directions to find it.
All characters | Cost: | Discount: | Location: | Effect & Requirements: | |
---|---|---|---|---|---|
Life Bottle Half | 50 | 45 | N/A | Fills a single character's life energy by 50%. | |
Life Bottle Full | 150 | 135 | Metal Valley | Fills up a single character's life energy to maximum. | |
Life Charge | 50 | 45 | N/A | Requires a Life Tank. Fills up a Life Tank partially with each charge. | |
Retry Chip 1 | 100 | 90 | N/A | Adds an extra retry to the two already available in each mission. | |
Retry Chip 2 | 200 | 180 | N/A | Requires Retry Chip 1. Gives you an extra retry for use in missions. | |
Retry Chip 3 | 300 | 270 | N/A | Requires Retry Chip 2. Gives you a third extra retry, totalling five. | |
Weapon Bottle Half | 10 | 9 | N/A | Fills up 50% of a single character's weapon energy. | |
Weapon Bottle Full | 30 | 27 | Noah's Park | Completely fills up a single special weapon/technique's energy. | |
Weapon Charge | 10 | 9 | N/A | Needs Weapon Tank. This partially fills energy in the Weapon Tank. | |
Prickle Barrier | 200 | 180 | N/A | This allows a single character to survive contact with spikes once. | |
Spare Energy | 250 | 225 | N/A | Restores a small amount of life energy if you lose all health. | |
Alia Buster | 40000 | 36000 | N/A | Requires New Game +. Unlocks Alia as a playable character. | |
Layer Rapier | 40000 | 36000 | N/A | Requires New Game +. Unlocks Layer as a playable character. | |
Pallette Bullets | 40000 | 36000 | N/A | Requires New Game +. Unlocks Pallette as a playable character. | |
Life Tank | 1000 | 900 | Troia Base | Allows you to store life energy in reserve during missions. | |
Life Tank | 1000 | 900 | Pitch Black | Gives you a second Life Tank to store reserved energy. | |
Weapon Tank | 500 | 450 | Inferno | Allows you to store reserved weapon energy during missions. | |
Hyper AT | 1500 | 1350 | N/A | Increases the attack power of all characters. | |
Escape Boost | 1000 | 900 | N/A | Allows characters to break free faster from enemy bindings. | |
Metal Generator | 5000 | 4500 | Troia Base | Generates 24 Metals every few seconds while walking around. | |
Metal Discount | 5000 | N/A | Metal Valley | Gives you a 10% Metal discount on all Chip Development. |
X / Alia | Cost: | Discount: | Location: | Effect & Requirements: | |
---|---|---|---|---|---|
Life Up | 1500 | 1350 | N/A | This will increase X's maximum life energy. | |
Life Up +1 | 3000 | 2700 | N/A | Requires Life Up. This will further increase X's life energy. | |
Life Up +2 | 4500 | 4050 | N/A | Requires Life Up +1. This will max out X's life energy. | |
Double Barrier | 20000 | 18000 | Inferno | The invincibility time X has after taking a hit will double. | |
Speedy Recovery | 500 | 450 | N/A | Health recovers faster than normal while X is in reserve. | |
Weapon Up | 500 | 450 | N/A | This increases X's maximum weapon energy. | |
Weapon Up +1 | 1000 | 900 | N/A | Requires Weapon Up. This further increases X's weapon energy. | |
Weapon Up +2 | 1000 | 1350 | N/A | Requires Weapon Up +1. X's weapon energy is maxed out. | |
Chain Combo | 1000 | 900 | N/A | Combos will be easier to perform and rise faster than before. | |
Super Recover | 1500 | 1350 | N/A | Life and weapon energy refills will restore more energy. | |
Spike Walker | 500 | 450 | N/A | X's rate of speed while sliding down walls is lowered. | |
Weapon Converter | 500 | 450 | Booster Forest | Weapon energy charges up when damaged (selected weapon only). |
Zero / Layer | Cost: | Discount: | Location: | Effect & Requirements: | |
---|---|---|---|---|---|
Life Up | 1500 | 1350 | N/A | This will increase Zero's maximum life energy. | |
Life Up +1 | 3000 | 2700 | N/A | Requires Life Up. This will further increase Zero's life energy. | |
Life Up +2 | 4500 | 4050 | N/A | Requires Life Up +1. This will max out Zero's life energy. | |
Double Barrier | 20000 | 18000 | Metal Valley | The invincibility time Zero has after taking a hit will double. | |
Speedy Recovery | 500 | 450 | N/A | Health recovers faster than normal while Zero is in reserve. | |
Weapon Up | 500 | 450 | N/A | This increases Zero's maximum weapon energy by. | |
Weapon Up +1 | 1000 | 900 | N/A | Requires Weapon Up. This further increases Zero's weapon energy. | |
Weapon Up +2 | 1500 | 1350 | N/A | Requires Weapon Up +1. Zero's weapon energy is maxed out. | |
Chain Combo | 1000 | 900 | N/A | Combos will be easier to perform and rise faster than before. | |
Super Recover | 1500 | 1350 | N/A | Life and weapon energy refills will restore more energy. | |
Spike Walker | 500 | 450 | N/A | Zero's rate of speed while sliding down walls is lowered. | |
Weapon Converter | 500 | 450 | Troia Base | Weapon energy will charge up slightly when Zero is damaged. | |
Shock Absorber | 15000 | 13500 | Central White | This will stop Zero from falling back when taking damage. | |
Shield Armor | 15000 | 13500 | Booster Forest | This will greatly increase Zero's defensive power. | |
Saber/Rapier Skill+1 | 3000 | 2700 | N/A | Adds a fourth strike to the standard Saber/Rapier combo. | |
Saber/Rapier Skill+2 | 5000 | 4500 | N/A | Requires Saber/Rapier Skill+1. Adds a fifth strike to the combo. | |
D Glaive | 1000 | 900 | Pitch Black | This will unlock the giant lance for use. | |
K Knuckle | 1000 | 900 | Primrose | This unlocks the melee combat weapon. | |
B Fan | 1000 | 900 | Primrose | Unlocks the short-range defensive fan weapon. | |
T Breaker | 1000 | 900 | Inferno | This unlocks the giant hammer capable of breaking barriers. | |
Σ Blade | 30000 | 27000 | N/A | This unlocks the massive sword with incredible destructive power. |
Axl / Pallette | Cost: | Discount: | Location: | Effect & Requirements: | |
---|---|---|---|---|---|
Life Up | 1500 | 1350 | N/A | This will increase Axl's maximum life energy. | |
Life Up +1 | 3000 | 2700 | N/A | Requires Life Up. This will further increase Axl's life energy. | |
Life Up +2 | 4500 | 4050 | N/A | Requires Life Up +1. This will max out Axl's life energy. | |
Double Barrier | 20000 | 18000 | Booster Forest | The invincibility time Axl has after taking a hit will double. | |
Speedy Recovery | 500 | 450 | N/A | Health recovers faster than normal while Axl is in reserve. | |
Weapon Up | 500 | 450 | N/A | This increases Axl's maximum weapon energy. | |
Weapon Up +1 | 1000 | 900 | N/A | Requires Weapon Up. This further increases Axl's weapon energy. | |
Weapon Up +2 | 1500 | 1350 | N/A | Requires Weapon Up +1. Axl's weapon energy is maxed out. | |
Chain Combo | 1000 | 900 | N/A | Combos will be easier to perform and rise faster than before. | |
Super Recover | 1500 | 1350 | N/A | Life and weapon energy refills will restore more energy. | |
Spike Walker | 500 | 450 | N/A | Axl's rate of speed while sliding down walls is lowered. | |
Shock Absorber | 15000 | 13500 | Noah's Park | This stops Axl from falling back when taking damage. | |
Shield Armor | 15000 | 13500 | Pitch Black | This greatly increases Axl's defensive power. |