Arm Cannon

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The Arm Cannon is Samus Aran's primary weapon within the Metroid series. It is a gun of alien design affixed to the right arm of the Chozo Power Suit. The Arm Cannon doubles as a Missile Launcher and can be adapted to other foreign technologies. It can be used to download information at Map Stations, or recharge energy and missiles at Recharge and Missile Stations.

Beams[edit]

The Arm Cannon can play host to a variety of energy beams. In the original Metroid and Metroid II: Return of Samus, the beams are separate weapons that can be switched at Chozo Statues or by recollecting them from their original location. This is continued in Metroid Prime and Metroid Prime 2: Echoes, though the beams can be switched at will. In most other games (Metroid: Zero Mission, Samus Returns, Super Metroid, Metroid Fusion, Metroid: Other M and Metroid Dread), the effects of the beams combine into one; Super Metroid and Samus Returns also offer the ability to switch beams on and off at will.

Power Beam[edit]

The initial beam in every Metroid game and a basic utility for Samus through most, the Power Beam can rapid-fire small yellow orbs of damaging energy. This energy is also able to deactivate force fields commonly placed over doors in this region of the galaxy. In Zero Mission, the Power Beam can only fire a short distance and must be upgraded with the Long Beam; this upgrade is automatic in all other games. Similarly, there is the Charge Beam, which is automatically equipped in most appearances, except in Zero Mission, Samus Returns and Metroid Dread, where it is obtained as a separate upgrade.

In the Metroid Prime series, the Power Beam can be switched to at will and often has the highest firing ratio and weakest strength of any weapon. A charged Power Beam shot can be combined with the Missile Launcher to create a Super Missile. The remaining games will either replace or upgrade the Power Beam with new functions, appearances, and a new name.

It should also be noted that "Metroid Prime," the Space Pirates had successfully reverse-engineered the Power Beam to create Power Troopers, yellow-armored Space Pirates who are weak to their own weapon of choice. Additionally, the other six bounty hunters in "Metroid Prime Hunters" use a Power Beam (or Power Beam-like) weapon when played as in Multiplayer Mode. The color of the beam changes to match the color of the particular hunter's affinity weapon.

The Power Beam can only be used in "Metroid Prime Pinball" after Samus has entered Combat Mode via the Combat Saucer in the center of each board.

  • Entire Series

Long Beam[edit]

Long Beam.jpg

The Long Beam is an upgrade found early on in Metroid and Metroid: Zero Mission; it is being held by a Chozo Statue in Brinstar in both games. It increases the range of the Power Beam so that the weapon can be fired up to and beyond the length of the screen. It also increases the strength of the Power Beam. In later games, the Long Beam is unnecessary (or possibly automatically equipped) due to the Power Beam automatically covering the length of the screen.

Charge Beam[edit]

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The Charge Beam is an upgrade that has been present in every game since Super Metroid and is automatically equipped in some appearances. While holding down the fire button, the presently equipped beam will build energy within the Arm Cannon to create a much more potent blast; a charged Power Beam's strength is roughly equivalent to that of a Missile.

Shortly after collecting the first Missile Tank within Brinstar in Metroid: Zero Mission, Samus was attacked by a Beam Beast and obtained the Charge Blast by defeating it. In Samus Returns, the Charge Beam was obtained from a Chozo Statue near the Surface of SR388 that could be accessed around the beginning of the game. Samus began Metroid Prime with the Charge Beam, but she lost it during the escape from the Pirate Frigate in the beginning; she could reobtain it in the Watery Hall of the Chozo Ruins. It was then automatically present in the Metroid Prime sequels. The Charge Beam was found early in Brinstar in Super Metroid. In Metroid: Other M, Samus was given permission to use her Charge Beam during the training sequence at the beginning of the game. It was then held by a Core-X in Sector 1 of Metroid Fusion. The Core-X fired the Charge Beam at Samus until it was destroyed, after which the ability could be reclaimed from the Parasite. In Metroid Dread, the Charge Beam was obtained from a Chozo Statue at Artaria and was the first upgrade that could be found within the game.

In the Metroid Prime series (as well as in Samus Returns), a charged beam will draw power-ups to itself and allow for easy collection in a 3-D environment, but this feature is omitted from Other M, which also has the charge beam recoil. Charged beams can also be combined with the Missile Launcher for more potent Combo Attacks. Super Metroid uses similar combos, though they are powered by Power Bombs and act as shields instead of weapons. In the remaining games, charging the Arm Cannon and then somersaulting creates an effect similar to the Screw Attack. Samus will retain the charge after somersaulting unless she bumps into an enemy, in which case the charge is redirected into the enemy and destroys or damages it. Super Metroid also allows for Samus to duck into a Morph Ball while the beam is charged to drop five bombs at once. In Other M, new items called Accel Charges are found which speed up the time Samus takes to charge.

Ice Beam[edit]

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The Ice Beam is a frequent upgrade of the Power Beam that, as its name implies, fires shards of ice that can freeze enemies in place, even when those that are in midair. Frozen enemies can be safely touched (even if they bear spikes) and used as platforms. The Ice Beam is also known for being an invaluable weapon when fighting against Metroids themselves, as frigid temperatures are their strongest weakness.

In Metroid and Metroid II: Return of Samus, Samus could swith between the Ice Beam and one or three others at Chozo Statues or by recollecting the original; it was found near the entrance to Norfair in the first game and in Area 1 in the second game. Metroid: Zero Mission and Super Metroid simply upgraded the Power Beam with ice capabilities, which were retained after later upgrades as well; both games provided the Ice Beam shortly after entering Norfair. In Samus Returns, the Ice Beam was found in the same area as in Metroid II, but this time Samus's beams could be switched through the touch screen. In Super Metroid, when Samus charged the Ice Beam while Power Bombs were also selected, she would become surrounded by four shards of ice that could freeze enemies on contact.

Metroid Prime allowed for the Power Beam and Ice Beam to be instantly swapped between after the latter is collected; it was found in the Antechamber of the Chozo Ruins. The Ice Beam was the third most powerful beam, but was also the slowest. Additionally, it would only freeze enemies when charged. It was only required to open doors with a white force-field around them, but it could also be helpful against stronger enemies; a frozen enemy can be destroyed with a single missile. A charged Ice Beam could be combined with the Missile Launcher to create the Ice Spreader. As with the Power Beam, Space Pirates have reverse-engineered the Ice Beam to create the white-armored Ice Troopers.

In Other M, Samus had the Ice Beam from the beginning, but it is deactivated until Adam authorizes its use when Samus was partway through the Pyrosphere. Ice guns were also shown to be standard-grade weapons for Federation soldiers. The Ice Beam was replaced by the Ice Missiles in "Metroid Fusion" and Metroid Dread due to storyline elements; since Samus was injected with Metroid DNA, she gained the creature's weakness to ice, and so it was considered unwise for her to download the beam, so she utilized a missile version instead. The SA-X that stalked Samus throughout most of the game retained the Ice Beam and would use it against her, increasing the threat it posed toward her. Near the end of the game, Samus destroyed the SA-X, but she was unable to reclaim the Ice Beam from it. After being confronted by an Omega Metroid, the SA-X seemingly sacrificed itself to Samus so that she could use the Ice Beam to finish the Metroid off. She was able to withstand it due to the Varia Suit's influence.

Wave Beam[edit]

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Another constant of Samus's arsenal is the Wave Beam. Unlike the Ice Beam, the Wave Beam's abilities are ever-shifting between the games it appears in. Most commonly, the Wave Beam appears as its name suggests; it is a beam that travels in an arcing wave to allow Samus a wider spread of attack. It is often useful for its ability to pass through walls and hit switches or enemies previously unreachable.

In Metroid and Metroid II: Return of Samus, the Wave Beam was seperate from other beams, requiring Samus to switch between them at Chozo Statues or by recollecting them; it was initially found near the entrance to Ridley's Lair in the first game and in Area 2 in the second game. Later games (Metroid: Zero Mission, Samus Returns, Super Metroid, and Metroid Fusion) stack the Wave Beam's effects over the original Power Beam; it was found in Norfair just prior to the Spore Spawn battle in "Metroid: Zero Mission", and in Samus Returns it was found in the same areas as in the original Metroid II. In Super Metroid, it could be obtained just prior to or after grabbing the Speed Booster. In Metroid Fusion, it was gained by destroyingthe Security Robot in Sector 6. In "Super Metroid," Samus can charge the Wave Beam while the Power Bomb is also selected to generate a shield comprised of four bolts around herself.

The Wave Beam could be switched between the Power Beam and others at will in Metroid Prime. It was obtained by defeating a a Sheegoth in the Chapel of the Elders of Phendrana Drifts. This version of the Wave Beam was only slightly more powerful than the Power Beam, but it sent out three shots rather than one to increase attack range. The ability to pass through walls replaced with the effect of an electrical charge; the Wave Beam could be used to power machines, and a charged shot would paralyze an enemy momentarily. It will also opened doors with purple force-fields. A charged Wave Beam combined with the Missile Launcher created the Wavebuster. As with the other beams in Metroid Prime, the Wave Beam was reverse0engineered by Space Pirates to create Wave Troopers, special ops Pirates with purple-tinged armor.

Though the Wave Beam did not reappear in Metroid Prime 3: Corruption, the Nova Beam had the ability to pass through walls, akin to the Wave Beam's ability in the 2-D adventures. In Other M, Samus had the actual Wave Beam, but she could not use it until Adam authorized its use for fighting off an ambush of Zebesians within the Cryosphere, although it could only go through certain walls. Interestingly, the Zebesians' weapons have similar properties as the Wave Beam. In Metroid Dread, the Wave Beam was gained by absorbing energy from the defeated EMMI-06WB in Ferenia, and the Wave Beam once again acted as an upgrade rather than a separate beam.

Plasma Beam[edit]

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Often the most potent of Samus's beam weapons, the Plasma Beam has approximately the same strength as a missile in most games and is often seen as able to pass through enemies instead of dissipating against them, allowing for strikes on multiple targets at once. In Metroid II: Return of Samus, the Plasma Beam must be switched between three others by recollecting it. In most other games (Metroid: Zero Mission, Metroid Prime 3: Corruption, Super Metroid, Metroid Fusion, Metroid Other M and Metroid Dread), the Plasma Beam's strength is combined with whatever other beam Samus has at the moment (with the exception of the Spazer and Plasma Beam being incompatible in Super Metroid). Metroid Prime offers the ability to swap between the Plasma Beam and other beam weapons in Samus's arsenal. In Samus Returns, it stacks onto the Power and Wave Beams, and Samus can switch between it and other beams (the Ice and Grapple Beams) through the touch screen.

The Plasma Beam could be collected early on in Chozodia in Zero Mission. However, it was incompatible with Samus's current suit and registered only as Unknown Item [1]. After Samus received a new suit in Chozodia following Mother Brain's defeat, the upgrade was properly identified, and the beam is automatically upgraded. Unlike in other games, the Plasma Beam in Metroid II: Return of Samus fires as three consecutive beams and passed through walls; it was found for the first time in Area 3. In Samus Returns, it was found in Area 5 instead. The Plasma Beam could be obtained in Maridia in Super Metroid and from the plant monster Nettori in Sector 2 of Metroid Fusion. Super Metroid allowed Samus to charge the Plasma Beam while Power Bombs are equipped to create a pulsating shield comprised of four fiery bolts.

Metroid Prime reinvented the Plasma Beam as a fire-based weapon, based on its name. It was still the most potent of the available beam weapons and could also be used to melt ice that collected over passages and objects. It was found in the Mine Security Station of the Phazon Mines; like the other beam weapons, it was reverse-engineered by the Space Pirates to create red-hued Plasma Troopers. A charged Plasma Beam shot could be combined with the Missile Launcher to make the Flamethrower. The Plasma Beam in Metroid Prime 3: Corruptio was utilized by Ghor at the start of the game; Samus could take it from him at the Main Docking Bay of SkyTown, Elysia. This version of the Plasma Beam could be used to weld damaged circuit boards back together in addition to melting ice and some metals.

The original version of the Plasma Beam returned in "Metroid: Other M". Samus had it at the beginning, but it was disabled due to Adam's orders until he authorized its use for the boss fight with Ridley. It was the most powerful beam in the game and the last one to be activated. In Metroid Dread, it was obtained from a Chozo Statue in Elun and was effective against robotic enemies (aside from EMMI).

Phazon / Hyper Beam[edit]

The Phazon Beam is unique among beam weapons in that it does not require an Arm Cannon upgrade to fire, but a Power Suit upgrade. The Phazon Beam does not first come into play until the very end of Metroid Prime. After obtaining the Phazon Suit, Samus confronted Metroid Prime itself in the Impact Crate, and the creature was immune to all of Samus's other attacks. By stepping into pools of Phazon created by Metroid Prime, Samus would be sent into Hypermode, and her the Arm Cannon could be reconfigured to fire the Phazon Beam. The Phazon Beam fired as a constant stream until the Phazon pool has dried up, and it was powerful enough to destroy even Fission Metroids with a single hit.

In Metroid Prime 2: Echoes, the Phazon Beam could be used a few times during the final battle with Dark Samus. If Samus absorbed the Phazon shots used by Dark Samus with the Charge Beam, she could fire them back for significant damage, but it did not act as a continuous stream in this appearance.

The Phazon Beam was reconfigured for Metroid Prime 3: Corruption into the more accessible Hyper Beam. After Samus obtained the PED Suit, she could empty an Energy Tank at any time to enter Hypermode, during which she would use the Hyper Beam. Unlike the original Phazon Beam, the Hyper Beam fired single shots unless charged. A charged Hyper Beam fired a trio of continuous beams for a short time. Every shot of the Hyper Beam will drain Samus's Phazon reserves; if her reserves run out, she will exit Hypermode. Shortly after obtaining the PED Suit, Samus became corrupted to the point where risked overflowing with Phazon and dying, making the Hyper Beam a necessity for keeping her Phazon levels down. Galactic Federation Marines could be seen using the Hyper Beam on Norion via their own PEDs, and Space Pirates also picked up the ability later in the game.

By the end of Metroid Prime 3, Samus became so overwhelmed by Phazon that she needed to be in a constant state of Hypermode to survive. This began upon landing at Phaaze and continued to the end of the game. During this time, the Hyper Beam became Samus's default weapon in place of her other beam abilities..

Dark Beam[edit]

One of three weapons unique to Metroid Prime 2: Echoes, the Dark Beam exploits the light and dark aspects of this particular adventure by having more potency against Light Aether’s creatures than against Dark Aether’s. Samus can collect the Dark Beam in the Main Reactor of the Agon Wastes after a battle with Dark Samus. It requires Dark Ammo to fire (one for an uncharged shot, five for a charged), but a charged shot can be fired as a normal shot after ammo is depleted. Dark Ammo can be obtained by killing Darklings with the Light Beam. The Dark Beam is later combined with the Light Beam in the form of the Annihilator Beam.

The Dark Beam is slower than other beam weapons, but a charged shot will home in on the nearest target. When charged, it may freeze an enemy within dark goo or can be combined with the Missile Launcher to create the Darkburst. The Dark Beam can nullify the effects of Light Crystals and Beacons (for better or worse) and activate previously unusable portals to Dark Aether.

Light Beam[edit]

One of three weapons unique to Metroid Prime 2: Echoes, the Light Beam exploits the light and dark aspects of this particular adventure by having more potency against Dark Aether’s creatures than against Light Aether’s. Samus can collect the Light Beam in the Ing Cache I of Dark Agon Wastes. It requires Light Ammo to fire (one for an uncharged shot, five for a charged), but a charged shot can be fired as a normal shot after ammo is depleted. Light Ammo can be obtained by destroying Bladepods with the Dark Beam. The Light Beam is later combined with the Dark Beam in the form of the Annihilator Beam.

The Light Beam has a decent rate of fire, and a charged shot creates a much wider spread. When charged, it can set enemies ablaze to cause continuous damage or can be combined with the Missile Launcher to create the Sunburst. The Light Beam can enhance the effects of Light Crystals and Beacons so that their sphere of influence kills all dark creatures that step into it, and activate previously unusable portals to Light Aether.

Annihilator Beam[edit]

The Annihilator Beam is a combination of the Dark and Light Beams, and is the most powerful weapon in Metroid Prime 2: Echoes. Due to its nature, it is equally effective against creatures from Light Aether and Dark Aether. The Annihilator Beam is found in the Hive Temple of the Ing Hive, after a battle with Quadraxis. It requires both Light and Dark Ammo to fire, or a charged shot if either is depleted.

The Annihilator Beam fires a fast and powerful beam that will home in on a target. A charged shot is even more powerful, but it is also slower and requires targeting. It can be combined with the Missile Launcher to fire a Sonic Boom. The Annihilator Beam will enhance the effects of Light Crystals and Beacons much like the Light Beam, while also luring dark creatures toward them and to their death.

Nova Beam[edit]

The Nova Beam is a green-colored weapon that appears exclusively in Metroid Prime 3: Corruption. It fires at a higher frequency than other beam weapons, allowing it to pass through objects made of Phazite, such as walls and armor. When used in conjunction with the X-Ray Visor, the Nova Beam can pinpoint hidden nodes that must be powered or to locate and strike an enemy’s weak point for more efficient kills. Though the Nova Beam cancels out the Plasma Beam, it does not remove its predecessor’s abilities to melt metal and fuse circuits.

The Nova Beam was first used by Space Pirates to mine for Phazon on their homeworld. It was attached to a mining cannon in the Main Cavern of the Mining Site. Samus had to destroy the cannon by forcing Space Pirates into it and then firing at its open hatches. The Nova Beam remained Samus's default weapon until her arrival on Phaaze, at which point it was replaced by the Hyper Beam.

Spazer / Wide Beam[edit]

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The Spazer Beam is an uncommon piece of Samus’s artillery. It allows her to fire three parallel beams simultaneously instead of a single shot; this ability is also applied to the Plasma Beam in certain games, though it may only fire two shots or three shots in succession. In Metroid II: Return of Samus, the Spazer must be swapped between the other three beams in the game. Super Metroid allows the Spazer to be used in conjunction with every other beam except for the Plasma Besam due to their similarities; using glitches to equip both at the same time creates unique beam combinations that often freeze the game after fired. In Samus Returns, the Spazer is stacked with most other beams, including the Plasma Beam. Metroid Fusion renames it the Wide Beam and alters the angle at which the three beams fire, so they are no longer parallel; it overlaps with later abilities, though its spread is lessened to the usual parallels.

The Spazer is located for the first time in Metroid II: Return of Samus in the Area 3, and in Samus Returns it is in Area 4. It can be found hidden in Brinstar on the path to Norfair in Super Metroid. Metroid Fusion forced Samus to defeat a Core-X while in the midst of an overheating countdown in Sector 3 to obtain it. In Metroid Dread, the Wide Beam was gained from a Chozo Statue in Dairon.

While Power Bombs were equipped in Super Metroid, Samus can charge the Spazer to create a shield of two bolts, which will surround her momentarily before flying off the screen while dropping sparks of energy.

Hyper Beam[edit]

A special beam initially employed by Mother Brain during the final battle of Super Metroid, the aforementioned villain only used this attack after she has taken significant damage in her second form. The Hyper Beam fired in the shape of a cone from Mother Brain's eye that slammed Samus against the wall and drained her energy. This also left her paralyzed and open to further attacks. Before Mother Brain could fire the beam a second time, the Metroid infant flew in and absorbed her energy, which it then transferred to Samus before being killed. This temporarily granted Samus the Hyper Beam ability.

The Hyper Beam replaced all other beams in Samus's arsenal, without any option for switching. When used by Samus, it fired as a long, flashing beam that retained the Wave and Plasma Beams' abilities to pass through walls and enemies. It could not be charged, but holding the firing button would cause it to shoot at a fairly quick pace. The Hyper Beam did significant damage to Mother Brain, could destroy gates that no other power was able to, and would shear through Space Pirates with no effort during the escape from Zebes.

A Hyper Beam also appeared as an endgame weapon in Metroid Dread. After Samus transformed into her Metroid Suit upon the full activation of her Metroid DNA, her beam was replaced by the Hyper Beam. This was a giant purple beam that fired in one continuous stream. It was used to quickly destroy Raven Beak X and could be used during the following escape sequence. The Hyper Beam could destroy some unique obstacles and was even capable of wiping out blocks that could otherwise only be destroyed by Morph Ball bombs or by the Screw Attack. It also quickly wiped out all enemies and X Parasites. The ability was presumably lost when Samus returned to her original form.

As noted above, the Hyper Beam name was also used for a variation of the Phaton Beam in Metroid Prime 3.

Omega Cannon[edit]

The Omega Cannon is a temporary upgrade that is utilized in all but one of the EMMI Zones in Metroid Dread. Samus's cannon will be upgraded by draining the energy from a EMMI Zone's Central Unit, at which point Samus has to use the power to destroy that zone's EMMI. Doing so will exhaust the Omega Cannon's energy, at which point Samus's arm cannon returns to normal. The Omega Cannon fires attacks in two forms: the Omega Stream is a rapid-fire stream of energy blasts, while the Omega Blaster is a powerful charged shot. In battles against EMMIs, Samus must use the Omega Stream to blast off an EMMI's protective face plating and then must use the Omega Blaster on its exposed head.

The name was also used for a unique weapon in Metroid Prime 2.

Missiles[edit]

The secondary function for the Arm Cannon, Missiles are considerably more powerful than most of the Beams available. Missiles require ammunition to fire (frequently dropped by enemies), and Samus can carry more of them by collecting Missile Tanks / Expansions scattered throughout each game. Beams and Missiles are easily switched between, while in "Metroid Prime" and "Metroid Prime 2: Echoes", Samus can combine Missiles with charged beams to create potent, but costly, Charge Beam Combos.

Missile Launcher[edit]

In some games of the Metroid series, the Missile Launcher comes pre-equipped to the Arm Cannon but starts out empty; she must first collect at least one Missile Tank to exploit the weapons. Several bosses throughout the games can only be injured with Missiles or the Charge Beam. Missiles are also required for breaking red blast shields on doors and objects made of brimstone.

In Metroid and Metroid: Zero Mission, a Missile Tank is found in Brinstar on the path to Norfair. One can be found very early after landing on Zebes in Super Metroid. Metroid Fusion is a unique case in that Samus has the Missile Launcher, but must download data for it from the Data Room on the Main Deck before she can use it.

Metroid Prime, Metroid Prime 2: Echoes and Metroid Prime 3: Corruption introduce the Missile Launcher as a unique item that must be picked up; in the former two games Samus starts the game with it and loses it early on. New Missile Launchers with five Missiles apiece can be obtained from the Hive Mecha in the Hive Totem of Chozo Ruins in the first game, from crates in the GFMC Compound in the Temple Grounds in the second game, and from the Munitions Room of the GFS Olympus in the third game. These games add a homing function to Missiles so long as a target has been locked onto.

Metroid Prime Hunters, Metroid II: Return of Samus, Metroid: Samus Returns and Metroid Dread all start Samus with the Missile Launcher and Missiles: five in the Hunters, 30 in Metroid II, 24 in Samus Returns and 15 in Dread. Missile Expansions in Metroid Prime Hunters add 10 Missiles to Samus's stock rather than the usual five, and that game also allows Missiles to be charged for more potency. In Other M, Samus starts off with the missile launcher, but it is deactivated until Adam authorizes it during the first boss battle against Brug Mass. She starts off with 10 missiles. Within this game, Samus can also recharge her missile gauge without ever having to claim pick-ups (accomplished by pointing the Wiimote upwards and holding the A button, described in-game as "concentration"). Dread also has Missile+ Tanks, which add ten missiles instead of five.

Like the Power Beam, the Missile Launcher is only used in Metroid Prime Pinball after Samus has entered Combat Mode via the Combat Saucer and collected the ammunition; she can carry up to three Missiles at a time

  • Entire Series

Super Missile[edit]

Super Missiles are enhanced versions of Samus's regular Missiles; they inflict somewhat more damage than anything else in her arsenal. When a Super Missile strikes a target, it shakes the entire room and will occasionally free enemies from the ceiling. They are also necessary to break objects made of cordite and to open doors with green blast shields, as well as red.

In Metroid: Zero Mission, Samus Returns and Super Metroid, Super Missiles are carried separate from regular Missiles and have separate tanks to collect to increase their numbers. Contrarily, Super Missiles act as upgraded versions of normal Missiles in Metroid Fusion and Metroid Dread and so utilize Samus's existing missile supply. Super Missiles are found at multiple points in Metroid: Zero Mission, but most likely would be first found late in the Chozo Ruins. They could be obtained in Area 4 in Samus Returns, and they were found shortly after defeating the Spore Spawn in Brinstar in Super Metroid, while data could be downloaded for them in the Data Room of Sector 3 in Metroid Fusion.

Metroid Prime and Metroid Prime 2: Echoes reconfigure the Super Missiles as a Charge Beam Combo. A charged Power Beam can be combined with the Missile Launcher to fire five missiles at once in a devastating attack. The Super Missile upgrade is found in the Observatory of Phendrana Drifts in Metroid Prime and must be taken from a series of Space Pirates in the Torvus Temple of Torvus Bog in Metroid Prime 2: Echoes. In Metroid: Other M, the Super Missile is once more shown as the missile version of the charge beam, as it is used by charging while in missile view. However, it can only be used after Adam authorizes its use during the battle with Ridley. This game also further improves the Super Missile with the Seeker Missile power-up. In Metroid Dread, it was found from a Chozo Statue in Ghavoran.

Wavebuster[edit]

One of several Charge Beam Combos introduced in the Metroid Prime series, the Wavebuster is the combination of a charged Wave Beam and the Missile Launcher. It is particularly effective against mechanical enemies, but weak otherwise. The Wavebuster expends five Missiles when fired to create a stream of electricity that locks onto a target; it will continue to fire for as long as the Missile Launcher is held, but costs 10 Missiles per second afterward. It is collected from the top of the Tower of Light in the Chozo Ruins in Metroid Prime.

Ice Spreader[edit]

The Ice Spreader is another Charge Beam Combo appearing solely in Metroid Prime. When combined with a charged Ice Beam, the Missile Launcher can fire a single ice shard that explodes into a wide spread of ice on contact, freezing and damaging any enemy that steps into it. The Ice Spreader requires 10 Missiles to use, however. It is located in the Shore Tunnel of Magmoor Caverns, and can't be reached until after the Power Bomb is obtained.

Flamethrower[edit]

In Metroid Prime, a charged Plasma Beam can be combined with the Missile Launcher to create the Flamethrower. As its name suggests, it is capable of melting ice and setting enemies on fire. The Flamethrower fires from the Missile Launcher as a burst of fire that can be swept around Samus; it requires 10 Missiles to fire, and can be fired continuously at a cost of 10 Missiles per second afterwards. It is found in the Mine Security Station of the Phazon Mines.

Seeker Missile Launcher / Storm Missile[edit]

The Seeker Missile Launcher is an upgrade that can lock onto and fire Missiles at up to five targets at once, including enemies and special objects; it is assigned to opening doors with purple blast shields in Metroid Prime 2: Echoes and has a unique blast door to open in Metroid Prime 3: Corruption. After collecting it, Samus can "charge" Missiles to exploit this multi-targeting feature. The Seeker Missile Launcher is found in the Hall of Honored Dead of the Temple Grounds in Metroid Prime 2: Echoes and in Xenoresearch B of SkyTown, Elysia in Metroid Prime 3: Corruption.

It returns in Other M, where it is gained as a power-up item when Samus defeats the original Rhedogian for the final time. The Seeker Missiles are only activated when Samus charges the Super Missile. In Metroid Dread, it reappears as the Storm Missile, and it is gained by absorbing the Core-X of Escue in Ferenia.

Darkburst[edit]

Combining the Missile Launcher with a charged Dark Beam creates the Darkburst, a costly attack that generates a dome-shaped rift which sucks enemies in and destroys them. However, it moves rather slowly and can be difficult to aim effectively. The Darkburst costs five Missiles and 30 points of Dark Ammo to fire. It is found in Metroid Prime 2: Echoes in Mining Station B of Agon Wastes.

Sunburst[edit]

A combination of a charged Light Beam and the Missile Launcher creates the Sunburst, which creates a wave of fire that damages and ignites enemies or objects caught within it. Like its Dark Beam counterpart, it moves rather slowly. The Sunburst costs five Missiles and 30 points of Light Ammo to fire. It is found in Metroid Prime 2: Echoes in the Grand Windchamber of the Sky Temple Grounds.

Sonic Boom[edit]

The Sonic Boom is the fusion of a charged Annihilator Beam and the Missile Launcher; it generates an explosion that will severely damage all enemies in its path irregardless of their affiliation to Light or Dark Aether. It requires five Missiles to fire, as well as 30 units of both Dark and Light Ammo. The Sonic Boom is found in Ing Cache 2 of the Dark Agon Wastes in Metroid Prime 2: Echoes.

Ice Missile[edit]

Ice Missiles are employed in both Metroid Prime 3: Corruption, Metroid Fusion and Metroid Dread as an alternative to the Ice Beam; in Prime 3, the Plasma and Nova Beams' ability to weld circuits and melt metal would be incompatible with ice, while in the latter two games, Samus could not carry the Ice Beam because her newfound Metroid DNA would make her susceptible to its cold. Ice Missiles behave the same as regular Missiles with the addition of freezing enemies, but occasionally the enemies must be weakened first. They can also create temporary platforms from Fuel Gel. The Missiles are upgraded beyond Ice Missiles in most appearances, but they do not lose their cold attributes. Ice Missiles can be obtained from Rundas after he is killed in the Temple of Bryyo in the Fiery section of Bryyo in Metroid Prime 3: Corruption and from the Data Room in Sector 5 of Metroid Fusion. In Metroid Dread, the Ice Missile is gained by absorbing energy from EMMI-05IM at Ghavoran after destroying it.

Hyper Missile[edit]

The Hyper Missile is a Phazon-infused Missile that can be fired after Samus has entered Hypermode in Metroid Prime 3: Corruption. Hyper Missiles are immensely powerful, but use up quite a bit of Phazon in addition to Samus's usual Missile stock. They can destroy special growths made of Phazon that block paths throughout the game. After landing on Phaaze and entering a constant state of Hypermode, Hyper Missiles become Samus's default Missile. They were first discovered after killing Helios in the Elysia Seed.

Diffusion Missile[edit]

A special upgrade specifically designed for the Ice Missiles in Metroid Fusion, the Diffusion Missiles allow Samus to charge her Missiles before firing. A fully charged Diffusion Missile will explode into an expanding ring of ice when it makes contact with an object, freezing everything within its range and breaking Missile Blocks that would be otherwise untouchable. They can be downloaded from the Data Room in Sector 4 late in the game.

Other[edit]

In "Metroid Prime Hunters," six new hunters enter the Metroid series carrying weapons that can't be classified as beams or missiles. Though their origins vary, they all appear to be linked to an ancient prophecy put forth by the Alimbic people. Imitations of these weapons can be found by Samus throughout the Tetra Galaxy, though how these duplicates came to be is a mystery. Each of the weapons is listed here in approximately the same order that Samus collects them, in addition to the ultimate power that they unlock.

Battlehammer[edit]

The Battlehammer is a nuclear-powered mini cannon often employed by the Space Pirates; this is confirmed by the fact that it is Weavel's weapon of choice. It is referred to as the Greenwood in the Alimbic Prophecy and is the second of the weapons used to unlock the ultimate power. Samus can pick up her own copy of the Battlehammer in the Cortex CPU of the Vesper Defense Outpost in "Metroid Prime Hunters." The Battlehammer is represented by the color green, and like the other weapons found in its respective game it is powered by the Universal Ammo scattered throughout the Tetra Galaxy. It is particularly effective against Kanden.

When fired, the Battlehammer lobs out a mortar in a shallow arc; the mortar explodes on contact with a target. The Battlehammer cannot be charged, but holding the fire button will cause it to rapid-fire mortars until the button is released. In the climax of "Metroid Prime Hunters," Weavel's Battlehammer is stolen by Gorea along with the other hunters' weapons. Gorea will in turn use the Battlehammer against Samus whenever he turns yellow.

Judicator[edit]

The Judicator is a cold-fusion reactor that fires plasma cooled almost to an absolute zero temperature; it is given to trainees of the Vhozon Codex form at its fifth level and is consequently the preferred weapon of Noxus. It is referred to as the Violet Crystal in the Alimbic Prophecy and is the fifth of the weapons used to unlock the ultimate power. A spare copy can be picked up by Samus in the Ice Hive of Arcterra in "Metroid Prime Hunters." The Judicator is represented by the color purple, and like the other weapons found in its respective game it is powered by the Universal Ammo scattered throughout the Tetra Galaxy. It is particularly effective against Spire.

The Judicator fires a single beam that is capable of bouncing off surfaces multiple times. When charged, the Judicator will fire a trio of beams that are capable of freezing enemies on contact (similar to both the Wide Beam and Ice Beam of other Metroid games). In the climax of "Metroid Prime Hunters," Noxus's Judicator is stolen by Gorea along with the other hunters' weapons. Gorea will in turn use the Judicator against Samus whenever he turns orange.

Volt Driver[edit]

The Volt Driver is a living creature that can tap into a planet's electromagnetic field to create high-voltage bolts; it was designed for Kanden by the Enoema Living Weapons project and as such is his affinity weapon. It is referred to as the Yellow Lightning in the Alimbic Prophecy and is the first of the weapons used to unlock the ultimate power. Samus can find an imitation in Data Shrine 02 of the Celestial Archives in "Metroid Prime Hunters." The Volt Driver is represented by the color yellow, and like the other weapons found in its respective game it is powered by the Universal Ammo scattered throughout the Tetra Galaxy. It is particularly effective against Weavel.

The Volt Driver fires electrified orbs that can damage both its target and any mechanical equipment in the vicinity, such as Samus's visors. When charged, the Volt Driver fires a much larger orb. In the climax of "Metroid Prime Hunters," Kanden's Volt Driver is stolen by Gorea along with the other hunters' weapons. Gorea will in turn use the Volt Driver against Samus whenever he turns green.

Shock Coil[edit]

The Shock Coil fires a beam of high-density neutrinos and is presumably still under development by the Federation; Sylux has stolen a prototype form, making it his weapon of choice. It is referred to as the Blue Smoke in the Alimbic Prophecy and is the fourth of the weapons used to unlock the ultimate power. Another copy can be found by Samus in Incubation Vault 02 of the Celestial Archives in "Metroid Prime Hunters." The Shock Coil is represented by the color blue, and like the other weapons found in its respective game it is powered by the Universal Ammo scattered throughout the Tetra Galaxy. It is particularly effective against Trace.

The Shock Coil fires a beam that will latch onto its target and drain the object or person’s energy. It cannot be charged, but holding the fire button will cause it to remain attached to its victim. In the climax of "Metroid Prime Hunters," Sylux’s Shock Coil is stolen by Gorea along with the other hunters' weapons. Gorea will in turn use the Shock Coil against Samus whenever he turns red.

Magmaul[edit]

The Magmaul uses a hyperstatic hydrogen core to propel spheres of lava; it was used by the Diamonts for centuries, making it Spire’s affinity weapon. It is referred to as the Orange Blaze in the Alimbic Prophecy and is the third of the weapons used to unlock the ultimate power. Samus can find a copy of the Magmaul in the Council Chamber on Alinos in "Metroid Prime Hunters." The Magmaul is represented by the color orange, and like the other weapons found in its respective game it is powered by the Universal Ammo scattered throughout the Tetra Galaxy. It is particularly effective against Noxus.

The Magmaul projects orbs of magma that will explode into a ring of fire that can ignite its target. When charged, the Magmaul fires a larger projectile. In the climax of "Metroid Prime Hunters," Spire’s Magmaul is stolen by Gorea along with the other hunters' weapons. Gorea will in turn use the Magmaul against Samus whenever he turns purple.

Imperialist[edit]

The Imperialist is a quantum cascade laser that fires quickly and silently from almost any range and cloaks its user; because of its sniping capabilities, it is favored by Trace. It is referred to as the Red Stain in the Alimbic Prophecy and is the last of the weapons used to unlock the ultimate power. Another Imperialist can be found by Samus in the Fault Line of Arcterra in "Metroid Prime Hunters." The Imperialist is represented by the color red, and like the other weapons found in its respective game it is powered by the Universal Ammo scattered throughout the Tetra Galaxy. It is particularly effective against Sylux.

The Imperialist fires a single red laser that will repeat at a slow pace for as long as the firing button is held. The Imperialist also provides with the ability to zoom in on a target. In the climax of "Metroid Prime Hunters," Trace’s Imperialist is stolen by Gorea along with the other hunters' weapons. Gorea will in turn use the Imperialist against Samus whenever he turns blue.

Omega Cannon[edit]

The Omega Cannon is the fabled ultimate power described at the start of “Metroid Prime Hunters.” It was likely created by the Alimbics, who turned around and banned its very existence when they realized what had been created. Along with Gorea, the Omega Cannon was sealed away within the Oubliette. Though unable to find it himself, Gorea recognized the cannon’s power and summoned hunters from across the galaxy as a means of obtaining it. In the end, Samus collects it first via the Alimbic Prophecy and uses it to destroy Gorea instead.

The Omega Cannon fires slow projectiles that will erupt on contact into an expanding dome of incredibly powerful energy. It can destroy almost any organic creation with a single shot (though Gorea himself takes several). In Multiplayer, the Omega Cannon will only appear in the Oubliette stage, and will instantly kill any opponents caught in the blast, including the hunter who fired it; only by taking shelter behind stone ledges can it be survived.

Grapple Beam[edit]

Grapple Beam.jpg

As shown in the Metroid Prime series, the Grapple Beam is not actually a part of Samus's Arm Cannon, but is a unique device on her left arm. In most incarnations, it fires a a blue beam that latches onto certain airborne objects so that Samus can swing across gaps. Metroid Prime 3: Corruption increases the usefulness of the Grapple Beam by adding several stacking effects.

Grapple Lasso[edit]

The Grapple Lasso is the first of the Grapple Beam upgrades found in Metroid Prime 3. Samus could obtain it at the Docking Hub Alpha on Norion. The Grapple Lasso is useful for moving certain objects or enemies, pulling switches and opening hatches, and can also be used to pull shields or armor away from some enemies.

Grapple Swing[edit]

The most common version of the Grapple Beam, the Grapple Swing appears as the only form of the Grapple Beam in games outside of Metroid Prime 3. This is used to lock on to special targets (including blocks, hooks, and some enemies); Samus can then swing from the end of the beam to cross large gaps.

The Grapple Beam was first found in Metroid Prime in Storage Depot B of the Phazon Mines. She retained it until the start of Metroid Prime 2: Echoes, when it is stolen by the Ing early in the game. Samus had to defeat the Grapple Guardian in the Sacrificial Chamber of Dark Tovrus Bog to regain it. In Metroid Prime 3, The Grapple Swing was the second of the Grapple Beam upgrades available, and it was found in Reliquary I of the Bryyo Cliffside.

In Samus Returns, it was obtained from a Chozo Statue in Area 3. In this game, Samus could switch between it and other beams through the touch screen, and it would also automatically fire if Samus's cannon was pointed towards a grapple point. In Super Metroid, the Grappling Beam could be obtained from a Chozo Statue in Norfair shortly after killing Crocomire. In Other M, Samus had the Grapple Beam from the beginning, but its use was only authorized by Adam when Samus needed it to rescue Anthony from a Rhedogian. In Metroid Dread, the Grapple Beam was gained from a Chozo Statue in Artaria.

Grapple Voltage[edit]

The Grapple Voltage is the third of the Grapple Beam upgrades found in Metroid Prime 3. It was in the possession of Gandrayda at the start of the game, and she used it against Samus at the Proving Grounds of the Research Facility on the Pirate Homeworld. Samus took the upgrade after defeating her. The Grapple Voltage allowed Samus to latch onto objects and enemies with her Grapple Beam and either drain energy from them and into herself, or drain energy from herself and into them; this was required to power some devices.

Hyper Grapple[edit]

The Hyper Grapple is an updated version of the Grapple Voltage. It was held by Ridley in the Leviathan Core of the Pirate Homeworld. If Samus used the Grapple Voltage while in her Phazon-producing Hyper Mode, she would transmit phazon from herself into whatever the Grapple Beam was attached to. This increases the strength against enemies and was necessary for overloading certain objects with Phazon to the point of disintegration.

Other Appearances[edit]

Video Games[edit]

Samus exploits her Arm Cannon in combat within the Super Smash Bros. series. Her standard moves include striking her opponents physically with it, or using it as a flamethrower for slightly longer range. Special moves originally consisted solely of the Charge Beam and Grappling Beam, but Missiles were added for Super Smash Bros. Melee, and the Zero Laser was introduced as her initial Final Smash for Super Smash Bros. Brawl. The Zero Laser has yet to appear within the Metroid series, but Samus can use it after grabbing a Smash Ball to fire a wide and somewhat powerful beam across the stage. Once the attack has ended, Samus's Power Suit is destroyed by recoil and she is forced to play as Zero Suit Samus until another Smash Ball is obtained.