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=Missiles=
 
=Missiles=
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.
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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===
 
===Missile Launcher===
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.
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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.
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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.   
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"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 has them from the start, but loses them. 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-on to.   
  
''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.
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"Metroid Prime Hunters", "Metroid II: Return of Samus" and ''Metroid: Samsu Returns'' all start Samus with the Missile Launcher and Missiles: five in the ''Hunters'', 30 in ''Metroid II'' and 24 in ''Samus Retunrs''. Missile Expansions in "Metroid Prime Hunters" add 10 Missiles to Samus's stock rather than the usual five.  "Metroid Prime Hunters" 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").
  
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
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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
 
*Entire Series
  
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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.
 
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''.
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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. Unlike these two, "Metroid Fusion" upgrades the Missiles to Super Missiles and upgrades them twice more afterwards before the end of the game. Super Missiles are found at multiple points in "Metroid: Zero Mission," but most commonly for the first time late in the Chozo Ruins; they can be obtained in Area 4 in ''Samus Returns'', and they are found shortly after defeating the Spore Spawn in Brinstar in ''Super Metroid'', while data can 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.
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''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.
  
*[[Metroid: Zero Mission]], [[Metroid Prime]], [[Metroid Prime 2: Echoes]], [[Metroid: Samus Returns]], [[Super Metroid]], [[Metroid: Other M]], [[Metroid Fusion]], [[Metroid Dread]]
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*[[Metroid: Zero Mission]], [[Metroid Prime]], [[Metroid Prime 2: Echoes]], [[Metroid: Samus Returns]], [[Super Metroid]], [[Metroid: Other M]], [[Metroid Fusion]]
  
 
===Wavebuster===
 
===Wavebuster===
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''.
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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."
 
*[[Metroid Prime]]
 
*[[Metroid Prime]]
  
 
===Ice Spreader===
 
===Ice Spreader===
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.
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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.
 
*[[Metroid Prime]]
 
*[[Metroid Prime]]
  
 
===Flamethrower===
 
===Flamethrower===
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.
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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.
 
*[[Metroid Prime]]
 
*[[Metroid Prime]]
  
===Seeker Missile Launcher / Storm Missile===
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===Seeker Missile Launcher===
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''.
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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.
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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.
  
*[[Metroid Prime 2: Echoes]], [[Metroid Prime 3: Corruption]], [[Metroid: Other M]], [[Metroid Dread]]
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*[[Metroid Prime 2: Echoes]], [[Metroid Prime 3: Corruption]], [[Metroid: Other M]]
  
 
===Darkburst===
 
===Darkburst===
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.
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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.
 
*[[Metroid Prime 2: Echoes]]
 
*[[Metroid Prime 2: Echoes]]
  
 
===Sunburst===
 
===Sunburst===
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.
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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.
 
*[[Metroid Prime 2: Echoes]]
 
*[[Metroid Prime 2: Echoes]]
  
 
===Sonic Boom===
 
===Sonic Boom===
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.''
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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."
 
*[[Metroid Prime 2: Echoes]]
 
*[[Metroid Prime 2: Echoes]]
  
 
===Ice Missile===
 
===Ice Missile===
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|EMMI-05IM]] at Ghavoran after destroying it.
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Ice Missiles are employed in both "Metroid Prime 3: Corruption" and "Metroid Fusion" as an alternative to the Ice Beam; in the former, the Plasma and Nova Beams' ability to weld circuits and melt metal would be incompatible with ice as well, while in the latter Samus cannot 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. In both games they are upgraded at a later point, but 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."
*[[Metroid Prime 3: Corruption]], [[Metroid Fusion]], [[Metroid Dread]]
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*[[Metroid Prime 3: Corruption]], [[Metroid Fusion]]
  
 
===Hyper Missile===
 
===Hyper Missile===
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.
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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 are first discovered after killing Helios in the Elysia Seed.
 
*[[Metroid Prime 3: Corruption]]
 
*[[Metroid Prime 3: Corruption]]
  
 
===Diffusion Missile===
 
===Diffusion Missile===
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.
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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.
 
*[[Metroid Fusion]]
 
*[[Metroid Fusion]]
  

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