Difference between revisions of "Arm Cannon"

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==Missile Launcher==
 
==Missile Launcher==
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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.  In "Metroid" and "Metroid: Zero Mission," a Missile Tank is found in Brinstar on the path to Norfair and very early after landing on Zebes in "Super Metroid."  "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.  Both "Metroid Prime Hunters" and "Metroid II: Return of Samus" start Samus with the Missile Launcher and Missiles, five in the first and 30 in the second.
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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 brinstone.  Like the Power Beam, the Missile Launcher is only used in "Metroid Prime Pinball" after Samus has entered Combat Mode via the Combat Saucer; she can carry up to three Missiles at a time.
 
*Entire Series
 
*Entire Series
  

Revision as of 22:21, 13 September 2007

NOTICE: With the release of "Metroid Prime 3: Corruption," this page will have spoilers.

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The Arm Cannon is the primary weapon of Samus Aran in 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

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 "Metroid: Zero Mission," "Super Metroid," and "Metroid Fusion," the effects of the beams combine into one; "Super Metroid" also offers the ability to switch beams on and off at will.

Power Beam

The initial beam in every Metroid game and a constant companion 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 "Metroid: 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. Likewise, Samus cannot charge the Power Beam without first collecting an upgrade in "Metroid: Zero Mission," "Super Metroid," and "Metroid Fusion;" the Metroid Prime series allows for immediate charging and the original "Metroid" and "Metroid II: Return of Samus" avoid it altogether.

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 is interesting to note that in "Metroid Prime," the Space Pirates have 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

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 made irrelevant by the fact that the Power Beam always fires to the length of the screen.

Charge Beam

Charge Beam.jpg

The Charge Beam is only an upgrade in the later half of the 2-D Metroid games. 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 is roughly the strength equivalent of a Missile.

Shortly after collecting the first Missile Tank in "Metroid: Zero Mission," Samus is attacked by a Beam Beast; killing the beast will net her the Charge Beam. Samus begins with the Charge Beam in "Metroid Prime," but loses it during the escape from the Pirate Frigate in the beginning; she can reobtain it in the Watery Hall of the Chozo Ruins. The Charge Beam is found early in Brinstar in "Super Metroid." It is being held by a Core-X in Sector 1 of "Metroid Fusion;" the Core-X fires the Charge Beam at Samus until it is destroyed, after which it can be reclaimed.

In the Metroid Prime series, a charged beam will draw power-ups to itself and allow for easy collection in a 3-D environment. 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 it. "Super Metroid" also allows for Samus to duck into a Morph Ball while the beam is charged to drop five bombs at once.

Ice Beam

Ice Beam.jpg

A frequent upgrade from the Power Beam, the Ice Beam, as its name implies, fires shards of ice that can freeze enemies in their tracks--even while floating in midair. Frozen enemies can be safely touched (even if they bear spikes) and used as platforms. The weapon is invaluable against the namesakes of the Metroid series, who are particularly weak to frigid temperatures.

In "Metroid" and "Metroid II: Return of Samus," Samus switches between the Ice Beam and one or three others at Chozo Statues or by recollecting the original; it is found near the entrance to Norfair in the first game and in the First Chozo City (for the first time) in the second game. "Metroid: Zero Mission" and "Super Metroid" simply upgrade the Power Beam with ice capabilities, which are retained after later upgrades as well; both games provide the Ice Beam shortly after entering Norfair. In "Super Metroid," when Samus charges the Ice Beam while Power Bombs are also selected she will become surrounded by four shards of ice that freeze enemies on contact.

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

The Ice Beam is replaced by the Ice Missiles in "Metroid Fusion" due to storyline elements; since Samus is infected with Metroid DNA, she is particularly weak to ice and it is considered unwise for her to download the beam. The SA-X that stalks Samus throughout most of the game uses the Ice Beam against Samus, increasing its threat toward her. Near the end of the game, Samus destroys the SA-X, but is unable to reclaim the Ice Beam from it. After confronted by an Omega Metroid, the SA-X presumably sacrifices itself to Samus so that she can use the Ice Beam to finish the beast off.

Wave Beam

Wave Beam.jpg

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 replaces and is replaced by other beams, requiring Samus to switch between them at Chozo Statues or by recollecting them; it is found near the entrance to Ridley's Lair in the first and in the Second Chozo City (for the first time) in the second. "Metroid: Zero Mission," "Super Metroid," and "Metroid Fusion" combine the effects of the Wave Beam with the current Power Beam; it is found in Norfair just prior to the Spore Spawn battle in "Metroid: Zero Mission", it can be obtained just prior or post to grabbing the Speed Booster in "Super Metroid", and must be earned by killing the Security Robot in Sector 6 of "Metroid Fusion". 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 can be switched between the Power Beam and others at will in "Metroid Prime;" it is being guarded by a Sheegoth in the Chapel of the Elders of Phendrana Drifts. The Wave Beam is only slightly more powerful than the Power Beam, but it sends out three shots rather than one to increase attack range. The ability to pass through walls has been removed in favor of an electrical charge; the Wave Beam can be used to power machines, and a charged shot will paralyze an enemy momentarily. It will also open doors with purple force-fields. A charged Wave Beam combined with the Missile Launcher creates the Wavebuster. As with the other beams in "Metroid Prime," the Wave Beam has been reverse engineered by Space Pirates to create Wave Troopers, special ops Pirates with purple-tinged armor.

Though the Wave Beam does not reappear in "Metroid Prime 3: Corruption," the Nova Beam has the ability to pass through walls, akin to the Wave Beam's ability in the 2-D adventures.

Plasma Beam

Plasma Beam.jpg

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. "Metroid: Zero Mission," "Metroid Prime 3: Corruption," "Super Metroid," and "Metroid Fusion" combine the Plasma Beam's strength with whatever other beam Samus has at the moment (though the Spazer and Plasma Beam are incompatible in "Super Metroid"). "Metroid Prime" offers the ability to swap between the Plasma Beam and other beam weapons in Samus's arsenal.

The Plasma Beam is collected early on in Chozodia in "Metroid: Zero Mission." However, it is incompatible with Samus's current suit and registers only as Unknown Item [1]. After Samus receives a new suit in Chozodia after destroying Mother Brain, the beam is automatically upgraded. Unlike in other games, the Plasma Beam in “Metroid II: Return of Samus” fires as three consecutive beams and passes through walls; it is found for the first time in the Third Chozo City. The Plasma Beam can be obtained in Maridia in “Super Metroid” and from the plant monster Nettori in Sector 2 of “Metroid Fusion.” “Super Metroid” allows Samus to charge the Plasma Beam while Power Bombs are equipped to create a pulsating shield comprised of four fiery bolts.

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

Phazon / Hyper Beam

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 confronts Metroid Prime itself in the Impact Crater; the creature is immune to all attacks but the Phazon Beam. To employ the weapon, Samus must step into the pools of Phazon created by Metroid Prime--doing so will send Samus into Hypermode and reconfigure the Arm Cannon to always fire this beam. The Phazon Beam fires as a constant stream until the Phazon pool has dried up, and is powerful enough to destroy even Fission Metroids with a single hit.

In "Metroid Prime 2: Echoes," the Phazon Beam can be used a few times during the final battle with Dark Samus. If Samus absorbs the Phazon shots used by Dark Samus with the Charge Beam, she can fire them back for significant damage. This Phazon Beam does not fire as a continuous stream, however.

The Phazon Beam is reconfigured for "Metroid Prime 3: Corruption" into the more accessible Hyper Beam. After Samus obtains the PED Suit, she can empty an Energy Tank at any time to enter Hypermode, during which she will use the Hyper Beam. Unlike the original Phazon Beam, the Hyper Beam fires single shots unless charged. A charged Hyper Beam fires 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 becomes corrupted to the point that she can overflow with Phazon and die, making the Hyper Beam a necessity for keeping her Phazon levels down. Galactic Federation Marines can be seen using the Hyper Beam on Norion via their own PEDs, and Space Pirates also pick up the ability later in the game.

By the end of "Metroid Prime 3: Corruption," Samus has become so overwhelmed by Phazon that she must enter into a constant state of Hypermode to survive. This begins upon landing at Phaaze and continues to the end of the game. During this time, the Hyper Beam becomes Samus's default weapon, losing its prior abilities (though they are no longer needed).

Dark Beam

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

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

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

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

Spazer / Wide Beam

Spazer.jpg

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 but Plasma due to their similarities; using glitches to equip both at the same time creates unique beam combinations that often freeze the game after fired. “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 Third Chozo City. It can be found hidden in Brinstar on the path to Norfair in “Super Metroid.” “Metroid Fusion” forces Samus to defeat a Core-X while in the midst of an overheating countdown to obtain it. While Power Bombs are 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

A special beam employed by Mother Brain during the final battle of "Super Metroid," the aforementioned villain only uses this attack after she has taken significant damage in her second form. The Hyper Beam fires as a cone from Mother Brain's eye that slams Samus against the wall and drains her energy, also leaving her paralyzed and open to further attacks. Before the brain can fire the beam a second time the Metroid infant flies in and absorbs her energy, then gives it and the Hyper Beam ability to Samus before it is killed.

The Hyper Beam replaces all other beams in Samus's arsenal, and doesn't even provide the option for switching between them as before. In Samus's hands, it fires as a long, flashing beam that retains the Wave and Plasma Beams' abilities to pass through walls and enemies. It cannot be charged, but holding the firing button will cause it to shoot at a fairly quick pace. The Hyper Beam does significant damage to Mother Brain, can destroy gates that no other power is able to, and will shear through Space Pirates with no effort during the escape from Zebes.

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.

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. In "Metroid" and "Metroid: Zero Mission," a Missile Tank is found in Brinstar on the path to Norfair and very early after landing on Zebes in "Super Metroid." "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. Both "Metroid Prime Hunters" and "Metroid II: Return of Samus" start Samus with the Missile Launcher and Missiles, five in the first and 30 in the second.

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

  • Entire Series

Super Missile

Wavebuster

Ice Spreader

Flamethrower

Seeker Missile Launcher

Darkburst

Sunburst

Sonic Boom

Ice Missile

Hyper Missile

Diffusion Missile

Other

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

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

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

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

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

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

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

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

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 has the effect to fire 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

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

Grapple Swing

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: Corruption." The Grapple Beam is first found in "Metroid Prime" in Storage Depot B of the Phazon Mines. She retains it to the start of "Metroid Prime 2: Echoes," but it is stolen by the Ing early in the game; Samus must defeat the Grapple Guardian in the Sacrificial Chamber of Dark Tovrus Bog to get it back. The Grapple Swing is the second of the Grapple Beam upgrades in "Metroid Prime 3: Corruption," found in Reliquary I of the Bryyo Cliffside. In "Super Metroid," the Grappling Beam can be obtained from a Chozo Statue in Norfair shortly after killing Crocomire. In all of its appearances, the Grapple Swing 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.

Grapple Voltage

The Grapple Voltage is the third of the Grapple Beam upgrades found in "Metroid Prime 3: Corruption." It is in the possession of Gandrayda at the start of the game; she uses it against Samus in the Proving Grounds of the Research Facility on the Pirate Homeworld. Samus can take it for herself after defeating the fellow hunter in combat. The Grapple Voltage allows 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 is required to power some devices.

Hyper Grapple

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

Other Appearances

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 has been added 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 for an unknown amount of time.