Metroid fusion security robot sector 6
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.
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. 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.
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. The secondary function for the Arm Cannon, Missiles are considerably more powerful than most of the Beams available. Echoes" Samus can combine Missiles with charged beams to create potent, but costly, Charge Beam Combos.
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: One can be found very early after landing on Zebes in "Super Metroid. 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. These games add a homing function to Missiles so long as a target has been locked-on to. Return of Samus" start Samus with the Missile Launcher and Missiles, five in the first and 30 in the second.
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. 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".
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.
Zero Mission" 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 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.
A charged Power Beam can be combined with the Missile Launcher to fire five missiles at once in a devastating attack. Other M", the Super Missile is once more shown as the missile version of the charge beam, being 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. 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. The Ice Spreader requires 10 Missiles to use, however. 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. 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: It returns in "Other M", where it is gained as a power-up item when Samus defeats the original Rhedogian for the final time.
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: 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. 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.
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.
They can destroy special growths made of Phazon that block paths throughout the game. They are first discovered after killing Helios in the Elysia Seed.
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. 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. 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.
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. 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.
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. Gorea will in turn use the Judicator against Samus whenever he turns orange. 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. 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. Gorea will in turn use the Volt Driver against Samus whenever he turns green.
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.
It is particularly effective against Trace. It cannot be charged, but holding the fire button will cause it to remain attached to its victim. Gorea will in turn use the Shock Coil against Samus whenever he turns red. 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. 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. Gorea will in turn use the Magmaul against Samus whenever he turns purple.
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. 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.
Gorea will in turn use the Imperialist against Samus whenever he turns blue. Along with Gorea, the Omega Cannon was sealed away within the Oubliette. 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. 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.
She retains it to the start of "Metroid Prime 2: Corruption," found in Reliquary I of the Bryyo Cliffside. In "Other M", Samus has it from the beginning, but it is only authorized by Adam when Samus needs it to rescue Anthony from a Rhedogian.
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