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Missile

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Missile
ZM Missile.png

Samus using a Missile to destroy a Skree.

Game(s)

All Metroid Games
Super Smash Bros. Melee
Super Smash Bros. Brawl

Users

Samus Aran
Dark Samus
Dark Missile Trooper

Located in

Metroid: Brinstar
Metroid: Zero Mission: Brinstar
Metroid Prime: Chozo Ruins
Metroid Prime 2: Temple Grounds
Metroid Prime 3: G.F.S. Olympus
Super Metroid: Crateria
Metroid Fusion: Main Deck

Ammunition

One Missile per shot

Properties

Homing capabilities when locked on.

Missiles are long-range concussive projectiles and one of Samus Aran's most used weapons, featured in every Metroid game. They typically do more damage than most of Samus's uncharged beam weapons. Samus commonly uses them to destroy barriers such as rocks or shielding on doors and enemies. Some enemies, such as the Core-X, can only be damaged with Missiles.[1] When used in conjuncture with the Ice Beam or Dark Beam, Samus can shatter enemies to pieces, this is also one of the few ways she can kill a Metroid in some games.

They typically have a higher rate of fire of fire than most weapons, though in the Metroid Prime series it is greatly diminished. In the first Metroid Prime, Samus can rapidly fire Missiles by firing the Power Beam immediately after launching a Missile to reset the Arm Cannon allowing her to launch another Missile without waiting. Using this method, Samus can have a maximum of three Missiles out at a time. In Metroid Prime and Metroid Prime 2: Echoes, there are Charge Combos that use missiles in conjuncture with the Charge Beam to fire various powerful attacks.[2] Missiles in the Prime games also have a homing effect when locked onto targets.[2]

In both Metroid Prime 3: Corruption and Metroid Fusion, Missiles have a stacking ability like beam weapons, being enhanced by other more powerful Missile upgrades. Initially, Samus can normally only hold five Missiles, though if she acquires Missile Expansions, she can increase the maximum up to 255 in most games.

Types

Super Missile

Main article: Super Missile

Super Missiles are far more potent than regular Missiles, they also create large shock waves that can knock objects off walls. In Metroid Prime and Metroid Prime 2: Echoes, they are the Power Beam's Charge Combo.

Seeker Missile

Main article: Seeker Missile

The Seeker Missile allows Samus to fire a maximum of five Missiles at multiple targets simultaniously. The longer Samus locks onto an enemy when charging the Seeker Missiles, the more Missiles will hit the target.

Ice Missile

Main article: Ice Missile

Ice Missiles add a freezing effect to the Missile.

Hyper Missile

Main article: Hyper Missile

Samus can only use the Hyper Missile when she enters Hypermode. It fires a fast-moving Missile that does massive damage but lacks the homing capability.

Ship Missile

Main article: Ship Missile

Samus Aran's Gunship is capable of launching a volley of powerful Missile when Samus targets an area with her Command Visor.

Diffusion Missile

Main article: Diffusion Missile

The Diffusion Missile increases the freezing capability of the Ice Missile allowing Samus to freeze several targets at once.

Manuals

Metroid: Zero Mission

Manual info from game
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Metroid Prime

Manual info from game
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Metroid Prime Hunters

Manual info from game
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Manual info from game
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Metroid Prime 2: Echoes

Manual info from game
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Metroid Prime: Trilogy

Manual info from game
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Manual info from game
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Manual info from game
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Metroid Fusion

Manual info from game
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Super Smash Bros. Melee

Manual info from game
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Super Smash Bros. Brawl

Manual info from game
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In Game Data

Metroid: Zero Mission

"Press R + B to fire. Opens red hatches."[3]

Metroid Prime

"Missiles fired with a lock-​on will seek their targets.​ ​Missiles can destroy objects made from ​Radion​ or Brinstone​.​ ​There are Charge Combo enhancements scattered throughout the environment.​ They use the Missile Launcher and the Charge Beam in tandem to fire more effective blasts.​ ​ ​Each Missile Expansion you find will increase the number of Missiles you can carry by 5.​"[4]

Metroid Prime 2: Echoes

"Missiles fired with a lock-​on will seek their targets.​ ​Missiles can destroy objects made of Brinstone​.​ ​There are Charge Combo enhancements scattered throughout the environment.​ They use the Missile Launcher and the Charge Beam in tandem to fire more effective blasts.​ ​​Each Missile Expansion you find will increase the number of Missiles you can carry by 5.​"[5]

Metroid Prime 3: Corruption

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Gallery

References

  1. "The abilities of the Core-X parasites differ from type to type, but the thick thorny membrane that encases them is a common feature. This tough casing must be ruptured by a powerful attack, such as a Missile blast, to render the core vulnerable to absorption." Metroid Fusion Instruction Booklet, Pg 29
  2. 2.0 2.1 Cite error: Invalid <ref> tag; no text was provided for refs named mp2
  3. "Press R + B to fire. Opens red hatches." —Inventory Screen (Metroid: Zero Mission)
  4. "Missiles fired with a lock-​on will seek their targets.​ ​Missiles can destroy objects made from ​Radion​ or Brinstone​.​ ​There are Charge Combo enhancements scattered throughout the environment.​ They use the Missile Launcher and the Charge Beam in tandem to fire more effective blasts.​ ​​Each Missile Expansion you find will increase the number of Missiles you can carry by 5.​" —Samus's Notes (Metroid Prime)
  5. "Missiles fired with a lock-​on will seek their targets.​ ​Missiles can destroy objects made of Brinstone​.​ There are Charge Combo enhancements scattered throughout the environment.​ They use the Missile Launcher and the Charge Beam in tandem to fire more effective blasts.​ ​ ​Each Missile Expansion you find will increase the number of Missiles you can carry by 5.​" —Samus's Notes (Metroid Prime 2: Echoes)



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