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Missile

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Missile


Samus using a Missile to destroy a Skree.

Game(s)
Users
Located in
Ammunition

Missile Ammo: One per shot

Properties
  • Concentrates damage dealt in one area
  • Explosive
  • Homes onto targets when locked on
This article is about Missiles, the concussive projectiles. For the Arm Cannon upgrade allowing Samus to use Missiles, see Missile Launcher.

Missiles are long-range concussive projectiles and one of Samus Aran's most used weapons, featured in every Metroid game. They can only be used once Samus has obtained the Missile Launcher upgrade for the Arm Cannon. 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.

Standard Missiles[edit | edit source]

Missiles typically have a higher rate 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. Samus's standard Missiles are one of the weapons Samus can fire from her Missile Launcher, finding upgrades to her Missiles Launcher will allow Samus to fire many different kinds of Missiles.

Enhancements[edit | edit source]

Super Missile[edit | edit source]

Main article: Super Missile

Super Missiles are three-to-five times more potent than regular Missiles. These powerful weapons can 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. Super Missiles increase Missiles' abilities to damage enemies and objects greatly, even moving at a faster rate. Their name is well earned, as they essentially are Missiles enhanced in every way. Their downside lies in the fact that they take either five Missile Ammo or their own, scarce ammo. This is not the case in Metroid Fusion, however, where every Super Missile uses up only one Missile and completely replaces the basic Missile.

Seeker Missile[edit | edit source]

Main article: Seeker Missile

The Seeker Missile allows Samus to fire a maximum of five Missiles at multiple targets simultaniously. Each Missile fired takes away one Missile Ammo. The longer Samus locks onto an enemy when charging the Seeker Missiles, the more Missiles will hit the target. The Seeker Missile ability can also be stacked with the Ice Missile ability in Corruption, meaning icy blasts can freeze up to five targets at once. These Missiles can bust through Multi-Lock Blast Shields.

Ice Missile[edit | edit source]

Main article: Ice Missile

Similar to the Ice Beam, Ice Missiles will freeze enemies in place and increase damage dealt. Frozen enemies can be used as platforms in Fusion. In Corruption, frozen enemies can be shattered with a charged shot. Ice Missiles can freeze Fuel Gel as well as enemies.

Hyper Missile[edit | edit source]

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. These quick and powerful shots are infused with Phazon, dealing very deadly and effective damage against creatures in Hypermode. Hyper Missiles are much like Super Missiles in essence.

Ship Missile[edit | edit source]

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. Samus's ship, armed with Missiles, can break through Maldium or blow up a team of enemies in an open area. Ship Missiles are the only Missiles that Samus cannot shoot directly.

Diffusion Missile[edit | edit source]

Main article: Diffusion Missile

The Diffusion Missile increases the freezing capability of the Ice Missile allowing Samus to freeze several targets at once. These Missiles are needed to destroy SA-X and reveal it's Hard Core-X within.

Data[edit | edit source]

Manuals[edit | edit source]

Manual Entries
Manual info from Metroid: Zero Mission
Missile: This is the most basic type of Missile.[3]
Manual info from Metroid Prime
Missile: Once Samus arms herself with Missiles, fire them by pressing the Y Button. Keep an eye out for Missile Expansions: for every one of these that Samus finds, her Missile arsenal will grow by five. Missile will home in on whatever Samus locks on, and they can also be used to blow up hatch locks and destroy specific types of impediments. To replenish Samus's Missiles, collect Missile capsules from fallen enemies and crates.[4]
Manual info from Metroid Prime Hunters
Missile: This Missile is more powerful than the Power Beam, and is capable of Charge Attacks. Samus's Missiles have homing capability; its Charge Attack enhances the homing feature.[5]
First description from Metroid Prime Hunters
Manual info from Metroid Prime Hunters
Missile: The Missile can track enemy movements. The charge attack increases the Missile's effectiveness.[6]
Multiplayer description from Metroid Prime Hunters
Manual info from Metroid Prime 2: Echoes
Missile: Press the Y Button to fire Samus's Missiles, which home in on targets and can blast open red hatches and Brinstone impediments. Missile Expansions are scattered all over, and each on will up Samus's capacity by five. Every beam weapon has a charge combo that can be used with Missiles to fire powerful blasts that do various things and open certain hatches. Samus must first find these combos before she can use them. Use she has, select the appropriate beam, charge fully by holding down the A Button, then press the Y Button to fire the blast.[2]
Manual info from Metroid Prime Trilogy
Missile: If you press down, you can shoot a missile. If you lock onto the enemy and shoot a missile, it will home in on the enemy. When you fire, your stock of missiles goes down.[7]
Description for Metroid Prime
Manual info from Metroid Prime Trilogy
Missile: If you press down, you can fire missiles. If you lock onto the enemy and shoot a missile, it will home in on the enemy. Furthermore, when you fire, your stock of missiles goes down.[8]
Description for Metroid Prime 2: Echoes
Manual info from Metroid Prime Trilogy
Missile: If you press down, you can fire missiles. If you lock onto the enemy and shoot a missile, it will home in on the enemy. When you fire, your stock of missiles goes down.[9]
Description for Metroid Prime 3: Corruption
Manual info from Metroid: Other M
Missile/Super Missile: Press and release while locked on to release a missile. If you press and release when the Charge Guage is fully charged, five missiles will be used and you'll shoot a powerful Super Missiles[10]
Manual info from Metroid Fusion
Missile: These are the standard Missiles Samus downloads early in the game.[11]
Manual info from Melee
Missile: Release guided missile or tap (control stick tap side) to launch powerful direct shots.[12]
Manual info from Brawl
Missile: Launch a guided missile press along with [control stick tap side] to launch a stronger missile that travels straight forward.[13]

Inventory Screen[edit | edit source]

Metroid: Zero Mission[edit | edit source]

"Press R + B to fire. Opens red hatches."[14]

Metroid Prime[edit | edit source]

"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.​"[15]

Metroid Prime 2: Echoes[edit | edit source]

"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.​"[16]

Metroid Prime 3: Corruption[edit | edit source]

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Trivia[edit | edit source]

  • In Metroid Prime Hunters, only Missiles used by Samus will have a homing effect. Since all of the hunters use the same Missile ammo, this implies that Samus's Missile Launcher gives the Missiles their homing effect.
  • Ship Missiles are the only Missiles that Samus does not attack with directly.

Gallery[edit | edit source]

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 2.2 "Press the Y Button to fire Samus's Missiles, which home in on targets and can blast open red hatches and Brinstone impediments. Missile Expansions are scattered all over, and each on will up Samus's capacity by five. Every beam weapon has a charge combo that can be used with Missiles to fire powerful blasts that do various things and open certain hatches. Samus must first find these combos before she can use them. Use she has, select the appropriate beam, charge fully by holding down the A Button, then press the Y Button to fire the blast." Metroid Prime 2: Echoes Instruction Booklet, Pg 17
  3. "This is the most basic type of Missile." Metroid: Zero Mission Instruction Booklet, Pg 27
  4. "Once Samus arms herself with Missiles, fire them by pressing the Y Button. Keep an eye out for Missile Expansions: for every one of these that Samus finds, her Missile arsenal will grow by five. Missile will home in on whatever Samus locks on, and they can also be used to blow up hatch locks and destroy specific types of impediments. To replenish Samus's Missiles, collect Missile capsules from fallen enemies and crates." Metroid Prime Instruction Booklet, Pg 22
  5. "This Missile is more powerful than the Power Beam, and is capable of Charge Attacks. Samus's Missiles have homing capability; its Charge Attack enhances the homing feature." Metroid Prime Hunters Instruction Booklet, Pg 27
  6. "The Missile can track enemy movements. The charge attack increases the Missile's effectiveness." Metroid Prime Hunters Instruction Booklet, Pg 50
  7. "If you press down, you can shoot a missile. If you lock on to the enemy and shoot a missile, it will home in on the enemy. When you fire, your stock of missiles goes down." Metroid Prime: Trilogy Instruction Booklet, Pg 12
  8. "If you press down, you can fire missiles. If you lock onto the enemy and shoot a missile, it will home in on the enemy. Furthermore, when you fire, your stock of missiles goes down." Metroid Prime: Trilogy Instruction Booklet, Pg 28
  9. "If you press down, you can fire missiles. If you lock onto the enemy and shoot a missile, it will home in on the enemy. When you fire, your stock of missiles goes down." Metroid Prime: Trilogy Instruction Booklet, Pg 44
  10. "Press and release while locked on to release a missile. If you press and release when the Charge Guage is fully charged, five missiles will be used and you'll shoot a powerful Super Missile" Metroid: Other M Instruction Booklet, Pg 20
  11. "These are the standard Missiles Samus downloads early in the game." Metroid Fusion Instruction Booklet, Pg 33
  12. "Release guided missile or tap (control stick left+B) to launch powerful direct shots." Super Smash Bros. Melee Instruction Booklet, Pg 41
  13. "Launch a guided missile press along with (control stick tap side) to launch a stronger missile that travels straight forward." Super Smash Bros. Brawl Instruction Booklet, Pg 32
  14. "Press R + B to fire. Opens red hatches." —Inventory Screen (Metroid: Zero Mission)
  15. "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)
  16. "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)