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Metroid: Samus Returns eGuide
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Contents

  • The History of SR388
    • The Chozo
    • Fast-Forward to the Year 20X5
    • Samus Returns
  • Walkthrough
    • Surface
    • Area 1
    • Area 2
      • Area 2 : part I
      • ARACHNUS
      • Area 2 : part II
    • Area 3
      • Area 3 : part I
      • Area 3 : part II
    • Area 4
      • Area 4 : part I
      • Area 4 : Diggernaut Escape
      • Area4 : part II
    • Area 5
    • Area 6
      • Area 6 : part I
      • Diggernaut
      • Area 6 : part II
    • Area 7
    • Area 8
    • Surface Revisited
      • Surface Revisited
      • Proteus Ridley
  • How to Play
    • Introduction
    • Basics
    • Advanced Techniques
  • The Armory
    • Introduction
    • The Gunship
    • Beams
    • Explosive Devices
    • Power Suit Upgrades
    • Morph Ball Upgrades
    • Aeion Abilities
  • Inhabitants & Eco System of SR388
    • Introduction
    • SR388 Native Life
    • Chozo Security Units
    • Metroids
    • Bosses
    • Hazards
    • Chozo Relics
    • Doors
    • Blocks
  • Extras
    • Introduction
    • amiibo Unlocks
    • The Gallery
    • Completion Times
    • Walkthrough Quick Reference
    • Item Checklist
  • Reading This Walkthrough
    • Introduction

Metroid: Samus Returns Guide › The Armory

Explosive Devices

Beams are useful and necessary, but their power can only stretch so far. For times when a little more oomph or finesse is needed, Samus goes for weapons of the explosive variety.

Missiles

Samus starts her mission on SR388 with a Missile Launcher and a decent-sized missile count. Missiles—along with the Ice Beam—are your primary means of damaging Metroids, but they’re also excellent for dealing with most of the planet’s other hostile types. You find a metric ton of Missile Tank Upgrades on this planet, so don’t be afraid to utilize these projectiles with reckless abandon.

Super Missile

Everyone loves Samus’ missiles, right? Unfortunately, sometimes they don’t get the job done. That’s where the Super Missile really shines: the same ease of access, but with exponentially more destructive power. Unlike standard missiles, Super Missiles should be saved and used wisely. They can simplify the game’s later Metroid encounters by a significant degree if you make each shot count.

Morph Ball Bombs

While not packing a whole lot of power, Morph Ball Bombs allow Samus to gain access to small spaces that you never would have known existed without them. They also allow Samus to perform the stylish and entertaining Bomb jump. It’s not the best weapon in Samus’ arsenal, but it definitely has its uses.

Power Bombs

The ultimate destructive force in Samus’ tool set, the Power Bombs destroy just about anything and anyone their path, except Metroids—though a Power Bomb has its uses in those scenarios as well. It also works fantastically for item-hunting. Place a Power Bomb in an area, and the ensuing explosion uncovers the identities of all nearby destructible Blocks—assuming it doesn’t destroy them outright.

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