Metroid Prime Hunters / special weapons, barriers and hunter affinities
Metroid Prime Hunters special weapons, barriers and hunter affinities
Identify the six specialist weapons and their associated hunters.
Edition covered
Full 2006 Nintendo DS game, distinct from the First Hunt demo. Official Nintendo Wi-Fi Connection ended in 2014; the campaign, local wireless play and bots remain the original offline scope.
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special weapons, barriers and hunter affinities
More special weapons, barriers and hunter affinities
- Volt Driver — Kanden · Electrical projectiles
- Judicator — Noxus · Ricocheting ice shots
- Magmaul — Spire · Arcing magma projectiles
- Shock Coil — Sylux · Short-range tracking energy stream
Quick notes
- Match barriers to a weapon. Colored weapon locks teach the value of revisiting older rooms.
- Reserve specialist ammunition. The six additional weapons use the Universal Ammo supply.
- Distinguish Samus from hunter affinity. In multiplayer, a hunter’s associated weapon has a special benefit.
- Test bounce and range before a duel. Judicator, Imperialist and Shock Coil ask for very different distances.
Reserve specialist ammunition
| Situation | Candidate | Watch |
|---|---|---|
| Long clear sight line | Imperialist | Scope awareness |
| Enemy around a corner | Judicator bounce | Angle of the surface |
| Nearby moving target | Shock Coil | Short effective range |
| Target below an arc | Magmaul | Projectile trajectory |
| Matching sealed door | Specified weapon | Ammo remaining |
References
| Reference | Website |
|---|---|
| Retail game reference | www.metroidwiki.org |
| Nintendo original manual | www.nintendo.com |
| Nintendo Wi-Fi service notice | en-americas-support.nintendo.com |
| Detailed topic reference | www.metroidwiki.org |


