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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

Choosing the tool
SituationCandidateWatch
Long clear sight lineImperialistScope awareness
Enemy around a cornerJudicator bounceAngle of the surface
Nearby moving targetShock CoilShort effective range
Target below an arcMagmaulProjectile trajectory
Matching sealed doorSpecified weaponAmmo remaining
References
Guide references
ReferenceWebsite
Retail game referencewww.metroidwiki.org
Nintendo original manualwww.nintendo.com
Nintendo Wi-Fi service noticeen-americas-support.nintendo.com
Detailed topic referencewww.metroidwiki.org