Metroid Prime: Weapons & Upgrades
26 equipment and collectible types, grouped by purpose. Includes starting equipment, new abilities, expansions and artifacts; this is not a room-by-room pickup checklist.
26 entries

Power Beam
Samus’s standard rapid-fire beam. Opens blue doors and works with the Charge Beam.

Charge Beam
Hold fire to build a stronger shot. Charging also helps draw nearby pickups toward Samus.

Wave Beam
Electrical shots open purple doors and energise compatible electrical conduits.

Ice Beam
Freezes vulnerable enemies and opens white doors. Follow a freeze with a Missile against suitable targets.

Plasma Beam
A powerful heat-based beam that opens red doors and melts certain ice barriers.

Phazon Beam
A special weapon for the final battle, powered by the Phazon pools left by Metroid Prime.

Missile Launcher
Explosive shots break Missile door shields. The initial launcher provides a capacity of five.

Super Missile
The Power Beam’s charge combo delivers a powerful explosive strike and consumes five Missiles.

Wavebuster
The Wave Beam’s combo maintains an electrical stream while consuming Missile ammunition.

Ice Spreader
The Ice Beam’s combo spreads freezing energy over a target area.

Flamethrower
The Plasma Beam’s combo projects a sustained flame using Missile ammunition.

Combat Visor
The standard view for combat, with targeting, health, ammunition and map information.

Scan Visor
Reads lore, enemy information and control panels. Scan new enemies and bosses before defeating them.

Thermal Visor
Highlights heat signatures and concealed electrical targets, particularly useful in dark rooms.

X-Ray Visor
Reveals hidden platforms and enemies that are difficult to track with ordinary sight.

Morph Ball
Transforms Samus into a small rolling form for tunnels and tight passages.

Morph Ball Bombs
Drops small bombs while rolling. Use them for Bomb Slots, breakable surfaces and bomb jumps.

Boost Ball
Charge and release a burst of speed, including repeated boosts to climb half-pipes.

Spider Ball
Clings to the game’s magnetic tracks, allowing Samus to follow routes up walls and around structures.

Power Bombs
A large Morph Ball explosion breaks suitable heavy barriers. The initial upgrade supplies a capacity of four.

Space Jump Boots
Adds a second jump in mid-air. Use the extra height and distance to revisit earlier rooms.

Grapple Beam
Latches onto designated Grapple Points so Samus can swing across gaps.

Energy Tank
Each tank adds 100 energy. There are 14 tanks to collect.

Missile Expansions
49 expansions add five Missiles each. Combined with the launcher, maximum capacity is 250.

Power Bomb Expansions
Four expansions add one Power Bomb each, raising maximum capacity from four to eight.

Chozo Artifacts
Find 12 artifacts and return them to the Artifact Temple to open the route toward the Impact Crater.
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Metroid Prime artwork, icons and screenshots © Nintendo / Retro Studios. Images archived by Wikitroid.
