Samus Aran has been firing Missiles since the first Metroid game, and she starts Dread with the Missile Launcher ready to go – at least she holds onto some abilities after the initial power wipe. You can shoot them, but you won’t have many shots to fire at the start of the game. Luckily, Missile Expansions (or Tanks) will increase your ammo count.
Missile Tanks come in two varieties: the standards adds two more shots, while Missile+ Tanks add 10. There are lots to find in Cataris, and we’ll show you how to get them all.
Missile Tank #1 [+2] | Requirements: Morph Ball
Once the EMMI has been neutralized, head to the center-left part of its patrol zone. There are some narrow tunnels over here, so use your newly acquired Morph Ball to tuck into the passage and reach the Missile Tank.
Missile Tank #2 [+2] | Requirements: Spider Magnet, Morph Ball
There’s another Missile Tank on the eastern side of the EMMI Zone, southwest of the Save Station. Look for a Morph Ball tunnel that’ll take you to an isolated room. Watch out – the robot enemy in here is extremely dangerous and can easily one-shot you. Ducking in the rear corner atop the platform seems to be the safest place to hide in between volleys of Missiles. Once it’s out of the way, move across the ceiling via Spider Magnet, and you’ll reach a hidden ledge plugged with Missile Blocks. Blow them away, drop to the ledge, and tuck into a ball to roll on over to the Tank.
Missile Tank #3 [+2] | Requirements: Charge Beam, Morph Ball
On the far eastern end of Cataris is a Charge Beam door. Shoot through, then defeat or dodge the rock enemy on the other side. Jump to the ledge in the back corner and tuck into the alcove with your Morph Ball to reach another Missile Tank.
Missile Tank #4 [+2] | Requirements: Morph Ball
This Missile Tank is found in the vertical winding passage near the elevator from Artaria. Look for a Morph Ball tunnel between the Network Station and the Recharge Station. Roll through it to grab the Tank.
Missile Tank #5 [+10] | Requirements: Morph Ball
You can get your first Missile+ Expansion at the extreme western end of the map. Right by the Save Station is a series of narrow tunnels. Hop in there with your Morph Ball, and be mindful of the burrowing enemies that are also moving through with you. You can’t miss the Missile Tank though. It’s in plain sight, so roll right on over to grab it.
Missile Tank #6 [+2] | Requirements: Morph Ball, Varia Suit
There’s a volcanic room under the Network Station in the northwest (the Varia Suit will keep you safe in the heat). Inside, you’ll find a group of Beam Blocks – shoot carefully to leave yourself a ledge to climb on. Then jump up to the outcropping and tuck into your Morph Ball to grab the Missile Tank there.
Missile Tank #7 [+2] | Requirements: Charge Beam, Varia Suit
There’s an isolated volcanic room west of the elevator from Artaria, sandwiched between the EMMI Zone and a Network Station. Enter with your Charge Beam and maneuver over the platforms to the right side of the room. Take out the burrowing enemy in the wall or time your leap carefully to wall jump up to the Missile Expansion above.
Missile Tank #8 [+2] | Requirements: Morph Ball, Wide Beam, Bombs, Varia Suit
There’s a Missile Tank hiding in the top, winding room of the eastern volcanic section (where the rock enemies are boxed in). Shoot the Wide Beam Block out of the way and Bomb the spot where it was resting to break through the floor. You can shoot out a block on the left end of this passage to reach the Expansion.
Missile Tank #9 [+2] | Requirements: Flash Shift, Speed Booster
There’s a Speed Booster puzzle in the passage near the tram to Dairon. Start from that side of the door, sprint through, shoot the low block on the other side, and store your Shinespark. Now you need to very quickly slide through the gap and wrap around to the right side of the ceiling – the Flash Shift will give you an extra kick along the way. Launch up into the ceiling to break into it and grab a Missile Tank.
Missile Tank #10 [+2] | Requirements: Spider Magnet, Grapple Beam, Varia Suit, Spin Boost, Diffusion Beam
This Missile Tank is just northwest of the Purple Teleportal. While it’s much easier to reach when you have the Space Jump and Gravity Suit, you can get it earlier using some well timed Spin Boost jumps in conjunction with the Spider Magnet and Grapple Beam. Then at the top of the cave, your Diffusion Beam will be able to reach the cracked rock and blow open the path to the Expansion.
Missile Tank #11 [+2] | Requirements: Morph Ball, Varia Suit, Spin Diffusion Beam
On the other side of the Purple Teleportal, you’ll find another Missile Tank in volcanic passage. You’ll know it when you see some cracked rocks in the ceiling. Your Diffusion Beam should be enough to open up the Morph Ball path forward, but you can return with the Wave Beam later if not.
Missile Tank #12 [+2] | Requirements: Screw Attack
Missile Tank #13 [+2] | Requirements: Morph Ball, Bombs, Varia Suit, Space Jump
Head to the eastern volcano section once you have the Space Jump and leap all the way to the top of the tallest chamber. Move through the Morph Ball tunnels and drop some Bombs to follow the path back down to the isolated Missile Tank.
Missile Tank #14 [+2] | Requirements: Speed Booster, Gravity Suit
This Speed Booster puzzle might be in the lava, but it’s super easy once you have the Gravity Suit. Head to the northwest volcanic area, under the Orange Teleportal. Hop into the lava, then start running from the left side of the room. Shoot the blocks and slide under the rock as you go, and you’ll zip right through the Speed Booster Blocks into the Tank. It might be hard to see Samus charging through the lava, but you’ll get this one, no problem.
Missile Tank #15 [+2] | Requirements: Morph Ball, Bombs, Gravity Suit
Head to the passages above the Kraid boss chamber. There’s a low lava tunnel you can roll through safely with the Morph Ball and Gravity Suit. Drop a Bomb at the end to find the last Cataris Missile Tank hidden in the rock.