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* ''Franchise/KingdomHearts'': Ultima Weapon is the recurring ultimate Keyblade in the series. As a general rule, numbered titles have Ultima available during the main storyline, while the
** ''VideoGame/KingdomHeartsI'' has Ultima Weapon (Sora), Save the King (Goofy) and Save the Queen (Donald).
** In ''VideoGame/KingdomHeartsII'', you can create each of these (using a somewhat more streamlined system) ''and'' acquire the Fenrir Keyblade, which is slightly stronger than Ultima Weapon, though the latter has useful magic bonuses. And just to go over-the-top, once you've made these things, you can make them ''again'', this time adding a "synthesis enhancement" ingredient, to make the Infinity Plus '''Two''' versions. (Not so much for Ultima Weapon, as there isn't enough {{Orichalcum}}+ in the game to even make it once; you have to induce a normally optional item that cuts the materials in half.)

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* ''Franchise/KingdomHearts'': Ultima Weapon is the recurring ultimate Keyblade in the series. series, to be equipped by your player character. Donald and Goofy have their own recurring ultimate weapons in the numbered titles, in the form of the Save the Queen staff and the Save the King shield. As a general rule, numbered titles have Ultima available during the main storyline, while the
the other titles have it hidden behind the postgame.
** ''VideoGame/KingdomHeartsI'' has Ultima Weapon (Sora), as the final synthesized item, available only after you've made everything else at least once. Save the King (Goofy) and Save the Queen (Donald).are unlocked by completing the Hades Cup in Olympus Coliseum under the solo and timed challenges.
** In ''VideoGame/KingdomHeartsII'', you Ultima Weapon can create each of these (using a somewhat more streamlined system) ''and'' acquire once again be synthesized, this time after acquiring its recipe shortly before acquiring access to TheVeryDefinitelyFinalDungeon. Save the Queen and Save the King can also be synthesized, with their recipes hidden in various worlds during the revisits. Fenrir Keyblade, which is slightly stronger (defeat [[BonusBoss Sephiroth]]) has a higher Strength stat, and Fatal Crest (clear the Goddess of Fate Cup) has a higher Magic stat, than the Ultima Weapon, though the latter has useful magic bonuses. And just to go over-the-top, once you've made these things, you can make them ''again'', this time adding a "synthesis enhancement" ingredient, to make the Infinity Plus '''Two''' versions. (Not so much for Ultima Weapon, as there isn't enough {{Orichalcum}}+ while being worse in the game to even make it once; you opposite stat. Save the Queen and Save the King also have to induce a normally optional item + versions that cuts can be synthesized after making the materials in half.)originals once, with different abilities. Which particular weapon is best depends on the individual player.



** ''[[VideoGame/KingdomHeartsCoded Re:coded]] has the Ultima Weapon hidden in the hardest System Sector, offering some of the mightiest Clock Abilities in the game.



** ''[[VideoGame/KingdomHeartsIII Kingdom Hearts III]]'' Ultima Weapon returns once more, this time colored as red and chrome silver instead of the usual blue and gold. The required materials are further streamlined to reduce the number of required Orichalcum+ to 7, and although several are gated behind ThatOneSidequest, it is also the most powerful incarnation of the Keyblade yet, as its Formchange, Ultimate Form, is essentially the Final Form from ''VideoGame/KingdomHeartsII'' taken UpToEleven. Even with just a single Keyblade instead of two back in Final Form, it easily makes the Final Form pale in comparison.

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** ''[[VideoGame/KingdomHeartsIII Kingdom Hearts III]]'' ''VideoGame/KingdomHeartsIII'' Ultima Weapon returns once more, this time colored as red and chrome silver instead of the usual blue and gold. The required materials are further streamlined to reduce the number of required Orichalcum+ to 7, and although several are gated behind ThatOneSidequest, it is also the most powerful incarnation of the Keyblade yet, as its Formchange, Ultimate Form, is essentially the Final Form from ''VideoGame/KingdomHeartsII'' taken UpToEleven. Even turns Sora into a living StormOfBlades with TeleportSpam and {{Always Accurate Attack}}s, and its Shotlock deals damage within an area rather than specifically on locked-on targets. Save the Queen and Save the King can be synthesized as in II, this time with + versions that have ''added'' abilities rather than just a single Keyblade instead of two back in Final Form, it easily makes different ones and are thus soundly superior; the Final Form pale in comparison.ability to synthesize Ultima Weapon, Save the Queen+, and Save the King+ is unlocked after acquiring one of every type of synthesis material save for the post-game exclusives.



** Five characters have individually better weapons that they can get from alternative sources. Presea and Regal need to speak to certain [=NPCs=] once they've reached level 80 to obtain their best weapons. Genis gets his best as the prize from a minigame. Zelos gets his by defeating his sister in a unique event at Meltokio Coliseum. Lloyd's best Slash weapon is obtained by defeating a recurring optional boss for the third time.
* ''VideoGame/TalesOfTheAbyss'' had the Catalyst Weapons, which worked roughly the same way: weak as hell when first acquired, attack-power-based-on-kills after beating the most powerful boss in the game. Additionally, said boss also holds the best Capacity Core in the game; you can only acquire this by stealing it from her, and you can only steal from her when she's staggered, which, as you might guess, does not happen often.

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** Five characters have individually better weapons that they can get from alternative sources. Presea and Regal need to speak to certain [=NPCs=] once they've reached level 80 to obtain their best weapons. Genis gets his best as the prize from a minigame. Zelos gets his by defeating his sister in a unique event at Meltokio Coliseum. Lloyd's best Slash ''slash'' weapon is obtained by defeating a recurring optional boss for the third time.
* ''VideoGame/TalesOfTheAbyss'' had the Catalyst Weapons, which worked roughly the same way: way as ''Symphonia''[='=]s Devil's Arms: weak as hell when first acquired, attack-power-based-on-kills after beating the most powerful boss in the game. Additionally, said boss also holds the best Capacity Core in the game; you can only acquire this by stealing it from her, and you can only steal from her when she's staggered, which, as you might guess, does not happen often.

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* Some {{Game Mod}}s for ''VideoGame/{{Minecraft}}'' feature items that count as such, more frequently in the form of armor rather than weapons. Of course, since combinations of mods stacked together rarely intertwine, it's possible to obtain one mod's endgame items without going through another mod's progression, turning any such item into a potential GameBreaker unless [[HouseRules a modpack creator counteracts this by gating a powerful item's]] [[ItemCrafting recipe]] [[ObviousRulePatch behind other mods' endgame items]]. One of the oldest examples of an [=Infinity+1 Sword=] in ''Minecraft'' modding is ''[=IndustrialCraft


** The Metal Blade in VideoGame/MegaMan2. Not only does it defeat most minor enemies in one hit, it ''cuts right through them and keeps going.'' Nearly every boss is weak against it, the most hilarious example being ''Metal Man himself,'' who dies from a single hit with it. On top of all that, it has an extremely high ammo capacity. Many players beat Metal Man first and then play through the rest of the game using this as their primary weapon.

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** The Metal Blade in VideoGame/MegaMan2. Not only does it defeat most minor enemies in one hit, it ''cuts right through them and keeps going.'' Nearly every boss is weak against it, the most hilarious example being ''Metal Man himself,'' who dies from a single hit two hits with it. On top of all that, it has an extremely high ammo capacity. Many players beat Metal Man first and then play through the rest of the game using this as their primary weapon.


* ''Franchise/KingdomHearts'': Ultima Weapon is the recurring ultimate Keyblade in the series.

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* ''Franchise/KingdomHearts'': Ultima Weapon is the recurring ultimate Keyblade in the series. As a general rule, numbered titles have Ultima available during the main storyline, while the



* The Devil's Arms from ''VideoGame/TalesOfSymphonia'' had variable attack power based on how many enemies the character in question had killed throughout the course of the game, and you could even save the kill-count for NewGamePlus for truly insane power. However, their true power was only available [[BraggingRightsReward after beating the game's toughest boss]].
** For Presea and Regal, once they get to level 80, you can obtain their strongest axe and greaves; the Gaia Cleaver and Dynast respectively.

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* The Devil's Arms from ''VideoGame/TalesOfSymphonia'' had has three brands of these.
** The Devil's Arms have
variable attack power based on how many enemies the character in question had has killed throughout the course of the game, and you could even save the kill-count for NewGamePlus for truly insane power. However, their true this power was only available unlocked [[BraggingRightsReward after beating the game's toughest boss]].
boss]] (although there's a [[BrutalBonusLevel Brutal]] BonusDungeon that's unrelated, so they're not pointless). If a given character hasn't killed enough enemies, however, these weapons won't be your tops.
** For The Meltokio Coliseum has several tournaments available in the player's choice of group fights or {{Duel Boss}}es. Clearing the highest-level solo tournaments would give each character a high-level weapon, and for most, this is their best. Because Lloyd has [[SliceAndDiceSwordsmanship individual "slash" and "thrust" stats]] for his weapons, the weapon he gets from the Coliseum is his highest-level ''thrust'' weapon.
** Five characters have individually better weapons that they can get from alternative sources.
Presea and Regal, Regal need to speak to certain [=NPCs=] once they get to they've reached level 80, you can 80 to obtain their strongest axe and greaves; best weapons. Genis gets his best as the Gaia Cleaver and Dynast respectively.prize from a minigame. Zelos gets his by defeating his sister in a unique event at Meltokio Coliseum. Lloyd's best Slash weapon is obtained by defeating a recurring optional boss for the third time.

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* The energy sword in ''VideoGame/PlanetExplorers'' has the highest damage in the game, outstripping anything the player can design with the creation system.


** THREE (in post-Gamecube versions, ''FOUR'') of these. The Infinite Rocket Launcher and Chicago Typewriter are available for a million [=PTAs=] at any merchant after completing the main game once, and getting a five star rating on every level in Mercenaries earns the Handcannon, which can be upgraded to do the most damage of any weapon in the game and have infinite ammo. Beating the game on Professional mode earns the Plagas Removal Laser (aka the "P.R.L. 412") that, while taking more space than the Rocket Launcher, has the ability to put even the Rocket Launcher to shame as there's no need to worry about a friendly fire blast as the "P.R.L." stands for "Plaga Removal Laser", meaning it is only harmful to Plaga-based enemies, which are essentially ALL the enemies' type in the title (though strangely it also can affect other non-plaga-related things such as certain objects, but that's about it fortunately). The first fire mode is the uncharged blast which is basically a shortened-yet-useful Flash Grenade blast, VERY useful for dealing deathblows to plaga lifeforms released from their hosts close nearby, whilst the second fire mode is a charged P.R.L. blast that is essentially a "rocket launcher missile" in laser form, thus negating all the negative points of a Rocket Launcher, including blast damage if one idiotically fires it at VERY close range enough to significantly drop one's on HP AND no recoil either, unlike the Rocket Launcher where one needs to have a small "wait" period before launching another rocket. [[note]]The P.R.L. 412 originally only had a single concentrated laser as its charged fire mode (though this can strangely be made into a [[SpreadShot scatter shot]] via the Ditman Glitch), but the PC/HD releases and beyond has its charged shot changed into a useful scatter shot instead, though it retains its reliable singular laser charged during said scatter shot.[[/note]] And another awesome thing about the P.R.L. 412? Aside from the requirement of clearing Professional difficulty once, it literally costs '''nothing''' to acquire it from the Merchant.

to:

** THREE (in post-Gamecube versions, ''FOUR'') of these. The Infinite Rocket Launcher and Chicago Typewriter are available for a million [=PTAs=] at any merchant after completing the main game once, and getting a five star rating on every level in Mercenaries earns the Handcannon, which can be upgraded to do the most damage of any weapon in the game and have infinite ammo. Beating the game on Professional mode earns the Plagas Removal Laser (aka the "P.R.L. 412") that, while taking more space than the Rocket Launcher, has the ability to put even the Rocket Launcher to shame as there's no need to worry about a friendly fire blast as the "P.R.L." stands for "Plaga Removal Laser", meaning it is only harmful to Plaga-based enemies, which are essentially ALL the enemies' type in the title (though strangely it also can affect other non-plaga-related things such as certain objects, but that's about it fortunately). The first fire mode is the uncharged blast which is basically a shortened-yet-useful Flash Grenade blast, VERY useful for dealing deathblows to plaga lifeforms released from their hosts close nearby, whilst the second fire mode is a charged P.R.L. blast that is essentially a "rocket launcher missile" in laser form, thus negating all the negative points of a Rocket Launcher, including blast damage if one idiotically fires it at VERY close range enough to significantly drop one's on own HP AND no recoil either, unlike the Rocket Launcher where one needs to have a small "wait" period before launching another rocket. [[note]]The P.R.L. 412 originally only had a single concentrated laser as its charged fire mode (though this can strangely be made into a [[SpreadShot scatter shot]] via the Ditman Glitch), but the PC/HD releases and beyond has its charged shot changed into a useful scatter shot instead, though it retains its reliable singular laser charged during said scatter shot.[[/note]] And another awesome thing about the P.R.L. 412? Aside from the requirement of clearing Professional difficulty once, it literally costs '''nothing''' to acquire it from the Merchant.


** THREE (in post-Gamecube versions, ''FOUR'') of these. The Infinite Rocket Launcher and Chicago Typewriter are available for a million [=PTAs=] at any merchant after completing the main game once, and getting a five star rating on every level in Mercenaries earns the Handcannon, which can be upgraded to do the most damage of any weapon in the game and have infinite ammo. Beating the game on Professional mode earns the Plagas Removal Laser (aka the "P.R.L. 412") that, while taking more space than the Rocket Launcher, has the ability to put even the Rocket Launcher to shame as there's no need to worry about a friendly fire blast as the "P.R.L." stands for "Plaga Removal Laser", meaning it is only harmful to Plaga-based enemies, which are essentially ALL the enemies' type in the title (though strangely it also can affect other non-plaga-related things such as certain objects, but that's about it fortunately). The first fire mode is the uncharged blast which is basically a shortened-yet-useful Flash Grenade blast, VERY useful for dealing deathblows to plaga lifeforms released from their hosts close nearby, whilst the second fire mode is a charged P.R.L. blast that is essentially a "rocket launcher missile" in laser form, thus negating all the negative points of a Rocket Launcher, including blast damage if one idiotically fires it at VERY close range enough to drop one's on HP AND no recoil either, unlike the Rocket Launcher where one needs to have a small "wait" period before launching another rocket. [[note]]The P.R.L. 412 originally only had a single concentrated laser as its charged fire mode (though this can strangely be made into a [[SpreadShot scatter shot]] via the Ditman Glitch), but the PC/HD releases and beyond has its charged shot changed into a useful scatter shot instead, though it retains its reliable singular laser charged during said scatter shot.[[/note]] And another awesome thing about the P.R.L. 412? Aside from the requirement of clearing Professional difficulty once, it literally costs '''nothing''' to acquire it from the Merchant.

to:

** THREE (in post-Gamecube versions, ''FOUR'') of these. The Infinite Rocket Launcher and Chicago Typewriter are available for a million [=PTAs=] at any merchant after completing the main game once, and getting a five star rating on every level in Mercenaries earns the Handcannon, which can be upgraded to do the most damage of any weapon in the game and have infinite ammo. Beating the game on Professional mode earns the Plagas Removal Laser (aka the "P.R.L. 412") that, while taking more space than the Rocket Launcher, has the ability to put even the Rocket Launcher to shame as there's no need to worry about a friendly fire blast as the "P.R.L." stands for "Plaga Removal Laser", meaning it is only harmful to Plaga-based enemies, which are essentially ALL the enemies' type in the title (though strangely it also can affect other non-plaga-related things such as certain objects, but that's about it fortunately). The first fire mode is the uncharged blast which is basically a shortened-yet-useful Flash Grenade blast, VERY useful for dealing deathblows to plaga lifeforms released from their hosts close nearby, whilst the second fire mode is a charged P.R.L. blast that is essentially a "rocket launcher missile" in laser form, thus negating all the negative points of a Rocket Launcher, including blast damage if one idiotically fires it at VERY close range enough to significantly drop one's on HP AND no recoil either, unlike the Rocket Launcher where one needs to have a small "wait" period before launching another rocket. [[note]]The P.R.L. 412 originally only had a single concentrated laser as its charged fire mode (though this can strangely be made into a [[SpreadShot scatter shot]] via the Ditman Glitch), but the PC/HD releases and beyond has its charged shot changed into a useful scatter shot instead, though it retains its reliable singular laser charged during said scatter shot.[[/note]] And another awesome thing about the P.R.L. 412? Aside from the requirement of clearing Professional difficulty once, it literally costs '''nothing''' to acquire it from the Merchant.


** THREE (in post-Gamecube versions, ''FOUR'') of these. The Infinite Rocket Launcher and Chicago Typewriter are available for a million [=PTAs=] at any merchant after completing the main game once, and getting a five star rating on every level in Mercenaries earns the Handcannon, which can be upgraded to do the most damage of any weapon in the game and have infinite ammo. Beating the game on Professional mode earns the Plagas Removal Laser (aka the "P.R.L. 412") that, while taking more space than the Rocket Launcher, has the ability to put even the Rocket Launcher to shame as there's no need to worry about a friendly fire blast as the "P.R.L." stands for "Plaga Removal Laser", meaning it is only harmful to Plaga-based enemies, which are essentially ALL the enemies' type in the title (though strangely it also can affect other non-plaga-related things such as certain objects, but that's about it fortunately). The first fire mode is the uncharged blast which is basically a shortened-yet-useful Flash Grenade blast, VERY useful for dealing deathblows to plaga lifeforms released from their hosts close nearby, whilst the second fire mode is a charged P.R.L. blast that is essentially a "rocket launcher missile" in laser form, thus negating all the negative points of a Rocket Launcher, including blast damage if one idiotically fires it at VERY close range enough to drop one's on HP AND no recoil either, unlike the Rocket Launcher where one needs to have a small "wait" period before launching another rocket. [[Note]]The P.R.L. 412 originally only had a single concentrated laser as its charged fire mode (though this can strangely be made into a [[SpreadShot scatter shot]] via the Ditman Glitch), but the PC/HD releases and beyond has its charged shot changed into a useful scatter shot instead, though it retains its reliable singular laser charged during said scatter shot.[[/Note]] And another awesome thing about the P.R.L. 412? Aside from the requirement of clearing Professional difficulty once, it literally costs '''nothing''' to acquire it from the Merchant.

to:

** THREE (in post-Gamecube versions, ''FOUR'') of these. The Infinite Rocket Launcher and Chicago Typewriter are available for a million [=PTAs=] at any merchant after completing the main game once, and getting a five star rating on every level in Mercenaries earns the Handcannon, which can be upgraded to do the most damage of any weapon in the game and have infinite ammo. Beating the game on Professional mode earns the Plagas Removal Laser (aka the "P.R.L. 412") that, while taking more space than the Rocket Launcher, has the ability to put even the Rocket Launcher to shame as there's no need to worry about a friendly fire blast as the "P.R.L." stands for "Plaga Removal Laser", meaning it is only harmful to Plaga-based enemies, which are essentially ALL the enemies' type in the title (though strangely it also can affect other non-plaga-related things such as certain objects, but that's about it fortunately). The first fire mode is the uncharged blast which is basically a shortened-yet-useful Flash Grenade blast, VERY useful for dealing deathblows to plaga lifeforms released from their hosts close nearby, whilst the second fire mode is a charged P.R.L. blast that is essentially a "rocket launcher missile" in laser form, thus negating all the negative points of a Rocket Launcher, including blast damage if one idiotically fires it at VERY close range enough to drop one's on HP AND no recoil either, unlike the Rocket Launcher where one needs to have a small "wait" period before launching another rocket. [[Note]]The [[note]]The P.R.L. 412 originally only had a single concentrated laser as its charged fire mode (though this can strangely be made into a [[SpreadShot scatter shot]] via the Ditman Glitch), but the PC/HD releases and beyond has its charged shot changed into a useful scatter shot instead, though it retains its reliable singular laser charged during said scatter shot.[[/Note]] [[/note]] And another awesome thing about the P.R.L. 412? Aside from the requirement of clearing Professional difficulty once, it literally costs '''nothing''' to acquire it from the Merchant.


** THREE (in post-Gamecube versions, ''FOUR'') of these. The Infinite Rocket Launcher and Chicago Typewriter are available for a million [=PTAs=] at any merchant after completing the main game once, and getting a five star rating on every level in Mercenaries earns the Handcannon, which can be upgraded to do the most damage of any weapon in the game and have infinite ammo. Beating the game on Professional mode earns the Plagas Removal Laser (aka the "P.R.L. 412") that, while taking more space than the Rocket Launcher, has the ability to put even the Rocket Launcher to shame as there's no need to worry about a friendly fire blast as the "P.R.L." stands for "Plaga Removal Laser", meaning it is only harmful to Plaga-based enemies, which are essentially ALL the enemies' type in the title (though strangely it also can affect other non-plaga-related things such as certain objects, but that's about it fortunately). The first fire mode is the uncharged blast which is basically a shortened-yet-useful Flash Grenade blast, VERY useful for dealing deathblows to plaga lifeforms released from their hosts close nearby, whilst the second fire mode is a charged P.R.L. blast that is essentially a "rocket launcher missile" in laser form, thus negating all the negative points of a Rocket Launcher, including blast damage if one idiotically fires it at VERY close range enough to drop one's on HP AND no recoil either, unlike the Rocket Launcher where one needs to have a small "wait" period before launching another rocket. The P.R.L. 412 originally only had a single concentrated laser as its charged fire mode (though this can strangely be made into a [[SpreadShot scatter shot]] via the Ditman Glitch), but the PC/HD releases and beyond has its charged shot changed into a useful scatter shot instead, though it retains its reliable singular laser charged during said scatter shot. And another awesome thing about the P.R.L. 412? Aside from the requirement of clearing Professional difficulty once, it literally costs '''nothing''' to acquire it from the Merchant.

to:

** THREE (in post-Gamecube versions, ''FOUR'') of these. The Infinite Rocket Launcher and Chicago Typewriter are available for a million [=PTAs=] at any merchant after completing the main game once, and getting a five star rating on every level in Mercenaries earns the Handcannon, which can be upgraded to do the most damage of any weapon in the game and have infinite ammo. Beating the game on Professional mode earns the Plagas Removal Laser (aka the "P.R.L. 412") that, while taking more space than the Rocket Launcher, has the ability to put even the Rocket Launcher to shame as there's no need to worry about a friendly fire blast as the "P.R.L." stands for "Plaga Removal Laser", meaning it is only harmful to Plaga-based enemies, which are essentially ALL the enemies' type in the title (though strangely it also can affect other non-plaga-related things such as certain objects, but that's about it fortunately). The first fire mode is the uncharged blast which is basically a shortened-yet-useful Flash Grenade blast, VERY useful for dealing deathblows to plaga lifeforms released from their hosts close nearby, whilst the second fire mode is a charged P.R.L. blast that is essentially a "rocket launcher missile" in laser form, thus negating all the negative points of a Rocket Launcher, including blast damage if one idiotically fires it at VERY close range enough to drop one's on HP AND no recoil either, unlike the Rocket Launcher where one needs to have a small "wait" period before launching another rocket. The [[Note]]The P.R.L. 412 originally only had a single concentrated laser as its charged fire mode (though this can strangely be made into a [[SpreadShot scatter shot]] via the Ditman Glitch), but the PC/HD releases and beyond has its charged shot changed into a useful scatter shot instead, though it retains its reliable singular laser charged during said scatter shot. [[/Note]] And another awesome thing about the P.R.L. 412? Aside from the requirement of clearing Professional difficulty once, it literally costs '''nothing''' to acquire it from the Merchant.


** THREE (in post-Gamecube versions, ''FOUR'') of these. The Infinite Rocket Launcher and Chicago Typewriter are available for a million [=PTAs=] at any merchant after completing the main game once, and getting a five star rating on every level in Mercenaries earns the Handcannon, which can be upgraded to do the most damage of any weapon in the game and have infinite ammo. Beating the game on Professional mode earns the Plagas Removal Laser (aka the "P.R.L. 412") that, while taking more space than the Rocket Launcher, has the ability to put even the Rocket Launcher to shame as there's no need to worry about a friendly fire blast as the "P.R.L." stands for "Plaga Removal Laser", meaning it is only harmful to Plaga-based enemies, which are essentially ALL the enemies' type in the title (though strangely it also can affect other non-plaga-related things such as certain objects, but that's about it fortunately). The first fire mode is the uncharged blast which is basically a shortened-yet-useful Flash Grenade blast, VERY useful for dealing deathblows to plaga lifeforms released from their hosts close nearby, whilst the second fire mode is a charge P.R.L. blast that is essentially a "rocket launcher missile" in laser form, thus negating all the negative points of a Rocket Launcher, including blast damage if one idiotically fires it at VERY close range enough to drop one's on HP AND no recoil either, unlike the Rocket Launcher where one needs to have a small "wait" period before launching another rocket. The P.R.L. 412 originally only had a single concentrated laser as its charged fire mode (though this can strangely be made into a [[SpreadShot scatter shot]] via the Ditman Glitch), but the PC/HD releases and beyond has its charged shot changed into a useful scatter shot instead, though it retains its reliable singular laser charged during said scatter shot. And another awesome thing about the P.R.L. 412? Aside from the requirement of clearing Professional difficulty once, it literally costs '''nothing''' to acquire it from the Merchant.

to:

** THREE (in post-Gamecube versions, ''FOUR'') of these. The Infinite Rocket Launcher and Chicago Typewriter are available for a million [=PTAs=] at any merchant after completing the main game once, and getting a five star rating on every level in Mercenaries earns the Handcannon, which can be upgraded to do the most damage of any weapon in the game and have infinite ammo. Beating the game on Professional mode earns the Plagas Removal Laser (aka the "P.R.L. 412") that, while taking more space than the Rocket Launcher, has the ability to put even the Rocket Launcher to shame as there's no need to worry about a friendly fire blast as the "P.R.L." stands for "Plaga Removal Laser", meaning it is only harmful to Plaga-based enemies, which are essentially ALL the enemies' type in the title (though strangely it also can affect other non-plaga-related things such as certain objects, but that's about it fortunately). The first fire mode is the uncharged blast which is basically a shortened-yet-useful Flash Grenade blast, VERY useful for dealing deathblows to plaga lifeforms released from their hosts close nearby, whilst the second fire mode is a charge charged P.R.L. blast that is essentially a "rocket launcher missile" in laser form, thus negating all the negative points of a Rocket Launcher, including blast damage if one idiotically fires it at VERY close range enough to drop one's on HP AND no recoil either, unlike the Rocket Launcher where one needs to have a small "wait" period before launching another rocket. The P.R.L. 412 originally only had a single concentrated laser as its charged fire mode (though this can strangely be made into a [[SpreadShot scatter shot]] via the Ditman Glitch), but the PC/HD releases and beyond has its charged shot changed into a useful scatter shot instead, though it retains its reliable singular laser charged during said scatter shot. And another awesome thing about the P.R.L. 412? Aside from the requirement of clearing Professional difficulty once, it literally costs '''nothing''' to acquire it from the Merchant.


** THREE (in post-Gamecube versions, ''FOUR'') of these. The Infinite Rocket Launcher and Chicago Typewriter are available for a million [=PTAs=] at any merchant after completing the main game once, and getting a five star rating on every level in Mercenaries earns the Handcannon, which can be upgraded to do the most damage of any weapon in the game and have infinite ammo. Beating the game on Professional mode earns the Plagas Removal Laser (aka the "P.R.L. 412") that, while taking more space than the Rocket Launcher, has the ability to put even the Rocket Launcher to shame as there's no need to worry about a friendly fire blast as the "P.R.L." stands for "Plaga Removal Laser", meaning it is only harmful to Plaga-based enemies, which are essentially ALL the enemies' type in the title (though strangely it also can affect other non-plaga-related things such as certain objects, but that's about it fortunately). The first fire mode is the uncharged blast which is basically a shortened-yet-useful Stun Grenade blast, VERY useful for dealing deathblows to plaga lifeforms released from their hosts close nearby, whilst the second fire mode is a charge P.R.L. blast that is essentially a "rocket launcher missile" in laser form, thus negating all the negative points of a Rocket Launcher, including blast damage if one idiotically fires it at VERY close range enough to drop one's on HP AND no recoil either, unlike the Rocket Launcher where one needs to have a small "wait" period before launching another rocket. The P.R.L. 412 originally only had a single concentrated laser as its charged fire mode (though this can strangely be made into a [[SpreadShot scatter shot]] via the Ditman Glitch), but the PC/HD releases and beyond has its charged shot changed into a useful scatter shot instead, though it retains its reliable singular laser charged during said scatter shot. And another awesome thing about the P.R.L. 412? Aside from the requirement of clearing Professional difficulty once, it literally costs '''nothing''' to acquire it from the Merchant.

to:

** THREE (in post-Gamecube versions, ''FOUR'') of these. The Infinite Rocket Launcher and Chicago Typewriter are available for a million [=PTAs=] at any merchant after completing the main game once, and getting a five star rating on every level in Mercenaries earns the Handcannon, which can be upgraded to do the most damage of any weapon in the game and have infinite ammo. Beating the game on Professional mode earns the Plagas Removal Laser (aka the "P.R.L. 412") that, while taking more space than the Rocket Launcher, has the ability to put even the Rocket Launcher to shame as there's no need to worry about a friendly fire blast as the "P.R.L." stands for "Plaga Removal Laser", meaning it is only harmful to Plaga-based enemies, which are essentially ALL the enemies' type in the title (though strangely it also can affect other non-plaga-related things such as certain objects, but that's about it fortunately). The first fire mode is the uncharged blast which is basically a shortened-yet-useful Stun Flash Grenade blast, VERY useful for dealing deathblows to plaga lifeforms released from their hosts close nearby, whilst the second fire mode is a charge P.R.L. blast that is essentially a "rocket launcher missile" in laser form, thus negating all the negative points of a Rocket Launcher, including blast damage if one idiotically fires it at VERY close range enough to drop one's on HP AND no recoil either, unlike the Rocket Launcher where one needs to have a small "wait" period before launching another rocket. The P.R.L. 412 originally only had a single concentrated laser as its charged fire mode (though this can strangely be made into a [[SpreadShot scatter shot]] via the Ditman Glitch), but the PC/HD releases and beyond has its charged shot changed into a useful scatter shot instead, though it retains its reliable singular laser charged during said scatter shot. And another awesome thing about the P.R.L. 412? Aside from the requirement of clearing Professional difficulty once, it literally costs '''nothing''' to acquire it from the Merchant.


** THREE (in post-Gamecube versions, ''FOUR'') of these. The Infinite Rocket Launcher and Chicago Typewriter are available for a million [=PTAs=] at any merchant after completing the main game once, and getting a five star rating on every level in Mercenaries earns the Handcannon, which can be upgraded to do the most damage of any weapon in the game and have infinite ammo. Beating the game on Professional mode earns the Plagas Removal Laser (aka the "P.R.L. 412") that, while taking more space than the Rocket Launcher, has the ability to put even the Rocket Launcher to shame as there's no need to worry about a friendly fire blast as the "P.R.L." stands for "Plaga Removal Laser", meaning it is only harmful to Plaga-based enemies, which are essentially ALL the enemies' type in the title (though strangely it also can affect other non-plaga-related things such as certain objects, but that's about it fortunately). The first fire mode is the uncharged blast which is basically a shortened-yet-useful Stun Grenade blast, VERY useful for dealing deathblows to plaga lifeforms released from their hosts close nearby, whilst the second fire mode is a charge P.R.L. blast that is essentially a "rocket launcher missile" in laser form, thus negating all the negative points of a Rocket Launcher, including blast damage if one idiotically fires it at VERY close range enough to drop one's on HP AND no recoil either, unlike the Rocket Launcher where one needs to have a small "wait" period before launching another rocket. The P.R.L. 412 originally only had a single concentrated laser as its charged fire mode (though this can strangely be made into a [[SpreadShot scatter shot]] via the Ditman Glitch), but the PC/HD releases and beyond has its charged shot changed into a useful scatter shot instead, though it retains its reliable singular laser charged during said scatter shot.

to:

** THREE (in post-Gamecube versions, ''FOUR'') of these. The Infinite Rocket Launcher and Chicago Typewriter are available for a million [=PTAs=] at any merchant after completing the main game once, and getting a five star rating on every level in Mercenaries earns the Handcannon, which can be upgraded to do the most damage of any weapon in the game and have infinite ammo. Beating the game on Professional mode earns the Plagas Removal Laser (aka the "P.R.L. 412") that, while taking more space than the Rocket Launcher, has the ability to put even the Rocket Launcher to shame as there's no need to worry about a friendly fire blast as the "P.R.L." stands for "Plaga Removal Laser", meaning it is only harmful to Plaga-based enemies, which are essentially ALL the enemies' type in the title (though strangely it also can affect other non-plaga-related things such as certain objects, but that's about it fortunately). The first fire mode is the uncharged blast which is basically a shortened-yet-useful Stun Grenade blast, VERY useful for dealing deathblows to plaga lifeforms released from their hosts close nearby, whilst the second fire mode is a charge P.R.L. blast that is essentially a "rocket launcher missile" in laser form, thus negating all the negative points of a Rocket Launcher, including blast damage if one idiotically fires it at VERY close range enough to drop one's on HP AND no recoil either, unlike the Rocket Launcher where one needs to have a small "wait" period before launching another rocket. The P.R.L. 412 originally only had a single concentrated laser as its charged fire mode (though this can strangely be made into a [[SpreadShot scatter shot]] via the Ditman Glitch), but the PC/HD releases and beyond has its charged shot changed into a useful scatter shot instead, though it retains its reliable singular laser charged during said scatter shot. And another awesome thing about the P.R.L. 412? Aside from the requirement of clearing Professional difficulty once, it literally costs '''nothing''' to acquire it from the Merchant.


** THREE (in post-Gamecube versions, ''FOUR'') of these. The Infinite Rocket Launcher and Chicago Typewriter are available for a million [=PTAs=] at any merchant after completing the main game once, and getting a five star rating on every level in Mercenaries earns the Handcannon, which can be upgraded to do the most damage of any weapon in the game and have infinite ammo. Beating the game on Professional mode earns the Plagas Removal Laser.

to:

** THREE (in post-Gamecube versions, ''FOUR'') of these. The Infinite Rocket Launcher and Chicago Typewriter are available for a million [=PTAs=] at any merchant after completing the main game once, and getting a five star rating on every level in Mercenaries earns the Handcannon, which can be upgraded to do the most damage of any weapon in the game and have infinite ammo. Beating the game on Professional mode earns the Plagas Removal Laser.Laser (aka the "P.R.L. 412") that, while taking more space than the Rocket Launcher, has the ability to put even the Rocket Launcher to shame as there's no need to worry about a friendly fire blast as the "P.R.L." stands for "Plaga Removal Laser", meaning it is only harmful to Plaga-based enemies, which are essentially ALL the enemies' type in the title (though strangely it also can affect other non-plaga-related things such as certain objects, but that's about it fortunately). The first fire mode is the uncharged blast which is basically a shortened-yet-useful Stun Grenade blast, VERY useful for dealing deathblows to plaga lifeforms released from their hosts close nearby, whilst the second fire mode is a charge P.R.L. blast that is essentially a "rocket launcher missile" in laser form, thus negating all the negative points of a Rocket Launcher, including blast damage if one idiotically fires it at VERY close range enough to drop one's on HP AND no recoil either, unlike the Rocket Launcher where one needs to have a small "wait" period before launching another rocket. The P.R.L. 412 originally only had a single concentrated laser as its charged fire mode (though this can strangely be made into a [[SpreadShot scatter shot]] via the Ditman Glitch), but the PC/HD releases and beyond has its charged shot changed into a useful scatter shot instead, though it retains its reliable singular laser charged during said scatter shot.



* ''Franchise/ResidentEvil'', all games pre ''Resident Evil 4'', has the Rocket Launcher, a weapon that can instantly kill anything in one shot. It usually appears towards the end of the game to use against the FinalBoss as a flashy finish. Depending on how well you do, you can unlock the Rocket Launcher for your NewGamePlus with infinite ammo, making the entire game a cakewalk. There's also the P.R.L. 412 that, while taking more space than the Rocket Launcher, has the ability to put even the Rocket Launcher to shame as there's no need to worry about a friendly fire blast as the "P.R.L." stands for "Plaga Removal Laser", meaning it is only harmful to Plaga-based enemies, which are essentially ALL the enemies' type in the title (though strangely it also can affect other non-plaga-related things such as certain objects, but that's about it fortunately). The first fire mode is the uncharged blast which is basically a shortened-yet-useful Stun Grenade blast, VERY useful for dealing deathblows to plaga lifeforms released from their hosts close nearby, whilst the second fire mode is a charge P.R.L. blast that is essentially a "rocket launcher missile" in laser form, thus negating all the negative points of a Rocket Launcher, including blast damage if one idiotically fires it at VERY close range enough to drop one's on HP AND no recoil either, unlike the Rocket Launcher where one needs to have a small "wait" period before launching another rocket. The P.R.L. 412 originally only had a single concentrated laser as its charged fire mode (though this can strangely be made into a [[SpreadShot scatter shot]] via the Ditman Glitch), but the PC/HD releases and beyond has its charged shot changed into a useful scatter shot instead, though it retains its reliable singular laser charged during said scatter shot.

to:

* ''Franchise/ResidentEvil'', all games pre ''Resident Evil 4'', has the Rocket Launcher, a weapon that can instantly kill anything in one shot. It usually appears towards the end of the game to use against the FinalBoss as a flashy finish. Depending on how well you do, you can unlock the Rocket Launcher for your NewGamePlus with infinite ammo, making the entire game a cakewalk. There's also the P.R.L. 412 that, while taking more space than the Rocket Launcher, has the ability to put even the Rocket Launcher to shame as there's no need to worry about a friendly fire blast as the "P.R.L." stands for "Plaga Removal Laser", meaning it is only harmful to Plaga-based enemies, which are essentially ALL the enemies' type in the title (though strangely it also can affect other non-plaga-related things such as certain objects, but that's about it fortunately). The first fire mode is the uncharged blast which is basically a shortened-yet-useful Stun Grenade blast, VERY useful for dealing deathblows to plaga lifeforms released from their hosts close nearby, whilst the second fire mode is a charge P.R.L. blast that is essentially a "rocket launcher missile" in laser form, thus negating all the negative points of a Rocket Launcher, including blast damage if one idiotically fires it at VERY close range enough to drop one's on HP AND no recoil either, unlike the Rocket Launcher where one needs to have a small "wait" period before launching another rocket. The P.R.L. 412 originally only had a single concentrated laser as its charged fire mode (though this can strangely be made into a [[SpreadShot scatter shot]] via the Ditman Glitch), but the PC/HD releases and beyond has its charged shot changed into a useful scatter shot instead, though it retains its reliable singular laser charged during said scatter shot.


*** Inverted with the joke weapons, like Mitsurugi's bokken, Taki's tobacco pipes, Seung Mina's broom, and Link's bug-catching net. They make weird sounds in place of the usual slashing or swooshing sound effects, e.g. the broom reminds the player of [[Disney/SnowWhite a certain animated film]], the tobacco pipes sound like hollow tubes being swung around, etc. The game's description of these weapons always includes something to the effect of it lulling an opponent into a false sense of security and self-assuredness, making said opponent easier to take down with these "weapons".

to:

*** Inverted with the joke weapons, like Mitsurugi's bokken, Taki's tobacco pipes, Seung Mina's broom, and Link's bug-catching net. They make weird sounds in place of the usual slashing or swooshing sound effects, e.g. the broom reminds the player of [[Disney/SnowWhite [[WesternAnimation/SnowWhiteAndTheSevenDwarfs a certain animated film]], the tobacco pipes sound like hollow tubes being swung around, etc. The game's description of these weapons always includes something to the effect of it lulling an opponent into a false sense of security and self-assuredness, making said opponent easier to take down with these "weapons".


* ''Franchise/ResidentEvil'', all games pre ''Resident Evil 4'', has the Rocket Launcher, a weapon that can instantly kill anything in one shot. It usually appears towards the end of the game to use against the FinalBoss as a flashy finish. Depending on how well you do, you can unlock the Rocket Launcher for your NewGamePlus with infinite ammo, making the entire game a cakewalk. There's also the P.R.L. 412 that, while taking more space than the Rocket Launcher, has the ability to put even the Rocket Launcher to shame as there's no need to worry about a friendly fire blast as the "P.R.L." stands for "Plaga Removal Laser", meaning it is only harmful to Plaga-based enemies, which are essentially ALL the enemies' type in the title (though strangely it also can affect other non-plaga-related things such as certain objects, but that's about it fortunately). The first fire mode is the uncharged blast which is basically a Stun Grenade blast, VERY useful for dealing deathblows to plaga lifeforms released from their hosts nearby, whilst the second fire mode is a charge P.R.L. blast that is essentially a "rocket launcher missile" in laser form, thus negating all the negative points of a Rocket Launcher, including blast damage if one idiotically fires it at VERY close range enough to drop one's on HP AND no recoil either, unlike the Rocket Launcher where one needs to have a small "wait" period before launching another rocket. The P.R.L. 412 originally only had a single concentrated laser as its charged fire mode (though this can strangely be made into a [[SpreadShot scatter shot]] via the Ditman Glitch), but the PC/HD releases and beyond has its charged shot changed into a useful scatter shot instead, though it retains its reliable singular laser charged during said scatter shot.

to:

* ''Franchise/ResidentEvil'', all games pre ''Resident Evil 4'', has the Rocket Launcher, a weapon that can instantly kill anything in one shot. It usually appears towards the end of the game to use against the FinalBoss as a flashy finish. Depending on how well you do, you can unlock the Rocket Launcher for your NewGamePlus with infinite ammo, making the entire game a cakewalk. There's also the P.R.L. 412 that, while taking more space than the Rocket Launcher, has the ability to put even the Rocket Launcher to shame as there's no need to worry about a friendly fire blast as the "P.R.L." stands for "Plaga Removal Laser", meaning it is only harmful to Plaga-based enemies, which are essentially ALL the enemies' type in the title (though strangely it also can affect other non-plaga-related things such as certain objects, but that's about it fortunately). The first fire mode is the uncharged blast which is basically a shortened-yet-useful Stun Grenade blast, VERY useful for dealing deathblows to plaga lifeforms released from their hosts close nearby, whilst the second fire mode is a charge P.R.L. blast that is essentially a "rocket launcher missile" in laser form, thus negating all the negative points of a Rocket Launcher, including blast damage if one idiotically fires it at VERY close range enough to drop one's on HP AND no recoil either, unlike the Rocket Launcher where one needs to have a small "wait" period before launching another rocket. The P.R.L. 412 originally only had a single concentrated laser as its charged fire mode (though this can strangely be made into a [[SpreadShot scatter shot]] via the Ditman Glitch), but the PC/HD releases and beyond has its charged shot changed into a useful scatter shot instead, though it retains its reliable singular laser charged during said scatter shot.

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