Difference between revisions of "Metroid Fusion/100%"
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== Sector 5 - Power Bombs == | == Sector 5 - Power Bombs == | ||
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+ | After getting Power Bombs, get '''''ET7''''' below the data room with either a precise walljump or by freezing the ripper near it. | ||
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+ | After the SA-X escape, plant a power bomb as high as possible to both be able to collect '''''PB1''''' and unlocked the vertical shaft above to '''''PB2'''''. | ||
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+ | After the hall with shooting the gate by the save room, power bomb the barrier above to enter a puzzle room with crumble blocks, two rippers, and '''''PB3'''''. Head to the main deck as usual. | ||
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+ | '''''Count 799 Health, 115 Missiles, 16 Power Bombs''''' | ||
== Main Deck - Space Jump == | == Main Deck - Space Jump == | ||
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+ | After the room with frozen Ridley, inside the dark spitter room, plant a power bomb to unlock tunnels to the left for '''''PB4'''''. Head right, and whether you get the speed boost or not, plant a power bomb to uncover '''''MT22'''''. Head back to the ship like normal. | ||
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+ | Get '''''ET8''''' in plain sight on the path to Yakuza, as well as '''''MT23''''' in the morph ball tunnel in the room before Yakuza. Fight Yakuza like normal, and escape from the SA-X like in any%. | ||
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+ | '''''Count 899 Health, 125 Missiles, 18 Power Bombs''''' | ||
== Sector 2 - Plasma Beam == | == Sector 2 - Plasma Beam == |
Revision as of 11:47, 13 June 2013
The 100% category for Metroid Fusion is the opposite of 1%. Instead of worrying about health and missile management, the player must remember item placements and room strategies, and most of all, 100% cleanup, which is the most difficult segment of the entire category. Samus will end with 20 e-tanks, 250 missiles, and 74 power bombs.
Many new players have the misconception that 100% is easier than any% because the player is forced to have more energy and missile tanks for bosses. However, strategies for both categories are exactly the same; if the player is relying on an overload of expansions to pull them through the bosses, then it is clear that the player does not know how to fight bosses.
It is highly recommended that the player start with learning Any% first, as most strategies and skills learned in Any% will easily carry over to 100%.
Contents
- 1 Current Fastest Time
- 2 Route
- 2.1 Main Deck Beginning
- 2.2 Sector 1 - Charge Beam
- 2.3 Sector 2 - Bombs & Hi Jump
- 2.4 Sector 4 - Speed Booster
- 2.5 Sector 3 - Super Missiles
- 2.6 Sector 6 - Varia Suit
- 2.7 Sector 5 - Ice Missiles
- 2.8 Meltdown
- 2.9 Save the Animals
- 2.10 Sector 5 - Power Bombs
- 2.11 Main Deck - Space Jump
- 2.12 Sector 2 - Plasma Beam
- 2.13 Sector 5 - Gravity Suit
- 2.14 Sector 4 - Diffusion Missiles
- 2.15 Sector 6 - Wave Beam
- 2.16 Sector 1 Cleanup
- 2.17 Sector 3 Cleanup
- 2.18 Sector 5 Cleanup
- 2.19 Sector 6 Cleanup
- 2.20 Sector 2 Cleanup
- 2.21 Endgame
Current Fastest Time
Unrecorded: 1:06 by Biospark
Recorded: 1:07 by kirbymastah
Leaderboards for Metroid Fusion 100% can be found here
Route
Each section of the game will have a counter of how many energy tanks, missile tanks, and power bomb tanks the player should have by the end of it. It is also recommended to be playing on a New Game+ file, as the game provides a checklist of how many of each type of expansion Samus got in each sector, or in the entire game.
It is assumed that the player is familiar with the any% route, and is familiar with the locations of the expansions.
Abbreviations: ET = Energy Tank, MT = Missile Tank, PB = Power Bomb Tank
Main Deck Beginning
The route is the same as Any%, past obtaining the main Missile upgrade. Collect MT1 and MT2 the same way as in Any%, in the dark vertical shaft.
Collect both ET1 and ET2 before Arachnus. ET2 can be found by missiling the leftmost block of the right part of the ceiling before falling into the fight.
Because you have used one missile for ET2, Arachnus is more difficult than in Any%. It is important to make sure you have enough missiles for the core-x.
Collect MT3 after the navigation room with morph ball, just as in Any%.
Count: 299 Health, 25 Missiles
Sector 1 - Charge Beam
There are many obtainable missile tanks in Sector 1; however, it is faster to collect all of them during cleanup.
The route here is the same as Any% except to also collect ET3 in the toad room after the first stabilizer.
Count: 399 Health, 25 Missiles
Sector 2 - Bombs & Hi Jump
The route up until collection of Bombs is the same as Any%.
After leaving the Bomb Data Room, get MT4 in the top right corner by bombing the blocks.
In the next room, do a walljump to reach the hidden morph ball tunnel in the top-left corner. Bomb the floor to reveal a pillar to reach MT5.
Two rooms ahead, fall into the bottom-left pit with the blue zoro. Collect MT6 here by bombing the bottom-right corner of the pit. Be careful not to take more than one hit from the blue zoro, as it does enough damage to kill you.
Follow the Any% route, but get ET4 in the room just before Zazabi.
After Hi-Jump, you can skip the SA-X encounter by intentionally being frozen and hit by a super missile (this does a total of 300 damage), abusing the mercy invincibility to run through SA-X and either escape safely or spin jump over the ice beam shot it fires at you. If you are frozen a second time, you have a very small time window to jump before the super missile hits you, assuming you ran far left; however, you'll be left with 1 HP. This skip not recommended for newer runners though, and is somewhat luck-dependent.
Leaving Sector 2 after Hi-Jump follows the same strategy as Any% besides the SA-X skip.
Count: 499 Health, 40 Missiles
Sector 4 - Speed Booster
Follow the Any% route until the path splits with two doors on the left side. Instead of taking the bottom door, take the top door and follow the long path to collect ET5.
Return to the fork, take the bottom door, and after crossing the water, go to the room above and climb into the hidden morph ball tunnel on the left to collect MT7.
Follow the Any% route until after obtaining Speed Booster. After breaking the speed boost blocks immediately after Serris, instead of falling all the way down, reveal the morph ball tunnel on the left wall to find both MT8 and MT9.
After lowering the water level, get MT10 immediately below the switch. After speedboosting through the hidden path on the bottom of sector 4, shinespark through the pond above with MT11 in plain sight.
Leave Sector 4 as normal.
Count: 599 Health, 65 Missiles
Sector 3 - Super Missiles
In the room before unlocking Level 2 Locks, get MT12 below the breakable floor in the middle of the hall.
MT13 is BOB, the unskippable missile tank. You can't miss it.
After obtaining super missiles, run through the left hall and fall into the pit with the save room and recharge room. Get MT14 in the far right using super missiles.
Fight BOX and leave Sector 3 as normal.
Count: 599 Health, 80 Missiles
Sector 6 - Varia Suit
After running through the first hall with the flies, remember to plant a bomb on the bottom left corner of the room with the super missile barrier.
Follow the Any% route up until escaping SA-X, including collection of ET6 before the encounter. The room after escaping SA-X, roll into the bottom-left corner of the room to enter a room with several worms and MT15 in the top left corner.
Fight Mega-X as normal. After climbing the vertical shaft after Varia Suit, go left instead of right, get the MT16 over the crumble blocks, and MT17 in the left tunnel while falling through the crumble blocks.
On the way back to the navigation room, in the room that had the super missile barrier, remember to bomb the bottom right corner, and also get MT18 in the bottom left corner where you should have bombed earlier at the start of Sector 6.
Count: 699 Health, 100 Missiles
Sector 5 - Ice Missiles
Follow the any% route until collection of ice missiles. In the vertical shaft after the ice missile data room, go to the bottom-right corner and get MT19 with the ice missile puzzle. The rest of the route is identical to any%.
Count: 699 Health, 105 Missiles
Meltdown
Identical to Any%. You don't collect any expansions during or returning from meltdown.
Count: 699 Health, 105 Missiles
Save the Animals
Identical to Any%. Collect MT20 and MT21 like in any%.
Count: 699 Health, 115 Missiles
Sector 5 - Power Bombs
After getting Power Bombs, get ET7 below the data room with either a precise walljump or by freezing the ripper near it.
After the SA-X escape, plant a power bomb as high as possible to both be able to collect PB1 and unlocked the vertical shaft above to PB2.
After the hall with shooting the gate by the save room, power bomb the barrier above to enter a puzzle room with crumble blocks, two rippers, and PB3. Head to the main deck as usual.
Count 799 Health, 115 Missiles, 16 Power Bombs
Main Deck - Space Jump
After the room with frozen Ridley, inside the dark spitter room, plant a power bomb to unlock tunnels to the left for PB4. Head right, and whether you get the speed boost or not, plant a power bomb to uncover MT22. Head back to the ship like normal.
Get ET8 in plain sight on the path to Yakuza, as well as MT23 in the morph ball tunnel in the room before Yakuza. Fight Yakuza like normal, and escape from the SA-X like in any%.
Count 899 Health, 125 Missiles, 18 Power Bombs
Sector 2 - Plasma Beam
Nettori is one of two bosses where the 100% strategy differs significantly from Any%. Because you have so many missiles, it is best to simply use missiles for the entire fight, as firing only missiles is the best human form of DPS at this point in the game.
Laying power bombs in between missiles is theoretically faster, but for a power bomb to save time, it must be planted before the cooldown of the previous missile is complete. In other words, it will waste time for real speedruns (But used in TAS).