Metroid Fusion/100%
From SDA Knowledge Base
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.
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.
Abbreviations: ET = Energy Tank, MT = Missile Tank, PB = Power Bomb Tank