Metroid Fusion/Any%

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The Any% category for Metroid Fusion is the easiest and most straightforward category. The player does not need to worry as much about dying and missile management like in 1%, nor does the player have to worry about item placement and advanced room strategies like in 100%.

Thus, it is highly recommended for new players to start learning with Any%, as everything players learn in Any% can carry over to both 1% and 100% categories. This category forces the core basics and strats that all players should learn and practice for all categories.

A tutorial video series for Metroid Fusion Any% is available in a youtube playlist by kirbymastah

Current Fastest Time

Unrecorded: 0:46 by Biospark

Leaderboards for Metroid Fusion Any% can be found here

Expansions

Due to the straightforward nature of Metroid Fusion's progression, there is no significant routing. Simply knowing where to go to beat the game generally follows the ideal route.

Routing differences in Metroid Fusion generally comes down to which energy tanks and missile tanks to collect.

Energy Tanks

The ideal number of energy tanks to collect is exactly one, as the others do not help with speed in any way.

However, it is strongly advisable to collect more energy tanks, especially in races, depending on your skill level. Considering that Biospark gets 2 energy tanks in races, and the next best players (kirbymastah, jaggerg, and dragonfangs) collect 3; new players should opt for several more. Below is a list of cheap extra energy tanks that the player should get, ordered by how much time they cost from less to more. In other words, the player should get the energy tanks near the top of the list until they are comfortable.

1. E-tank in sector 6, the room before the SA-X encounter, before Varia Suit. This costs less than a second to get as long as you plant the bomb before getting the e-tank, so the bomb goes off during the acquisition animation. This e-tank should NEVER be skipped.

2. First e-tank in the game, just before Arachnus, in plain sight.

3. E-tank before Yakuza, in the room with the space pirates, in plain sight.

4. E-tank in sector 1, in the toad room after the first stabilizer, in plain sight inside a morph ball tunnel.

5. E-tank in sector 2, just before Zazabi, in plain sight.

6. E-tank after BOX. Be sure to shinespark left in the hall above BOX so you can get the e-tank from above.

7. E-tank in sector 5, just before fighting Nightmare, in plain sight. Use the morph ball tunnel above to get it. If you can get this with the crumble block strat instead, then get this instead of e-tank #6.

8. Second e-tank before Arachnus. Shoot a missile at the left block of the right part of the ceiling to reveal a tunnel and climb through. This costs a lot of time, but gives you another early e-tank to work with for the rest of the game.

When starting a run, it is recommended to try collecting all 8 above in a run. The player should see how many e-tanks the player can take off, and remove e-tanks from the bottom of the list until the player is comfortable.

Missile Tanks

Standard

For any%, missiles early on save a significant amount of time. The optimal missile tanks to collect in a speedrun are listed below, which are six missile tanks adding up to 40 missiles.

1. Missile tank on Main Deck, in the dark shaft after getting Missiles, in plain sight on the right side.

2. Missile tank on Main Deck, in the room left of Missile Tank #1.

3. Missile tank on Main Deck, above the navigation room Samus stops at after obtaining Morph Ball.

4. Missile tank on Sector 3, notoriously named BOB as it is unskippable on console. You can't miss this.

5. Missile tank on Main Deck, on the bottom floor of the animals room, after saving the animals.

6. Missile tank on the Main Deck, found by speed boosting into the left wall of the Main Elevator that goes down to the sector selection hall.

The first three missile tanks give just enough missiles to reliably complete sector 1 and 2 without heavily relying on missile drops. BOB is unskippable. The only time missiles are really needed before Missile Tank #5 is during the meltdown segment, and having 15-20 missiles is more than enough. Missile Tank #5 and #6 are collected as they save time against Yakuza, Nettori and, Nightmare, and both missile tanks cost little time.

Back-Up

The missile tanks below are missile tanks collected if a certain strategy fails; they can also be collected if the player wishes to get more missiles than the ones above.

1. After fighting BOX, and going to sector 6 after, there is a chance that the player will not have enough missiles to take out the super missile barrier. If this is the case, and the player messes up shinesparking through the super missile barrier, then the fastest back-up strat is to bomb the wall to the left of the barrier and collect the missile tank there, rather than collecting drops and refills.

2. An extra missile tank can be collected, depending on the player's luck. On the main deck, in the dark hall with the spitter enemies in the ceiling, before returning to the ship after power bombs, if the player is unable to obtain a speed boost due to enemy placement, then it is faster for the player to simply power bomb the next room and collect the missile tank in the way. This is a good backup strategy as it does not require redoing the speed boost, and the extra missile tank saves time against Nettori and makes Nightmare slightly easier on missile count.

3. If the player wants another missile tank, there is one hidden in a morph ball tunnel in the space pirate room just before fighting Yakuza.

Route

This section will detail strategies for every single room in the Any% Route of Metroid Fusion. Each bullet point is one room (sub-bullet points are additional notes for that current room). Any line that starts with "Navigation Room" means step on the switch and go through the text from the computer.

Numbered expansions refer to those in the Expansions section

Main Deck Beginning

  • After being beamed down by the ship, run left
  • Run left into the next room
  • This room is notorious for a complicated set of walljumps, dubbed the Sesshomaru walljump strategy. There are two methods to start the strategy:
    • Jump along the left wall then walljump at the peak, walljump off the adjacent yellow platform, walljump higher up on the same wall, walljump three times between three yellow platforms, walljump at the top left corner, then land on the second-top yellow platform
    • Immediately upon entering the room, walljump off of the left side of the yellow platform above, and land on the yellow platform to the left of it. Run left, then walljump off the top of the left wall adjacent to it, walljump three times between three yellow platforms, walljump at the top left corner, then land on the second-top yellow platform.
    • If the sesshomaru walljump strategy is too difficult, then feel free to simply do the first walljump of the second strat above, grab the ledge of the platform above and climb, do it again, then climb the ledge of the yellow platform to the left. This is a few seconds slower and not as sexy.
  • Keep running left. Be sure to not shoot the ground out of boredom, as there are two breakable blocks that will slow you down if you shoot them.
  • Keep running left.
  • Navigation Room. Go left.
  • Do two short hops to climb the platforms to the left, then two more to the right. Grab the ledge of the platform high above, hop off of it to grab the ledge of the top-left platform and climb it. If this is too difficult, then feel free to simply climb up the first ledge then jump to the second one, though this is marginally slower.
  • Run off the ledge, then go into a spin before touching the left platform.
  • Get on the second platform, then while aiming diagonally down, do a vertical jump and shoot a few shots. At least two need to hit the toad to kill it. Return through the right door.
  • Climb up the left ledge of the center platform. Either walljump off of the left platform, or climb the ledge of the top platform. Walljumping is marginally faster if a proper unspin cancel is done on the top platform.
  • Run off the ledge then immediately go into a spin to the left. Make sure not to press left while spinning or else you'll grab the ledge too. When you land on the left side, run right, doing a short spin jump to skip the gray platform.
  • Navigation Room. Go right.
  • Either walljump the right edge of the gray platform, or simply climb the right ledge. Walljump off of the top of the right wall to reach the higher gray platform, then go through the door on the right.
  • Run right. If the toad somehow finishes spawning here, you're doing something wrong.
  • Save Room. Run right.
  • Grab the right ledge of the gray platform above and climb it. Jump right once, then jump high to grab the left ledge of the top gray platform. If the zombie is spawned on the right side, he will hit you unless you are nearly perfect with your execution; it is recommended to shoot it if it is on the right side unless you can consistently get past it without getting hit.
  • Navigation Room. Just before the door transition on the right, do a spin jump.
  • Jump up the steps and go through the top-right door.
  • Take the elevator and go through the monologue.
  • Go left.
  • Run left until you see the ledge. Jump up of it, then do another jump to grab the ledge by the door.
  • Run left through this Navigation Room.
  • Get MISSILES.


  • Run right
  • Navigation Room. Go right.
  • Jump across the two midair platforms and use a missile to blow open the hatch on the right. Run through the hidden path.
  • Immediately fire three missiles to the right to destroy the barrier. Drop down the crumble blocks and hold left to grab the ledge of the pillar. Climb up of it, fall to the left and shoot the bottom left corner and run off of it. Spin to the right and fall down more crumble blocks. Run left and fall down more crumble blocks. After the crumble blocks, spin right then immediately jump to climb the ladder. Climb it, then fall to the right and spin left. Fall off of the following landing, and spin right to grab MISSILE TANK 1. Run left.
  • Run left and use a diagonal shot to uncover MISSILE TANK 2 in the top block of the steps. Get it, then run right.
  • Run right.
  • Jump up the platform, shooting the two zombies in the way, and approach the eyedoor. Kill it, get the Red X, and run in.
  • Do two walljumps to reach the top quickly. Fall down and spin left to walljump to the next platform. Get ENERGY TANK 2 and fall down the following crumble blocks to fight Arachnus. Defeat him to get MORPH BALL
    • If you want another early e-tank, feel free to get the back-up ENERGY TANK 8.


  • Roll into the tunnel in the bottom left. Climb the ledge of the giant block and fall left. Climb the ledge into the wall and roll through.
  • Roll of the ledge, unmorph just as you roll off, spin right and walljump off of the wall to reach the top of the ladder. Roll off and into the tunnel at the bottom, then grab the ledge on the left. Ledge hop, shoot twice to clear the two blocks, grab the ledge, and roll through. Unmorph as you roll off the ledge, and start firing diagonally down to kill the zombies while running left. Morph through the following tunnel.
  • Go left.
  • Go left past the save room.
  • Go left.
  • Run off the ledge then spin right. Use a jump extend to clear the ground without landing on it, then spin left as you pass it. Run left without grabbing the platform.
  • Navigation Room. Go left.
  • Do two short spin jumps to climb the first two platforms. Climb the next two with short spin jumps, then morph into the tunnel.
  • Grab MISSILE TANK 3, then roll back left.
  • Climb this room the same way as earlier in the run.
  • Either jump all the way across the gap, or run off the ledge then immediately jump upon landing. Roll through, then unmorph and run left.
  • Run left.
  • Take the elevator down, and watch the SA-X cutscene.
  • Go left after reaching the bottom of the elevator
  • Take the elevator down to Sector 1.

Sector 1: Charge Beam

Note: Missile management is very important before obtaining Charge Beam. If Samus is at full health, all drops are guaranteed to be missile drops. As such, it is important to take as little damage as possible, to guarantee as many missile drops as possible.

Note 2: Furthermore, every stabilizer has two possible placements upon entering the room. Adapt accordingly; those that significantly change strategies will be noted.

  • After arriving via elevator, go right
  • Navigation Room. Go right.
  • Go right.
  • Go right.
  • This room can be done quickly in two ways. If properly done, both are exactly the same speed.
    • The easier and more consistent method is to run off the ledge, spin left, then spin right after passing the left platform. Run right through the bottom-right door.
    • The swag method is to do a pixel-perfect spin jump to the right, just before running off the ledge. If done perfectly, you will make it past all the platforms without landing.
  • Run right. Spam your beam forward. The second-to-last bubble needs to be shot diagonally up-right or else it will suck a few health from you. Just after running up the small slope, shoot three fast missiles forward to destroy the barrier without stopping.
  • Grab the ledge above, then do another jump to the top. Run right, fall into the gap and run left. Stand on the platform by the stabilizer and shoot three horizontal missiles. While waiting for the door, grab as many drops as you can.
    • If the stabilizer is going down the moment you enter the room, you have little room for error to be able to shoot missiles into it from the platform before it goes too high. If you are too slow, you will either have to wait, or try to do short-hop missiles while waiting.
  • The moment you enter the room, shoot a missile diagonally down, (wait about 1/4 of a second) then two forward, then one diagonally up-right. If timed properly, the first four toads will all be killed without stopping. Jump on the ledge and shoot a missile diagonally-down to kill the last town without stopping.
    • ENERGY TANK 4 is available here if you want it. Simply shoot the left wall beside the e-tank and roll through after killing the first four toads.
  • Run off the ledge, then spin left. Go into the left door.
  • Run left. There are three armored enemies on the ground here; use diagonally-down missiles to kill them without stopping. The last one may be on a higher slope; if so, shoot a missile forward while on flat ground to kill it.
  • Run off the ledge then spin right. Shoot a missile down along the right wall to kill the first pirate there. Start falling against the right wall and shoot two missiles downward; morph after the missiles to slow down, so the missiles fly ahead of Samus. The two missiles should hit up to two pirates on the right wall. If you want to be safer, after one missile hits a pirate, feel free to unmorph, shoot another missile down, then morph again, in case there are three pirates on the right wall.
    • Regardless, there is no guaranteed way to make sure you never get hit; sometimes a pirate on the left wall may jump into you as you fall, which a missile won't hit because it was previously on the left wall
  • Run right, using a diagonal missile to take out the underwater crab.
  • Jump on the first platform. Fall off and grab the right ledge of the platform you were standing on, then spin jump right off of it. Get on the ladder on the far right, climb up, and shoot three missiles left into the stabilizer. While waiting for the door to open, kill the toads on the bottom with your beam to grab their drops.
  • Run right, using a diagonal missile to take out the armored enemy.
  • Climb the shaft with two chained walljumpgs. Grab the ceiling rungs and climb right, and fire one missile into the stabilizer. If the stabilizer is going up, fire two more; if it's going down, then wait until it rises again, then fire two more. Climb left, fall on the lower platform then jump on the pillar. Make your way to the bottom-right door quickly before it opens.
  • During second half of the door transition, hold up and R, then immediately press B to fire a missile along the left wall to take out a pirate. Grab the left ledge of the yellow platform and spin jump off of it to the left ladder. Use a series of jumping from the left ladder to the yellow platforms to climb this room. While on a yellow platform, if there are pirates on the ladders, take the time to use missiles to kill them.
  • While running left, spam your beam diagonally up to open the gate.
  • Keep running left and into the water, shooting your beam forward to kill the grab at the bottom left. Before reaching the left wall, shoot your beam diagonally up to uncover the morph ball tunnel above. Jump to grab the ledge of it, ledge hop and shoot your beam to uncover the rest of the tunnel, then morph through and go left.
  • Fall down through the crumble blocks, morph through the tunnel, then walljump off of the ladder to reach the eyedoor. Kill it, grab the Red X if you have fewer than 8 missiles, and run through the door.
  • Fight the Charge Beam Core-X here and get CHARGE BEAM.


  • Upon acquisition of Charge Beam, grab the right ledge of the platform closest to your left. Spin jump right off of it to grab a platform to the top-right, and climb it. Jump across the two small gaps and go through the door.
  • Shoot diagonally before jumping to clear a square block. Jump again to reach the door.
  • Run right while spamming your beam to kill the toads. To destroy the stabilizer in one shot, have a beam charged, then jump into it from above and take damage. Hold left, and release your beam the moment the entire beam is inside the weak point, so both the beam and the flare hit. Charge your beam and take the door on the bottom-right after it opens, while holding L to aim diagonally up.
  • Release B during the door transition so the gate immediately opens upon entering the room. Run right.
  • Walljump off of the left ledge of the top platform to reach the top-left door, and go through it.
  • Jump on the left platform, then right, then walljump to reach the next left platform, then right, then go through the top-right door.
  • While running right, shoot your beam diagonally down then forward to clear the blocks without stopping. Keep shooting forward to kill the toads as you run to the right side. Jump on the next level, shoot as you run left, then shoot up to clear the blocks above. Get on the next level, run right, and shoot a curved missile diagonally down to kill the last toad from far away. Charge your beam as you run below the stabilizer, then shoot it and two missiles up (three is ok if you want insurance from missing the charge beam). Run right to fall down crumble blocks, then head back to the bottom-left door and exit when it opens.
  • Run off the ledge, land on the platform, then immediately jump left and continue. Have a beam charged.
  • Use your charged beam and two missiles (or three if you forgot to charge your beam) while aimed diagonally and running left to kill three toads without stopping.
  • Run up the hill then jump on the right ledge (so you don't power grip). Jump left to the top level, run across. When you run off the ledge, spin right then left as you pass the left ledge.
  • Run left, spamming your beam to kill the bubbles. Taking light damage isn't a big deal here.
  • Run left up until the center of the room. Jump on the lower left platform (shooting diagonally down as you land to kill the zombie, or using a pseudo screw), then jump on the higher left platform. Head left.
  • Go left.
  • Go left.
  • Navigation Room. Go left.
  • Take the elevator up to the Main Deck.
  • Go right.
  • Go right.
  • Take the elevator down to Sector 2.

Sector 2: Bombs & Hi Jump

Note: Sector 2 is one of the more difficult parts of the game, due to the Red Zoros dealing 45 damage (which is very high at this point in the game). Take care to not take too many hits to die.

  • Run right.
  • Navigation Room. Run right.
  • Run right.
  • Run right. If you are very paranoid about Sector 2 killing you, then feel free to take the refill here, but it will cost you several seconds.
  • Follow the zigzagging path, but do not kill any red zoros in the left half of the room while climbing down. On the second downward left hill, shoot the beam down-left to take out only the right breakable block at the end, so you can fall down it without touching the red zoro by it. Charge your beam as you fall down, then shoot it right as you run right to take out the red zoron on the small hump. Climb up the left side of the platform above. If you are fast and the red zoro on the right wall is lower, then you can walljump on the left wall and skip it. Otherwise you want to stand below it and kill it with a charge shot, then walljump the left wall. Climb the right ledge, then the right side of the higher platform, then jump up to the highest platform and go into the top-right door with a charged beam.
  • Run right and use the charge beam diagonally down to kill the first zoro. Time two missiles appropriately to kill the second without stopping.
    • The timing for the two missiles on the second zoro depends on which way it's crawling. If it's crawling towards you, you need to fire them a lot earlier than you think. If it's crawling away, then fire them later.
    • The timing of the double missile here is very difficult and tight. Feel free to stop and shoot the second zoro if you can't get it consistent, as you're better off stopping to kill it than taking damage and slowing down even more.
  • While charging a beam, jump up the higher ledge. If the zoro on the higher right wall is lower, then you can skip it; otherwise kill it with your charge beam. Walljump on the 2-block left wall, then the right wall, and land on the second-highest platform (charge your beam while doing this). Climb up the highest platform then kill the top red zoro with a diagonal charge shot while running left.
  • Fall off and unlock Level 1 Locks, then run right through the blue door.
  • Make your way to the bottom-left door, ignoring the zoros, and charging a beam through the door.
  • Traverse this room the same way you traversed it the first time.
  • While charging a beam and aiming diagonally down-left, run off the ledge, and fall down the one-space gap between two platforms. Don't move left or right until you land, then run off, fall straight down, and kill the red zoro there. Run left and open the door, while charging a beam.
  • Let go of B during the door transition to kill the one zoro on the higher ground. Keep running left.
  • Walljump off of the left wall of the ceiling above to grab the left ledge on the top floor. You should easily pass by the flying enemy if you're reasonably quick; if not, have a charged beam so you will pseudo screw attack it. Run left, jump on the higher ledge, the go into the left door.
  • Get BOMBS. Run right.


  • Have a charged beam. Run off the ledge, then spin jump to pseudo the flying bug, and also land on the one-block higher ledge. Run off the right ledge and spin left while charging your beam. Kill the one grounded zoro with your charge beam, then bomb the bottom-left corner of the room. Roll through the following tunnel, then as you pop out, unmorph and run left, firing two missiles straight to kill both flying bugs. Stop to kill the red zoro with two missiles if it's close to the right; otherwise charge your beam to kill it as it will be on the left.
  • Morph and follow the morph ball tunnels.

Sector 4: Speed Booster

Sector 3: Super Missiles

Sector 6: Varia Suit

Sector 5: Ice Missiles

Meltdown

Save the Animals

Sector 5: Power bombs

Main Deck: Space Jump

Sector 2 - Plasma Beam

Sector 5 - Gravity Suit

Sector 4 - Diffusion Missiles

Sector 6 - Wave Beam

Sector 1 - Screw Attack

Endgame

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