Metroid Fusion Walkthrough :
This walkthrough for Metroid Fusion [Game Boy Advance] has been posted at 08 May 2010 by dragon6178 and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up dragon6178 and share this with your freinds. And most important we have 10 other walkthroughs for Metroid Fusion, read them all!
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Walkthrough - FAQ/Walkthrough... [BEGIN TRANSMISSION] Metroid 4: Metroid Fusion FAQ/Walkthrough Version 1.1 Last Updated: 5/13/09 All game content is copyright (C) to Nintendo. All guide content is copyright (C) 2008-2009 to me(names below), and may not be used off this specific web page without permission. Recognized names: Real life: Matt Davis GameFAQs: XGamer549 IGN: BluPhoenix0129 Other Online: BluPhoenix / Blue Phoenix *****_______IMPORTANT NOTE_______***** I am _NOT_ responsible for any spoilers that you come across in this guide. While I only put necessary information in, there may still be elements that you consider spoilers. Read at your own risk. You have been warned. ::hist -= Version History =- [05/13/09] 1.1 Did some minor reformatting and corrected a few typos [05/26/08] 1.0 First version, complete ::tbcn -= Table of Contents =- Use the Find command and enter the section key ( ::xxxx ) to jump to a section. Version History ............................::hist Table of Contents ..........................::tbcn Expansion Tanks and Upgrades Locations .....::upgr Samus's Abilities .......................::upg1 Energy Tanks ............................::upg2 Missile Tanks ...........................::upg3 Power Bomb Tanks ........................::upg4 Bosses .....................................::boss Obstacles ..................................::obst Special Techniques Guide ...................::sptc Walkthrough ................................::wkth Part 1: Enter the Space Station .........::wk01 Part 2: Air Cleaning Duty! ..............::wk02 Part 3: Trees. Everywhere. More trees ...::wk03 Part 4: Who Knew Water Was So Fast? .....::wk04 Part 5: With Heat Comes Power ...........::wk05 Part 6: Got Night Vision? ...............::wk06 Part 7: Freezer Exploration .............::wk07 Part 8: Beat the Oven Timer! ............::wk08 Part 9: Saving the Survivors ............::wk09 Part 10: The Freezer Got Stronger .......::wk10 Part 11: Arachnophobia is Bad Here ......::wk11 Part 12: Killing the Plantlife ..........::wk12 Part 13: Nightmares, Not Dreams .........::wk13 Part 14: The Depths of Sector 4 .........::wk14 Part 15: Infected Darkness ..............::wk15 Part 16: The Returns of Old Enemies .....::wk16 Part 17: Item Wrapup ....................::wk17 Part 18: The Final Duels of B.S.L. ......::wk18 User-Submitted FAQ .........................::ufaq Ending Information .........................::enfo ::upgr -= Expansion Tanks and Upgrade Locations =- Having trouble finding what you need for your 100% run? Just look here for the tank locations that you're missing. I'll list the energy, missile, and power bomb tanks like this: Energy 1(MD) That would mean the first Energy Tank on the main deck. If I had the third Missile tank on Sector 3, then it owlud look like this: Missile 1(S3) I'm sure you can work it out from there. Power Bomb tanks will only be listed as 'Power', not 'Power Bomb'. IMPOTRANT NOTE: While it is true that I try to label the tanks in order of how early you can get them, sequence breaking included, there were a couple of sequence breaks that I didn't learn of until after their earliest chance was passed. Others I did not learn of until after sequence breaking was no longer needed. PLEASE DO NOT EMAIL ME TO TELL ME THAT I MISSED A SEQUENCE BREAK. I ALREADY KNOW THAT I HAVE DONE SO. I do not intend to change the entire guide to substitute a sequence break, as it is not necessary. ::upg1 -=- Samus's Abilities There are a wide range of abilities for Samus to recover all across the space station. These are mandatory to progress the game, so you'll get these locations just by looking through the walkthrough, but I'll list them here anyway. >Missiles These are your first ten missiles given to you by the data room at the top of the Main Deck. >Morph Ball This upgrade will allow you to tuck into a tiny ball and roll through short tunnels by tapping down on the D-Pad twice. You'll obtain it from the Core X after defeating Arachnus in the Main Deck. >Charge Beam This upgrade is found in the middle of Sector 1, and can be obtained by defeating the Charge Core X(see the bosses section). This will allow you to hold the B button to charge your beam. A fully charged beam is worth 1.5 missiles in damage, but doesn't substitute for obstacles that require missile shots to destroy. >Bombs You'll download this from the Sector 2 Data Room right after opening Level 1 locks. In the morph ball, press B to set a bomb. >Hi-Jump/Jumpball Two upgrades in one, you'll get these as a reward for beating the Eye Tower in Sector 2. Simply, you can jump higher and tap A in the morph ball to jump as a ball. >Speed Booster When you run in the same direction without stopping(after recovering this ability, of course), you'll have the booster kick in within a few seconds. Samus will run extra fast and break through Speed Booster blocks until she runs into a wall or runs off a ledge. Check the Special Techniques Guide for the more in-depth abilities of the Speed Booster. You'll obtain the Speed Booster from the Core X that spawns from Serris in Sector 4. >Super Missiles This just applies the super Missiles power over the regular missiles, it doesn't give you anything new. However, your missiles' power will now be tripled, so you're doing the damage of three missiles when you use one. You'll download this from the Sector 3 Data Room, just before fighting the B.O.X. >Ice Missiles This upgrade, downloaded from the Sector 5 Data Room, will fuse the power of the Ice Beam with your missiles, so that you can freeze enemies with your missiles. Unfortunately, this also means it will take twice as many missiles to kill an enemy. >Power Bombs Hold R while in the morph ball and press B to lay a Power Bomb that will damage (and most likely destroy) any enemy on the screen. It also works as a vacuum to suck all the released X to you. You download this from Sector 5 the second time you visit. >Space Jump This will allow you to jump endlessly by somersaulting and pressing A again as you start to fall. You'll absorb this ability from the Core X that spawns from Yakuza. >Plasma Beam This strong beam will pass right through enemies, even if they aren't destroyed. You absorb it from Nettori's Core X. >Gravity Suit This allows you to move freely in water and it stops lava damage. You'll absorb this one from Nightmare in Sector 5. >Diffusion Missiles When you hold down R, the arm cannon will charge like the beam, but with Ice power. Fire a missile after it's fully charged and if it hits an enemy or wall onscreen, a spiral of ice will expand across the room, freezing any enemy it touches. This handy download is waiting for you in Sector 4. >Wave Beam Obtained from the Infected B.O.X., this beam will spiral in a way that will allow the beam to travel through walls and shutters. >Screw Attack This is the ultimate upgrade. The only enemy that this thing won't destroy is a boss, and it activates just by spin jumping. The effect will also take out any Screw Attack block, bomb block, or broken block. This awesome ability is absorbed from Ridley in Sector 1. ::upg2 -=- Energy Tanks There are a total of 20 energy tanks to acquire throughout the game, resulting in a total of 2099 health. Each one gives you 100 health. [Main Deck] Energy 1(MD): This is sitting on the floor in plain view just before facing Arachnus. Energy 2(MD): Stand on top of the metal bar just to the right of Energy 1(MD) and fire a missile straight up, then take care of the broken block with a regular shot. Jump up into this tunnel and go into the next room to find this energy tank waiting for you. Energy 3(MD): This tank has no tricks, nothing hiding it, it's just sitting on the floor, waiting for you when you go on your way to fight Yakuza. [Sector 1] Energy 1(S1): In the room just past the first atmospheric stabilizer, shoot at the lower 'square' of the ledge in the middle of the room to clear the opening to a tunnel that holds this tank. Energy 2(S1): This tank can be obtained right after the Speed Booster, or once you have the Space Jump. Go down to the Save Room that was just before the Charge Beam Core X boss. Shoot open the door, then charge your beam. From the back of the room, start running. When you get to the next room, shoot your charge shot to clear the enemies from your path and quickly shoot open the door. Start a shine charge in the third room as soon as the Speed Booster starts to work, then get up to the door and shoot it open. If you don't have Space Jump, jump to the ladder and quickly jump back off to make it up to the ledge. Shinespark into the next room and hold left to hit the ramp and go into a run. Hit down again before you get to the ledge where the Chozo Statue is, then stand where the statue is and Shinespark straight up. You'll crash through the Speed Booster blocks and be able to access this tank. Energy 3(S1): In the room past the elevator coming from the Restricted Zone, jump to the top of the first wall, then charge a missile and let it go. You'll freeze the Ripper, break the missile blocks, and reveal the tank all at once. [Sector 2] Energy 1(S2): You'll find this tank just above the Boss Door, no tricks. All you have to do is walk over and grab it. Energy 2(S2): Go through the right door at the top of the tall shaft just past Nettori. Clear the enemies from the room, then jump against the right wall to find a hidden tunnel. Lay a Power Bomb to reveal the tank, then just jump up to it. Energy 3(S2): In the Level 1 Security Room, Screw Attack through the top left corner of the room and go through the door. Every floor in this room except the ones the tanks rest on, the lowest floor, and the platform you're on upon entering the room are pit blocks. You have to Space Jump over these blocks with good timing to reach the end. When you reach a fork, take the higher path to reach the Energy Tank. This is considerably easier than the Power Bomb Tank. [Sector 3] Energy 1(S3): In the first room past the Recharge Room, go through the door on the left, just above the very bottom door that leads to the Security Room. This is a superheated hall, but it's short enough to make it through without the Varia Suit. Place a bomb on the wall then run through and clear out any obstacles in the way. Go back to the front of the room, then start running from the front of the ledge. You have to Shinespark at the end of the room to clear the Speed Booster blocks, then repeat the run process. This time, once you have your shine charge, wall jump up to the next level and quickly position yourself to Shinespark straight up into the little 'cave' that this tank is in. You can get this at three points: when you first enter Sector 3, after the Varia Suit, or after the Space Jump. Each upgrade makes this a little easier. Energy 2(S3): From the room just above where you fought the B.O.X., start on the right and run all the way to the left. Start a shine charge, open the door, then Shinespark through the door and some Speed Booster blocks. There is a bomb block in the indent to the left wall. Blow it open to drop down and find this tank hidden inside another bomb block. Energy 3(S3): From the tall shaft with all the wall enemies, drop to the bottom and go through the door on the right. Shoot the wall on the right to reveal a secret room. Jump up to the ledge and freeze the enemy here when it's placed right to jump up to the ledge. Drop to the floor in the next room, and jump to the first platform. The rest of the platforms are pit blocks, so freeze the enemies to get across. Climb up to the ledge from the final enemy to find this tank. Jump up to the next ledge and use this path to leave since it leads you to Missile 7(S3). [Sector 4] Energy 1(S4): From the room that's just past the large room(by large I mean the one that's 3x3 spaces on the map), go through the top left door. This room is divided into two small shafts and a hall, but it's all one room. Make your way through all the enemies to the top, and through the door is this tank. Energy 2(S4): In the shaft right after the Level 4 Security Room, jump halfway up until you see the wall cave in to the right. Land in there, then enter the morph ball and jump to enter the hollow wall. In the next room, shoot all the gray blocks in the middle, then lay a Power Bomb to release the X from the enemies. Move out of the way, so that some of the X can form into golden enemies on the right. You should see the Missile Blocks where the Power Bomb revealed them, so open that box and kill both of the golden enemies, unlocking the door at the bottom. Inside, lay a Power Bomb to clear the room of enemies and blocks, as well as reveal the tank. [Sector 5] Energy 1(S5): In the shaft just past the Data Room, grab the ladder on the way down, then freeze the Ripper here and use it to reach the door on the other side. There's a Fake Energy inside, so kill it, then enter the morph ball on top of the small platform. Lay two bombs against the wall here to reveal the tank. Energy 2(S5): In the room just past the sloping room on your way to Nightmare, shoot the lower floor to fall down into a water tank-like area, and hold to the left wall. When you see a small hole in the right wall, fire a missile into the left wall on the same horizontal line that the hole in the right wall is. If you do it right, you'll open a hole and grab a ledge, but you can come back later with the Gravity Suit if you miss it. In this room, lay a Power Bomb to memorize the pit block locations, then exit and reenter the room. You can't lay another bomb, or else you'll eject the metal pole again, so jump in the morph ball over the pit blocks that you should have memorized. There's a hollow block near the left wall to get you up. On the last jump, pull up to exit the morph ball and grab the ledge. Energy 3(S5): Lay a Power Bomb in the room immediately before Nightmare to reveal the true path to this tank, instead of missing it due to pit blocks. [Sector 6] Energy 1(S6): On the lower right wall of the first dark room(second room from the Recharge Room), jump and set a bomb against the wall. If you put the bomb in the right spot, you'll open the hole that leads to the room containing this tank. From the end of the ledge in here, jump as a ball and set a bomb just below the ceiling. You'll open the correct tunnel that leads to the tank. Set a bomb at the end of this tunnel to reach it. Energy 2(S6): This is waiting for you with absolutely no tricks at all, just a couple of rooms before the hall with the Sector 6 SA-X encounter. Energy 3(S6): Through the lower left door in the first shaft from the Data Room, Screw Attack onto the block in the middle of the floor, then run from the ledge at the left into the shaft and Shinespark directly across from the door into the right wall. Enter the door here, then place bombs carefully across the 4 platforms. (From left to right) On #1, place it in the middle. #2 in the middle. #3, place one on the left corner, then one on the right corner using the metal bar to get a little further away from the corner. #4, place it just a little(like half a 'block') to the left of the center. Now run from the left to right and Shinespark through the Speed Booster blocks in front of the tank. Precision Screw Shining might also work. You'll need to build up a shine charge again to make it through the wall outside of the room. ::upg3 -=- Missile Tanks You'll find 48 missile tanks through the game, resulting in an end amount of 250 missiles, as each missile tank rewards you an extra 5 missiles. [Main Deck] Missile 1(MD): This is in plain sight on the floor just past the giant wires when you make your way towards Arachnus. Missile 2(MD): In the room just left of Missile 1(MD), shoot at the corner (the one facing out, not the corner of the wall)of the second 'step' to reveal this missile hiding in the floor. Missile 3(MD): After obtaining the morph ball, roll through the short tunnel that's halfway up the shaft to the left of the Navigation Room near the main elevator. You'll find this tank lying in plain sight. Missile 4(MD): From the hall right next to the main elevator, run from the right to the left and speed boost into the hole that the SA-X made. You'll crash through Speed Booster blocks in a secret room and be able to pick up the tank. Missile 5(MD): When you're saving the survivors, simply shoot the first shutter on the bottom floor of the Habitation Deck to find this. If you passed it the first time, refer to the walkthrough for the way to navigate the Habitation Deck. Missile 6(MD): In the first hall to the right of the first Navigation Room, shoot the floor where it's thin(you may need to search, it's on the left side of the room) to open a hole, then lay a Power Bomb to clear the two large blocks as well as reveal the missile. Missile 7(MD): Halfway down the large room just before Yakuza, after you've shot through three floors, place a bomb on the left wall, then another one on the wall past it to clear the path to the missile. [Sector 1] Missile 1(S1): In the first Save Room besides the one next to the Navigation Room, shoot at the crack in the wall. Jump up, then enter the morph ball in midair. Hold right as you fall, and if you did it right, you'll slide into the tunnel. You can either wall jump up the shaft now of come back later after you've obtained the Space Jump. Missile 2(S1): After you've gone through the long hall and are in the shaft filled with Space Pirates, jump across the top of the shaft and enter the next room. Use the ladder on the ceiling to climb over the lava and find this tank waiting patiently on a platform. Missile 3(S1): From the platform that Missile 2(S1) was on, dive into the lava off the LEFT side, then hold right to the bottom. At the very bottom, enter the morph ball and roll through the hidden passage. Stand up and jump to the tank. Quickly get back into the morph ball and roll back through the tunnel. Stand, then jump up the three platforms and out of the lava. You can do this without the Gravity Suit as long as you have three Energy Tanks, but if you're too slow, just come back when you do have the Gravity Suit. Missile 4(S1): This tank is sitting next to the wall in the room you can enter by going through the top left door in the room of the stabilizer near the bottom right area of Sector 1. Missile 5(S1): Right after the Charge Beam Core X, shoot a missile and two beam shots at the left wall to open a tunnel to a secret room. Roll into the room and shoot down all the enemies. The tank is waiting in the water at the lower part of the room. Missile 6(S1): When you have the Speed Booster, go to the really long hall filled with enemies(there's a Space Pirate shaft to the left of it). Speed boost from the right to the left, and hold a shine charge in the next room. Shoot the door on the left open, then Shinespark through. Hold left all the way to the wall, where you should grab the ledge to pull up and reach the missile. You'll have to jump into the lava to get back if you don't have the Space Jump, but that's not too much of a problem. [Sector 2] Missile 1(S2): Right after you get the Bomb data, there's a couple of bomb blocks on the right wall of the room connected to the Data Room. Through these lies your first Missile Tank of Sector 2. Missile 2(S2): In the first room you find with a blue Keyhunter in it after downloading bombs, go to the bottom of this room and lay a bomb on the side of the small ledge. You'll open up a tunnel that has pit blocks on one end and bomb block on the other. Use either method to go down to this plain-sight tank and use the bomb blocks to get out. Missile 3(S2): After you have the Hi-Jump/Jumpball, go back to the large shaft. Go through the door across from the door that was broken by the SA-X, and jump up to the ceiling ladder. Across it lies this tank. Missile 4(S2): In the same room as Missile 3(S2), fall to the bottom. Kill the fish enemies, then lay a bomb on the tree closest to the left wall. A metal pole will rise up, allowing you to jump and grab the ledge to roll through. In the next room, place a bomb between the flower and the tree to raise another metal pole. From the top, use the Jumpball to jump and place a bomb on the separate block in the wall, then jump up to it and grab it as a ledge to roll through. After grabbing the tank, place a bomb on the raised block in the previous room to get back through. Missile 5(S2): On your first trip through Sector 2, in the room just before returning to the first room(after you've gotten the Hi-Jump/Jumpball and all that), there are two ledges use to climb to the top of this room. Roll into the second, higher one and place a bomb on the wall. The missile is waiting at the back of this room, and you can use the hidden passage on top of the left wall here to exit. Missile 6(S2): From the first room past the Recharge Room, go through the middle right door. Kill the enemies if they are in the way, then use the Jumpball with bombs to clear a hole in the right wall. The tank sits waiting for you in that secret room. Missile 7(S2): In the room just below the Recharge Room, there are two organic pillars. The one close to the door is safe ot walk on unless you kill one of the floating enemies and give it an X to rise up from. The one near the far wall(and the tank) is already risen and dangerous. If you jump right(with the Hi-Jump), you can land on it near the other side of it, and the damage recoil will send you off to the other side of it to pick up the tank. Use the same method to get back. If you can't do this, just come back after you have the Ice Missiles. Missile 8(S2): Return to the tallish shaft right past the Data Room. At the top, shoot the 'short' 'block' on the left wall to reveal a secret room. The missile waits in sight at the top of this room. Missile 9(S2): In the room where you fought the Eye Tower, Screw Attack through the top right corner and go through the door. Drop down to the bottom of this room and run from the right to the left. Hold a shine charge at the left wall and spin jump up. Fire your beam to end the spin, then Shinespark right when you're in line with the Speed Booster blocks guarding the tank. You can lay a Power Bomb if you don't know where they are. NOTE: If you followed the order in the guide, this will be your last Missile Tank you collect! [Sector 3] Missile 1(S3): In the first room past the Recharge Room, go through the door on the left, just above the very bottom door that leads to the Security Room. This is a superheated hall, but it's short enough to make it through without the Varia Suit. At the end lies your tank, but if you came without the Varia Suit and we slow or fell in the lava too much, you might have to pick up Energy 1(S3) now to make it back alive. Missile 2(S3): In the hall connected to the Security Room, there are two broken blocks on the floor to the left of the first hill. Shoot the floor to fall down and destroy the two enemies here. Then shoot the ceiling one 'block' from the right wall to reveal this tank. Jump up and get it for your next 5 missiles. Missile 3(S3): Fall to the bottom of the long shaft(the one marked on the map, not the one with the two Power Bombs in it) and go through the right door. Kill all the enemies in your way, then roll up on top of the block in the middle of the room, lay a bomb in the center, and claim your prize. Missile 4(S3): This is the one unavoidable tank in the entire game, so you'll encounter it on your play through the game. No reason for me to explain it. Missile 5(S3): To the left of the Recharge Room that was discovered close to the Data Room, kill the enemies and feed the purple X barrier 3 missiles to open your path to this patient Missile Tank. Missile 6(S3): From the room just above where you fought the B.O.X., kill all the enemies, then run from the left of the room to the right. When you reach the tiny slope and ledge, Shinespark diagonally Up-Left from beside the ledge. You should crash through the broken and Speed Booster blocks and find the tank sitting in view. Missile 7(S3): Right after getting Energy 3(S3), you'll easily pick this one up on your route to leave the room. [Sector 4] Missile 1(S4): In the large room close to the Recharge Room(it's the only 3x3 room on the map), there should be a high hanging platform to let you jump up into the room above you. On the other side of this room(near the Save Room here), it's possible to Wall Jump up to the top. If you can't do this, you'll fall into the top of this room on your way from Serris. It's easy to see where you need to lay the bomb here, so do that then roll through the tunnel. Again, lay a bomb on the separated part of the wall. Roll into the small indent in the wall and lay one more bomb to reveal this tank. Missile 2(S4): After you pick up Missile 2(S4), get up on the ladder and fire two missiles from the middle of the ladder. Then grab the hole as a ledge and roll up into the morph ball. There's a hidden hole in the floor here that will let you out; you don't have to shoot anything. Fall down the two ledges here and try to jump over the gap, because there are pit blocks below it. Jump up and shoot to the right at the top of the indent in the ceiling to reveal the path to this tank. Missile 3(S4): On the map, there's a single room that's four spaces long and two spaces tall. From this room, find the opening in the ceiling and jump up into the secret room. All you need to do is climb up the ladder here and hold up at the top. You'll enter the morph ball and roll into the room that houses this tank. Kill the enemies to get them out of your way, then just jump in the water and roll over to the tank. Missile 4(S4): Right after lowering the water level, this tank sits dead in your path to leave the Pump Control Room. Missile 5(S4): On your way out of Sector 4 for the first time, you'll spot this missile waiting in a tank of water above you when you try to Speed Boost out of the room next to the shaft connected to the Pump Control Room. Stop running and grab this missile then return to the previous room and begin your run again. Missile 6(S4): You can get this missile once you have the Speed Booster. Run from the Navigation Room over through the Recharge Room and hold a shine charge just past it. Jump down and quickly go through the door at the lower right. Fall(don't jump) down and Shinespark to the right when you can hit the ramp. If you wait until you hit the ground, however, you'll be too late. Build more charge time by using this ramp, then go to the room on the left, and Shinespark dead through the purple X barrier. Then go and left and lay a bomb under the wires against the wall to reveal the missile. An alternate method, if you're fast enough, is to run past the barrier before it's done forming. You can also come back with the Super Missiles. Missile 7(S4): In the first shaft of 'lower' Sector 4, go through the door on the right, just below the Save Room. Go to the back of this room, clearing the enemies and visible broken blocks along the way. The tank lies behind the final set of broken blocks. Missile 8(S4): In the first shaft of the 'depths'(connecting to the Save Room), go through the bottom right door. In the 'tube' in this room, lay a Power Bomb and drop down. This missile is waiting for you, but you'll need to remove the enemies to make it out. Missile 9(S4): In the same room as Power 4(S4), hold to the left wall as you drop down and exit. You should hold on to a hidden ledge that leads to the tank when you pull up and roll through it. [Sector 5] Missile 1(S5): At the bottom of the shaft just past the Data Room, enter the morph ball and jump into the hidden passage located in the small indent in the wall. Shoot the ceiling at the right wall, then jump up and kill the enemy here. Don't absorb the X, but wait for it to reform into another enemy. When this one jumps, freeze it, then jump on top and reach the ledge. Kill the enemy here again, and wait for the X to reform into a Ripper. Now for the tricky part. You need to freeze the Ripper in a spot that you can jump to without falling, but it also has to be close enough to the indent in the ceiling that you can reach the missile. Once you've revealed the missile, you'll need to jump almost perfectly(don't spin jump) to get to the missile. If you can't do this now, come back with the Space Jump. Missile 2(S5): From the shaft immediately after the Recharge Room, fall to the bottom and go through the door on the right. Get the large enemy out of the way, then jump as in the morph ball and lay a bomb against the top right corner of the room. You'll need to exit the morph ball before you can reach the tank. Missile 3(S5): In the shaft immediately after the Recharge Room, go through the bottom left door. Clear the enemies out of your way, then go below the box holding the visible missile. The block two 'spaces' left of the missile(it's also right next to the wall of the box) is fake, so jump in from there. Grab the missile and fall through the pit block. Missile 4(S5): From the room containing Missile 3(S5), run all the way right to the first large room and hold a shine charge just before you fall off the ledge. Shinespark up through the hole in the ceiling and hold over onto the ledge once the spark is broken. Let the enemy jump up, then freeze it and use it to jump up to the door. The missile is waiting inside. If you can't do this, you can actually use the lower enemies to scale up like a ladder without using the Shinespark, but Shinesparking makes it feel more like a sequence break, no? You can also come back after Nightmare has torn up the place. [Sector 6] Missile 1(S6): In the first dark room(second room from the Recharge Room), get to the lowest floor, then plant a bomb on the left wall during a jump. If you put the bomb in the right spot, you'll open the hole that leads straight to this tank. Missile 2(S6): After you get the Varia Suit, backtrack to the room that has multiple large broken blocks filled with blue X. Lay a bomb in the bottom left corner, and roll through the hidden passage(it'll still be hidden but you can roll through the wall). Kill all the enemies here then roll up into the ledge sticking out of the left wall. Lay two bombs against the wall to uncover this tank. Missile 3(S6): At the top of the shaft connecting to the Save Room(just after the Barrier Core X boss), go through the left door at the top. This missile sits in view, already uncovered, but it rests on pit blocks. You can see a support beam like rock from below the current floor. The column that this beam is on is a good place to jump on. Jump from the right distance and land on the tank before falling through the pit blocks. Missile 4(S6): When you fall through the pit blocks that Missile 3(S6) was on, hold left on the way down and fall against the wall. You should grab a ledge that you can pull up into. In this room, the missile hides in the ceiling. Shoot the part of the ceiling near the center where the ceiling is smooth, and this tiny little tank will show itself, waiting for you to obtain it. Missile 5(S6): In the first shaft from the Recharge Room, take the first door on the right. Head over to the other side of this hall to find a Fake Missile in the next room. After you kill it, place a bomb on the bottom of the right wall. It'll open a passage to the actual tank. Missile 6(S6): In the room to the right of where you fought the Infected B.O.X., there is a shutter that has to be opened from the inaccessible side. After you have the Wave Beam, you can shoot it open to reach the missile. ::upg4 -=- Power Bomb Tanks Once you find all 32 power bomb tanks that give you two power bombs each, you'll have a total of 74 power bombs. [Main Deck] Power 1(MD): In the hall just below where the frozen Ridley was, place a Power Bomb that will reveal a maze-like path(but it's actually straightforward) for you to roll through. You need to lay another bomb(regular) at the end to finish the tunnel, then shoot the ceiling to reveal the tank. Power 2(MD): Start from the back of the lower level of the Restricted Zone(the room before the Save Room), and run all the way to the last room. Hold a shine charge here, then Shinespark up in the very center of the glass tube you see. If you're not in the center, you'll miss this tank and have to circle back around for it. A good way to measure is to stand behind the foreground picture of the circular support beam wrapping around the outside.(It's the one further away from the door) Power 3(MD): If you followed the guide, this is not only the last Power Bomb Tank you'll acquire, but the last upgrade tank in the entire game. Jump up the shaft to the right of the Navigation Room as if you were going to the Habitation Deck, but lay a Power Bomb or Screw Attack your way through the X barrier to enter the door. Enter the morph ball and jump high to enter the higher hollow wall that actually leads to the tank. [Sector 1] Power 1(S1): In the shaft connecting to the _FIRST_ Save Room after the Restricted Zone, you should see four sets of six black line on the floor. Imagine that these sets are number 1-4 left to right. Shoot the floor where #3 is and fall in. Fire a charge shot at the enemy in the box on the left. Let the X form into a new enemy, which upon destruction should form into a Guard Pirate. Taking care of this last enemy will unlock the door. The tank is just inside. NOTE: This must be done after defeating Ridley, or else the second enemy will never form. Power 2(S1): From the Save Room just before where you fought the Charge Core X. Run from the back into the room containing the boss door, and you should break through the right wall. Hold a shine charge at the end of this ledge, then do a spin jump to activate the Screw Attack and fall to the bottom. Quickly run to the right(you don't have to enter the morph ball) and Shinespark straight up. You'll break through the ceiling, so all you have to do is shoot to the left to reveal and claim your tank. Be sure you're all the way to the wall, as there is only one column of Speed Booster blocks. Power 3(S1): In the first room past the Recharge Room, go through the green door. Screw Attack through the ceiling and this tank sits to the left. [Sector 2] Power 1(S2): In the first really large room you find after the SA-X chase, jump almost to the top of this room and shoot the right wall to reveal a group of leech enemies guarding this visible tank. Power 2(S2): In the tall shaft that you go through the first time around(not the one discovered during the Nettori run), go through the top left door. Jump up to the ceiling ladder and freeze the first Ripper right before it goes under the thin wall. Then, crouch and aim diagonally down while on this one to freeze the second Ripper on the other side. Jump in the morph ball to reach the other side, then jump over to the prize. Power 3(S2): When you obtain Power 2(S2), you should fall down a hidden tunnel. On the way down, you'll hit a solid block in the way. Bomb this to reveal it as a tank and grab it on the way down. Power 4(S2): In the same room as Missile 9(S2), run from the left to right at the bottom, and hold a shine charge at the right wall. Here's the trick: you have to spin jump up to the next platform, then Shinespark left or right (depending on the direction you're facing) into the next ramp to cross the pit blocks. You'll need to do this # times to reach the tank that hides behind the Speed Booster blocks at the end. Remember that on the top set, you have to stop again to get up the small step, even though there isn't another platform. Power 5(S2): In the same room as Energy 3(S2), go about the same process of Space Jumping over the pit blocks, but when you reach the fork, take the lower path. This is more difficult than the Energy Tank, as you have to do extremely small, extremely quick jumps go get through the low ceiling. Good luck, [Sector 3] Power 1(S3): In the room that you fall into via pit block(it has the two flying enemies and the Speed Booster blocks), lay a Power Bomb to reveal a tiny hole leading to the room with this tank. It's sitting on a ledge above a wall enemy. Power 2(S3): From the second large room in Sector 5, go through the top right door(that isn't a door anymore), then shoot the ceiling near the left wall. Jump up here and go through the door. Head through the tunnel to Sector 3, then lay a Power Bomb. You'll open a tiny hole(that strangely looks like you're outside of the station) and reveal the tank. Power 3(S3): In the room just above Energy 2(S3), (see that tank for how to get there) lay a Power Bomb to open a way to a secret room containing this tank. Power 4(S3): From Missile 3(S3), go left three rooms and lay a Power Bomb. Drop into the lava(you need the Gravity Suit) and follow a path that basically goes around the outer edge of the room. Unfortunately, I don't have a real good way to explain these directions. There will be a few hollow tunnels, but just remember: outer edge. Power 5(S3): In the same room as Energy 3(S3) and Missile 7(S3), go to the bottom right corner and Screw Attack every bit of the wall out of your way. Run from the left of the room to the right and hold a shine charge in the next room. Shinespark straight up against the right wall, and you'll hit this tank on the way up. Power 6(S3): After getting Power 5(S3), fall down the hole you Shinesparked through and hold left into the first hole in the left wall. Screw Attack into the ceiling to enter the hollow part of the ceiling, and do the same on the other side of the thin wall to get to the tank. [Sector 4] Power 1(S4): In the second large room past the Recharge Room, lay a bomb in the corner of the floor and wall just inside the room. You'll open a tunnel that requires another bomb to get through. Lay a Power Bomb at the bottom of this room to reveal the tank; just go and get it, now. Power 2(S4): On the left wall across from the door leading to Missile 7(S4), jump against the wall to grab a hidden ledge. Pull into it and find the tank sitting inside the next room. Power 3(S4): After you've climbed to the top of the room(it's a secret area) that you entered from the bottom left door of the first shaft of the 'depths', shoot the right wall where the green bar ends and the blue/green 'land' is. You'll open the way to another secret room that holds the visible, trickless tank inside. Power 4(S4): In the large room connecting to a Save Room(in the 'depths'), go through the middle right door. Run through this hall and activate the Speed Booster, then hold a shine charge at the end and Shinespark through the hole in the ceiling. You'll break through Speed Booster blocks and find this tank. [Sector 5] Power 1(S5): In the room just past the Sector 5 SA-X area, lay a Power Bomb to open the path to this already visible tank. Power 2(S5): In the room just above Power 1(S5), lay another Power Bomb to open a path and reveal a ladder. Climb up here and freeze the Rippers to scale up to the top. There are no tricks hiding around the tank in the next room. Power 3(S5): In the large, icy room, there's a Power Bomb block and an orange X barrier near the top left of the room. Lay a Power Bomb to clear these obstacles, then enter the room ahead. Here, you'll need to freeze the Rippers and jump on them(in the morph ball) to cross the pit blocks. Freeze them when they are in the middle of the area and you'll be fine. Remember that there are three 'spaces' of pit blocks against the ledge that you need to jump over after you're past the Rippers. Power 4(S5): Once Nightmare has destroyed the sector, go to the top of the first really large room. Go all the way to the right wall(you'll have to clear the enemies out of your way first) and hold a shine charge on the left side of this room. Shoot the door open and Shinespark into the next room. You'll go right through the wall and find this tank. Power 5(S5): In the second large room, go through the top-right door(that's not a door by the time to can go through). Shoot the ceiling near the left wall and jump up. Lay a Power Bomb here then jump up again. Open the shutter and take care of the two Space Pirates. Shoot the ceiling on the left wall then take care of the next Space Pirate. Shoot the ceiling on the right wall, open the shutter, then go back and shoot the ceiling on the left wall. Open this shutter and shoot the floor under the first shutter. Shoot to the left to reveal this tank. Power 6(S5): In the top of the room right after you get out of the 'water tank', go through the middle left door. Lay a Power Bomb to clear the enemies and reveal the tank at the same time. Power 7(S5): In the top left area of the room connecting to the Save Room just before Nightmare, lay a Power Bomb to open a small tunnel. Jump up into this tunnel, and roll to the left, holding A down along the way. You'll eventually discover a hidden area(it's already hollow) that hold this hidden tank. Plant a bomb at the end to reveal it. Power 8(S5): When you're running into the Sector 5-4 tunnel, hold a shine charge after you've broken through the two walls of Speed Booster blocks. Shinespark up in between the two thin walls, then grab the tank and fall through the pit blocks. Now just run from the left door to continue the speed boost. [Sector 6] Power 1(S6): Through the lower left door in the first shaft from the Data Room, Screw Attack onto the block in the middle of the floor, then run from the right to the left and shine charge at the ledge. Shoot the door open then jump up and Shinespark into the next room. Here, run to the left of the room on top of the series of boxes, then run back to the right and hold a shine charge at the end. Fall(don't jump) down and try to Shinespark left at JUST the right time. If you don't do this perfectly, you'll either barely miss the tank on the way across, or you'll hit the pit blocks and lose the spark. Power 2(S6): In the same room as the above tank, start on the left wall at the very bottom and run to the right. Hold a shine charge, then jump up onto the ledge and Shinespark into the ramp. The thin floor after the ramp is painted as Speed Booster blocks(which they partly are), but when you run across them, they turn into pit blocks. What you have to do is guess and check your Screw Shine jumps(using the Space Jump) until you break through the top of the box on the left side of the room that holds the tank inside. This can be tricky, but you'll get it with practice. Power 3(S6): In the room that holds the pit blocks leading to the area that you used to fight the Infected B.O.X., jump over the pit blocks and Screw Attack into the right wall. Do the same to the next wall and go through the door. Lay a Power Bomb to not only reveal the tank, but pit blocks as well. When you roll through the hole as a morph ball and fall onto the pit blocks, pull up out of the ball and hold right in an attempt to grab the ledge. If you need to, it is actually possible to jump off of pit blocks, but you only have a single frame to do it.(Which means do it FAST, immediately when you land on it, before it even looks like you landed) ::boss -= Bosses =- >Boss 1: Arachnus (Main Deck) Arachnus only has three moves. He'll either move his claw and then send out a blue wave, spit fire out that will cover the floor, or tuck into a ball and roll at you. All of these are easy to avoid thanks to the two metal bars in the left and right walls. It only takes 15 missiles to kill Arachnus, but if you run out, your regular beam still works fine. Finish off the Core X with three missiles and claim the Morph Ball. >Boss 2: Charge Core X (Sector 1) This is a simple boss. When it opens it's 'eye' fire a missile into the eye. However, you'll need to jump as soon as you do, because it'll fire a beam shot at you when it's damaged. Feed it 4 missiles to send it off. >Boss 3: Eye Tower (Sector 2) All this boss does is jump around the room a few times, then when it doesn't cover much distance in a jump, it'll open a hole at its base and float slowly down. That's your chance to fire a charged shot into it. If you get caught, enter the morph ball and lay bombs until you're released. I don't know if this actually damages it, but it's worth a try. When you destroy it with five successful charged shots, break the Core X with four missiles and claim your Hi-Jump/Jumpball ability. >Boss 4: Serris (Sector 4) You'll need to go to the top center on this room to trigger the boss, but as soon as it does, jump down into the water as soon as it's safe. Get near the right wall, then on the 'block'(it's actually two spaces long) that's closest to the right wall but only has one set of dots(that's four dots, not twelve on the block), stand to the left of the dots, in between the dots and the dark colored bar that divides the 'blocks'. Stay in a crouched position, and you should never get hit by Serris if you stay here. Keep your beam charged and fire at its head whenever you get the chance. When you destroy Serris(with four charged shots), feed the Core X five missiles and claim your Speed Booster. >Boss 5: B.O.X. (Sector 3) As soon as B.O.X. jumps at you, jump up on the ladder. Try to force it into a routine where it will scuttle over to the side of the ladder you're on, give you a short chance to missile it, then spit out a bomb. As you climb to the other side of the ladder, the fire from the explosion will most likely miss you. This process will repeat until you do something to mess it up on accident. If you do, quickly try to reinforce the routine, as it's difficult to not take damage and fire at the B.O.X. at the same time without the routine. You have to fire the missiles at the top of the beige part, or else they will bounce off. You also can't damage it when the cannon for the bombs is up, so know when you can shoot and when you missed your chance. It takes 10 missiles to make the B.O.X. retreat, but it hasn't been infected yet, so no Core X or ability. Sorry. >Boss 6: Barrier Core X/Giant Core X (Sector 6) This is one of the most simple bosses in the game. Stand on the far right platform, and just keep feeding it charged shots(the only thing that can damage it). It should take about 8 charged shots to the Core X itself, not the barrier X around it, so send it back to normal size. Then kill it with 6 missiles and take your Varia Suit back. >Boss 7: Wide Core X (Sector 3) This is just a simple Beam Core X, so you already know how to take care of it. Shoot the fake scientist to release the Core X. Keep in mind over all else that this is a timed battle. Claim your Wide Beam at the end and deactivate the timer. It takes 4 missiles to send this one packing. >Boss 8: Yakuza (Main Deck) This boss, in my opinion, is the HARDEST boss in the entire game. As soon as you fall down, enter the morph ball and sit just to the left of the right wall. As soon as the flames die down, roll over to the left corner and stay in the ball. This will mainly be your hideout for the entire battle. Yakuza will most likely never grab you here. When it opens its mouth, that's your chance to run over, fire missiles into it, then run back. You can also hide in the right corner if flames take over the left corner. After 13 missiles, it will lose its legs and start jumping around the room(demonstrating the Space Jump) and firing debris. The best thing to do here, and this isn't even a great idea, is to stand in the middle of the room and don't stop firing missiles. The missiles may land in Yakuza, and they also destroy and debris threatening to hit you. After 12 more missiles, Yakuza will release the Core X, which needs 6 missiles to destroy. >Boss 9: Nettori (Sector 2) When you fall down into this room, jump onto the raised platform and crouch on the very left edge, almost falling off. If you placed right, the spores should never hit you. If you fall into the plants below, take a long, straight jump upwards, then move away when you're out. Spin jumping won't work. From your safe position, load 26 missiles into Nettori, then you can move to the middle of the platform. Jump when the lasers are sent from below, and crouch when sent from above. Stay standing to fire missiles that will hit in between the two firing zones so that they'll never get deflected. After 24 more missiles, jump over to the area behind Nettori to feed the Beam Core X 5 missiles and claim your Plasma Beam. >Boss 10: Nightmare (Sector 5) For this fight, you'll be using the Charge Beam for the first half. Why? Because when you add up the Charge ability, the Plasma ability, and the fact |
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Another Metroid Fusion Walkthrough :
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