gameboy advance cheats Home Page

1. Preface
1.1. Introduction
1.2. Controls
1.3. Special Moves
1.4. Game Physics and Structure
2. Walkthrough
2.1. Story
2.2. Part 1: "The Investigation" 1, 2, 3, 4, 5, 6, 7
2.3. Part 2: "Old Friends" 1, 2
2.4. Part 3: "The Showdown" 1, 2, 3, 4, 5
2.5. Cleanup 1, 2, 3
2.6. Ending(s)
3. Archives
3.1. Powerups 1, 2
3.2. Easter Egg
3.3. 1% Challenge
3.4. Speed Runs (with and without 100%)
3.5. Bosses 1, 2
3.6. FAQ
3.7. Version History
3.8. Legal Stuff

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Nintendo 3DS GameBoy Games, GBA Cheats, FAQs, Reviews, Walkthroughs

Metroid Fusion FAQ/Walkthrough

By: Phediuk

2. Walkthrough

2.3. Part 2: "Old Friends " (2)


Now, go back out to the left and to the Navigation room...what's that? We locked ourselves in AGAIN? Ugh...then go right into the vertical shaft and drop aaaaaaaall the way down, then go through the bottom left door. In this room, drop a Power Bomb (go into ball form, hold R and press B) and drop down through the hold that appears. Go through the bottom left door. In this room, the music will change...IT'S THE SA-X! OH NO! Quick, climb over that wall to the left! Now, go into ball form, jump up against the left wall and lay a few bombs (DON'T LAY A POWER BOMB UNLESS YOU WANT THE SA-X TO NOTICE YOU) and a secret passage will open. Roll through and head over into the far left door. In this next room, lay a Power Bomb and collect the ***POWER BOMB TANK*** (1/32, 12), then use the rungs to climb up to the next level. Once on top of the ledge, lay another Power Bomb and use the rungs that appear at the top of the room to climb up. Freeze the brown enemies with your Missiles and use them as platforms to reach the top of the shaft, then go through the top right door. Collect the ***POWER BOMB TANK*** inside (2/32, 14.) Now, go back out into the vertical shaft and drop down to the middle left door and head in. Go to the top of this next vertical shaft (you've been in it before), and in the next room, shoot up at the collapsible block and lay a Power Bomb near the green-orange pillar. Go through the now-accessible door to the left. In this nest room, roll through the small ball tunnels, then freeze the brown enemies when they get close and use them to get over the two pits of Crumble Blocks. Before you drop off the ledge to the tank, get out of ball form and do a spin jump to the left. You'll just barely clear another set of Crumble Blocks, allowing you to grab the ***POWER BOMB TANK*** (3/32, 16.) Now, backtrack to the Navigation room to get a new mission...

"It's Him!"

STORYLINE: Return to your ship. That's it. Really.

Go up the elevator...

Main Deck

Go up the Main Elevator, then continue to the right. Continue back to your-what's that? The Main Elevator's stuck? Ouch. Lay a Power Bomb and roll through the passage to the left to get out of here. Go through the right exit of this simplistic room, and then morph into a ball and jump into the hidden passage in the right wall...HOLY BEJEEZUS IT'S RIDLEY! OH! MY! GOD! AAAAAAAAH! ...err...and then he collapses. And a Core-X pops out of him. Bust. Drop down the passage that appears underneath his soon as you drop down into the next room, lay a Power Bomb and roll through the hidden passage in the left wall. Once you reach the end of the passage, lay another Power Bomb and collect the ***POWER BOMB TANK*** (4/32, 18) that appears. Go back out of this passage to the right. Once you see a large group of goo-dropping enemies in the ceiling, lay two Power Bombs to clear them away, then back up to the edge of the ledge to the left and break into a Speed Boost to the right. You'll break through a whole bunch of Speed Booster blocks. Lay another Power Bomb once you boost through all the blocks and grab the ***MISSILE TANK*** (36/48, 190.) that's revealed. Now, shoot at the grey blocks at the top of this passage, jump up, and continue right back to your ship. Save your game once you're beamed up into it.


Another mission will immediately begin...

"Power Outage!"

STORYLINE: The power is out...we've got to head over to the Reactor Silo and activate the auxiliary power system. I wonder what caused the outage...? And wouldn't you know it, the Etecoons and Dachoras are safe and sound aboard your ship! Yay!

Once you get out of your ship, go left until you reach the first vertical shaft. Lay a Power Bomb in here and enter the hidden passage at the bottom left. Shoot the blocks in the bottom right corner of this room, then drop down and proceed through the bottom right door. In this room, shoot away some of the overgrowth at the top of the room with your beam, then use it as a bridge to get to the top right. Shoot down through the overgrowth here and drop down to the door directly below. Go through. In the next room, use charged shots or Missiles to vanquish the Pirates. Go to the right and grab the ***ENERGY TANK*** (11/20.) Go through the exit to the right. In this next room, shoot away a block in the far right floor, then drop down. Go to the far left and shoot away a block in the floor there, then drop down so you're just above the tank. Lay a Power Bomb, then get out of the alcove above the tank and shoot away a block in the far right floor there, then drop down and kill yet another Pirate. Shoot away the block in the far left WALL here (didn't see that one coming, eh?), roll through and grab the ***MISSILE TANK*** (37/48, 195.) Shoot a block in the floor just to the right of the tunnel entrance (where you got the tank), drop down and kill ANOTHER Pirate. Far right floor. Shoot block in floor. Drop down. Shoot a block in the floor five spaces to the right of the left wall, roll through, and drop down. Once you drop down, lay a bomb and roll through to the left. Climb to the top of the rungs and shoot your beam to the right to break another block. Roll into the tunnel, and four spaces from the end of the tunnel, lay a bomb, jump up, ad destroy the Boss Door. In we go...


I am perfectly aware that this boss' official name is Yakuza-X. However, I hate that name. So I'll call it Arachni-X instead, okay? (Don't confuse this boss with the first one of the game, Arachnus-X.) This is definitely one of the hardest battles in the game...

After a few seconds, three flames will shoot down from the top of the room, and a gigantic spider will appear, shuffling diagonally towards the bottom. DON'T HIT IT, or massive damage will be inflicted upon you. (You CAN shake out of its grab, however, by mashing the buttons as fast as possible.) Every now and then, when Arachni stops at the top of the room, it will open up its mouth. That's your cue to fire Missiles as rapidly as possible directly up into it. After a few seconds, it'll shoot three flames down at you. The middle one is guaranteed to hit you, unless you were a sissy and ran out of the way after two Missile shots. This flame's damage is dwarfed by the power of the grab attack, so don't worry about it. All you've got to worry about is avoiding that grab. Roll into a ball in the corner and it can't get you (but the flames can.)

After about 15 Missiles, Arachni will lose its legs and Space Jump around the room. After each 'bob', it will spew out a piece of garbage, which you can destroy with your beam. While it's spewing out the garbage, you have to shoot a Missile into its open mouth. It can be quite tricky to hit it from an angle, so I suggest you just follow Arachni around while it Space Jumps and shoot a Missile directly up every time it opens up. Beware, though: sometimes Arachni will try to 'ram' you into the floor by simply NOT Space Jumping for a few seconds. Watch out for these attacks, and keep shooting Missiles into its mouth. 15 more Missiles will turn it into a Core-X. Six Missiles will break the shell, at which point you can recover your ***SPACE JUMP*** ability.

To properly Space Jump, you must remember: only hit the A button to 'bob' again when Samus is beginning to fall to gain maximum height. You cannot Space Jump while Samus is still traveling upwards; remember that also. Using these tips, Space Jump all the way into the secret passage at the top left of this room. Go through and hit the switch in the next room to activate auxiliary power.


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