List of rooms in Metroid Fusion

The links above provide the lists of rooms for their respective areas in Metroid Fusion. Any unused, inaccessible, or otherwise special case rooms will be listed below. Any room that has an official proper name or otherwise meets the parameters in the room policy may be eligible for an article of its own.
==Test 0==
==Test 1==
==Test 2==
==Early Hangar Room==
Hangar Bay (Unused).png|Full-view room within the Final builds.
M4shot_n5.jpg|E3 2002 Screenshot.
Room ID:
An early room found leftover within the game's code. It is present even in the final build, suggesting it was never removed. It appears to be a Hangar Bay using similar tilesets as the used Docking Bay. Early screenshots show this room was used at one point, with one of the early screenshots showing Saums firing off a Power Bomb on a swarm of Zombie researchers (though it should be noted that this particular screenshot shows a wall on the left side, suggesting a change was made close to the final build). There are other screenshots showing that the Starship originally landed here, suggesting that this could have been the original Docking Bay. Within the game's code, there also appears to be a version of this room with a Save Station close to the doorway. This rooms true purpose is unknown and could very well be a test room by the developers to promote the game, based on early screenshots seen throughout various magazines.
On the ingame map, the room is located just underneath the East Wing Ventilation area and the entrance/exit to it leads directly into the Docking Bay Access Shaft, directly across from the Main Deck's entrance. It is possible that at one point in development, the room may have been repurposed for use within the final game but eventually scrapped.
==Early Hangar Room Connecting Hallway==
Room ID:
As with the above early Hangar Bay room, an access hallway was accessible connecting the above room to the long vertical shaft to the Docking Bay or the rest of the B.S.L Space station. It is interesting to note that the door to the left (which would be the normal entrance to the Hangar Bay had it not been removed in the final) is a Level 2 Green Hatch, suggesting the Hangar Bay may have served more of a purpose to visit at one point during gameplay. Exiting through the Green Hatch will cause Samus to become stuck inside a wall within normal, unmodified roms of the game due to the doorway no longer existing (not only is a wall blocking the once accessible route but the loading zone has also been removed).
==Early Yakuza Room==
Room ID:
An earlier version of Yakuza's room leftover in the game code of the final build. It is notably much shorter and uses the tilesets of the previous Reactor Silo rooms leading up to it. Yakuza is not loaded into this room so no encounter is ever met within this specific room. The hallway on the left (normally leading to the Auxiliary Power Station) does not work, and exiting to the right leads to the room before Yakuza as the normal room would in the final. 
==Unused Ridley Room==
Room ID: h054-g114
An unused room of the Neo-Ridley boss fight. Heavily resembles Super Metroid's Ridley's boss fight area but with missing tilesets and may have been used for playtesting purposes. Neo-Ridley is not loaded normally here however, but can be re-added in using external editing programs. The doorway to the top leads back into the Tourian-like area like the normal room does in the final.
==Alternate Nightmare Room==
Room ID: H042-G093 (G094)
An alternate version of Nightmare's Room exists within the game's coding. It appears almost identical to the final build's with slight differences. What is interesting to note is that this room is located within Sector 6 (NOC), heavily implying that Nightmare may have been at one point a boss located within Sector 6 instead of Sector 5 (ARC) or it could have been another test room by the developers experimenting with the game's ideas. The door on the top that normally is destroyed strangely can be opened despite not appearing so. Passing through this doorway takes Samus back to the bottom-left doorway, which cannot be opened despite appearing normally functional. It can however be phased through using debug movement, and it strangely leads to the top-left doorway if entered. Doing so will also add the odd appearance of a functioning hatch placed on a broken doorway (the door can still be opened and will lead to the bottom-left door as described above). This version of Nightmare's Room lacks the 4 pit block entrance that the Sector 5 version of the room has.
On the map, the room is near the bottom-right corner of the map, further past and lower than the room where the Barrier Core-X is fought. The boss is loaded correctly, meaning Nightmare can be fought here.
Category:BSL