Fuse achievements


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There are a maximum of 40 Fuse achievements worth 2,236 (1,000)

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Achievement Details

Echelon Agent in Fuse

Echelon Agent238 (75)

Get 5 Stars on all Echelon maps with 2+ players.

  • Unlocked by 1,114 tracked gamers (10% - TA Ratio = 3.17) 11,248  

Achievement Guide for Echelon Agent

AC1DGro0ve 3o3
425,132 (193,878)
AC1DGro0ve 3o3
Achievement won on 21 Jun 13
TA Score for this game: 2,236
Posted on 02 July 13 at 18:42, Edited on 23 September 14 at 15:57
This solution has 34 positive votes and 1 negative vote. Please log in to vote.
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Echelon is a 1-4 player co-op game mode broken down into 6 maps with 12 enemy waves on each map.

The key to surviving all 12 waves is an upgraded team. All six maps can be 5-star'd using a minimum of 3 player-controlled agents with skill sets at or around Lv.28; have the FUSION skill unlocked; and at least a Lv.3 Team perk that augments FUSE.

In order to 5 * * * * * each map, you'll have to complete all 12 waves within 25 mins. Complete the waves as fast as you can. Save the heavy weapons for the larger LEAD enemies. Achieving 'Bonus' target times for certain objectives, will help in getting more weapon drops and fuse credits. Make the timed objective a priority and complete it within the allotted time. Also be aware, that the spawns and objective for each wave, vary from match to match.

Something I want to point out, because it happened to me on Sub Bay. If you join a match in progress (i.e., Wave 3) and finish the map with 5 stars, it may not count. This was my first map to 5 star and I did not get this achievement:
FuseEchelon SpecialistThe Echelon Specialist achievement in Fuse worth 47 pointsGet 5 Stars on a single Echelon Map with 2+ players.

...and yes, there were 3 people in the match. I was forced to re-do the map, starting from the lobby. Only then, did the achievement unlock, upon completing it for a second time. Maybe it was a fluke, but I'm just throwing it out there.
Team Perks:
Lv.3 team perks are extremely helpful. You can only have one equipped, per person. The four perks to use are Fuse Hoarder; Fuse Maximizer; Shield Assassin & Vitality. It will cost 60,000cr to fully upgrade 1 Team Perk to Lv.3. If you're using the A.I., be sure to change their team perk to something useful, prior to starting the match.

When you're going for this achievement, try not to be distracted with getting credits as they drop. It will draw your attention away from taking down the enemy and supporting your team. If a teammate goes down, that's one less person fighting. It will ultimately add time to the overall total time it takes to complete all 12 waves. Remember, you're going for 5 stars. Time, is one of the main factors. Take out all enemies first, then collect any remaining credits between waves. Credits can easily be farmed solo too. ...so, not really a big deal if you pass some up.

// High Value Targets
The team will need to eliminate either a Leadshot, Leadfoot, Leadfire or Enforcer. Coordinate the use of FUSION with your team to take down the HVT quickly. Especially during timed bonus waves.

// Protecting the FUSE beacon
The team will have to defend a FUSE beacon. The beacon can be significantly damaged in a short period of time, so keep an eye on it. Have Dalton drop a shield at a 45 degree angle on one side of the beacon and hold up another shield, perpendicular to the one dropped. If you find that a number of enemies are attacking the beacon, have Jacob fire a bolt at the base of the beacon and charge it up ('cn_RB'). This will immediately stop the attack. Standing next to the beacon, recharges your fuse meter quickly, so if you have a full FUSE meter, don't hesitate to use it.

// Delivery of the FUSE core
One team member will have to retrieve the FUSE core and then deliver it to the insertion point. Have Dalton protect the carrier with his Mag Shield. Be sure to take out Spec-Ops (snipers) quickly.

// Supply Drops
Opening the supply crate, before it's destroyed, will award you with Ammo, Heavy Weaponry (Titan, Incinerator or Chain Gun) & FUSE Credits. Provide cover for the person opening the crate. It will not be able to sustain much damage before it's destroyed, so get to it fast.
Deveraux's Hideout
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// Difficulty :: 3/10
// Spawns :: Jungle, Security Outpost & Motor Pool

// Points of Interest ::
Easiest of the maps. There are 2 man-able gun turrets, located in the Motor Pool on top a shipping container, that will help you get through most of the waves fairly quick. Watch your back, as Spec-Ops will drop onto the roof behind the turrets. Take them out quickly. Protecting the FUSE beacon at the Security Outpost may be the only difficult portion of the map. There isn't much cover and the beacon is out in the open. You'll also fight a Whistler along with a Leadfire, towards the final wave. Watch the barrage of missiles coming from the Whistler. Other than that, you shouldn't have much of an issue with this map.

Fuse Reactor
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// Difficulty :: 4/10
// Spawns :: FUSE Reactor, Guard Station & Control Room

// Points of Interest ::
Another one that is not difficult. Camping out in the Control Room is the best place and has adequate cover. There are only two entrances into the room, which provide nice choke points. The FUSE beacon should also spawn in this room.

Meilin's Quarters
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// Difficulty :: 6/10
// Spawns :: Colonnade, Main Courtyard & Library

// Points of Interest ::
Avoid the Courtyard and stay in cover. Spec-Ops drop onto the roof overlooking it and will make your day miserable. When transporting the FUSE core, from the Colonnade to the Library, stay inside. When fighting enemies in the Courtyard, stay inside. ....just stay inside. Got it?

Raven Facility
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// Difficulty :: 7/10
// Spawns :: Guard Station, Power Station, Maintenance Area, Storage Area

// Points of Interest ::
Stay out of the Maintenance Area as much as you can. It is very open, limited cover and just not a place you want to be. Defend from the Power Station whenever possible. There's plenty of Spec-Ops and Seekers to deal with on this map.

Tram Station
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// Difficulty :: 7/10
// Spawns :: Deck One, Deck Two & Tram Platform

// Points of Interest ::
Deck Two & the Tram Platform have limited space, so mobility is somewhat restricted. When protecting the FUSE beacon on the Tram Platform, watch the left and right staircases. Enemies will also pour out of the Trams, in front of the beacon. It can get very tight, very fast. When fighting Lead enemies, take the higher ground for the upper-hand.

Raven Sub Bay
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// Difficulty :: 9/10
// Spawns :: Submersible, Loading Zone & Bay Entrance

// Points of Interest ::
By far, the most difficult map in the group. There are tight and narrow pathways that limit your movement. Plus, there's an increased number of enemies to deal with. Izzy should always have a Med beacon down. Take out any Spec-Ops as soon as they arrive. Save heavy weapons and FUSION for fighting Leadshots, Leadfoots, Leadfires or Enforcers. While fighting them, individual groups of enemies will spawn and try to flank you. Pay close attention and take them out in the spawn with FUSE grenades. Infiltrators are a pain in the ass on this map. Try to spot them early on and free up any captive teammates quickly. If everyone gets taken hostage, use FUSION to break everyone free. Protecting the FUSE beacon on the sub, will definitely be challenging. Remember to use Jacob's Arcshot charged bolts to keep the enemies off the beacon. This is also a perfect time to use FUSION, as the beacon will recharge your meter. The final wave will be tough as you will have to deal with an Enforcer and two other Lead enemies at the same time. One final important tip, Naya's invisibility will save your team from failing. Keep her invisible and a short distance from the action to help with revives.

Good luck and have fun!
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