As some of the best games in the Metroid franchise or the entire game industry, this trilogy of honor deserves its own Hyplus Ultimate page! Here comes the MPT guide and all logbook entries in the entire Metroid Prime Trilogy (may also append MP4 in the future)! Some entries differ between the original North American version (NTSC) and the PAL/Trilogy version, but only those of the PAL/Trilogy version should be considered canon and thus they are put in the main positions. Limited scans are marked with*.
相关博文:Explaining the “hiatuses” (1994-2002 & 2010-2016) and why Prime 4 didn’t happen sooner.
1 Metroid Prime
The opening mission against the Phazon crisis, also known as the peak adventure along with Super Metroid! Enjoy every nanosecond in this Hyplus-class masterpiece!
50+% of the texts in the original version (North America/NTSC) have been changed in the PAL/Trilogy/Remaster version!
1.1 Pirate Data
Listed in order of how they appear in the logbook.
- Impact Crater - Phazon Mines (Elite Control): Investigations into a possible ingress point for the Impact Crater continue to meet with failure. The shield of strange energy1 that protects it is impermeable, and all attempts to tunnel past it have proved fruitless. Our continued futility in this matter is made all the more significant in light of recent life form readings we've discovered emanating from deep within the crater. Analysis of the readings indicates that a massive creature is gestating in there, absorbing enormous amounts or Phazon from the Phazon core at the heart of the impact crater. This discovery makes accessing the crater doubly important - not only will it open the door to the vast deposits of Phazon within, but it will also lead us to this creature, whatever it may be.
- [NTSC]
Metroid Prime: Test subject Z-d, hereafter referred to as Metroid Prime, was recently discovered in a cavern by mining crews. It quickly dispatched the miners, but was eventually contained by security units and drones. Once contained, we were able to begin studies upon Metroid Prime. The results have been astonishing. It is genetically similar to a Metroid, albeit on a high evolved level. It displays a limitless capacity for Phazon infusion and shows no Phazon-based degeneration whatsoever. It continues to grow in size, and while it has manifested some psychotic behavior, the cold field we use to pacify remain effective. Authorization for advanced studies on Metroid Prime have been approved.
- [NTSC]
- Mining Status - Phendrana Drifts (Research Lab Hydra): Mining operations have begun near the crater where Phazon appears to be most concentrated. Daily Phazon yields have increased 44%, and our mining system becomes more streamlined as personnel and equipment flows increase. Several incidents of Phazon-induced madness have been reported, prompting augmented life-support regulations in the deeper chambers. Symptoms include loss of equilibrium, erratic respiration, muscle spasms, and in the most extreme cases, hallucinations. A timeline reassessment for the refinery operation is recommended, as the material proves more unstable than initial analysis indicated.
- Artifact Site - Tallon Overworld (Temple Security Station): Field team reports are in on an aged structure of alien design built on the surface of Tallon IV. Studies show this structure projects a containment field. This field bars access to a prime source of energy within a deep crater. Science Team believes the field is powered by a number of strange Chozo artifacts. Studies for possible resting places for these talisman have begun. As the field could hinder future energy production operations on Tallon IV, we must dismantle it as soon as possible. If this means the destruction of the Chozo Artifacts, it will be done.
- Special Forces - Phazon Mines (Metroid Quarantine B): As we continue to observe the development of Project Helix's Elite Pirates, it becomes increasing obvious that these warriors will usher in a new era of Space Pirate dominance. They are incredibly resistant to damage, and their ability to transport and wield so many weapons at once makes them the ideal mainstays if our ground forces. Though they are not as quick as typical Pirates, it makes little difference. With a platoon of Elite Pirates in the vanguard of an army of normal and Flying Pirates, we will have near-indestructible backbone that should turn the tide in any engagement.
- Metroid Forces - Phendrana Drifts (Research Lab Aether): Studies of Metroid biology continue, though with limited progress. It seems likely that we will be much more successful using the Metroids for our means rather than trying to reproduce their powers. If they could be adequately tamed, we would have no need of a proper understanding of their metabolism. A small force of disciplined Metroids could wipe out entire armies, and once we find a way to shield them from cold-containment weapons2, they will be invincible. Furthermore, if we could then harvest the energy they'd consumed, we would have a near-limitless source of power at our disposal.
- Chozo Studies - Phazon Mines (Elite Control): Results are in from field studies on extinct bioform group Chozo. We believe that Tallon IV was once a stronghold in a great Chozo empire, brought low by the meteor3 strike. Planetary devastation brought an end to the Chozo, yet remnants of their society4 remain. We are studying these relics in attempt to harness their power. What is of no use to us, we destroy. In time, we shall have all we need from this dead race, and shall wipe this planet clean of their ugly Ruins. The dead should serve the living, not hinder them.
- Fall of Zebes* - Frigate Orpheon (Biohazard Containment): Zebes has fallen. All ground personnel are presumed dead, either killed by the Hunter5 clad in metal6 or in the subsequent destruction of the underground facilities. Our research frigates Orpheon, Siriacus and Vol Paragom were in orbit at zero hour and managed to retreat. Frigate Orpheon is now docked at Vortex Outpost. Orpheon's cargo appears to have a 100% survival rate; Metroids are healthy but on restricted feeding schedules due to uncertain supply status. We are ready to begin research on the Metroids and other promising life-forms. Security status remains at Code Blue; no signs of pursuit from the Hunter.
- The Key - Phazon Mines (Elite Control): Although we are no closer to finding the artifacts of the Chozo, we have at least produced a viable hypothesis for their function. It appears that each of the artifacts corresponds to one of the statues on the temple platform, and that each one acts as a small key to a huge lock. Judging by the number of statues, we assume there must be twelve artifacts. Once we find the resting spots of all twelve, we can bring them here, unite them with their statues, and open the gate system at long last. Once we do, the impact crater - and whatever creature it shelters - will be ours for the taking.
- [NTSC]
Prime Mutations: Metroid Prime continues to feed and grow ever larger in the impact crater caves. Its hunger knows no bounds, and it has begun to manifest unusual mutations since its breach. These include armor plating on its epidermis and mechanical outgrowths that generate defense screens. These screens render it invulnerable to most weapon systems, but a flaw in the mutation leads to increased vulnerability to certain weapons. It compensates for this by shifting the screens quickly. This latest development concerns Security units greatly: they feel it's a matter of time before Metroid Prime corrects this defect and renders itself invulnerable to all weaponry. Containment would be nigh impossible if this were to occur.
- [NTSC]
- Security Breaches - Phendrana Drifts (Research Lab Hydra): Most terraforming and retrofitting of security checkpoints on Tallon IV is complete, but we continue to research the alarming epidemic of breaches by local creatures. Door records show no unauthorized entries, so we must presume the creatures are either slipping in undetected during daily personnel moves or else finding their way through subterranean tunnels. We have found many small breaches of the latter sort and plug them whenever we can, but it is unlikely that we will ever achieve full extermination within our current timetable.
- Phazon Analysis - Phendrana Drifts (Research Lab Hydra): We have codified the newfound energy source as Phazon, a V-index mutagen of which we have very little reliable data. Indications point to a meteor of unknown origins impacting an indeterminable time ago, expelling Phazon into the environment. This material appears to possess lifelike characteristics, mutating organic life-forms strong enough to withstand its poison. There mutations appear promising, with abrupt evolutionary leaps appearing in single-generation reproduction. Plans to establish a Science Team on Tallon IV are being finalized.
- Omega Pirate - Phazon Mines (Omega Research): Elite Pirate Upsilon's propensity for Phazon has enabled our research team to infuse it far beyond our safety restrictions, and the results have been extremely encouraging. Its constant Phazon diet has increased its mass exponentially, but it has retained all mental faculties and shows dexterity with all Elite weaponry, including Plasma Incendiary Launchers and the Chameleon Manta issued for cloaking purposes. Elite Pirate Upsilon exhibits miraculous healing abilities: when injured, it seeks out Phazon deposits and coats itself in the substance, which instantly mends the creature's wounds. The subject, which we are code-naming Omega Pirate based on these developments, shows potential to be a new standards for our armies. Our only concern at this point is its potential overdependence on Phazon.
- Contact - Phendrana Drifts (Observatory): Scans of the Spiral Sector detected a massive energy spike emanating from a Wanderer-class planet identified as Tallon IV. Scout reconnaissance was immediately dispatched to the center of the spike, a land mass at heading mark 40.08.02, returning with planetary samples and atmospheric imaging. Analysis shows the energy source to be an unstable radioactive material of enormous potential. We are unable to form an accurate risk-assessment at this time, but we are unlikely to find an energy source this powerful again. Analysis will continue, but currently Tallon IV appears to be a viable secondary headquarters.
- Chozo Ghosts - Phazon Mines (Elite Control): There have been numerous incidents involving spectral entities at Chozo Ruins sites. Several personnel have been assaulted by these Chozo Ghosts; few have survived. Survivors speak of swift attacks from nowhere, brief sitings of the enemy, then nothing, only to be followed by another attack. Science Team believes these attacks are in response to our efforts to recover Chozo relics and Artifacts. Somehow, these entities are able to interact with the physical world, and it appears they wish to keep their Artifacts to themselves. We will make them pay for such arrogance, for even ghosts can be destroyed.
- Gate System - Phazon Mines (Elite Control): Analysis continues on these cursed ruins and the Chozo temple that hovers near them. We are now completely certain that the containment field denying us access to the impact crater is linked to strange artifacts that belong in the temple... but we are no closer to finding them or deciphering the riddles that seem to cover every wall of this ruined place. Command grows increasingly anxious for a resolution to this matter, so we must redouble our efforts. X-ray squads will begin terrain sweeps within days - until they begin, patrols are instructed to report any and all architectural anomalies to their commanders.
- [NTSC]
Prime Breach: Subject Metroid Prime's breach has been contained. Reports indicate that it sensed a large batch of raw Phazon in the lab from within its stasis tank and broke through the glass, using previously unsuspected strength. Besides consuming all of the Phazon, Metroid Prime assimilated several weapons and defense systems from fallen security units. It has suffered no ill effect from said assimilation: indeed, it began to use its newly acquired weapons against us. Once we pacified it, we were unable to remove the assimilated gear without threat to Metroid Prime — the gear is now an integral part of its body. Command is intrigued by this newfound ability, and has ordered further study to commence at once.
- [NTSC]
- Parasite Larva - Phendrana Drifts (Research Lab Hydra): Our initial tests exposing Tallon IV's indigenous Parasites to Phazon appears to be successful. Increases in size, strength and aggressiveness are common in all test subjects, as well as unforeseen evolutions like addition poison sacs within the abdomen and the appearance of a second ring on mandible in several subjects. These creatures were chosen because of their resilience, and it appears possible that, given enough exposure to Phazon, they many be able to survive on any planet we transport them to. Our methods will have to be refined; we currently have 100% extinction rate after the forth infusion period, and most survivors of the third infusion stage are so violent and uncontrollable that they have to be euthanized. Even still, we remain hopeful that further experimentation will result in success.
- Meta Ridley - Phendrana Drifts (Research Lab Aether): The reconstruction of geoform 187, code-named Ridley, was recently completed. After his defeat on Zebes, Command ordered a number of metagenetic improvements for him. Though aggressive, we were able to implement these changes in a cycle. The metamorphosis was painful, but quite successful in the end. Early tests indicate a drastic increase in strength, mobility, and offensive capability. Cybernetic modules and armor plating have been added as well. We believe our creation, now called Meta Ridley, will become the mainstay of our security force, a job he will certainly relish.
- Phazon Program - Phendrana Drifts (Observatory): Phazon mining is under way. Several garrisons have been established and terraforming of the Chozo Ruins is under way. Security systems are operational, and Science Team continues to make progress in their biotech research. The Phendrana Drifts have proven to be an optimal location of Research Headquarters, and soon it will be joined by a fully operation Combat base and starport. If Command's predictions are half true, we shall rise dominant of this sector within a deca-cycle. Truly, these are glorious times.
- Metroid Morphology - Phendrana Drifts (Research Lab Aether): Metroid dissection continues to produce more questions than answers. Our research teams have isolated the energy conduits that run from the invasive twin mandibles to the energy core in the creature's quadripartite nucleus, but the manner in which the Metroid actually extracts the life force from its pray remains an utter mystery. The victim does not lose blood or any other vital fluids, and yet the Metroid extracts energy; identifying this energy is our central problem. It takes no physical form, and yet without it, the victim dies. We will continue to research this matter, as the isolation of this life-giving essence could be the key to our ascendance.
- Artifact - Phazon Mines (Elite Control): We have come to another dead end. It is clear now that we will never discover the locations of the Chozo's artifacts until we can decipher the messages carved into the statues in this abominable temple. Our language databases are woefully inadequate, and our linguistic analysts can come up with little more than vague theories. The best hypothesis we can offer is that finding the artifacts will require items spiritually linked to the Chozo civilization. However, without these items, we are lost, and Command grows more impatient by the day. Results must be produced soon.
- Phazon Infusion - Phendrana Drifts (Research Lab Aether): Confidence is high regarding Phazon applications. We know enough about Phazon now to begin combining it with Space Pirate DNA. The code name for this venture will be 'Project Helix'. Preliminary studies indicate that Phazon infusion could produce radical Pirate genomes. Benevolent mutation levels are high in current test subjects. Phazon madness is a concern, but refinements in the infusion process should reduce or neutralize the the odds of mental degeneration.
- Metroid Studies - Phendrana Drifts (Research Lab Aether): Initial transfer of Metroids to Tallon IV research facilities has been completed. Three were terminated in an incident at the landing site, but the others were pacified and transported safely. Initial Phazon infusion testing is under way. We are eager to observe the effects of Phazon on Metroids, especially their ability to absorb and process the energy give off by Phazon sources. Early research suggest a considerable growth in power and size. Whether the creatures will stay stable thereafter remains to be seen.
- The Hunter - Phazon Mines (Elite Control): Security Command issued an all-points alert after the fall of Zebes. The alert concerns bioform Samus Aran, also known as the Hunter. Subject is a female hominid, and is heavily armed and extremely dangerous. Subject uses a powered armorsuit of unknown design in battle, along with a number of potent Beam and concussive weapons. All combat units are instructed to terminate Aran on sight, preferably in a fashion that will allow salvage of her powered armorsuit6 and weapons. A considerable bounty will go to the unit who delivers Aran to Command. Dead or alive, it matters not.
- Elite Pirates - Phazon Mines (Elite Research): Initial Project Helix experiments with Space Pirate embryos were disastrous. The Phazon-infusion process degenerated brain tissue even as it augmented muscle mass. None of what termed Elite Pirates lived to maturity; the few that survived their infanthood suffered severe psychotic breakdowns as juveniles, killing anything within their zone of perception. Research team Sclera made a recent breakthrough, in which parasite studies with a Phazon strain code-named Vertigo were highly successful. Since then we have successful fused Vertigo Phazon with Space Pirate DNA with great success. The latest batch of Elite Pirates have reached maturity successfully and are ready for field testing and training.
- Galcial Wastes - Phendrana Drifts (Research Lab Hydra): Research outpost Glacier One in Phendrana Drifts region of Tallon IV's mountains is operating at 85% capacity. Sub-zero temperatures have made the Metroids sluggish and easy to control, even those well into Phazon infusion cycles. Cold containment status are sufficient for the juveniles, but some of the larger Metroids have been moved to quarantine caves for safety purposes. Security doors remain an issue, as malfunctions due to ice occur everyday. Large predators in the waster are also a concern, as they continue to kill personnel and breach secure areas. Unfortunately, it has become clear that our containment teams cannot neutralize all of them without a vast increase of munitions and soldiers.
- Hunter Weapons - Phazon Mines (Elite Control): Science Team is attempting to reverse-engineer Samus Aran's arsenal, based off data acquired from here assaults on our forces. Progress is slow, but steady. Command would dearly enjoy turning Aran's weapons against her. We believe we can implement Beam weapon prototypes in three cycles. Aran's Power Suit technology remains a mystery, especially the curious Morph Ball function. All attempts at duplicating it have ended in disaster; four test subjects were horribly broken when they engaged our Morph Ball prototypes. Science Team wisely decided to move on afterward.
1.2 Chozo Lore
Chozo Lore refers to writings left behind by the Chozo colonists of Tallon IV. All entries drastically differ between the NTSC and PAL/Trilogy versions in contents and/or locations, so only those in the PAL/Trilogy version are shown here.
- Beginnings - Chozo Ruins (Ruins Entrance): The history of the Chozo stretches back into ancient times, so far into the fog of the past that we know not where our ancestors came from. One thing is clear, however: the Chozo who colonized Tallon IV made a conscious choice to eschew a civilization of advanced technology. They chose to live in harmony with nature, guided by the providence of the universe. As this city grows, we plan to honor them with written tributes, carvings etched in stone to remind us always of their legacy.
- Harmonization - Chozo Ruins (Ruined Nursery): Many long years have passed since we Chozo first took root in this land. The passage of time has always been a source of fascination to us; it is the belief of many Chozo sages that the truths of the universe hide within the tumbling currents of time's flow. Even as we search for answers there, however, we find illumination in other, unexpected places. We know not how the ability has come to us, but recently many Chozo have begun to sense things beyond the realm of ordinary perception. Strange sights and inexplicable sensations flood our minds, filling us with visions of past and future. We take this growing ability to be a sign of our burgeoning harmonization with the infinite; perhaps, finally, the universe's secrets are becoming known to us.
- Purification - Chozo Ruins (Ruined Fountain): Our sanctuary grows by the day. We Chozo know much of technology, but we do not worship it. Our home here on Tallon IV will be a place of simplicity: structures hewn from the stone, bridges woven with branches, hallways caressed by pure waters. We build around the ancient and noble trees, drawing from their strength and giving them our own in return. All that is wild will flow around us here; our race will be just one more group of creatures in the knit of nature. It is our hope that such a state will bring with it great wisdom and a greater understanding of the nature of the universe.
- Worm - Chozo Ruins (Crossway): Many Chozo are gifted with the distant sight, and even more begin to learn it as our harmonization with the universe becomes more and more complete. We peer forwards, seeing prophecy in the ripples of the water, hearing rumors of coming days on the breath of the wind. Though we celebrate the distant sight, many of these visions are dark - the worst of the prophecies, and the most common, tells of the coming of the Worm. Born from parasites, nurtured in a poisoned womb, the Worm grows, devouring from within, until the world begins to rot. Not all prophecies come to pass, of course, but we cannot help but fear this dark portent.
- Meteor Strike - Chozo Ruins (Watery Hall): Unforeseen by sages, a meteor came as if from nowhere, casting a dark shadow of debris over the land with the violence of its impact. Its destructive force spent, the fallen star burned itself out rapidly, and the incident should have faded into memory...but the meteor brought with it corruption. A Great Poison burst forth into the land, a strange energy that clawed at natural life with a ferocity that seemed almost sentient. Bound by our ignorance of this phenomenon, we Chozo could only watch in horror as this dark force slowly began to spread across the surface of Tallon IV.
- Spreading Evil - Chozo Ruins (Sun Tower): The cries of this dying land echo in our ears as we Chozo watch the Great Poison seep ever further into the living pulse of the planet. The dark energy sinks into the trees and waters, devouring all life. Peaceful beasts die by the thousands - some creatures survive, but their forms grow as twisted and evil as the force that fell from the sky. Many of these mutated monstrosities remain small enough to do little harm, but others grow enormous and threaten our very existence. One such beast defiles our sacred fountain, disgorging poison from its foul form, replacing pure, flowing water with cascades of creeping death. Even in the face of such horror, we Chozo do not turn in fear. We are all that stands in the way of this Great Poison, and it is our duty to contain it.
- Fountain - Chozo Ruins (Vault): The future is a vague thing, ever-changing and always in doubt. Even if we Chozo could gain the ability to foresee the future, it would be a hollow gift, for we could never hope to control what has yet to occur. The fountain is an example of this - the day may come when its water dries up, and there is nothing we could do to stop such a tragedy. But we do know this: unlike the uncertain flow of water, the power of our will is strong and enduring. The will of the Chozo will never dry up.
- Cipher - Phendrana Drifts (Ice Ruins West): As the Great Poison reaches ever further into the planet, we Chozo begin to feel the gnawings of despair - before it is too late, we now make our last stand. We have begun to build a temple to contain this darkness; at its heart we will place a Cipher, a mystical lock powered by twelve Artifacts and filled with as much power as we Chozo can harness. We wonder, though - even when we are done, will it be too late? And will the power of the temple, and the Cipher itself, prove strong enough to hold back the poisonous tide that even now swells within the ground, threatening all life?
- Great Poison - Chozo Ruins (Furnace): What is this otherworldly pestilence that infests the land, seeking out life in its blind need for corruption? And where did the meteor that brought it originate? Was it crafted by alien hands or is it a roving chunk of a planet that suffered a violent end? Our minds quail in horror at the thought that long ago, in some corner of the universe as yet unseen by our eyes, an entire planet was perhaps once coated with this Great Poison. Whatever cataclysm may have ruptured that doomed place must have been mighty, indeed...and if other meteors from it spread through space, bearing this evil to the far corners of the universe... We hold fast to the hope that this is not so, that the only surviving remnants of this evil are here, on Tallon IV. Then, at least, there is hope for its eradication.
- Entrusted One - Phendrana Drifts (Phendrana Canyon): So many creatures suffer beneath the blight upon the land, and we Chozo are no exception. But for all of our pain, we can at least believe in the promise of the future; unlike the apparitions that have begun to appear, entities that feel neither hope nor solace. We call these doomed souls The Turned - taking ghostly Chozo forms, they know no reason beyond the instinctive urge to protect our lands. They will likely exist in limbo forever. We have come to believe that a time may never come when we can once again open the door and banish the darkness we've contained. Even so, our vigilance will forever remain. We believe that on some far-off day, a savior will come and continue what we have begun. For that savior, we will leave our ancient weapons and armor - the soul who can gather them will be the Entrusted One, the only being who can reverse the evil that grows here.
- Contain - Tallon Overworld (Artifact Temple): The containment of the Great Poison... This task has fallen to the Chozo, and we will not flee from our duty, even as we suffer with the land and its creatures. We will pour our will into the Twelve - the Artifacts that, when brought together, form the lock that holds this great evil at bay in the depths of the planet. This lock must stand up to all who might come to assault it. To preserve the power of the seal, and to protect it from those who would meddle for their own designs, we will spread the Artifacts across the land, hiding them from prying eyes. The lock must never open until the day comes when this disaster can finally be put right.
- Prophecy of Light - Tallon Overworld (Artifact Temple): Throughout our living nightmare, as we battle with this unyielding darkness, we Chozo see a light. This light glows with promise, chasing the shadows cast by the Great Poison and purifying that which has grown toxic. It is strange, though - at times it looks to our eyes as if the light coalesces into the figure of a woman. Burning brightly, the luminescence descends from space then retreats back into the infinite blackness from whence it came. When this prophecy comes to pass, when the light recedes, the Chozo's long vigilance of containment will finally come to an end.
- Cradle - Chozo Ruins (Crossway): None know if our temple, the Cradle, will prove powerful enough to contain this evil forever. For now, it wraps around that abomination, cutting it off from the world above. But how can we Chozo hope for the Cradle to remain intact when that which it guards writhes in the darkness, growing always stronger? The fate of this world rests with the gathering of Artifacts we call the Cipher, but even it is not all-powerful. It is strong, yes; an enchanted whole made of twelve links. Still, it is finite in its reach, and we who guard it are slowly succumbing. Will the Entrusted One arrive before our vigilance crumbles away? That time rapidly approaches...
- Infestation - Chozo Ruins (Crossway): To the Entrusted One: if you read these words, then our hope has not been in vain. Your path is fraught with danger - monstrosities beyond description lurk in the shadows, starving, hunting for prey, searching for ways to quench the poisonous urges that bloom in their brains. Some of these are shrewd, but they are blinded by their evil designs: believing in the black promise of the Great Poison, they seek to harness it for their own ends. It is these last that are the greatest danger, perhaps an ever greater one than the Great Poison itself. When you rid the universe of these creatures, you will be the true Entrusted One.
- Shapeless - Chozo Ruins (Hall of the Elders): Things bound to earthly shapes are temporal and frail; existing in a single dimension, they are fragile, vulnerable, and ultimately mortal. However, not all things obey this law - shapeless, they wait beyond the realm of perception, emerging only when one arrives who can feel their presence. Such is the will of the Chozo. Our will to defeat the evil seeping into this planet remains forever, desiring only to see the darkness meet its end. Mindless but strong, our will shall never sleep until the Entrusted One arrives to cleanse this land.
- Shining One Chozo Ruins (Magma Pool): The power of our temple has been enough to halt the spread of the poison on Tallon IV, but whether the evil can ever be truly destroyed is not for our eyes to see. The future is cloudy to us, a world of veils where dark apparitions flit in the shadows. Within this strange world, one image stands out in the mist, flickering through the landscape, wraithlike. It is a human, a lone figure shining in the toxic shadows. We Chozo do not know what it is, but our hearts swell with hope at the promise of that glowing light. We will place our faith in our shrine; we will be there when the light shines upon our land.
1.3 Creatures
Most creatures are in various locations, and thus only their first locations are shown here.
- Parasite* - Frigate Orpheon (Emergency Evacuation Area): Interstellar vermin. Travel in swarms. Indigenous to Tallon IV, a single Parasite is harmless to larger life-forms. However, they tend to travel in large groups, swarming over potential prey. Such swarms can be dangerous.
- Auto Turret - Frigate Orpheon (Deck Beta Security Hall): Auto Defense Turret. Use Missiles to break outer casing.
- Zoomer - Tallon Overworld (Tallon Canyon): Anchors itself to walls and other surfaces. Avoid contact with spikes. A basic nerve center located directly above the Zoomer's mandibles detects nutrients. Sharp spines protect it from casual predators, but the lack of a reinforced carapace makes the Zoomer vulnerable to any indirect attacks.
- Geemer - Tallon Overworld (Tallon Canyon): Wall-crawling mollusk with retractable spikes. The Geemer is an evolutionary offshoot of the Zoomer family. When threatened, it extends lethal spikes and retracts its head deep into its armored carapace.
- Sap Sac - Tallon Overworld (Tallon Canyon): Chemical reaction within sac produces violent explosion when agitated. Because of its irresistible odor and sweet nectar, the Sap Sac was nearly eaten out of existence. The evolution of an explosive chemical sac saved it; now only brave or ingenious creatures dare to devour it.
- Bloodflower - Tallon Overworld (Root Tunnel): The Bloodflower is able to eject toxic spores. Toxins are poisonous even to the Bloodflower itself. Three mouth-nodules protrude from the stalk beneath the flower, each with a rudimentary brain cluster and the ability to spew toxic fumes at anything with a five-meter radius. The spores ejected from the Stigma at the center of the flower are sufficient to kill this creature if they explode in its vicinity.
- Seedling - Tallon Overworld (Temple Hall): Plant based ground feeder. Dorsal Spines can be ejected in self-defense.
- Scarab - Chozo Ruins (Nursery Access): Exploding parasites that can embed their bodies in solid rock. Scarabs think nothing of sacrificing themselves for the safety of their swarm. When a hostile life-form is sighted, they block its progress by embedding themselves in floors and walls. Embedded Scarabs violently self-destruct when threatened.
- Beetle - Tallon Overworld (Canyon Cavern): Burrowing insect with a resilient carapace. Extremely aggressive. Insect's massive mouth enables it to tunnel through solid rock at high speeds. Above ground, Beetles can cover short distances rapidly. They attack anything that moves near their lair.
- Plated Beetle - Chozo Ruins (Ruined Shrine): Well-armored burrowing insect. Vulnerable only in the rear abdomen. Creature's thick cranial plating can repel frontal attacks. This gives it an advantage in combat, allowing it to make ramming attacks. Only surfacing when it detects vibrations above, it then maneuvers itself so as to always face its rival, keeping its exposed abdomen protected.
- War Wasp - Chozo Ruins (Main Plaza): Airborne insect equipped with a venomous stinger capable of shearing steel. The War Wasp rarely strays far from its hive unless it is pursuing an immediate threat. It attacks with no regard for its own survival, dive-bombing its enemy with stinger extended. Fast-working toxins from the stinger can incapacitate most small organisms.
- Ram War Wasp* - Chozo Ruins (Hive Totem): Airborne predator. Circles its prey and then strikes. The War Wasps are the only species on Tallon IV to evolve a true hive mind. Nesting in damp, dark places, Ram War Wasps emerge in small groups when threatened and circle their enemy at high speeds, disorienting it. Striking from all sides as a single intelligence, they can fell huge organisms.
- Barbed War Wasp* - Chozo Ruins (Burn Dome): Airborne insect with the ability to launch its stinger at prey. A highly aggressive member of the War Wasp family, this insect can propel the tip of its stinger up to 20 meters. The stinger tips regrow seconds after launch and contain an acidic compound designed to predigest prey.
- War Wasp Hive - Chozo Ruins (Main Plaza): Primary War Wasp dwelling. Only vulnerable to heavy weaponry. War Wasps build their homes over existing crevices, using whatever materials are close at hand. They carry building fragments back to the construction site with their forelegs and glue them into place with adhesives secreted from their abdomens.
- Eyon - Chozo Ruins (Eyon Tunnel): Immobile organisms entirely composed of ocular tissue. Capable of launching sustained energy beams when active, the Eyon is sensitive to light and will close shut if a bright flash ignites nearby.
- Plazmite -Chozo Ruins (Totem Access): Small insect capable of storing and releasing thermal energy. Plazmites are attracted to sources of heat, thriving on the energy present there. They emit light when hunting, and will expel small bursts of thermal energy when threatened.
- Shriekbat - Chozo Ruins (Arboretum Access): Territorial ceiling-dweller. Body temperature peaks at 121° centigrade. Shriekbats have high internal temperature, making them easy to spot with thermal imaging. They roost on cave ceilings while hunting for small prey. Fiercely territorial, they dive-bomb anything that wanders near.
- Tangle Weed - Tallon Overworld (Landing Site): Plant life with basic sentience. Retracts into ground if threatened. Tangle Weeds are only dangerous to small organisms. They are covered in tiny barbs designed to trap potential meals. Tangle Weeds lack the strength to do anything more than hinder larger life-forms.
- Venom Weed - Chozo Ruins (Arboretum): Venom Weed is a poisonous plant that retracts into the ground if threatened. Venom Weeds evolved to thrive in the habitats of large organisms. They lure prey with brightly colored leaves, then attack with tiny barbs that deliver a powerful toxin. Venom Weeds rapidly decompose anything that succumbs in their midst.
- Blastcap - Tallon Overworld (Tallon Canyon): Volatile chemicals within this weed's toxic fungal cap may explode if agitated. The poisonous flesh of the Blastcap helps keep it from being eaten. It also detonates its fungal cap when it senses even slight contact.
- Reaper Vine - Chozo Ruins (Arboretum): Powerful rock-dwelling tentacle. A single eye upon the Reaper Vine keeps a constant vigil, but its vision is limited to 10 meters. A scythe-like appendage on its tip is honed to lethal sharpness. The Reaper Vine will swing this blade wildly at anything that enters its zone of perception.
- Stone Toad - Chozo Ruins (Energy Core): The Stone Toad preys on creatures smaller than itself, and is vulnerable only from within. A Stone Toad is able to remain still for days, then it quickly swallows its prey whole. Anything it finds indigestible, it regurgitates. As a last resort, a Stone Toad will use its tusks in combat. A Stone Toad has a bulbous body and large green eyes. A rock-hard exoskeleton allows it to sit motionless for long periods of time.
- Plated Parasite - Chozo Ruins (Furnace): Hardy member of the Parasite family. Invulnerable to most weaponry. A cousin to the Parasite, these creatures are known for their amazing resilience. Field studies suggest a weakness to Morph Ball-delivered weapon systems.
- Oculus - Chozo Ruins (Sun Tower): Wall-crawler that generates electrical pulses. The Oculus exposes its single eye when active. The electrical field that covers it is enough to deter most predators. If the Oculus detects anything capable of presenting a real threat, it retracts into its impermeable shell.
- Plated Puffer - Chozo Ruins (Tower of Light): Mutated Puffer with reinforced epidermis. Phazon exposure has created a mutant strain of Puffers on Tallon IV. They have developed plated skin, making them harder to burst. Concussive weapons can still do the job, however. The gas within the Plated Puffer is just as deadly as that within their 'cousins'.
- Hive Mecha* - Chozo Ruins (Hive Totem): Security unit programmed to work with predatory hive dwellers. A design flaw makes the shielding on Hive Mecha weak around their access ports. These units are second-generation combat drones, able to interface with organic units at a higher level. They train, shelter, and work with hive-dwelling predators. Unarmed, they rely on their hive beasts to handle any threats.
- Incinerator Drone* - Chozo Ruins (Burn Dome): Incinerator Drone, programmed for high temperature waste disposal. Device schematics indicate a high risk of malfunction when internal power core is damaged. Unit has minimal combat programming, but can defend itself if necessary. This drone’s intense heat blasts compensate for its lack of battle prowess.
- Chozo Ghost - Chozo Ruins (Hall of the Elders): Spectral entity. Bioelectric field invulnerable to natural energies. As these entities phase in and out of existence, the only reliable way to track them accurately is with x-ray scanning. This partially phased nature makes them invulnerable to natural energy types, such as fire, ice, and electricity. Their aggressive and erratic behavior is most likely due to the corrupting effects of Phazon in the Tallon IV environment. They appear to be drawn to Chozo religious sites, where they wreak havoc upon anything that dares enter the area.
- Grizby - Magmoor Caverns (Burning Trail): Morphology: Grizby Subvolcanic carrion feeder. Carapace can be breached by Missiles. The Grizby's carapace has been fused together by superheated air. This barrier stands up to everything but concussive blasts. Its intelligence is limited to instinctive scavenging patterns.
- Burrower - Magmoor Caverns (Lake Tunnel): A tunneling insect predator, the Burrower is similar to the beetle, though it prefers to spend more time underground. It seeks seismic disturbances, then surfaces to attack. It has enough cunning to realize when something is too large for it to handle. Beyond that, it is fairly ignorant. What it lacks in brains, it makes up for in aggression.
- Puffer - Magmoor Caverns (Lava Lake): Unstable gas-filled organism. Will rupture on contact. Puffers fill their bodies with lethal meta-viprium gas and float about in search of food. If ruptured, the gas within the Puffer is violently released. Despite their fragile bodies, Puffers are aggressive hunters. The gas cloud they release upon death is often fatal to the creature that brings them down as well.
- Triclops - Magmoor Caverns (Pit Tunnel): Hard-shelled creature with powerful jaws. The Triclops is a hunter-gatherer. It collects small creatures and bits of foodstuff, then deposits them elsewhere for later consumption. The hard tripartite mandibles it uses to move earth and rock are quite strong and difficult to escape once ensnared.
- Magmoor - Magmoor Caverns (Lava Lake): Fire-breathing serpent that dwells in lava. Magmoors prefer extreme heat zones, and are susceptible to frigid attack2 forms. Sightless, they navigate the lava currents using their sonar receptors. Magmoors have a keen sense of smell, enabling them to pinpoint targets with startling accuracy.
- Puddle Spore - Magmoor Caverns (South Core Tunnel): Sentient floating lava mollusk protected by an impenetrable shell. A Puddle Spore opens when approached, attempting to intimidate with its size. When opened, direct fire to its mantle causes it to flip into a defensive position. If it can slam shut, it ejects a spread of harmful energy globules.
- Crystallite - Phendrana Drifts (Phendrana Shorelines): Territorial cold-weather scavenger. The shell of a Crystallite reflects Beam weapons, and can only be cracked by a concussive blast. They hang upside down in an ice cave during their larval stage. Moisture runs off its body and forms the hard ice shell, which the Crystallite retains for the rest of its life.
- Ice Parasite* - Phendrana Drifts (Chozo Ice Temple): A simple scavenger life-form that possesses a crystalline outer shell. Parasites are hardy creatures, able to adapt to any environment within three generations. The Ice Parasite is a prime example. Having adjusted to a frigid climate, this vermin now thrives in it. Omnivorous, it can exist in areas hostile to most life-forms.
- Ice Shriekbat - Phendrana Drifts (Ice Ruins West): Morphology: Ice Shriekbat Ice-encased ceiling-dweller. Like standard Shriekbats, these creatures are easily spotted with Thermal Imaging. They roost on cave ceilings, subsisting on insects, reptiles and small mammals. Fiercely territorial, they will dive-bomb anything that wanders near.
- Pulse Bombu - Chozo Ruins (Sun Tower Access): Life-form of raw energy. Periodically releases explosive segments from its body. Pulse Bombus are energy beings, invulnerable to most known weapons. Electrical energy can harm them, however. They lack any intelligence beyond an instinctive attraction to other charged energy sources. Pulse Bombus produce energy constantly. All excess energy is shed, regardless of who or what may be nearby.
- Scatter Bombu - Phendrana Drifts (Ice Ruins Access): Pulsing tendrils of energy extend from creature's body. Like all Bombus, these creatures can only be harmed by electrical energy. Proximity to these life-forms may result in electrical Visor interference. It is possible to avoid engaging Scatter Bombus by rolling into the Morph Ball and slipping between the rotating energy streams.
- Ice Burrower* - Phendrana Drifts (Plaza Walkway): The Ice Burrower is a hardy life form that has adapted to the frigid climate of Phendrana. It spends most of its time tunneling through the frozen soil, but occasionally surfaces to attack passers-by.
- Ice Beetle - Phendrana Drifts (Research Core Access): Burrowing insect with an ice-reinforced carapace. Averse to heat. This member of the Beetle family has adapted to life in the subzero temperatures in the Phendrana Drifts, growing a thick ice shell over its entire body. The ice is extremely resilient, providing the Ice Beetle with extra protection and augmented digging abilities.
- Flickerbat - Phendrana Drifts (Phendrana Shorelines): Scavenger with optical camouflaging that renders it invisible to the naked eye. Flickerbats are deceptive creatures. The only way to track them reliably is with x-ray imaging. They fly ceaselessly, hunting insects and other small prey that float on the air currents. Flickerbats tend to fly in cyclical hunting patterns, using primitive sonar to navigate.
- Jelzap - Tallon Overworld (Frigate Crash Site): Aquatic predator made of electrically bound skeletal halves. The Jelzap's brain is located in the upper half of its body, while the heart and digestive tract occupy the lower half. Linked only by electrical impulses, the two halves somehow function effectively enough to launch the Jelzap to the top of Tallon IV's aquatic food chain.
- Baby Sheegoth - Phendrana Drifts (Ice Ruins West): Glacial predator. Ice shell protects vulnerable dorsal area. Young Sheegoths grow a resilient shell of ice on their backs which serves to protect a layer of vulnerable flesh. With this being their only weak point, Baby Sheegoths will turn quickly in order to not allow predators the opportunity to strike at their backs. Powerful hunters, they fire bursts of ultracold gas at potential prey, then feast on their frozen victim.
- Sheegoth - Phendrana Drifts (Chapel of the Elders): Supreme predator of the Phendrana Drifts. Sheegoths are invulnerable to most Beam weapons. The crystals on their back absorb energy, which they can fire at prey. Sheegoths have poor stamina. They hyperventilate after using their breath attack, making their mouth area vulnerable. The soft underbelly of a Sheegoth is susceptible to concussive blasts. In battle, they expel blasts of frigid gas.
- Sentry Drone - Phendrana Drifts (Research Core Access): Well-armed and armored security mecha. Sentry Drones have limited intelligence, but do their assigned tasks well. Being machines, they are susceptible to electrical attacks. When alerted, Drones initiate a security lockdown, then attempt to neutralize the intruder. Their electronic warfare suit can scramble Visor technology as well.
- Space Pirate - Phendrana Drifts (Research Entrance): Morphology: Space Pirate Sentient aggressor species well trained in weapon and melee combat.Space Pirates wield Galvanic Accelerator Cannons and forearm-mounted Scythes in combat. This species seeks to become the dominant force in the galaxy, and their technology may help them realize this goal. Ruthless and amoral, the Pirates care little for the cost of their ambition. Only the results matter, and they take these very seriously.
- Shadow Pirate - Phendrana Drifts (Specimen Storage): Pirate forces trained and equipped for stealth operations. A select group of Space Pirates have access to sophisticated cloaking technology. This gear drains high levels of power, however, forcing them to rely solely on melee weapons in battle. Use enhanced detection gear when fighting these units.
- Flying Pirate - Tallon Overworld (Frigate Crash Site): Pirates trained and equipped for airborne assault. Flying Pirates are extremely agile in the air, but the heat signatures of their jet packs can be tracked with Thermal Imaging. While their Missiles are extremely potent, their jet packs can be even more so. If the pack fails, they will make a suicide strike.
- Aqua Sac - Tallon Overworld (Connection Elevator to Deck Beta): Will burst when subjected to impact or trauma. Believed to be in the same family as the Sap Sac, this plant has similar features. It will burst when exposed to force. This protective response keeps most creatures from feeding on it.
- Tallon Crab - Tallon Overworld (Main Ventilation Shaft Section A): Crustacean native of Tallon IV. Hard-shelled swarm life-form. Once harvested for food, exposure to Phazon has seen this practice diminished. Creatures are timid and harmless alone, but can be a problem when traveling in swarms.
- Aqua Reaper - Tallon Overworld (Reactor Core): Powerful aquatic tentacle, part of a submerged organism. Similar in nature to the surface-based Reaper Vine, the Aqua Reaper has adapted to a liquid environment. It shares the poor vision of its rock-dwelling 'cousin,' relying on a crude sonar sense to seek prey. Unhindered by water, the Aqua Reaper has considerable speed and strength.
- Aqua Drone* - Tallon Overworld (Biohazard Containment): Security mecha adapted for use in underwater areas. The Space Pirates have adapted a number of Sentry Drones for use in liquid environments. These Aqua Drones utilize an arsenal and artificial intelligence suit similar to their 'cousins.' The Pirates have been unable to properly shield these Drones from electrical attack, making them vulnerable to the Wave Beam.
- Aqua Pirate - Tallon Overworld (Reactor Core): Space Pirates with exoskeletons modified for underwater use. Using modified thruster-packs and Gravity Suit technology, the Space Pirates have armorsuits for use in liquid environments. Thermal tracking is still very useful against these units, as the Pirate engineers have yet to eliminate the thruster-pack's high heat signature
- Mega Turret - Phazon Mines (Main Quarry): Perimeter defense turret reinforced with energy shielding. Frustrated with inferior armor plating on standard defense turrets, the Space Pirates added energy shielding to a modified heavy Cannon. The new shielding and increased Beam strength makes the Mega Turret an efficient point defense weapon.
- Glider - Phendrana Drifts (Frost Cave): The Glider is a docile, airborne creature with unusual magnetic properties. Gliders live a relatively peaceful existence. They have a magnetic signature attuned to common Grapple Beam technology; the sport of 'Glider riding' involves using a Grapple to attach to a Glider, then attempting to stay on it as long as possible.
- Power Trooper - Phazon Mines (Elite Research): Space Pirate armed with Power Beam technology. Space Pirates have reverse-engineered several of your weapons, including the Power Beam. A flaw in the design makes these Pirates vulnerable to their own Beam weapon system. These weapons are inferior to your Chozo-designed originals, but still quite potent.
- Wave Trooper - Phazon Mines (Mine Security Station): Space Pirate armed with Wave Beam technology. Space Pirates have reverse-engineered several of your weapons, including the Wave Beam. A flaw in the design makes these Pirates vulnerable to their own Beam weapon system. These weapons are inferior to your Chozo-designed originals, but still quite potent.
- Ice Trooper - Phazon Mines (Elite Control): Space Pirate armed with Ice Beam technology. Space Pirates have reverse-engineered several of your weapons, including the Ice Beam. A flaw in the design makes these Pirates vulnerable to their own Beam weapon system. These weapons are inferior to your Chozo-designed originals, but still quite potent.
- Plasma Trooper - Phazon Mines (Metroid Quarantine B): Space Pirate armed with Plasma Beam technology. Space Pirates have reverse-engineered several of your weapons, including the Plasma Beam. A flaw in the design makes these Pirates vulnerable to their own Beam weapon system. These weapons are inferior to your Chozo-designed originals, but still quite potent.
- Elite Pirate* - Phazon Mines (Elite Control): Phazon-enhanced Space Pirate. Incredibly strong, armored, and well armed. Elite Pirates are potent foes. Their energy-siphon system absorbs Beam weapon shots, which they use to fuel a massive Plasma Artillery Cannon. The nature of this system makes them vulnerable to concussion-based weapons. Well armed, the Elite Pirate is effective in close combat and at a distance. Their massive size can be a weakness, and their sluggish speed allows for evasion and quick attacks.
- Phazon Elite* - Phazon Mines (Elite Research): Elite Pirate infused with energized Phazon. The Phazon-charged Elite Pirates rely more on their Wave Quake Generators, opting not to carry the vulnerable Plasma Artillery Cannons normally used by Elites. The direct fusing of Phazon into their bodies provides a tremendous level of energy. The drastically lower life span that comes with this process is of little concern to the Pirate Research team.
- Tallon Metroid (aka. Metroid) - Phendrana Drifts (Research Lab Aether): Energy-based parasitic predator. The dominant species of planet SR388, Metroids can suck the life force out of living things. A Metroid will latch onto its prey and drain energy. growing larger as it does. The only way to shake an attached Metroid is to enter Morph Ball mode and lay a bomb.
- Hunter Metroid - Phendrana Drifts (Frost Cave) or Phazon Mines (Fungal Hall A): As Metroids develop, they become more efficient predators. An energy-draining tentacle allows them to attack at a distance. Quick to anger, a Hunter Metroid will charge troublesome prey and attempt to ram them into submission. Cold-based attacks are still quite effective against these creatures.
- Fission Metroid - Phazon Mines (Elite Quarters) or Impact Crater (Phazon Core): The Fission Metroid is a mutant, capable of splitting in two. This split endows the new creatures with invulnerability to most weaponry. This effect is unstable, resulting in weakness to a type of weapon fire. The vulnerability appears to be random, due to the chaotic nature of Phazon mutation.
- Lumigek - Impact Crater (Crater Tunnel A): Phazon-charged reptiles. Natives of Tallon IV, the Lumigeks travel in swarms to increase their odds of survival. They absorb and radiate Phazon energy, making these swarms a threat.
- Parasite Queen* - Frigate Orpheon (Reactor Core): Parasite female, genetically enhanced by unknown means. A weak spot has been detected in this creature's mouth. Use your auto-targeting to acquire this new target! Scans indicate the presence of a potent mutagen, origins unknown. Creature exhibits the ability to fire weapon-grade blasts of energy from its mouth, a trait not present in the standard parasite genome. It appears the Pirates have begun a bioengineering program, with considerable results.
- Flaahgra* - Chozo Ruins (Sunchamber): This mutant plant is the source of toxic water in the Ruins. Flaahgra's growth cycle has been radically accelerated. As a result, it requires near-constant exposure to solar energy to remain active. This exposure has made Flaahgra's outer shell thick and durable. Its lower root system is unprotected and vulnerable, however. Exploit this flaw when possible. Concentrated weapon fire can daze it for short periods.
- Flaahgra Tentacle* - Chozo Ruins (Sunchamber): One of Flaahgra's tentacles fills this narrow drainage channel. Analysis indicates that Flaahgra's central nervous system is located at the base of this structure.
- Thardus* - Phendrana Drifts (Quarantine Cave): An animated, sentient creature of stone charged with Phazon radiation. The Phazon radiation given off by Thardus negates auto-targeting systems, preventing lock-on. It may be possible to acquire alternate targets with a different Visor. The chaotic nature of Phazon irradiation leads to instability in its structural integrity. Thardus can encase targets in ice, and its colossal size and strength make it a formidable opponent.
- Omega Pirate* - Phazon Mines (Elite Quarters): Most powerful of the Elite Pirate Forces. Omega Pirate can become invisible to normal sight. It is vulnerable when cloaked, as all energy is drawn from defense systems. By exposing itself to Phazon, it can regenerate damaged tissue and organs. Considered the pinnacle of the Elite Pirate program, this enemy should be handled with extreme caution and maximum firepower.
- Meta Ridley* - Tallon Overworld (Artifact Temple): Genetically enhanced Ridley Metaform Reborn and evolved through Pirate technology, Meta Ridley is a fearsome enforcer. Its hide is extremely resilient, save for the chest, which has thinner plating. the Pirates have fused a number of potent weapons to the creature, including a Multi-Missile System, a Kinetic Breath Weapon, a Meson Bomb Launcher, and an Ultrathermal Flamestrike Projector. Meta Ridley is also a formidable melee combatant, making any sort of engagement a risky proposition.
- Metroid Prime (exo)* - Impact Crater (Subchamber One): Highly evolved, Phazon-producing life form. The aberration known as Metroid Prime is the source of Phazon, making it immensely powerful. A genetic flaw makes it susceptible to certain weapons for brief periods. Only its head is truly vulnerable: other attacks are a nuisance. Offensively, Metroid Prime has a number of natural and mechanical weapons at its disposal. These include Ultrafrigid Breath, Multi-Missiles, Snare Beams, and Particle Wave Projectors. Its massive strength and barbed carapace make it lethal in melee combat. Recommend maximum firepower when engaging this enemy.
- Metroid Prime (core)* - Impact Crater (Metroid Prime Lair): The core essence of Metroid Prime. Scan indicates that the Phazon energy form of Metroid Prime is invulnerable to all weapons; only attacks from a Phazon-fuzed Arm Cannon will damage it. It generates pools of Phazon when it attacks; use these to fuel you Suit's Phazon weapon system. The entity can also spawn Metroids to assist it in battle, rendering it invisible when it does so.
Besides, there're 2 unused entries for the invisible enemies that cannot be scanned:
- Void Bombu: Morphology: Void Bombu. Bombus capable of phazing out of the visible plane.The phased nature of the Void Bombu makes detection difficult. Most Visor tech is useless when tracking these creatures. They still shed electric charges, though they aren't drawn to charged energy sources as most Bombus are.
- Beta Drone*: Mechanoid: Beta Drone. Security mecha equipped with phased cloaking grid. The next generation of Drones operate fully cloaked from normal sight. A defense shield and extra Beam Cannon increases their combat effectiveness as well. Still, they are machines, and can be nullified with electromagnetic pulses.
1.4 Research
These entries are from the PAL/Trilogy version, differences between versions are limited to the order and the addition of ammo sizes.
- Small Energy: Small Energy. Replenishes 10 units of energy.
- Large Energy: Large Energy. Replenishes 20 units of energy.
- Ultra Energy: Ultra Energy. Replenishes 100 units of energy.
- Small Missile Ammo: Missile Ammunition. Resupplies Missile Launcher with 3 rounds of ammo.
- Medium Missile Ammo: Missile Ammunition. Resupplies Missile Launcher with 5 rounds of ammo.
- Large Missile Ammo: Missile Ammunition. Resupplies Missile Launcher with 10 rounds of ammo.
- Power Bomb Ammo: Power Bomb Ammunition. Resupplies Power Bomb with 1 round of ammo.
- Save Station: Save Station. Step into these stations to save your game and fully restore your energy.
- Map Station: Map Station. Walk into Map Station holograms to download a map of the area you're in.
- Missile Station: Missile Station. Step into these stations to fully reload your Missile Launcher.
- Morph Ball Slot: Standard Morph Ball slot. This slot is active. Inserting the Morph Ball and detonating a Bomb will usually cause these slots to send electrical impulses that can activate different types of devices.
- Spinner: This is a standard Spinner device. The generator belts of the Spinner can be activated by rapid rotational force. Use the Boost ability of the Morph Ball when inside a Spinner to activate the device.
- Spider Ball Track: Magnetic rail system track. In Morph Ball mode, press and hold Z when close to this type of surface. Use the control stick to move the the ball along the the track. Release Z to disengage from the surface. CAUTION: A Morph Ball Bomb will briefly disengage the Ball from the track.
- Grapple Point: Analysis indicates a viable attach point for the Grapple Beam. To use the Grapple Beam. Use Z when the (grapple) icon appears.
- Gunship - Tallon Overworld (Landing Site): Hunter-class gunship registered to Samus Aran. You can return to your ship to recharge energy, reload weapons and save progress in the game.
- Missile Door Lock*: There is a Blast Shield on the door blocking access. Analysis indicates that the Blast Shield is invulnerable to Beam weapons. Explosive weapons may damage it.
- Locked Door: Lock system engaged. Secure the area to unlock door.
- Stalactite*: This hanging rock structure appears to have a weak spot near its base. Some stalactites can be dislodged from ceilings, allowing them to be used as platforms to cross otherwise unreachable areas.
- Zebes* - Phendrana Drifts (Observatory): Planet Zebes Mass: 4.8 trillion teratons. Profile: Planet's crust is primarily Urthic ore, making it ideal for subterranean construction. A class XIX planet, Zebes is inhospitable to most bioforms. The world was considered unremarkable until it became a base for Space Pirate forces.
- Tallon IV* - Phendrana Drifts (Observatory): Planet Tallon IV. Mass: 5.1 trillion teratons. Profile: Ecosystem studies indicate that Tallon IV was a biological paradise prior to the impact of an extraterrestrial object. What remains of the biosphere is slowly fading due to exposure to Phazon radiation. At current rate of decay, Tallon IV will be a barren Class XIII wasteland in approximately 25 years.
1.5 Artifacts
All entries are acquired by scanning totems in the Artifact Temple, or by acquiring the said Artifact.
- Artifact of Truth: Translating Chozo runes on Totem's surface. The Artifact awaits those who truly seek it.
- Artifact of Strength: Translating Chozo runes on Totem's surface. The heat of Magmoor was a test for many warriors. A Shrine in their honor holds the Artifact of Strength.
- Artifact of Elder: Translating Chozo runes on Totem's surface. Invaders have claimed Phendrana as their own. A Tower sits atop their fortress. Collapse it to reveal the chamber where the Artifact of Elder is held.
- Artifact of Wild: Translating Chozo runes on Totem's surface. A Sunchamber high atop our ruined home became the nest of a great beast, and a source of a corruption. Many Chozo spirits have been drawn to this tainted place. Release their bond to the world to claim the Artifact of Wild.
- Artifact of Lifegiver: Translating Chozo runes on Totem's surface. There is a tower within the Ruins where Light always shines. Move through the waters there to find the Artifact of Lifegiver.
- Artifact of Warrior: Translating Chozo runes on Totem's surface. A room of Research lies within the mines. A corrupted invader is trapped there. Defeat this creature to claim the Artifact of Warrior.
- Artifact of Chozo: Translating Chozo runes on Totem's surface. In one of Tallon's far corners, a Grove of life lies. Reveal the pillar beneath the waves to find the Artifact of Chozo.
- Artifact of Nature: Translating Chozo runes on Totem's surface. A molten Lake lies within the tunnels of Magmoor. Shatter the column at the lake's center to reveal the Artifact of Nature.
- Artifact of Sun: Translating Chozo runes on Totem's surface. Near Phendrana's shores, a Temple stands. Thaw the frozen waters flowing from the Elder to find the Artifact of Sun.
- Artifact of World: Translating Chozo runes on Totem's surface. Within the ruins of our home, we honor our fallen Elders in a great Hall. A chamber beneath the statue holds the Artifact of World.
- Artifact of Spirit: Translating Chozo runes on Totem's surface. A tall cave stands at Phendrana's Edge. Seek the unseen entrance at its top to find the Artifact of Spirit.
- Artifact of Newborn: Translating Chozo runes on Totem's surface. Invaders mine the depths in their greed. Forge a path through a Tunnel of the Great Poison to claim the Artifact of Newborn.
1.A Hyplus Guide
Here comes the most featured guide for this masterpiece (based on the original version and the remaster for most parts)!
1.A.1 Upgrade Progression
Some abilities can be obtained via extremely doable sequence breaks like Scan Dash (in the earliest GC version and PrimeHack); thus Space Jump Boots is put first in the list below:
- Space Jump Boots - Tallon Overworld (Alcove): Perform a Scan Dash while standing on the rear edge of the ship and locking on an fruit object in the distance. Normally obtained with Boost Ball after traversing back using the elevator from Magmoor Caverns East.
The next abilities can only be obtained in the specified order:
- Missile Launcher - Chozo Ruins (Hive Totem?): Your first missle should be that one above the half-pipe in Main Plaza, just simply using Space Jump to get it!! Normally, you enter the arena of the Hive Mecha all the way from the upper door in Main Plaza.
- Morph Ball - Chozo Ruins (Ruined Shrine): You can get morph right after getting missles. Enter the arena of the Beetle fight from the lower door in Main Plaza and simple skip the battle with space jump!
Charge Beam can be delayed until before the Thardus fight for Spider Ball (you need to charge to fire a Super):
- Charge Beam - Chozo Ruins (Watery Hall): Traverse to the great tree from the uppermost room in Main Plaza and enter from the lower door all the way to another lower door, which leads to Watery Hall where you need to scan 4 symbols: one near the door, one under the Blastcaps, one on the wall in the bottom end (but you can scan it from above), and one right near the gate.
The next abilities can only be obtained in the specified order:
- Morph Ball Bomb - Chozo Ruins (Burn Dome): Climb all the way to the upper door after exiting Watery Hall, and, in a big flooded room, enter the arena of Incinerator Drone from the left passage. Scan the Ram War Wasp it spawned before finishing the fight! Returning to the flooded room, you can obtain an E-tank through a tunnel in the locked-door room after solving a timed puzzle.
- Varia Suit - Chozo Ruins (Sunchamber): Clime all the way up the great tree while scanning 4 symbols: one under some boxes and weeds, one on the lower part of the tree, one on the wall of the sideway, and one right before the gate. You can Space Jump right to the bomb slot and kill Flaahgra without dealing with those reflect thingies. Then straight to Magmoor Caverns!
After you acquired Space Jump Boots early, the next two abilities can be obtained in any order:
- Wave Beam - Phendrana Drifts (Chapel of the Elders): Using Space Jump to reach the highest place of Phendrana Shorelines, avoid all those Bombu enemies and climb all the way up to the arena of the Sheegoth fight. Use bombs or spam missles to quickly defeat the fully-grown one!
- Boost Ball - Phendrana Drifts (Phendrana Canyon): Enter from the lower place of Phendrana Shorelines all the way to the area with a upper Wave Beam door, and then enter the lower door to the Phendrana Canyon region that has some floating platforms and the said item.
The next abilities can only be obtained in the specified order:
- Super Missile - Phendrana Drifts (Observatory): Just do your exploration in the research facility, nothing more to guide.
- Thermal Visor - Phendrana Drifts (Research Core): Same as above, and then all the way back in the dark.
- Spider Ball - Phendrana Drifts (Quarantine Cave): Break the cover of a power conduit with a Super Missle and shoot it with Wave Beam in the Thermal Visor. Then fight Thardus!
Wavebuster (Beam Combo of Wave Beam + Missles) is completely optional (and it really sucks), so simply skip it if you are doing an any% run:
- Wavebuster - Chozo Ruins (Tower of Light): In the arena where you get Morph Ball, use Boost Ball to reach the Spider track from the half-pipe and enter the upper section of the huge tower, where you need plenty of missles to break all the cracked blocks on each wall before acquiring the upgrade.
The next abilities can only be obtained in the specified order:
- Ice Beam - Chozo Ruins (Antechamber): Returning to the previously flooded room (if the puzzle is solved), climb up the Spider track in the previously locked-door room and traverse through the hall and the pool!
- Gravity Suit - Phendrana Drifts (Gravity Chamber): Instead of entering the crashed Frigate Orpheon, you should head to Magmoor Caverns East and then return to Phendrana Drifts South where there're a Ice Beam door above the Spider track. Make your way across the maze to the Gravity Chamber!
- Power Bomb - Phazon Mines (Central Dynamo): Now that you can freely traverse the underwater part of Tallon Overworld to Phazon Mines, here comes the hardest section of the game. Be careful! The cloaked Sentry Drone can be one-shot with a single Super Missle (or two in Hard/Hypermode)!
With these precious Power Bombs (don't waste, and always find ways to replenish them!), the next abilities can be obtained in any order, among which Ice Spreader (Beam Combo of Ice Beam + Missles) is also completely optional (it actually has usages, though):
- Grapple Beam - Phazon Mines (Storage Depot B): Simply try to enter the uppermost part of the Ore Processing room during your way of exiting. It's easy, folks.
- X-Ray Visor - Tallon Overworld (Life Grove): Climb up a rotating Spider track and explore the cave. After acquiring this visor, use it often to find hidden routes and enemies!
- Ice Spreader - Magmoor Caverns (Shore Tunnel): Power Bomb the glass tunnel!
- Plasma Beam - Magmoor Caverns (Plasma Processing): Finish a series of Grapple and Spider puzzles in the Geothermal Core room.
Flamethrower (Beam Combo of Plasma Beam + Missles) is also completely optional (and it kinda sucks), so simply skip it if you are doing an any% run:
- Flamethrower - Phazon Mines (Storage Depot A): Use Power Bomb to break a wall that blocked a computing console in the Mine Security Station, and scan it to power down the force field. You need Plasma Beam to open the door (of fvcking course, LMAO).
The last main ability (actually two abilities!) of the game can be obtained if you have all the mandatory abilities:
- Phazon Suit - Phazon Mines (Elite Quarters): All the way down the Phazon Mines, defeat the hideous Omega Pirate and your suit gets corrupted (?) to be its strongest status ever. For some reason, the counter of the item% doesn't count this ability until you reach 98% (i.e. the counter jumps from 98% straight to 100% when you get the last one expansion).
- Phazon Beam - Phazon Mines (Elite Quarters): You actually acquired this Beam right along with Phazo Suit (as you can see it in the inventory), but it doesn't count for the item% at all. Also—ENDGAME SPOILER ALERT—your only chance to use it is during the second phaze of the final boss.
1.A.2 Artifact Locations
Actually not that obscure, but still, here goes the locations of all Chozo Artifacts.
Tallon Overworld:
- Artifact of Truth - (Artifact Temple): The first artifact, but normally we collect it in the very end.
- Artifact of Chozo - (Life Grove): Right after you obtained X-ray Visor, bomb a small circular metal cover plate in the pool to raise up a pillar with a Spinner. Use it to reveal the contained artifact.
Chozo Ruins:
- Artifact of Lifegiver - (Meditation Chamber, aka. Tower Chamber): After you obtained Gravity Suit, you can revisit Tower of Light and freely traverse its lower section to find the artifact chamber.
- Artifact of Wild - (Sunchamber): Re-access the arena of Flaahgra (now with 3 Chozo Ghosts) from Sun Tower where you need Spider Ball to climb a long track (bomb jump might also be required). A sequence break can be performed to get this artifact right after updating the room state (doable even in the Remaster, but still hard af).
- Artifact of World - (Elder Chamber): In the Hall of the Elders ("MP1's Bowling Alley") you'll need the Plasma Beam to access the third lock mechanism, which sealed this artifact.
Magmoor Caverns:
- Artifact of Nature - (Lava Lake): This SHOULD be your first artifact. You can simply blind shoot several missles to that giant pillar and try to directly jump to the rock (from some suiable angel, or even in the lava) to get it without the aid of Super Missle, X-ray, or Space Jump!
- Artifact of Strength - (Warrior Shrine): Access this room via the Monitor Station with Space Jump Boots (to jump up to the top) and Boost Ball (to use the Spinner). By the way, there's a secret tunnel leading to a Power Bomb Expansion in the floor.
Phendrana Drifts:
- Artifact of Elder - (Control Tower): Normally you need Plasma beam (extremely long backtracking to the middle of the reserch facility) to melt the ice window in order to fire a missle aimed at the base of a tower, making it collapse and reveal the path to this artifact. However, you can simply stand on the highest box piles and use Space Jump to get near the invisible wall as close and high as possible; then try to find the "shot-passable" space and fire your well-aimed missle!
- Artifact of Sun - (Chozo Ice Temple): Revisit the statue room before where you acquired Wave Beam, melt the ice pouring out of the statue's mouth with Plasma Beam, and morph ball into its hand to reveal the hidden path beneath it.
- Artifact of Spirit - (Storage Cave): In Phendrana's Edge (another long shaft after you got Gravity), you can find a secret Plasma Beam door behind a wall via X-Ray Visor. Blow the wall with a Power Bomb and head to this extremely well-hidden artifact.
Phazon Mines:
- Artifact of Warrior - (Elite Research): Use a Power Bomb at the bottom of this long shaft to free-and-kill the Phazon Elite. Somehow this ugly beast is easier than those normal Elite Pirates.
- Artifact of Newborn - (Phazon Mining Tunnel): In the original version you can simply do a hell run with enough E-tanks, but the Trilogy and the Remaster gifted you tons of bomb blocks in the way, so Phazon Suit became a must. Sadge.
2 Metroid Prime 2: Echoes
Between Light and Dark, life had never been so close to annihilation, to the point that this section might be a must-view while traversing. Good hunting!
- Samus' upgrades
- Missile locations
- Power Bomb locations
- Energy Tank locations
- Beam Ammo Expansion locations
- Dark Temple Key locations
The logbook in MP2 is a LOT more detailed and organized content- and category-wise.
2.1 Creatures
Most creatures are in various locations, and thus only their first locations are shown here (or just omitted if there're too many options).
2.1.1 Aether
Aquatic
Large Aquatic:
- Alpha Blogg* - Torvus Bog (Hydrodynamo Shaft): The Alpha Blogg is the largest and strongest of its pack. It can fire potent sonic stun blasts in battle. The blasts will disrupt your Visor and weapon control systems if they hit you. Its three titanic maws are potent weapons. Target the creature's mouth areas to inflict damage upon it.
- Blogg - Torvus Bog (Hydrodynamo Station): The Blogg uses speed and agility to close in on prey. It will batter foes with a ramming attack, then use its three tooth-filled maws to finish the job. Bloggs have a weak spot inside their mouths: the rest of their bodies are covered with a thick, damage-resistant hide.
Small Aquatic:
- Bloggling - Torvus Bog (Hydrodynamo Station): Young Blogg are weaker than their parents, but still violent. Their powerful jaws have yet to form, and they lack the defense abilities found in adult Blogg. They must rely on speed and agility for protection if attacked without the protection of their elders.
- Hydlings - Torvus Bog (Torvus Lagoon): Hydlings are small water dwellers. They travel in packs for safety, roaming the water in search of bits of food. Their only defense is a bite, though their small teeth are sharp enough to pierce metal.
Ground
Predators:
- Alpha Sandigger* - Agon Wastes (Agon Temple): This appears to be a Sandigger pack leader, larger and stronger than the normal members of its kind. Target both of its heads to damage it.
- Alpha Splinter* - Great Temple (Temple Sanctuary): Splinter war packs are dominated by the largest male. Alpha Splinters use their tremendous strength, size, and speed to subdue and kill prey, paving the way for their smaller broodlings.
- Grenchler - Torvus Bog (Forgotten Bridge): The amphibious Grenchler lurks in marsh areas in search of prey. Fearless, it will spring from hiding and attack anything that moves. If it is unable to fell its prey with its powerful jaws, it will fire a potent burst of energy at them. Grenchlers have one weak spot - a genetic defect makes the shell on their back susceptible to explosive blasts. Remove the shell to expose a vulnerable nerve center, then target it to eliminate the creature.
- Sandigger - Agon Wastes (Mining Plaza): Scans indicate that the Sandigger has a dual-brain nervous system. Both of its heads are capable of attacking, disabling, and digesting prey. It fires globs of acidic digestive fluid at prey to cripple them and begin the digestion process. Its hide is very durable and resistant to weapons fire: only its exposed eyes can be damaged.
- Splinter - Temple Grounds (Industrial Site): When it isn't hunting, a Splinter will secret a protective cocoon around itself and enter a state of hibernation. Localized seismic disturbances will awaken the Splinter, triggering a state of blood frenzy in the process. While in this state, a Splinter emits pheromones that trigger frenzy in all nearby Splinters. Disturbing a pack of Splinters is not advisable.
- Sporb - Torvus Bog (Abandoned Worksite): The hanging Sporb sits patiently until a potential meal is detected. A burst of poisoned needles is the Sporb's primary means of attack. It can also extend its body over short distances, gripping small targets within its powerful jaws. Sporbs wither when exposed to dark energy, making them vulnerable to other weapon systems.
Surface Prowlers:
- Brizgee - Agon Wastes (Mining Station A): The Brizgee's tail ends in a venomous barb, which it conceals underneath a hard-packed layer of fused sand. A series of sharpened ridges along its body discourages most predators: those foolish enough to harass the Brizgee are quickly introduced to its deadly sting.
- Green Kralee - Temple Grounds (Industrial Site): The cousin to the dimensional-shifting Kralee, the Green Kralee spends its days roaming in search of food. A genetic defect prevents its back crystal from harnessing energy and opening warp portals. It is doubtful the Green Kralee misses this ability.
- Kralee - Agon Wastes (Mining Station B): The Kralee phases between dimensions as a defense mechanism. A crystal in its carapace gathers energy to fuel the creation of a warp portal. The process is uncontrollable, keeping the Kralee in constant dimensional flux.
- Krocuss - Torvus Bog (Grove Access): The Krocuss thrives on toxins it extracts from its surroundings. It secretes an acidic trail in its wake as it roams in search of nourishment. The durable mollusk can be damaged when it exposes its toxin-absorbing gills: few weapons can penetrate the creature's shell.
- Lightbringer* - Dark Agon Wastes (Duelling Range): Lightbringers were created by the Luminoth for use in their war with the Ing. The crystalline creatures generate a field of life-giving energy at all times, and they can be energized like a Safe Zone Crystal. They are immune to most weapon fire: only a burst of matter-antimatter can destroy them.
- Seedburster - Torvus Bog (Underground Tunnel): Seedbursters are moving plants, capable of traveling great distances in search of fertile soil to deposit their seeds in. When provoked by predators, the Seedburster will explode, turning the precious seed inside into a deadly projectile. These seed often do not live to fruition, but help protect the rest of the Seedburster pack from attacks.
Tunnel Prowlers:
- Pillbug - Agon Wastes (Portal Terminal): Pillbugs prefer to dwell in dark caverns, though they can exist in lit areas. Navigating with a series of sensitive antennae, they roam through caves in search of moss and fungus. Pillbugs can move rapidly, and will ram unwary targets to clear their path as they search for food. A Pillbug can be jarred loose from a surface with a concussive blast: doing so reveals its vulnerable belly.
- Worker Splinter - Temple Grounds (Hive Tunnel): The Worker Splinter is bred for service, not combat. It spends its time collecting foodstuffs and raw material for the Hive. A layer of mucus helps to protect the creature from the toxins and chemicals it often works with. They can generate a sturdy, pliable webbing, useful in travel throughout the Hive.
Flying
Large Flyers:
- Shredder* - Torvus Bog (Torvus Lagoon): The Shredder spends most of its life in the earth. When agitated, it will spring from the ground, then begin to fly toward its foe. Should it reach its target, the Shredder will explode with considerable force, releasing a cloud of thorns as it does. Shredders are resilient, but can be eliminated with concentrated weapons fire.
- Shriekbat - Agon Wastes (Temple Access): Shriekbats have high internal temperatures, leading them to seek cool climates to dwell in. They prefer caverns, roosting on ceilings while hunting for small prey. Fiercely territorial, they dive-bomb anything that wanders near. This attack is fatal for the Shriekbat, as the impact sets off a discharge of thermal energy.
- Shrieker - Torvus Bog (Great Bridge): A cousin to the Shredder, the Shrieker waits for prey half-buried in the earth. When it detects a target, it erupts from the ground and takes flight. It releases a sonic blast to stun its target, then sweeps in to feast. Shriekers can generate a stealth field that disrupts most Visors, making them difficult to attack.
Small Flyers:
- Lightflyer - Great Temple (Transport B Access): The Lightflyer is an aggressive flying drone. Once loyal to the Luminoth, it will now fire a burst of energy at any living thing within range. It generates light at all times, making it somewhat easy to target.
- Lumite - Agon Wastes (Plaza Access): The Lumite thrives on light, and can render itself invisible to most predators while within it. When out of the light, the creature is relatively harmless, relying on a crudely spat chunk of biomatter to defend itself. Once in the light, it can channel large amounts of solar energy into a deadly blast.
- Sandbats - Great Temple (Transport C Access): Sandbats are small flyers. They travel in packs for safety, though they are predatory in nature. Failing to find prey as a group, Sandbats will often enter a feeding frenzy and attack one another in search of sustenance.
- War Wasp* - Temple Grounds (Sacred Bridge): The War Wasp rarely strays far from its hive unless it is pursuing an immediate threat. It attacks with no regard for its own survival, dive-bombing its enemy with stinger extended. Fast-working toxins from the stinger can incapacitate most small organisms. If it battles foes at range, it will fire bursts of potent energy.
Mechanoids
Large:
- Ingsmasher* - Sanctuary Fortress (Hall of Combat Mastery): Designed to fight alongside the Luminoth, the Ingsmasher now seeks to destroy them. In close combat, it smashes its energized fists into the earth to send out powerful shock waves, then pulverizes any immobile prey. It will fire salvos of missiles at long-distance quarry. It uses an energy shield in battle that can be adjusted to protect against a variety of beam weapons. The shield can be overloaded by opposite-polarity beams, however, damaging the Ingsmasher in the process.
- Mekenobite - Sanctuary Fortress (Sanctuary Temple): The Luminoth created the Mekenobite to help patrol the corridors and shafts of Sanctuary Fortress. It uses magnetism to keep itself attached to the walls and ceilings. In combat, it will fire projectiles toward its target with a magnetic accelerator. It can only be dislodged by simultaneous explosive blasts. Mekenobites self-destruct once they are heavily damaged.
- Quad CM - Sanctuary Fortress (Reactor Core): A Quad is formed of two components: the quadruped Main Body and the flying Command Module. These units can function independently, or linked together, as the need arises. The Command Module relies on ranged beam weapon attacks. It can generate a powerful beam shield to protect itself. Opposite-polarity beams can penetrate this shield, however.
- Quad MB - Sanctuary Fortress (Reactor Core): A Quad is formed of two components: the quadruped Main Body and the flying Command Module. These units can function independently, or linked together, as the need arises. The Main Body uses melee attacks in battle. Though durable, it needs to vent excess heat from its body. When this happens, it exposes a venting system vulnerable to concussive attacks.
- Watchdrone - Dark Torvus Bog (Dungeon): Watchdrones were built by the Luminoth to guard key areas and hinder Ing armies. Most of these units have betrayed their masters, and now serve the Ing. Watchdrones are indestructible and reluctant to move, but can be forced into quitting their posts by exposing them to bright, pure light. Once the light fades, the mechanoid will return to its original resting site.
Small:
- Diligence Class Drone - Sanctuary Fortress (Dynamo Access): The Diligence drones were the first cleaning units designed by the Luminoth. They were modified for combat duty once the war began, but were outshined by the newer Harmony-class units. A Diligence uses focused energy beams to perform its duty. Their energy construct nature makes them invulnerable to most attacks, though dark energy can disrupt them.
- Harmony Class Drone - Great Temple (Transport C Access): The Luminoth designed the Harmony units to be free-roaming, independent cleaning units. They use focused energy beams and kinetic pulses to perform their duties. Unfortunately, they now consider all living things as filth that must be cleansed from the world.
- Mechlops - Sanctuary Fortress (Dynamo Access): The Luminoth tried to domesticate and train a number of Triclops for use in war, but failed. Undaunted, they created mechanical versions of the hardy creatures to use in battle. The few Mechlops that remain now serve other mechanoids, turning their potent jaws and earthmoving power against their former masters.
- Octopede - Sanctuary Fortress (Power Junction): The Octopedes were created to deliver data to Luminoth citizens. They now follow their routes in the service of other rogue mechanoids. The units were designed to self-destruct if attacked, and will explode with enough force to cause damage.
- Rezbit - Sanctuary Fortress (Reactor Access): The Rezbit, though small, is a tough opponent. Its weapon system is potent, capable of firing bursts or beams at targets. A barrier shield blocks incoming attacks. It can also shift into an energy state to evade enemies: while in this state it can transmit a powerful virus into mechanoids and armor systems. The virus can cripple your systems for a time, leaving you vulnerable.
- Serenity Class Drone - Sanctuary Fortress (Temple Transport Access): The Serenity drones have not gone rogue. The units are defenseless, have no weapons, and cannot be eaten. These qualities make them useless to the Ing. The small drones are assigned simple maintenance tasks upon creation and perform them without hesitation until reassigned or destroyed.
Stationary:
- Caretaker Class Drone* - Sanctuary Fortress (Main Research): The Caretaker drone was designed to protect and maintain an experimental energy chamber. It uses electrically charged limbs to perform its duties. The drone requires sensor updates to fight: a vulnerable detection unit will extend periodically to search for targets. Destroying this unit would weaken its combat ability.
- Growler Class Turret* - Temple Grounds (Trooper Security Station): The GM-42 "Growler" Class Turret is a dated design, though still quite effective as a point-defense system. It is lightly armored, and fast-moving targets can evade its tracking system. Several copies of the system exist, including the Space Pirate "Humility" Class automated turret.
- "Humility" Class Turret - Agon Wastes (Biostorage Access): The Space Pirates copied captured Federation "Growler" turrets, but found the cannon unit inadequate. The replaced the Growler's weapon with a powerful galvanic accelerator cannon. The "Humility" turret packs a strong punch, but retains the Growler system's weaknesses. Fast targets can evade the crude targeting system, and the armor can't take much punishment.
- Luminoth Turret - Temple Grounds (Fortress Transport Access): As the number of Luminoth warriors dwindled, they turned to machines to protect key areas. Automated gun turrets were often the first line of defense against Ing attacks. Though powerful, they weren't nimble enough to deal with agile enemy targets.
- "Vigilance" Class Turret* - Agon Wastes (Central Mining Station): The "Vigilance" Class Turret is found in many Space Pirate bases. Built to support the "Humility" Class Turret, it is as accurate as the gunner operating it. Many young Space Pirates begin their careers as sentries: a tour as a Vigilance gunner is considered a mark of distinction.
2.1.2 Dark Aether
Darklings
Darkling Aquatic:
- Dark Blogg - Torvus Bog (Training Chamber): Dark Blogg somehow lose their sonic blast ability: something about their minds makes them difficult for darklings to fully control. They rely solely on their deadly maws for attack: in most cases they are more than adequate. Target the weak spot inside its mouth to defeat the Dark Blogg with ease.
- Dark Phlogus - Dark Torvus Bog (Dark Forgotten Bridge): The Phlogus waits patiently as it floats in murky waters, searching for a meal. When the seismic sensors in its epidermis are triggered, it springs open rapidly to attack. Phlogi can fire a spray of venom to immobilize their prey. A central nervous system is exposed when it opens its mouth to attack: damage this to stun the Phlogus for a time.
Darkling Flyers:
- Dark Shredder* - Dark Torvus Bog (Dark Torvus Temple): The hardy Shredder is a favorite possession target for Ing that dwell near dark water. Dark Shredders can lurk in the venomous liquid indefinitely, patiently waiting for prey. When agitated, it will emerge and begin to fly toward its foe. They are very resilient, but can be eliminated with concentrated weapons fire.
- Dark War Wasp - Temple Grounds (Service Access): Vicious and swift, the War Wasp is a prime target for young Ing eager to join the war effort. They appreciate the flying speed and numerous attacks the insect possesses. If they prove their mettle in the War Wasp, these Ing often graduate to the control of larger, deadlier creatures.
- Nightbarb - Dark Agon Wastes (Save Station 2): Nightbarbs are small airborne darklings. Smaller and weaker than a Hunter Ing, a Nightbarb will travel with a large pack to increase its odds of survival. This is wise, since their primary predators are Hunter Ing.
Darkling Ground:
- Dark Alpha Splinter* - Great Temple (Temple Sanctuary): Splinter alpha males are the first to be targeted for darkling possession. Dark Alpha Splinters grow in strength and durability, making them an even greater threat than normal.
- Dark Grenchler - Dark Torvus Bog (Dungeon): Darklings are drawn to possess vicious predators, making the Grenchler a prime candidate. Despite the added toughness gained from possession, the Dark Grenchler retains its one weakness. Remove the back shell with explosive blasts to expose its pain center, then attack the pain center to quickly dispatch the creature.
- Dark Splinter - Temple Grounds (GFMC Compound): Target is host to a parasitic bioform. The presence of the parasite increases the target's overall combat threat level. Concentrated weapons fire will damage the target.
Darkling Mechanoids:
- Corrupted Sentreye - Sky Temple Grounds (Abandoned Base): The Sentreyes were designed by the Luminoth to protect their camps on Dark Aether. The Ing learned how to possess them and turn them on their former masters. Many still remain throughout Dark Aether, now serving the Ing as they served the Luminoth before them. Most weapon types will stun the Sentreyes. Only charged light energy will destroy them.
- Dark Diligence Drone - Ing Hive (Hazing Cliff): Some Diligence drones have been taken by the Ing for possession duties. Their small size and durability makes them excellent scouts, able to go where most others cannot. A Dark Diligence still relies on focused energy beams for defense. Their energy construct nature makes them invulnerable to most attacks. A high-powered burst of light energy can disrupt a Dark Diligence unit.
- Dark Ingsmasher - Ing Hive: Once the Ing discovered they could possess intelligent machines, the mighty Ingsmashers were top-priority targets for the Horde. The drones retain all of their attacks - shock-wave fists and missile launchers. It uses an energy shield in battle that can be adjusted to protect against a variety of beam weapons. The shield can be overloaded by opposite-polarity beams.
- Dark Quad CM* - Sanctuary Fortress (Sanctuary Temple): The Ing discovered they could possess and control artificially intelligent machines as well as living beings. They soon turned the loyal Quad drones against the Luminoth, finding the tenacious machines to be quite useful additions to the Horde. A dominant darkling assumes control of the Command Module, forcing the lesser Ing in the Main Body to do its bidding.
- Dark Quad MB* - Sanctuary Fortress: The Ing discovered they could possess and control artificially intelligent machines as well as living beings. They soon turned the loyal Quad drones against the Luminoth, finding the tenacious machines to be quite useful additions to the Horde.
Darkling Offworld:
- Dark Missile Trooper* - Temple Grounds (Hive Chamber A): Bioscans indicate terminated lifesigns in this missile trooper, and the presence of an unknown biomass with parasitic tendencies. Though the missile trooper's armor has been compromised, the bulk of it remains intact. Missile weapon system remains online as well. Full parasitic fusion has yet to be obtained, resulting in low agility and response time.
- Dark Pirate Commando - Torvus Bog (Great Bridge): The Ing prize the few Pirate Commandos they manage to take alive. Only Hunter Ing are allowed to possess the Commandos, and the competition for that right is fierce among them. The Hunter Ing ability to phase out of local timespace carries over to the Dark Pirate Commando. They will fire bursts of dark matter at enemies, along with experimental EMP grenades stolen from the Space Pirates.
- Dark Pirate Trooper - Agon Wastes (Portal Terminal): Pirate troopers, already trained to follow orders without question, were perfect candidates for Ing possession. Darklings moves to take every trooper they could, expanding the army of the Horde considerably. Space Pirate technology struck a chord with the Ing, who now hunt actively for gadgetry of any kind - especially weapon systems.
- Dark Preed - Dark Torvus Bog (Dark Torvus Arena): The aggressive Preeds are often possessed by darklings for aerial hunting missions. The presence of the dark creature makes the small cyborg more durable. The toxic gas carried by a Preed is enhanced by exposure to dark energy, making it considerably more dangerous.
- Dark Tallon Metroid - Dark Agon Wastes (Phazon Site): The Ing are fascinated by Metroids and their connection to Phazon. It is not a shared fascination, as Metroids will attack Ing on sight. Recognizing their strength, Ing darklings have possessed a number of Metroids, turning them into powerful soldiers of the Horde.
- Dark Trooper - Temple Grounds (Command Chamber): Bioscans indicate terminated lifesigns in this trooper, and the presence of an unknown biomass with parasitic tendencies. Though the trooper's armor has been compromised, the bulk of it remains intact. Weapon systems remain online as well. Full parasitic fusion has yet to be obtained, resulting in low agility and response time.
Ing
Emperor Ing:
- Emperor Ing Body* - Sky Temple (Sanctum): Bioscans indicate that this is the eldest, strongest Ing in the Horde, the alpha and the omega. It has absorbed enormous amounts of Phazon energy into its body, mutating itself in the process. Apparently this power is not enough for the creature, as it is now siphoning energy from the final Energy Controller.
- Emperor Ing Head* - Sky Temple (Sanctum): Like its brethren, the Emperor Ing is a metamorph. It has molded itself around the precious Energy Controller, and will defend it to the death, using its own body as a shield and weapon. Destroy the tentacles it generates to weaken the creature and its defenses.
- Emperor Ing Eye* - Sky Temple (Sanctum): The Emperor Ing has exposed its main eye, from which it can fire powerful energy beams. It is protected by an energy shield, although not completely. The eye can be locked onto, but only direct shots will get past the shield.
- Emperor Ing Chrysalis* - Sky Temple (Sanctum): The heavily damaged Emperor Ing has entered a regenerative state inside a durable healing shell. Tactical scans have detected eleven weak points on the magnetically charged shell: Spider Ball travel is possible on the shell surface. Damage the weak spots with explosives to crack the shell and expose the enemy within.
- Mutated Emperor Ing* - Sky Temple (Sanctum): Further exposure to Phazon has mutated the Emperor Ing. It is now capable of shielding its vulnerable areas with energy barriers. Beams of opposite polarity can damage these barriers, however. Heavy damage to these barriers will cause them to drop, exposing the creatures weak spots. Target the weak spots to immobilize and damage the enemy.
Ing:
- Darkling Tentacle - Dark Agon Wastes (Double Path): Some darklings can open dimensional portals at will. They use this ability to hunt for unwary prey, reaching out to snatch them with their tentacles. Once ensnared, the prey is dragged to its doom. The tentacles are resilient; pure light energy can disrupt them. Nothing can destroy them.
- Hunter Ing - Dark Torvus Bog (Polluted Mire): The Hunter Ing patrol the lands of Dark Aether in search of the Horde's enemies. They can render their bodies intangible, allowing them to ambush their targets with ease. Hunter Ing can generate long, deadly tentacles, which they use with great effect in battle. Cunning and relentless, the Hunter Ing will seize their prey or die.
- Ing Larva Swarm - Ing Hive (Entrance Defense Hall): Ing larvae travel in swarms for protection. They are weak with no real defenses or attacks. The few that make it to adulthood are quite cunning and vicious.
- Inglet - Dark Agon Wastes (Crossroads): Inglets perform the menial labor of the Horde, but can but pressed into a combat role if there is a need. They are amorphous blobs, capable of clinging to nearly any surface. Inglets can fire bursts of dark matter in self-defense, though they prefer to avoid battle. They seldom travel alone, and can be dangerous in large numbers. As with are Ings, they dislike bright light, and will avoid it if possible.
- Ingstorm - Sky Temple Grounds (Reliquary Access): The Ingstorm is a collective swarm of tiny Ing. When banded together, they can emit destructive energy that, over time, can break down the most durable of alloys.
- Warrior Ing - Dark Agon Wastes (Duelling Range): Warrior Ing are challenging foes. They can render themselves into amorphous puddles and move over most terrain, including walls. Warrior Ing can turn their bodies into deadly projectiles sheathed by dark energy. The tips of their legs are razor sharp, making them formidable in melee. Finally, Warrior Ing are capable of channeling transdimensional energy and firing it at their enemies. Their only real weakness is bright, pure light, which they hate and fear.
Guardians
Sub Guardians:
- Bomb Guardian* - Agon Wastes (Agon Temple): This darkling Sandigger has absorbed the ability to generate Morph Ball Bombs. It can throw Bombs with considerable accuracy, and frequently lays a spread of Bombs in its wake. Its head and tail are the only vulnerable spots on its body. Target them when they are vulnerable to neutralize and terminate this enemy.
- Boost Guardian* - Dark Torvus Bog (Dark Torvus Arena): This Warrior Ing has absorbed the power of the Boost Ball. It can boost-blast toward its enemies, using its body as a potent weapon. When it is not in solid form, engaging it in Morph Ball mode may provide better attack opportunities.
- Grapple Guardian* - Dark Torvus Bog (Sacrificial Chamber): Grapple Beam powered darkling. Well-armored target utilizes Grapple Beam to ensnare enemies. Weak spots detected: back shell and eye. Uses special attack when angered.
- This darkling Grenchler has absorbed the power of the Grapple Beam. It will fire the beam to snare potential meals and pull them into its waiting jaws. The beam is powerful, and can attach to most surfaces, including your armor. Its eye region is sensitive; damage in the area can induce a state of anger in the target. A weak spot under the back shell is a prime target as well. When angered, it will use a special attack.
- Jump Guardian* - Dark Agon Wastes (Judgment Pit): Space Jump powered Warrior Ing. Powerful metamorph with enhanced jump abilities. Able to generate energy shock waves and force fields.
- This Warrior Ing has absorbed the power of the Space Jump Boots. It can leap incredible distances and heights, and uses this ability to great effect in battle. Target can generate powerful shock waves of dark energy, and will sheath itself in a potent force field to protect itself. It cannot maintain the shield indefinitely: concentrate weapon fire on it when the shield is down.
- Power Bomb Guardian* - Dark Torvus Bog (Undertemple): This darkling Sporb has absorbed the ability to generate Power Bombs. It can fire these dangerous weapons instead of the venomous needles it normally shoots. The energies of the Power Bomb weapon have made it all but invulnerable. Tremendous kinetic damage will override the protective field, however.
- Spider Guardian* - Sanctuary Fortress (Dynamo Works): This darkling Pillbug has absorbed the power of the Spider Ball. It can travel over magnetically charged surfaces at will. The creature seems to have a connection to the local energy system. Aggravating it may cause disruption to the system.
Amorbis:
- Amorbis* - Dark Agon Wastes (Dark Agon Temple): The enormous Amorbis can move through solid rock and earth with ease, and can sense the location of surface-level prey deep within the ground. They will attempt to ram any target they can find in their domain. They are vulnerable to all forms of weapons fire, but are incredibly strong and resistant to pain.
- Dark Amorbis* - Dark Agon Wastes (Dark Agon Temple): The Amorbis can attach themselves to the Dark Sphere, drawing potent energy from within. They can fire dark energy at Light Crystals, nullifying Safe Zones for a short time. They can also channel this energy into powerful beam attacks. Bioscans indicate a weak spot inside the creature's mouth. Concentrate your fire at this area to damage an Amorbis.
Chykka:
- Chykka Larva* - Dark Torvus Bog (Dark Torvus Temple): Scans indicate that this bioform is an infant, but aging rapidly. The creature can ensnare targets with its tongue, drawing them into its mouth. It then covers its prey with acidic globs of biomatter to break it down for digestion. This is an exceptional bioform with both a dark and light nature.
- Chykka* - Dark Torvus Bog (Dark Torvus Temple): The Chykka has rapidly aged to its adult form. It will attack by firing high-powered bursts of dark water at rapid speed. If frustrated, it will attempt to dive and ram you. Most of the Chykka's body is vulnerable to weapons fire, but scans indicate that such fire will only stun it. When stunned, however, four weak spots will appear. These spots are vulnerable to attack: target them to damage the enemy.
- Dark Chykka* - Dark Torvus Bog (Dark Torvus Temple): The Chykka has recovered, and energized its body with dark energy. This energy has rendered most of the creature immune to attack, including its wings. Tactical scans indicate that its eggsac is vulnerable, however. Target it to damage the creature.
- Chyklings* - Dark Torvus Bog (Dark Torvus Temple): Interaction with dark energy has mutated the Chykka. Its offspring are now born as flyers, skipping the larval stage completely. These infants are highly protective of their parent, and will streak to attack on sight. They lack their parent's durability, however, making them easy targets.
Quadraxis:
- Quadraxis* - Ing Hive (Hive Temple): The Quadraxis unit went rogue and entered the service of the Ing. Its primary weapon system fires destructive matter-antimatter blasts. It uses a powerful missile battery for long-distance attacks. The Quadraxis is incredibly durable and well-armored, but its leg and foot joints are vulnerable. Damaging these joints will eventually render it immobile.
- Damaged Quadraxis* - Ing Hive (Hive Temple): Though the main body is disabled, the tactical control unit within it is still active. It will guide the Head Module in battle via high-sonic transmissions. Disabling this module will impair the Head Module's ability to fight.
- Shielded Head Module* - Ing Hive (Hive Temple): The Head Module of the Quadraxis is highly mobile and well armed. It is shielded by an impervious force field. Tactical commands are sent to the module from the crippled main body: sever this link to impair the Head Module's combat ability.
- Stunned Head Module* - Ing Hive (Hive Temple): Head Module is unable to receive tactical data. Force field offline. Unit is generating drones to defend itself while it attempts to restore tactical link to main body. Destroy sonic receptors on unit to prevent this.
- Final Head Module* - Ing Hive (Hive Temple): Module has lost its tactical link to the main body. Two points of structural weakness have been located on its hull: Morph Ball Bombs can cause damage to these areas. Scans indicate that the Spider Ball can attach to the Module's outer hull.
2.1.3 Offworld
Dark Samus:
- Dark Samus 1* - Agon Wastes (Main Reactor): Scans indicate the presence of Phazon and your genetic material within this entity. She wears a version of the Varia Suit, altered and augmented by the Phazon within her. Primary weapons include the Missile Launcher and a scattershot variant of the Power Beam. Boost and Jump abilities are superior to yours. The ability to generate Phazon energy shields is also present.
- Dark Samus 2* - Sanctuary Fortress (Aerie Access): Tactical scans have identified several new battle systems in the armor of Dark Samus. She now wields a potent variant of your Charge Beam. Her Boost attack has been augmented, and the ability to render herself invisible is present as well. Bioscans suggest that Dark Samus can reform her body short of total atomic disruption. Extreme caution recommended.
- Dark Samus 3* - Sky Temple Grounds (Sky Temple Gateway): Scans indicate that Dark Samus has absorbed tremendous levels of Phazon into her body: too much, perhaps. She can vent Phazon energy in the form of destructive blasts and protective shields: doing so will help her maintain stability. Exposure to Phazon has rendered her invisible to the Dark Visor. These new abilities, combined with her already formidable arsenal, place Dark Samus at the highest threat level.
- Dark Samus 4* - Sky Temple Grounds (Sky Temple Gateway): Dark Samus has temporarily become a being of pure yet unstable Phazon energy. She can generate a shield that is invulnerable to all attacks, save one - blasts of Phazon energy itself. Use your Charge Beam to collect Phazon energy that she expels, then fire it back at her. Direct hits will overload and disrupt her essence.
Metroids:
- Tallon Metroid - Agon Wastes (Biostorage Station): The Space Pirates harvest and enslave Metroids for use in their operations. The Tallon Metroid will latch onto prey with powerful pincers, then proceed to drain its life energy. This causes the creature to grow in size and mass. The creatures are vulnerable to the chilling effect of dark energy, and can be detached by entering Morph Ball mode and deploying a Bomb.
- Infant Tallon Metroid - Agon Wastes (Biostorage Station): The Space Pirates use infant Tallon Metroids as a portable energy source. Small in size, they are easy to transport in large quantities. They are docile, efficient organic batteries...until they are exposed to Phazon. At that point, they grow rapidly and acquire their full array of powers.
Pirates:
- Pirate Aerotrooper - Agon Wastes (Bioenergy Production): Pirate Aerotroopers are known for their cold precision and utter cruelty. Armed with both beam and missile systems, the Aerotroopers can be a difficult foe to engage, especially at range. Their jet packs can be overloaded with heat-based attacks, however. These units prefer death before dishonor: an injured Aerotrooper will make a suicide strike before allowing himself to be captured.
- Pirate Commando* - Torvus Bog (Torvus Grove): Dedicated to "hunting the Hunter," Space Pirate Commando units have been equipped with the latest weapons, including a variable pulse cannon, e-grenade launcher, and energy scythe. Powerful thrusters carry them at high speed over any terrain. A portable barrier shield repels most attacks, but can only be deployed for limited periods.
- Pirate Grenadier - Agon Wastes (Command Center): The Space Pirates have begun to use an experimental energy grenade launcher in the field. The weapon is viewed as a mixed blessing to the Grenadier units: while the grenade launchers are powerful weapons, Grenadiers must leave their rifles behind to carry them. Fast-moving targets can close range on Grenadiers, rendering their main weapons somewhat ineffective.
- Pirate Trooper* - Agon Wastes (Mining Station A): The Space Pirates suffered a serious defeat at Tallon IV, yet they remain a powerful force for crime and disorder in the galaxy. Their technology continues to advance: even the lowly trooper has received numerous upgrades to his arsenal. A photonic power scythe and quantum assault cannon are now standard-issue weapons for all troopers.
- Preed - Torvus Bog (Hydrodynamo Station): The cybernetic Preeds are aggressive hunters used as patrol animals by the Space Pirates. They carry lethal Nohadin gas for use as a defense mechanism. If a Preed is ruptured, the gas within it is violently released. This toxic cloud often proves fatal to the Preed's killer.
2.2 Lore
2.2.1 Luminoth Lore
Luminoth Lore describes the history of the Luminoth on Aether and their war with the Ing during the Luminoth Golden and Dark ages. Samus also finds lore from the Luminoth that were sent to acquire the Sky Temple Keys. The Luminoth record their lore on Luminoth Lore Projectors and Luminoth Datapacs.
History
Golden Age:
- Origins - Temple Grounds (Main Energy Controller): It is told that the Luminoth were not born of Aether, but of the stars. In the early days, we roamed the greatness of the void, bathing in the glorious light of a thousand stars. We met a vast number of enlightened minds... the N'kren, the Ylla, and the Chozo among them. Each of them, we found, had claimed a homeworld and formed a deep bond with it. In time, we decided to do the same.
- Our Heritage - Temple Grounds (Transport to Agon Wastes): Our search for a home took us through the cosmos. For many a great cycle we roamed, yet a place to call our own eluded us. In time, we began to despair, feeling the search was in vain. We considered remaining among the stars until a scout7 returned with news of a world unlike any other. When we beheld Aether for the first time, so great was her beauty that we forsook the stars forever to live upon her surface. From that day forth, the Luminoth were of Aether, our blessed paradise.
- Paradise - Agon Wastes (Agon Energy Controller): Aether was a fertile, aged world with bountiful fields and oceans. The native creatures were gentle compared to the other worlds we had encountered. We settled in a mountain region first, in cliffside dwellings8. In time, we established settlements in the green forest of Torvus and in the fertile plains of Agon. A Great Temple was built between our three domains, a place of peace and a monument to our accomplishments. It was a time of harmony for our people.
- Saving Aether - Agon Wastes (Mining Plaza): Aether's planetary energy supply reached a critical stage. If left unchecked, the energy would expire, bringing an end to the world. Our greatest minds devised a way to preserve and regulate the remaining planetary energy - the Energy Controllers.
- Light of Aether - Agon Wastes (Portal Terminal): The main Energy Controller was built in the Great Temple: three sub-controllers were built in Torvus, Agon, and Sanctuary. They collected the energy of Aether, then radiated it over the world to all who needed it. In time we came to call this precious energy the "Light of Aether". It brought peace and prosperity to the Luminoth.
- The Stellar Object - Agon Wastes (Mining Station A): By the time we detected the stellar object as it streaked toward our world, it was too late to stop it. We fired numerous weapons at it in a vain attempt to alter its trajectory. Nothing worked. Our efforts placed a great strain on the Energy Controllers, and weakened Aether. All we could do as the object drew closer was take shelter and wait. We gathered stores of food and water, reinforced the shielding on our dwellings, and spent the last hours in peace.
Dark Age:
- Cataclysm - Temple Grounds (Meeting Grounds): The starborne terror burnt through the heavens and struck Aether with and untold might. We all expected the world to shatter...but Aether held. There was great devastation, however. The green plains of Agon were scorched forever, and the forest of Torvus was engulfed and wracked by the sea. The skies burned for days, casting darkness over the land.
- Age of Anxiety - Temple Grounds (Path of Eyes): In time, the roar of a wounded planet subsided. The air, though fouled, was breathable. Light made its way through the dark veil over our world. Slowly, we ventured out from the shelters of our home to see what remained of our paradise. What little comfort we gained by surviving was soon shattered. Half of the planet's energy had vanished from the Energy Controllers. Aether became violently unstable as a result. Of the stellar object which stuck our home, there was no sign.
- The World Warped - Torvus Bog (Torvus Energy Controller): Amidst this turmoil, we discovered many anomalies. Spacial disturbances appeared across the land. Object went into a state of dimensional flux, their atoms divided between Aether and...somewhere else. There was little time to ponder these strange happenings, for we had to deal with the devastation of our lands.
- The Ing Attack - Torvus Bog (Underground Tunnel): The day came when space was torn asunder, revealing dimensional rifts to a dark place. Horrible dark swarms streaked forth from these rifts, engulfing nearby creatures and transforming them into what we could come to call darklings. The dark creatures became our enemies, and peace came to an end on Aether.
Conflict
First Phase:
- Dark Aether - Torvus Bog (Path of Roots): In time, we created machines to open rifts to our enemy's world. Volunteer scouts went through the rifts and found a twisted world, harsh and poisonous...a Dark Aether. They discovered that this world held the missing half of our planet's energy. They also saw the true face of the enemy, a race we came to call "Ing", meaning terror. Our scouts could not survive long on the surface of Dark Aether, so venomous was its air. Still, we vowed to return. We prepared for war.
- Our War Begins - Torvus Bog (Training Chamber): We developed Crystals9 that brought the Light of Aether to the dark world. Using these Crystals allowed our warriors to explore the enemy lands, to bring war to the Ing. Sadly, the Crystals were not enough. We needed stronger weapons, better armor. We withdrew from Dark Aether while our greatest minds devised new engines of war.
- Recovering Energy - Torvus Bog (Catacombs): We were not prepared to fight a long war. The forces of the enemy outnumbered ours vastly. We sought a way to end the war quickly, without extended combat. We decided to build a device to recover our lost planetary energy from Dark Aether. Without this energy, the dark world would cease to be, and our world would be restored to stability.
- New Weapons - Agon Wastes (Mining Station B): Our studies of the Ing revealed the source of their attacks as dark energy. We built weapons to use this energy, thinking it could overload energy targets and eliminate them. We soon learned our error, as the Dark Beam was not of great effect on the Ing. We then began to develop a weapon that used light energy10. This weapon would dispatch the Ing with terrible efficiency.
- The New Terror - Torvus Bog (Gathering Hall): In time, the Ing began to possess Luminoth as well as creatures. Friends and family members became the enemy, spilling Luminoth blood across the land. Desperate, we devised shielding to prevent Ing possession. It was effective, but not perfect. Should the shielding fail, all Luminoth were prepared to self-terminate rather than become a weapon for the Ing.
Second Phase:
- The Sky Temple - Temple Grounds (Fortress Transport Access): We learned that the ruler of the Ing11 dwelled in a place dubbed the "Sky Temple" by our forces. This place held the planetary energy of Dark Aether as well. It was heavily guarded, and entry was barred by a great gate requiring ten keys to unlock. These keys were hidden throughout Dark Aether by the Ing. A mission was planned, one that would find the hidden keys and recover our missing energy from the Sky Temple.
- The Final Crusade - Sanctuary Fortress (Sanctuary Energy Controller): While our forces on Dark Aether fought desperate battles against superior numbers, our best minds completed their work. The Energy Transfer Module, a device designed to recover our lost planetary energy, was ready at last. A force of our greatest warriors was assembled, each equipped with the best armor and weaponry available. We sent this brave cadre of fighters to invade the Sky Temple and seize the missing energy lying within.
- Shattered Hope - Sanctuary Fortress (Hall of Combat Mastery): None of the warriors sent to the Sky Temple returned. Our forces searched Dark Aether for them, in vain. Of the Energy Transfer Module, there was no sign. Though saddened, we set out to prepare another mission, to build another module, to try once more to save our dying world.
- Agon Falls - Sanctuary Fortress - (Main Gyro Chamber): A massive Ing attack came to the land of Agon. Soon, the Temple of Agon was surrounded by the Horde, with no hope of salvation. Our gallant warriors there were slain, and Agon fell to the enemy. Our blood chilled when we learned that the energy within that temple was drained. The Ing had found the Energy Transfer Module, and were using it as a weapon against us.
- Torvus Falls - Sanctuary Fortress (Sanctuary Entrance): The Ing turned their focus on the Torvus Bog next, sending a vast force to lay siege to the temple there. Thousands upon thousands of Ing were destroyed by our warriors, yet they kept coming until there was no Luminoth alive to offer resistance in Torvus. On that day, the energy of Torvus was taken to Dark Aether, and our hopes for survival grew dim.
Final Phase:
- Sanctuary Falls - Sanctuary Fortress (Main Research): Our battered forces gathered in the Sanctuary Fortress to prepare for the inevitable siege there. They didn't wait long. Wave after wave of Ing assaulted the greatest of our fortresses, with one goal in mind: to seize the energy there. The Ing turned the machines of Sanctuary against our warriors, and soon all was lost. The energy of Sanctuary was taken by the Ing. Only one Energy Controller remained on Aether.
- Twilight - Sanctuary Fortress (Watch Station): What few remained gathered in the Great Temple. There, all but U-Mos, the last Sentinel of Aether, entered into life-preserving stasis. There they remain, to be released once the Ing were destroyed...or to sleep forever. His people safe, U-Mos prepared for the last, terrible assault. In the silence of the Great Temple, he prayed for salvation, for deliverance from the terror of the Ing.
Keybearer Lore
Cadre 1:
- A-Kul's Testament - Sky Temple Grounds (Sky Temple Gateway): Soon I shall pass to the final rest. My key is in place. Through my spiritual link with to the others, I know where their bodies lie. I shall leave this knowledge, that their last location in the dark world can be known. May this knowledge lead our warriors to the Sky Temple Keys.
- The time draws near. Hear the words of A-Kul, she they call Champion of Aether. Know that my warriors fought and died with uncommon valor. Do not look unkindly upon their failure, for they died to save us all.
- J-Stl's Testament - Agon Wastes (Central Mining Station): My journey comes to an end. The thrice-cursed Ing prepared an ambush of singular cunning in the mining station. They caught me in it like a neophyte fresh from the training halls. I have sent five score of their number to whatever foul pit they call afterlife, but in vain. My life is extinguished.
- B-Stl's Testament - Agon Wastes (Main Reactor): I can go no further. Here in this reactor, I go to join my mate, J-Stl, in final rest. Though I die with honor, a shame falls on my house until the key I seek reaches its destination. May my brothers find my burden, that the way to the Sky Temple will be opened at last.
- S-Dly's Testament - Torvus Bog (Torvus Lagoon): They came to the lagoon in the night, delivering true deathblows before I could detect them. As my life faded, I sent a call to the cadre to warn them of this surprise attack. May they find my key and dispatch the Ing who killed me. Only then will my final rest be peaceful.
- G-Sch's Testament - Torvus Bog (Catacombs): What craven savages are the Ing! Trapped in the catacombs with no chance of rescue, I fought them to the last. I watched them feed upon their dead. I heard them pressing the lesser of their number into the front ranks, that my blasts would take them. At least their leader stood against me in battle. He was a foe worthy of a Luminoth Warrior.
Cadre 2:
- S-Jrs's Testament - Sanctuary Fortress (Sanctuary Entrance): A-Kul tried to send me back to Aether, that I might get reinforcements. Both cadres have been attacked, devastated. The Ing followed me. They came, wearing the skin of beasts. I gave them a good fight, yet, I have failed. May I redeem my honor in the next life. Here, at the fortress entrance, I breathe my last.
- C-Rch's Testament - Sanctuary Fortress (Dynamo Works): Let this be the final testament of warrior C-Rch. I have no more shells for my weapons. For the enemy, I have naught but the blade and fist. Let them come. They wait in the works, hissing, and slithering like beasts. Let them. When my war cry comes, there will be a dread final reckoning. Come forth, hated enemy. Let there be an end!
- D-Isl's Testament - Temple Grounds (Storage Cavern A): It is inside me. I feel it spreading, clawing at my will, tearing at my thoughts. It moves me against my will, to this cavern. Here it will end. I do not wish this, do not want my body to become a weapon for the Ing within me. It hates. It demands obedience. I will fight to the end. I shall self-terminate before I will be a pawn of a filthy Ing.
- M-Dhe's Testament - Temple Grounds (Landing Site): The last hit breached my armor. The poison spreads. Though I have found the key, it is too late for me. Soon my light will fail. They know I am here. They will come to this site to plunder the key. My last stand shall be at the edge of the temple grounds. I only hope I have the strength to fight when they arrive.
- J-Fme's Testament - Temple Grounds (Industrial Site): Final entry, Warrior J-Fme.
- Their army swells. Beasts and rogue machines join the ranks of the Horde, all eager to bring death to the Luminoth. The Ing have sent these new additions to the industrial site to do battle with me, while they watched from safety. Cowardly mongrels! My only regret in death is that I did not live to see the day of their defeat. May it come soon!
A-Kul's Clues
Before her death, one of the Luminoth warriors left clues as to the locations of the other nine Keybearers, which can be scanned in Sky Temple Grounds (Sky Temple Gateway). Upon finding and scanning the corpses of each Keybearer, their respective Log replaces the corresponding clue about their whereabouts.
Cadre 1:
- J-Stl's Key: Noble J-Stl. Lost his soul before a fortress in the scorched land.
- B-Stl's Key: Gallant B-Stl. She lies deep in a fortress of dry land.
- S-Dly's Key: Brave S-Dly. Beside the marsh of a raining land she laid her body forever.
- G-Sch's Key: Gentle G-Sch. With a Bearerpod he sleeps in a flooded temple.
Cadre 2:
- S-Jrs's Key: Loyal S-Jrs. He no longer breathes, looking down at the great bridge of a holy fortress.
- C-Rch's Key: Judicious C-Rch. In a small corridor within the depths of a high fortress, he lies silently.
- D-Isl's Key: Steadfast D-Isl. Who shall disturb you among the trees of holy ground?
- M-Dhe's Key: Fearless M-Dhe. The one who shall move the pillar of holy ground will see your soulless body.
- J-Fme's Key: Mighty J-Fme. In the last, what did you see? Was it one of our gates closing, sealing the scorched land from our holy ground?
2.2.2 Space Pirate Logs
The Space Pirate logs are all found in the Space Pirate Facility in Agon Wastes.
Cycle 4:
- Log 04.468.1 (Phazon Operations) - Agon Wastes (Command Center): Science teams have discovered the presence of Phazon in the Dasha system four cycles ago. High command authorized the deployment of our team shortly thereafter. Our orders are to establish a base on planet Aether and evaluate local Phazon resources. Because this world lies on the periphery of Galactic Federation territory, we are following stealth protocols at the highest level. A cadre of elite commandos has been dispatched to provide security for our force as well. This operation is now under way.
- Log 04.885.3 (Local Conflict) - Agon Wastes (Command Center): Intelligence reports on the indigenous population of Aether are in error. This planet is not at peace, nor are the inhabitants docile. Evidence of a class 4 conflict is present here, though hostilities are at minimal level now. Our territory has suffered several raids by a strange type of shadowy creature. These raids have caused considerable damage, and we have requested more combat troops in response.
Cycle 5:
- Log 05.008.6 (Great Discoveries) - Agon Wastes (Command Center): A spatial anomaly has been found within our base. We believe this rift in space-time leads to a parallel dimension12 of some type, but have been unable to interact with it thus far. A strange artifact was found near the anomaly as well. It may be a weapon or generator of some kind: perhaps it is the key to accessing the anomaly. High Command is eager for reports on the relic. A new weapon for our arsenal is always welcome.
- Log 05.422.1 (Rift Portal) - Agon Wastes (Command Center): The Rift Portal has been opened. The artifact weapon, dubbed the "Dark Beam" by science team, provides energy needed to open the portal, although for a limited time. We've sent expeditions through the portal, and they have returned with incredible news. The portal leads to a parallel version of Aether. This "Dark Aether" has suffered a global calamity, turning it into a toxic wasteland. It is the homeworld of the shadowy creature who have been raiding our base for the last cycle. Most importantly, it is the prime location of Phazon in this sector. Extraction plans are being prepared. We will not be denied!
Cycle 6:
- Log 06.221.7 (Phazon Raids) - Agon Wastes (Command Center): Phazon extraction raids are under way on Dark Aether. The toxicity of the atmosphere has taken a toll on our workforce, as have the hostile natives of that world. Science Team is preparing survival gear to protect our work teams, and we have increased our security presence in extraction areas. Fortunately, High Command is sending more troops and supplies. Our troops and resources are spread dangerously thin, and this mission cannot fail.
- Log 06.362.2 (The Hunter) - Agon Wastes (Biostorage Station): Samus Aran, the accursed Hunter, has arrived. The sudden arrival of the Hunter is strange enough, but her actions are stranger still. She does not seek our destruction, but our Phazon. With each raid, she steals Phazon ore, only killing those who attempt to deny her. What she needs it for we do not know - though Science Team suspects she requires it to power her new armorsuit. Dark in color, it is equipped with strange new weapons. The troops now call her the "Dark Hunter." It is a fitting title.
- Log 06.713.5 (Security Breach) - Agon Wastes (Save Station B): The Dark Hunter teleports into the base at will. Our security has proven next to useless against her. Her latest raid was disastrous. Not only did we lose more Phazon to her, but she also crippled the stealth field generator with her strange new weapons. We are exposed. Until the replacement generator arrives, we will be vulnerable to scans and detection. Our presence here is still minimal: should the Federation find us, we will be unable to defend our position. Fortunately, Aether is on the fringe of Federation space. With luck, we will have a stealth field back in effect before being detected.
- Log 06.989.8 (Shadow War) - Agon Wastes (Storage D): The local war has escalated in intensity. The shadowlings from Dark Aether launched an offensive. The assault seems focused on a central network of buildings atop a mountain: a base, perhaps. Strangely, this attack coincides with a rise in planetary instability. Perhaps these shadow creatures are using a new weapon system. The shadowlings must believe us to be foes, for they have hit our base numerous times as well. We are holding, but this attrition is taking its toll on our troops and resources. Reinforcements are en route. We can only wait and defend what is ours.
Cycle 7:
- Log 07.013.6 (Federation Attack) - Agon Wastes (Security Station B): Another disaster. The transport bringing our reinforcements and supplies has been shot down. It was engaged in orbit by a federation vessel, which has landed near the alien temple. It's only a matter of time before the Marines attack. Survivors from our ship have made their way to our base. Here we shall make our stand. Another enemy. First the shadowlings, then the Dark Hunter, and now the Galactic Federation Marine Corps. Perhaps fate will smile upon us, before the world itself opens its maw and swallows us.
- Log 07.159.9 (Two Hunters) - Agon Wastes (Central Mining Station): Another hunter, wearing the traditional colors of Samus Aran, made planetfall today. Horrific as it may sound, there are two of them now. We are bracing for a new assault. This dire turn of events may bear some good will. One of our scouts in Dark Aether saw a curious encounter. The Dark Hunter attacked the one clad as Samus near a Phazon site. Perhaps they are not allies...but foes. Perhaps we can forge an alliance with the Dark Hunter - an exchange, Phazon for the head of our common enemy.
2.2.3 Trooper Logs
Trooper Logs are entries that Galactic Federation Marines store in their own personal logbooks.
Force One:
- LCPL J. Brode - Temple Grounds (GFMC Compound): Man, I hope that is the only breeding ground for these things. If there's more, we're in big trouble. We had a hard enough time taking that one out of commission: I almost ran out of ammo. I never run out of ammo!
- PFC I. Crany - Temple Grounds (GFMC Compound): Last night at chow, Angseth starts talking about some bounty hunter and how she blew up a planet full of Space Pirates. I told her I didn't believe in fairy tales like that, and she took it personal. I just find it hard to believe that one person took out an entire Space Pirate base, that's all. But if she wants to believe in this Samus, or Bigfoot, or Santa Claus, she can.
- CAPT A. Exeter - Temple Grounds (GFMC Compound): I'm beginning to think it was a real bad idea going down there. Reevs is right, that hive is just one of many. It's stupid to stir a hornet's nest, especially if you plan on sleeping under it.
- PFC G. Haley - Temple Grounds (GFMC Compound): I hear. Them. Everywhere. They're coming. Can't sleep. Ever. They'll eat me. Eat.
- PFC S. Milligan - Temple Grounds (GFMC Compound): Brouda lost the bet, so he switched watch duty with me. I figure this section is nice and safe and boring, which suits me just fine. Let those other pugs guard the hot zone, I...hold on...hey! Halt! ...No! Hel--(transmission ends)
- SPC F. Triplette - Temple Grounds (GFMC Compound): The sarge says those "Splinters" remind him of some killer bug he saw on another planet once. All I know is the things are fast and take a lot to drop. Pretty soon we'll have to go to bayonets. Everyone's low on ammo...even Brode, and he's the stingiest grunt I know.
Force Two:
- SPC M. Angseth - Temple Grounds (Trooper Security Station): This is ridiculous. I can outshoot half the men here, and I'm stuck on monitor duty. I didn't join up to stare at a holoscreen! This wouldn't happen to Samus Aran... She'd be out there take care of business, not pushing buttons and sending reports.
- GSGT C. Benet - Temple Grounds (Command Chamber): There's something wrong with the lock systems in this section. They've failed twice, locking us out until someone came along to let us in. If it happens again while we're playing "bait" for those things...well, at least we'll go out fighting, instead of hiding in the control area.
- PFC L. Brouda - Temple Grounds (Communication Area): We'll be making our stand here. The engineer tells me there's no way we'll get the ship's engines online, and atmospheric interference is scrambling our distress beacon. If anyone reads this, know that we did our duty and fought well.
- PFC E. Denys - Temple Grounds (Sacred Bridge): I'm the only one left. Managed to get out of the hive, but when I got to the ship, everyone was gone...dead. I'm heading for that alien building we saw earlier. Maybe someone can help me there... Wait, something's moving down there. Hello...?
- SPC B. Reevs - Temple Grounds (Command Chamber): I don't like this plan. This hive is a small portion of a larger network. There may be dozens of hive systems like this across the planet, and they may all be linked. Destroying this one may buy us time, but it may also provoke the other hives into attacking.
- PFC M. Veroni - Temple Grounds (Collapsed Tunnel): I think Haley's losing it. He talks to himself all the time, and he won't sleep. He almost shot me on watch the other night. I think he thought I was one of those things. I talked to the doc about taking him off the line, and he told me we need all the help we can get. That's true, but if he goes berserk and kills a bunch of us, that won't be very helpful.
2.3 Research
2.3.1 Aether Studies
Aether:
- Aether - Agon Wastes (Command Center): Planet is unstable due to transdimensional flux. Warfare has devastated a good portion of the world's population. Finally, extreme climate shifts have left most of Aether uninhabitable.
- Dark Portal - Agon Wastes (Portal Terminal): Dark Portals allow living beings to travel to Dark Aether without being scattered throughout the interdimensional void. They are unstable, however, and only remain viable for limited periods of time. Some can be reactivated, while others vanish forever once they are used.
- Energy Controller - Great Temple (Main Energy Controller): Energy Controllers were built by the Luminoth to regulate Aether's planetary energy. Several wonders are powered by the Energy Controllers, including a weather control grid and a teleportation system. When Dark Aether was born, it too had Energy Controllers, all linked to that world's planetary energy.
- U-Mos - Great Temple (Main Energy Controller): Subject is U-Mos, a Sentinel of the Luminoth. Scans indicate numerous beneficial abilities, including heightened reflexes, durability, psionics, and flight. Ability to generate and manipulate energy on par with that of the Chozo. Dating scans suggest an age of 2.15 centicycles. Only known active member of the species: remaining Luminoth locked in protective stasis until crisis is resolved.
Dark Aether:
- Dark Aether - Agon Wastes (Command Center): Can't determine origin of Aether's "dark twin." Contains high levels of Phazon ore. Native bioforms attack on sight.
- Light Portal - Dark Agon Wastes (Portal Site): Light Portals allow living beings to travel to Aether without being scattered throughout the interdimensional void. They are unstable, however, and only remain viable for limited periods of time. Some can be reactivated, while others vanish forever once they are used.
- Phazon - Agon Wastes (Main Reactor): Volatile ore with biomutagenic properties. Origin point of Phazon unknown. First detection of element on planet Tallon IV. Used by Space Pirates to produce vast levels of energy. Bioforms exposed to Phazon without proper shielding will eventually undergo radical mutation.
2.3.2 Biology
Cocoons:
- Metroid Cocoon - Agon Wastes (Biostorage Station): The Space Pirates transport young Tallon Metroids in an organic "cocoon" designed to sustain the small creatures. Each cocoon can support numerous infants for several cycles. The creatures are normally content to remain in the cocoon, but will emerge when they detect the presence of Phazon.
- Splinter Cocoon - Temple Grounds (Industrial Site): Splinters will enter their protective cocoons when tired or sated. The cocoon is durable, but can be destroyed by weapons fire. Destroying a cocoon will kill the Splinter inside: when this occurs, the dying Splinter will emit a shriek that will alert all nearby Splinters in hibernation. This will drive them into battle frenzy as a defense mechanism.
- War Wasp Hive - Temple Grounds (Sacred Path): War Wasps require considerable amounts of sleep after a long hunt. They weave a protective hive from organic fluids they secrete themselves, then crawl inside to rest. Though safe from most predators, the hives can be damaged by explosive weapons.
Darklings:
- Dormant Ingclaw - Sky Temple Grounds (Phazon Grounds): Ingclaws occasionally enter a strange torpor, brought on by constant exposure to the atmosphere of Dark Aether. While in this dream state, the creature does not feed or expel its deadly vapor. Fortunately, its indestructible shell protects it from predators.
- Ingclaw - Dark Agon Wastes (Watering Hole): The Ingclaw secretes an incredibly durable shell over itself shortly after birth. From that moment on, it remains rooted in place. The creature feeds on the flotsam floating in the atmosphere of Dark Aether, and produces waste in the form of a toxic dark vapor.
- Ing Webtrap* - Dark Agon Wastes (Battleground): These creatures respond to commands from the Ing, forming over areas as ordered. They are virtually indestructible, and can only be undone by killing the Ing that commands them.
- Webling* - Dark Agon Wastes (Feeding Pit Access): Weblings spin a network of energized snare lines, then sit in the middle and wait for prey to get caught in it, much like a spider. A webling is incredibly durable, though it has the darkling weakness to light.
Ing Storage:
- Bladepod - Dark Agon Wastes (Portal Site): These Ing morph their bodies around useful items to protect them. They rely on larger Ing for protection, as they have no way of fending off enemies. Damage from all weapons will harm them, but light-based weapons are superior.
- Flying Ing Cache* - Dark Agon Wastes (Battleground): The Flying Cache was bred and trained to be a living storage unit. It employs a limited stealth field that renders it unseen to most enemies. The fact that the creature must be killed to obtain the object it stores is of little consequence to the Ing.
- Ingsphere Cache - Dark Torvus Bog (Dark Forgotten Bridge): The Ingsphere keeps useful items in a dimensional pocket. Normally, the Ingsphere will only release the item to its Ing master. The pocket can be breached by destroying the Ingsphere, however. This sometimes destroys the item, but can be worth the risk.
- Ingworm Cache - Ing Hive (Culling Chamber): The Ingworms wrap their bodies around useful items to protect them. They are defenseless. They are not terribly durable and have no form of attack, hence their assignment as storage bearers by the Horde.
Plantforms:
- Agon Bearerpod - Agon Wastes (Transport to Temple Grounds): The Agon Bearerpod is a hardy desert plantform used by the Luminoth to store useful items and supplies. Its tough epidermis can be destroyed by weapons. It gathers trace amounts of moisture from the air and stores it in a number of chambers throughout its body. It can hold and process this moisture for weeks if necessary.
- Bloatsac - Torvus Bog (Forgotten Bridge): The humble Bloatsac contributes to its ecology by producing large amounts of benevolent gases. It thrives in damp enviroments, though it can survive in most climates and terrains. The Bloatsac secretes a venemous sap over its body. Very few creatures can ingest the sap and survive, making it a useful defensive mechanism for the plant.
- Blueroot Tree - Agon Wastes (Save Station A): The Blueroot tree is common on worlds with desert regions. While an elegant, attractive plant, the tree's leaves are highly toxic. Few species can ingest the leaves and live: many of them (such as the Space Pirates) consider the deadly Blueroot leaf a delicacy.
- Sandgrass - Agon Wastes (Plaza Access): Sandgrass scans indicate that the plant requires no moisture to survive. It relies exclusively on solar energy for sustenance, making it well adapted for life in a desert environment. Evidence of extensive mutation present, suggesting radical bio-adjustments within the last centicycle. Mutation source is not natural: plant strain was genetically engineered, possibly by the Luminoth.
- Torvus Bearerpod - Torvus Bog (Torvus Lagoon): The Torvus Bearerpod grows around useful items. The hard outer shell can be shattered by weapon fire. The Luminoth use the hardy plants to store supplies for operations in the Torvus Bog. They are resistant to the harsh chemicals and diseases that run rampant in the swamp, and emit a deadly cloud when destroyed. This has discouraged their consumption by local animals.
- Torvus Hanging Pod - Torvus Bog (Temple Transport Access): The Luminoth placed these pods throughout the bog for use by their soldiers during the war. Though many have been raided since then, some still contain useful items left over from the war.
2.3.3 Luminoth Technology
Lift Crystals:
- Dark Lift Crystal - Agon Wastes (Hall of Stairs): Luminoth lift platform will raise when Crystal is energized by light-based weaponry. Used by the Luminoth forces during their war. Most still function, despite periodic abuse from the Ing.
- Light Lift Crystal - Dark Agon Wastes (Doomed Entry): Luminoth lift platform will lower when Crystal is energized by dark weaponry. Used by the Luminoth force during their war. Most still function, despite periodic abuse from the Ing.
- Liftvine Crystal - Dark Torvus Bog (Brooding Ground): Darkling plantform will grow in height when Crystal is energized by light-based weaponry. The Luminoth used these to navigate during their campaigns on Dark Aether. The Ing ignore the simple plant, as it is not a source of nourishment or a weapon.
Light Beacons:
- Energized Beacon - Dark Agon Wastes (Feeding Pit): Energized Beacons provide better protection from Dark Aether's denizens. Dark creatures are damaged by the energized field. Some are killed on contact. The extra protection is not unlimited, and must be recharged by the Light Beam to remain in effect.
- Light Beacon - Dark Agon Wastes (Portal Site): Light Beacons must be energized by Beam weapon fire to function, and remain charged for a limited time. The Beacons were created when the Luminoth ran short of Light Crystals during the war. While simpler to make, the Beacons were also unstable. They had to be energized periodically, and could run out of energy at critical moments. Still, any protection was better than none for the Luminoth warriors.
- Nullified Beacon - Dark Agon Wastes (Doomed Entry): Light Beacons, when covered with dark energy, cease to function for a brief time. Light energy can clear the Beacon of the dark energy. Some dark creatures will fire dark energy at Light Beacons to hinder or damage their opponents.
- Super Beacon - Ing Hive (Aerial Training Site): When charged with light and dark energy at once, the Beacon compels Ing to approach it, despite the deadly field of energy it emits.
Light Crystals:
- Energized Crystal - Dark Agon Wastes (Feeding Pit): Energized Crystals provide better protection from Dark Aether's denizens. Dark creatures are damaged or killed by the energized field. Some are killed on contact. The extra protection is not unlimited, and must be recharged by the Light Beam to remain in effect.
- Light Crystal - Dark Agon Wastes (Portal Site): Light Crystals provide protection from Dark Aether's atmosphere. They can be nullified by dark energy, or super charged by light energy. They were created by the Luminoth during the war with the Ing, and many still remain in use. Dark creatures despise the Crystals: some are injured or killed by the field they create.
- Nullified Crystal - Dark Agon Wastes (Doomed Entry): Light Crystals, when covered with dark energy, cease to function for a short time. Light energy can clear the Crystal of the dark energy. Some dark creatures will fire dark energy at Light Crystals to hinder or damage their opponents.
- Super Crystal - Dark Agon Wastes (Aerial Training Site): When charged with light and dark energy at once, the Crystal becomes a beacon to the Ing. They are compelled to approach it, despite the deadly field of energy it emits.
Utility Crystals:
- Dark Sentinel Crystal - Dark Torvus Bog (Dark Forgotten Bridge): The original Sentinel Crystals were durable, but they had their limits. The toxic nature of Dark Aether, coupled with constant attack from the Ing, destroyed many of them. The Luminoth responded with the Dark Sentinel Crystal. Sheathed in dark energy, it is more resistant to the atmosphere of the Ing homeworld - and the attacks of its denizens.
- Sentinel Crystal - Torvus Bog (Forgotten Bridge): During the war, the Luminoth used the Sentinel Crystals to monitor key areas and installations. They are incredibly durable resisting all but the most powerful of Ing attacks. U-Mos still uses the remaining Sentinel Crystals to keep a watch for Ing activity.
2.3.4 Mechanisms
GF Security:
- GF Bridge - Temple Grounds (Industrial Site): This bridge is durable, but often locks in place, leading the Marines to call for a new design. The Mk III should enter service within the next eight cycles.
- GF Gate Mk VI - Temple Grounds (Hive Chamber A): This gate is used with Armored Security Locks, which must be neutralized to operate the gate. Gate is resistant to all but the most potent explosives.
- GF Gate Mk VII* - Temple Grounds (Dynamo Chambe): The Mk VII Defense Gate is composed of Denzium. Invulnerable to most weapons, though high-yield explosives are effective. Often used in conjunction with a remote scan access control panel.
Systems:
- Bomb Slot - Temple Grounds (Command Chamber): Insert the Morph Ball into the slot, then detonate a Bomb. This will send energy from the slot to the device connected to it.
- Grapple Point - Dark Torvus Bog (Sacrificial Chamber): To use the Grapple Beam, use L when the grapple icon appears. You can fire your weapons while attached to a grapple point.
- Kinetic Orb Cannon - Temple Grounds (Sacred Bridge): The purpose of the Kinetic Orb Cannon is unclear. It may have originally been designed for industrial use, then converted to a combat system in later times.
- Spider Ball Track - Sanctuary Fortress (Dynamo Works): In Morph Ball mode, press and hold R when close to this type of surface. Use [Control Stick] to move the Ball along the track. Release R to disengage from the surface. Using the Boost ability when on a Spider Ball Track will rapidly launch the Spider Ball from the track. Detonating a Morph Ball Bomb will briefly disengage the Ball from the track.
- Spinner - Torvus Bog (Forgotten Bridge): Boost powered control system. Use the Boost ability of the Morph Ball when inside a Spinner to activate the device it powers.
- Wall Jump Surface - Ing Hive (Central Hive West Transport): This surface was designed to be used in conjunction with the Screw Attack system. Perform Screw Attacks while facing and touching wall to do a Wall Jump.
Vehicles:
- GFS Tyr - Temple Grounds (GFMC Compound): The Anhur class is a state-of-the-art warship, designed to police and defend planetary systems. This ship, the G.F.S. Tyr, has been heavily damaged. It appears that the crew have dismantled parts of the Tyr as well, possibly for use as makeshift defense systems.
- Pirate Skiff - Agon Wastes (Central Mining Station): Plans for the Shrike were recently stolen from a GF lab by the Space Pirates. Production began immediately, and the fast-moving skiff is now part of Pirate operations. It is used primarily as a troop transport, taking a fire team of troopers into action. The Shrike is unarmed, relying on the troops it carries for protection against hostile forces.
- Samus's Gunship* - Temple Grounds (Landing Site): Your Hunter-class gunship is one of a kind, its distinct hull lines marking it to friend and foe alike. Custom built for you by the Federated Shipyards at Aliehs III, it contains a mobile energy recharge system and microfactories designed to produce ammunition. A sophisticated onboard computer stores mission data collected in the field for future reference.
3 Metroid Prime 3: Corruption
Sometimes, what can defeats death lies within death itself. Don't be too afraid of your hyper power. Eliminate all corrupted core in this grand finale!
- Samus' upgrades
- Missile locations
- Ship Missile locations
- Energy Tank locations
- Energy Cell locations
Another giant logbook. Good luck!
3.1 Creatures
3.1.1 Galactic Federation
- Aurora Unit 217* - SkyTown (Aurora Chamber): Morphology: Aurora Unit 217. Organic supercomputer in charge of maintaining SkyTown. Aurora Unit 217 was originally built to support GF Naval Base Demeter, but was assigned to SkyTown base shortly after the Treaty of Elysia was signed 14 years ago. 217 has served admirably in its role as SkyTown administrator. Vast amounts of tactical intel have been delivered from SkyTown under AU 217, along with valuable stellar and interstellar research data. It has interfaced well with the Elysian mechanoids and enjoys a productive working arrangement with them.
- Demolition Trooper - Pirate Homeworld: Morphology: Demolition Trooper. Federation Trooper outfitted with explosive-based weaponry. Demolition Troopers are not especially combat savvy and often rely on others to cover them in battle. They are outfitted with explosive weaponry for special missions. When the only way to the objective is straight through everything, the troopers in this unit are called upon to make it happen. While capable of destroying the strongest of barriers, these troopers are not as capable in combat as traditional marines.
- Federation Marine - G.F.S. Olympus, Norion, Pirate Homeworld: Morphology: Federation Marine. Standard GF military personnel. Trained for combat situations. Federation Marines wear advanced suits of powered armor, allowing them to use potent weapons and resist heavy damage in battle. Few can match them in combat.
- Federation PED Marine - G.F.S. Olympus (Gunnery Station, Flag Bridge), Norion (Cargo Dock A), Pirate Homeworld: Morphology: Federation PED Marine. Advanced armorsuit is equipped with Phazon Enhancement Device. The Federation has created a system that utilizes Phazon to increase the power of the armor worn by GF Marines. While active, the Phazon unit enhances the attack and defense systems of the Armorsuit.
- Female Fleet Trooper* - G.F.S. Olympus (Docking Bay Access, Flag Bridge Access, MedLab Delta): Morphology: Female Fleet Trooper. Federation Navy specialists. Untrained for combat situations. Fleet Troopers are the backbone of the navy, often ignored in favor of the gallant Federation Marines. Their work isn't always dangerous, and is rarely glamorous. Most are specialists, and possess a great deal of knowledge.
- Fleet Admiral Dane* - G.F.S. Olympus (Flag Bridge): Morphology: Fleet Admiral Dane. Commander of the G.F.S. Olympus, the flagship of the GF Starfleet. Fleet Admiral Castor Dane is known for his utmost dedication to protecting the Federation from its enemies. He is stern and aggressive, and has a strong dislike for the Space Pirates. Rumor has it they orphaned him at an early age, an act he still seeks to avenge.
- Fleet Mechanic - G.F.S. Olympus, Norion: Morphology: Fleet Mechanic. One of many mechanics who maintains and repairs equipment. Fleet Mechanics are responsible for maintaining and repairing all Federation equipment. Because of the vast number of devices and vehicles the Federation utilizes, skilled mechanics are highly sought after and often overpaid.
- Halberd-Class Turret* - G.F.S. Olympus: Mechanism: Halberd-Class Turret. Automated turret that tracks targets. Quick movement can evade targeting. The GMX-04 Halberd-class turret replaces the dated "Growler" turret. It is an effective point-defense system for most security zones. It is lightly armored, and nimble targets can evade its tracking system.
- Hunter Gandrayda* - Norion (Tower Elevator): Hunter Gandrayda. Metamorphic bioform able to mimic numerous enemy units in battle. Gandrayda possesses the metamorphic ability to assume the form and abilities of other creatures. This talent has led many to seek her out for stealth and reconnaissance missions, despite her powerful combat abilities. Details on the subject's origins and age are unknown, but her unique traits have made her a sought-after Hunter for missions.
- Hunter Ghor* - G.F.S. Olympus (Security Station), Norion (Cargo Hub, Tower Elevator): Hunter Ghor. Capable of merging cybernetic body into larger mechanisms. Ghor is a cybernetic bounty hunter, capable of merging his body into large mechanisms. The most common of these is his armorsuit, which doubles as a gunship and provides him with a formidable combat arsenal. The merges are often accompanied by a shift in personality, replacing his normally calm demeanor with an aggressive attitude. He demonstrates a high proficiency with all things mechanical and is often called upon for missions requiring computer infiltration or manipulation.
- Hunter Rundas* - Norion (Tower Elevator), Bryyo (Crash Site): Hunter Rundas. Possesses the ability to generate and manipulate ice. Rundas is capable of generating and manipulating ice. This trait is common among inhabitants of the moon Phrygis, but Rundas is one of the few who have used this ability for bounty hunting. Subject is known for getting results, but considers himself without peer. His arrogant demeanor has led him to mainly seek solo missions, and rarely works well with others.
- Male Fleet Trooper - G.F.S. Olympus, Norion (Generator A): Morphology: Male Fleet Trooper. Federation Navy specialists. Untrained for combat situations. Fleet Troopers are the backbone of the navy, often ignored in favor of the gallant Federation Marines. Their work isn't always dangerous, and is rarely glamorous. Most are specialists, and possess a great deal of knowledge.
- Training Drone* - G.F.S. Olympus (Docking Bay 5): Mechanoid: Training Drone. Used by GF military forces as targets in weapons training. The Training Drone is used in all branches of the GF military. They are designed to improve hand-eye coordination and accuracy. One popular training exercise is to score as many consecutive hits on a drone as possible. Gambling on shooting contests involving Training Drones is often frowned upon, but fairly popular throughout the GF armed forces.
3.1.2 Bryyo
- Alpha Hopper* - Gateway Hall: Morphology: Alpha Hopper. Spits venom at prey from a distance. Uses talons in close-range battle. Alpha Hoppers are characterized by their unique color and durable hide. They are highly territorial and will attack any creature who wanders too close to their nests. When hunting in packs, they will often keep their distance while others move in to attack at close range. Like all Hoppers, their legs end in sharp talons and can be used to shred through any prey that gets close enough.
- Atomic - G.F.S. Theseus, North Jungle Hall, G.F.S. Valhalla (Xenoresearch Lab): Morphology: Atomic. Corporeal energy that sloughs explosive segments of its form. Atomics are creatures composed entirely of energy. A strong energy blast is adequate to destabilize the Atomic and cause it to explode. They are sustained by their core, which generates a constant supply of electricity. When an abundance of energy has been produced, the Atomic will discharge a section of its body in the form of an explosive projectile. When near sources of energy of an opposite polarization, the Atomic will respond aggressively.
- Bryyonian Shriekbat: Morphology: Bryyonian Shriekbat. Aggressive ceiling dweller that dive-bombs approaching organisms. One of the many types of Shriekbats found across the solar system, the Bryyonian Shriekbat behaves similar to all of its cousins. Shriekbats will nest in small groups and make their home in a sheltered environments. Dwelling on the top of caverns and ruins, the Shriekbat will hunt nearby insects and small creatures for food. Once a nesting area has been found, it will be fiercely protected from any intruder. The territorial Shriekbat will dive-bomb any creature that wanders too close, no matter what the size.
- Fargul Hatcher - Hall of the Golems: Morphology: Fargul Hatcher. Able to jam incoming Missiles. Mouth is vulnerable to attack. Within the Fargul Hatcher's maw is an organ cluster that is vulnerable to attack, but only when exposed. Fargul Hatchers are capable of giving birth to dozens of young in a matter of moments. These offspring will immediately swarm in on any nearby attacker. Their skin is incredibly resilient and will deflect most weapon fire.
- Fargul Wasp - Hall of the Golems: Morphology: Fargul Wasp. Protective of parent bioform. Capable of self-detonation. Fargul Wasps are highly protective of their parent Hatcher. Even moments after birth, they will swarm together and attack any nearby organism. They are often used as a defense mechanism by the Fargul Hatcher, and as a result, few live to adulthood.
- Geemer - Reliquary III: Morphology: Geemer. Nonaggressive bioform. Avoid contact with spiked shell. The spiked shell of a Geemer is rather durable and can only be destroyed by an explosive blast. While menacing in appearance, they are nonaggressive scavengers that feed on the waste of other creatures. This food source has led to them being spreaders of many types of diseases.
- Gelbug - Temple Access: Morphology: Gelbug. Phazite shell infused with Fuel Gel. Explodes when shot. Gelbugs are roaming insects encased in organic Phazite. These cavern dwelling bugs have come to rely on Fuel Gel as a source of sustenance. Over time their shells have become saturated and crystallized with Fuel Gel. As a result, their bodies have become highly unstable. Weapon fire will disrupt the gel and cause the creature to detonate.
- Gel Puffer: Morphology: Gel Puffer. Consumes and emits Fuel Gel fumes. Explodes when ruptured. The exposure to Fuel Gel has left the shell of the Gel Puffer highly susceptible to weapon fire. Gel Puffers have come to rely on the toxic vapors given off by Fuel Gel for sustenance. They process these gasses and then expel the excess to stay afloat. The brittle shell of the Puffer, while durable in appearance, is rather thin and easily damaged.
- Gel Ray - Gel Hall, Temple Reservoir: Morphology: Gel Ray. Passive bioform native to Bryyo. Lives within pools of Fuel Gel. Gel Rays are nonaggressive bioforms native to Bryyo. They are one of the few creatures who make their home within the caustic pools of Fuel Gel. The unique exterior and shape of the Gel Ray allow it to withstand and glide through rivers of gel. Their main source of sustenance is small organisms that exist within Fuel Gel, but they are known to occasionally leap out to feed on insects that fly near the gel's surface.
- Gragnol: Morphology: Gragnol. Lack of exoskeleton makes it agile but weak to most weapons. Gragnols are vulnerable to most weapons, as they have not developed the durable exoskeleton found on adult members of the species. They often travel and attack in groups. If they sense a nearby threat to their hives, they will not hesitate to advance. Their offensive capabilities are underdeveloped, leaving the ability to fire energy pulses of Phazon energy their only form of attack.
- Gragnol Adult: Morphology: Gragnol Adult. Resistant to most weaponry. Physical stress can destroy it. The large tail that characterizes Gragnol Adults is also their weakness: if pulled with enough force, it will tear them apart. An explosive blast will temporarily incapacitate them, making them easier to target. They possess the ability to generate an energy shield around their bodies, preventing Beam shots from damaging them. They are cunning predators, flying through their turf in search of unwary prey. They use bursts of Phazon energy to overwhelm their targets, and then swoop down to finish them. Maturity has provided them with a very durable exoskeleton.
- Hopper: Morphology: Hopper. Attacks with razor-sharp talons. Pounces from a distance. These aggressive insectoids use small hops to get within striking distance and then pounce, using their talons to tear away at their prey. From a distance they will fire bursts of venom at their target. Despite their aggressive nature, they are somewhat fragile and can be easily dispatched. Because of this they will commonly hunt in packs.
- Korba - Hillside Vista: Morphology: Korba. Works with Snatchers to feed. Vulnerable to concussive blasts. The Korba is a vicious, resilient bioform. It prefers to lurk above its hunting grounds, waiting for prey. The Korba relies on the smaller Snatchers to levitate victims to a point where the Korba can devour them. What the Korba cannot digest, it expels to feed the Snatchers. This symbiotic relationship works well for both Korba and Snatchers.
- Mogenar* - Bryyo Leviathan Core: Morphology: Mogenar. Ancient Reptilicus War Golem. Orbs appear to be source of power. Phazon Crystals are powering a protective barrier. An explosion near his feet could probably destroy them. (If Mogenar's feet are scanned when the crystals materialize) Corrupted War Golem reanimated and energized with Phazon. Relies on socketed energy orbs as a source of power. The orbs themselves have a fragile exterior but contain pure Phazon energy within. This energy must be completely overloaded before it will be destroyed. Eliminating all power sources is the only way to bring Mogenar offline.
- Nightbarb: Morphology: Nightbarb. Generates protective energy field. Contact with field is dangerous. Nightbarbs are predators, traveling in packs to search for prey. They have the ability to generate a protective field of energy around their bodies. The ability is unstable, however. If the field makes contact with another life force, it will overload. This also consumes the life force of the Nightbarb, much like a bee's sting ends its life.
- Reptilicus: Morphology: Reptilicus. Teleports across short distances. Highly aggressive and territorial. Scans indicate a mutation that allows the Reptilicus to teleport over short distances. Commonly used as a combat tactic to corner and trap their prey. The Reptilicus appears to suffer from Phazon corruption, and all higher thought processes have been replaced by savage bloodlust. This corruption has also increased their resistance to heat-based attacks and Fuel Gel.
- Reptilicus Hunter* - Cliffside Airdock, Grand Court, Hangar Bay: Morphology: Reptilicus Hunter. Target can generate a personal cloaking field around its body. Phazon corruption has granted Reptilicus Hunters the ability of cloaking themselves. They use this to their advantage and will hide or move positions while cloaked to gain the upper hand in combat. Reptilicus Hunters are fairly organized despite their primitive nature. Usually attacking in small groups, they patiently wait for their prey to become isolated in a locked area before attacking. Their weaponry consists of an energy whip for close-range assaults and a throwing chakram for long-ranged attacks. They have adapted to the harsh climates of Bryyo, and are quite resistant to Fuel Gel and heat-based attacks.
- Scorchbug: Morphology: Scorchbug. Tiny insects that feed on Fuel Gel. Explode when shot. Scorchbugs are exclusively found on Fuel Gel-producing planets such as Bryyo. The tiny insects subsist entirely on the volatile gel. Like many creatures with this diet, they have taken on the ignitable characteristics of their food source. When shot with any type of weaponry, they burst into a small explosion, leaving behind only a scorch mark. It is from this trait that they have earned their name.
- Shelbug: Morphology: Shelbug. Attacks by firing Phazon spines. Soft body is vulnerable to attack. Shelbugs are slow-moving roaming insects whose soft bodies are easily damaged. Until they reach maturity they will not develop their Phazite shell. Unable to retract into a shell to avoid damage, they must aggressively attack any potential threat. They will extend sharp spines to fend off attackers or propel these spines at enemies.
- Snatcher - Hillside Vista: Morphology: Snatcher. Works with a Korba to feed. Vulnerable to concussive blasts. Snatchers are cunning, albeit weak, bioforms. Unable to kill most prey on their own, they rely on the stronger Korba to do the work for them. Snatchers will swarm onto a target until it is overwhelmed. Once they have their prey, they use their powers to levitate the victim to a point where the Korba can devour them. What the Korba cannot digest, it expels to feed the Snatchers. This symbiotic relationship works well for both Snatchers and the Korba.
- Warp Hound - Gel Processing Site, Hidden Court, Hangar Bay, Temple of Bryyo: Morphology: Warp Hound. Teleports over short distances. Vulnerable to cold-based attacks. Warp Hounds are susceptible to low-temperature attacks, due to the nature of their thermal-energy-driven biosystem. They are often used by Reptilicus as guards and hunt beasts. They consume Fuel Gel to survive, and can expel blasts of converted thermal energy to attack and defend. The creatures can teleport over short distances, disrupting many forms of electronic targeting in the process.
3.1.3 SkyTown
- Aerial Repair Drone: Mechanoid: Aerial Repair Drone. Automated maintenance bot. Initial activation 132.8 years ago. An evolved version of the ground units, these drones were designed to perform basic maintenance and repair tasks. Their small size and flight capabilities allow them access to the hardest-to-reach areas of SkyTown. Repair drones are manufactured and activated every 200 years, with the previous units being recycled for construction materials.
- Databot: Mechanoid: Databot. Used to store historical data. Shoot to access information. Databots were designed by the Elysians as a means to record and pass on historical data. They patrol along their set area until disrupted, and then project a holographic datafile. However, only those equipped with Chozo-based visor technology can access this information.
- Defense Drone* - Ballista Storage: Mechanoid: Defense Drone. Antennas appear to be fragile. Control Unit inside armored helmet. The Defense Drone is used to secure key areas within SkyTown. The externally mounted antennas are tied into the unit's optic array. By destroying all of the antennas, the optic array will overload and be vulnerable for a short period. The machine's Control Unit is also vulnerable, but must be exposed to be targeted. Its armor is immune to small-arms fire.
WIP