Metroid franchise strategy guide/Printable version


Metroid franchise strategy guide

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Universe of the Metroid series

This is a an article on the fictional Universe of the Metroid series.

Concept and creation edit

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Galactic Federation edit

The Galactic Federation is a fictional organization in the Metroid video game series. In the year 2003 (originally 2000, but was later changed) of the Cosmic Calendars, representatives from many races gathered together in an effort to create a safer and more secure galaxy for all. These races joined together to create the 'Galactic Federation'. The Federation's races are represented by chosen delegates that represent their planet and speak on their behalf. Under the power of the Federation, technology from the races mixed and mingled, creating a more advanced civilization. For many years peace reigned. Order was maintained by the Galactic Federation Police (in Metroid Prime 2 Echoes they are referred to as Galactic Federation Marine Corps, or GFMC), who upheld the law in Federation controlled space.

The Space Pirates edit

However, the Federation met opposition early in its history. A group of semi-nomadic aliens known as the Space Pirates saw the rise of the Federation as a threat to their own power base, and began raiding ships and planets in an attempt to become the most dominant species in the galaxy. The Federation would not sit idle though, and in response to the threat of the Pirates created the Federal Bureau that consisted of Federation marines and soldiers that trained specifically to combat the Space Pirates. However, the advanced technologies of the Pirates caused many battles to be lost by the Galactic Federation, and in the deep reaches of space, they were almost impossible to track and hunt down. Realizing that without additional help they could lose the war, they created the 'Space Hunter' program; this program would hire the greatest warriors and arm them with the greatest and most advanced technology the Federation possessed. Though the Hunters were a success, they could not turn the tide of the war in their favor.

Metroid Discovery edit

Then, in the middle of the war came a new discovery; the Metroid. Federation trackers searching for useful trade routes stumbled upon the previously undiscovered planet, SR-388. There they discovered the Metroid specimens and made contact, but were shortly wiped out by the creatures. Federation teams arrived and were able to capture the Metroid specimens using cold based technology. In a state of hibernation, they brought them aboard their ship where studies on them commenced. They discovered that they possessed life draining abilities that could gain energy from their prey. They also realized their vulnerability to cold, and learned that exposure to beta rays would cause them to asexually divide. Unfortunately, Pirates learned of the creatures and killed the Federation crew, and stole the Metroids.

Realizing what the Metroids could do, they sent out search teams to find the Pirate base. They eventually discovered that the Pirates had made their base on the planet Zebes after wiping out the Chozo inhabiting it. The natural rock formation protected it from assault, and the underground base was very difficult to traverse. They then re-awakened the entity Mother Brain, a Chozo creation designed to control defenses on Zebes. The Federation staged an assault against the Pirates on Zebes, but was unsuccessful.

The Federation, desperate to end Metroid activity on Zebes, came up with a risky plan; to send their greatest Space Hunter to infiltrate the base, eliminate the Pirates, destroy Mother Brain and other Pirate leaders Ridley and Kraid, and end Metroid activity on Zebes. The hunter chosen was the mysterious Samus Aran. Using a Chozo Power suit and weapons, she had defeated Pirates time and time again. They sent this mysterious hunter to Zebes, and in return would pay an enormous bounty for her service.

The mission ended in success; the Metroids were destroyed, the Mother Brain in pieces, and Ridley and Kraid defeated (for further details see Metroid). A few years passed in peace, though the war against the Pirates continued.

Metroid Prime edit

After the destruction of the Zebes base and Mother Brain, the Space Pirate Forces were thrown into disarray and a moment of peace had arrived. It was not long till the Space pirates had reorganized and begun operations with the substance known as Phazon. This substance was not only a perfect source of power, it could rapidly mutate organisms that exposed to it. The Space Pirates saw the potential of creating bio-enhanced soldiers to fight against the Galactic Federation.

The Space Pirates had set up base on the Phazon rich world Tallon IV and with an off-world frigate Orpheon began advanced experiments into mutations with Phazon. All was going well on the Orpheon until an experiment with the Tallon IV native parasites went horribly wrong and the ship became infested with mutated parasites and their queens. A distress signal was sent out to warn other Space Pirates but was instead picked up by Samus' sensors. Investigating, Samus managed to defeat the Pirates and end their Phazon program.

Metroid Prime Hunters edit

Sylux is a mysterious entity who harbors an intense hatred for the Galactic Federation for unknown reasons. Attacking many Federation troops and personnel, he proved himself to be a fearsome opponent, almost what Samus may seem to the Space Pirates, except that Sylux is not allied with the Space Pirates. Sylux stole many advanced technologies under Federation development, including an experimental power suit containing advanced defensive and offensive capabilities, the Shock Coil; an experimental Federation weapon that fires high density neutrinos, and with a a prototype Federation ship, the Delano 7.

With the threat of Sylux and Space Pirates in tow, the Federation was desperate for a solution, but then came across a telepathic message from a remote area in the Tetra Galaxy, a territory beyond Federation control; the Alimbic Cluster.

"The secret to the Ultimate Power lies in the Alimbic Cluster." This message was intercepted by a Federation empaths, and they soon found out that this message had been telepathically sent to creatures all across the galaxy, translating in thousands of languages and dialects. However, the greatest threat came from 6 bounty hunters; Kanden, Spire, Weavel, Noxus, Trace, and Sylux. Deciding that this "Ultimate Power" could be a threat to the Federation if in the wrong hands, they sent out Samus Aran once again, with three objectives in mind; to discover the meaning of the message, to secure the "Ultimate Power" for the Galactic Federation, or, failing to complete objective 2, ensure it does not fall in to enemy hands. Samus then traveled to the Alimbic Cluster to complete her mission (for further details see the article on Metroid Prime Hunters).

The mission was once again successful, and the powerful weapon known as the Omega Cannon was recovered. It is unknown if this weapon was the "Ultimate Power" or not.

Metroid Prime 2: Echoes edit

A while later, a distress signal was picked up by the Galactic Federation from their marine squad Bravo. The signal originated from the planet Aether. Eight days later, and after hearing nothing more from the marines, they sent out Samus Aran to investigate and aide the Marines if any were still alive. She landed on Aether, but discovered all the marines had been killed. However, she then aided the local inhabitants, as recounted in Metroid Prime 2: Echoes. She was paid for her services (though it is unknown if she was paid extra for defeating the Ing and possibly saving the galaxy again, as her original mission was simply to "Locate the troopers and render assistance"), but the Federation grieved over the loss of the marines.

Early in the game, Samus fights a large number of Galactic Federation Marines possessed by the Ing. However, they were not very difficult to defeat as the Ing were unable to obtain full parasitic fusion with the troopers, which resulted in low agility and response time. The defeat of these troopers also resulted in the death of the Ing that possessed them.

Soon after the events of the game, the Galactic Federation sent the G.F.S. Anhur to Aether to help the Luminoth dismantle the abandoned Space Pirate facility in Agon Wastes. While there, the crew found a large leftover deposit of Phazon, and took several kilograms back with them. This find is what helped Galactic Federation scientists to later develop Phazon Enhancement Devices. Space Pirate forces, needing Phazon reserves badly and intent on stopping the Galactic Federation forces, attempted to intercept the Anhur with their battleship Colossus, but was unsuccessful. They instead secretly landed on Aether and collected what Phazon the crew of the Anhur left behind, but unwittingly retrieved the remains of Dark Samus in the process.

Metroid Prime 3: Corruption edit

Later, an all out war broke out as the Space Pirates began attacking the Federation in continued assaults. Their computer system, comprised of many Aurora Units, had been frozen by an alien virus of unknown origin. However, their greatest threat came from Dark Samus, the mysterious entity resembling Samus, traveling to planets and began corrupting them with Phazon seeds known as Leviathans. Samus Aran was called in to aide the Galactic Federation, but due to the seriousness of the situation, several other competent Hunters were called in to aide Samus and the Federation, including the hunter Rundas, (who seems to generate and manipulate ice; Gandrayda, a hunter who can shapeshift; and the mechanical hunter Ghor. However, Samus and the others were corrupted with Phazon in an encounter with Dark Samus. Later efforts by Samus and problems from the other Hunters resulted in a portion of the Galactic Federation's fleet fighting an all-out war with Space Pirate armies, both on the Space Pirate homeworld, and over the planet Phaaze, the source of all Phazon (for further details see Metroid Prime 3: Corruption).

Metroid II: Return of Samus edit

After the events of Metroid Prime 3, the Federation deemed the Metroids too big of a threat to exist, so they sent a research team to eliminate Metroid presence on the planet SR388. However, when contact was lost with the team, they sent a research and combat squad to investigate. None survived the encounter with the Metroids. Realizing specialist help would be required, they sent Samus Aran to deal with the threat of the Metroids, due to her prior experience with them. Landing on the planet, she progressed through the planet and began eliminating Metroid presence on the planet, even as they began to progress through their natural life-cycle (for further details see Metroid II: Return of Samus).

The mission was once again successful with the death of the Metroid Queen, but upon discovering a harmless Metroid hatchling that followed Samus like a lost child following its mother, she was overcome by a sentimental, possibly maternal instinct and decided, that instead of killing it, she would bring it back to a Federation colony where studies could be made on it. Samus was once again paid for her services, and studies on the Metroid began.

Studies on the Metroid revealed its potential existed far beyond that of a weapon; if they could harness the life energy the Metroid absorbs, they could create a near limitless energy supply and power-source. Experiments were cut short however, with the appearance of Ridley.

Super Metroid edit

Ridley attacked the space colony and killed the Federation scientists on board the space colony, and kidnapped the Metroid. The Galactic Federation immediately sent Samus to investigate, and when stumbling upon Ridley and the Metroid, she attacked, but was unable to defeat Ridley in his new form. He then escaped the colony as Samus escaped in her gunship. She then followed him to Zebes after the Metroid. She discovered that the space pirate base had been rebuilt and refined on Zebes. After a battle with the new and improved Mother Brain, the Metroid appeared and sacrificed itself to save Samus.

Metroid Fusion edit

With the death of the final Metroid and the destruction of Mother Brain, the Federation gained an advantage in the war. On the Biologic Space Laboratories, they somehow captured or cloned Ridley, though their plans for him are unknown. They also began a Metroid cloning process using the DNA of the last Metroid, and successfully re-created all stages of Metroid development up to the Omega Metroid. Only the highest ranking Federation members knew of the cloning.

However, with the extinction of the Metroids, the planet SR-388 was once again available for studies. Knowing Samus Aran knew the planet better than any, they asked her to escort a science team on the planet. In a small cave, a Hornoad attacked them, but Samus easily defeated it. However, with the defeat of the creature, a strange organism appeared and attacked Samus. Although she experienced no pain or any sign of injury, an evacuation was ordered. Samus, on her way back to the BSL station, began feeling sick and feeling weak. She eventually passed out and drifted into an asteroid field, where her ship exploded. However, the escape pod saved Samus, and Federation members brought her to a medical center. There, they learned that a dangerous creature known as the X Parasite had infected Samus's Power suit, and began multiplying within her. Parts of the Power suit were surgically removed from Aran and brought to the BSL station for study. However, Samus had little chance of survival as the X in her central nervous system were too embedded to be removed.

One Federation scientist proposed a desperate plan; to use a sample of the last Metroid's DNA to cure Samus. It had been discovered that the DNA structure of a Metroid is invulnerable to X infection, and were actually created by the Chozo to keep the X in check. It saved her life and eliminated the X in her body, but was forever left with Metroid DNA in her, and left vulnerable to cold temperatures. This made her, indirectly, the last living Metroid, and granted immunity to the X.

Meanwhile, on the BSL station, the Federation captured several X specimens and kept them contained, where studies could begin. However, a large, mysterious explosion in a deck on the station caused great concern for the Federation. The Federation sent Samus to investigate the source of the explosion, and was sent to the BSL station in her new Fusion suit. She was also given a new ship with a computerised CO Samus named "Adam" after an old CO of hers before her bounty hunter days.

Once on board the BSL, Samus investigated the source of the explosion, and learned that it freed several X specimens, allowing them to multiply and spread throughout the station. However, her greatest concern was the cause of the explosion; the SA-X. The SA-X was the X Parasite that infected the Power Suit, and was now using Samus's abilities to the max. Too weak to face it in her current state, Samus was forced to flee the SA-X. However, the Metroid vaccine allowed her to absorb X Parasites, allowing her to regain her old abilities, and some new ones as well. After gaining the Wave Beam, she stumbled upon the Metroid cloning program, and was horrified to see it. The SA-X arrived to destroy the Metroids, and Samus detached the entire section from the station and sent it plummeting into space, where it exploded.

Believing the SA-X to be destroyed, she was surprised to hear from Adam that the SA-X had multiplied and there were now as many as ten SA-X on the station. She continued destroying the X and found Ridley, who was then copied by the X. Once defeated, she was confined in a Navigation Room by Adam, and learned that the Federation had taken an interest in the X Parasites and their potential scientific applications. Realizing the Federation troopers would be wiped out and their ships used by the X to spread across the galaxy, Samus convinced Adam that the X were too great a threat and would end galactic civilisation if they were not destroyed. She then proceeded to set the station on a collision course with SR-388 and trigger the self destruct explosives which would vaporise the planet and everything on it, but was forced to face off against one of the SA-X, which escaped in Core-X form. After initiating the self-destruct cycle, Samus was attacked by an Omega Metroid which had escaped from the Restricted Lab, but was unable to harm it with her current equipment. The SA-X then reappeared, and attacked the Omega Metroid. Although the SA-X wounded it, it was defeated in the end, and reverted to Core-X form once more. Samus then absorbed it, regaining her original powers (see Omega Suit), using the Ice Beam to destroy the Omega Metroid and escape.

Although Samus had defied a direct order from the Federation, she did so in order to prevent the X from escaping and spreading throughout the galaxy, and thus it is unknown what the Federation's current view on Samus is, as Fusion is the last game in the Metroid chronology so far.

Known members edit

 Crew of GFS (Galactic Federation Ship) Tyr
   CDR K. Starling  PILOT        CAPT A. Exeter    COMMANDING OFFICER
   PFC L. Brouda    TROOPER      PFC  M. Veroni    TROOPER
   PFC S. Milligan  TROOPER      PFC  I. Crany     TROOPER
   PFC E. Denys     TROOPER      PFC  V. McKalla   TROOPER
   PFC O. Grippe    TECH         PFC  X. Dominguez MEDIC
   PFC G. Haley     TROOPER      LCPL J. Brode     TROOPER
   SPC M. Angseth   COMMS        PFC  P. Wills     TECH
   SGT E. Monz      1ST TROOPER  GSGT C. Benet     1ST TROOPER
   SPC B. Reevs     SCIENCE      SPC  F. Triplette GUNNER
   SPC D. Senge     ENGINEER     LCPL R. Vonda     TROOPER
   1LT W. Smythe    SQUAD LEADER LCDR T. Huxley    MEDICAL OFFICER
 Crew of GFS Olympus
   ADMR C. Dane

Officially "Bravo Squad" of the Herakles Task Force crashlanded. All the crew of the GFS Tyr were stranded on the planet Aether after receiving some fire from the Space Pirates. They split into two task forces which Dark Splinters wiped out. Only Exeter and Denys survived. Later, Exeter died from injuries obatined during the battle, and Denys managed to escape the Splinter hive. Denys found every other soldier dead and was killed by wildlife shortly thereafter.

Technology edit

GF Marines appear to wear powered armor, though it is not as effective as Samus's Chozo battle suit. Their primary weapon is a rapid-fire pulse rifle that is quite effective, since it's seen ripping through Dark Splinters. The only disadvantage was the sheer number of them overpowered the Galactic Federation Troops, as their weaker battle suits were easily penetrated by the creatures. In their electronic journals, the soldiers on Aether made a fleeting mention of bayonets, which would suggest that the rifles are equipped with some form of said weapon, although they are not visible anywhere on the gun. It is also possible that the bayonets are mounted on their wrists, like the Space Pirate scythes. In addition to man-portable weapons, they also use "Growler"-class auto-turrets, which hang from ceilings and use a crude motion-detecting system to track targets. They are described as being rather antiquated devices, but effective against most minor enemies.

Little has been seen in the way of vehicles, save for the GFS Tyr, a sort of drop ship/shuttle craft seen in Metroid Prime 2: Echoes. It seemed to be equipped with the same energy-charged projectile technology seen on the Troopers' rifles, and is apparently a match for most comparable Space Pirate craft. The marines on-board end up dismantling parts of the ship to establish a base of operations. The Pirate skiffs used in the same game are said to be stolen Federation technology as well.

In Metroid Prime Hunters, Sylux uses a stolen prototype Galactic Federation suit. His gunship (Delano 7), Shock Coil weapon and Lockjaw alt-form are also stolen technology from the Federation (according to the game's logbook entries).

Twenty years prior to Metroid Prime 3, the design for an organic supercomputer called "AURORA" was completed. AURORA units were mass produced, creating thousands of them throughout the galaxy. They were used for scientific, military, government, and business operations, and all were linked to a single immense database. It is clear, based on AURORA's appearance and locations, that it has some connection to Mother Brain, although exactly what is not yet clear.

In Metroid Prime 3: Corruption, the Galactic Federation uses captured Space Pirate technology to create a "Phazon Enhancement Device", known as the P.E.D. A battalion in the Norion system tests it. Phazon is stored in a backpack. An energy siphon device can use the Phazon to noticeably upgrade weapon and armor systems. No signs of the normal Phazon sickness have been noticed; however, the trailer in which it is shown implies that the disease known as "Phazon madness" may infect those using the P.E.D. soon enough. Samus, Rundas, Gandrayda, and Ghor all use a P.E.D. to enter Hypermode.

Zebes edit

Zebes is the fictional planet that hosts the headquarters of the Space Pirates in the Metroid video game franchise. It is the second planet from the star, FS-176, according to the Metroid comic. Its name is sometimes spelled Zebeth due to ambiguous transliteration. Zebes is the locational setting of the original Metroid, its enhanced remake, Metroid: Zero Mission, and Super Metroid. The Super Metroid and Metroid Fusion manuals refer to the Space Pirates as "Zebesians", but later games have revealed them to be nomads, not native to the planet. This is possibly just referring to the fact that these particular Space Pirates are the kinds found at Zebes, which bear certain bug-like characteristics. Also, the Space Pirates found in Metroid Fusion were likely taken from Zebes, hence their appellation of "Zebesian Space Pirates". The pronunciation is disputed: IPA: ['ziːbəs] according to the original US Metroid commercial, but IPA: ['zebəs] according to an unused voiceover from Metroid Prime[1]. According to Metroid Prime, Zebes has a mass of 4.8 trillion teratons and is in the same system as Oormine II, Twin Tabula, Bilium, and Tallon IV (Which may not be accurate, as planets are usually named by their primary star followed by the number of the planet - i.e. Sol III for Earth - this may have been changed in the Metroid series).

Samus Aran, the heroine of the Metroid franchise, was raised on Zebes by Chozo after her home on an Earth colony, K-2L, was destroyed by Space Pirates.

Zebes is destroyed by the time bomb at the end of Super Metroid after Samus defeats the Mother Brain, barely escaping the planet with only seconds to spare.

There are mapping discrepancies between Metroid: Zero Mission and Super Metroid because of the Space Pirate Mothership explosion at the end of Zero Mission.

Brinstar edit

In the context of the Metroid games themselves, Brinstar is often the introduction into the game in that it tends to be the first area the player explores which gives them a full feeling of the game. For example:

  • In the original Metroid for the NES, and Metroid: Zero Mission for the GBA, the player starts immediately in Brinstar.
  • In Super Metroid, the player enters Brinstar after a very short stay in Crateria which involves minimal combat or advancement.

Brinstar is a subterranean area consisting of rock and jungle, featured in Metroid, Super Metroid, and Metroid: Zero Mission. This is one of the largest areas in the game, as well as the home of the enormous reptilian boss, Kraid, in Super Metroid. In Metroid and Metroid: Zero Mission, Kraid's hideout is a separate area, also known as Kraid's Lair or Kraid, while in Super Metroid, Kraid's area is part of Brinstar, but marked by a different color and music pattern, as well as a cave in the form of Kraid's head leading to the area. Metroid and Metroid: Zero Mission both start in Brinstar, despite the fact that her ship is revealed to have landed in Crateria. When Samus tells of her experiences on Zebes in her childhood, her footsteps and somer-saults can be heard, implying that while the player reads this, she travels to the point where the game starts.

Brinstar has been portrayed in several different ways between the Metroid games, but most thoroughly in Super Metroid, in which it was composed of three parts. The first one the player encounters early in the game is a blue, rocky cave section which contains some of the portions of Brinstar in which Samus began her journey in the original Metroid. This section is often confused with being part of Crateria because of its similar setting, color scheme and the fact they share the same background music. The second area of Brinstar encountered is mostly green and resembles a jungle. The third and final area features red, rock surroundings and looks like a cave.

It should be noted that there is no definite demarcation between the latter two areas. The best indicator is probably the change in background music that occurs when the player enters the cave area, or the change in soil color to a deep red as opposed to the pale pink rock which is still considered jungle Brinstar. The change in soil color may be a result of the nearby volcanic region known as Norfair (see below).

Though it is not seen in-game, according to the Metroid Prime Hunters official guide it is in Brinstar that Samus Aran defeats the Space Pirate general Weavel, which leads to his installment in a cybernetic body.

Brinstar has made appearances in other video games as well. Samus' stage in Super Smash Bros. Melee is called Brinstar, and you can also unlock a Brinstar Depths stage (Kraid's hideout).

Inhabitants edit

The following creatures are native to Brinstar in Super Metroid:

  • Zoomers: Small semi-circular creatures with spikes along their backs. Their intelligence is limited to walking in set patterns along the terrain, meaning that Samus Aran must accidentally run or jump into them in order to be harmed. Not to be confused with the evolutionary off-shot Geemers.
  • Zeela: Yellow creatures very similar to crabs. They behave exactly like Zoomers.
  • Rippers: Small brown turtle-like creatures which float back and forth at a set speed. Their shell is extremely hard; nothing short of a Super Missile can destroy them.
    • Rocket-Rippers: Variant of the Ripper, coloured red rather than brown, which travels much faster, is quite a bit larger, and produces an exhaust flame.
  • Cacatac: Appears to be a plant but is actually animated. Swells to a larger size before expelling spike-shaped projectiles in all directions.
  • Spore Spawn: This is the boss of this area in Super Metroid, fought pretty early for the super missiles. He combines falling spores (hence the name) and a waving motion of his elongated plant-like neck to attack.
  • Sidehoppers: These come in a couple sizes ranging from small, medium, large, and even large spiked ones only found in lower Norfair.
  • Zeb: Mysteriously, Brinstar (and many other areas in Zebes) are covered in green pipes which look similar to the pipes in Super Mario Bros., another Nintendo game. The Zeb flies out of these pipes at the enemy. However, it is very lightly armoured and does not do much damage. They continue to attack in infinite number, so standing in front of a pipe and repeatedly killing them for their health or missile powerups is an easy way to recharge in the absence of an energy station or missile station. There is a unique pipe enemy for each region of Zebes. Also, in Metroid and Metroid: Zero Mission, if you killed a Zeb that left an item, no more would attack until the item was collected.
  • Charge Beam Worm: This is the boss of this area in Metroid Zero Mission, the first boss fought just after obtaining the missiles and it guards the charge beam. It attacks by dropping its head down from the ceiling but with its spiked body blocking the wall on either side and shaking its body to cause spikes to fall. It can be encountered multiple times and does not have to be defeated.

Music edit

Especially in the video game music subculture, Brinstar is famous for a few of its soundtracks. The theme from the original NES incarnation of Brinstar is perhaps the best known Metroid song of all and has been remade several times for other Metroid games such as Metroid: Zero Mission and Metroid Prime, and also the Super Smash Bros. series. The Super Metroid Brinstar themes are not as popular, but are considered masterpieces by many game music enthusiasts. The track used in the green jungle area was remade as the default BGM for the multiplayer mode in Metroid Prime 2: Echoes, and a remix of the track used in the Red Brinstar area was used in the underwater pumping station of Torvus Bog. The Red Brinstar theme is also featured in a small portion of Maridia.

Crateria edit

Crateria is the surface area of Zebes. In Super Metroid, it is expanded towards the Metroid escape shaft and Mother Brain's room, and a new area is created. It is featured in Super Metroid and Metroid: Zero Mission, and Samus' ship is landed there in both games. Because of a steady stream of acid rain, few creatures live there, and plant life is apparently limited to moss and small grass. This constant torrent of acid rain may have created the cave complex found beneath the surface of Zebes. Some creatures in Crateria include the KiHunters, flying allies of the Space Pirates that glide with their wings through the air.

Chozo Ruins edit

This is the intermediate area between Crateria and Chozodia in Metroid Zero Mission. The first Unknown Item (Plasma Beam) and the Power Grip can be found here.

A separate Chozo Ruins area is also a part of Tallon IV, and is the second area you encounter in Metroid Prime. It is inhabited by bug-like creatures, and remnants of the Chozo culture, such as statues and guard systems, can be found.

Maridia edit

Maridia is the water-flooded area of Zebes in Super Metroid. This area is in between Brinstar, Crateria, the Wrecked Ship and Norfair. The player can get to this place from Crateria or Brinstar by elevator and glass bridge (break with a Power Bomb) respectively. Maridia is almost entirely underwater and is home to many different creatures, such as new Pirates that can only be taken out with the new Plasma Beam, the mini-boss Botwoon, a snake-like creature that constantly flows into and out of its hole in the wall to attack you, and the boss of the area, Draygon, which is a huge crustacean resembling a lobster (and also has a skull formation on its forehead and on other various places on its body). It is the largest area in Super Metroid.

Inhabitants edit

Maridia is also home to many sand pits which, due to being submerged, are now sinking sand pits. Samus also may find Mochtroids, the pirates' attempts at cloning Metroids, which only have one nucleus, as opposed to the Metroids' four. There is also a machine-like creature called the Shaktool, with grinding gears for feet to cut through hard rock/sand, and creatures resembling shellfish.

Norfair edit

The Norfair is a magma filled labyrinth, the lowest point in Zebes the player can explore. In Super Metroid, Norfair is divided into two sections, the upper portions being the Hot Lava Area, the lower portions being the Ancient Ruins Area, which is apparently an ancient Chozo civilization amidst the heat and fire. It is the home of Ridley, the most famous of the Metroid villains. In Metroid: Zero Mission, Ridley's domain is known as simply Ridley, while in the original Metroid, it was known as Hideout II and Ridley's Lair.

The music from Lower Norfair (from Super Metroid) was reused for Metroid Prime's Magmoor Caverns.

Being so close to the core of Zebes, Norfair, especially the innermost part, is the hottest natural region of Zebes. The extremely potent heat generated by the magma is capable of melting even the most resilient of metals, which necessitates the obtainment of the Varia Suit. This upgrade protects Samus from intense heat, although not as well as the Gravity Suit, which in addition to providing protection from the heat, also enables Samus to swim through lava without losing energy (in Super Metroid, this is true only in the upper levels of Norfair).

Continuity discrepancies can be found when comparing the versions of Norfair as shown in Super Metroid and Metroid: Zero Mission, as the Super Metroid version is fairly consistent in its depiction of Norfair as a hot, somewhat hellish environment, where Zero Mission also shows Norfair as being hot and inhospitable, but not throughout, as some parts (such as where the ensnared Imago mini boss is fought) are more jungle-like, almost reminiscent of Brinstar from Super Metroid.

Inhabitants of Norfair include: Viola, Multiviola, Dessgeega, Holtz, Gamet, Polyp, Geruta, Nova, Dragon, Zebbo, Mella, and Squeept.

Wrecked Ship edit

This area consists of a spaceship which has crashed into a body of water. Some people have speculated that the Wrecked Ship is the Space Pirate ship that is destroyed at the end of Metroid: Zero Mission; however, director Yoshio Sakamoto has said that this ship is not the Space Pirate Mothership. The location in Zero Mission is also interesting in that some of the rooms before the section look vaguely like the rooms in Crateria in Super Metroid. The rooms before this section and the first part of the mother ship also have versions of the Wrecked Ship's music from Super Metroid (both areas have different versions).

Inhabitants edit

  • Phantoon (boss)
  • Covern (ghosts of the crew)
  • Workbots

Environment edit

The ship is partially submerged. It is very heavily damaged, and when Samus first arrives, the electricity is not functioning. After defeating Phantoon, the power is restored, and doors requiring electricity can be opened. This area is very unusual in the fact that unlike most areas, which first require exploring and then finding the boss of the area, the Wrecked Ship area requires the boss to be defeated before the rest of the area can be explored.

Chozodia edit

This area used to be the Chozo's domicile where Samus was raised. Here the huge Chozo temple stands and large wall painting of Chozo exists within it. This painting, called Chozo Trial, gives Samus, who lost her suit, an ordeal to acquire the more familiar Power Suit. Samus beats this ordeal and takes back power against Space Pirates. This area is only seen in Metroid: Zero Mission.

Space Pirate Mothership edit

The spaceship which transported Ridley and some Space Pirates to Zebes in Metroid: Zero Mission. Samus explores this at the end of the game. The ship is linked to Chozodia, which the Space Pirates are investigating. In Zero Mission, Chozodia was overrun by Space Pirates after being linked to their mothership by a Power Bomb-breakable tube. Contrary to popular belief, it did not appear in Super Metroid as the Wrecked Ship. However, a section of Chozodia laying at the base of the pirate ship, is reminiscent of the wrecked ship, color and style wise. There are tunnels running from here and Chozodia into Crateria in Metroid Zero Mission These tunnels can be used to return to previous areas to retrieve power-ups that could not be gained previously.

Tourian edit

Tourian is the subterranean fortress of Zebes and where Mother Brain and the Metroids lurk; the only way to enter the Tourian is by defeating the bosses of Zebes: Kraid and Ridley, and, in Super Metroid, Phantoon and Draygon as well.

While the rest of Zebes is formed from natural caverns, Tourian is entirely artificial. No creatures patrol the corridors except the Metroids, and Rinka projectors which line the floors and ceilings. Red Zebetite barriers protect Mother Brain, who resides in her transparent case.

In Super Metroid Samus Aran is able to explore part of the old ruined Tourian from Metroid/Metroid Zero Mission as part of Crateria.

After defeating the Mother Brain, a self-destruct countdown commences, leaving Samus only a few minutes to reach the planet's surface, board her gunship, and blast off. In the original Metroid and Zero Mission, Tourian's destruction only damages a small part of Zebes, but Super Metroid's countdown leads to the destruction of the entire planet.

None of the Tourian areas feature complicated melodies for background music. Metroid, Metroid: Zero Mission, and Super Metroid all use a similar simple melody. The first two have a constant bubbling sound effect in the background (in the original Metroid, this music is also used in Kraid's and Ridley's rooms); Super Metroid also uses a continuous mechanical hum and every few seconds a growling sound.

Phazon edit

File:PhazonPile.JPG
A close-up image of Phazon

Phazon is a fictional element[1] from the Metroid Prime video game series. Phazon, depicted as a corrupting and harmful element, plays an important role in the Metroid Prime trilogy's storyline. Phazon has been shown to have extreme mutagenic properties and produce high quantities of energy, making it highly sought after by Space Pirates, the primary antagonists of the Metroid video game series, for military and industrial uses.

The mystery of Phazon and its source spans across all three games in the Metroid Prime trilogy. The protagonist, Samus Aran first discovers Phazon in the original Metroid Prime, where she encounters Tallon IV, a planet that has been hit by a celestial body triggering the spread of Phazon across the planet. In Metroid Prime 2: Echoes, the player is introduced to Dark Samus, born from Phazon and the remains of Metroid Prime, in addition to Aether, a second Phazon-laden planet. In Metroid Prime 3: Corruption, the source of Phazon is revealed, as well as how previous planets were corrupted, and the story revolving around the element comes to a close.

Phazon’s nature is revealed through in-game logs and encounters in the Metroid Prime series. Originally portrayed as a harmful and devastating substance, Phazon is later recognized for its mutagenic properties. In the first two installments of the game, Phazon is revealed to be responsible for the destruction of two worlds and civilizations. Both games give similar accounts of Phazon’s arrival, stating the substance came from an interstellar object during a time of turmoil. After the initial arrival, Phazon took different tolls on the planet; poisoning and corrupting Tallon IV from Metroid Prime, while splitting Aether from Metroid Prime 2: Echoes into two parallel dimensions. Samus Aran, the series’ protagonist and player-controlled character, is caught between the conflict while tracking down the Space Pirates, a recurring group of antagonists, in the first game.[2]

Despite the destructive nature of Phazon, players discover that the Space Pirates are using the element’s mutagenic properties to create a biologically engineered army. The pirates make attempts to accomplish the goal in the first two games, but are stopped by Samus. After accomplishing the game’s initial goals revolving around the Space Pirates, Metroid Prime ventures into discovering and eradicating the source of Phazon on Tallon IV, Metroid Prime; whereas Metroid Prime 2: Echoes focuses on reclaiming the Aether's life energies from its corrupted counterpart, Dark Aether. Additionally, Phazon also plays an important role throughout the series. While frequently mentioned in logs, Phazon also lead to the creation of Dark Samus, one of Samus Aran's antagonists. Phazon is also capable of injuring creatures and characters within the series. A player is vulnerable to damage from regular Phazon until upgrading their standard Varia Suit.[2]

In Metroid Prime 3: Corruption, Samus and three other hunters, Rundas, Ghor, and Gandrayda, are all corrupted with Phazon by Dark Samus. This gives them Phazon-based abilities, allowing them great power. However, abusing the Phazon abilities could end up making the player becoming "Corrupt", and losing their mind. In addition, Dark Samus launches Phazon Seeds, called Leviathans, into four planets, three of which successfully hit, corrupting the planets. It is discovered during the events, that the three other hunters who were sent on their missions had become corrupt, and turn against the player. Eventually, the player learns of Phazon's origins: a sentient planet called Phaaze, far in the reaches of space, which launches pieces of itself into worlds, intending to bring everything under its control. The final area of the game is Phaaze, in which the player encounters many strange Phazon beings. Eventually, after killing an infant Leviathan, the player confronts Dark Samus. After a battle, she merges with Aurora Unit 313, who has now linked with the planet. By killing it, Phaaze is destroyed, supposedly eradicating all traces of Phazon in the universe.

Leviathans edit

Leviathans, also known as Phazon Seeds, are immense meteor-like living beings that spread Phazon once they collide with a planet. They start off as a tiny creature; prolonged exposure to Phazon will cause them to grow to their adult state, with four large size tentacles. Once Leviathans reach maturity, they are launched from Phaaze to seek out their planetary target. Leviathans can create wormholes to shortern their journey. Shortly after impacting a planet, the Leviathan dies, however, before it expires it takes control of a native creature and heavily corrupts it. The corrupted creature serves to protect the Phazon core. Eventually, the Phazon core slowly seeps its way into the planet, spreading Phazon and replacing the ecosystem with one that is Phazon based. Levaithans can be destroyed prematurely after impact by an overload of Phazon energy.

At the behest of Dark Samus, one of the Leviathans was heavily modified by the Space Pirates, including the addition of control systems implanted inside the creature's skull. This Leviathan became Dark Samus's flagship.

Appearances edit

File:Ophazonpile.JPG
Phazon's orange variation from the first Metroid Prime

Phazon primarily appears throughout the Metroid Prime series as a radiant semisolid. The most abudent type of Phazon found within the game takes on a more solid form, appearing as a network of veins or large crystal-like sacs. Less frequently, a purified concentrated form of Phazon can be found having gel-like traits. The first installment of the series initially revealed two variations of Phazon, a regular blue type and a rarer, but more potent, orange variation (an in-game scanning log states that it's mutagenic capabilities is 86% greater than blue Phazon). The blue type is found throughout several locations in Metroid Prime, Metroid Prime 2: Echoes, and Metroid Prime 3: Corruption, while the orange type is only found in the Impact Crater of the first Metroid Prime. Additionally, some portions of the series, primarily the first game, depict the element with nearby clouds of what looks like static electricity and small orange, black, or blue dots. Also, a player is vulnerable to damage from orange Phazon, even with the Phazon Suit, which only grants immunity to Blue Phazon.[2]

Phaaze edit

File:Phaaze.jpg
Phaaze, as it appears in Metroid Prime 3: Corruption

Phaaze, the source of Phazon, is a sentient planet, and is the final location Samus Aran visits in Metroid Prime 3: Corruption . From Phaaze, the Leviathans are born and sent into space to corrupt planets, such as happened to Tallon IV, Aether, Norion, Bryyo, Elysia, and the Space Pirate Homeworld.

All life on Phaaze is Phazon-based. Phazon Metroids and Hopping Metroids are abundant, as well as Phazon Puffers and Phazon Hoppers, and even Phaz-Ing. In addition to this, many unknown life-forms inhabit Phaaze. Infant Leviathans can be found on the planet, as well as husks of creatures "identical" to Metroid Prime found near the Leviathan womb, according to Samus's scan visor.

Following the Space Pirate attack on the GFS Valhalla, Dark Samus implants a captured Galactic Federation Aurora Unit into the planet itself, allowing her to control the planet and its resources. Due to the symbiotic nature of this relationship, the later destruction of the Aurora Unit by Aran subsequently results in the destruction of Phaaze itself, presumably irradicating all traces of Phazon throught the galaxy.

Mother Brain edit

Mother Brain (マザーブレイン, Mazā Burein) (often referred to as the Mother Brain) is a major antagonist and boss of the Metroid video game series, acting as the cyborg computer of the Space Pirates.

The villain generally appears as an enormous brain with a single, lidded eye, protruding metal spikes and power cables, which is surrounded by a glass tank, various automated defense systems, and a pool of lava or acid.

Mother Brain is depicted as being female in the television show Captain N: The Game Master, as well as in other lesser-known comic books. Also, the Metroid Fusion manual does make a reference to Mother Brain being female by stating, "On Zebes, Samus also encountered the biomechanical Mother Brain, leader of the Space Pirates, and dispatched her in a bitter fight."

Position edit

It is ambiguous whether or not Mother Brain is the true leader of the Space Pirates. According to Super Metroid's manual, Metroid: Zero Mission's manual, and both official manga, Ridley is the General of the Space Pirates while Mother Brain is just a biological computer which controls Zebes' defenses. However, the instruction manual for the original Metroid game, the manual for Metroid Fusion, the Nintendo Power comic, and the in-game introduction in Super Metroid refer to Mother Brain as the leader of the Space Pirates, with the original Metroid instruction manual going so far as to say that Ridley is actually controlled by Mother Brain. It should be noted however that the original Metroid has been retconned by Metroid: Zero Mission and the Nintendo Power comic is not canon. Metroid Prime confuses the issue even further in the Pirate Data logs by alluding to a High Command that issues orders, including the reconstruction of Ridley himself. One possible interpretation is that, since Mother Brain may have existed on Zebes before the Space Pirates arrived, that she "leads" them in the sense of a guide, leading them to conquest of the planet.

File:AuroraUnit.JPG
Aurora Unit at its chamber from the Metroid Prime 3 preview.

In the Metroid E-manga (which acts a guide to Samus' past), Mother Brain is actually an ally of the Chozo, who use it to keep track of data and reports. When Samus disarms a number of enemies but doesn't kill them Mother Brain pauses, but then orders her sentry bots to kill the disarmed invoking Samus' rage, although the story has not yet revealed a reason for Samus and Mother Brain to be enemies in the game or why Mother Brain is a member of the space pirates. However Mother Brain seems to be getting frustrated with the Chozo. The attitude between her and Samus is quite antagonistic even in the manga.

On August 13, 2007, the Wii Preview Channel for Metroid Prime 3: Corruption describes the Aurora unit organic supercomputer, which were originally created by Federation scientists twenty years prior to the game's present. These Aurora Units parallel Mother Brain's duties in the Metroid series, and it is likely she was, if not an Aurora Unit herself (as this contradicts the E-Manga as well as several other sources) then possibly the design-model for the other Aurora Units. According to the video released on the 13th, these computers can be used by government, military and large businesses, and can be given a male, female, or gender neutral persona. The video contains a schematic for an Aurora chamber nearly identical to the chamber in Tourian that houses Mother Brain in Super Metroid and highly like the chambers serving the same purpose in Metroid and Metroid: Zero Mission. The game itself, however, did not clarify their relationship.

Another thing of note to Mother Brain's origins, is the B.O.X. Robot in Metroid Fusion. The B.O.X. is large piece of hardware, made for digging holes and maintenance work in the habitats in the B.S.L. Research Station. It is tremendously powerful to protect itself from the powerful creatures the B.S.L. scientists have been collecting. When Samus battles the rogue B.O.X. Robot, she blasts apart its mid-section, revealing an organic brain controlling it. Eventually the organic brain is replaced by an X-Parasite mimicking it, but the brain itself fused to a cybernetic system is reminiscent of Mother Brain and the Aurora Units, just on a smaller, more mobile level.

Appearances edit

File:Motherbrain.gif
Mother Brain's second form from Super Metroid.

In the top three games of the list, Mother Brain is defended by Zebetites, life support units that block Samus' path. Mother Brain is defeated by first breaking its tank with missiles (or super missiles depending on the game), and then pummeling the brain itself. In Metroid: Zero Mission, not only are there rinka launchers and gun turrets, but the brain itself can fire a bolt of energy. In Super Metroid, the cyborg has an ace up its sleeve: after the destruction of its tank, Mother Brain seemingly collapses, but suddenly lifts herself up and is revealed to be part of a large, bipedal creature, with a range of powerful attacks (and a roar similar to Mothra).

In each game in which she is featured, Mother Brain's destruction initiates a self-destruct device, giving the player only a few minutes to escape before the area, atmosphere, or planet is incinerated. Catastrophic self-destruction countdowns are a well-known trademark of the Metroid series, as all but Metroid II: The Return of Samus feature at least one. Interestingly enough, Metroid and the bulk of Super Metroid take place on the planet Zebes. Though the damage done by the time bomb in Metroid is never assessed, in Super Metroid the entire planet is destroyed. In Metroid: Zero Mission Mother Brain's time bomb gutted only her control center and the adjacent rooms.

File:CNMotherBrain.jpg
Animated Mother Brain as depicted in Captain N: The Game Master.
  • Mother Brain has appeared in WarioWare, Inc. series. The first game of the series, WarioWare, Inc.: Mega Microgame$, has 9-Volt's microgame that re-enacts the fight between Samus and Mother Brain from the original NES Metroid. Samus must shoot missiles at Mother Brain to destroy it.

Kraid edit

Kraid is a fictional alien monster from the Metroid series, closely resembling the Japanese monsters called Kaiju. Gigantic and reptilian-like with a bloated appearance, Kraid is one of the largest enemies Samus ever encounters. Kraid first made its appearance in the original NES/Famicom Disk System Metroid game as a part of the game's miniboss duo, the other being Ridley. Kraid shoots projectiles such as dagger-like spiked sticks from its belly and navel as well as spinning boomerang-like nails from its fingertips as its main weapons.

Almost nothing is known of Kraid's planet of origin, race, rank or level of intelligence. Whereas Ridley is a highly intelligent life form, no information has been given concerning Kraid's mental abilities. With his intimidating bulk, large belly, impervious hide and ability to launch apparently unlimited numbers of dangerous organic projectiles, Kraid is one of Samus' most formidable opponents.

Metroid edit

In Metroid, Kraid is the boss of the area named "Hideout I". Due to lack of colors and the sprite's limited sizes, the artist's interpretation of Kraid for the game's artwork differed considerably from what the game designers had in mind. Kraid's artwork clearly shows that in addition to its smaller size in this game (than all later appearances), to have a mane of green hair that runs down its back and has only two eyes. However, this is not the case as the mane is actually the darker shade of scales while his third eye can be seen in the middle of its forehead as what appears to be a 'horn'. Samus receives 75 missiles upon Kraid's defeat.

There is also a fake Kraid Samus may encounter before fighting the real Kraid. However, since Kraid's Hideout has multiple paths the player can take to reach the real Kraid, the player may never actually come in contact with fake Kraid in a play through. Fake Kraid is similar in appearance but is a darker shade of green and is rather feeble in comparison with the real one. Unlike the real Kraid, it regenerates if it is destroyed and the player re-enters the room.

Metroid: Zero Mission edit

In Metroid: Zero Mission, Kraid is reminiscent of its appearance in Super Metroid, retconning Kraid's size and proving that he did not "grow" between his appearances in Metroid and Super Metroid. Also worthy of note is that there is no fake Kraid in this game. In the room where fake Kraid would be, he is no where to be seen. After defeating Kraid, Samus is rewarded with the Speed Booster upgrade.

Kraid's graphical appearance in Metroid: Zero Mission was altered considerably before the games final release. A beta screenshot of the game shows that Kraid was originally going to have a less threatening, more 'cartoonish' appearance than the rendition that eventually made it into the final product.

Super Metroid edit

Kraid reappears in Super Metroid in a much larger form (compared to the original Metroid), taking up the space of approximately two vertical screens. In this appearance, its body is invulnerable except for his mouth, which opens after Kraid is shot in the eyes. Four Super Missiles, 10 missiles, or many charged shots are necessary to defeat Kraid.
There is, as in the original, a fake Kraid in this game though dwarf-like in comparison, both in terms of size and strength. Just like the Metroid decoy, it regenerates if it is destroyed and the player re-enters the room.

Upon defeating Kraid, Samus is able to reach the Varia Suit upgrade.

Other games edit

  • Super Smash Bros. Melee: A trophy of Kraid is obtained when the "Brinstar Depths" stage is unlocked. Kraid also appears as part of the stage Brinstar Depths. Occasionally, he will emerge from the lava, roar and rotate the arena, changing gameplay.
  • Kraid was originally intended to make an appearance in Metroid Prime as a boss [3] and was modeled and skinned by Gene Kohler for that purpose. However, time constraints prevented it from being included in the final version of the game. Though the beta model displays him inside Phazon Mines, contrary to popular belief, he was not replaced by the Omega Pirate. The area in which he was supposed to appear in was never put into the final version of the game.

Other Media edit

Captain N edit

In the Captain N: The Game Master cartoon series, Kraid has a role as a servant of Mother Brain and appears in episodes 1, 4, 5, and 12 of the first season. In the first episode he was locked up in a prison with Princess Lana when she was being held captive by Mother Brain. In the 5th episode, his only speaking role, he is seen ordering prisoners around on Mt. Icarus, the world of Kid Icarus (along with a double of Kraid, which does exist in the original NES Metroid, but may only have been an animation error). In the comic series, Kraid's appearance is based on the original NES Metroid manual's concept art (as Super Metroid and Zero Mission had yet to be released) and he's shown to be smaller than and intimidated by Samus Aran.

Nintendo Power Comic edit

Kraid is also seen in the comic based on Super Metroid that was run in the pages of Nintendo Power and later reprinted.

Space Pirate edit

The Space Pirates are members of a fictional, alien, intelligent and militaristic species that appear throughout the Metroid series, as well as other members of the criminal/terrorist organization that the species comprises. Resembling bipedal crustaceans, they are sometimes referred to as Zebesian Space Pirates, or just Zebesians in the Super Metroid game manual, although later games have revealed that the Pirates are not native to the planet Zebes. The Space Pirates species was not present during the events of the original Metroid and Metroid II: Return of Samus.

History edit

The Space Pirates were first encountered shortly after the founding of the Galactic Federation. These Pirate groups would attack and raid spaceships to search for loot and to instill fear in the people of the Galactic Federation. Their main goal was (and for the entirety of the series, is) to take over as the dominant force in the Galaxy.

During one particular Pirate raid led by Ridley, the Pirates targeted the colony K2-L in an attempt to steal the mineral called Afloraltite, a great source of fuel and energy. During the raid, a small human child came upon Ridley amidst all the destruction. Ridley attacked the girl, but her mother took the blow for her. With the mother dead, Ridley planned to kill the small child, but an explosion destroyed his ship (caused by the girl's father in a suicide bombing) and he was forced to leave. This girl was later brought to Zebes by Chozo who she then lived with. This girl, Samus Aran, grew up with the Chozo even as she developed a hatred for the Pirates.

On an expedition to SR388, The Federation discovered an organism known as a Metroid. Studies showed that exposure to beta rays would cause them to multiply. This 'Metroid' is theorized to have wiped out an advanced civilization on SR388.

When the Pirates learned of it, they immediately set out and attacked the ship containing the capsule. They stole the hibernating Metroid and brought it to the fortress planet of Zebes in hopes of using the Metroid as a biological weapon. The planet, a confusing labyrinth underneath and an impregnable rock layer on top, was a prime selection for the Space Pirates. The Federation, knowing what destruction this creature could cause, sent out search teams to find the Metroid and return it to Federation authority.

Eventually, they tracked the Pirates down and began attacking the planet and the Pirate base, yet none of their forces could penetrate it. Meanwhile, the Pirates in the base were successfully cloning Metroids, and the Federation was now desperate. They proceeded to call in the famous Space Hunter, Samus Aran, to stop the Pirates, destroy the Metroids, and eliminate the Pirate leader which ran the base on Zebes which was a creature named Ridely and the Pirate computer, Mother Brain.

Metroid / Metroid Zero Mission edit

In the original Metroid the Space Pirates were not featured in the game at all; their activities were only mentioned in the game's instruction manual. For the remake Metroid: Zero Mission, Space Pirates were included in the game's final section. Their appearance (or lack thereof) in Tourian in the original Metroid is retconned in Zero Mission, as dried Space Pirate husks are seen strewn throughout the Metroid-infested area. It can be assumed that the Space Pirates lost control of the creatures and were wiped out. This would be the first, but far from the last, time that a pirate group would meet this fate.

Metroid Prime edit

File:Space Pirate.jpg
Space Pirate as seen in Metroid Prime

After the destruction of their Zebesian base, the Pirates split into two groups; one would return to Zebes and attempt to rebuild their base and revive Mother Brain while the other searched for a powerful energy source to aid the Pirates (somewhat reminiscent of their previous hunts for Afloraltite). Not long after did the second group detect a massive energy supply emitting from the planet Tallon IV, a former home of the Chozo. The Pirates then landed there, and set up a base to find the energy and use it. When found, they named it Phazon, a radioactive substance directly responsible for the decline of Tallon IV's environment.

Building a base in the Phendrana Drifts, where the cold temperatures made it easier to maintain and control experimental life-forms, as well as a massive mining complex, the Pirates began experimenting with Phazon. Once they learned of its potential, they began exposing Tallon's inhabitants to Phazon. However, initial tests were unsuccessful, and most third generation specimens died.

However, they eventually mastered Phazon exposure, and learned that if the creature survived the infusion process, muscle tissue would grow, though brain tissue degenerated, causing insanity. Eventually, with enough testing of different Phazon types, the Space Pirates found a way to mutate organisms without much loss of brain tissue.

Eventually they brought Metroids to Tallon IV to see what a Metroid's reaction to Phazon would be. After an initial problem at the landing site resulting in the death of three Metroids, they were safely transported to Phendrana Drifts, due to a new find that cold temperatures made them sluggish. They soon learned that Metroids could absorb this energy without limitation, resulting in a different evolutionary growth; they would evolve either into Fission Metroids or Hunter Metroids.

Once mastered, they even began experimenting on their own kind, which ended up being the creation of the Elite Pirates, the Phazon Elites, and the culmination of their efforts created the Elite Pirate Upsilon, or the Omega Pirate. Certain Phazon would bring a new age to the Pirates, they continued Phazon experimentation with various creatures, including parasites on an orbiting frigate, Orpheon.

Late in their operations they traced Phazon back to its source; the impact crater of the meteor that brought Phazon to Tallon IV. They sensed massive energy readings from within, and even detected bio signs of a giant creature located in the crater, absorbing high amounts of Phazon. However, they could not access said crater due to a powerful containment surrounding it. Tracing the field back to a Chozo Temple, they learned that in order to breach the shield, twelve Chozo artifacts would be needed. Finding a few, they continued their search in hope of controlling both the Phazon and the creature in the crater.

In the original, U.S. version of Metroid Prime, the Space Pirates eventually found the creature, and named it Metroid Prime. They were amazed at its capabilities: not only could it absorb Phazon, but it could also produce it. They tried to contain it, but it escaped several times, at one point assimilating Space Pirate weaponry. Other versions of the game laid out the sequence of events differently. The pirates were only able to detect Prime beneath the surface, leaving its name and the technology it had absorbed unexplained.

They also resurrected the defeated Ridley, and added cybernetic enhancements, making him an even fiercer opponent. They called their new creation "Meta Ridley". The Space Pirate High Command also planned on allowing him to head Pirate Security. However, he could not do so until his enhancements were complete on Orpheon.

In the Chozo Ruins while exploring for Chozo items, they encountered several Chozo-like entities, named Chozo Ghosts. Killing many personnel, the Pirates planned on destroying these apparitions, which seemed to haunt several religious areas.

Eventually, Phazon exposure of the Parasites resulted in the birth of four enormous mutant Parasite Queens. Two died due to Phazon overexposure, but the remaining two survived, and one escaped. It and the mutated Parasites eventually eliminated or injured a significant majority of the Pirates on board, excluding Meta Ridley. A distress signal was sent out, but Samus Aran detected the distress call and went out to find its source. Eliminating a Parasite Queen, she was forced to flee as the body fell into the reactor. On the way out, she spotted Meta Ridley, chasing after him as he escaped to the planet.

After causing havoc in their Phendrana base, she proceeded on through the crashed Frigate Orpheon to Phazon Mines, where she learned of the Pirates somewhat successful attempts to duplicate Samus's weapons (the Power Beam, Wave Beam, Ice Beam, and Plasma Beam) and used them against her. While capable of similar power, they were of inferior design and could be destroyed by using the weapon that corresponded with their own.

Traveling deeper into the Mines, she encountered the Elite Pirates and the Phazon Elite, proceeding all the way to the Elite Quarters, where the Omega Pirate dwelt. After defeating the Pirate, it crashed upon her, infusing her suit with massive amounts of Phazon, creating the Phazon Suit. With the defeat of the Omega and the Elites, the Pirates were all but finished.

After acquiring all the Chozo Artifacts, Samus traveled to the Artifact Temple where she could access the Impact Crater and destroy the Phazon and the creature there. In a final attempt to stop her from entering the Crater, Meta Ridley arrived and tried to kill her once more, destroying much of the Temple in the process. Samus ultimately defeated him, and in their wrath, the spirits of the Chozo cause the statues of their race to send piercing lasers toward Ridley's body, with the large amount of force launching him over the edge of the Temple; the last that is seen of him is a massive explosion somewhere within the Crater.

Hunters edit

The Pirates played a very small role during the events of Metroid Prime Hunters, but Weavel, a former Pirate general was introduced. In a previous battle with Samus Aran, he was defeated and supposedly killed, but was found by fellow Pirates and restored to health. However, the damage was so extensive his brain and spine were implanted in a space pirate copy of the chozo suit Samus wears. Although losing the rank of general, he quickly proceeded to the tops of the Pirate assassination force due to his unique physique and his prior training. Mastering the Battlehammer and utilizing his alternative form, the Halfturret, he proved himself to be a formidable foe. He was one of the many who received the telepathic message from the Alimbic Cluster, and took off in search of it. There he traveled the Cluster in search of Octoliths, which would lead him to the Ultimate Power spoke of in the message. However, whether or not he wanted the Ultimate Power for himself or for the Pirates is unknown.

Finally accessing the Oubliette when Samus Aran operated the Alimbic Cannon to find the Ultimate Power, she and the other Hunters joined together to open the seal holding what they believed the Ultimate Power was. However, when the seal broke, a monstrous creature known as Gorea emerged, who then drained them of energy and duplicated their weapons as its own.

After Samus defeated Gorea (she had witnessed the defeat of the other Hunters) the Hunters ships, along with Weavel's, were seen escaping the exploding Oubliette. Nothing more is known of Weavel.

Metroid Prime 2: Echoes edit

After their defeat on Tallon IV, the Pirates went off in search of more Phazon to compensate for their losses on Tallon IV. Finding energy readings on Aether, they traveled to what they presumed was a peaceful planet. They soon learned that a terrible war was being waged between the natives, the Luminoth, and an unknown foe. Creating a base in Agon Wastes, they discovered the Dark Beam, the means to open a portal that led to Dark Aether. Learning of a Phazon meteor that caused the planet to split into a Light and Dark world and the birth of a race of dark creatures known as the Ing, they immediately requested more military support, as even the atmosphere in Dark Aether was poisonous.

Realizing that all planetary Phazon was found in Dark Aether, they began mining operations, which turned into a disaster. The Ing, believing the Pirates to be enemies, constantly attacked the Pirates, possessing and destroying them. Not only that, but planetary instability was high due to a large attack somewhere in the mountains, most likely the Ing's raid of Sanctuary Fortress. Phazon experimentation on Metroids was also carried out.

The Pirates also were forced to deal with Dark Samus, who they believed was actually Samus Aran. The creature raided their base, only stealing Phazon to sustain itself and destroying anything that tried to hinder its progress. In one attack, Dark Samus destroyed the Pirates' shield generator, causing them to be discovered by the Federation ship Tyr, the original target of Samus's rescue mission. However, the Federation's weapons were ineffective against the Ing and the entire crew was soon killed.

Following Samus Aran's arrival on Aether, after finding out that Dark Samus was not Aran, the Pirates hoped to form an alliance with Dark Samus, discovering that it held a grudge against her for destroying its true form in Metroid Prime. However, this peace proposal went unheeded, and Dark Samus continued to interfere with the Pirates' plans until it was vaporized by Samus. After the collapse of Dark Aether, the Pirates were forced to abandon their base.

Metroid Prime 3: Corruption edit

File:MP3C Space Pirates.jpg
Pirates from the E3 2006 demo.

After the events of Echoes, the Galactic Federation rendered assistance to the remaining Luminoth in removing Space Pirate equipment from Aether. In doing so, the small amount of Phazon left on the planet was revealed, and the Federation salvaged a portion of what was left to conduct their own experiments. Upon learning of the remaining Phazon, the Pirates took it upon themselves to stealthily extract what was left of it, but in the process they had collected a dormant Dark Samus along with the Phazon.

Dark Samus took control of the Space Pirate force, brainwashing them into following her orders without question. They considered it an honor for Dark Samus to launch a Leviathan at their home planet, corrupting it with Phazon. In addition, they raided the G.F.S. Valhalla, stealing the ship's resident Aurora Unit, 313, and using it to corrupt the other Aurora Units with a Phazon virus. Due to Dark Samus' control over them, the Space Pirates become powered by Phazon instead of corrupted by it.

The Galactic Marine Corps. use a prototype suit stolen from Space Pirate bases. The suit is named the Phazon Enhancement Device (PED for short). It can transfer energy in a backpack to strengthen the body of the user. Apparently the suit of the Marine Corps. is much safer than the Space Pirate technology, as the original suit caused many Space Pirates to produce a disease called Phazon Fever. It was possibly referenced in Metroid Prime 2: Echoes that a pirate got this "fever" showing that the Space Pirates were possibly experimenting this suit even then. The Space Pirates have perfected the technology as well, however; most of their main force is capable of using the PED at will.

In the game, the Space Pirate Homeworld (never given a specific name) is visited for the first time. It appears that all traces of organic material, with the exception of Phazon, has been purged from the planet; everything is metallic. Acid rain constantly pours down in unsheltered locations, harming those without proper protfection. A series of connected subways are used to traverse the homeworld effectively.

According to scans of Space Pirate Militias, disobedient members often find themselves as "dinner" for regular troopers, suggesting that Space Pirates are (at least to some degree) cannibalistic.

Dark Samus has taken advantage of the Space Pirates and does little of her own dirty work anylonger, with the exception of corrupting Rundas and the other hunters.

It is told in a secretly hidden Space Pirate lore that the pirates down on the planet were trying to repel the incoming seed. The brainwashed pirates found this foolish, and knew the planet pirates were doomed to fail. While the pirates above landed after the seed struck the pirate homeworld, the land pirates who were not corrupted where forming a resistance. This may show that some pirates do not approve of what others of their group are doing.

Super Metroid edit

Gone from the events of Metroid II: Return of Samus, they returned for Super Metroid in a second attempt to use Metroids for galactic conquest. At some point before this game, they allied themselves with the KiHunters, Space Pirates from another galaxy. Reestablishing a base on Zebes, the Space Pirates also resurrect the mainstays of the Pirate armies: Kraid and Ridley, along with Mother Brain. Ridley goes out to steal the last known Metroid hatchling from a space colony, shortly after it was brought there by Samus, who was returning from an expedition to SR-388 where she wiped out the rest of the species. A distress signal was sent out quickly, and Samus returned, but Ridley escaped with the Metroid.

Samus chased Ridley back to Zebes, and finally defeated the final boss needed to unlock Tourian in the deeper section of Norfair. It is unknown if Phantoon and Draygon were associated with the Space Pirates in any way, but given their importance, along with Kraid and Ridley to open the final section of the game, they might have been leaders of some sort. Supporting this theory are the golden statues built on the entrance to Tourian, which represent (and possibly honor) the four major bosses in Super Metroid: Kraid, Phantoon, Draygon and Ridley. Samus, having access to the core of the base, entered and faced the Mother Brain but was unprepared to face Mother Brain's second form. As Mother Brain was about to destroy Samus, the Super Metroid arrived and refilled her energy. Mother Brain destroyed the Metroid during the process, but not before it powered up Samus's Power Beam. Samus, enraged by the death of the Metroid, used her new weapon to destroy Mother Brain. Escaping, Samus saw the final destruction of Zebes, and a powerful blow to the Pirate organization. The Metroids had been hunted to extinction, Ridley, Kraid and Mother Brain were once again destroyed, but whether or not the Space Pirates were finished or if they had more bases is unknown at this time.

Metroid Fusion edit

Once again the Pirates played a small role during the events of Fusion. Samus stumbled upon the frozen corpse of Ridley on the B.S.L. station, in cold storage by Federation scientists. X Parasites mimicking Pirate troopers also appeared, suggesting that they somehow absorbed Pirate DNA. It is unknown if there were any Pirates on the station, since they would have been killed, and subsequently mimicked, by the parasite.

Organizations edit

High Command edit

There are a number of references to "Command" or "High Command" in Pirate logs in both Metroid Prime and Metroid Prime 2: Echoes. Command is apparently the head of the Space Pirates, responsible for issuing orders, troops, and supplies. While this body is authoriatarian, it is not totalitarian, as one Space Pirate's log on Aether openly rebelled against the government established there.

Science Team edit

There are several references to "Science Team" in Pirate Logs in both Metroid Prime and Metroid Prime 2: Echoes. It appears that they direct research. They are below Command in the hierarchy of Pirate society, but because they are not a military division, they have more leeway than the rest of the Pirates. Science Team appears at times to be rather detached from what actually goes on in the field; in particular, one major disaster involved their belief that Metroids could be domesticated; the creatures entered a rampage and killed some Pirates before being destroyed themselves.

It would seem that Science Team is sometimes at odds with some Pirate soldiers as evidenced by a miscellaneous Pirate Log which can be found in the Pirate's make-shift base camp in the Agon Wastes of Aether. The log appears to be written by a skeptical Pirate who disagrees with a plan of Science Team's, making the point of saying that Science Team "has vapor for brains."

Security Team(s) edit

The group of Pirates that Samus Aran finds herself fighting off in the Metroid games. Security Team is not so much a group as it is a name for the group of Pirates who have the responsibility of defending bases from intruders. They are also in charge of defending and/or carrying out scientific experiments for the higher orders.

Pirate society and laws edit

In the Space Pirate society, obedience is a strict law. Those who do not comply with orders from higher command officials will be met with strict and cruel punishment. The punishments range from simple ration and pay cuts to death; offenses punishable by death include any signs of cowardice in a battle or sympathy towards a victim, as well as inability to follow orders, which is considered equal to treason. However, they do appear to allow free speech, as some computers in Echoes have messages that criticize High Command or Science Team. Whether these aggressive traits are inherent to the species or merely a product of their society remains a mystery.

The true leader of the Space Pirates is the subject of some debate. The Mother Brain was assumed to fill that role for some time, but the Metroid manga revealed that the Mother Brain was an ally of the Chozo on Zebes before it was taken by the Pirates. Also, the repeated mention of a High Command in the Prime games indicate that many Pirate operations take their orders from another source. According to the last game to mention leadership, Metroid Zero Mission, Ridley is (or, at least, was) the leader.

While the Space Pirates appear to be very good at stealing and modifying technology and bioforms, they seem to have little regard for the safety of their researchers, soldiers or experimental subjects. Given the rate at which they seem to go through each of the above, as well as their willingness to experiment on their own species, it can be assumed that they have a vast existing population and/or a rapid breeding rate. The recurrence of certain powerful creatures (primarily Ridley, but also Kraid and Mother Brain) suggests that the Pirates possess some sort of resurrection or cloning technology, which may also explain their willingness to let mass numbers of their own kind die. The method by which the Space Pirates reproduce, and even whether or not they have sexual traits, is still unknown.

In Prime, a message warning of Phazon madness in pets indicates that the Pirates keep domesticated animals, though no such animals are actually seen. In Echoes, one computer's information states that a member of the Science Team had been affected by Phazon madness, and, claiming the Phazon for himself, held his companions at gunpoint until security arrived. Several messages in Echoes inform Pirates that Metroids should not be kept or considered as pets, implying that at least one Pirate has tried to tame a Metroid (and was likely killed by the creature). Apart from this, no other records exist to indicate any concept of leisure or entertainment, let alone art, in Space Pirate culture.

In Prime, it is noted that Pirates use live creatures for target practice, as one Pirate log notes that a Pirate attempted to use a Metroid as target practice, and barely survived, receiving severe brain damage.

The basis of the Pirates' lofty ambitions of conquest has yet to be revealed, along with their origin. Despite their fanaticism for their cause, a religious motivation is unknown. Although their disregard and contempt for religions makes this appear unlikely, Space Pirate Data Log 11.420.7, entitled "Metroid Morphology," which is found in the first Metroid Prime, does suggest some sort of spiritual impetus:

"Metroid dissection continues to provide 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 a Metroid actually extracts the life force from its prey 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."

However, a definitive explanation for their origins and behavior has yet to be given.

Technology edit

Galvanic Accelerator Cannon edit

The Galvanic Accelerator Cannon (GAC) is a weapon used by the Space Pirates stationed on Tallon IV in Metroid Prime. GACs are also equipped to Humility Class Turrets in Metroid Prime 2: Echoes

Attached to the beings' right arm, the GAC's are fired by raising their single finger into an alcove containing a trigger.[citation needed] They fire small, reddish bolts of energy capable of dealing minimal damage, but they fire very fast and have extremely low recoil.[citation needed]

Later in Prime, they reverse engineered Samus' beams, attaining their own (weaker) versions of them.

Quantum Assault Cannon edit

After the events on Tallon IV, the Pirates abandoned GACs for QACs, Quantum Assault Cannons, seen throughout the rest of the series — prototypes of these can be found in Lab Hydra, and a few are seen in the first story, depicted in Metroid: Zero Mission.

Scythes edit

The standard pirates stationed on Tallon IV had powerful scythe blades attached to their wrists, although they are more like bayonets or swords. These swiveled up alongside their arms when not in use, and rapidly swung out into attack position when situations called for close-range attacks. Troopers had their blades, dubbed Photonic Power Scythes, grafted directly onto their left arms, evidently replacing their hands, on both Tallon IV and Aether. Commandos on Aether had energy blades that emerged from the tips of their cannons, and some of the pirates in Corruption have similar blades that form from their left wrists.Weavel in Prime Hunters has what looks like an energy bayonette on his wrist, which he uses in his alt-form.

Shields edit

Pirate Commandos have energy shield generators carried on their left arms, which deflect all attacks. In Echoes, they are indestructible. However, in Corruption, one can "grab" a shield with the Grapple Beam and toss it away.

Space Frigates edit

The Space Pirates are seen to use gigantic spaceships to move around space, and two of these are visited by Samus throughout the series. In Metroid: Zero Mission, she sneaks into a huge purple spaceship. The actual name of the ship is not revealed, but the game refers to it as the Space Pirate Mother Ship. After recovering her Power Suit, she destroys the ship, steals a fighter ship, and escapes.

In Metroid Prime, Samus' adventure starts by exploring the space frigate Orpheon, which has been recently evacuated due to a catastrophic uprising of experimental test subjects. (Namely, the Parasite Queen specimens.) Samus destroys the frigate and escapes, leaving the Orpheon crashing down on Tallon IV. Later in the game, she finds and revisits the wreckage of this ship.

Logs in the Orpheon's map room also make mention of other frigates, such as the frigate Vol Parragom.

These frigates usually appear alone and without aid of a larger fleet, and, when orbiting planets, seem to be the source of the many experiments and strongholds planetside. This seems to suggest that the Pirates are very independent of High Command, and this may also explain their wide range of appearances, since they may identify each other's position in physical appearance and personal experimentation. For example, Orpheon, in Metroid Prime, in-game (the official artwork reveals a far more insectoid figure), boasts Pirates with muscular, reptilian features under a scaly exterior with almost fleshy covering, and heads with clearly defined claw-like hands and mouths, also reptilian. However, the ship the GF troopers shoot down at the beginning of Metroid Prime 2: Echoes boasts the planetside Pirates with their distinctive claws, insectoid heads, and a clearly defined exoskeleton.

Starfighters edit

In Metroid: Zero Mission, several one-manned Space Pirate starfighters are seen escorting Ridley's Space Frigate. They appear some time later once Samus attempts to escape after defeating Mother Brain, and is set upon by several of the ships. Their shape can be described as mimicking a horseshoe crab, complete with a long tail. They are colored green, and have a symbol of unknown meaning on them. Their speed is swift, although they couldn't overtake Samus's ship in Metroid Zero: Mission. The craft's firepower was strong enough to take her ship down, although whether Samus' ship had shields or was critically hit is not known. Samus later stole one of the vessel when she escaped, though it was colored cyan and lacked a symbol.

After Metroid: Zero Mission, no fighter has been reported, although there have been several dropships depicted. One type is in Metroid Prime 2: Echoes, and is roughly the same size as a Federation Dropship, and can indeed fly into space. The other type has been seen in the demo(s) of Metroid Prime 3: Corruption, and looks as if it can only hold at least two Pirates, who are passengers. It is unknown whether this smaller carrier can fly into space, or if it is even piloted by a Pirate and not robotic.

Space Pirate variants edit

Pirate Troopers edit

The most common, well-known form of the Pirates in the games. They contain moderate shielding and are the mainstay of the Space Pirate crews. They wield either Galvanic Accelerator Cannons or Quantum Assault Cannons, and are quite agile. Some wield photonic energy scythes for a melee attack. They rapidly attack intruders with their accelerator cannons and will charge or jump over large distances to attack enemies with their scythes. Pirate troopers will often disable door systems in the rooms intruders are in so they cannot escape. Troopers usually form some kind of basic tactic to deal with foes, generally involving the simple fact that Troopers are rarely (if ever) alone. Space Pirates will also cling to walls while firing or run up close for a melee attack. Space Pirates will hide when on duty so as to not be seen. When intruders enter, however, they will attack with extreme aggression and prejudice. They are the only enemies seen in a Metroid game, other than an SA-X, capable of opening doors Samus has run through. It is unclear how they created log entries on computers, or exercised any fine motor skills whatsoever, without fingers, so it may be possible that the lobster-like appendages are merely a covering, and are removable. Or the computers are able to pick up brain waves that the Space Pirates send out, but no information has been shown that supports this idea.

Elite Pirates edit

During their stay on Tallon IV, the Pirates started a program known as "Project Helix". On the most basic level, the Project was a supersoldier experiment, using Phazon to mutate and enhance their own kind. The resulting creatures were the Elite Pirates. Elite Pirates are roughly two or three times the size of normal Pirates and are highly dangerous at any range. Prior to Samus Aran's arrival on Tallon IV, Elite Pirates were to be rushed into mass production to launch attacks on all of the Space Pirates' enemies—however, these plans were abandoned after she destroyed their labs. The Elite Pirates have an energy-siphon system, allowing them to absorb beam weapon energy with hand-produced shields. They use this siphoned energy to fuel their massive Plasma Artillery Cannons. Concussive weapons (Missiles) are more effective against Elites.

Phazon Elites edit

Phazon Elites were the result of the Pirates' first attempts at creating Elites. Phazon Elites were no larger or faster than the more efficient, easily produced Elites that followed, but were far stronger. Due to a failure to understand the complete nature of Phazon at the time, the Pirates gave the Phazon Elites far more than was necessary, resulting in a drastically shortened lifespan and psychosis in most subjects. The single product that did survive was covered in bulging, Phazon-filled veins, but was incapable of using them for anything; they were simply a corruption that would eventually be its undoing. Before that time came, though, Samus killed it to find a Chozo Artifact.

The Phazon Elite doesn't use the Plasma Artillery Cannon of its "descendants"; rather, it relies far more on the shockwave generator in battle. This sacrifice is not without its benefits, however; the lack of the vulnerable cannon makes the Phazon Elite nearly twice as hardy and enduring as its counterparts.

Omega Pirate edit

Elite Pirate Upsilon, codenamed 'Omega Pirate' by its creators, is the most powerful of the Elite Pirate forces, and is by far the largest, dwarfing the other Elite Pirates. The Omega Pirate was the ultimate result of Project Helix. Most Elite Pirates either suffer from serious cases of Phazon Madness or die after such intense infusion, but Upsilon had a natural tolerance for these effects, allowing infusion to go far beyond standard safety restrictions. The Omega Pirate has shielding on its weak spots and can regenerate tissues by covering its wounds with Phazon. It can render itself invisible to the naked eye with a cloaking device called the Chameleon Manta (though it can be traced with the X-Ray Visor). It can only be damaged while regenerating. If it completes its regeneration, Samus has to start all over again with destroying its armor. It is of great size (roughly four times as tall as Samus), and also wields retractable wrist bayonets, an energy deflection shield, and a more powerful version of the Plasma Artillery Cannon, known as Plasma Incendiary Launchers, as well as a Wave Quake Generator that is faster and more powerful than that of basic Elite Pirates. The Space Pirates are said to consider the Omega Pirate the pinnacle of the Phazon program, with its only weakness being its high dependence on Phazon to sustain itself. Omega can also summon Beam Troopers as a distraction, but ironically, most of its attacks can destroy any unlucky Trooper that is on the ground. Defeating the Omega Pirate gives Samus the Phazon Suit, which protects her from Blue Phazon damage (but not the Orange Phazon in the Impact Crater). She obtains the suit when the dead Pirate collapses on her, enhancing her suit with the huge amounts of Phazon stored within its body.

Pirate Commando edit

File:Space Pirate Commando.jpg
While the space pirates of Metroid Prime 2 were already substantially visually different from those in Metroid Prime, the Commandos looked considerably more different.

Pirate Commandos are trained for the sole purpose of "hunting the Hunter". Dangerous combatants at any range, they carry variable pulse cannons, EMP-grenade launchers, and energy scythes. They also have a portable shield generator which allows them to shield themselves from attack and jetpacks to travel quickly over any terrain. On the planet Aether, Ing warriors were known to possess them. In fact, these pirates were prized amongst the Ing as trophies. These "Dark" Pirate Commandos could phase in and out of local time-space at will, due to the fact that only Hunter Ing, which also have the phasing abilities, are allowed to possess them.

Pirate Grenadier edit

Found in Metroid Prime 2: Echoes, this is a standard Pirate capable of firing high-powered grenades at intruders. They have the same health amount as other Pirates, but often stay on high ground, due to the fact that they lack any other weapons. Despite the fact they possess the Scythes of their counterparts, they never use them; if Samus comes into striking range, they prefer to bludgeon her with their grenade launchers (a very weak, clumsy effort).

Flying Pirates/Pirate Aerotroopers edit

Flying Pirates (later called Pirate Aerotroopers) are standard Space Pirates outfitted with missile launchers and jet packs. Their appearance, however, varies somewhat from other Pirates. They are less bulky, and have somewhat lighter green skin. These Pirates often are the second most common Pirates in Space Pirate operations. They are quite agile and attack furiously with missiles and standard Pirate armaments to eliminate their targets. The jetpacks are not without their flaws, however; in addition to generating vast quantities of heat and smoke (which make tracking with Thermal Imaging and the naked eye much easier, respectively), the jetpacks can be overloaded by extreme heat, such as that caused by the Plasma Beam or Light Beam. When shot down (if not completely destroyed), Aerotroopers will attempt a last-ditch Kamikaze attack which consists of them spiraling toward their target which causes their jetpacks to explode. According to the log entry on aerotroopers, they do this because they prefer "death before dishonor".

Aqua Pirates edit

Aqua Pirates utilize many of the same weapons as their flying brethren. Along with their exoskeletons, their thruster-packs have been modified for aquatic use and they use technology similar to that used in Samus's Gravity Suit. As with Aerotroopers, the thruster-packs of Aqua Pirates are easily tracked with the Thermal Visor. These defects are partly apparent to the Space Pirates, who work to correct these problems. Interestingly enough, the missiles used by Aqua Pirates are far slower than those used by Aerotroopers, and are even more easily dodged, most likely caused by their impeded movement in water.

Beam Troopers edit

Beam Troopers wield reverse-engineered versions of Samus's Chozo beam weapons. These copies are flawed, however. They are less powerful than the originals, and a flaw in their shielding leaves their users vulnerable to the same type of weapon (i.e. the Power Beam is effective against Power Troopers). Ice Troopers have the greatest weakness to the corresponding beam; they can be frozen with the Ice Beam and then shattered with a missile, though the Ice Beam must be charged to freeze the trooper. Power Troopers utilize the Power Beam, Ice Troopers use the Ice Beam, Wave Troopers carry the Wave Beam, and Plasma Troopers wield the Plasma Beam. The shots from all of these weapons look almost, if not exactly, the same as Samus's ordinary Power Beam shots, and all of them behave the same way. These troopers will often swarm intruders in large numbers and were quite common in the Phazon mines of Tallon IV.

In some versions of Metroid Prime, the beams have different effects on the harder difficulty setting; Power Beams knock Samus backwards, Wave scrambles the visor, Ice has a small freeze chance, and Plasma has a small chance to ignite Samus.

Shadow Pirates edit

Only a select group of Space Pirates have access to cloaking technology; these are the Shadow Pirates. This cloaking technology drains large amounts of power, forcing them to rely solely on melee weapons (energy scythes) in battle. Thermal tracking is still effective for locating Shadow Pirates. Ironically, it isn't very difficult to track a Shadow Pirate with the naked eye alone; the cloaking device releases periodic sparks of energy that serve as a (potentially life-threatening) giveaway to the Pirate's location. Shadow Pirates and Beam Troopers both have a tendency to cling to walls and attack.

Metroid Prime 3: Corruption Space Pirates edit

Metroid Prime 3: Corruption features several new classes of Space Pirate enemies. With the exception of Pirate Militia, slaves and criminals used as battle fodder, most Pirate Troopers carry assault rifles, energy scythes, EMP grenades, and Dash Jet systems for increased mobility. Aerotroopers return, with twin Remote Attack Pods that can fire particle cannons or helix missiles. Some Militia members or Troopers also appear as Shield Pirate Militia or Shield Pirate Troopers. These enemies carry shields that block most attacks, and must be ripped off with Samus' Grapple Lasso. With the exception of the Militia, all Pirates have P.E.D. functionality, allowing them to boost their own abilities with Phazon.

In addition, Pirate Troopers, Shield Troopers, and Aerotroopers may sometimes outfit themselves in special types of armorsuits: Armored variants block beam attacks but are weak to missiles, while Assault variants can withstand missiles but are weak to charged beam shots. Advanced variants cannot be damaged at all until their armor is blown off with missiles.

Higher level Pirate troops also exist. Pirate Hussars are normal Troopers that ride Korakk Beasts into battle; they come equipped with energy lances that are dangerous from any distance. Commando Pirates are similar to their Metroid Prime 2 incarnations, except they also carry cloaking devices much like Shadow Pirates. Their strong armor protects them from anything short of a Plasma Beam shot.

Berserker Knights and Berserker Lords are Pirates heavily mutated through use of Phazon. The weak point on the back of their heads is shielded with Phazon armor that can only be damaged by rebounding their projectile attacks back at them. Berserker Lords have additional spots on their shoulders that are vulnerable to fire, and both shoulders spots must be destroyed before they even begin shooting projectiles. Knights must survive the highest level of Phazon corruption before they are promoted to Lords.

Pirate Commanders are high-danger enemies that have every weapon Commando Pirates do, but wear Red Phazite armor that can only be pierced with high frequency weaponry. They carry personal teleporters that allow them to warp around the battlefield, and normally enter battle with multiple Commandos beside them and under their orders. Pirate Commanders must serve as Commando Pirates for ten years before receiving a promotion, and Commanders often live to rise to the ruling caste of the Space Pirate homeworld.

Other Types of Pirates edit

Two very strong pirates are found just prior to fighting Ridley in Super Metroid, they are encountered in lower Norfair, in a corridor, with monitor-like devices hanging from the ceiling. These two Pirates jump around at high speed throwing boomerang-like projectiles at Samus, while performing various punch and kick attacks, and are nearly impervious to Samus' arsenal: they can only be shot when resting, and only from behind. However, they could also be damaged by striking them as they did a flying jump attack.

In Metroid: Zero Mission, the Space Pirate mother ship had black Pirates scattered about. On every difficulty, the two black pirates in the hangar area had to be fought and defeated before Samus could escape.

X-Pirates edit

These are normal Zebesian Space Pirates that have been infected and copied by the X-Parasites. They are green skinned with purple armor. They usually cling to walls in shafts and attempt to shoot Samus as she climbs up the shaft. They are also encountered in water and upon absorbing an X Parasite from a fish-like creature, will transform into a mermaid-like version that is extremely fast, but can only live in water. The X-Pirates can absorb multiple X-Parasites and become "Gold Pirates". Entirely gold in color, these "Gold Pirates" are almost the same as regular X-Pirates, but they are much stronger and are only vulnerable from behind.

Weavel edit

Weavel is a character from the Nintendo DS game Metroid Prime Hunters.

Weavel is a former Space Pirate commander who was severely wounded by Samus Aran on Brinstar (according to the official Hunters strategy guide), leaving only his brain and central nervous system intact. Afterwards, he was fitted with a new robotic body, allowing him to separate his torso from his legs, which then become a stationary turret. It is unknown if he seeks the treasure of the Alimbic Cluster for the Space Pirates, or for himself, but he will remain with the Space Pirates as long as it's convenient. He enjoys missions that no other Space Pirate could accomplish because of his robotic physique. It should be noted that Weavel must have had some special value for the Space Pirates as he was saved and given a new body, when usually Space Pirates have little regard for the safety and/or death of their own kind (or any other beings for that matter).

Weavel uses the Battlehammer, which is an energized mortar gun that is capable of rapid fire shots. When Weavel wields it, it does more damage and has a far greater splash radius. According to the Nintendo Power guide, it has crude mechanics but is effective when properly used. The Battlehammer can also propel Weavel upwards or back if aimed correctly against the wall or even the ground. Although taking damage from the splash damage, it can be used for shortcuts or high places that no other hunter can easily access. This term is referred to as "Battle Hopping" because of using the Battlehammer to propel Weavel in the air. It is also sometimes called a "Quad Jump" which consists of two Battlehammer shots on the ground, followed by a mid-air normal jump by tapping the Touch Screen, and then going into Alt-Form. Four jumps are commonly used in this.

Weavel's alt form is the Halfturret, in which Weavel's body is split into two separate parts at the waist, splitting his remaining health equally between the two parts. His lower body become an autonomous, stationary turret that shoots non-affinity powered Battlehammer shots, while the player retains control of his upper body, which wields a Plasma Scythe. When Weavel returns to his biped form, the health of the two parts combines to form the amount of health he has after switching. In the event that he only has one point of health when transforming into the Halfturret, both parts will have one health point each. Damage taken by the upper half will not affect the turret unless the upper half is destroyed, in which case the turret explodes too. If the turret is attacked, it damages both parts. If the turret is destroyed, Weavel will be left with only one health point.

Strangely enough, Weavel activated his plasma scythe in the opening video, but in Hunters, he does not use it unless he's in his alt form. The scythe was potentially a good melee attack, but Weavel doesn't use it in favor of the slightly weaker Battlehammer. This is probably because none of the other characters utilize melee weapons except in alt-form. This makes an imbalance among the seven hunters, making a "High-Tier" hunter such as Sylux, a more favorable hunter due to the lack of speed in the Half-Turret.

Ing edit

The Ing were created when a heavily Phazon-laden meteor struck planet Aether with such intensity that it ripped open a new dimension, called Dark Aether. It is thought that the Ing are indigenous to this world. They can only survive in Dark Aether yet they can turn into a mist form that can inhabit both Dimensions. It is in this form that they are able to possess creatures. In Metroid Prime 3, there is a phazon based entity called the "Phaz-Ing" which appears to be a phazon based Inglet (see below). Since Aether was struck with a pre-space-pirate-modified Leviathan, it is possible that dark energy from the creation of Aether energy coupled with phazon mutation gave birth to the Ing. This would explain the existence of the Ing Emperor, said to be the first of its kind, receiving the most mutation from the phazon (perhaps the original guardian chosen by the Leviathan). This would also explain the primary Ing motive, as almost all of the phazon is located in Dark Aether, therefore in order to protect it, Light Aether must be destroyed through the thieving of planetary energy.

Their name is the Luminoth word for 'terror'. There a number of different types of Ing; while they may differ wildly in appearance, most Ing share a few basic traits. To avoid fighting, the Ing can transform into puddles of liquid and slither around for long periods of time. As inhabitants of Dark Aether, Ing hate strong light, making the Light Beam an effective weapon against them. The protective light crystals and beacons found all over Dark Aether can be charged with light energy, instantly killing any Ing that comes too close. A beam or beacon charged by the Annihilator Beam will attract Ing with its dark energy traits, but the energy field created will destroy any Ing which enters it.

File:Ingpuddle.jpg
An Ing in liquid form.

The Ing appear to have some sort of a social class, much like colonies of ants. Inglets make up the lowest class of the Ing community, Warrior Ing and Hunter Ing make the security class, the higher rank of Ing consists of Sub-guardians and Guardians, and the Emperor Ing holds the highest rank. However, they do not have a true hive mind, as young Ing are described as "eager" when the dark war wasps are scanned, and are given Rites of Passage, like many warrior cultures. This suggests a drive for individual success not found in typical hive minds.

Some of Ing are possibly cannibalistic, as one keybearer, G-Sch, described he "Watched them feed upon their dead".

Possession edit

The Ing (or at least the Warrior and Hunter classes) have the ability to physically enter and control other creatures. They can possess any creature, living or dead, and even machines. However, they can only possess corpses with intact central nervous systems and vital organs (dead hosts tend to be sluggish and poorly balanced, much like a Zombie). Possessed creatures are called "darklings." They usually have dark energy augmented attacks, and gain some of the qualities of the possessing Ing. The victim becomes vulnerable to light-based weapons, though their basic physical strength and endurance is almost invariably increased. When attempting to possess another creature, the Ing changes into a mist-like form, or performs a ram attack. The Ing cannot possess Samus (although they try to do so during battle) due to the Energy Transfer Module she carries in her suit, which contains light energy. The Ing will not possess any creature devoid of weapons or some sort of attack, but the Ing are quite fond of Space Pirate footsoldiers, commandos, and Galactic Federation Space Marines, as individuals trained to take orders without question or second thought are easier to possess. Should a Darkling die, the possessor Ing is also killed.

Classes edit

  • Ing Larvae are tiny, weak creatures that lack significant offensive or defensive capabilities. They often fall prey to larger predators on accident, and travel in swarms for protection. Only a few of any given swarm survive to adulthood, but these are the most vicious and cunning of the brood.
  • Ingstorm are swarms of tiny, flying Ing. Other than their vast numbers, they appear harmless enough. However, such large groups produce fields of destructive energy that can gradually break down even the strongest of alloys, and so are extremely dangerous. Luminoth Light Suit technology blocks this energy.
  • Inglets are the bottom of the Ing social ladder, making up the worker class. These polyp-shaped creatures do menial labor for the Ing Horde, such as resource gathering and construction. While they can attack by firing globules of dark energy, they do very little damage and depend on larger Ing for protection. Inglets are very rarely actually sent to fight the player; most meetings are chance encounters. Ing of other classes don't seem to care about Inglets one way or another. Inglets possess the ability to shift into a liquid state, much like the Warrior Ing. This liquid state is the only state in which they can move. (see below.) In Metroid Prime 3, Samus encounters a variant of the Inglet known as the Phaz-Ing which is essentially a phazon-charged version of the creature.
  • Warrior Ing are far superior to their Inglet kin in every way. Their spider-like bodies move with fluid grace, and the ends of their legs are razor sharp, making them formidable melee combatants. From a distance, they can attack with a ray of transdimensional energy, or make a spinning leap attack. They can dissolve at will into an inky black ooze, hazardous to touch, that can flow up walls and over any kind of terrain. Though they can be damaged in liquid form, special scanning equipment is required to locate their vulnerable spots, and a solid Warrior Ing is very resistant to damage (probably due to their shapeshifting ability.) More terrifying than any of their attack forms or their incredible toughness, however, is their possession ability, described in greater detail above. They can attempt a possession when they cross into Aether from Dark Aether in Mist form or when they hit a foe with their spinning leap attack. If the possession fails, the Ing reverts to its liquid form and attacks conventionally. Like all Ing, Warrior Ing hate bright light and can be destroyed by sufficiently intense photonic radiation, even when they're in liquid form. Superficial similarities between Warrior Ing and Metroid Prime have lead some to theorize that the two are somehow related. There is no canonical information to confirm or deny this.
  • Hunter Ing defy many conventional biological laws. They appear as a floating red light caged by strands of pure darkness. These strands extend off the creature's body to form tentacles. Hunter Ing have no discernable eyes, ears, or any other sensory organs. As the name implies, they roam the surface of Dark Aether, tracking down and slaying all enemies of the Horde. They have the ability to warp out of the local space-time continuum, rendering their bodies incorporeal. While they cannot use their razor-edged tentacles (or be damaged by conventional weapons) in this form, simply passing through a foe does slight damage, interferes with mechanical equipment and may permit possession. They can become incorporeal almost instantly, and will do so if they sense strong weapons fire heading for them(although the Sunburst can still damage them). Combined with their great toughness, this ability makes them extremely difficult to kill, though they share the Ing vulnerability to light, which damages them either way. Hunter Ing rank higher than Warriors, and so have several rights and privileges than their lesser kin lack, such as the privilege to possess especially powerful creatures (such as the Pirate Commandos), though they must compete with each other for this right.
  • Guardians and sub-guardians are always either very powerful Ing or very powerful Darklings (creatures possessed by Ing.) They protect items and locations of great importance to the Horde, including the planetary energy collection apparatus that maintains their world's existence. Many of the Guardians make use of stolen technology; it seems that Ing can modify and utilize the abilities of items they steal, even when possessing another creature. Slaying the creature or Ing will allow the victor to take any items it may have.

The sub-guardians are the Ing or Darklings that have all of Samus' abilities, and there are three main Guardians: Amorbis, Chykka, and Quadraxis, who each guard the Dark Agon, Dark Torvus, and Ing Hive temples, respectively. These are the next in class right under the Emperor Ing, and they are the main bosses of the game. They are also responsible for guarding the Dark Energy Controllers.

  • The Emperor Ing is the absolute leader and commander of the Ing Horde, described in-game as their "alpha and omega". It was the first Ing to come into existence, and the most powerful. While it commands the Ing Horde from its lair in the Sky Temple, it also works to absorb as much phazon and planetary energy as it can, mutating its body and becoming ever more powerful. Like lesser Ing, the Emperor is a metamorph, and fights in several forms. The first resembles a gigantic, immobile Inglet topped by an orb, which sprouts numerous tentacles. The Emperor Ing can attack physically with the tentacles or launch powerful energy attacks. Once all the tentacles have been damaged or destroyed, the creature’s outer shell retracts, revealing a glowing “eye” of almost-pure energy surrounded by a protective shell.
When damaged sufficiently, the Emperor Ing sheathes its lower “trunk” with the crowning orb and hardens it into a nigh-impenetrable, magnetically charged shell. The shell protects the Ing ruler while it mutates and regenerates.
The third form resembles Warrior Ing. Through what appears to be its mouth, the creature’s glowing “heart”(resembling the "heart" of a Hunter Ing) can be seen; this is actually concentrated energy absorbed by the Emperor Ing and bonded with its body. The creature can alter the polarity of the "heart" at will, switching between light and dark energy; its attacks and weaknesses depend on its current polarity.

Special Ing edit

These kinds of Ing are unusual in some way: they fill a strange place in the Horde social hierarchy, or seem to live just outside it.

  • Darkling Tentacles are actually the tentacles of regular Ing (probably Hunters) that have opened a dimensional portal, through which they extend a long, three-pronged tentacle to ensnare prey. While energy attacks, especially light energy, will cause them to retract and close their portals temporarily, they sustain no real damage from any conventional weaponry. They resemble and act like Reaper Vines from Metroid Prime.

(Note: While the scan suggests these creatures are Darklings rather than actual Ing, they are listed in the Ing section of the Logbook.)

  • Ingsphere Cache are living creatures, despite all appearances. These purple orbs form dimensional pockets to store useful items, releasing them when ordered to by their Ing masters. Other creatures may only gain this item by destroying the Ingsphere. There is a risk that the collapse of the dimensional pocket will destroy the item within (in practical terms, no item will appear when it is destroyed), however, but this is usually worth the risk.
  • Ingworms are long, ropy creatures used for various purposes by the Ing. While they lack offensive powers and are not especially resilient under normal circumstances, they are used to protect and store useful items for Ing to retrieve later [or perhaps ensnaring a hapless creature passing by, to hold it captive for the Ing to possess. They can also be mutated to enormous size, large enough that several Ingworms can form building-sized structures or serve as a nigh-impenetrable blockade.
  • Blade Pods, despite their name and somewhat fearsome appearance (they seem to resemble long black toucan heads, actually), are defenseless living storage units for the Ing, much like Ingworms and Ingsphere Caches.
  • Flying Ing Caches are exactly what their name implies: floating creatures (resembling a single, swollen eyeball in a cage of black flesh) that store and protect items of great value to the Horde. Unlike the above “cache” creatures, which lack defensive abilities of any sort, a Flying Cache has a limited stealth field that renders it invisible to most natural sight, but that can be overridden with the aid of the Luminoth Dark Visor; this field is actually so intense the shape of the Flying Ing Cache's silhouette can be seen in the same room in Aether. Slight damage to the creature forces it to drop the field, but also causes it to overwhelm the Dark Visor with an intense field of dark energy, similar to the field issued by Dark Samus. The Flying Cache is incapable of releasing its item on its own, even to its Ing masters; it must be killed for the item to be retrieved. The only known Flying Ing Caches store the Sky Temple Keys.

Related Creatures edit

The following are creatures that coexist with the Ing on Dark Aether, but may not technically count as part of the Ing race.

  • Dark Phlogi are strange, floating creatures that can withstand the toxic water of Dark Aether. They look sort of like upside-down mushrooms (or a Darkling-Puddle Spore). When they detect prey, they open their shells to spray acid, but expose a weak nerve center that can be fired at to stun them. Although the "Dark" prefix suggests they are just a Darkling-possessed Phlogus, no known members of the Pholgus species exist on Aether. They are similar to Puddle Spores from Metroid Prime.
  • Nightbarbs are small, swarming flyers with bizarre, three-pronged bodies. They are a favorite food of Hunter Ing. How they fly is unknown, as the spikes protruding from their caltrop-like bodies don't seem to be very useful for flying. Like Ing Larvae, they can be destroyed by a normal, unenergized barrier emitted from a Light Beacon or Light Crystal.
  • Ingclaws are bizarre, egg-shaped creatures that can be found attached to cliff walls throughout Dark Aether. They are immobile but virtually indestructible. Ingclaws feed on tiny airborne creatures and other atmospheric floatsam, releasing waste in the form of a highly toxic purple vapor. Occasionally, an Ingclaw enters a dormant state, apparently due to their constant exposure to Dark Aether’s deadly atmosphere (or perhaps of a need for sleep). Since they never move anyway, the only notable difference between an active Ingclaw and a dormant one is the production of toxic gas (dormant Ingclaws do not feed and thus do not produce this toxic gas).
  • Ing Webtraps are biological, nearly indestructible barriers controlled by the Ing. They can be destroyed by killing the Ing that controls it. Only one is encountered in Metroid Prime 2, the rest were presumably destroyed by the Luminoth.
  • Weblings are eye-like organisms that are surrounded by energized snare lines. These snare lines trap prey like a spider web. It is unknown whether the snare lines are spun like a spider, or appendages physically attached to the Webling.
  • Dark Samus. After Samus enters Dark Aether for the first time, she encounters Dark Samus, who by shooting and destroying the safe zone Samus was in, allows several Ing to overwhealm her. This suggests that the Ing may well have recognised her/it as a possible ally of kinds. Dark Samus has an interest in protecting Dark Aether (and subsequently the Ing) due to the large amounts of Phazon the planet contains, but has otherwise no connection to the species.

Luminoth edit

File:Luminoth.jpg

The Luminoth are a moth-like race who are on the verge of extinction on their home planet Aether. In order to survive, they create an energy controller machine that amplifies the energy from the planet. The large machine consists of four parts: the main base draws the energy from the planet, and the energy is amplified and distributed throughout the surface of the planet through three sub bases. The race was starting to flourish when a Phazon meteor hit the planet, creating two dimensions of Dark and Light.[2]}}

The word "Luminoth" is a portmanteau of two words: luminous and moth.

The Luminoth find their origins among the stars, where they lived for many ages. They were a very nomadic race, and during their travels met many great races, such as the N'kren, the Ylla, and the Chozo. However, they discovered that all of these races had claimed a homeworld of their own and had developed a deep bond with their world. It was decided the Luminoth should do the same. Scouts set out in search of a suitable planet to inhabit. After centuries of living in space, one scout reported a planet named Aether, in the Dasha region. As quoted in Luminoth lore, "When we first saw Aether, so great was its beauty that we forsook the stars to forever live upon her surface." From that day on, the Luminoth were of Aether.

It was a fertile, aged world; when the Luminoth first arrived, they created homes in the cliffsides of Aether. They eventually spread out to the Torvus Forest and Agon Plains. They then built a temple to honor these settlements. However, although there was a time of harmony, the energy of the planet reached a critical stage, and if not preserved, would die out, causing the death of Aether. The most intelligent of the Luminoth devised a plan to preserve the energy: the Energy Controllers. The main Controller was placed in the Great Temple, while smaller ones were placed in the temples of Sanctuary, Torvus, and Agon. With the Controllers in place, they gathered the energy and radiated it to all who needed to call upon it. This energy, the Light of Aether, brought stability to Aether.

However, a darkness soon came to Aether. A stellar object containing the dangerous substance known as Phazon (although the presence of Phazon was unknown to the Luminoth) sped towards Aether, and by the time the Luminoth discovered it, it was too late to stop it. They fired various weapons at it to try to alter its path, but it was to no effect and placed great strain on the Light of Aether. After making their preparations, all they could do was wait.

When the object crashed upon Aether, the Luminoth feared Aether would shatter due to the ferocity of the impact, but Aether held. However, Agon was scorched forever and the forest of Torvus was engulfed by the sea. Although the destruction was great, it eventually stabilized. The air was fouled, but breathable, and light broke through the darkness. The Luminoth left their homes and discovered that half of the energy from the Energy Controllers had disappeared, which caused Aether to become dangerously unstable. And any trace of the Phazon meteor disappeared as well. They soon found other mysterious happenings: spatial anomalies plagued the land, and some objects were caught in a dimensional flux, their atoms split between Aether and somewhere else. However, in light of the destruction of their homes, they ignored these mysteries for a time.

However, the day came when dimensional rifts opened up, leading to a dark place. Dark hordes emerged from this mysterious place, attacking and possessing creatures now known as Darklings. Peace on Aether ended. In response, the Luminoth created machines to access the world of these dark creatures, and discovered a poisoned, dark place, calling it Dark Aether. The air was venomous and the water poisoned, and the missing energy from Aether was discovered to be in twisted versions of their temples located within Dark Aether. The Luminoth also discovered what they now call the Ing, the dark creatures who originated from the alternate dimension. Although the scouts could not survive long in Dark Aether they vowed to return. Once the Luminoth learned of the Ing, they prepared for war.

The Luminoth brought crystals that bring the Light of Aether to the Dark World, where they would be protected as they fought and explored. However, their weapons and armor were insufficient to defeat the Ing. The Luminoth decided to create better weapons and defenses, creating the Light Beam and Dark Beam after discovering the source of Ing attacks originated from dark energy. The Dark Beam was intended to overload the Ing, but it wasn't terribly efficient. However, the Light Beam was undeniably useful against the Ing.

The Ing and Luminoth could not wage an all-out war, as the Luminoth and Ing could not survive in each other's world. However, the Ing began possessing creatures (including the Luminoth) and used them as warriors. Once possessing a creature, they could survive on Aether. In desperation to prevent further possession, the Luminoth devised a protection against possession which could hold back Ing with some efficiency. In addition, all Luminoth vowed not to be used by the Ing and would self-terminate before giving in. However, the Luminoth knew they could not win a war due to the sheer number of the Ing, so they planned a way to end the war without extended combat. They planned to build a device to restore the planetary energy to Aether, which would destroy Dark Aether and all Ing on it, and would stabilize Aether.

They created the Energy Transfer Module and assembled two cadres of their greatest warriors to restore the energy to Aether. They were armed with the greatest defenses and weapons the Luminoth possessed. However, they also discovered the Sky Temple, resting place of the Ing leader. They planned to open it by recovering all the keys and then take the energy from there and the other areas.

Sadly, none of these heroes ever returned. Though searches were made, they were in vain. The Transfer Module had also disappeared. The Luminoth began building another one to save their world. This never happened though, as a massive attack came to Agon. The Temple of Agon, surrounded by the enemy, eventually fell to the Ing, the Luminoth defenders wiped out. They soon discovered the energy in the temple had been drained; the Ing had apparently discovered the Energy Transfer Module and were using it against the Luminoth.

Torvus was assaulted next. Thousands of Ing fell to the Luminoth, and despite valiant efforts to drive them back the Ing kept coming until none remained to defend the Temple. The Ing then drained the energy from the Temple. The Luminoth, knowing the location of the next assault traveled to Sanctuary Fortress to defend the remaining planetary energy. The Ing did indeed come to Sanctuary, and although the Luminoth bested many of the Ing, when the machines of Sanctuary turned on the Luminoth fell and the energy was taken.

With only the energy in the Great Temple still safe, U-Mos, last Sentinel of the Luminoth, decided to place all surviving Luminoth in life preserving stasis pods that would house the sleeping Luminoth until the Ing were destroyed, or they would sleep forever. There U-Mos waited for the final assault.

However, when Samus Aran arrived on the planet on a mission for the Galactic Federation, she met U-Mos and learned of their plight. She then agreed to aid the Luminoth. With U-Mos guarding the Temple and guiding Samus while she battled to restore the planetary energy (with the aid of the Energy Transfer Module her Varia Suit fused with after defeating a Darkling), the energy was slowly recovered. After recovering all the energy except the energy in the Sky Temple, U-Mos fused her suit with the Light of Aether, which allowed immunity to Dark Aethers' poisonous water and air. This suit was called the Light Suit. Finally, Samus defeated the Emperor Ing in the Sky Temple and recovered the last remaining energy from Dark Aether and restored it to Aether, ending the threat of the Ing.

Culture edit

The Luminoth, like the Chozo, seem to have a deep spiritual connection with their planet. According to the scans in Metroid Prime 2, Aether was selected as their home planet after numerous scouts came back finding habitable planets but none that seemed to 'fit' with the Luminoth. The logs also state that they chose Aether because of the natural splendor that it offered. This could explain why most of Aether is not heavily industrialized even though they have the technology capable of doing so.

Many Luminoth have lived for several hundred cycles. One particular Luminoth, the last sentinel of Aether, U-Mos, upgrades Samus Aran's Power Suit into the Light Suit in order to help protect her in battle.

While they share many similarities with the Chozo (and even meeting them), it is seen that the Luminoth do have a warrior code. This is notably seen throughout the game as logs of dead Luminoth soldiers state how they would fight hordes of Ing, refusing to run away. One notable specimen was dead not because of the Ing, but rather of starvation for staying at her post. Their warrior code is possibly due to their origins as nomads, forcing them to fight hostile forces and ensure survival for the species.

Abilities and Technology edit

The Luminoth possess many abilities and are quite advanced in the field of technology. The Luminoth all have relatively long life cycles, some of the Luminoth living for several hundred years. They possess the ability of flight without any technological help (they appear to have minuscule wings, although there is no way that these alone could support them). Luminoth also have heightened reflexes, are very durable, and can project holograms with their minds. The deceased Luminoth near the Energy Controllers created hologram projectors to relay messages to anyone who came to the temple, though they supposedly knew of a "Great Warrior" who has come to retrieve the stolen energy. The more powerful Luminoth can also generate and manipulate energy on par with the Chozo, as shown with U-Mos. If a player were to attack U-Mos with any beam, missile, or charge beam combo, regardless of power, U-Mos would conjure up a forcefield that ricochets the blast. This is probably the only indication in the game other than the scans that truly show the amazing power of the Luminoth.

The Luminoth have also made great strides in the field of technology. They created the Energy Controllers to save Aether from old age; by gathering the energy, they could radiate it across the planet. When the meteor hit, they built portals to access Aether's dark twin. They created the Light and Dark Beam during the war against the Ing, the Dark Beam designed to overload the Ing, the Light Beam meant to destabalize them. These beams run off an ammo system. The Luminoth also designed shielding to prevent attack and possession by the Ing, that worked to some effect. When the need to end the war quickly arrived, they constructed the Energy Transfer Module to gather planetary energy from Dark Aether and to restore it to Aether. Once the Luminoth numbers started to dwindle, the Luminoth created camera-like crystals called Sentinal Crystals. The Luminoth also created crystals that can move heavy objects called Lift Crystals. However, one of the crystal technologies that is most important in the course of the game are light crystals and beacons. They produce safe zones that not only protect Samus from Dark Aether's atmosphere, but allow her to slowly regain health. Lightbringers have this ability, as well. A safe zone can be energized by the Light Beam to destroy most Ing and Darklings on contact. If shot with the Dark Beam, or otherwise hit with dark energy, they must be shot with the Power Beam or the Light Beam. The Annihilator Beam's combination of light and dark energy will cause Ing (but not Darklings) to be attracted to the safe zone, only to be destroyed on contact, though darklings that do touch the field are also destroyed.

They also created a number of deadly and potent machines to aid them in the war. These machines were found in Sanctuary Fortress, the Luminoth's technological research and development base. Unfortunately, these machines were corrupted by the Ing and turned on their masters. Some of them were even possessed by the Ing to increase strength and durability (best examples of this possession are the Ingsmashers and Quadraxis).

In addition to their advanced technology, the Luminoth have several advanced telekinetic powers, as well. They have the ability to create telekinetic barriers. The Luminoth also seem to have the capability of levitating, as U-Mos is seen gliding while moving, but a Luminoth's wings seem too small for flight. A scan also reveals that the Luminoth can sustain a large amount of psychic trauma, allowing them to resist Ing possession without any technological aid.

Luminoth also seem to have advanced knowledge in genetic manipulation. The Luminoth have created three plant-based storage units called bearerpods (one for Agon Wastes, and two for Torvus Bog). They may have genetically engineered Sandgrass, a plant species found in Agon Wastes that requires no moisture to survive. The Luminoth also created two bioforms. One was the Lightbringer, a creature found in Dark Agon Wastes that generates a permanent safe zone. The other was the Lightflyer, an aerial drone that creates a safe zone when killed.

It is possible that the Luminoth may only be advanced in certain areas of technology, as they lacked the means to prevent the Phazon meteor from hitting Aether. However, the game states that the Luminoth were not able to stop the meteor because it was already too late by the time they had found out. They also never consider abandoning Aether to save their species, suggesting either their deep attachment to the planet, or a loss of the ability to survive in deep space along with a lack of aerospace technology available to them.

Sentinels of the Luminoth edit

A Sentinel of the Luminoth is a Luminoth who guards the planet Aether. They are the ones who protect the planet and the other Luminoth (the main threat being the Ing) from harm. The Sentinels are as followed: X-Qar, U-Cis, V-Mos, J-Gnk, and U-Mos. It is unknown whether or not this job is hereditary. The only known named Luminoth who are related are V-Mos and U-Mos.

  • X-Qar is the first Sentinel of Aether. She is the one who first discovered Aether and led her people to settle there (Luminoth originally lived among the stars before living on Aether). It is unknown if she was alive for the Ing attack, or is still alive.
  • U-Cis is the second Sentinel of Aether. Its gender is unknown. U-Cis was the first Luminoth Sentinel to actually be born on Aether. U-Cis was Sentinel for three centicycles.
  • V-Mos is the third Sentinel of Aether. There is very little information on V-Mos. All that is known is that she died giving birth to her son, U-Mos, who would eventually take up his mother's role as Sentinel.
  • J-Gnk is the fourth Sentinel of Aether. He was the current Sentinel when the Ing brought war (he was also probably the Sentinel when the meteor carrying the Phazon hit Aether). He died in battle with the Ing guarding the Great Temple, fulfilling his role as Sentinel.
  • U-Mos is the current Sentinel who seeks help from Samus Aran, and later gives her the Light Suit, a combination of Luminoth and Chozo technology.

U-Mos is the fifth and probably the last Sentinel of the Luminoth on Aether; all other Sentinels had fallen during the first Ing invasions. He is the son of V-Mos, who was the third Sentinel of Aether. U-Mos is the only living Luminoth the player is able to interact with in Metroid Prime 2: Echoes, giving Samus Aran the basic information of the crisis of Aether. He also gives Samus the translator files to read some of the Luminoth text, eventually giving her the Light Suit, made from the Light of Aether. With the Sanctuary, the Great Temple and the Controller Module under his watch, he preserves the remainder of his race, which is in suspended animation. All other Luminoth are, as far as the game reveals, dead. Scans show U-Mos has lived for two centicycles (two hundred years). As the Ing prepared to assault the Great Temple, he stayed, allowing the remaining Luminoth to go to hibernation, and prayed for the last, terrible assault to the great temple (which never came, Samus Aran defeated weak dark splinters and a dark alpha splinter on the main hall of the great temple.)

Other Prominent Luminoth edit

  • D-Chr is a deceased Luminoth and the "Child Hero" of Agon. A statue of him can be found in Agon Wastes. He was a bold warrior and hero amongst the Luminoth, but died in a battle in Dark Aether, suggesting that he either died recently or Dark Aether has been around for an extremely long time.
  • J-Fme is a Luminoth whose corpse was discovered by Samus in the Industrial Area of the temple grounds. She apparently died not by the workings of the Ing, but from starvation by diligently guarding at her post.

Trivia edit

  • A Dark Luminoth was shown briefly in an early video for Metroid Prime 2: Echoes, but was taken out of the game because scan data reveals that most Luminoth choose to self-terminate before an Ing takes full control over their body.

References edit

  1. Metroidprime.com, Inter-Stellar Network — Phazon Retrieved on March 19, 2007
  2. a b c GameFaqs.com, Metroid Prime Log Book FAQ Retrieved on November 18, 2006 Invalid <ref> tag; name "gf" defined multiple times with different content
  3. Generartion-N, Classic Metroid enemy Kraid was planned to be in Metroid Prime. Retrieved on August 20, 2007


Creatures in the Metroid series

This page is intended to be a master list and information base for all Metroid series species. Except for articles on major characters, like Samus Aran, the Chozo, and Ridley, most individual pages about such creatures should redirect to here. If such pages do not, please help by merging their content onto this page and redirecting them.

This is a list of Metroid series species, organized by first appearance.

Major characters edit

Chozo edit

File:M6screen29.png
A young Samus and an elderly Chozo from Metroid: Zero Mission.

The Chozo are an anthropomorphic species of bird-like creatures, known to be of very great intelligence. Chozo scientists were the ones who designed Samus Aran's Power Suit.

Humans edit

Samus Aran edit

The female protagonist, equipped with a Chozo-made Power Suit and known as the best bounty hunter in the galaxy. She was orphaned at a young age by Ridley and adopted by the Chozo.

Galactic Federation Troopers edit

These troopers wear power suits similar to MJOLNIR battle armor and are the infantry of the Galactic Federation. They appear as enemies in Metroid Prime 2: Echoes when an entire crew is possessed by the Ing.

Metroid edit

File:Metroid 1.jpg
A drawing of a Metroid from the concept art of Metroid Prime.

Metroids are a fictional species of alien predators and the series's namesake, originating from the fictional planet SR-388. Metroids feed on the "life energy" of their prey in a manner similar to leeches draining a host organism's blood. However, Metroids normally drain enough energy to kill their victims. According to the Metroid Fusion instruction manual, the Metroids were created by the Chozo to stem the spread of the X Parasites and "Metroid" is the Chozo word for "ultimate warrior".

Space Pirates edit

This alien race specializes in raiding starships and planets in a quest for dominance in the galaxy.

Kraid edit

Kraid is a large, reptilitan creature which can shoot nail projectiles from his fingers and thorns from his stomach. He is one of the Space Pirate leaders along with Ridley and Mother Brain.

Ridley edit

Ridley is an European dragon-like creature that is one of the Space Pirate leaders, along with Kraid and Mother Brain.

Metroid edit

Dessgeega edit

File:Desseega.gif

Also misspelled Desgeega, the Dessgeega is a side-hopping creature found in parts of Norfair in both Metroid, Super Metroid, and Metroid: Zero Mission. An X Parasite mimicry of the dessgeega (which can now shoot thorns from both sides) can be found in the TRO (tropical) sector of the Biologic Space Labs of Metroid Fusion. The Dessgeega is also the creature within an observation chamber you find on the Space Pirate Frigate, Orpheon in the intro of Metroid Prime. When passing nearby it's chamber, it will violently damage it's door trying to escape. It can be scanned, but does not give you biological research for it, only that it is a Xenotech creature & some other information on it.

Dragon edit

File:Dragonmetroid.gif

The Dragon of Norfair looks more like a seahorse than a typical dragon. Seen in Metroid, Super Metroid, and Metroid: Zero Mission; it appears from a pond of lava and shoots fireballs. It can only be damaged by super missiles, fully charged shots, and screw attack.

Ripper edit

Small, floating bugs which move horizontally back and forth and can only be killed with the Screw Attack. Rippers are commonly frozen and used as platforms to reach otherwise inaccessible areas. They are found on Zebes and come in many different forms.

Rocket Ripper edit

Red or purple-colored Rippers which travel much faster and have exhaust flames behind them.

Shriekbat edit

File:Shriekbat.jpg
Shriekbat concept art

Shriekbats are bat-like creatures which hang upside-down from ceilings. They have an extremely high body temperature and are very territorial - if anything wanders into their territory they fly towards the intruder and explode.

Sidehopper edit

Sidehoppers are bugs found in Metroid: Zero Mission, Super Metroid, Metroid Fusion and Metroid Prime (although not as live enemies in Prime). They have two armored legs and jump side-to-side, hence their name. In Prime, the only Sidehopper is a Phazon-infused experiment locked behind an impenetrable door on the Orpheon. Later, its tank becomes infested with the vine-like Aqua Reapers.

Zeb edit

Mysteriously, Brinstar (and many other areas in Zebes) are covered in green pipes which look similar to the pipes in Super Mario Bros., another Nintendo game. The Zeb flies out of these pipes at the enemy. However, it is very lightly armoured and does not do much damage. They continue to attack in infinite number, so standing in front of a pipe and repeatedly killing them for their health or missile powerups is an easy way to recharge in the absence of an energy station or missile station. There is a unique pipe enemy for each region of Zebes.

Zebetite edit

File:Zebetite.gif
Samus blasting the first of five Zebetites.

Zebetites, sometimes called Zeebetites, are Mother Brain's life support units. A rapid barrage of missiles will cause them to shrink and eventually disappear, clearing the path for Samus Aran to advance. However, if the attack is stopped prematurely, they will grow back. Zebetites are extremely resilient and hard to destroy without Missiles, thus making their secondary purpose defense.

Theoretically, the energy provided by these Zebetites are required to keep Mother Brain alive. However, she does not seem to die spontaneously after the Zebetites are destroyed.

A Zebetite appears to be a tube filled with a red organic substance, connected to metalic pipes.

Zebetites have appeared in every Metroid game featuring the Mother Brain: Metroid, Super Metroid and Metroid: Zero Mission. The Metroid password contains a bit for each Zebetite, indicating whether it has been destroyed.

Zoomer edit

File:Zoomermetroid.jpg
Zoomer concept art

Small semi-circular creatures with spikes along their backs. Their intelligence is limited to walking in set patterns along the terrain, meaning that Samus Aran must accidentally run or jump into them in order to be harmed.

Geemer edit

A version of the Zoomer which is indestructable if shot by the Power Beam, but stops moving if fired upon and can be destroyed by other beams, such as ones composed of plasma or ice. In the side-scrolling games, Geemers are merely harder to kill.

Metroid: Zero Mission edit

Bio Barrier edit

The Bio Barrier is a living blockade. It will not attack you and cannot be defeated by any of Samus' weapons. The only way to destroy it is to use the small parasitic bugs that attach to Samus. When she approaches a Bio Barrier with bugs on her, they will leap off and quickly eat away at the barrier. It should be noted that unless Samus has the Varia suit, the bugs will damage her as well if there are at least four on her.

Metroid II: Return of Samus edit

Arachnus edit

File:Arachnus.gif

Arachnus is a creature originating from the planet SR-388. The creature is distinguished by its four toothed maw, segmented eyes, elongated neck, the hard shell on its back, and the large claws on its fore-arms. The creature is known to curl into an armored ball when threatened, and only periodically emerges from the ball in order to attack with either its claws, or by spitting fire from its mouth.

Arachnus made its first appearance in Metroid II: Return of Samus, in the depths of the planet SR-388, near the final area that housed the Queen Metroid. Here the creature disguised itself as one of the classic item balls held by the Chozo statues. Defeating it yields access to the Chozo statue that holds the Spring Ball.

Arachnus' 2nd appearance is as the first boss of Metroid Fusion. Its attack pattern includes curling up into a ball. Because of this, it carries the Morph Ball upgrade, which is absorbed by Samus when the core is destroyed. This version of Arachnus is only an X Parasite clone, not the original one from SR388. Its attacks include a flamethrower and sonic energy waves.

Autoad edit

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Autoad

The Autoad is a jumping toadlike creature created by an ancient civilization. It is programmed to stop intruders.

Autom edit

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Autom

An indestructible defense mechanism that flies horizontally. This creature activates a flamethrower when Samus comes near.

Autrack edit

Autrack is a robotic creature from Metroid II: Return of Samus which travels along a track.

The Autrack can be found in numerous Chozo structures on the planet SR-388, where it acts as a point defense turret. The autrack is typically found hidden behind a wall or small structure, where it is protected when not firing. When it detects an intruder, its track arm extends, and the cannon fires, once it has fired, the arm retracts while the weapon reloads for another shot.

Blob Thrower edit

This plant creature is found on Planet SR388. It comes out of the ground and spits out little blobs that hover around, and then it retracts back into the ground. Killing the blobs is a good way to refill Samus' health and ammo.

Chute Leech edit

The Chute Leech is seen in Metroid II: Return of Samus, Super Metroid and as an X Parasite clone in Metroid Fusion, being found on both SR388 and Zebes. It has a flat body, and its attack is to jump up into the air, and then glide down with its parachute like body. The variant on Zebes has rows of teeth visible on its underside. They are more a nuissance than a serious threat. The X Parasite variant can release acid.

Drivel edit

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Drivel

Gigantic bats that live in dark places. When Samus comes close, the Drivel dives toward her.

Gravitt edit

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Gravitt

This crustaceous creature hides in the floor, only coming out to attack when Samus comes close. Appears in Metroid II: Return of Samus.

Gullugg edit

Gulluggs have long, needle-like noses and fly around in circles. They are found on Planet SR388. They frequently yield missiles when killed.

Gunzoo edit

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Gunzoo

This mechanical defence mechanism attacks any intruder with 4 guns on its belly. It is impervious to Samus' weapons because of its hard plating.

Hornoad edit

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Hornoads resemble frogs and hop around as such. Their name is a portmanteau of horn and toad. They frequently yield missiles when killed. They are only found in Metroid 2, and in Metroid Fusion in the form of X-Parasite copies. In Metroid Fusion, a Hornoad infects Samus with the X-Parasite.

Moheek edit

Moheeks look like fish with tendrils coming out of their heads. They move slowly on the walls of the acid areas on Planet SR388. Although they are not aggressive, they do a relatively high amount of damage if Samus touches them.

Proboscum edit

The Proboscum is a harmless, invulnerable robotic drone found on SR388. There is much speculation over its original purpose, as it is typically found malfunctioning and clamped onto a vertical wall, where its swivelling arm can be used as a platform.

Septogg edit

Septoggs are found on Planet SR388. They hover in one place and do no damage to Samus, so she can use them as platforms. However, their tiny wings can't support her weight, so standing on them causes them to descend quickly.

Wallfire edit

This immobile sentry is mounted on walls in the ruins of SR388, and becomes active only when an unrecognized lifeform enters range. The Wallfire is capable of projecting fireballs towards any threats, which can be frozen with the Ice Beam. They are also capable of regenerating damage if no threats are nearby.

Metroid Prime edit

Beetle edit

File:Beetlemetroid.jpg
A regular Beetle

Insects on the planet Tallon IV that attack in groups of two or more. These creatures burrow no less than ten feet below the surface of Tallon IV, if they feel movement aboveground they reapproach the surface and attack the intruder by ramming it.

Plated Beetle edit

Very much like its smaller cousin, the Beetle, it will attack an intuder by ramming it. Plated Beetles are stronger than normal Beetles, and are made more difficult to injure by a stronger exoskeleton that covers its front and side and is impossible to damage. Plated Beetles are vulnerable, however, in their back: a red tail-end is exposed and susceptible to damage. Plated Beetles are best defeated by sidehopping to avoid their ramming attacks, and using the opening that results to attack the weak spot.

Crystallite edit

Small scavenger insects which use frozen water to form an icy shell on their backs which deflects beam weapons and can only be destroyed by a missile. They build this shell by hanging upside-down during early development, forming a stalactite on themselves.

Flaahgra edit

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Flaahgra

Flaahgra is a giant mutant plant poisoning the waters in the Chozo Ruins in Metroid Prime. It is located in the Sun Chamber and drops the Varia Suit when defeated. Flaahgra's energy comes from sunlight reflected from four dishes set around it. It has four tentacles that retract when no sunlight is pointing at Flaahgra, exposing its base to explosions from morph ball bombs.

It attacks by swiping at Samus with scythe-like arms and shooting a line of poison plants in your way. Flaahgra can also smack an already flipped dish back so it is directing sunlight back at it. Attacks from missiles and charge beam shots can momentarily stun Flaahgra giving Samus' a chance to flip a dish before Flaahgra starts reseting the dish positions.

In the game Samus's logbook counts Flaahgra's tentacles as a different creature. The tentacles are the roots of Flaahgra that are protruding from the base of his structure where its central nervous system is located.

Hive Mecha edit

A large, bulbuous security unit which houses the Ram War Wasps; a design flaw makes it weak around the points where it discharges the attacking wasps.

Incinerator Drone edit

The Incinerator Drone is a garbage disposal robot. It consists of a somewhat bulky vertical, heavily armored column that houses the majority of its parts, and rotating flamethrowers, placed opposite to each other. These flamethrowers are normally horizontal, but can tilt 45 degrees up or down. The incinerator drone's armor is impervious to weaponry, but in order to locate garbage and prey it must raise a red optical sensor which is vulnerable to concussive blasts such as missiles. When this is hit, a column of flame is projected vertically into a nest of barbed war wasps.

Jelzap edit

The Jelzap is a species of carnivorous underwater animal found in Metroid Prime. Jelzaps are vaguely triangular in shape, with two electrically bound skeletal sections, the top containing the brain, and the bottom containing the stomach and digestive tract. The Jelzap is at the top of the aquatic food chain on Tallon IV. To destroy one, wait until its middle core is revealed, then use the ice beam to freeze it and shatter it, or hit its core with a fully charged beam shot.

Magmoor edit

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Magmoor concept art

Magmoors are lava serpents that dwell in the lava of the Magmoor Caverns beneath the crust of Tallon IV. These creatures are unable to see, however they do have a very accurate sonar. When prey is sensed they rear their heads from the lava and attack their prey with fire that they project from their mouth. When their skull has taken a large amount of damage, blood rushes to their head and it explodes.

Parasite edit

These small animals are native to Tallon IV and are dangerous in packs, although harmless by themselves.

Parasite Queen edit

Found in the reactor core of the Orpheon; an extremely large Parasite that can be killed by shooting into its mouth. It was genetically modified by the Space Pirates to dramatically increase its size and give it the ability to shoot powerful energy blasts from its mouth. After defeating it, the Queen's body falls into the core, causing it to overload and eventually destroy the vessel.

Plazmite edit

The Plazmite is a small glowing insect that lights up and is attarcted to sources of heat. Although not too dangerous it can attack an enemy by ramming it.

Scarab edit

Small, blue bugs which embed themselves in the wall when an enemy comes near and violently explode when touched or shot at.

Sheegoth edit

A Sheegoth is a creature that appears in Metroid Prime. Sheegoths are found in the Phendrana Drifts area of Tallon IV. They are bipedal reptile-like creatures with a large mouth filled with razor-sharp teeth. Baby Sheegoth have a shell formed from ice which they use to protect their vulnerable back. Baby Sheegoth are fairly resilient, as they are generally only susceptible to damage on their aforementioned backside. Adult Sheegoths are much larger than baby sheegoths, and their invulnerable, spiked shells can absorb beam weapon energies, which the Sheegoth collects and fires at an enemy when built up. Sheegoths can also blow super-cooled air from their mouth, freezing prey solid, though in beta versions of the game, a Sheegoth was seen breathing fire. Sheegoths have poor endurance however, and hyperventilate after performing this attack, leaving their mouth vulnerable to weapons fire. Their soft underbellies are also vulnerable to concussive blasts.

In the sequel, Metroid Prime 2: Echoes, a creature called a Grenchler is similar to the Sheegoth.

Tallon Crab edit

File:Talloncrab.jpg
Tallon Crab concept art

Small crabs which travel in very large numbers. They are harmless by themselves, but can be dangerous if encountered in packs. Tallon Crabs are seen throughout the wreckage of the Orpheon, on the Tallon Overworld.

Triclops edit

A small creature which is impervious to damage, and is a hunter-gatherer with tripartite jaws. It is commonly used as a hazard in Morph Ball mazes, and will pick up the Morph Ball and bring it back to the start if touched.

War Wasp edit

File:Warwasp.jpg
War Wasp concept art

War Wasps are large wasps that are fiercely territorial. There are three types of war wasps in Metroid Prime:

  • War Wasps
  • Barbed War Wasps
  • Ram War Wasps

Additional types which were added in Metroid Prime: Hunters include:

  • Blue Barbed War Wasps
  • Red Barbed War Wasps

Barbed War Wasp edit

The most aggressive of the War Wasp family. This War Wasp has the ability to launch its stinger up to twenty meters and regrow its stinger in seconds. This War Wasp is found with the mini-boss, the Incinerator drone, in which the drone disturbs their hive, causing them to attack the player. In Hunters, the wasps were found on an inactive door, and came out of their hives when electricity passed over them. The hives wouldn't stop producing the wasps, and also had to be destroyed.

Red Barbed War Wasp edit

A species of Barbed War Wasp which shoots an extremely hot projectile.

Blue Barbed War Wasp edit

A mutated version of the Red Barbed War Wasp capable of surviving in a frozen environment and launching freezing stingers.

Ram War Wasp edit

The fastest and smartest of the War Wasp family. These War Wasps will surround an enemy and attack it by moving in circles around it, then attacking in unison. They are part of the boss fight against the Hive Mecha, which is a defense system that shelters Ram War Wasps and makes use of their coordinated attacks against intruders.

Metroid Prime: Hunters edit

Alimbics edit

The Alimbics were a highly advanced civilization which were all but wiped out by Gorea after a meteor it was traveling on impacted one of their homeworlds. Alimbics' brains possessed large frontal lobes and they were quick decision makers, as well as proficient in psychic abilities such as telepathy and essence transference . Their heads hover in the air without use of a neck, like the Kriken. The Alimbics built two large space stations, called the Celestial Archives and the Vesper Defense Outpost. The Alimbics were the first to discover "essence transference", by using "essence transference" the Alimbics turn their bodies into concentrated psychic power. This was used to seal Gorea who was to great to be slain by conventional weaponry.

Cretaphid edit

A piece of Alimbic defense technology shaped like a totem pole and with a rectangular "brain" on top. The many rotating turrets on its side can fire plasma or chemical laser beams; when they are blue they can be destroyed, but when they are red they are invulnerable. If all turrets are destroyed, the "brain" rises out of the top of the structure to fire energy bursts and can be shot to damage Cretaphid. The most advanced model of Cretaphid can move around the room, using its outer casing as a weapon.

Diamont edit

Diamonts are an ancient silicon-based race whose bodies are composed of organic rock. Mondreus was their home planet. The Diamonts are now extinct, however, the reason is unknown. The entire race had simply vanished, leaving no clues behind. This was possibly due to genocide by an unknown evil foe.

Spire edit

Spire was the only remaining Diamont. Spire's life as a bounty hunter took him from one end of the galaxy to the other, while he continually searched for some information on the location, or fate, of the rest of his people. When he received a message from the Alimbic Cluster, he raced to the system with the hope that finding the Alimbics' source of ultimate power and solving the mystery of their lost race would help him solve the mystery of his own. His weapon was called the Magmaul and his alternate form is a large, spiked boulder which can scale walls. Spire can also walk (or roll) in lava without taking damage. Spire's Magmaul was copied by Gorea.

Weapon of Choice: Magmaul - A fiery grenade launcher weapon. When Spire charges it, it can set opponents on fire.
Alt. form: Dialanche - A rock-like sphere that can climb walls and spin rocks around it as an attack.

Enoema edit

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Kanden

Enoema are a fictional race from the Metroid series. The only Enoema seen is Kanden, and it is unknown what an unaltered one looks like.

Kanden edit

Kanden was an experiment to create a so-called supersoldier: a soldier that could hunt and kill anything, and was indestructible. However, Kanden's mind and psychology were still no more than a mere mortal's, thus meaning that his brain could not withstand the awesome and complicated neural combat encoding sequences. This completely transformed his mind, leaving him as a ferocious, unbelievably powerful and dangerously unpredictable superhuman. Kanden escaped the research lab, killing the scientists that made the enhancements and surgical modifications. Kanden then took great advantage of his strength, near-invincibility, and near-immortality by trying his hand at becoming a bounty hunter. It would be impossible to trick him into not doing something violent; anything he sees, he kills at his own unpredictable will, and his conscience is rendered useless by the neurological enhancements. Built with programming to hunt, combat, and destroy, he could be the ultimate super-soldier. When Kanden received word of a powerful super-weapon in the Alimbic System, Kanden sees a great advantage that he can grasp in his superhuman hands. Kanden's Volt Driver was copied by Gorea.

Weapon Of Choice: Volt Driver (A power shot that, when charged by Kanden, homes in to the opponent disrupts the opponent's visor. A charged shot can hit more than one hunter.)
Alt Form: StingLarva (When attacking, a piece is broken off from the tail and homes in on a target ready to explode. Can only break off one bomb at a time )

Gorea edit

Gorea is the name given by the Alimbics to the creature that arrived on a meteor in gaseous form. It proceeded to copy their cellular structure and destroy their civilization in a swift rampage of terror. Gorea's head is very similar to the Alimbics in appearance - it floats above its body and has a similar "crest." Gorea has three legs and is impervious to conventional weaponry except when it is the same color as the weapon being used against it, and both of its shoulders are destroyed. Gorea is slightly bigger than Samus, and the Seal Sphere is located in the middle of its body, from which it draws power. Once its two shoulders are destroyed, it turns upside-down and brings the seal sphere above it, using the Sphere to attack, but the Sphere is also vulnerable to fire from weapons. The Omega Cannon must be used to destroy its second form. The Alimbics were able to contain Gorea by using the Seal Sphere and trapping it within the Oubliette prison. The Oubliette was then sealed in another dimension called the Infinity Void, which could only be opened by firing the Alimbic Cannon on Alinos, which tore a rift between dimensions and opened the Infinity Void, granting access to the Oubliette. The keys to activate the Alimbic Cannon, the Octoliths, were scattered throughout the Alimbic Cluster, each guarded by three other keys and a variant of Cretaphid or Slench, and each contained separate coordinates and frequencies which the Alimbic Cannon needed to open the Infinity Void. Gorea appears in Metroid Prime: Hunters as the final boss. Gorea drains the powers of the six hunters before fighting Samus.

Guardian edit

Intelligent sentry robots built by the Alimbics to guard their facilities. Guardians can shoot a variety of projectiles, including ice, plasma, electricity and magma. They have black diamond-shaped bodies with two legs and a large yellow dot where their "heads" are, which functions as a turret. Guardians are more skilled at fighting than their less advanced robotic counterparts, and will bunny-hop to avoid fire, fight in packs, and use cover.

Ithrak edit

Continuing the tradition of biped lizard-like creatures started in Metroid Prime, the Ithrak are found in Metroid Prime: Hunters. It is something of a mix between a Skree and a Sheegoth, in the sense that it waits for the player on the ceiling, and when the player arrives, drop down (like a Skree) and attack in a way similar to that of the Sheegoth. There are two varieties of Ithrak: the Lesser Ithrak, which can be shot on any part of its body, and the Greater Ithrak, which, although it can only be harmed by shooting the backside, can be destroyed with only one missile blast. The Greater Ithrak only appears twice, defending an Alimbic Artifact in the Celestial Archives and another on Arcterra, in Sanctorus. All Ithrak are more vulnerable if shot while hanging from the ceiling.

Kriken edit

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Trace

The Kriken Empire is one of the most hated and feared races in the galaxy. They move like a swarm from planet to planet, conquering it and adding it to the Kriken empire. The Kriken are giant red insectoid creatures with skinny appendages. Their heads only have one red eye and no other features. Another noticeable aspect of the Kriken is that they have no neck; their heads hover in the air above their shoulders with no connection to their body, much like the Alimbics. A glowing orb is located at the center of their bodies. Trace also has a hand scythe,which is similar to the energy scythes used by the Space Pirates.

Trace edit

The Kriken youth Trace was undergoing a rite of passage, searching for worlds that the greedy and evil Kriken race can invade. Using sophisticated Kriken technology, Trace could morph into a three-legged mechanism called the Triskelion that could lunge at its enemies with vicious needlepoint claws and become almost completely invisible when stationary. Trace was seeking the Alimbic treasure to enhance his power. Trace's Imperialist was copied by Gorea.

Weapon of Choice: Imperialist (A sniper beam that can zoom onto opponents. While the beam is equipped, Trace can become partially invisible if he remains still)
Alternate Form: Triskelion, uses a lunging attack that can inflict very heavy damage if a direct hit. As with using the Imperialist, Trace may become invisible in this form while not moving.

Psycho Bit edit

Small flying robots which shoot a variety of projectile types. They come in 4 versions - the higher versions tend to be more resilient. Regular Psycho Bits shoot plasma, and the green incarnations are more powerful and powered by a nanoscale nuclear reactor. The later versions shoot magma, electricity and ice.

Quadtroid edit

The Quadtroid is a genetically engineered species created from leech and lizard DNA. The creature is built similarly to a Metroid in that it has a large green membrane and nuclei inside of it. It also latches onto creatures and saps energy similarly to a Metroid, and, like a Metroid, can only be removed with a Morph Ball bomb. However, instead of floating like a Metroid, the creature crawls on the ground with it's claws and possesses a tail. It is not known if the creature was created by the Chozo or someone else, but it seems that since it has so many similarities to the Metroid, one could guess that it was also created by the Chozo.

Slench edit

A giant, biomechanical eyeball developed by the Alimbics to safeguard the Octoliths. There are four Slench variants, each progressively harder to destroy. Slench is invulnerable while connected to the wall, and uses three synapses to channel energy to energy turrets. If all synapses are damaged, Slench separates from the wall and fires at the player, but it is vulnerable if shot in the center of the eye. Later Slench models have the ability to charge at the player, roll around the room and shoot different projectiles, and have synapses shielded against all except one type of weapon.

Unknown edit

Sylux edit

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Sylux

Sylux is a character in Metroid Prime: Hunters. Little is known about Sylux other than that the bounty hunter had an intense hatred for the Galactic Federation and Samus Aran. Sylux's alternate form was a small hovercraft called the Lockjaw, which layed tripwire mines. Two must be laid to create a tripwire, which can be left as a trap. If Sylux lays a third mine, all three explode onto anyone in the center of them causing massive damage. His weapon of choice is the Shock Coil, a beam that fires bursts of high-density neutrinos, and when used by Sylux allows him to absorb the victim's energy. Also, in low gravity areas, Sylux's lockjaw form can fly by rapidly laying mines. Sylux's Shock Coil was copied by Gorea.

The game's log entries state that Sylux's suit, gunship known as the Delano 7, and Lockjaw technology are all stolen Galactic Federation Prototypes, and Sylux's Shock Coil is made out of banned nanotechnology and according to it's scan is also a Galactic Federation Prototype.

Sylux's species is unknown, although the game's starting video reveals that he comes from Cylosis, and he is referred to as a male by the game's developers. The intro video shows the extent of his hatred for the Galactic Federation, showing Sylux dive-bombing an unsuspecting GF trooper, crushing him, then screaming defiantly at two other troopers that accompanied the one he killed. It does not, however, explain the reason that Sylux hates the Federation.

Vhozon edit

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Noxus

The Vhozon are an alien race with a fanatical view of morality that exceeds virtually any other race in the galaxy. To enforce their sense of justice, they have sent Noxus to the Alimbic Cluster in Metroid Prime Hunters to make sure the "Ultimate Power" that the Alimbics left behind does not fall into the wrong hands.

The Vhozons' home planet is Vho, a planet that has an extremely cold climate and is covered in ice. Because of this, Vhozon can fold into a rapidly spinning top to keep warm. Noxus uses this as his alternate form in Metroid Prime Hunters, and can use his appendages to lash out at enemies while spinning.

Noxus edit

A spiritual being who walked a harsh, righteous path, Noxus has became a bounty hunter to administer justice to the galaxy's criminals and evildoers. Although not all of the other characters could be classified as "evil," Noxus probably fought them because he trusted no one except himself with the "Ultimate Power."

Noxus's weapon of choice is known as the Judicator. It fires supercooled plasma nearing temperatures of absolute zero that ricochet off walls, and fires three bursts when charged. When Noxus uses it, the charge will freeze opponents solid on contact. His alternate form, the Vhoscythe, is a contracted spinning form with a blade that can extend and viciously slash enemies on contact.

NOTE: It should be noted that the in-game explanation for the Judicator is scientifically impossible, as plasma cannot be supercooled without losing the properties that make it plasma.

Voldrum edit

Small, drum-shaped robots which are equipped with two turrets capable of firing a range of projectile types. Voldrums roll around on the floor and are much easier to kill than Guardians.

Space Pirate edit

Weavel edit

See the Space Pirate main article to learn about Weavel.

Metroid Prime 2: Echoes edit

Amorbis edit

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Amorbis firing a beam attack

Amorbis is a giant, wormlike boss guarding the Dark Agon Temple in Dark Aether, with three separate bodies. The main power source of Amorbis is a giant black sphere surging with dark energy.

Amorbis will break off from its sphere and will leap out of the sand at random spots trying to ram Samus. Once its outer shell is destroyed it will attach to its sphere. Amorbis will then gain armor and a hornlike head. It will use dark energy to destroy the light crystals. It can also charge up to launch a hyper destructive beam attack. Once Samus destroys its head armor, she must transform into the Morph Ball allowing Amorbis to suck the Morph Ball in its mouth, which is vulnerable to Morph Ball Bombs. After Samus repeats the process it will latch two heads on, doubling its attack power. Once she destroys those it will attach three heads to its sphere. Once all heads are destroyed, Amorbis dies and Samus receives the Dark Suit.

Blogg edit

A funnel-shaped, black aquatic predator whose only vulnerability is its mouth. They ram their prey, then use their three mandibles to eat it.

Alpha Blogg edit

The alpha male of the Bloggs, this gigantic Blogg is a mini-boss which, when defeated, grants Samus the Gravity Boost.

Chykka edit

File:Chykkadarkadult.jpg
Chykka in its Dark Adult form

The Chykka is the insectoid boss guarding the Dark Torvus Temple. When Samus enters the temple, the Chykka is still in its cocoon; a larva emerges from the cocoon when Samus shoots at it. It swims around in the water, occasionally splashing dark water at Samus, and sometimes surfacing and trying to drag Samus in its mouth.

Once the larva is destroyed, the adult form of the Chykka emerges. This is by far the most dangerous form, because it frequently spits dark water at Samus. To defeat this form, weak spots on the back of the wings must be destroyed.

The Chykka's final form, the Dark Adult, spews forth dozens of small Chyklings from its eggsac. This is by far the easiest form to defeat, because it can be destroyed with conventional means, and the comparatively weak swarm of Chyklings provide plenty of extra health and ammunition.

The Chykka switches forms from Adult to Dark Adult each time Samus hits its weak spot often enough. After the Chykka is destroyed, Samus is rewarded with the Dark Visor.

Grenchler edit

Grenchlers are a fictional water based reptilian predator found on planet Aether in Metroid Prime 2: Echoes. They are well armored and deadly at any range, however their back shell is vulnerable to concussive blasts. At close range, they will often attack their prey by attacking viciously with their powerful jaws, although if unable to they have the ability to charge and fire a burst of electrical energy at their foes. They have two thick, muscular legs,a weak orange shell on the back of their body, and they are similar to a raptor or t-rex. The also posses powerful jaws and often travel in pairs. They can also apparently breathe in the water and may even live in it, only emerging for prey.

This species is often considered to be somewhat related to the Sheegoths, a species found in Tallon IV. This hypothesis is based on the fact of the rough design similarities and behavior of Grenchlers with the young form of the Sheegoths. However, the similarity in design may also be attributed to the developers of the game wanting a similar enemy in Metroid Prime 2, however in a different environment in which the Sheegoth would not survive.

Ing edit

The Ing are a fictional evil race that is the major foe of Samus Aran in the video game Metroid Prime 2: Echoes. Their name is the Luminoth word for 'terror'. Ing generally take on a dark, hideous, alien look, unless they have possessed other life forms, in which the host remains mostly the same, except that it takes on a blacker hue, spines, and an Ing-like eye structures.

Ingsmasher edit

These huge robots were created by the Luminoth to guard Sanctuary Fortress. Ingsmashers are large humanoid-shaped robots, with two spheres on the ends of their arms rather than hands. They are armed with rocket launchers, a barrier generator, and the ability to generate shockwaves. These armaments ensured that Ingsmashers lived up to their name. The Ing eventually possessed a few, but the majority simply went rogue. Other than its darker armor, the Ing-infected versions of the robot are virtually the same as their Light Aether counterparts.

Luminoth edit

A race of intelligent, moth-like creatures, whose name is a portmanteau of "luminous" and "moth." They are the original inhabitants of Aether and almost lost the war with the Ing - they put all the remaining members of their race in stasis except one, U-Mos, who helps Samus and later gives her the Light Suit.

Quad edit

4-legged robots designed by the Luminoth. They are equipped with turrets and can roll up and spin rapidly to damage the enemy.

Quadraxis edit

Quadraxis is the boss guarding the Dark Sanctuary Temple.

Quadraxis is a high security drone created by the Luminoth, but was taken by the Ing to serve them. Once the energy of the Sanctuary Fortress was taken, the Ing needed to guard their own, so they took this giant destroyer with them to guard the Ing hive's planetary energy. Quadraxis guards the final energy storage module of Dark Aether, which if taken away will lead to the ultimate destruction of Dark Aether.

Quadraxis' attacks include Annihilator beams, dodged by a simple boost in Morph Ball form, missile, and a tornado-like spin attack similar to the one used by the smaller quad robots, except this one draws you in like a magnet, only avoidable by hopefully using the Boost Ball. It can be damaged by attacking its leg joints with light beam charge, and foot weaponry with Boost Ball, or Morph Ball Bombs. Once its main body is crippled, the head will lift off and attack on its own. The head will receive shielding from sonic frequencies coming from the transmitter in the main body, and cannot be damaged. The link must be severed by using the Echo Visor to first damage the transmitter in the main body and then attack the receiving antennae in the head, destroying them. While the link is being re-established, the head will summon Dark Quad MB and CM robots. Once all of the receiver antennas in the head are destroyed, the head can be stunned with shots, then, using the main body's legs as ramps, Samus must boost-ball-jump and attach to the head using the Spider Ball, and bomb its two morph ball slots, one at a time.

After defeating Quadraxis, Samus will acquire the Annihilator Beam.

It must also be noted that in the light version of the temple entrance you can see various parts of the disassembled Quadraxis robot scattered throughout the room.

Super Metroid edit

Botwoon edit

Botwoon is an orange snake-like mini-boss in the Maridia area of Super Metroid.

The botwoon is a burrowing creature, and is encountered snaking between various holes in the wall. When threatened, it will stick its head out of a hole, much like an eel, and then spit a form of corrosive on its attacker.

Cacatac edit

The Cacatac is a plant lifeform on planet Zebes, that closely resembles a barrel cactus. It is mobile, which is unusual for a plant, and can shoot spikes. It has appeared in Super Metroid, and bears a resemblance to Seedlings in Metroid Prime

The cacatac is a plant standing roughly 1.3 meters in height, standing on a number of short spiney legs. The cacatac's body is covered by rows of spikes, which it is able to launch as projectiles. Though normally green, cacatacs cand be found in a variety of colors, including red and blue.

Covern edit

Covern are ghosts that haunt the Wrecked Ship in Super Metroid. After the defeat of Phantoon, they will cease to haunt the ruins. They try to materialize wherever Samus Aran is standing, simply move and then shoot them to kill them.

Crocomire edit

Crocomire is a multi-eyed lizard-like creature that guards part of Norfair in Super Metroid. It was originally going to be in Metroid: Zero Mission, but it was removed for unknown reasons.

Crocomire is a large, 8-eyed, reptillian creature, standing at about twice Samus Aran's height. Its red flesh, though nearly indestructable, appears to be in a perpetual state of melting. The creature's long bony arms are connected close to its back, but are long enough to reach well round its immense girth. Despite its short legs and portly build, crocomire's movements are surprisingly quick, and it is easily capable of charging its prey.

He is defeated by shooting missiles, super missiles or regular shots into his mouth which cause him to stagger back. He is defeated when he is pushed back onto the weak spot on the floor, causing him to fall into the acid and die. Then his skeleton will try to attack but collapse instead. If left alone long enough, he will push Samus back into a wall of spikes.

Dachora edit

File:Etecoons and Dachora.gif
Etecoons sleeping next to dachoras from Metroid Fusion

The Dachora is a fictional alien species resembling a green ostrich or emu. It first appeared in Super Metroid, then in its sequel Metroid Fusion. In Super Metroid Samus Aran encouters the dachora after getting the Speed Booster; the dachora teaches her how to use the "Shinespark" technique. Rescuing it at the end of the game results in a slightly different ending. In Metroid Fusion the encounter is a required part of the plot; Samus must rescue them for the story to proceed.

Draygon edit

File:Draygonelectrocuted.JPG
Draygon can be easily defeated by electrocuting it with the Grapple Beam

Draygon is a boss that inhabits the far east end of Maridia in Super Metroid. Samus Aran must defeat it in order to obtain the Space Jump and to unlock the path to Tourian.

Draygon is a large, green crustacean-like creature with markings that resemble human skulls. Draygon is often referred to by fans as a female because of the several harmless Evirs (which resemble Draygon) that surround the area before the fight and drag Draygon's body away when defeated; however, there is no conclusive evidence of gender. Its attacks include quickly zooming on and off screen, spitting out viscous saliva, and lifting Samus off the ground and lashing her with its tail. Draygon's shell is extremely tough, with its yellow underbelly being its only weak point.

Draygon can be defeated in two ways: shooting charged shots or missiles at its underbelly or (once grabbed) using the Grapple Beam to electrocute Draygon by hooking it onto damaged electrical turrets on the wall. Utilizing the second method causes negligible damage to the player, making it easy to defeat Draygon, however, it is not immediately apparent.

Etecoon edit

The Etecoon is a fictional alien species that somewhat resembles a koala. It has appeared in the videogames Super Metroid and Metroid Fusion.

In Super Metroid, Samus Aran finds a group of three Etecoons deep in the caverns of Brinstar. They show her how to execute the Wall Jump technique. If Samus rescues the Etecoons and Dachora at the end of the game, the ending becomes slightly different.

In Metroid Fusion, Samus' computerized CO, Adam, detects signs of life in the Biologic Space Labs Habitation Deck. When she goes to investigate, she finds not human survivors, but a trio of Etecoons, and an adult and baby Dachora.

Evir edit

The Evir is a crustacean-like creature that stars in Super Metroid. It resembles a small version of Draygon but orange. There are also green Evirs that circle Draygon. They are also in Metroid Fusion's AQA (Sector 4).

KiHunter edit

File:Keyh.jpg
Keyhunter drawing from the Super Metroid Instruction Manual.

The KiHunters, also called the Keyhunters have allied themselves with the chief villians of the galaxy, the Space Pirates.

The KiHunters are insectile creatures closely resembling wasps. They have four limbs and a set of wings. The creatures are most common in their flying form, where they attack with their claws by swooping down upon their victim from above. All members of the species will lose their wings when damaged. They then revert to a ground-based mode of travel that involves hopping, and at this point they will spit highly corrosive acid at anything that threatens them. The KiHunters are apparently, like the Space Pirates of Zebes, a sentient species, as the Super Metroid instruction manual refers to them as pirates from another galactic system who helped rebuild the fortress on Zebes after Samus Aran destroyed it on her first mission there.

KiHunters are found in both Super Metroid and Metroid Fusion, although in the latter game, they are only X Parasites mimicking the true species. The cocoons which the Zero creatures in the TRO sector form after you defeat the Giant Choot boss later hatch into Kihunters after the station-wide power outage occurs. This apparent metamorphosis of one species into another is a result of the ability of the X Parasites to recombine DNA from multiple hosts.

KiHunters can be found in virtually all environments on Zebes, ranging from the damp caverns of Crateria to the hottest pits of Lower Norfair. KiHunters come in several different colors, generally indicative of their strength. The fact that their color scheme is always very close to that of their environment, even in artificially constructed areas, suggests that they may employ some degree of camouflage.


Mochtroid edit

Mochtroids are the unfortunate result of the Space Pirate's failed attempt to clone Metroids. They are distinctly different from their progenitors in that they only possess a single neural brain node, instead of three the (original) Metroids naturally possess. As well, they are no larger then half the size of a Metroid, and most Mochtroids possess only 1/10 the strength of a natural Metroid.

Phantoon edit

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A large, dark green floating creature, resembling a cross between a jellyfish and the disembodied head of a cyclops. Phantoon is the guardian of the Wrecked Ship in Super Metroid. Its attacks consist of blue flame which it can summon in various patterns. Phantoon can only be damaged when it is visible, after an attack - most of the time it is transparent or invisible to Samus. If hit by a Super Missile, which does double damage to Phantoon, it will move to the center of the room and attack with many waves of blue flame, blocking the entire room but which can be easily dodged using Morph Ball mode. When Phantoon is destroyed, power is restored to the Wrecked Ship and Covern stop appearing.

Spore Spawn edit

The plantlike boss of Brinstar, combining falling spores (hence the name) and a waving motion of its elongated plant-like neck to attack. The falling spores can be shot for energy and missile powerups, and Spore Spawn's direct attacks can be avoided by using Samus' morph ball mode. This boss is defeated by shooting into its vulnerable inner core when it opens.

Torizo edit

File:Torizo.jpg
A Torizo from Super Metroid

The Torizo was introduced in Super Metroid. It is commonly perceived as an evil Chozo statue. Chozo statues are usually beneficial to the player, giving new equipment and items. A Torizo statue, however, comes to life and attacks the player.

Two Torizo statues appear as mini-bosses in Super Metroid. The first, which is encountered very early in the game in Crateria, poses as an ordinary Chozo statue holding the Morph Ball Bombs, and comes to life to attack when the bombs are taken. The second Torizo statue, which is gold and considerably more powerful than the first, is found late in the game, in the depths of Norfair. It holds no item, but defeating it earns the player the Screw Attack.

A third Torizo statue is encountered just before the end of the game in Tourian. This one, however, is only a dried-up husk that crumbles when touched. It is soon revealed that the creature was sucked dry by a giant Metroid, giving the impression that the player was saved the trouble of battling this final, presumably most powerful, Torizo.

The Metroid Galaxy Guide website claims that the Torizo statues were simply a biomechanical security system developed by the Chozo to protect some of their most important artifacts from intruders, with the statue activating upon removal of the item, and attacking the intruder.

One of the early bosses in Metroid Fusion is an X Parasite mimicking a Torizo, representing the most recent representation of this enemy.

The word "torizo" is Japanese for bird statue. As such, it is really just synonymous with Chozo to describe the statues that give the power ups. However, since only the referenced statues attack Samus, it produced the misconception that the Torizo is a new, evil race of Chozo.

Tortoise edit

A giant tortoise as large as Samus which lives in Maridia. If disturbed, it retracts into its shell and spins back and forth. If Samus jumps on top of it, it will fly up to near the top of the room, allowing her to obtain powerups. It will damage Samus if she is hit by the shell while it is moving side-to-side. There are also some harmless baby turtles crawling around it.

Zebesian edit

A Zebesian is a weak Space Pirate that guard the Craterian region in Super Metroid. They have a weak plasma attack and can hang from walls. They are the weakest of the Zebesian Space Pirates. Zebesians are also found in the B.S.L in Metroid Fusion and they are also able to cling to walls. They are very common in sector 1 (SRX).

Zebesians are crab-like humanoids with large claws instead of hands. They appear to have glowing compound eyes, and segmented joints. Zebesians are typically seen with green and pink armor, but also appear in shades of grey, gold, red, and blue, but the X imitations are purple or gold.

Zebesian Commander edit

Zebesian commanders are tough Space Pirates that wander the depths of Maridia in Super Metroid. They have the ability to hang from walls and can only be destroyed by the Plasma Beam.

Zebesian Elite edit

The second most powerful Space Pirate in Super Metroid, they are only encountered during your escape from Tourian. They are seen on foot and hanging on walls. They can only be destroyed by screw attack or Hyper Beam.

Zebesian General edit

These are the most powerful Space Pirate in Super Metroid that you can encounter. They are found on foot and on walls in Ridley's ruins. They have such powerful armour, they can only be destroyed by screw attack, charged plasma beam and super missiles. They are the generals of the Space Pirates on Zebes.

Zeela edit

Yellow creatures very similar to crabs. They behave exactly like Geemers.

Metroid Fusion edit

Fake Energy Tank and Missile Expansion edit

These creatures look like Energy Tanks or expansions until Samus gets close to them; then, they spread bat-like wings, reveal a set of eyes and fly off, hurting Samus. The result of an X-Parasite possessing an Energy Tank or Missile Expansion.

Nightmare edit

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Nightmare is a biomechanical organism engineered in the Biologic Space Laboratories to be an unstoppable weapon. It appears as a X-clone boss in Metroid Fusion, in the ARC sector. Nightmare has an integrated magnetic field generator, which causes missiles to fall to the ground before reaching their target, and machine guns, as well as heavy shielding. If Nightmare is damaged enough, its field generator is destroyed, and its mask falls off to reveal its face, which is covered in green slime.

Serris edit

An aquatic serpent-/dragon-like creature, also known as Ishtar in the videogame Metroid Fusion. It has the ability to swim at incredible speed. It is kept in the AQA sector of the Biologic Space Labs. After the X-Parisites infested the BSL, Serris was killed and copied by a Core-X. Upon its defeat, Samus Aran receives the Speed Boost.

X Parasite edit

Main article: X Parasite

X Parasites, often referred to as simply X, are parasites who copy their prey. X Parasites infect a host body and eventually kill it. They would seem to take the host's DNA and use it in order to copy its form.

X Parasites are natives of planet SR388, and were seen as a significant enough danger by the Chozo that they created the Metroids in order to control their numbers. Metroids are the only creatures they cannot infect, being absorbed by them instead. After Samus was infected by an X-Parasite and cured via a Metroid cell infusion, she was able to absorb them as well.

They are the main antagonist in Metroid Fusion, most notably in the form of SA-X, an X Parasite that took Samus' form. Outside of its host body, an X Parasite may take several forms, all conferring a benefit to Samus if she absorbs them, except for the larger blue X Parasites, which harm Samus until she gains the Varia Suit.

References edit

External links edit

Metroid series
Mainline Metroid / Zero Mission | Return of Samus | Super | Fusion | Dread
Prime Prime | Prime 2: Echoes | Prime 3: Corruption | Prime: Hunters
Spinoffs Metroid Prime Pinball | Metroid Prime: Federation Force


Creatures in the Metroid Prime series

This is a list of bioforms in the Metroid series games Metroid Prime, Metroid Prime 2: Echoes, Metroid Prime Hunters, and Metroid Prime 3: Corruption.

Metroid Prime edit

Flaahgra edit

Flaahgra is a gargantuan mutant plant that is the source of the poisoned waters in the Chozo Ruins. Flaahgra looks similar to an extremely large Bloodflower with four mouth-nodules instead of three, and so is probably a Phazon-mutated Bloodflower. Flaahgra's energy comes from sunlight reflected from four dishes set around it. This exposure to sunlight has made its outer shell thick and durable, but Flaahgra has also developed a dangerous overdependence on it. It attacks by swiping wildly with scythe-like arms and shooting a line of poison plants several metres in length. It is also capable of firing an energy beam. Samus defeats Flaahgra by attacking the four mirror discs around the chamber, causing them to no longer direct sunlight towards Flaahgra. The creature rendered immobile by the lack of sunlight, exposing its roots and becoming suspectible to Morph Ball bombs. After Flaahgra is destroyed, Samus receives the Varia Suit. As an added benefit, the waters of the Chozo Ruins lose their green hue and no longer damage Samus, making the Ruins much easier to traverse.

Meta Ridley edit

After the events of Metroid, much of Ridley's body was either destroyed or critically injured. The remaining Space Pirates recovered any remains they could find, reconstructed his body, and improved it through metagenetics, as well as adding armor plating and cybernetic modules. These include a bomb projector, several missile launchers, and an oral ray. Some of his original organic body can be seen through his frame, but he appears to be heavily mechanical at this point. Deemed "Meta Ridley," he is first seen on the space frigate Orpheon, seemingly still connected to life support. Upon the frigate's destruction, Meta Ridley awakens, frees himself and heads towards Tallon IV, causing Samus to chase after him. Samus loses track of him, but he is seen a few times during the course of the game prior to battling him.

He is the last boss fought before Samus faces Metroid Prime. In this battle, Ridley spends much of the time flying, making long bombing runs across the sky. His only weak point is his chest. Once hit enough, his wings burn off and he resorts to mostly brute physical attacks, however his mouth-based energy beam weapon remains operational. in addition, he must be stunned by shooting his mouth multiple times before his vulnerable chest is revealed. The Wavebuster is highly effective on his ground form, preventing him from even attacking, although a continuous beam can cost about 210 missiles. After his defeat, the nearby Chozo statues shoot beams from their eyes into his chest, and he is sent falling off of a cliff and into the Phazon crater under the temple, where he summarily explodes.

Metroid Prime edit

A metroid chosen to protect a leviathan core, it is genetically similar to Metroids but on a highly advanced level. Prime absorbs and produces the element Phazon in massive amounts, and absorbs the material limitlessly. Only a Phazon-based weapon can injure it.

Parasite Queen edit

The first boss in Metroid Prime, the Parasite Queens are located on the Space Pirate Frigate. The Parasite Queens were made by genetically combining Phazon with the Parasite genome. As a result, the Parasite Queens are huge and have the ability to shoot acid from its mouth. They can also create multiple Parasites very quickly. After two Parasite Queens escaped on the Space Pirate frigate Orpheon, they killed most of the crew. However, one was killed by being burned to death, while two others died during the Phazon infusion. The one that was fought and killed by Samus in the nuclear reactor of the ship fell into the reactor core, causing a meltdown and ultimately the destruction of the frigate. During this escape, another one can be seen being killed by Space Pirates. Most of the Parasite Queens are quite resilient, but can be injured by firing into their mouths, which are their weakest points.

Space Pirate edit

A group of interstellar nomads, these bipeds raid ships and planets in a never-ending quest for galactic conquest. These troopers are the most common form of Pirate, and employ moderate (which, by Samus' standards, is light) shielding. They use energy scythes and Galvanic Accelerator Cannons. They occasionally hang from the ceiling before attacking. This is only one example of their agility, as they often run on all fours and are fast enough to dodge lock-on weaponry, such as missiles.

Thardus edit

Thardus is an experiment by the Space Pirates (who dubbed it Project Titan) who used Phazon on inorganic objects to make sentient beings for weapons, but the Pirates gave up trying to pacify it since it became too dangerous. Thardus is locked in Quarantine Cave A of the Phenandra drifts, from which it is too large to exit. Thardus has the ability to control the weather, roll into a ball, hurl large phazon-infused rocks, and encase enemies in ice. However, the Phazon experiments resulted in structural weaknesses within the rock that make up Thardus. To the Combat Visor, it has no visible weak point, but the Thermal Visor reveals the weakened rock (shown as red) that can be damaged. After dealing enough damage to it, the outer coating of the rock will break and the heat coming from it will overload the Thermal Visor, rendering it useless. Switching back to the Combat Visor reveals that the rock has turned the neon blue color of Phazon ore. A few more hits dealt to this rock will destroy it, advancing the round of the battle. Once the rock is destroyed, another will become weak, and therefore visible to the Thermal Visor. After the first few rocks are destroyed, Thardus will summon a snowstorm, which greatly impairs visibility with the Combat Visor. When the battle is nearing the end, the storm will be repelled, and it is very easy to defeat Thardus's largest ("heart") rock, which takes quite a few more hits to shatter. After its defeat, Thardus yields the Spider Ball augmentation, which is necessary to leave Quarantine Cave A.

Metroid Prime 2: Echoes edit

Amorbis edit

Amorbis is a giant sand worm guarding the Dark Agon Temple in Dark Aether, with three separate bodies. The main power source of Amorbis is a giant black sphere surging with dark energy. Its name is likely a pun on "amorphous", which means 'having no clear shape'.

Amorbis will break off from its sphere and will leap out of the sand at random spots trying to ram Samus. Once its outer shell is destroyed it will attach to its sphere. Amorbis will then gain armor and a hornlike head. It will use dark energy to nullify the light crystals and beacons temporarily. It can also charge up to launch a hyper destructive beam attack. Once Samus destroys its head armor, she must transform into the Morph Ball and allow Amorbis to suck the Morph Ball in its mouth, which is vulnerable to Morph Ball Bombs. After Samus defeats the one, two Amorbises attack at once, following the same pattern. Once she destroys those three Amorbises attack. Once all three are destroyed, Amorbis dies permanently, as well as the Dark Sphere, and Samus can adapt the remnants of the dark sphere to her powersuit, receiving the Dark Suit.

Chykka edit

The Chykka is the insectoid boss guarding the Dark Torvus Temple. When Samus enters the temple, the Chykka is still in its cocoon; a larva emerges from the cocoon when Samus destroys the supports holding it up. It swims around in the water, occasionally splashing dark water at Samus, and sometimes surfacing and trying to drag Samus in its mouth. The Chykka Larva is only vulnerable on its underbelly.

Once the larva is destroyed, the adult form of the Chykka emerges. This is by far the most dangerous form, because it frequently spits dark water at Samus. To defeat this form, weak spots on the back of the wings must be destroyed, preferably with the Seeker Missile.

The Chykka's final form, the Dark Chykka, spews forth dozens of small Chyklings from its eggsac. This is by far the easiest form to defeat, because it can be destroyed with conventional means, and the comparatively weak swarm of Chyklings provide plenty of extra health and ammunition.

The Chykka switches forms from Chykka Adult to Dark Chykka each time Samus hits its weak spots on its wings often enough. The Dark Chykka is vulnerable in its eggsac. After the Chykka is destroyed, Samus is rewarded with the Dark Visor.

The Chykka lifecycle is something of a mystery; its offspring had no larval phase, said to be the result of a mutation in the logs. It appears to reproduce asexually, given the obvious impossibility of it mating between its growth into the adult form and the immediately ensuing battle.

The Chykka resembles a cross between a butterfly and a dragonfly, with its larval phase slightly resembling a dragonfly's.

Galactic Federation Troopers edit

These troopers wear powered armor and are the marines of the Galactic Federation. In Metroid Prime 2: Echoes, they appear in cutscenes when an entire crew is attacked by an army of Ing-possessed Splinters. Players can scan some of their corpses to access their journal entries. The player does not encounter surviving Galactic Federation marines in normal state, though there are encounters with Ing-possessed marines.

They also appear briefly in the opening clip at the beginning of Metroid Prime Hunters, where they are attacked by Sylux, as well as the opening sequence of Metroid Fusion.

Ing edit

The Ing are a fictional race of evil, spider-like alien creatures that are the major foe of Samus Aran in the video game Metroid Prime 2: Echoes. Their name is the Luminoth word for 'terror'. Ing generally take on a dark, hideous, alien look, unless they have possessed other life forms, in which the host remains mostly the same, except that it takes on a blacker hue, spines, and Ing-like eye structures. Ing-possessed organisms usually gain the prefix "Dark-", and become stronger from the possession as well, but retain the Ing's natural weakness to light-based weaponry. Even if you fight the Ing-posessed in the light realm, the logbook still still considers it to be from the dark realm.

Luminoth edit

A race of intelligent, moth-like creatures, whose name is a portmanteau of "luminous" and "moth." They are the original inhabitants of Aether and almost lost the war with the Ing - they put all the remaining members of their race in stasis except one, U-Mos, a sentinel, who helps Samus and later gives her the Light Suit.

Quadraxis edit

Quadraxis is the boss guarding the Ing Hive. It has a vague spider shape, with four giant legs, and appears as an over-sized Quad. It has mostly the same colors as a normal Quad.

Unusually, before the game was released and was shown in E3 and Nintendo Power, Quadraxis was supposed to be purple, and the glass areas to be green. However, this was apparently changed to the colors of a regular Quad in the final version (but they temporarily glow purple when the three Warrior Ing possess it and bring it to life).

Quadraxis is a maximum security drone created by the Luminoth, but was taken by the Ing to serve them. Once the energy of the Sanctuary Fortress was taken, the Ing needed to guard their own, so they took this giant destroyer with them to guard the Ing hive's planetary energy. Quadraxis guards the second to final energy controller, leaving only the one in the Sky Temple.

Quadraxis' main weapons include the Annihilator Beams and a Disruptor shot (which is the charged version for the Annihilator Beam). It can be dodged by a simple boost in Morph Ball form. It is also equipped with long-ranged missile-launchers, and a spin attack similar to the one used by the smaller Quad robots, only it has the size and power of a real tornado, and will suck the player in doing damage, unless enough shots with the power beam are delivered to its legs. It can be damaged by attacking its leg joints when they are flashing with any weapon, and foot joints with Boost Ball, or Morph Ball Bombs. Once its main body is crippled, the head will lift off and attack on its own, following the same strategy as the smaller Quad. The head will receive shielding from the sonic frequencies coming from the transmitter in the main body, and cannot be damaged. The link must be severed by using the Echo Visor to first damage the transmitter in the main body and then destroy the receiving antennae in the head. While the link is being re-established, the head will summon Dark Quad robots. Once all of the receiver antennae in the head are destroyed, the glass on the top of the head module shatters, and the head flies and wobbles about, destroying the glass coverings on the Spider-Ball tracks on its legs. In this final part, the head can be stunned with shots, then, using the main body's legs as ramps while at the same time using the spider ball to stay on, Samus must boost-ball-jump to the head and attach to the head using the Spider Ball, and bomb its two Morph Ball slots, one at a time. This finally destroys the head module and allows Samus to walk away with the Annihilator Beam.

Quadraxis can be scanned five times; these entries are listed in order as they appear: Quadraxis, Shielded Head Module, Damaged Quadraxis, Stunned Head Module, and Final Head Module. The player must scan Quadraxis at the beginning of the fight (in one piece), its body and his shielded head separately, its head with the shields down, and the final head with the glass broken if all of the scans are to be obtained.

It must also be noted that in the light version of the temple entrance players can see various parts (the four legs still surrounded by scaffolding) of another Quadraxis robot scattered throughout the room.

Also wise to note is that Quadraxis is one of the largest bosses in Metroid history, easily dwarfing Samus and rivaling Kraid in terms of height. A rough measure by comparing Samus and Quadraxis indicates that it is at least 45 feet (14 metres) tall when the head module and the main body are linked together.

Metroid Prime: Hunters edit

Alimbics edit

The Alimbics were highly intelligent civilisational insect-like alien who were all but wiped out by Gorea after a meteor it was traveling on impacted one of their homeworlds. Alimbics' brains possessed large frontal lobes and they were quick decision makers, as well as proficient in psychic abilities such as telepathy and essence transference . Their heads hover in the air without use of a neck, like the Kriken. The Alimbics built two large space stations, called the Celestial Archives and the Vesper Defense Outpost. The Alimbics were the first to discover "essence transference". By using this ability, the Alimbics were able to turn their bodies into concentrated psychic power. This was used to seal Gorea who was too great to be slain by conventional weaponry.

Spire edit

Spire is the only known remaining Diamont. His name is derived from a spire of rock, three of which he has on his back. Spire's life as a bounty hunter took him from one end of the galaxy to the other, while he continually searched for some information on the location, or fate, of the rest of his people. When he received a message from the Alimbic Cluster, he raced to Alinos with the hope that finding the Alimbics' source of ultimate power and solving the mystery of their lost race would help him solve the mystery of his own. His weapon is called the Magmaul and his alternate form is a large, spiked boulder called the Dialanche (a portmanteau of Diamont and avalanche) which can scale walls and orbit two thick titanium limbs around it for attack, revealing the spiked, crystal like center. These limbs do not appear to be attached to the crystalline center, and appear to be made out of rock rather than titanium. Spire can also walk (or roll) in lava without taking damage. Spire's Magmaul was copied by Gorea. His hostility towards Samus is likely because he is desperate, willing to go to any lengths to discover what happened to his race, no matter how many beings he'll need to kill.

Weapon of Choice: Magmaul - A weapon that fires superheated magma. When Spire charges it, it can ignite opponents.
Alt. form: Dialanche - A rock-like sphere that can climb walls and orbit rocks around it as an attack.

Kanden edit

Kanden was an experiment to make a soldier who could battle and kill anything, and was indestructible. However, Kanden's brain could not withstand the awesome and complex neural combat encoding sequences. This completely transformed his mind, leaving him ferocious, unbelievably powerful and dangerously unpredictable. Kanden escaped the research lab, killing the scientists that made the enhancements and surgical modifications and also destroying the research laboratory. Kanden then took great advantage of his strength, near-invincibility, and near-immortality by trying his hand at becoming a bounty hunter. Although he is fairly new to being a bounty hunter, he has already earned a fearsome reputation due to his power and vicious nature. It would be impossible to trick him into not doing something violent; anything he sees, he kills at his own unpredictable will, and his conscience is rendered useless by the neurological enhancements. Built with programming to hunt, combat, and destroy, he could be the ultimate soldier. When Kanden received word of the Ultimate Power in the Alimbic Cluster, he sees a great advantage that he can grasp in his hands. Kanden also relishes the opportunity to prove his superiority. His part of the opening clip shows the Stinglarva slithering out from a burning building (this may possibly be the science lab in which he was enhanced) then transforming into Kanden and snarling with somewhat victorious posturing as it explodes behind him. At the very start of the fight with Gorea, Kanden's Volt Driver gets copied.

Weapon Of Choice: Volt Driver (A power shot that absorbs energy from a planet's electromagnetic field. When charged by Kanden, the Volt Driver homes in to the opponent and disrupts the opponent's visor. A charged shot can hit more than one hunter, including Kanden himself, if the hunter is close to the exploding radius. Kanden can be damaged by his own charged shot if not careful.)
Alt Form: Stinglarva (When attacking, a piece is broken off from the tail and homes in on a nearby target ready to explode. Can only break off one bomb at a time. These mines can be used to initiate a jump.)

Gorea edit

Gorea is the entity who arrived at the Alimbic Cluster on a comet in gaseous form. It appears in Metroid Prime: Hunters as the final boss. After the comet impact, Gorea proceeded to copy the Alimbics' cellular structure and destroy their civilization in a swift rampage of terror. The Alimbics were powerless to stop Gorea's rampage, as it was immune to any weapon used against it and quickly replicated that weapon. The Alimbics were able to contain Gorea by using one of their artifacts, the Seal Sphere, and trapping it within the Oubliette. Seeking a way to break free, Gorea sent out a telepathic message to life forms all over the galaxy that spoke of the "ultimate power", in hopes that the promise of this power would bring life-forms powerful enough to free Gorea from its prison so it could re-enter the galaxy and destroy all in its path. Gorea has three legs, changes color depending on the colour of the weapon it is using, is slightly bigger than Samus, and still possesses the Seal Sphere, located in the middle of its body, from which it draws power. The hunters who found the Seal Sphere had their power drained, and Gorea copied their abilities and weapons. Therefore, Gorea was able to use all of the hunters weapons. Gorea is heavily armored, and its body is impervious to conventional weaponry. The color of its shoulders, however, indicate the type of weapon they are vulnerable to, and can be destroyed by the weapon of matching color. When its shoulders are destroyed, Gorea flips upside down and the Seal Sphere rises above its legs. In this form, Gorea may be damaged when Samus attacks the Seal Sphere, damaging Gorea due to its connection with it. It uses tentacles and creatures known as Trocras that explode if attacked. After repeating the cycle of destroying its shoulders and damaging the Seal Sphere enough times, Gorea will be defeated. However, if Samus had shot the symbols on the walls of the battleground with their corresponding weapons in the exact order as prophesized by the Alimbics, Gorea is revived and Gorea and Samus are transported to a new area in the Oubliette that contains a blue raised platform and a shield at the bottom of the platform containing the Omega Cannon, an extremely potent weapon. In this battle, Gorea uses a powerful laser attack and hurls meteors while it teleports around the battlefield. Ultimately, Samus uses the Omega Cannon to destroy Gorea once and for all.

Trace edit

The Kriken youth Trace is undergoing a rite of passage in exile, searching for worlds that the imperialistic Kriken race can invade. Using sophisticated Kriken technology, Trace can morph into a powerful three-legged Kriken military mechanism called the Triskelion by combining its hind legs into one appendage and flipping its torso ninety degrees upward. The Triskelion can lunge at its enemies with vicious needlepoint claws and become almost completely invisible when stationary. In addition to searching the Alimbic Cluster for new worlds for the Krikens to invade, Trace was seeking the Alimbic treasure to give more power to his race, which would result in Trace gaining more prestige. It is noted in the official player's guide that Trace plans that should he not get the "ultimate power" the planets in the Alimbic Cluster will still be suitable for Kriken invasion. Trace's Imperialist was copied by Gorea. If Trace remains still in his alt form he will become invisible, (he will only become invisible in his biped form if he has the imperialist equipped. Although it is much easier to spot him when invisible in this form.) thereby setting up a prospective ambush to the unwitting player.

Weapon of Choice: Imperialist (A sniper beam that can zoom onto opponents. Instant kill with headshot. While the beam is equipped, Trace can become partially invisible if it remains still)
Alternate Form: Triskelion, uses a lunging attack that can inflict very heavy damage (about fifty damage points) if a direct hit. As with using the Imperialist, Trace may become invisible in this form while not moving.

Quadtroid edit

The Quadtroid is a genetically engineered species created from leech and reptile D.N.A. A specimen is built similarly to a Metroid in that it has a large green membrane and nuclei inside of it. It also latches onto creatures and saps energy similarly to a Metroid, and, like a Metroid, can only be removed with a Morph Ball bomb. However, instead of floating like a Metroid, the creature crawls on the ground with its claws and possesses a tail and a leech-like body. Surprisingly, Quadtroids can be slain with conventional weaponry unlike Metroids, which had to be defeated with the classic Ice Beam/Missile combo.

Sylux edit

Sylux is a character in Metroid Prime Hunters. Little is known about Sylux other than that the bounty hunter has an intense hatred for the Galactic Federation and Samus Aran. Sylux's alternate form is a small hovering ball of energy with two tetracarbon armour plates, called the Lockjaw, which lays tripwire mines. Two must be laid to create a tripwire, which can be left as a trap. If Sylux lays a third mine, forming a triangle, all three explode on anyone who happens to be in between them, causing one hundred and eighty damage points. If one more bomb is laid while someone has walked through a tripwire, it may also follow and attack the victim. His weapon of choice is the Shock Coil, a beam that fires highly damaging streams of high-density neutrinos, and when used by Sylux allows him to absorb the victim's energy. It gets stronger after a short time of attacking an opponent. Also, in low gravity areas, Sylux's lockjaw form can fly by rapidly laying mines. Sylux's Shock Coil was copied by Gorea.

The game's log entries state that Sylux's suit, gunship known as the Delano 7, and Lockjaw technology are all stolen Galactic Federation Prototypes, and Sylux's Shock Coil is made out of banned nanotechnology and according to its scan, is also a Galactic Federation Prototype.

Sylux's genetic species is unknown, although the game's starting video reveals that he comes from Cylosis, and he is referred to as a male by the game's developers. The introductory video shows the extent of his hatred for the Galactic Federation, showing Sylux dive-bombing an unsuspecting G.F. trooper, crushing him, then screaming defiantly at two other troopers that accompanied the one he killed. It does not, however, explain the reason that Sylux hates the Federation. Also, since his ship, the Delano 7, makes multiple appearances, and due to the fact that in the extended areas of V.D.O., there are multiple scenes of battle and decay, it is possible he is the main rival out of the five other hunters to Samus.

Weapon of Choice: Shock Coil - A weapon that shoots out a beam of pure energy, looking very much like a bolt of electricity. When fired in the general direction of an opponent, the beam "seeks" the player, effectively "latching on" to the opponent and usurping life energy. The longer the beam is stuck onto an opponent, the faster life energy is depleted. For instance, if the Shock Coil is used on an enemy for the first few seconds, life will decrease by about five energy per second. As time increases and the beam remains stuck on the enemy, life will begin to drain exponentially, so that by around thirty seconds, about forty life energy is being consumed. The weapon is unique to Sylux because when Sylux uses the Shock Coil, his life energy is repleted. The energy taken from the enemy is added back onto Sylux's own life counter.

Alt Form: Lockjaw - In this form, Sylux becomes a ball of green energy the size of Samus' Morph Ball form, surrounded by two entwined, metal bars that end up looking like a deformed version of his ship, the Delano 7.

Metroid Prime 3: Corruption

Even though Sylux doesn't appear in the game, the secret 100% Ending of Metroid Prime 3: Corruption shows a ship that resembles Sylux's Delano 7. It appears to covertly follow Samus' Gunship after Samus departs from Skytown. This could indicate that Sylux will feature in a later Metroid adventure; however, it is mostly speculation at this time.

Noxus edit

A Vhozon from the icy planet Vho, Noxus is a spiritual being who walks a harsh, righteous path, Noxus has become a bounty hunter to administer justice to the galaxy's criminals and evil-doers. As a Vhozon, Noxus may believe that any other race would be or could become corrupt in the quest for "Ultimate Power," giving him reason to attack all hunters including Samus. Otherwise, it is far more likely he would be allied with Samus. He is seen battling Trace in Sic Transit during the player's first encounter of him.

Noxus's weapon of choice is the Judicator, which is able to freeze enemies using "supercooled plasma;" his alternate form is the Vhoscythe, a biological defense mechanism that resembles a spinning top. He can reach out with his claw while spinning to attack enemies.

Weavel edit

Weavel is a former soldier of some high rank in the Space Pirate army who was severely wounded by Samus Aran at Brinstar (as described in the game's official strategy) leaving only his brain and spinal cord intact. As a result of the injury Weavel sustained he was given surgery similar to the Space Pirate leader Ridley, being that what was left of him was surgically implanted into a new robotic body, because of this the hunter can separate its torso from its lower body, which becomes a stationary turret. A power suit based off of Samus's own power suit was then grafted onto Weavel. It is unknown if he seeks the treasure of the Alimbic Cluster for the Space Pirates, or for himself, but he will remain with the Space Pirates as long as it's convenient. He enjoys missions that no other Space Pirate could accomplish because of their reptilian/insectoid physique (and possibly due to the lack of a mechanical power suit).

Weapon Of Choice: Battlehammer - A powerful mortar beam that fires explosive shots rapidly in an arc with a very small splash radius. When Weavel wields it, it does more damage and has a far greater splash radius.

Altform: Halfturret - Weavel's body is split into two separate parts, splitting his health and making his lower body become an automatic, stationary turret that shoots non affinity powered battlehammer shots that do not use UA ammo, while his upper body continues to move about freely (controlled by the player) wielding an energy blade known as the 'Battleblade'. If his health is an odd number, the upper half gets more energy. The turret can hold 100 energy and the upper part can hold 199. Damage taken by the upper half will not do any harm to the turret, but if the turret is attacked, it damages Weavel as a whole. If the turret is destroyed, the upper part will have only 1 energy unit. The turret normally shoots at a small range. But if someone attacks the turret or upper part out of the original range, the turret will shoot at the person who shot it a few times. If the turret is shot from an extreme distance, the shots will NOT explode in midair. If the turret had affinity Battlehammers, it would still hit the distant target because Battlehammers have perfect accuracy over long distances when fired by the halfturret.

Metroid Prime 3: Corruption edit

Rundas edit

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 of his kind who have used this ability for bounty hunting. Rundas is known for getting results, and considers himself without peer. His arrogant demeanor has led him to mainly seek solo missions, and rarely works with others. Rundas is reported to keep 'trophies', such as weapons or body parts, from all of his successfully captured or killed targets. Rundas becomes corrupted by Dark Samus on Planet Norion, which results in Samus being forced to fight him on Fire Bryyo to defend herself. After being defeated, Rundas loses control of his ice powers and impales himself on a sharp glacier. It propels him into the air, where Dark Samus appears as a black-winged avian creature that absorbs him. After his defeat, Rundas leaves behind the Ice Missiles, which are then acquired by Samus.

Ghor edit

Ghor is a cybernetic bounty hunter, capable of merging his body into larger 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. Ghor is a veteran of the liberation war on Wotan VII, leaving only 6% of Ghor's birth body still part of him. He is kind, often donating bounty money to victims of his targets. As with Rundas, Ghor became corrupted and attacked Samus's ship, leading Samus to fight him. Afterwards, Ghor's exo suit explodes and a screaming Ghor is absorbed by Dark Samus despite Samus's attempts to stop her. Subsequently, Samus receives the Plasma Beam.

Gandrayda edit

Gandrayda appears to be an energy being and 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 capabilities. Details on Gandrayda's origins and age are unknown, but her unique traits have made her a sought after Hunter for missions. She is sent to find the Pirate Homeworld, and succeeds, but is completely corrupted in the process. Revealed to be masquerading as a kidnapped Galactic Federation Trooper, she attacks Samus but is defeated by Samus and then becomes absorbed by Dark Samus. Samus then receives the Grapple Voltage.

Aurora edit

The Aurora is a biological supercomputer created by Galactic Federation scientists twenty years before the events of Corruption. Originally designed for scientific purposes, thousands of Aurora units are now used in government, business, and military roles. Each Aurora is given a male, female, or gender neutral identity based on the needs of the client.

The Aurora onboard a Galactic Federation ship was infected with an unknown virus at the beginning of Corruption. Aurora bears a striking resemblance to Mother Brain. Because of this, many fans speculate that Mother Brain is in fact an Aurora unit, or that the Aurora Unit is based upon Mother Brain. A room virtually identical to Super Metroid's Mother Brain room was showcased in a teaser trailer dedicated to the Aurora, though the image shown of this room was a blueprint for Aurora Unit 242's chamber.

Reptilicus edit

These reptilian humanoid creatures have been mutated by Phazon and either posses the ability to teleport over short distances or become temporarily invisible. The habitat in which the species lives in are ruins of their own civilization, devastated by a caste war and the Leviathan impact. Large Golems built by the scientific members of the old community are scattered around the ruins and will perform certain tasks when charged with a Morph Ball Bomb.

Space Pirate Types edit

Ground Space Pirate

A space pirate able to shoot, run around, and jump. Ground Space Pirates are bad at dodging and can be easily hit by almost any attack. Also, if these Pirates fall of a ledge or fall into a hazard zone, such as phazon, they cannot escape.

Shield Space Pirate

A Ground Space Pirate that carries a shield that deflects all attacks except for Hyper beam, Hyper missile, and Hyper ball. While the pirate defends itself with a shield, it cannot use its weapon. Shields can also be torn off using the Grapple Lasso, or can be drained by Grapple Voltage or Hyper grapple.

Flying Space Pirate

A Space Pirate equipped with a special backpack that allows the pirate to hover around. Flying Pirates, or Aerotroopers are also equipped with Seeker Missiles firing up to two missiles at once, as well as the regular gun weapon. Aerotroopers are trained well and can dodge attacks easily, so missiles are the better choice to use against these guys. Freezing an Aerotrooper while its flying will cause it to fall down, and you make it fall off of a ledge, you can be reward with a Blue Token. Also for a Blue Token, use the Grapple Lasso to pull an stunned Aerotrooper into the ground.

Space Pirate Militia

The weakest of Space Pirates, these guys only have a simple gun and almost no armor. Any weapon except for Grapple Voltage and Hypergrapple can kill these pirates. Other Forms- Shield Pirate Militia

Space Pirate Trooper

The regular battle Space Pirates used from Norion's attack to defend Tilmat turrets, these pirates are most common. A small layer of armor protects them which can be destroyed by any weapon except for grapple voltage. These pirates are commonly in Hypermode after the Norion attack. Other Forms- Shield Trooper, Aerotrooper

Space Pirate Commando

Space Pirate Commandos are only found on the Pirate Homeworld, where they protect all sorts of things. Commandos have an annoying layer of armor that well protects them, and when in Hypermode, takes several blasts to get through. Whenever an alarm in the Pirate Homeworld goes off, Pirate Commandos come running. Commandos have an extra talent too: warping short distance.

Advanced Pirate Troopers

Space Pirates wearing green armor are Advanced Pirate Troopers. The green armor provides extra defense and an extra layer for Samus to destroy. Advanced Armor can be easily destroyed by the Hyper Beam, the Hyper Missile, or the Hyper Ball. Other Forms: Advanced Shield Pirates, Advanced Aerotrooper.

Armored Pirate Trooper

(information coming soon)

Other Forms: Armored Shield Trooper, Armored Aerotrooper

Pirate Commander

There is only one instance of a Pirate Commander in the game, encountered when the player is escorting the Demolition Troopers on the Pirate Homeworld. Pirate Commanders wear red armor, and are able to warp short distances. Commanders' jobs are to command other Commandos.

Berserker Knight

First seen in the Thorn Jungle, Berserker Knights are the less-mutated form of Berserker Lords. Berserker Knights' attacks include a Elite/ Omega Pirate-like ground smash move that creates an expanding ring of energy that must be jump over, a simple clawing move, an attack where the Berserker Knight picks up either you or Pirate Militia and throws you/it, and an energy shooting attack. The energy shooting attack is how you kill the Berserker Knight. When the energy ball come towards you, shoot the ball to hit it back at the Knight. After about five hits, his weak point, its back, opens up. Shoot its back to kill it. This is certainly a tough enemy to beat.

Berserker Lord

This is the further mutated of the Berserker Knight. It looks the same as the Berserker Knight, except the Lord has phazon all over its body. You find this pirate as a boss at the end of the Olympus attack, and later when trying to get the first Thermonian Bomb part. The Berserker Lord has the same attacks as the Berserker Knight, except before being able to hit back to energy ball it shoots at you, you must destroy the red spots on its two shoulders. When its back opens up, the Berserker Lord goes, well, berserk and tries to kill any way possible.

Korakk Beast

The monster used as calvary is only seen one time in the game, which is a good thing. Korakk Beast is a pirate controlled creature ridden by a Pirate Hussar. Its attacks include using its tongue to pull you in, shooting small energy balls at you, and stomping, plus the Hussar's attacks. To defeat, wait for it to open its mouth and then shoot the inside of its mouth, stunning it. Then, go into morph ball and place bombs under its belly. After those go off, a spike on its back glows; use the Grapple Lasso to pull on it, forcing the Korakk Beast to go on two legs. While it is up, use any weapon you currently have to kill it.

Pirate Hussar

This Space Pirate is specially trained to ride the Korakk Beast and use its Plasma Lance to take out any enemies. Its attacks include using its lance to hit you, firing a continuous stream of fire at you, and when off the Korakk, a Plasma Beam attack, plus the attacks the Korakk Beast uses. Since the Pirate Hussar and the Korakk Beast seem to make a great team together, immediately take out the Pirate Hussar with the Hyperbeam, and then go for the Korakk Beast.

Non-Pirate, Homeworld Creatures edit

"Jolly-Roger" Drone

This is the main Space Pirate robot. This drone flies around, fixing, uploading, building, and doing anything that a Space Pirate thinks can be robotically done. In combat, "Jolly-Roger" Drones can use a simple defense turret built in to them. A few shots, or a charged beam attack can easily destroy them.

Remorse-Class Turret

These turrets can be found in the Pirate Homeworld defending certain paths and objects. Remorse-Class Turrets can use a repeated-fire attack that is very strong. It takes a couple missile blasts, or a lot of Hyperbeam hits, to defeat.

Crawlmine

These little robots crawl around the Pirate Homeworld or places where Pirates have been, moving in groups, with only a simple self-destruct attack if touched. Crawlmines are the simple little creatures, just used as a poor trap, or a quick health restore.

Crawltank

The beefed-up version of a Crawlmine, Crawltanks have a built in turret, and a PED system that allows them to enter Hypermode. Only one to two blasts from the Hyperbeam are needed to defeat these creatures. Crawltanks can walk on walls and ceilings though, making them good at being a sneaky robot.

Puffer Mine

The Pirate Homeworld Version of the Puffer, Puffer Mines' only difference from Sky Puffers are the stronger explosion (they are as strong as Gel Puffers, but their appearance is different.) Pufffer Mines explode if hit by a charged attack or if touched by an enemy. Puffer Mines are used as an obstacle in the Pirate Homeworld.

Ultragian Shriekbat

Although seeming like just another shriekbat except now in the Pirate Homeworld, Ultragian Shriekbats are actually the second most powerful Shriekbat, next to only the Phazon-charged Phazon Shriekbat. Ultragian Shriekbats are normally hot creatures, and stay in cool areas to live. Whenever approached, Ultragian Shriekbats fall off of wherever they were hanging, start spinning, and rocket to the enemy, which is you. Ultragian Shriekbats are only encountered once in the game, on the player's first visit to the Scrapvault on the Priate Homeworld.

Space Pirate Vehicles edit

Space Pirate Skiff

This Space Pirate Vehicle is used for attacks such as the attack on Norion and on the Spire. The Space Pirate Skiff has a single turret firing a purple blast at you, or its target. You can use the Hyperbeam, or Hypermissile, to quickly destroy it.

Space Pirate ATC

This Space Pirate Vehicle is used for attacks, and also used for dropping off Pirate Militia and Pirate Troopers. It has the single turret that the Skiff has, except the Space Pirate ATC is much slower. Hyperbeam and Hypermissiles are best against the Space Pirate ATC. Also, if you destroy the ATC before it drops off its Pirate Militia or Pirate Troopers, they will all die inside.

Space Pirate Assault Ship

This Space Pirate Space Ship is used to get Pirate Militia and Pirate Troopers onboard enemy ships. The bulkhead of the ship is used to smash through the wall, and the pirates just kind of board. There is no way to destroy this ship.

Phazon Harvester Unit

The very powerful Phazon Harvester Unit is made out of thick Maldium, making it invincible to all of your carried weapons. The Phazon Harvester Unit floats around and uses a spotlight a find any enemies. If the spotlight goes on you, the Phazon Harvester Unit will fire a powerful blast at you. Phazon Units can only be destroyed by calling in an airstrike from the player's gunship.

References edit

Metroid series
Mainline Metroid / Zero Mission | Return of Samus | Super | Fusion | Dread
Prime Prime | Prime 2: Echoes | Prime 3: Corruption | Prime: Hunters
Spinoffs Metroid Prime Pinball | Metroid Prime: Federation Force


Creatures in Metroid Fusion and Metroid: Zero Mission

This is a list of creatures in the Metroid series games Metroid Fusion and Metroid: Zero Mission made by Nintendo.

Metroid Fusion edit

X Parasite edit

The X Parasites (or just the X) are the main villian of Metroid Fusion. In their natural form, the average X Parasite is a hovering, volleyball-sized amoeboid creature that glows yellow, green, or red. A mutated blue variety also exists. Sometimes several such parasites will combine into a larger, more powerful form, known as a Core-X. The X Parasite mutates easily in order to adapt to new environments. X Parasites have the unique ability to infect, copy the DNA of, and kill another creature, then use the stolen DNA to create a new body with the same form and behavior as the previous host. Whereas normal X Parasites can only imitate weaker hosts, Core-X can also imitate much stronger ones. The X are also capable of combining DNA from various hosts to create a new creature with the abilities of the individual host forms. The X Parasites can also download and process electronic data organically. When threatened, an X Parasite will revert to its amoeboid form and is extremely difficult to harm, except by attack from a Metroid. X Parasites reproduce by asexual division.

Strictly speaking, the X are parasitoids (endoparasitoids to be exact) rather than parasites. In a parasitic relationship, the host is not generally killed, whereas in a parasitoid relationship, the host is usually killed after the full development of the other organism, which is the case with the X.

One of the startling revelations in Metroid Fusion is the apparent intelligence of the X. Although first believed to be merely instinct driven mindless organisms, the X exhibit remarkable adaptation and even plot various traps to defeat Samus. Either by duplicating sentience or intelligence from the host bodies they infected, or having always been intelligent , by the time of the game they have achieved intelligence at least of human level. The X, realizing Samus' new vulnerability to cold, actually mutate some parasites to be cold so that if Samus absorbs them or even touches them, she'll be severely hurt. A suit upgrade defends Samus from this problem, however the X also has the SA-X attempt many different ambushes in order to kill Samus. The X also mimic the dead corpse of a researcher in order to gain access to a particular computer terminal for their own purposes. The X even animated the dead corpse of Samus' longtime nemesis Ridley in order to exterminate her. When it is revealed that Federation Ships are on their way to retrieve the X, Samus knows that they will be no match for the X and will be used by the parasites to infect the entire universe. Indeed as Samus' A.I. companion Adam states, the intelligence of the X is nothing short of remarkable...and a little terrifying.

The X Parasites are such prolific breeders that on their home planet of SR388 they threatened to destroy the ecosystem. The Chozo stepped in and created the Metroids in order to keep the X Parasites' numbers in check. When series protagonist Samus Aran exterminated all of the Metroids on SR 388 in Metroid II, the X Parasites' population quickly made a comeback. They provided the main antagonist role in Metroid Fusion, particularly in the form of the SA-X, an X mimic of Samus Aran and her Power Suit. As the X continued to menace the station, the Federation took an interest in the X. They ordered Samus' computer to confine her until Federation ships arrive. Samus, knowing that the X would overwhelm them and spread through the universe, set the station on a collision course with SR-388. By doing so, all of the X on the station and the planet would be destroyed. The SA-X tried to stop her, but was defeated. It should be noted, though, that the SA-X comes into the melee between Samus and the Omega Metroid, and attempts to kill the creature (unsuccessfully). Samus absorbs the SA-X and defeats the Metroid, then escapes the doomed station. Whether the SA-X was attempting to save Samus or just kill the Omega Metroid is a mystery. However, seeing as the Metroids are the X Parasites natural enemy, and both Samus and the Omega Metroid had Metroid DNA, it is likely that the SA-X was simply trying to neutralize the greater threat (the Omega Metroid) first.

B.O.X. edit

A rogue security robot Samus enconters fairly early in her mission. At first it is not infected by the X and attacks Samus by charging at her and shooting fire column producing bombs from its core. As the battle goes on, its core wears away to reveal a 'brain' inside before it escapes. Much later in the game, its organic parts become infected by the X that contains her Wave Beam data, which takes over the machine, and it can then electrify the water (possibly with the Wave Beam's energy or damage to it's circuity), jump higher, and fire homing missiles at Samus. Defeating it (and its Core X) returns the Wave Beam to Samus, allowing her beams to pierce walls.

Yakuza-X edit

An insect that shows up when Samus attempts to go restore the auxiliary power to the station. Yakuza's first form consists of it moving up and down the metal wall in the background, attempting to either grab Samus or bombard her with fireballs. After Samus destroys the legs it uses to latch to the wall, Yakuza-X uses the Space Jump to spin around wildly and spit debris at Samus. After being destroyed, it becomes a Core-X that, after destroyed, will leave Samus with the Space Jump, allowing her to infinitely spin in mid-air and basically fly. (Contrary to popular belief, Yakuza-X is not an arachnid because it has 6 legs rather than 8.)

Drip Lizard edit

In certain narrow shafts above (or below) Samus, large reptilians move about, spitting out globules of acid that fall straight down. The lizards are slow moving and require only minimal effort to kill, but the presence of the shaft's floor means only the Power Bomb and Wave Beam can reach the nuisances. They are found traveling in rather large groups in all their appearances. They have a resemblance to the Xenomorph species from the Alien series, and, like the alien, crawl around in the roof.

Fake Energy Tank and Missile Expansion edit

These beings resemble Energy Tanks or Missile Expansions until Samus gets close to them; then, they spread bat-like wings, reveal a set of eyes and fly off, hurting Samus. They are the result of an X-Parasite intelligently mimicking an Energy Tank or Missile Expansion with the intent of catching Samus with her guard down. Careful exploration after an encounter with one of these enemies will reveal a real Energy Tank or Missile Expansion, usually in a sealed-off area.

Mermen Pirates edit

The result of an X containing fish DNA combining with an X containing Space Pirate DNA. The result is a swimming Pirate with a tail instead of legs. Mermen Pirates fire short, red blasts and swim towards Samus at rapid speed. This makes them better suited to water than normal Space Pirates, whose standard long greenish-yellowish beams move slowly in water, and who are hindered by the presence of the liquid.

Nightmare edit

Nightmare is a biomechanical organism engineered in the Biologic Space Laboratories to be an unstoppable weapon. It appears as a X-clone boss in Metroid Fusion, in the ARC sector. The Nightmare has an integrated gravity field generator which causes Samus to lose movement speed and missiles to fall to the ground before reaching their target. It also distorts light waves in the process. The Nightmare utilizes six rayguns, as well as being given heavy shielding by its creators. Its 'eyes' sometimes drip green slime if it is shot enough in the right place. If Nightmare is damaged enough, its field generator is destroyed, and its mask falls off to reveal its true face, which is covered in green slime. It also has six eyes even though the mask has only 2 openings. When the Nightmare is defeated Samus retrieves the Gravity Suit, allowing her to move in water without resistance.

Serris edit

An aquatic serpent-/dragon-like animal. It has the ability to swim at incredible speed. It is kept in the AQA sector of the Biologic Space Labs. After the X-Parasites infested the BSL, Serris was killed and copied by a Core-X. While fighting Serris, the ladder on the ceiling can be used as a "safe spot", where players can wait for the creature to jump up to the leap out of the water and shoot its head. Upon its defeat, Samus receives the Speed Booster. In a room seen before fighting Serris players can see the original creature's remains. The skeleton is completely stretched out, this may indicate that the X killed it quickly not giving it time to squirm around. However, the remains of Serris are smaller and in a slightly different shape than the Serris that Samus must fight. This may mean that it had shed its skin recently, but it is unknown.

Zombie Researcher edit

The result of an X Parasite that has combined a slime organism and a human's DNA. These beings appear in a few rooms of the Main Deck, and have the lowest stamina of any enemy; a single shot from Samus' unaltered beam can kill them. They can be revived, however; unabsorbable X will often reanimate the pool of sludge (which, on a strange side note, can seemingly drag itself around) they leave on the ground after death. Samus may have become something such as this if her X Parasite infection was left untreated.

Golden Pirate edit

The result of highly evolved X mimicking a pirate. Only two ways exist to defeat them. The first is hitting it from behind with a fully charged beam or a Missile. The second is using the Screw Attack.

Pirate edit

An X mimicking a Space Pirate. They can hang onto walls and jump between them, and can attack from a distance using a sort of wave beam they shoot from their claws. They can also chase (by running after her) and attempt to shoot Samus and use their amazing jumping ability to try to reach her if she tries to jump or 'fly' to safety, but the Pirates (in Fusion) can never do both; Pirates that cling to walls stay on the walls, and grounded Pirates can only jump at Samus. They come in three forms.

  • Regular
  • Merman
  • Golden

Nettori edit

The Plasma Beam Core-X, otherwise known as the Nettori, takes the form of a large statue covered in vines. It resembles a Chozo statue from Zero Mission wrapped in vines. There are two flowers on the top of the screen, and three on the bottom. Any contact with the boss will result in damage, though some of the flowers will release small pollen-like projectiles that can do a little damage. They knock Samus back and often send her into the lower set of flowers which behave in a leech-like way, trapping Samus and draining her energy and holding tighter if she struggles. At first, the Nettori does nothing, and Samus can shoot the central body of the plant to damage it, but the two flowers on the ceiling will continually produce pollen to distract her. For the second part, Samus must dodge the beams that are fired from the main plant and continue to attack it with either the Charge Beam or Missiles. The destruction of the second stage X will reveal an Eye Core-X. Destroying that will award Samus with the Plasma Beam. Unlike in Super Metroid, the Plasma Beam is fully compatible with the Wide Beam, and represents a very large power increase for Samus.

SA-X edit

The SA-X was an X-Parasite clone of Samus Aran, created when one of the parasites infected Samus Aran, and the biological portions of her Power Suit, while she was on planet SR388. During the medical procedures required to save Samus' life, the infected portions of her suit were surgically removed.

The infected Power Suit pieces were transported to a B.S.L. Research Station in orbit above SR388. The parasite within the suit recreated Samus Aran's body using the DNA it had absorbed, and promptly escaped its containment cell using one of Samus' Power Bombs and set free all the X Parasites in the Quarantine Bay. Samus was sent to the station to find all crew members dead and the X infesting several sections of the station. Her initial investigations accidentally allowed the X access to some of the breeding environments by releasing security locks. Subsequently, the SA-X manipulated Samus by destroying doors and wreaking havoc in certain areas to release all the security locks and allow the X Parasites access to all breeding areas.

During the course of the game, Samus discovers a secret laboratory on the station that is cultivating Metroids, which the SA-X ravages (and is promptly devoured by several Metroids). After the lab is detached from the station with the SA-X on board, Adam, Samus' computerized CO, explains that the SA-X has been reproducing and that now there are no fewer than twelve SA-X onboard.

The SA-X is extremely dangerous in close combat, mimicking Samus at the height of her powers. It is equipped with the Screw Attack and Space Jump, and fires beam shots appearing to be a combination of the Plasma, Ice, and Wave Beams. It will also fire super missiles at Samus, but this rarely occurs since the SA-X prefers the Ice beam weapon. It cannot be damaged by Samus until the final fight against the SA-X.

Samus prevails over another SA-X in close combat, which morphed into a large monster after several Charge Beam shots. After the SA-X physical, monster, and Eye Core-X forms are defeated, the parasitic SA-X escapes before Samus can absorb it (as she did other X Parasites). This SA-X resurfaces a short time later, after Samus had set the B.S.L. station on a collision course, during Samus' final battle with the Omega Metroid, when Samus is about to be killed. The SA-X fends off the Omega Metroid but is then fatally wounded, returning it to its parasitic state. (Some suggest that the SA-X came back and fought the Omega Metroid because the X parasites were natural enemies of Metroids, with this reasoning demonstrated by how the SA-X desired to destroy the cultivated Metroids of the base. Another theory is that knowing Samus had set the station to explode on SR388, the X determined that only way for them to survive was to commandeer Samus' ship and escape. A third theory is that she attacked the Omega Metroid because she saw it as the biggest threat, applying the "enemy of my enemy is my friend" rule.)

It is then absorbed by Samus, which fused her original power with her new Fusion Suit abilities and completes her. This new suit, nicknamed the "Omega Suit" (which it is not actually called such in Metroid Fusion) finally gives back Samus's Ice Beam. Using her newly restored power, she defeats the Omega Metroid using the Ice Beam and clears the way. Adam, with the help of the Etecoons and Dachoras, pilot Samus' ship to pick her up before the station crashes into SR388, eliminating most, if not all, the X Parasites on it (most likely including the last ten SA-X).

Metroid: Zero Mission edit

Acid Worm edit

A long, tentacle-like creature that appears in Kraid's Lair after activating the ziplines. It appears from a shallow pool of acid and attacks by shoving its entire upper body out of the acid, while leaving some of itself still submerged to serve as an anchor. Samus must wait for it to wiggle its tentacles (the sign it will attack) and ride the zipline in the room to another platform. The worm gets stuck in the block Samus was standing on, exposing a weak exoskeletal joint that is highly vulnerable to Missiles. However, damage can be dealt via Charge Beam.

Bio Barrier edit

The Bio Barrier is a living blockade- a large smooth sphere suspended in the air by veinlike appendages. It will not attack players and cannot be defeated by any of Samus' weapons. The only way to destroy it is to carry the small parasites, called Blootiks, who attach to Samus, to it. When she approaches a Bio Barrier with Blootiks on her, they will leap off and quickly eat away at the Barrier. It should be noted that unless Samus has the Varia Suit, these bugs will damage her as well if there are at least four on her.

Blootik edit

Tiny parasites who attach to Samus if she touches them, but do not do any damage to her unless there are many attached to her at once. The Varia Suit seems to nullify this damage. They disappear if the Morph Ball Bomb is used or if Samus walks to another room. The Blootiks can be used to destroy Bio Barriers by eating them.

Charge Beam Worm edit

This spiny worm of incredible size appears at different points in the Brinstar region until Samus defeats it or it appears five times. It uses its long body to box in Samus, then shoves its head at her. Upon returning the head to the ceiling, it opens its eye to find Samus. The eye can be damaged during this time. As the name suggests, killing the creature gives Samus the Charge Beam.

Imago edit

A giant bee-like organism who is originally fought in its cocoon, but is later fought inside a cave to obtain the 'first' Super Missile pack. As a cocoon, the player must use the Winged Ripper to jump up and hit the "vines" holding it up, making it crash through the floor. In its final form, the player must repeatedly hit Imago's stinger to kill it and cause it to destroy another wall and obtain the Super Missiles.

Mecha-Ridley edit

The final boss of Zero Mission, encountered deep inside the Space Pirate Mothership, is a massive robot that bears a striking resemblance to Ridley. It appears to be incomplete at the time of the battle, as it has no legs, and drags itself around by its arms. It attacks using its razor-sharp claws, lasers, a homing missile launcher, and can send a barrage of fireballs out, similar to the real Ridley. Notably, with the exception of a single panel on its chest, the machine is completely impervious to Samus' attacks. When Mecha-Ridley is destroyed, it, like the Mother Brain before it, triggers a self-destruct sequence within the Mothership.

Ruins Test (also called Warrior Shrine) edit

When Samus finally works her way through Chozodia and escapes the Space Pirates, she reaches a room that she once visited as a child. This room contains a massive painting of a Chozo warrior. This is not a typical "boss battle" but rather a Chozo-developed test of Samus' abilities. She then engages in battle with this painting; four emblems are present on the surrounding wall, and they are "absorbed" by the orb the warrior is holding. The orb will occasionally flash an emblem, and Samus must shoot the orb with a fully charged pistol shot during this brief period of time. When an emblem is not showing, the orb has a mirror image of Samus. If the orb is shot during this time, Samus damages herself. Passing the test requires shooting all four emblems (they return to their respective location on the wall after being shot once). When this happens, Samus' mirror image shows her wearing the new Power Suit, which she subsequently absorbs. She has thus earned her new Power Suit, and activated the three Unknown Items. In the cut-scene at the end of the game, it is revealed that she chipped a crude engraving of herself and her adoptive family into the painting as a child.

Eye-On edit

Eye-like creatures which emit a beam of light. If the beam is disrupted, they alert the Space Pirates of Samus' presence and begin shooting energy beams, but they can be destroyed simply by shooting them with the Plasma Beam; however, they are impervious to Samus' Stun Pistol. They can only be found in Chozodia.

References edit

Metroid series
Mainline Metroid / Zero Mission | Return of Samus | Super | Fusion | Dread
Prime Prime | Prime 2: Echoes | Prime 3: Corruption | Prime: Hunters
Spinoffs Metroid Prime Pinball | Metroid Prime: Federation Force


Creatures in Metroid, Metroid II, and Super Metroid

This is a list of creatures in the Metroid series games Metroid, Metroid II: Return of Samus, and Super Metroid.

Major characters edit

Chozo edit

The Chozo are an anthropomorphic species of avian bipeds, known to be of great intelligence. The Chozo rescued Samus from her destroyed homeworld, and Chozo scientists were the ones who designed Samus Aran's Power Suit.

Samus Aran edit

The protagonist, equipped with a Chozo-made Power Suit and known as one of the best bounty hunters in the galaxy. She was orphaned at a young age and raised by the Chozo.

Metroid edit

Metroids are a fictional species of alien predators and the series's name-sake, originating from the planet SR-388. Metroids feed on the "life energy" of their prey in a manner similar to leeches draining a host organism's blood. However, Metroids normally drain enough energy to kill their victims. What the Metroids actually drain is not known. According to the Metroid Fusion instruction manual, the Metroids were engineered by the Chozo to stem the spread of the X Parasites and "Metroid" is the Chozo word for "ultimate warrior".

Space Pirates edit

This bipedal race specializes in raiding starships and planets in a quest for dominance in the galaxy. Space Pirates wield various types of arm-mounted guns and scythes in combat. Every game (excluding Metroid II: Return of Samus and the original Metroid) has at least one Pirate in it, whether it be the Pirate armies of Super Metroid and Metroid Prime or the lone hunter Weavel in Metroid Prime Hunters.

Kraid edit

Kraid is an extremely large, reptilian creature. He bears a close resemblance to Japanese kaiju such as Godzilla.

Mother Brain edit

Mother Brain is a former Chozo piece of biotechnology that would betray its creators and is now affiliated with the Zebesian Space Pirates. It is now unknown, however, if this is the true origin as Nintendo never said if the manga was canon or not as well as new developments in Metroid prime 3 hinting that Mother Brain actually be a Galactic Federation Aurora Unit.

Ridley edit

Ridley is a Dragon-like creature who serves as a boss in many games, and led the raid on Samus' homeworld, which resulted in the deaths of her parents and the rest of the population.

Metroid and Zero Mission edit

Dessgeega edit

Also misspelled Desgeega or Desgeenga, the Dessgeega is a cousin of the side-hoppers, and are found in parts of Norfair in Metroid, Super Metroid, and Metroid: Zero Mission. An X Parasite mimicry of the Dessgeega (which can now shoot thorns from both sides) can be found in the TRO (Tropical) sector of the Biologic Space Labs of Metroid Fusion. A single Dessgeega - seemingly an easter egg - may also be found on the Space Pirate frigate Orpheon in Metroid Prime. When players pass its chamber, it will violently batter its door trying to escape. It can be scanned, but only minor information is shown. Being in an area that is close-quarters, it scares players by making them think it will escape and attack, as it only tries to escape when the players approach. However, when players stumble onto the Frigate's crash site later on, they can reach the room where the Dessgeega was held. The chamber has been infested by "Aqua Reapers", but there is no trace of what happened to the previous occupant. Apparently, it did not survive the crash or escaped beyond the boundaries of the explorable area.

Dragon edit

The Dragon of Norfair looks more like a seahorse than a typical dragon. Seen in Metroid, Super Metroid, and Metroid: Zero Mission; it appears from a pond of lava and shoots fireballs. It can only be damaged by Super Missiles, fully charged shots, or the Screw Attack. In select scenarios in Metroid: Zero Mission, it can cause death by knocking the player into lava.

Gamet edit

Gamets are the enemies generated from pipes in Norfair. They resemble armored flies. In the original Metroid, there are 2 color variants--red and purple, the red being stronger.

A Gamet would appear on the first episode of Captain N. It is seen circling the Palace of Power in the beginning and middle of the episode. One is also seen giving chase to an unarmed Kevin in the 12th episode. Gamets would also appear in the Captain N comic book series, more closely resembling their appearance according to the Metroid concept art.

Geega edit

Geegas are insectoid creatures found in the air pipes of Kraid's Lair. There are two types - a yellow kind and a stronger brown kind.

Geruta edit

This powerful enemy can fly as a result of its skin generating fire and radiating the energy inside its body. Its feet blow fiery exhaust and it is one of the strongest creatures in Norfair. In the original Metroid, there are 2 color variants--red and purple, the red being stronger.

A Geruta would appear on the first episode of Captain N. It is seen circling the Palace of Power in the beginning of the episode.

Holtz edit

A Holtz is a spherical armored creature with a pair of bull-like horns. The Holtz appears to have one red eye in the center of its body. A Holtz will fly up on the ceiling. When Samus comes close, it will swoop down and attempt to ram Samus before flying back up.

Mellow edit

Mellows are fly-like organisms that follow Samus in large swarms.

Nova edit

Novae are fiery organisms found in Norfair. They behave like Zoomers and look like a fiery version of them as well. X-copies can be found in Metroid Fusion. The X-Novae leave a damaging fire behind them. The Novae-X can also drop fireballs while they're on the ceiling. Novae are commonly confused by some as being Viola. Interestingly, they bear a rather striking resemblance to Lavos from Chrono Trigger.

Viola edit

Found in the lower levels of Norfair and in some areas of Ridley's domain, Viola are best described as living fireballs. Despite this flaming nature, they can be frozen quite easily. They come in three varieties. The non-flying Violae are the larvae of Multiviola.

Green Viola edit

Slow moving Violae inhabiting in Ridley's lair. They have a perpetual frown, and their face disappears from time to time. When it appears, the Viola looks like it is letting out a silent moan. They behave exactly like Zoomers.

Red Viola edit

Red versions of the Green Violae. They travel faster than their weaker green counterparts. They are the equivalent of Geemers in their area.

Multiviola edit

These orange-red Viola bounce around inside the room they are contained in. They are the only Violae with visible flames around them. Multiviola are rare, but are the only Violae that appear in the region of Norfair outside Ridley's lair. They are the adult versions of Violae.

A Multiviola would appear on the first episode of Captain N midway through the episode when Kevin and Princess Lana journey through the world of Metroid to defeat Mother Brain.

Rio edit

Rios are flying, insectoid enemies that aggressively follow Samus in a downward, swooping motion. They then hover along the ground, and will only rise to the ceiling again when the player jumps. They also appear in Metroid Fusion as X-Parasite copies in Sector 2 (TRO). The copies, however, don't fly nearly as fast as the originals.

Rinka edit

Rinka are circular enemies generated in an infinite supply in Tourian. Although all of the Rinka in Metroid and Super Metroid are red, there is also a green version found in Zero Mission, which spawns and flies at nearly twice the speed of the red ones.

Ripper edit

Small floating beetles which move horizontally back and forth and can only be killed with the Super Missile or Screw Attack. Appears on the cover of the game and box. Rippers are commonly frozen and used as platforms to reach otherwise inaccessible areas. They are found on Zebes and come in many different forms, though they are most commonly brownish, with two main segments - a smallish, pointed head section, taking up approximately one tenth of the body, and the main body, which is protected on the top by a smooth roundish shell in the manner of a turtle. In the original Metroid, the orange ones were indestructible and could only be frozen. The red variant of the normal Ripper can be destroyed, though it would require an extreme amount of regular shots, a missile, or the Screw Attack.

A Ripper would appear on the first episode of Captain N. It is seen circling the Palace of Power in the beginning of the episode.

Rocket Ripper edit

Red or purple-colored Rippers which travel much faster and have exhaust flames behind them. These generally have more bulk than common Rippers and are boxlike in shape compared to normal Rippers' more ovoid appearance.

Winged Ripper edit

A unique Ripper with small wings that allow it to travel in a circle instead of back and forth. The Winged Ripper is used as a platform in the boss fight with Imago's cocoon in Metroid: Zero Mission. Of note is that if the player has gotten Super Missiles or the Screw Attack early (see sequence breaking), the Ripper would not die if shot or jumped into, because defeating Imago would be virtually impossible then without the Winged Ripper. If the Winged Ripper is under the larva when it falls from being defeated (easier to do when it's frozen), it will die.

Skree edit

Skrees are bat-like aerials who hang upside-down from ceilings. They have an extremely high body temperature and are very territorial - if anything wanders into their territory they fly towards the intruder and explode. They have two large claws. in Metroid: Zero Mission, the claws shatter into flying shrapnel.

Skrees would appear on the first episode of Captain N. They are seen circling the Palace of Power in the beginning of the episode and also midway through the same episode when Kevin and Princess Lana journey through the world of Metroid to defeat Mother Brain. One is also seen giving chase to an unarmed Kevin in the 12th episode.

They would also appear in the Captain N comic book series, more closely resembling their appearance according to the Metroid concept art.

Sidehopper edit

Sidehoppers are insectoids found in Metroid, Metroid: Zero Mission, Super Metroid, Metroid Fusion, Metroid Prime (although not as live enemies in Prime) and mentioned in Metroid Prime 2: Echoes. They have two armored legs and jump side-to-side, hence their name. In Prime, the only Sidehopper is a Phazon-infused experiment locked behind a blue barrier beside a creature banging on a door. Players tend to confuse this with a Dessgeega, but upon scanning, it says it is a Sidehopper. In Echoes, the Multiplayer map loosely based on the Orpheon is named "Sidehopper Station", due to the fact that, from overhead, it closely resembles the Sidehopper itself. In Super Metroid, Sidehoppers living in Brinstar come in two forms; 'big' and 'small', and can be dispatched with any weapon. There are also two blue Sidehoppers living in a dusty area of Tourian that can only be killed with Super Missiles, although the second blue Sidehopper ends up being killed by an extremely huge Metroid larvae and is turned to dust (These blue Sidehoppers appear as X Parasite copies in Metroid Fusion.). The Sidehoppers in Metroid: Zero Mission have green bodies and bluish eyes and can only be found in Kraid's Lair and make a strange squeaky noise when they crick their necks.

Squeept edit

Squeepts are enemies found in Norfair. They jump in and out of lava when Samus is close. They can be frozen and used as platforms over large stretches of lava.

Waver edit

Weak enemies that fly back and forth in irregular patterns. Concept art shows them as insectoids, but details are difficult to distinguish in game. In the original Metroid, there were 2 color variants--blue and green, blue being the stronger. Stronger X duplicates can be found in Sector 5 (ARC) in Metroid Fusion. Unlike the originals, the X-Parasite clones actually charge towards the player if they are nearby.

Wavers would appear on the first episode of Captain N. They are seen circling the Palace of Power in the beginning of the episode and also midway through the same episode when Kevin and Princess Lana journey through the world of Metroid to defeat Mother Brain. They would also appear in the Captain N comic book series, more closely resembling their appearance according to the Metroid concept art.

Zeb edit

Mysteriously, Brinstar (and many other areas in Zebes) are covered in green pipes which look similar to the pipes in Super Mario Bros., another Nintendo game. The Zeb flies out of these pipes at the enemy. However, it is very lightly armored and does not do much damage. They continue to attack in infinite number, so standing in front of a pipe and repeatedly killing them for their health or missile powerups is an easy way to recharge in the absence of an energy station or missile station. There is a unique pipe enemy for each region of Zebes. These are very similar to rhinoceros beetles.

Zebbo edit

Zebbos are bee-like enemies that are generated by the pipes in Ridley's Lair.

Zebetite edit

Zebetites, sometimes called Zeebetites, are Mother Brain's life support units. A rapid barrage of missiles will cause them to shrink and eventually disappear, clearing the path for Samus Aran to advance. However, if the attack is stopped prematurely, they will grow back. Zebetites are extremely resilient and hard to destroy without Missiles, thus making their secondary purpose defense.

Theoretically, the energy provided by these Zebetites are required to keep Mother Brain alive. However, it does not seem to die spontaneously after the Zebetites are destroyed.

A Zebetite appears to be a tube filled with a red organic substance, connected to metallic pipes.

Zebetites have appeared in every Metroid game featuring the Mother Brain: Metroid, Super Metroid and Metroid: Zero Mission. The Metroid password contains a bit for each Zebetite, indicating whether it has been destroyed.

In Corruption there are generators reminiscent of the Zebetites found in a Pirate base.

Zoomer edit

Zoomers are small hemispherical mollusks with spikes along their backs. Their intellect is limited to walking in set patterns along the terrain, meaning that Samus Aran must accidentally run or jump into them in order to be harmed. Zoomers are very weak enemies, and often the first enemies Samus encounters in the beginning of the games. Despite their names, Zoomers are quite slow. Appears on the cover of the game and box.

It should be noted that the Zoomer and Geemer scans in Metroid Prime Hunters state that Geemers are known for rooting around in waste and that Zoomers are known for spreading disease (most notably a type of flesh-eating bacteria which wiped out many native species to Zebes), which is comparable to the real life rat.

In Metroid Prime Hunters, shooting them with the power beam gives out 30 units of energy each.

Geemer edit

Geemers are stronger versions of Zoomers, and are red. In Metroid Prime, Geemers have retractable spikes that protect them against weaker weaponry, and are only damaged by Missiles, Super Missiles, Missile Combos, Power Bombs, and the Plasma Beam. However, Zoomers are damaged by all weapons. The only way to destroy a Geemer in Metroid Prime Hunters is to shoot it with any of the six sub-weapons or a missile.

When scanned in Metroid Prime Hunters, the readout says: "A small but dangerous creature that exposes sharp spikes on its back when threatened. This scavenger is known to forage through human refuse and is an infamous pest on Zebes."

Species edit

There are several varieties of Zoomers in Super Metroid. There are the ordinary blue/purple ones found in Crateria, a gray type (also found in Crateria) that can only be harmed by heavy weapons like Power Bombs or the Plasma Beam, and other Zoomer-like creatures which follow identical AI routines but look more like Crabs or Insects.

There is also a unique quirk Geemer in Super Metroid. In Crateria, there is a small enclosed room on the right side, close to the Wrecked Ship. It is visible on the map as a small rectangle surrounded by a much larger room. When Samus enters this room, a Reddish Geemer is visible above her. This Geemer follows a different pattern from normal Geemers, as it will match Samus' horizontal movements on top of the tube. This Geemer can be killed by the Wave Beam or Power Bombs, but the item dropped by it (usually energy or missiles, like any other enemy) can never be collected. Further, this particular passage can be approached from above, but when the player reaches it, the Geemer is absent. Since no programmer has specifically said why they put this Geemer here, it is likely that it is an easter egg.

In Metroid Fusion, there is an X clone creature called an Owtch which behaves exactly like a Zoomer. However, it more closely resembles a snail-like creature, though it does have a spiked hemispherical shell.

Artificial intelligence edit

The AI routine for the two-dimensional games is as follows: A Zoomer or Geemer begins by moving in either the left or right direction. When the Zoomer encounters a vertical wall, it rotates by 90 degrees and walks up the wall it hit. Conversely, if the Zoomer walks off of a ledge, it rotates -90° and walks down the wall. This allows Zoomers to move in simple circles around a complex room or object.

There is a flaw in the Zoomer AI in the original Metroid. If the object the Zoomer is standing on is removed, the Zoomer continually spins in place, as the AI is constantly rotating by -90°. This is fixed in Super Metroid, as the Zoomer unceremoniously falls to the floor. When Samus fires a Super Missile at a wall or ceiling, the resulting shockwave causes all Zoomers in the area to fall off the ledge they were on.

Zoomers and Geemers in the 3D games follow a very similar AI modified for three-dimensional movement.

Zeela edit

Yellow crab like organisms. They behave exactly like Zoomers. In Zero Mission, there is a red variety of Zeela. They don't move any faster than their yellow cousins, but when destroyed, their eyeballs fall down, which can harm the player. In Metroid Fusion, there is an X version of Zeela, which are able to shoot balls of energy from their arms.

Metroid II: Return of Samus edit

Arachnus edit

Arachnus is an animal originating from the planet SR-388. The biped is distinguished by its four toothed maw, segmented eyes, elongated neck, the hard shell on its back, and the large claws on its fore-arms. It is known to curl into an armored ball when threatened, and only periodically emerges from the ball in order to attack with either its claws, or by spitting fire from its mouth.

Arachnus made its first appearance in Metroid II: Return of Samus, inside the second Chozo ruin that is discovered in the game. Here it disguised itself as one of the classic item balls held by the Chozo statues. Defeating it yields access to the Chozo statue that holds the Spring Ball.

Arachnus' 2nd appearance is as the first boss of Metroid Fusion. Its attack pattern includes curling up into a ball. Because of this, it carries the Morph Ball upgrade, which is absorbed by Samus when the core is destroyed. This version of Arachnus is only an X Parasite clone, not the original one from SR388. Its attacks include a flamethrower and sonic energy waves.

Arachnus is also known by the name "Mulcalah", most notably in the Metroid Fusion soundtrack.

Autoad edit

The Autoad is a jumping toadlike robot built by an ancient civilization. It is programmed to stop intruders.

Autom edit

An indestructible defense mechanism that flies horizontally. This creature activates a flamethrower when Samus comes near.

Autrack edit

Autrack is a robot from Metroid II: Return of Samus which travels along a track.

The Autrack can be found in numerous Chozo structures on the planet SR-388, where it acts as a point defense turret. The autrack is typically found hidden behind a wall or small structure, where it is protected when not firing. When it detects an intruder, its track arm extends, and the cannon fires, once it has fired, the arm retracts while the weapon reloads for another shot.

Blob Thrower edit

This plant creature is found on Planet SR388. It comes out of the ground and spits out little blobs that hover around, and then it retracts back into the ground. Killing the blobs is a good way to refill Samus' health and ammo.

Chute Leech edit

The Chute Leech is seen in Metroid II: Return of Samus, Super Metroid and as an X Parasite clone in Metroid Fusion, being found on both SR388 and Zebes. It has a flat body, and its attack is to jump up into the air, and then glide down with its parachute like body. The variant on Zebes has rows of teeth visible on its underside. They are more a nuisance than a serious threat. The X Parasite variant can release acid.

Drivel edit

Gigantic bats that live in dark places. When Samus comes close, the Drivel dives toward her.

Gravitt edit

This crustaceous creature hides in the floor, only coming out to attack when Samus comes close. When hidden, only the spike on top can be seen and sometimes they are concealed under destroyable blocks so even this is hidden. Appears in Metroid II: Return of Samus.

Gullugg edit

Gulluggs have long, needle-like noses and fly around in circles. They are found on Planet SR388. They frequently yield missiles when killed. They look remarkably like mosquito heads.

Gunzoo edit

This mechanical defence mechanism attacks any intruder with 4 guns on its belly. It is impervious to Samus' weapons because of its hard plating.

Hornoad edit

Hornoads resemble frogs and hop around as such. Their name is a portmanteau of horn and toad. They frequently yield missiles when killed. They are only found in Metroid II, and in Metroid Fusion in the form of X-Parasite copies. In Metroid Fusion, a Hornoad infects Samus with the X-Parasite. Curiously enough, Hornoads are one of the only creature in Metroid Fusion that has a non-infected state: it is generally hard to see due to coloring, but green versions of Hornoads wait in the areas that Hornoads appear as enemies, and transform into the red version once possessed with an X-Parasite. However, they are untouchable until infected, merely acting as background.

Moheek edit

Moheeks look like fish with tendrils coming out of their heads. They move slowly on the walls of the acid areas on Planet SR388. Although they are not aggressive, they do a relatively high amount of damage if Samus touches them.

Proboscum edit

The Proboscum is a harmless, invulnerable robotic drone found on SR388. There is much speculation over its original purpose, as it is typically found malfunctioning and clamped onto a vertical wall, where its swiveling arm can be used as a platform.

Septogg edit

Septoggs are found on Planet SR388. They hover in one place and do no damage to Samus, so she can use them as platforms. However, their tiny wings can't support her weight, so standing on them causes them to descend quickly.

Wallfire edit

This immobile sentry is mounted on walls in the ruins of SR388, and becomes active only when an unrecognized lifeform enters range. The Wallfire is capable of projecting fireballs towards any threats, which can be frozen with the Ice Beam. They are also capable of regenerating damage if no threats are nearby.

Super Metroid edit

Bombu edit

Strange, electrical beings resembling the nucleus of an atom. Whether they are robots or not is different depending on where they are found; those on Tallon IV are implied to be living creatures, while those on Aether are janitorial drones made by the Luminoth. The ones in Ridley's ship in Zero Mission are never explained.

Pulse Bombu/Harmony Class Drone edit

Yellow and blue in color, these creatures release the yellow sections of their bodies in the forms of regenerating explosives. The Bombu in Metroid Prime can only be destroyed by the Wave Beam, but the Luminoth-made Harmony Drones of Metroid Prime 2: Echoes can be dispatched with conventional weaponry.

In Prime, the Pirates have patrolling certain areas of the Phazon Mines invisible Pulse Bombus. They can only be seen with the X-Ray Visor, but other than that are regular Bombus.

Scatter Bombu/Diligence Class Drone edit

Purple and pink in color, these creatures form a trio of energy beams around themselves and latch onto the walls of narrow tunnels. They rotate in the tunnel, and a well-timed Boost Ball can allow Samus to pass between the beams. In Prime, the Wave Beam is the only weapon that can destroy them. In Prime 2: Echoes, the Dark Beam destroys the Diligence Drones, and the Light Beam (when fully charged) can destroy the Dark Diligence Drones.

Zero Mission/Super Metroid Bombu edit

An unnamed green and yellow Bombu can be found flying in the Pirate Mothership after Samus clears the Chozo Ruins test. This Bombu moves like a Pulse Bombu, but releases a beam of electricity to attack like the Scatter Bombu.

Identical in appearance yet lacking the energy projectiles of its 'predecessors', the bombu-like constructs found in Super Metroid's Wrecked Ship have an even more mysterious origin, but are much simpler to deal with. They sometimes emerge from glass-encased storage tubes attached to the floor.

Botwoon edit

Botwoon is an orange snake-like mini-boss in the Maridia area of Super Metroid. Botwoon is a burrowing creature, and is encountered snaking between various holes in the wall. When threatened, it will stick its head out of a hole, much like an eel, and then spit a form of corrosive acid on its attacker. Botwoon can only be damaged by shooting its head, and although the head is easier to hit while Botwoon is attacking, it can be shot while Botwoon is moving as well, which is necessary to finish Botwoon off when it is heavily damaged. When Botwoon is defeated, the wall behind it caves in and the player can continue.

Boyon edit

The Boyon is a yellow spit like creature, and looks very similar to the spit balls Draygon makes, they are useful when frozen and act as another platform for the player.

Bull edit

A round, floating creature, which emits puffs of gas from many exhaust pipes on its surface. It is attracted to Samus and moves toward her, but can only be destroyed with a Super Missile or the Grappling Beam. It lives in the Wrecked Ship and the sand pits of Maridia. They also appear as X-Parasite clones in Metroid Fusion. The clones are blue and purple in color, and have a movement pattern similar to the Multiviola, though unlike their original counterparts, the Bull-X can be destroyed with a beam weapon.

Cacatac edit

The Cacatac is a plant on planet Zebes, that closely resembles a barrel cactus. It is mobile, which is unusual for a plant, and can shoot spikes. It has appeared in Super Metroid, and bears a resemblance to Seedlings in Metroid Prime.

The cacatac is a plant standing roughly 1.3 meters in height, and is found in Brinstar, Maridia and Norfair. It stands on a number of short spiny legs. The cacatac's body is covered by rows of spikes, which it is able to launch as projectiles. Though normally green, cacatacs can be and are found in a variety of colors, including red and blue.

Covern edit

Covern (sometimes called Koben) are ghosts that haunt the Wrecked Ship in Super Metroid. They are dark brown and have multiple skull-like heads. After the defeat of Phantoon, they will cease to haunt the ruins, suggesting that they were in fact caused by Phantoon. They try to materialize wherever Samus Aran is standing, but the player can simply move and then shoot them to kill them, or wait for them to disappear.

Crocomire edit

Crocomire is a large, 8-eyed reptilian, standing at about twice Samus Aran's height. Its red flesh, though nearly indestructible, appears to be in a perpetual state of melting. The creature's long bony arms are connected close to its back, but are long enough to reach well round its immense girth. Despite its short legs and portly build, Crocomire's movements are surprisingly quick, and it is easily capable of charging its prey.

Crocomire's flesh is extremely tough, and he cannot be damaged through conventional means, but shooting missiles, super missiles or regular shots into his mouth causes him to stagger back. He is defeated when he is pushed back onto the weak spot on the floor, causing him to fall into the acid below. Just before he dies, his skeleton will jump out and try to attack Samus. It won't hurt her and will simply collapse into a pile of bones. If left alone long enough, he will push Samus back into a wall of spikes.

Crocomire was also planned to appear in Metroid: Zero Mission, a remake of the original Metroid, but was removed for unknown reasons. The most common theory is that Crocomire's inclusion would make one too many similarities between Zero Mission and Super Metroid. While the character artwork and programming was unfinished, the unused sprites have been discovered inside the finished game's ROM.

Dachora edit

The Dachora is a fictional alien species resembling a green ostrich or emu. It first appeared in Super Metroid, then in its sequel Metroid Fusion.

In Super Metroid, Samus Aran encounters the dachora after getting the Speed Booster; the dachora teaches her how to use the "Shinespark" technique. An egg in a nest can be seen in the area.

At the end of the game, during the countdown to escape the planet, the player has the option of rescuing it (it is trapped in the room in Crateria where the morph bombs were acquired and the battle with the first Torizo mini-boss occurred). Doing so results in a slightly different ending.

Regardless of whether or not the Dachora and Etecoons are rescued in Super Metroid, the characters show up in the following game, Metroid Fusion, apparently making their rescue in the storyline official canon. The egg from Super Metroid was hatched, as the Dachora now has a baby with it.

In Metroid Fusion, the encounter is a required part of the plot; Samus must rescue them for the story to proceed. At the end of the game, the Dachora, along with the Etecoons, return the favor by helping to pilot Samus' ship into space when the Omega Metroid shows up. After Samus defeats it, they pilot the ship back, in effect saving her ship, as well as her life.

Draygon edit

Draygon is a boss that inhabits the far east end of Maridia in Super Metroid. Samus Aran must defeat it in order to obtain the Space Jump and to unlock the path to Tourian. It is never confirmed if Draygon was affiliated with the Space Pirates in any way, but the fact that it must be killed in order to have access to the core of the Space Pirate base indicates that it might have been a leader of some sort.

Draygon is a large, green crustacean with markings that resemble human skulls. Draygon is often referred to by fans as a female because of the several harmless Evirs (which resemble Draygon) that surround the area before the fight and drag Draygon's body away when defeated (there is no conclusive evidence of gender). Its attacks include quickly zooming on and off screen, spitting out viscous saliva, and lifting Samus off the ground and lashing her with its tail. Draygon's shell is extremely tough, with its yellow underbelly being its only weak point.

Draygon can be defeated in three ways: shooting charged shots or missiles at its underbelly or (once grabbed) using the Grapple Beam to electrocute Draygon by hooking it onto damaged electrical turrets on the wall. Utilizing the second method causes considerable damage to the player, but makes it easy to defeat Draygon. However, this method is not immediately apparent.

The third method of dispatching it is something of a glitch. If Draygon is reduced to sufficiently low health, it can be defeated with a shinespark. Once Samus is trapped in a web, she may begin running and quickly gain enough momentum to become blue without moving far (thanks to the web's impaired movement). She may then duck, and, if properly timed, shinespark into Draygon's belly. If Draygon is slain in this manner Samus will appear blue indefinitely until the next time she chooses to duck, at which point she may activate one shinespark before returning to normal.

Etecoon edit

The Etecoons somewhat resemble a mix of monkeys and koalas. They have appeared in the video games Super Metroid and Metroid Fusion.

In Super Metroid, Samus Aran finds a group of three Etecoons deep in the caverns of Brinstar. They show her how to execute the wall jump technique. If Samus rescues the Etecoons and Dachora at the end of the game, the ending becomes slightly different.

In Metroid Fusion, Samus' computerized CO, Adam, detects signs of life in the Biologic Space Labs Habitation Deck. When she goes to investigate, she finds not human survivors, but the same trio of Etecoons and the adult and baby Dachora from Super Metroid.

Evir edit

The Evirs are crustaceans that appear in Super Metroid. They resemble small versions of Draygon, but are colored orange. However, the Evirs that surround Draygon are colored green. Evirs also appear in the reef area of Metroid Fusion's AQA (Sector 4), after the Nightmare boss is defeated, but like most of the creatures in Metroid Fusion, these are X parasites taking the forms of Evirs.

KiHunter edit

The KiHunters, also called the Keyhunters, have allied themselves with the chief villains of the galaxy, the Space Pirates.

The KiHunters are insectoids closely resembling wasps or praying mantises. They have four limbs and a set of wings. They are most common in their flying form, where they attack with their claws by swooping down upon their victim from above. All members of the species will lose their wings when damaged. They then revert to a ground-based mode of travel that involves hopping, and at this point they will spit highly corrosive acid at anything that threatens them. The KiHunters are apparently, like the Space Pirates, civilizational animals, as the Super Metroid instruction manual refers to them as pirates from another galactic system who helped rebuild the fortress on Zebes after Samus Aran destroyed it on her first mission there.

KiHunters are found in both Super Metroid and Metroid Fusion, although in the later game, they are only X Parasites mimicking the true species. The cocoons which the Zero creatures in the TRO sector form after you defeat the Giant Choot boss later hatch into Kihunters after the station-wide power outage occurs. This apparent metamorphosis reveals that Zeros, creatures that were originally found in Super Metroid, are the larval stage of a KiHunter's lifecycle.

KiHunters can be found in virtually all environments on Zebes, ranging from the damp caverns of Crateria to the hottest pits of Lower Norfair. KiHunters come in several different colors, generally indicative of their strength. The fact that their color scheme is always very close to that of their environment, even in artificially constructed areas, suggests that they may employ some degree of camouflage. Something worth mentioning is that in Super Metroid, the room were the player first encounters KiHunters (more specifically, the room before fighting Spore Spawn) is filled with objects stuck to the ceilling that ressemble eggs/coccoons. The fact that there are three KiHunters in said room implies that the eggs are theirs.

The name (which means “life” or “blood” hunter), needle like proboscis and the acid spitting capabilities of this race hint at a spider digestive process, where incapacitated prey are liquefied by digestive enzymes before consumption.

Mochtroid edit

Mochtroids are the unfortunate result of the Space Pirates' failed attempt to clone Metroids. They are distinctly different from their progenitors in that they only possess a single nucleus, instead of three the (original) Metroids naturally possess. As well, they are no larger than half the size of a Metroid, and most Mochtroids possess only 1/10 the strength of a natural Metroid. The Mochtroids can suck energy out of their prey just like Metroids can, but they can't latch onto anyone.

Oum edit

A green mollusk which can curl up into a ball much like Arachnus to block passages. They are only found in a single area in Maridia.

Rippers edit

Rippers are flying turtle like creatures, they come in different colours all over Zebes and are used for different purposes. The Peachy/murky coloured ones are used as platforms when frozen and come in handy when you're off to get your first power bomb. The Yellow/murky coloured ones with a blue flame coming out the back are used for grappling across gaps and come in useful when you need to get into the wrecked ship. The Red/Black ones with the red flame coming out the back have no real purpose but are found in Norfair, they might just be obstacles.

Phantoon edit

A large, dark green floating creature, resembling a cross between a jellyfish and the disembodied head of a cyclops. Its large head suggests an equally large brain, and its psychic abilities. Phantoon is the guardian of the Wrecked Ship in Super Metroid and one of four bosses that must be killed in order to have access to Tourian. It is not clear if Phantoon, along with Draygon, had any connections whatsoever with the Space Pirates, but it is possible that both were Pirate leaders in some existing way because of their importance in unlocking Tourian. Its attacks consist of blue flame which it can summon in various patterns. Phantoon can only be damaged when it is visible, after an attack - most of the time it is transparent or invisible to Samus. If hit by a Super Missile, which does double damage to Phantoon, it will move to the center of the room and attack with many waves of blue flame, blocking the entire room but which can be dodged using Morph Ball mode. When Phantoon is destroyed, power is restored to the Wrecked Ship and Covern stop appearing, leaving a hint that it was responsible for the black-out in the ship. Being a presumably energy-based being, it is possible that Phantoon was feeding on the ship's energy reserves, although no evidence exist to back up this theory.

Shaktool edit

A mechanical digging robot, consisting of two digging wheels on either side, connected by pods to the center control unit. The Shaktool moves by constantly backflipping. It is only found in one room in Maridia, and is necessary to get the Spring Ball. The player must destroy the opposite wall and the Shaktool will dig through the dirt, exposing a path to the upgrade. Shaktool can be destroyed with a Super Missile.

Skultera edit

Large, gray fish found in Maridia, Skultera are slow-moving powerhouses. They are invulnerable to regular Beam shots. Upon detecting prey (in this case, Samus), they speed up and attempt to kill the target by ramming. They never gain a whole lot of speed during the effort.

Skultera also appear on the B.S.L. station in Metroid Fusion as an enemy in the AQA sector. They form when two X combine with a small, brown fish very similar in appearance to a Skultera. Otherwise, little has changed since Super Metroid.

In Zero Mission, a small part of Crateria has a resemblance to Maridia. In this section, Skultera can be found in abundance, but they appear nowhere else in the game.

Spore Spawn edit

A plantlike sub-boss of Brinstar, combining falling spores (hence the name) and a waving motion of its elongated plant-like neck to attack. The falling spores can be shot for energy and missile powerups, and Spore Spawn's direct attacks can be avoided by using Samus' morph ball mode. As Spore Spawn is damaged, it turns from green to a darker color and moves faster. This boss is defeated by shooting into its vulnerable inner core when it opens. When Spore Spawn is defeated, the entire room turns yellow and Spore Spawn, now brown, shrivels, becoming a platform to reach the top of the room and continue to the first Super Missile powerup.

Tatori edit

A giant tortoise as large as Samus which lives in Maridia. If disturbed, it retracts into its shell and spins back and forth. If Samus jumps on top of it, it will fly up to near the top of the room, allowing her to obtain powerups. It will damage Samus if she is hit by the shell while it is moving side-to-side. There are also some harmless baby turtles crawling around it which greatly ressemble the Buzzy Beetle creatures from the Super Mario games. Although this may have been intentional, not unlike an homage to the Super Mario series.

Torizo edit

The Torizo was introduced in Super Metroid. Torizos look just like standard Chozo statues, but while Chozo statues are usually beneficial to the player, giving new equipment and items, a Torizo comes to life and attacks the player.

Three Torizos appear as mini-bosses in Super Metroid. The first, which is encountered very early in the game in Crateria, poses as an ordinary Chozo statue holding the Morph Ball Bombs, and comes to life to attack when the bombs are taken. The second Torizo, which is gold and considerably more powerful than the first, is found late in the game, in the depths of Norfair. It holds no item of its own, but defeating it allows the player to reach the Screw Attack. This Torizo dodges Missiles, as well as grabs Super Missiles and throws them back at Samus. As such can only be harmed with the Charge Beam.

A third Torizo is encountered just before the end of the game in Tourian. This one, however, is only a dried-up husk that crumbles when touched. It is soon revealed that the creature was sucked dry by a giant Metroid, giving the impression that the player was saved the trouble of battling this final, presumably most powerful, Torizo.

One of the early bosses in Metroid Fusion is an X Parasite mimicking a Torizo, representing the most recent representation of this enemy. However, it quickly morphs into a Core-X almost immediately after the player shoots it once.

The word "torizo" is Japanese for "bird statue", which can alternately be read as "chozo". As such, it is synonymous with Chozo to describe the statues that give the power ups. However, since only the referenced statues attack Samus, it produced the misconception that the Torizo is a new, evil race of Chozo. A Chozo inscription in Metroid Prime clarifies the issue: "Still [other statues] are guardians of our secret ways, and these can be as terrible as they are beautiful."

Zebesian Space Pirate edit

Zebesian Space Pirates are the basic enemy soldiers of Super Metroid, and appear as tall, insectile humanoids with large crustacean-like claws instead of hands. They have large, glowing eyes, and segmented limbs with softer and differently-colored tissue on the undersides of their arms and legs. Their claws fire a weakened variant of the plasma beam, and they can cling to/climb on/leap between walls. Gray pirates are the weakest variety, dying to a single powerbeam shot. These are found in the Old Tourian areas of Crateria. Green pirates, located in Crateria and Brinstar, are immune to most uncharged shots, Red pirates inhabit the areas around Crocomire's lair and regions of Upper Norfair. while the pink-armored ones, found in Maridia, require the plasma beam or the screw attack. There are also Gold coloured pirates in Lower Norfair that require a charge shot or screw attack to be killed. Tan-gray pirates, found only near Ridley's lair (the ninja pirates) in Lower Norfair and in the final escape sequence, are the hardest to kill, requiring charged plasma beam or screw attacks to breach their armor. Purple-armored pirates are also found in the B.S.L in Metroid Fusion; these are about as strong as the green ones in Super Metroid. They are most common in Sector 1 (SRX), although a few of them can also be found in Sector 5 (ARC).

There are also variants of the tan-gray pirates. They are the most powerful Space Pirate in Super Metroid, and are found only in a room near Ridley's, where they function as a miniboss of sorts. They have powerful armor and can only be destroyed once they turn gold (which occurs after they do a flying kick). Rather than wielding guns, they rely on spinning jumps, and flying kicks. They also occasionally throw their claws (resembling boomerangs when airborne), which somehow respawn a short time later.

Metroid Fusion features similar guardians near Neo-Ridley's lair, but these pirates are always gold, and rather than using melee attacks, these act like normal pirates who can only be damaged from behind--usually after performing a spin jump.

References edit

Metroid series
Mainline Metroid / Zero Mission | Return of Samus | Super | Fusion | Dread
Prime Prime | Prime 2: Echoes | Prime 3: Corruption | Prime: Hunters
Spinoffs Metroid Prime Pinball | Metroid Prime: Federation Force


Items in the Metroid series

This is a list of items in the Metroid series.

Power Suit edit

The Power Suit (パワードスーツ, Pawādo Sūtsu, Powered Suit) is the most basic item in the Metroid series. It was created for the protagonist, Samus Aran, by the mystic Chozo as a modification of their own seldom-used weaponry. It was created to be modular and adaptable. At its most basic, the Power Suit is essentially a cybernetic exoskeleton which provides Samus with protection and life support functions, permitting her to survive underwater and in a vacuum with no additional equipment. Its exact composition is a mystery, but text in Metroid Fusion indicates that it has organic components in addition to its metallic exterior. In addition to normal life support functions, the suit possesses layers of force shielding which protect Samus.

Most of the recent Metroid games involve an introduction wherein Samus's suit is somehow damaged, resulting in the loss of many of the suit's abilities and weapons. In the earlier games, no such occurrence was present; Samus simply no longer possessed most of her old weapons. Regardless, all that remains is the Power Beam, the life support system, the suit's ability to increase Samus's jump height, the Long Beam, and its protective armor, which always starts out at its lowest strength. Exceptions to this include Metroid II: The Return of Samus, in which Samus begins the game with the Morph Ball and Missile Launcher, Metroid Prime 2: Echoes, wherein Samus retains the Varia Suit, Morph Ball, and Charge Beam, and Metroid Prime Hunters, in which Samus also keeps the Varia Suit, Morph Ball, an empty Missile Launcher, Boost Ball, and Charge Beam.

In order to initially upgrade or restore her suit, Samus usually must locate Chozo relics and temples that contain replicas of the original modules that give her abilities. Sometimes the corpses of defeated bosses yield equipment as well.

Samus seems to be able to don or dismiss the suit at will, though she can remove or dismiss the helmet separately. How the suit is powered is another mystery.

In Metroid Prime 2: Echoes, the Power Suit is referred to as a Chozo Battle Suit and is given a version number of SA1-4468-VM6-P.

Varia Suit edit

The Varia Suit (バリアスーツ, Baria Sūtsu, Barrier Suit) is usually the first suit upgrade found. This upgrade changes Samus's appearance, reduces damage, and provides other benefits that vary between games.

In the original version of the Power Suit, the Varia caused only a change in color to indicate its cosmetic difference, turing the normally yellow Power Suit a very pale pink color in the original Metroid and a more familiar orange color in Metroid: Zero Mission initially. In all other games, and in Samus's restored Power Suit in Metroid: Zero Mission, the Varia Suit adds a series of orange augmentative parts over the yellow Power Suit, including the noticeably large shoulder pads that have become something of a token appearance. This is the suit most often pictured in Metroid associated imagery.

It can also be noted that Varia was initially a mistranslation of the Romanized "baria" for "barrier", as b- is often substituted for v- in Japanese kana.

Title Damage reduction Other benefits
Metroid 50% None
Metroid II - Return of Samus 50% Slight speed increase.
Super Metroid 50% Stops damage from superheated rooms.
Metroid Fusion 10% Stops damage from superheated and sub-zero rooms. Allows absorption of blue X parasites. stops SA-X from freezing Samus with its ice beam (though it can still damage Samus).
Metroid: Zero Mission 20% Stops damage from superheated rooms and acid. Also stops damage from Blootiks.
Metroid Prime 1 damage point Stops damage from superheated rooms.
Metroid Prime 2 - Echoes N/A The Varia Suit is the default armor in Echoes, and is never removed.
Metroid Prime Hunters N/A The Varia Suit is the default armor in Hunters, and is never removed.
Metroid Prime 3 - Corruption N/A There is no information about the Varia Suit and what it does in the game so far

Gravity Suit edit

The Gravity Suit (グラビティスーツ, Gurabiti Sūtsu) retains the same physical shape as the Varia Suit, but the augmentative parts of the suit are colored purple rather than orange, and her visor turns blue. It provides an additional armor bonus (usually 25%), and allows Samus to travel through water unhindered, as if traveling on land. In Super Metroid, Metroid Fusion, and Metroid: Zero Mission, it also completely nullifies damage from all but the hottest/most corrosive lava/acid pits. In Metroid Prime the Gravity Suit also upgrades Samus's visor, significantly improving vision underwater; however, it does not prevent damage from lava or acidic water. The Gravity Suit also reduces damage by an additional point. The suit is not available in Metroid Prime 2: Echoes, but is replaced by the Gravity Boost. In Metroid: Zero Mission the Gravity Suit is obtained as an "unknown item" and can only be used after defeating the Chozo Shrine, also allowing the use of the Plasma Beam and the Space Jump ability.

Phazon Suit edit

The Phazon Suit (フェイゾンスーツ, Feizon Sūtsu) is unique to Metroid Prime, and is attained when Samus's Power Suit is infected with a large amount of Phazon from the Omega Pirate. It provides yet another armor bonus, and allows Samus to resist and channel the effects of Blue Phazon, but not the Orange Phazon in the Impact Crater. The Phazon Suit decreases damage taken by an additional 2 points, reducing damage by a total of 4 points. It is crucial in defeating the creature Metroid Prime. A faint aura can be seen around the suit in-game. During the ending sequence, Metroid Prime strips the suit from Samus. The Phazon Suit has the same physical shape as the Varia and Gravity suits, but the changes in coloring to the entire Power Suit are more drastic.

Dark Suit edit

The Dark Suit (ダークスーツ, Dāku Sūtsu) is unique to Metroid Prime 2: Echoes. It increases Samus' shielding by reducing damage by 1 point and provides partial protection from the harsh atmosphere of Dark Aether. It was created by the Luminoth in a hope of reducing the dark energy effects of the Ing. It is mentioned by the Sentinel of Agon that the Dark Suit was armor worn by a previous Luminoth champion. In appearance, the Dark Suit differs radically from the other upgrades to Samus' suits. Instead of the orbs, it has two wheel-like protrusions from her shoulders. There seems to be less armor plating on her torso, as well. It is also dark-colored, as opposed to the bright yellow, purple, orange, and red of her previous suits.

Light Suit edit

The Light Suit (ライトスーツ, Raito Sūtsu) is also unique to Metroid Prime 2: Echoes. It is a fusion of Chozo and Luminoth battlesuit technology. The Light Suit reduces damage by an additional point. The four orbs on the chest light up upon entering the Dark World. The suit contains "The Light of Aether", which protects the wearer from Dark Aether's poisonous air and water, and the Ingstorm, tiny corrosive Ing which can wear out even the most durable of metals in seconds. It also increases Samus's shielding so she is much less vulnerable to many enemies and allows her to travel on shafts of "The Light of Aether" as well. The suit will not protect Samus from Phazon, however. Upon obtaining this suit, the Grapple Beam and Gravity Boost are given a more compact appearance, but suffer no differences in performance.

Phazon Enhancement Device edit

The P.E.D is a suit upgrade designed by the Galactic Federation, and presented to all the Hunters corrupted by Phazon. The P.E.D allows the wearer to harness their corruption, enabling them to enter Hyper Mode. The suit is unique to Metroid Prime 3: Corruption.

Other Basic Suits edit

Fusion Suit edit

The Fusion Suit (フュージョンスーツ, Fyūjon Sūtsu), unique to Metroid Fusion, is unintentionally created after Samus is infected by X Parasites. She is rushed to the Galactic Federation's headquarters to undergo emergency treatment; this includes removing large pieces of her infected Power Suit. Samus is only completely cured when she is injected with a serum made from DNA of the last Metroid. The suit has an organic, almost feral look to it, indicative of the nature of the Metroids. The Metroid e-manga states that Samus's suit is linked to her genetic code, which explains why the gene-altering Metroid vaccine would produce these changes, such as the small 'fins', on the left arm of the suit, similar to the 'teeth' of a Metroid, or the three small orbs on the back of the suit, similar to the three nuclei of a Metroid.

Samus takes significantly more damage from enemies in Metroid Fusion than in other Metroid games. This may indicate that the Fusion Suit is weaker than the Power Suit, or perhaps the enemies are simply stronger due to infection by X Parasites, or both. However, it can be upgraded to Varia and Gravity status just like the Power Suit. Samus's Metroid DNA also allows her to absorb X Parasites to recover energy and ammunition. Coupled with the Fusion Suit's ability to combine the Plasma and Wide Beams and her new Diffusion missiles, any defensive deficiency is more than made up for by increased arm cannon potential. An unfortunate side-effect of the Fusion Suit is that it inherits the Metroid's natural weakness to cold and thus, Samus cannot use the Ice Beam initially. However, by the end of Metroid Fusion, Samus attains her original power from the Core-X of the SA-X. With her new abilities fused together with her previous power contained by the SA-X, the Fusion Suit transforms into a new model unofficially dubbed the "Omega Suit." Colored in Samus's trademark orange, yellow, and red color scheme with a green visor, it allows her the use of the Ice Beam once again, curing her of her weakness to cold, but still having the positive effects of the Metroid vaccine, such as increased stamina, or absorbing X parasites.

A non-continuity connectivity feature allows the Fusion Suit to be used in Metroid Prime. After completing the game once, a Game Boy Advance with a Metroid Fusion game inserted can be connected to the GameCube via a link cable. All changes are purely aesthetic, however, as the game plays exactly the same as before; the difference is simply seen in Samus's model during cinematic sequences and on the left arm, hand, and morph ball mode, which can be seen during gameplay. The model can be seen in the Pause menu and there is some concept art in the unlockable galleries showing how Retro Studios was given very precise measurements for the suit. It should be noted that even though they were given measurements for the helmet and chestplate, those areas of the suit were left unchanged in shape (though the colors were always correct in each suit). The arm cannon was also unchanged. The visor for the Omega Suit (Phazon suit) also remains blue, instead of turning green as in Fusion.

Zero Suit edit

First seen in Metroid: Zero Mission, the Zero Suit is worn by a more vulnerable Samus who must rely more on speed and stealth than power weapons. This suit of light armor is blue and shown to be worn by Samus under her Power Suit in some games, and has the same force shield defensive barrier. The Zero Suit's light armor does not protect Samus's head. In addition, the Suit's right gauntlet contains a Thermal Positioner similar to that of the Power Suit. Although the Zero Suit apparently retains all of Samus's collected upgrades, they are all completely unusable, with the exception of the Energy Tanks. In Metroid Prime 2: Echoes and Metroid Prime Hunters, the suit is seen in the ending sequences.

Samus carries an auxiliary pistol (referred to on the official Smash Bros. site as the Paralyzer) for use in the case of total failure of the Power Suit's functions. The shots from the pistol have the same effect as a morph ball bomb when used against vulnerable structures, and do not generally have any effect on well protected objects. The pistol charges up while not firing, and it can momentarily stun Space Pirates when firing fully charged shots.


Samus is a playable character in the upcoming Super Smash Bros. Brawl while wearing her Zero Suit. The official Super Smash Bros. website states that Samus will shed her Power Suit and reveal her Zero Suit after performing her Final Smash attack. In her Zero Suit form, she will be weaker, but faster, than normal Samus.

Morph Ball edit

One of Samus's most recognizable upgrades is the Morph Ball (モーフボール, Mōfu Bōru). This upgrade lets Samus morph into a rolling armored ball. At this size, she is able to roll into small spaces that can't be normally reached, and avoid some enemies with greater ease. Like the Power Suit, the Morph Ball has upgrades associated with it as well. It is traditionally the first item, or at least one of the first items, obtained in any Metroid game, and some games is retained from the start.

In the first game in the series it was called the Maru Mari (丸まり, Maru Mari), in Metroid II: the Return of Samus it was called the Round Ball (a translation of Maru Mari), and in Super Metroid, it was called the Morphing Ball (モーフィングボール, Mōfingu Bōru) (though Maru Mari was also used in the Nintendo Player's Guide for the game). Since the simultaneous release of Metroid Fusion and Metroid Prime, it has been referred to as the "Morph Ball" in all subsequent games.

Despite the ability being one of Samus's most used, how the Morph Ball works exactly is one of the series's biggest mysteries. In the 3-D games, one can actually see inside the Morph Ball and observe that the ball is completely hollow, save for a ball of energy. Also in the Prime series, it is observed that when Samus enters Morph Ball mode, she seems to spin herself around quickly, and stops suddenly when she exits the mode. It is also stated in Prime that the Morph Ball ability is one of the most desired abilities for the Space Pirates and Samus's other adversaries to reverse-engineer. However, all attempts at replicating the technology have been disastrous. One particular databank entry from the Space Pirates states that their Morph Ball prototypes twisted and crushed four test subjects, after which the Science Team "wisely decided to move on". The rival hunter Sylux's "Lockjaw" alternate form is a prototype that applies the same basic technology of compression that the Morph Ball uses. It was created by the Galactic Federation and stolen by Sylux.

Morph Ball Bomb edit

Originally referred to simply as Bomb (ボム, Bomu) or 爆弾 (Bakudan) in the first two Japanese games, the Morph Ball Bomb allows Samus to lay small energy bombs on the ground. When they explode, they do not hurt Samus, but can damage enemies, and blow up objects and obstacles made out of Sandstone and Talloric Alloy, often revealing hidden passageways. They can also be used to activate switches, and propel Samus into the air (commonly known as a "bomb jump").

Normal Bombs are not affected by gravity, and therefore, with the correct timing, the player can execute a double bomb jump, gaining twice the altitude. The difficulty of successfully triggering multiple bomb jumps varies from game to game, and the technique was removed entirely from Metroid Fusion. This was done because multiple bomb jumps are often used as a means of sequence breaking.

In Super Metroid, the Charge Beam can be combined with the Bomb: by charging up and then changing into the Morph Ball, a Five-Drop Bomb will immediately be released. The Five-Drop Bombs function similarly to the normal Bomb except that they fall and roll away from Samus under the normal effects of gravity. Also, the explosions of a Five-Drop Bomb cannot be used to initiate a bomb jump. Additionally, a Five-Drob Bomb can be charged by holding the morph button, greatly increasing the velocity of the bombs.

In the multi-player modes of Metroid Prime 2: Echoes and Metroid Prime Hunters, the bombs detonate immediately if an enemy is nearby.

Samus can also use bombs in Super Smash Bros. and Super Smash Bros. Melee to damage opponents and bomb jump, however, this incarnation of the bombs obey gravity and therefore Samus cannot do successive bomb jumps to reach greater heights. They do, however, allow her to recover from being knocked off a stage; the mid-air bomb jump slows her fall somewhat.

Power Bomb edit

The Power Bomb allows Samus to lay a larger bomb on the ground that, when detonated, releases a large concussive blast that can destroy such materials as Denzium and Bendezium, as well as nearly any enemies in the vicinity, and also open yellow (in Metroid Prime 2: Echoes, Metroid: Zero Mission, and Super Metroid) hatches. This upgrade has a limited supply which must be replenished. In Super Metroid, a bomb jump can also be performed by using a Power Bomb, but in all other games the Power Bomb does not have this effect.

In Metroid Fusion, the Power Bomb features a suction wave after the explosion, which draws in any X Parasites that may have been released from the prior explosion. In the Prime series, the Power Bomb detonates immediately.

The Super Metroid manual refers to Power Bombs as "Super Bombs", although they are called Power Bombs in the actual game.

Boost Ball edit

The Boost Ball allows Samus to charge up the Morph Ball to release bursts of speed, allowing her to climb half-pipes, cross bridges that collapse upon contact, and destroy small enemies. It is only featured in the Metroid Prime series.

Spider Ball edit

The Spider Ball (スパイダーボール, Supaidā Bōru) allows Samus to cling to surfaces in order to grant her access to normally out-of-reach places. In its original form in Metroid II: Return of Samus, it clings to any non-damaging surface. If the Spider Ball is placed over the explosion of a Morph Ball Bomb, it is automatically deactivated.

In the Prime series, the Spider Ball only clings to magnetic rails. This was done since the 3D structure of these games would otherwise allow the Spider Ball to reach virtually any area. It is often necessary for puzzles where Samus must strategically climb around the environment to get new items, such as missile expansions. If Samus is damaged while in ball form, the Spider Ball will temporarily lose its grip. In Metroid Prime 2: Echoes, the Boost Ball can be used to launch Samus perpendicularly from a rail, which is required in a number of puzzles. You can also bomb jump from rails.

In Metroid Prime Hunters, the rival bounty hunter Spire can use a similar wall-climbing ability.

The Spider Ball is confirmed to be in Metroid Prime 3: Corruption.

Spring Ball edit

The Spring Ball (スプリングボール, Supuringu Bōru) allows Samus to jump while in ball form, giving her access to several new areas and eliminating the need for bomb jumping. In Super Metroid, it can be found later in the game and is not necessary for completing it.

In Metroid Fusion, it is acquired simultaneously with the Hi-Jump and is called the Jumpball. In Metroid: Zero Mission, it is no longer mentioned by name at all, but is still included with the Hi-Jump.

Several trailers for Metroid Prime 3: Corruption show the ability to jump while in ball form by lifting the Wii Remote, but whether or not this ability needs to be found separately is unknown.[1]

Death Ball/Death Alt edit

First seen in the Metroid Prime 2: Echoes multiplayer game, the Death Ball surrounds the Morph Ball in a large energy barrier that inflicts a usually lethal amount of damage on any living thing that Samus touches, destroying it. In this form, Samus cannot use the Boost Ball or the Spider Ball, or even exit morph ball form.

The name of this item was changed to Death Alt in Metroid Prime Hunters, so as to suit its use by the Alt Forms of the other Hunters. The item is only present in a few of the game's multiplayer levels, and is extremely well-hidden in most of them. When obtained, it forces the player into their hunter's alternate form and grants them the power to kill other players merely by coming into contact with them.

Force Ball edit

In the non-continuity game Metroid Prime Pinball, the Force Ball covers Samus in a green aura and allows her to do much damage to the Metroid Prime as well as other enemies when the Morph Ball collides with it. It is initially found on the Impact Crater table, and also appears on the other tables once the game is beaten. Note that the ammunition for force ball in tables besides the Impact Crater will disappear after a short moment.

Other Alternate Forms and Alternate Form Weapons edit

In Metroid Prime Hunters each hunter has their own morph, or "alt-form".

  • Lockjaw: Sylux has the morph Lockjaw, which allows him to transform himself into dual "tetracarbon ceramic-alloy blades joined by an energy thread".
  • Halfturret: Weavel's alt form involves separating at the waist, thus forming two halves. The upper half is controlled by the player, and moves about using Weavel's arms for locomotion. The Halfturret's shielding is that of Weavel's health prior to the split, divided in half and rounded down, with a minimum of 1 unit of health per component.
  • Vhoscythe: Noxus has a morph in which he transforms into a violet, spinning, top-like object. It is said to be "an evolutionary defense mechanism of the Vhozon species" which "serves both offensive and defensive purposes".
  • Triskelion: Trace has the alternate form of a three-legged war machine that resembles a red insectoid creature.
  • Dialanche: Spire has a morph which is "a hypercondensed ferrous ore able to roll at high speeds". It has a "sticky" property, allowing it to cling and roll on walls and such, and (like Spire's biped form) is immune to the effects of lava.
  • Stinglarva: Kanden morphs into a yellow and black segmented insect creature with a single eye. The Stinglarva is an unusually silent Alt Form when moving and blends in with many floors of the multiplayer arenas, giving the form a great deal of stealth.

Visors edit

The Visor is Samus's window to the world. It has various modes which are useful in different situations. They mainly appear in the Metroid Prime series of games, as these are the only games played in first person perspective.

Combat Visor edit

The Combat Visor provides Samus with all the information she needs for battle and navigation by projecting a HUD on the inside of the helmet lens. This visor includes a targeting reticle, a 3D map that is only a smaller portion of the full Thermal Positioner display, a radar readout, an energy reserves readout (showing Samus how much more damage she can take), an external threat assessment gauge (designed to warn Samus of environmental dangers such as radioactivity), and ammunition reserves displays. A chronometer is also added to the display whenever necessary.

Initially, the Combat Visor has rather poor visibility in aquatic environments and can also be temporarily disabled by some enemies. When the player obtains the Gravity Suit in Metroid Prime, underwater visibility is increased dramatically.

The Combat Visor seen in Metroid Prime Hunters is quite different: with the Thermal Positioner map only displayed on the pause screen (rotatable with the touch screen), and the threat assessment gauge and the radar has been moved to the lower touch screen.

Scan Visor edit

The Scan Visor lets Samus scan enemies and bosses to discover their weak spots, as well as environmental features, creatures, computers, etc., in order to uncover useful information. It can sometimes unlock doors, open portals and activate elevators, and is useful in solving puzzles and learning where to go next. Samus collects important scans in her suit's Logbook to be reviewed later. While displaying information from a scan, time in the game pauses, although the actual process of scanning takes time. The Scan Visor is available from the start in all Prime games. It displays only an energy reserves readout in addition to the scanning reticle.

In Prime, mission-critical scans have their icons color-coded red, while the rest are orange. Objects that have been scanned will have their icons faded out slightly. In Prime Hunters, scannable objects will have different symbols placed on them, depending on the type. Standard objects will have a blue square with a blue outline, creatures will have a small wasp-like symbol surrounded in yellow, inventory scans will have a silhouette of Samus's visor surrounded in green, and switches will have an exclamation mark shape surrounded by a red circle. Objects that are scanned will have their icons colored gray. In Prime 2, an entire object is highlighted to that it can be scanned. Red-colored objects are mission-critical; usually a switch or an object that can be scanned to the player's logbook. Blue objects are not mission-critical, and might not be downloaded to the logbook. Green objects have already been scanned.

Additionally, in Metroid Prime Hunters, the Scan Visor takes time to activate, and can be activated by touching an icon on the Touch Screen. It can be deactivated instantly by touching the same icon.

Hacker Mode edit

Available only in the Metroid Prime 2: Echoes multi-player game, Hacker Mode temporarily turns Samus's visor into a weapon. It resembles the Scan Visor, but flashes "Hacker Mode" on the screen. Any opponent scanned by the Hacker Visor experiences weapon failure, impaired movement, and scrambled vision until their Power Suit has been rebooted. This is similar to the effect some creatures, like the Rezbit, have on Samus during the story mode. The Hacker Mode is also the only way to affect an invulnerable foe in multiplayer.

Thermal Visor edit

The Thermal Visor allows Samus to track targets by their heat signatures; blues and blacks are indicative of cold temperatures, yellows and whites indicate sources of great heat. The Thermal Visor is most useful to Samus in low lighting and poor weather conditions. It can also be used to track cloaked enemies (e.g. the Shadow Pirate) or find hidden power conduits that can be activated by the Wave Beam weapon. The visor can also be used to locate alternate targets on many enemies (such as an Elite Pirate). These targets sometimes yield more damage to the opponent. The thermal visor becomes "whitewashed" (filled with bright whites thus impairing vision) in places of extreme heat, such as in Magmoor Caverns or in battle against Thardus, the boss located in Phendrana Drifts. This visor includes a targeting reticle, an energy reserves readout, an external threat assessment gauge, and ammunition reserves displays.

The Thermal Visor is only available in Metroid Prime.

X-Ray Visor edit

The X-Ray Visor first appeared in Super Metroid (as the X-Ray Scope), allowing Samus to scan the area around herself to discover hidden passages and blocks that could be destroyed by certain weapons. The X-Ray Visor appears again in Metroid Prime and allows Samus to see through some materials, detect invisible platforms, see in the dark, and track spectral entities. It can make things somewhat confusing and does not have as long a range as the Combat Visor, but it makes moving around in the dark considerably easier since all platforms are white against black. Many mechanoids can cause interference with this visor. This visor includes a targeting reticle, an energy reserves readout, an external threat assessment gauge, and ammunition reserves displays.

While using the X-Ray Visor, the bones in Samus's right arm can be seen through her arm cannon (as well as her left arm when using the Grapple Beam). As an added effect, this visor reveals how Samus switches between her various beam weapons — to switch, she moves her fingers into a configuration matching the icon of the beam she wants to use.

Dark Visor edit

The Dark Visor allows Samus to see interdimensionally between the Light and Dark worlds of Aether and makes it easier to see in the poisonous atmosphere of Dark Aether. It can also reveal interdimensional platforms and Seeker-Missile locks. It highlights all enemies, including interdimensional ones, in red, making them easier to see. The Dark Visor also allows Samus to lock-on to Ing when they are in their amorphous states. The Dark Visor is only available in Metroid Prime 2: Echoes. This visor includes a targeting reticle, small Thermal Positioner map display, radar display, energy reserves readout, and ammunition reserves displays.

Echo Visor edit

The Echo Visor resolves Samus's surroundings with echolocation and lets her "see" sound waves via a computer-generated monochrome false-color visualization. This visor is used in conjunction with the Annihilator Beam to interface with sonic gear, such as Echo Gates. The Echo Visor displays a black image intermittently illuminated by a sound pulse emitted by Samus which bounces off enemies, expansions, portals, and other objects. The sound is synchronized with the circular ping effect visible on the radar on the visor. It is only available in Metroid Prime 2: Echoes. This visor includes a targeting reticle, small Thermal Positioner map display, radar display, energy reserves readout, and ammunition reserves displays.

Weapons edit

The majority of Samus's weapons emanate from her Arm Cannon; the barrel of which covers her right hand. The Arm Cannon is a highly adaptable weapon, able to morph instantly to fire any beam Samus has available, in addition to firing missiles in any form. Though sustained use of many weapons causes heat buildup in the Arm Cannon (evidenced by steam and heat distortion in the Prime series) reduced performance due to overheating has never been seen.

Power Beam edit

The Power Beam is the Arm Cannon's basic weapon. Though usually the weakest of Samus's armaments, the semiautomatic weapon has a high rate of fire and limitless ammunition. In the Prime series, it is often used when the enemy's weakness is unknown. The Power Beam can open most standard doors. From the depictions in Metroid Prime and Metroid Prime 2: Echoes, it appears to be a variation of a particle beam, as it draws in surrounding air to fire. As it can inflict damage to Chozo ghosts, which are described as being resistant to thermal and electrical attacks, this indicates that the projectiles are at room temperature and electrically neutral. This is possible with a collection of equal numbers of positive and negative ions instead of positive ions and electrons.

In Metroid Prime Hunters: First Hunt, the Power Beam is combined with an ammo system. When the ammo is depleted, the beam's rate of fire becomes slower. Samus can obtain more ammo through pickups scattered throughout the stage levels. In the full version of Hunters, however, the ammo is absent for the Power Beam. When the trigger is held, the Power Beam shoots four (three on multiplayer) shots in rapid succession, then begins to charge. Also, there is a noticeable difference from the other Prime games, as the rate of fire has significantly increased. Also, the Power Beam appears to be slightly attracted to mechanical devices (doors, crates, etc.) when charged.

Long Beam edit

The Long Beam appears in the original Metroid and the remake Metroid: Zero Mission largely as an upgrade that allows a beam projectile to travel until it either hits an impenetrable obstacle or goes offscreen. Without the upgrade, it disappears after traveling a short distance. It should also be noted that in Metroid: Zero Mission, the Long Beam doubles the power of Samus' original beam. The Long Beam is compatible with all other beams. In other games of the series, all the beams come with such functionality.

Charge Beam edit

The Charge Beam itself is not a weapon, but an enhancement to other weapons. This device allows Samus to charge up her currently armed beam weapon, increasing its power and sometimes adding additional effects (burning, freezing, etc.). It made its first appearance in Super Metroid and has appeared in every Metroid title since then.

In 2D Metroid titles from Super Metroid onward, Samus can perform a Charge Attack (similar to the Screw Attack) by somersaulting with a fully charged beam (Also called the Pseudo Screw Attack). This attack can instantly kill weak enemies, but it is incapable of destroying blocks, and Samus cannot hit multiple enemies in a single jump. If Samus hits a stronger enemy, she will only damage it and will be damaged in turn, ending her somersault.

In Super Metroid, Samus can combine the Charge Beam with the Morph Ball Bomb — by using the Morph Ball while holding a charge she will release a Five-Drop Bomb. The Charge Beam can also be combined with one other beam and a Power Bomb, releasing a powerful special attack by charging up while having Power Bomb selected.

In Metroid Prime series games, the Charge Beam can be combined with missile energy to use Charge Combos. For example, charging the Power Beam and firing a missile causes a Super Missile to be fired, using up 5 missiles. The Charge Beam also has a tractor-beam effect on power-ups in all of the Prime games, and in Echoes it can also pull small Phazon particles out of the air and fire a Phazon shot. How far this tractor-beam effect can reach varies depending on the currently equipped beam.

In Metroid Prime Hunters, half of the rival hunters' weapons can be charged. In addition, if a hunter is using his/her affinity weapon (except for the Imperialist, Shock Coil and Battlehammer), a special ability is activated.

The Charge Beam has also made appearances in the Super Smash Bros. series under the name "Charge Shot". It should be noted that the charge created by Samus in this game is significantly larger than it is in the Metroid series and presumably does more damage.

Spazer Beam and Wide Beam edit

The Spazer Beam (スペイザー, Supeizā) appears in Metroid II: Return of Samus and Super Metroid. It splits the Power Beam shots into three rays instead of one energy ball, allowing the blasts to cover a larger area. If only one part hits a wall, all 3 shots still pass. In Super Metroid, the Spazer Beam and Plasma Beam are incompatible with each other. In Metroid II: Return of Samus the Wave, Spazer, and Plasma Beams are all mutually incompatible.

In Metroid Fusion, the Wide Beam is a very similar replacement for the Spazer Beam; it replaces the individual projectiles with pink energy rings and spawns 3 projectiles instead of splitting the current beam. Also, given the incremental nature of the beam upgrades in Fusion, Wide Beam is effectively compatible with the Plasma Beam.

Ice Beam edit

The Ice Beam (アイスビーム, Aisu Bīmu) has been included in all but three Metroid games and until recently has been one of the first and weakest weapons Samus gets in her journeys. In the 2D Metroid games, this weapon is an add-on which increases beam damage and can instantly freeze enemies, turning them into temporary platforms which can support Samus's weight. Though the beam is relatively weak, the vulnerability of the series' eponymous Metroids to cold makes it a necessity in several games.

In the Metroid Prime series, the Ice Beam has a slow rate of fire but does a large amount of damage and can leave enemies frozen and defenseless to other attacks. A frozen enemy that is hit with a Missile will shatter and instantly die, unless the enemy is a boss. Certain enemies won't freeze when hit by the Ice Beam, however - this mainly includes ice-based or very large enemies and bosses. This is the most effective way to kill many tough enemies in many Metroid games - particularly Metroids themselves, who are known in the original Metroid for being virtually invulnerable to all weaponry unless they are frozen and then shattered by five Missiles.

In Metroid Fusion, the Ice Beam, usually among Samus's first as well as most standard armaments, becomes her unattainable bane because the new Metroid DNA within her blood makes her very vulnerable to its extreme cold. It is not until the very end of Fusion, against an Omega Metroid, that Samus is finally reunited with the Ice Beam when her power is restored in the form of the Omega Suit. Once one of her most humble weapons, its return is treated similarly to the Hyper Beam of Super Metroid and the Phazon Beam of Metroid Prime.

Wave Beam edit

The Wave Beam (ウェイブビーム, Ueibu Bīmu) was introduced in the original Metroid. It is not stopped by walls and is made up of pure electrical energy. The projectile turns back and forth in a path shaped like a sine wave, hence the name "Wave Beam". This odd trajectory actually makes it easier to hit enemies that would otherwise dodge other beam shots.

In Super Metroid and Metroid Fusion it can be combined with other beams to produce varying effects. In Metroid Prime, the Wave Beam cannot pass through most walls. However, it can stun opponents with electricity, and while charged (or using the lock-on feature) it has a limited homing effect. This electric beam is also used to activate power conduits (which are sometimes hidden behind walls) and complete certain puzzles.

Plasma Beam edit

The Plasma Beam (プラズマビーム, Purazuma Bīmu) first appeared in Metroid II: The Return of Samus. It shoots a straight, thick beam capable of passing through multiple enemies, thus making it one of the most useful beams for combat. In Prime, the Plasma Beam is changed into a literal plasma beam, shooting out a stream of superheated ions. It is very useful for melting ice and defeating ice creatures such as Sheegoths, and is the second most powerful of the five Beams, second only to the Phazon Beam. It can set enemies on fire or incinerate them completely when charged (they melt away before they can even finish their "death" animation), and many enemies that other beams are only able to stun can be defeated easily using the Plasma Beam. It also has a limited range and the second highest rate of fire of the beam weapons.

In Metroid: Zero Mission the Plasma Beam is obtained as a mandatory "unknown item" and can only be used after defeating the Chozo Shrine.

Dark Beam edit

The Dark Beam only appears in Metroid Prime 2: Echoes. It fires bursts of dark energy that are highly effective against most denizens of Light Aether including offworlders like the Space Pirates. The weapon was created by the Luminoth to overload Ing, but was proven ineffective compared to other weapons.

In a first for the Metroid series, the Dark Beam is one of three beam weapons to require ammunition. The weapon can be used to open purple-black dark doors and energize rift portals to Dark Aether. It also has the unfortunate property of de-activating light beacons and light crystals, enveloping them in a shroud of darkness that requires either a burst of the Light Beam or several shots of the Power Beam to remove. However, such beacons seem to attract nearby Ing. Destroying containers and enemies with the Dark Beam will produce Light Beam ammunition. When out of ammunition, the Dark Beam can be charged to fire a regular blast, with the exception of multiplayer battles.

When fully charged, the beam fires an Entangler blast, ensnaring its victim in cold, shadowy tendrils for a short time, similar to the freezing effect of the Ice Beam. When the Entangler blast impacts on a surface, the Dark energy in the shot expands into a cloud that coalesces over the nearest target. Note that any enemy, even some dark based ones, can be rendered immobile by the Entangler blast, and can be instantly destroyed if followed by a missile.

Light Beam edit

The Light Beam (also exclusive to Metroid Prime 2: Echoes) fires streams of light energy that are highly effective against most denizens of Dark Aether, including the Ing, granting this beam a high rate of usage. Like the Dark Beam, the Light Beam requires ammunition. It can be used to open white doors, energize rift portals to Light Aether, and can supercharge light crystals and light beacons, which causes beacons to last longer and instantly kill any Ing or Ing-possessed creature upon contact. The uncharged version has a relatively short range, but also pierces through enemies, like the Plasma Beam in the 2D games. The Light Beam has a similar effect to that of the Plasma Beam, capable of burning or incinerating creatures. Destroying enemies / containers with the Light Beam yields Dark Beam ammunition. When out of ammunition, the Light Beam can be charged to fire a smaller, weaker blast (that for some reason also has a longer range than the ordinary shot), with the exception of multiplayer battles.

When fully charged, the beam fires several small, but powerful bursts of energy called a Lightblast. These separate shots converge in on a locked-on target, but can be used to attack several opponents by firing without the lock-on.

Annihilator Beam edit

A beam created by combining Light and Dark energy into a sort of sonic emission, the Annihilator Beam is named as such because the combination of the opposite light and dark energies results in annihilation. The beam automatically homes in on enemies without the need for targeting and fires much more quickly than the Light or Dark Beams. However, the beam does not take advantage of enemy weaknesses to Light or Dark energy and so deals less damage per shot. This beam weapon only appears in Metroid Prime 2: Echoes, and consumes both Light and Dark ammunition when fired. It can be used to open grey doors, and to supercharge light beacons and light crystals with a combination of Light and Dark energy. The resulting force field not only destroys any foe within its radius but captivates those nearby, luring them towards the beacon and their destruction. Because the beam has both a light and dark nature, it can activate rift portals in both Aether and Dark Aether, but is strangely unable to open white or black doors. Killing enemies and destroying containers with the Annihilator Beam yields both Light and Dark ammunition, and just like the other beams, when out of ammo it can be charged to fire a regular shot. It should be noted that since the Annihilator requires both Light and Dark ammunition to function, running out of just one of either type will result in a 'no-ammunition' state for the weapon, even if reserves of the other ammunition are plentiful.

The charged version of the Annihilator Beam is known as the Disruptor. The Disruptor offers no homing features, but offers a wide and powerful blast radius that stuns alike the wave beam.

Hyper Beam and Phazon Beam edit

In Super Metroid, Samus acquires the Hyper Beam during the battle with Mother Brain. The Hyper Beam subsequently replaces all the other beams in Samus's inventory, and is immensely powerful. It can pass through walls and enemies, and destroys obstacles that are impenetrable by other beams. The projectile looks like the charged-up Plasma Beam, but it flashes different colors.

In Metroid Prime, the Phazon Beam is used against the final boss, the eponymous Metroid Prime. When the corrupted Phazon Suit comes into contact with liquid Phazon, it goes into "Hyper-Mode", supercharging Samus's Arm Cannon and allowing her to shoot a continuous stream of destructive energy, which means the beam cannot be charged. It automatically arcs towards enemies. The Phazon Beam is the only weapon that can damage the second form of the Metroid Prime.

Unlike the Hyper Beam, which can be fired anytime, Samus Aran must step into a small pool of pure Phazon to use the Phazon Beam, which means it can only be used during the last boss fight.

In Metroid Prime 2: Echoes, Samus also uses a sort of Phazon Beam, although it is not an actual powerup. In the final boss fight, Dark Samus occasionally fires tiny balls of Phazon that Samus must catch with the Charge Beam. When three of these Phazon balls are absorbed, Samus can fire them back at Dark Samus to hurt her (absorbing more than three does not increase the strength of the beam). Any beam will work with this, so charged Phazon versions of the Power, Dark, Light, and Annihilator Beams exist (there is no difference other than minor graphical ones, however and using the Light, Dark, or the Annihilator Beam will not waste ammo when fused with Phazon energy).

Electro Lob edit

The Electro Lob has so far only appeared in the multiplayer levels Assault Cradle and Trooper Module of Metroid Prime Hunters: First Hunt, the original demo for Metroid Prime Hunters. It also is in the test level for First Hunt. It shoots in an arc and can stun an opponent as well as interfere with their visor. After collecting two Electro Lob power-ups, they can be charged up and shot in a straight line by holding down the fire button. The Electro Lob's properties can be found in two weapons from Metroid Prime Hunters: the parabolic arc of the Battlehammer and the visor-blurring effect when the charged Volt Driver is used with Kanden. It also uses the same sound effect as the Volt Driver.

Missiles edit

An upgrade in all Metroid games, the Missiles (ミサイル, Misairu) can unlock certain doors and hurt enemies the beams could not harm. In Metroid Prime and Metroid Prime 2: Echoes, missiles can also lock-on to foes.

In Metroid Prime Hunters: First Hunt, missiles do not have their own ammo, but instead use up 10 units of the Power Beam ammo. Additionally, if a second Missile item is collected, the Missile weapon can be charged up for greater effect. A fully charged Missile (in Hunters, this would be called the Super Missile) attack costs 15 ammo.

In the full version of Metroid Prime Hunters the missiles and Power Beam do not share the same ammo, as the Power Beam is unlimited. Instead, missiles work similar to the other Prime games. The missiles are Samus's affinity weapon in Hunters and, when fully charged, they will have a slight homing effect on enemies. This effect only works with Samus, who also gets 5 missiles when she picks up an affinity sphere.

Seeker Launcher edit

In Metroid Prime 2 Echoes the Missile Launcher can be upgraded to the Seeker Launcher. It is able to lock-on and shoot 5 missiles at once, which can target up to 5 different objects at the same time. It is also able to open purple blast shields.

Super Missiles edit

In Super Metroid and Metroid: Zero Mission, there are Super Missiles, which are each as powerful as 5 normal missiles, and are required for certain doors. In Metroid Fusion, Super Missiles replace the standard missiles, and are three times as powerful.

In Metroid Prime, and Metroid Prime 2, a Super Missile is produced by combining 5 regular missiles with the Charge Beam (after acquiring the appropriate combo upgrade). Many Beams have a Charge Combo using either Power Bombs or Missiles (See below). In the multiplayer of Metroid Prime 2, Super Missiles are also available as a bonus that lasts for a limited time, which only uses one missile.

Ice Missiles edit

In Metroid Fusion, since Samus cannot use her Ice Beam until the very end of the game, she gains Ice Missiles, which combine with the Super Missiles. The impact of these missiles has a freezing effect similar to the Ice Beam in other games. The first Ice Missile fired at most normal enemies freezes it but does no direct damage; however, frozen enemies can be destroyed with another Ice Missile regardless of how many beam shots or Missiles it can endure otherwise, or with a few shots of Samus's beam. In addition, Ice Missiles are the only weapon in Samus's arsenal that is effective in even slowing down the SA-X until she is powerful enough to defeat it, which is not possible until very late in the game. It should be noted that although they have the ability to freeze, they are utterly useless against a Metroid, as when Samus tries to escape a restricted area containing them, the Metroids will merely shrug them off.

Diffusion Missiles edit

Another upgrade unique to Metroid Fusion as well as the first chargeable Missiles, the Diffusion Missiles erupt into a much wider blast on impact when fully charged, freezing any creatures that it can affect, as they replace (or combine with) the Super Missiles and Ice Missiles. This is very similar to the Ice Spreader Beam Combo featured in Metroid Prime. Diffusion Missiles are very handy in certain situations, especially when there are several enemies (such as Rippers) in a room that would otherwise slow Samus down considerably. The ability to freeze seems to be less than that of the Ice Beam, because the freezing blast created from them has no effect on the Metroids found in the restricted area.

Missile Combos edit

In both of the Metroid Prime games for the GameCube, each beam can execute a Missile Combo. These attacks are very costly in ammunition, but prove to be the most devastating (not to mention impressive) attacks Samus has at her disposal. The Missile Combos must be found separately from the actual Beam weapon and are usually well hidden. One such Combo is the version of the Super Missiles discussed above.

The Wave Beam Missile Combo is the Wavebuster. This sharply resembles the Proton Gun from Ghostbusters and is probably the most powerful Beam combo in the first Metroid Prime. It also automatically tracks enemies regardless of whether the player is actively targeting them. It costs ten missiles to initiate and rapidly drains Samus's missiles at a rate of five missiles per second while in use. The wavebuster and the Shock Coil from Metroid Prime Hunters are very similar in nature; both look like a trail of electricity locking onto a target.

The Ice Beam Missile Combo is the Ice Spreader. This projectile coats a large area in ice upon impact, freezing enemies and dealing considerable damage. It costs ten missiles.

The Plasma Beam Missile Combo is the Flamethrower. It is not very impressive nor very efficient, and it has a very short range, but it does a good job of setting enemies on fire, sapping their health. It costs ten missiles to initiate and drains five missiles every second; its costs are identical to those of the Wavebuster. The Flamethrower first appeared as an attack in the Super Smash Bros. game, and is also used in Super Smash Bros. Melee

The Dark Beam Missile Combo is the Darkburst. A small black ball of compressed Dark energy launches out of Samus's Arm Cannon, after a short while it rapidly expands in a small explosion to look like a miniature black hole, sucking in the particles of an enemy and throwing them into what the game describes as a "dark dimension of oblivion". Given the fact it also works in Dark Aether, it is improbable these two alternate dimensions are the same. It costs five Missiles and thirty Dark Ammunition.

The Light Beam Missile Combo is the Sunburst. Slightly similar to the Darkburst, the Sunburst launches a large rainbow-colored ball of light from Samus's Arm Cannon, acting like a miniature sun, it fries any enemies that happen to pass within 10 feet of it with lethal lasers, and explodes in a brilliant miniature nova on impact that incinerates most enemies instantly. Its only setback is its slow travel time, making it ideal for stationary or slow-moving enemies only. It costs five Missiles and thirty Light Ammunition. It acts similar to the BFG 9000's projectile from Doom 3.

The Annihilator Beam Missile Combo is the Sonic Boom. A wall of energy is fired at the speed of sound destroying everything in its path. Upon contact with a wall or foe the speed and force of the wall of energy distorts the light in the local area to resemble a pane of warped broken glass. The immense amount of energy released by this attack instantly destroys the target and tears apart the particles of other enemies caught in the immediate blast radius. Very destructive, it costs five missiles and thirty of both Dark and Light ammunition, making this the costliest, yet also the strongest, ability of the game. This weapon is notable for being one of only two weapons in the Metroid series (alongside the Imperialist) to hit its target instantly upon firing, rather than taking time for a projectile to move the entire distance to its destination (even the Wavebuster requires a short time to move all the way to its victim).

Power Bomb Combos edit

Power Bomb Combos only appear in Super Metroid. To activate each, one must disable all beams in the subscreen, except for the Charge Beam and one other beam specific to the combo. Power Bombs must then be highlighted at the top of the screen as the secondary weapon. When each of the four primary beams are then charged, the combo effect is immediately triggered, and it consumes one Power Bomb.

The Ice Beam Power Bomb Combo is the Ice Barrier. This weapon creates four rotating disks of cold energy that spin around Samus with a ratcheting noise. Creatures that come into contact with the Ice Barrier are treated as if having been shot with a charged Ice Beam, usually they are frozen solid.

The Wave Beam Power Bomb Combo is the Wave Orbiter. Four pods of energy radically orbit Samus, swinging out across and out of the width of the screen in order to strike any enemies either on-screen or slightly off it. After a few moments, the Wave Orbiters fly away and disappear.

The Spazer Beam Power Bomb Combo is the Spazer Rain. Samus fires a great many Spazer shots upward, and a moment later, the shots fall back down around her in a wider pattern.

The Plasma Beam Power Bomb Combo is the Plasma Crash. Four large plasma orbs spiral outward from Samus very quickly, and vanish off the screen.

Hunter Weapons edit

Metroid Prime Hunters has a significantly larger assortment of weapons than previous titles in the Metroid series. In addition to the traditional Power Beam and Missile Launcher, there is a weapon which corresponds to the nature of each enemy bounty hunter, as well as an "ultimate power" weapon. In adventure mode, a charged Power Beam shot will become slightly homing and will fly towards doors and enemies. In multiplayer mode, each special weapon becomes more dangerous when used by the corresponding hunter. Samus's special weapon is her Missile Launcher, which gains homing capability when she uses it.

  • The Judicator is an ice-based weapon used by the Vhozon. It fires supercooled plasma at temperatures nearing absolute zero, and when fired, the blasts ricochets off walls. When used by anyone other than Noxus, the Judicator fires three shots at a time when charged. When used by Noxus, it can freeze enemies within a certain radius when charged.
  • The Magmaul is a magma grenade launcher used by Spire (possibly by other Diamonts, as well) with a large splash radius. The grenades will bounce off of walls and objects, and explode after three seconds. The charge capability launches a larger and more damaging grenade. When used by Spire, the projectile has an even larger blast radius and sets enemies on fire when charged.
  • The Volt Driver is a living weapon that co-exists with Kanden and is his weapon of choice. It is a strong electrical projectile with spray capability. The projectile moves faster than the Power Beam and deals more damage, but has no automatic-fire capabilities. The charged shot launches a larger, slow-moving explosive blast. When used by Kanden, the shots bend their trajectory toward nearby targets when charged, and can disrupt the target's vision.
  • The Imperialist is a sniper rifle used by the Kriken Empire to increase their territory. It fires a powerful, long-ranged laser beam with incredible accuracy, but its precise nature severely limits its rate of fire and it cannot be charged. To enhance its role as a sniping weapon, the Imperialist has zoom scope capabilities. The zoom magnification changes depending on the distance between user and target being viewed. It is capable of inflicting an instant kill on an enemy bounty hunter if a headshot is achieved with the scope. When Trace uses this, he can cloak himself while standing still. This is, apart from the Sonic Boom missile combo, the only hitscan weapon in the Metroid series, striking its target instantly upon being fired rather than launching a moving projectile.
  • The Shock Coil is a weapon that was under development by the Galactic Federation, but like the Lockjaw, Power Suit, and the ship named Delano 7, it was stolen by Sylux. It emits a short-ranged continuous blast of high-density neutrinos. The beam seeks the nearest target and does increased damage if contact is prolonged, similar to the Wavebuster from Metroid Prime. When used by Sylux, any damage done to an enemy will be added to his hit points. The Shock Coil lacks a charge capability.
  • The Battlehammer is an arcing rapid-fire mortar powered by a small-scale nuclear reactor. It is a weapon commonly used by Space Pirates, which explains why a copy is in Weavel's possession. The Battlehammer cannot be charged. When fired by Weavel, it knocks enemies back and has a larger spash radius.
  • The Omega Cannon is the seventh and last weapon found in the game, and can only be used/found while fighting Gorea, the last boss of "Metroid Prime Hunters". It fires in a long, streak of energy, which explodes upon impact against a foe. In this manner, it is easy to accidentally hurt yourself. Once received, the Omega Cannon overrides all other weapons (except for the Power Beam and Missile Launcher). In the Multiplayer mode, the Omega Cannon can only be found in the course "Oubliette", and overrides all weapons in the same manner as the single-player Omega Cannon. The real difference being that the cannon launches a much slower blast, which explodes into a conflagration that engulfs everything near it, and will kill anything that is not behind cover, including the user. It is believed that the Alimbics sealed off the Omega Cannon with Gorea because of its destructive power, and feared that it could be used to destroy civilizations such as themselves. The Omega Cannon could very well be the Ultimate Power referred to in the telepathic message received at the start of the game.

Expansions edit

Energy Tank edit

Samus begins each game with a maximum of 99 energy (in the original Metroid, she begins with 30 energy, but still has a maximum of 99). Each Energy Tank (エネルギータンク, Enerugī Tanku) she collects in the game increases this limit by 100 units (in the Hard Modes of the Japanese version of Metroid Fusion and Zero Mission, this amount is reduced to 50). Collecting an Energy Tank also completely refills Samus's energy to the new maximum capacity. Energy Tanks are distributed evenly throughout the Metroid games, but collecting them is not mandatory. However, at the end of Super Metroid, Mother Brain fires an unavoidable beam (see plot device) that deals a player 300 damage, so it is mandatory for a player to have three Energy Tanks or Reserve Tanks in Super Metroid (99 base + 300 additional energy units) to survive Mother Brain's attack.

Reserve Tank edit

Super Metroid also has a different sort of Energy Tank, called a Reserve Tank. If Samus has any of these, extra energy above what her normal Energy Tanks can hold is stored in these. Like Energy Tanks, they can each hold 100 Energy. The Reserve Tanks can be set to automatic, where they will give Samus all of the energy contained within them if her main reserves are drained, or they can be manually used at any time. The latter option rapidly drains all the reserve tanks.

Missile Tank edit

The Missile Tank (ミサイルタンク, Misairu Tanku) increases Samus's maximum missile-carrying capacity by five in most games. In Metroid: Zero Mission's Hard Mode, picking up a Missile Tank only gives Samus an extra two missiles, while in Metroid II: Return of Samus and Metroid Prime Hunters, each Missile Tank gives Samus ten additional missiles. In the 2-D Metroid games, Samus cannot use the Missile Launcher until acquiring at least 1 Missile Tank, but in the Prime series games, the Missile Launcher holds an initial 5 Missiles without any acquired Expansions. In the Prime series games, Missile Tanks are referred to as Missile Expansions.

Super Missile Tank edit

The Super Missile Tank (スーパーミサイルタンク, Supā Misairu Tanku) is found in Super Metroid and Metroid: Zero Mission, where it increases Samus's Super Missile reserves by 5 apiece. In the Prime series games, Super Missiles are instead handled as a Missile Combo, and in Metroid Fusion the Super Missiles replace the regular Missiles altogether.

Power Bomb Tank edit

Similar to the Missile Tanks in function, the Power Bomb Tank (パワーボムタンク, Pawā Bomu Tanku) increases Samus's Power Bomb capacity. In Metroid: Zero Mission on both Easy and Medium difficulty as well as Metroid Fusion, obtaining the Power Bomb Tank increases Samus's Power Bomb capacity by two; In Hard Mode it increases her capacity by only one. In Super Metroid Samus's capacity is increased by five with each tank. Power Bomb Expansions in Metroid Prime and Metroid Prime 2: Echoes provide one additional bomb.

Beam Ammo Expansion edit

A pickup unique to Metroid Prime 2: Echoes, Beam Ammo Expansion can increase Samus's maximum Light/Dark ammo capacity by fifty, up to a maximum of 250. The player begins with 50.

Universal Ammo Expansion edit

In Metroid Prime Hunters, Universal Ammo Expansion increase the maximum amount of universal ammo used for certain weapons. The player begins with 40 ammo, and each expansion increases Samus's arsenal by 30, up to a maximum of 400.

Title Energy Tanks Missile Tanks Super Missile Tanks Power Bomb Tanks Expansions unique to this game only
Metroid 6 21 - - -
Metroid II - Return of Samus 6 22 - - -
Super Metroid 14 46 10 10 4 Reserve Tanks
Metroid Fusion 20 48 na 32 -
Metroid: Zero Mission 12 50 15 9 -
Metroid Prime 14 49 na 4 -
Metroid Prime 2 - Echoes 14 49 na 8 4 Beam Ammo Expansions
Metroid Prime Hunters 7 9 na - 12 Universal Ammo Expansions

In the original Metroid there are actually 8 Energy Tanks to find, however 6 is the maximum that Samus may acquire. In Metroid II: The Return of Samus, Samus begins the game with 3 Missile Tanks (not included in the chart above) for a total of 25 Missile Tanks (250 missiles).

Movement Systems edit

High Jump Boots edit

High Jump Boots (ハイジャンプブーツ, Hai Janpu Būtsu) (Sometimes Hi-Jump Boots or simply Hi-Jump) greatly increase the height of Samus's jumps, allowing her much easier access to certain areas of the games. These boots could be skipped by veteran gamers, as in the 2D Metroid games, Samus's innate but difficult wall-jumping ability coupled with bomb-jumping often allows her access to areas that the High Jump Boots appear to be required to access. In some games, specifically the later ones, the High Jump Boots also grant Samus the Spring Ball ability, allowing her to jump in Morph Ball form.

Space Jump edit

The Space Jump (スペースジャンプ, Supēsu Janpu) allows Samus to jump multiple times in the air. In the 2D Metroid games, the Space Jump allows Samus to somersault continuously in the air, while in the Metroid Prime series, the Space Jump simply allows Samus to perform a double jump. The Space Jump is necessary when Samus is required to ascend long tunnels without a proper wall to jump from or to cross a large horizontal gap. In Metroid: Zero Mission the Space Jump is collected as mandatory "unknown item." It becomes usable only after defeating the Chozo Shrine.

In Metroid Prime 2: Echoes, though retaining the Space Jump boots from Metroid Prime which allow a simple double jump, the Screw Attack also grants functionality that is similar to the Space Jump seen in the 2D Metroid games.

Jump Boots edit

In Metroid Prime Hunters, Samus begins the game with a weakened version of the Prime series Space Jump, listed in the Logbook as the Jump Boots. While they do not give her a double jump, they do allow her to jump in midair if she walks off the edge of a platform (in other words, Samus has only one jump, but it can be either from the ground or in midair).

Screw Attack edit

 
The Screw Attack symbol

The Screw Attack (スクリューアタック, Sukuryū Atakku) upgrade turns Samus's somersault jump into a lethal ball of kinetic energy that can destroy most enemies on contact. While executing a spin-jump, Samus's body glows with energy, and she becomes almost completely invulnerable to enemies. Regardless of the format of the game, the Screw Attack is usually not acquired until very late in the game, being one of Samus's most powerful and most desired upgrades. The icon for this ability appears as a lightning bolt symbol on a sphere, and a variation of this icon has become synonymous with the Metroid series, appearing most often as Samus's trademark symbol. It first appeared as such in Super Metroid, and has been used in the series ever since.

In Metroid Prime 2: Echoes, obtaining the Screw Attack allows Samus to perform five extra mid-air jumps, in addition to her normal and Space jumps. During a Screw Attack, the player temporarily switches to a third-person perspective. This powerup also gives Samus the ability to perform wall jumps in certain places.

The Screw Attack is one of Samus's attacks in the Super Smash Bros. series. Additionally, an item in Super Smash Bros. Melee allows any character to perform two Screw Attacks. Like all weapon items, it can be used by the player who picked it up, or it can be thrown at another player, forcing them into a single Screw Attack. An item called the "Screw Ball" appears as a treasure in The Great Cave Offensive in Kirby Super Star. It looks exactly like the icon for the Screw Attack.

The Screw Attack returns to Metroid Prime 3: Corruption. It has the same variation as Metroid Prime 2: Echoes.

Speed Booster edit

The Speed Booster allows Samus to increase the speed at which she dashes. After dashing for a short distance, Samus's velocity increases and she begins to glow and leave a trail of afterimages. This indicates that the Speed Booster is working to its full effect and that Samus is now at maximum dashing velocity, allowing her to destroy many enemies simply by running into them, as well as enabling extremely long jumps. If Samus stops dashing, she promptly loses the glow and must dash again to regain the effect.

Shinespark edit

In addition, while at maximum speed, Samus can go into a crouch, storing the energy gathered from Boosting. The player can then press jump and a direction to launch Samus in a straight trajectory. This item was first acquired along with the Speed Booster in Super Metroid, however the use of the technique is later taught to Samus by a friendly creature known as a Dachora. The technique is first actually named in Metroid Fusion as the Shinespark. In Metroid Fusion and Zero Mission, Shinesparking into a slope will restore the Speed Booster. In Super Metroid, this technique drains energy the longer Samus Shinesparks.

Hyper Boost edit

In Metroid: Zero Mission, after getting the Hi-jump, Samus can roll into her Morph Ball form and Shinespark in it as well. Hitting a slope while Shinesparking in her Morph Ball allows Samus to roll at high speed while still in the Morph Ball. Without the Speed Booster, the Morph Ball may still Hyper Boost from specific devices.

Grapple Beam edit

The Grapple Beam is used in Super Metroid and the Metroid Prime games to attach onto and swing from magnetic points in the environment. In Super Metroid, it was called the Grappling Beam, but the name was shortened to "Grapple Beam" for the Prime games, similar to how the Morphing Ball was shortened to "Morph Ball." Similar to a grappling hook, this ability is used to reach areas higher and farther than those normally accessible. In Super Metroid and the Smash Brothers series, the Grapple Beam is depicted as being emitted from the Arm Cannon, while all other appearances, it is a tool mounted to Samus's left arm instead.

In Metroid Prime 3: Corruption, the Grapple Beam's functionality is expanded as a way to remove doors and enemy shields by grappling to the objects in question and yanking them away using the Wii-remote's motion sensing capabilities.

In the Super Smash Bros. series, Samus can use the Grapple Beam as a grabbing tool to use throwing attacks on enemies, or even grapple the side of a wall to get back on the stage (the Grapple Guardian from Metroid Prime 2: Echoes is also capable of doing this).

Gravity Boost edit

The Gravity Boost upgrades the thrusters on Samus's suit. It takes the place of the Gravity Suit in Metroid Prime 2: Echoes. A sort of propellor-driven jetpack, it removes many of the hindrances of water on Light Aether, and allows a third hover jump while underwater, causing Samus to become buoyant and gain a great deal of height.

Power Grip edit

The Power Grip is an item in Metroid: Zero Mission which allows Samus to grab onto ledges and pull herself up with a single hand. This allows access to areas that cannot be reached by jumping alone. When Samus loses her suit near the end of Zero Mission, she is still able to pull herself up ledges, using both hands. Samus is still able to fire her weapon while hanging from a ledge, with or without her suit.

In Metroid Fusion, Samus has the Power Grip ability innately from the beginning. In this game, she is able to fire weapons from ladders, but not ledges; however, she can charge a shot and shoot it over a ledge, damaging any enemies on the platform she is hanging on.

Other edit

Thermal Positioner edit

Samus's location is tracked by a Thermal Positioner which relays an image of Samus and her surroundings, keeping a map-like record of places she has either been to, or has downloaded information on from another mapping computer. This imaging tool also identifies objects and entities with unique power signatures. The primary mapping function of the Thermal Positioner was first seen in Super Metroid, though a proper name for it would not be given until its Logbook entry in Metroid Prime: Hunters.

In Metroid II: The Return of Samus, there is no mapping function in the game. However, sensors do relay how many Metroid lifeforms are remaining on SR-388, which falls under the functionality of the Thermal Positioner by its description in Hunters and similar performance in the other Prime games.

Crystal Flash edit

The Crystal Flash is a secret technique found only in Super Metroid. When her total energy (including reserve tanks) is less than 50, Samus can expend 10 each of Missiles, Super Missiles, and Power Bombs while detonating an 11th Power Bomb to enter the Crystal Flash. Samus floats armorless in a fetal pose within an indestructible sphere of energy for a short period of time while the energy of the expended weapons refills all of her Energy and Reserve Tanks. Samus's armor then instantly reappears around her as the Crystal Flash shield vanishes.

Logbook edit

The Logbook is a record of Bioforms, Objects, Lore, and Equipment scanned by Samus in the Prime series of games. Special features are often unlocked outside of gameplay by higher percentages of completion in the game's Logbook. In Metroid Prime and Metroid Prime 2: Echoes, Samus may access the Logbook with her Power Suit at any time, however in Metroid Prime: Hunters, Samus may only access the Logbook while within her Gunship.

Massive Damage/Double Damage edit

Massive Damage is first seen in the Metroid Prime 2: Echoes multi-player game. While under the effects of this power-up, Samus has a red aura, and the damage inflicted by all weapons is doubled. In Metroid Prime: Hunters, it is renamed the Double Damage, and the color of the aura is changed to purple. It should be noted that in Metroid Prime 2: Echoes, if a player both collects a Massive Damage item and receives a Massive Damage from a random upgrade, she will still only do 200% damage.

Invisibility/Cloak edit

Invisibility is first seen in the Metroid Prime 2: Echoes multi-player game. While under the effects of this power up, Samus appears translucent on the screen of the player that possesses it, and all but completely invisible on the screens of all opponents. Opponents can only see a cloaked player by equipping their Dark Visor. The Invisibility item is renamed the Cloak in Metroid Prime Hunters. However, instead of being completely invisible, the person with the Cloak is translucent (like in Echoes). This is for two reasons: The first being that you can't switch visors in Hunters multiplayer, and the second being that there is no visor in Hunters that lets you see the invisible, such as the Dark Visor or the X-Ray Visor.

Invulnerability edit

Invulnerability is only seen in the Metroid Prime 2: Echoes multi-player game. While under the effects of this power up, Samus appears completely silver, and suffers no damage from any form of attack, with the exception of the Hacker Mode. Hacking an invulnerable player is the only way to damage them.

Non-Power Suit Items edit

Vigilance Class Turret edit

The Vigilance Class Turret is used in Metroid Prime 2: Echoes. Samus can enter these heavy weapons ports of Space Pirate design and operate the stationary spherical heavy cannons. The Vigilance Class Turrets can damage many things that are unaffected by any other weapon, sometimes even demolishing whole cliff faces that are blocking a hidden item. The player should be careful while using the turret though, as firing too close to itself can damage the turret heavily, which is dangerous because a Game Over will occur if the turret is destroyed while Samus is piloting it. These turrets are also seen in multiplayer mode.

Cipher edit

Samus must acquire the twelve parts of this supposedly very powerful Chozo item during the course of Metroid Prime. The Chozo originally used the artifacts to imprison the Metroid Prime within the Impact Crater, and Samus must use the power again to enter the Crater in pursuit of it. The Logbook in Metroid Prime treats the Artifact pieces as Power Suit upgrades.

Dark Temple Keys edit

The Dark Temple Keys of Ing manufacture operate the seals on the temples mirrored on Dark Aether. Samus must eventually collect 18 different keys, with each temple requiring a different number of specific keys to access it. The Logbook in Metroid Prime 2: Echoes treats the Dark Temple Keys as Power Suit upgrades, dividing their sections in the Logs between the temples they belong to.

References edit

  1. "E3 2007 Developer Walkthrough video". Gametrailers. 2007-07-12. Retrieved 2007-08-04.
Metroid series
Mainline Metroid / Zero Mission | Return of Samus | Super | Fusion | Dread
Prime Prime | Prime 2: Echoes | Prime 3: Corruption | Prime: Hunters
Spinoffs Metroid Prime Pinball | Metroid Prime: Federation Force


Dark Samus

Dark Samus is a character in the Metroid series. It first appears in Metroid Prime 2: Echoes after being teased in Metroid Prime and serves as the primary antagonist of the Metroid Prime trilogy. Dark Samus is a concentration of Phazon energy that takes on the form of Samus Aran after her Phazon Suit and DNA mix with the remains of Metroid Prime in a pool of Phazon.[1]

Appearances edit

At the conclusion of Metroid Prime Samus defeats the titular Metroid Prime, which absorbs her Phazon Suit and explodes.[2] In a post-credits scene, the hand of Samus's Phazon suit reaches out from inside the creature's remains.[3]

Dark Samus makes its first proper appearance in Metroid Prime 2: Echoes, revealed as Metroid Prime having used Phazon energy and the Phazon suit to reconstruct itself into a dark doppelgänger of Samus. Seeking to absorb Phazon and make itself stronger, Dark Samus travels to the planet Aether, where it repeatedly clashes with Samus.[4] Ultimately, Dark Samus is defeated by Samus and destroyed, but is revealed to have reformed itself in a post-credits scene.[5]

Dark Samus appears again in Metroid Prime 3: Corruption, having forcibly taken control of the Space Pirate forces. With the pirates' help, Dark Samus locates the source of all Phazon, the planet Phaaze, and plans to spread Phazon and use it to control the universe. Dark Samus then infects Samus, her allies, and a stolen supercomputer with Phazon, and begins invading planets and using Phazon to corrupt them.[6] Overcoming her corruption, Samus travels to Phaaze and engages in a final battle with Dark Samus from which she emerges victorious, with Dark Samus exploding into Phazon dust as the planet is destroyed. [7]

In other media edit

Outside of the Metroid series, Dark Samus also appears in the Super Smash Bros. series. The character initially appeared as an assist trophy item in Super Smash Bros. for Nintendo 3DS and Wii U before being announced as a playable character in Super Smash Bros. Ultimate[8] as an "echo fighter" that uses moves similar to Samus's.[9][10][11] Dark Samus is also scheduled to receive its own amiibo figure.[12]

Reception edit

The character of Dark Samus has received positive reception. According to Super Smash Bros. series director Masahiro Sakurai, Dark Samus was included with Chrom in Super Smash Bros. Ultimate due to the character's popularity with western players.[13] IGN listed Dark Samus as their 88th best video game villain.[14]

References edit

  1. "Metroid: 30 Wild Details About Samus' Body". Screen Rant. 15 September 2018.
  2. Michael, Bobby (June 29, 2003). "Metroid Prime Walkthrough". GameSpot. CBS Interactive. Archived from the original on October 8, 2015. Retrieved October 21, 2015.
  3. Template:Cite video game
  4. Nintendo Power (November 2004). Metroid Prime 2: Echoes Template:En dash The Official Nintendo Player's Guide. Nintendo of America. pp. 11–102. ISBN 978-1-930206-52-6.
  5. Carle, Chris. "Metroid Prime 2 Echoes Guide - Secrets". IGN. Ziff Davis. Archived from the original on December 12, 2004. Retrieved January 24, 2016.
  6. Knight, David (August 2007). "Walkthrough". Metroid Prime 3: Corruption – Premiere Edition. Prima Games. Random House. pp. 20–210. ISBN 978-0-7615-5642-8.
  7. Template:Cite video game
  8. "Chrom and Dark Samus head to Super Smash Bros. Ultimate as echo fighters". Shacknews.
  9. "Dark Samus is coming to Super Smash Bros. Ultimate as an echo fighter".
  10. "Smash Ultimate Direct: What we know so far about the new character movesets".
  11. "Super Smash Bros Ultimate Characters - Moves, Type, Changes, Every Character on the Super Smash Bros Switch Roster". USgamer.net.
  12. "All 19 of Nintendo's Announced Amiibo That Aren't Out Yet". 7 September 2018.
  13. ""More Information about the Smash Direct" Sakurai's Famitsu Column Vol. 561"". 22 August 2018.
  14. "Dark Samus/Sa-X is number 88". IGN. Archived from the original on 2010-05-09.


Mother Brain

Template:General CVG character Mother Brain (マザーブレイン, Mazā Burein) (often referred to as the Mother Brain) is a major antagonist and boss of the Metroid video game series, acting as the cyborg computer of the Space Pirates.

The villain generally appears as an enormous brain with a single, lidded eye, protruding metal spikes and power cables, which is surrounded by a glass tank, various automated defense systems, and a pool of lava or acid.

Mother Brain is depicted as being female in the television show Captain N: The Game Master, as well as in other lesser-known comic books. Also, the Metroid Fusion manual does make a reference to Mother Brain being female by stating, "On Zebes, Samus also encountered the biomechanical Mother Brain, leader of the Space Pirates, and dispatched her in a bitter fight."

Position edit

It is ambiguous whether or not Mother Brain is the true leader of the Space Pirates. According to Super Metroid's manual, Metroid: Zero Mission's manual, and both official manga, Ridley is the General of the Space Pirates while Mother Brain is just a biological computer which controls Zebes' defenses. However, the instruction manual for the original Metroid game, the manual for Metroid Fusion, the Nintendo Power comic, and the in-game introduction in Super Metroid refer to Mother Brain as the leader of the Space Pirates, with the original Metroid instruction manual going so far as to say that Ridley is actually controlled by Mother Brain. It should be noted however that the original Metroid has been retconned by Metroid: Zero Mission and the Nintendo Power comic is not canon. Metroid Prime confuses the issue even further in the Pirate Data logs by alluding to a High Command that issues orders, including the reconstruction of Ridley himself. One possible interpretation is that, since Mother Brain may have existed on Zebes before the Space Pirates arrived, that she "leads" them in the sense of a guide, leading them to conquest of the planet.

File:AuroraUnit.JPG
Aurora Unit at its chamber from the Metroid Prime 3 preview.

In the Metroid E-manga (which acts a guide to Samus' past), Mother Brain is actually an ally of the Chozo, who use it to keep track of data and reports. When Samus disarms a number of enemies but doesn't kill them Mother Brain pauses, but then orders her sentry bots to kill the disarmed invoking Samus' rage, although the story has not yet revealed a reason for Samus and Mother Brain to be enemies in the game or why Mother Brain is a member of the space pirates. However Mother Brain seems to be getting frustrated with the Chozo. The attitude between her and Samus is quite antagonistic even in the manga.

On August 13, 2007, the Wii Preview Channel for Metroid Prime 3: Corruption describes the Aurora unit organic supercomputer, which were originally created by Federation scientists twenty years prior to the game's present. These Aurora Units parallel Mother Brain's duties in the Metroid series, and it is likely she was, if not an Aurora Unit herself (as this contradicts the E-Manga as well as several other sources) then possibly the design-model for the other Aurora Units. According to the video released on the 13th, these computers can be used by government, military and large businesses, and can be given a male, female, or gender neutral persona. The video contains a schematic for an Aurora chamber nearly identical to the chamber in Tourian that houses Mother Brain in Super Metroid and highly like the chambers serving the same purpose in Metroid and Metroid: Zero Mission. The game itself, however, did not clarify their relationship.

Another thing of note to Mother Brain's origins, is the B.O.X. Robot in Metroid Fusion. The B.O.X. is large piece of hardware, made for digging holes and maintenance work in the habitats in the B.S.L. Research Station. It is tremendously powerful to protect it from the powerful creatures the B.S.L. scientists have been collecting. When Samus battles the rogue B.O.X. Robot, she blasts apart its mid-section, revealing an organic brain controls it. Eventually the organic brain is replaced by an X-Parasite mimicking it, but the brain itself fused to a cybernetic system is reminiscent of Mother Brain and the Aurora Units, just on a smaller, more mobile level.

Appearances edit

File:Motherbrain.gif
Mother Brain's second form from Super Metroid.

In the top three games of the list, Mother Brain is defended by Zebetites, life support units that block Samus' path. Mother Brain is defeated by first breaking its tank with missiles (or super missiles depending on the game), and then pummeling the brain itself. In Metroid: Zero Mission, not only are there rinka launchers and gun turrets, but the brain itself can fire a bolt of energy. In Super Metroid, the cyborg has an ace up its sleeve: after the destruction of its tank, Mother Brain seemingly collapses, but suddenly lifts herself up and is revealed to be part of a large, bipedal creature, with a range of powerful attacks (and a roar similar to Mothra).

In each game in which she is featured, Mother Brain's destruction initiates a self-destruct device, giving the player only a few minutes to escape before the area, atmosphere, or planet is incinerated. Catastrophic self-destruction countdowns are a well-known trademark of the Metroid series, as all but Metroid II: The Return of Samus feature at least one. Interestingly enough, Metroid and the bulk of Super Metroid take place on the planet Zebes. Though the damage done by the time bomb in Metroid is never assessed, in Super Metroid the entire planet is destroyed. In Metroid: Zero Mission Mother Brain's time bomb gutted only her control center and the adjacent rooms.

Other appearances edit

File:CNMotherBrain.jpg
Animated Mother Brain as depicted in Captain N: The Game Master.
  • Mother Brain has appeared in WarioWare, Inc. series. The first game of the series, WarioWare, Inc.: Mega Microgame$, has 9-Volt's microgame that re-enacts the fight between Samus and Mother Brain from the original NES Metroid. Samus must shoot missiles at Mother Brain to destroy it.

External links edit

References edit

Metroid series
Mainline Metroid / Zero Mission | Return of Samus | Super | Fusion | Dread
Prime Prime | Prime 2: Echoes | Prime 3: Corruption | Prime: Hunters
Spinoffs Metroid Prime Pinball | Metroid Prime: Federation Force


Space Pirate

The Space Pirates are members of a fictional, alien, intelligent and militaristic species that appear throughout the Metroid series, as well as other members of the criminal/terrorist organization that the species comprises. Resembling bipedal crustaceans, they are sometimes referred to as Zebesian Space Pirates, or just Zebesians in the Super Metroid game manual, although later games have revealed that the Pirates are not native to the planet Zebes. The Space Pirates species was not present during the events of the original Metroid and Metroid II: Return of Samus.

History edit

The Space Pirates were first encountered shortly after the founding of the Galactic Federation. These Pirate groups would attack and raid spaceships to search for loot and to instill fear in the people of the Galactic Federation. Their main goal was (and for the entirety of the series, is) to take over as the dominant force in the Galaxy.

During one particular Pirate raid led by Ridley, the Pirates targeted the colony K2-L in an attempt to steal the mineral called Afloraltite, a great source of fuel and energy. During the raid, a small human child came upon Ridley amidst all the destruction. Ridley attacked the girl, but her mother took the blow for her. With the mother dead, Ridley planned to kill the small child, but an explosion destroyed his ship (caused by the girl's father in a suicide bombing) and he was forced to leave. This girl was later brought to Zebes by Chozo who she then lived with. This girl, Samus Aran, grew up with the Chozo even as she developed a hatred for the Pirates.

On an expedition to SR388, The Federation discovered an organism known as a Metroid. Studies showed that exposure to beta rays would cause them to multiply. This 'Metroid' is theorized to have wiped out an advanced civilization on SR388.

When the Pirates learned of it, they immediately set out and attacked the ship containing the capsule. They stole the hibernating Metroid and brought it to the fortress planet of Zebes in hopes of using the Metroid as a biological weapon. The planet, a confusing labyrinth underneath and an impregnable rock layer on top, was a prime selection for the Space Pirates. The Federation, knowing what destruction this creature could cause, sent out search teams to find the Metroid and return it to Federation authority.

Eventually, they tracked the Pirates down and began attacking the planet and the Pirate base, yet none of their forces could penetrate it. Meanwhile, the Pirates in the base were successfully cloning Metroids, and the Federation was now desperate. They proceeded to called in the famous Space Hunter, Samus Aran, to stop the Pirates, destroy the Metroids, and eliminate the Pirate leader which ran the base on Zebes which was a creature named Ridely and the Pirate computer, Mother Brain.

Metroid / Metroid Zero Mission edit

In the original Metroid the Space Pirates were not featured in the game at all; their activities were only mentioned in the game's instruction manual. For the remake Metroid: Zero Mission, Space Pirates were included in the game's final section. Their appearance (or lack thereof) in Tourian in the original Metroid is retconned in Zero Mission, as dried Space Pirate husks are seen strewn throughout the Metroid-infested area. It can be assumed that the Space Pirates lost control of the creatures and were wiped out. This would be the first, but far from the last, time that a pirate group would meet this fate.

Metroid Prime edit

File:Space Pirate.jpg
Space Pirate as seen in Metroid Prime

After the destruction of their Zebesian base, the Pirates split into two groups; one would return to Zebes and attempt to rebuild their base and revive Mother Brain while the other searched for a powerful energy source to aid the Pirates (somewhat reminiscent of their previous hunts for Afloraltite). Not long after did the second group detect a massive energy supply emitting from the planet Tallon IV, a former home of the Chozo. The Pirates then landed there, and set up a base to find the energy and use it. When found, they named it Phazon, a radioactive substance directly responsible for the decline of Tallon IV's environment.

Building a base in the Phendrana Drifts, where the cold temperatures made it easier to maintain and control experimental life-forms, as well as a massive mining complex, the Pirates began experimenting with Phazon. Once they learned of its potential, they began exposing Tallon's inhabitants to Phazon. However, initial tests were unsuccessful, and most third generation specimens died.

However, they eventually mastered Phazon exposure, and learned that if the creature survived the infusion process, muscle tissue would grow, though brain tissue degenerated, causing insanity. Eventually, with enough testing of different Phazon types, the Space Pirates found a way to mutate organisms without much loss of brain tissue.

Eventually they brought Metroids to Tallon IV to see what a Metroid's reaction to Phazon would be. After an initial problem at the landing site resulting in the death of three Metroids, they were safely transported to Phendrana Drifts, due to a new find that cold temperatures made them sluggish. They soon learned that Metroids could absorb this energy without limitation, resulting in a different evolutionary growth; they would evolve either into Fission Metroids or Hunter Metroids.

Once mastered, they even began experimenting on their own kind, which ended up being the creation of the Elite Pirates, the Phazon Elites, and the culmination of their efforts created the Elite Pirate Upsilon, or the Omega Pirate. Certain Phazon would bring a new age to the Pirates, they continued Phazon experimentation with various creatures, including parasites on an orbiting frigate, Orpheon.

Late in their operations they traced Phazon back to its source; the impact crater of the meteor that brought Phazon to Tallon IV. They sensed massive energy readings from within, and even detected bio signs of a giant creature located in the crater, absorbing high amounts of Phazon. However, they could not access said crater due to a powerful containment surrounding it. Tracing the field back to a Chozo Temple, they learned that in order to breach the shield, twelve Chozo artifacts would be needed. Finding a few, they continued their search in hope of controlling both the Phazon and the creature in the crater.

In the original, U.S. version of Metroid Prime, the Space Pirates eventually found the creature, and named it Metroid Prime. They were amazed at its capabilities: not only could it absorb Phazon, but it could also produce it. They tried to contain it, but it escaped several times, at one point assimilating Space Pirate weaponry. Other versions of the game laid out the sequence of events differently. The pirates were only able to detect Prime beneath the surface, leaving its name and the technology it had absorbed unexplained.

They also resurrected the defeated Ridley, and added cybernetic enhancements, making him an even fiercer opponent. They called their new creation "Meta Ridley". The Space Pirate High Command also planned on allowing him to head Pirate Security. However, he could not do so until his enhancements were complete on Orpheon.

In the Chozo Ruins while exploring for Chozo items, they encountered several Chozo-like entities, named Chozo Ghosts. Killing many personnel, the Pirates planned on destroying these apparitions, which seemed to haunt several religious areas.

Eventually, Phazon exposure of the Parasites resulted in the birth of four enormous mutant Parasite Queens. Two died due to Phazon overexposure, but the remaining two survived, and one escaped. It and the mutated Parasites eventually eliminated or injured a significant majority of the Pirates on board, excluding Meta Ridley. A distress signal was sent out, but Samus Aran detected the distress call and went out to find its source. Eliminating a Parasite Queen, she was forced to flee as the body fell into the reactor. On the way out, she spotted Meta Ridley, chasing after him as he escaped to the planet.

After causing havoc in their Phendrana base, she proceeded on through the crashed Frigate Orpheon to Phazon Mines, where she learned of the Pirates somewhat successful attempts to duplicate Samus's weapons (the Power Beam, Wave Beam, Ice Beam, and Plasma Beam) and used them against her. While capable of similar power, they were of inferior design and could be destroyed by using the weapon that corresponded with their own.

Traveling deeper into the Mines, she encountered the Elite Pirates and the Phazon Elite, proceeding all the way to the Elite Quarters, where the Omega Pirate dwelt. After defeating the Pirate, it crashed upon her, infusing her suit with massive amounts of Phazon, creating the Phazon Suit. With the defeat of the Omega and the Elites, the Pirates were all but finished.

After acquiring all the Chozo Artifacts, Samus traveled to the Artifact Temple where she could access the Impact Crater and destroy the Phazon and the creature there. In a final attempt to stop her from entering the Crater, Meta Ridley arrived and tried to kill her once more, destroying much of the Temple in the process. Samus ultimately defeated him, and in their wrath, the spirits of the Chozo cause the statues of their race to send piercing lasers toward Ridley's body, with the large amount of force launching him over the edge of the Temple; the last that is seen of him is a massive explosion somewhere within the Crater.

Hunters edit

The Pirates played a very small role during the events of Metroid Prime Hunters, but Weavel, a former Pirate general was introduced. In a previous battle with Samus Aran, he was defeated and supposedly killed, but was found by fellow Pirates and restored to health. However, the damage was so extensive his brain and spine were implanted in a space pirate copy of the chozo suit Samus wears. Although losing the rank of general, he quickly proceeded to the tops of the Pirate assassination force due to his unique physique and his prior training. Mastering the Battlehammer and utilizing his alternative form, the Halfturret, he proved himself to be a formidable foe. He was one of the many who received the telepathic message from the Alimbic Cluster, and took off in search of it. There he traveled the Cluster in search of Octoliths, which would lead him to the Ultimate Power spoke of in the message. However, whether or not he wanted the Ultimate Power for himself or for the Pirates is unknown.

Finally accessing the Oubliette when Samus Aran operated the Alimbic Cannon to find the Ultimate Power, he and the other Hunters joined together to open the seal holding what they believed the Ultimate Power was. However, when the seal broke, a monstrous creature known as Gorea emerged, who then drained them of energy and duplicated their weapons as its own.

After Samus Defeted Gorea (she had witnessed the defeat of the other Hunters) the Hunters ships, along with Weavel's, were seen escaping the exploding Oubliette. Nothing more is known of Weavel.

Metroid Prime 2: Echoes edit

After their defeat on Tallon IV, the Pirates went off in search of more Phazon to compensate for their losses on Tallon IV. Finding energy readings on Aether, they traveled to what they presumed was a peaceful planet. They soon learned that a terrible war was being waged between the natives, the Luminoth, and an unknown foe. Creating a base in Agon Wastes, they discovered the Dark Beam, the means to open a portal that led to Dark Aether. Learning of a Phazon meteor that caused the planet to split into a Light and Dark world and the birth of a race of dark creatures known as the Ing, they immediately requested more military support, as even the atmosphere in Dark Aether was poisonous.

Realizing that all planetary Phazon was found in Dark Aether, they began mining operations, which turned into a disaster. The Ing, believing the Pirates to be enemies, constantly attacked the Pirates, possessing and destroying them. Not only that, but planetary instability was high due to a large attack somewhere in the mountains, most likely the Ing's raid of Sanctuary Fortress. Phazon experimentation on Metroids was also carried out.

The Pirates also were forced to deal with Dark Samus, who they believed was actually Samus Aran. The creature raided their base, only stealing Phazon to sustain itself and destroying anything that tried to hinder its progress. In one attack, Dark Samus destroyed the Pirates' shield generator, causing them to be discovered by the Federation ship Tyr, the original target of Samus's rescue mission. However, the Federation's weapons were ineffective against the Ing and the entire crew was soon killed.

Following Samus Aran's arrival on Aether, after finding out that Dark Samus was not Aran, the Pirates hoped to form an alliance with Dark Samus, discovering that it held a grudge against her for destroying its true form in Metroid Prime. However, this peace proposal went unheeded, and Dark Samus continued to interfere with the Pirates' plans until it was vaporized by Samus. After the collapse of Dark Aether, the Pirates were forced to abandon their base.

Metroid Prime 3: Corruption edit

File:MP3C Space Pirates.jpg
Pirates from the E3 2006 demo.

After the events of Echoes, the Galactic Federation rendered assistance to the remaining Luminoth in removing Space Pirate equipment from Aether. In doing so, the small amount of Phazon left on the planet was revealed, and the Federation salvaged a portion of what was left to conduct their own experiments. Upon learning of the remaining Phazon, the Pirates took it upon themselves to stealthily extract what was left of it, but in the process they had collected a dormant Dark Samus along with the Phazon.

Dark Samus took control of the Space Pirate force, brainwashing them into following her orders without question. They considered it an honor for Dark Samus to launch a Leviathan at their home planet, corrupting it with Phazon. In addition, they raided the G.F.S. Valhalla, stealing the ship's resident Aurora Unit, 313, and using it to corrupt the other Aurora Units with a Phazon virus. Due to Dark Samus' control over them, the Space Pirates become powered by Phazon instead of corrupted by it.

The Galactic Marine Corps. use a prototype suit stolen from Space Pirate bases. The suit is named the Phazon Enhancement Device (PED for short) the suit can transfer energy in a backpack to strengthen the body of the user. Apparently the suit of the Marine Corps. is much safer than the Space Pirate technology. The original suit caused many Space Pirates to produce a disease called Phazon Fever. It was possibly referenced in Metroid Prime 2: Echoes that a pirate got this "fever" showing that the Space Pirates were possibly experimenting this suit even then. The Space Pirates have perfected the technology as well, however; most of their main force is capable of using the PED at will.

In the game, the Space Pirate Homeworld (never given a specific name) is visited for the first time. It appears that all traces of organic material, with the exception of Phazon, has been purged from the planet; everything is metallic. Acid rain constantly pours down in unsheltered locations, harming those without proper protection. A series of connected subways are used to traverse the homeworld effectively.

According to scans of Space Pirate Militias, disobedient members often find themselves as "dinner" for regular troopers, suggesting that Space Pirates are (at least to some degree) cannibalistic.

Super Metroid edit

Gone from the events of Metroid II: Return of Samus, they returned for Super Metroid in a second attempt to use Metroids for galactic conquest. At some point before this game, they allied themselves with the KiHunters, Space Pirates from another galaxy. Reestablishing a base on Zebes, the Space Pirates also resurrect the mainstays of the Pirate armies: Kraid and Ridley, along with Mother Brain. Ridley goes out to steal the last known Metroid hatchling from a space colony, shortly after it was brought there by Samus, who was returning from an expedition to SR-388 where she wiped out the rest of the species. A distress signal was sent out quickly, and Samus returned, but Ridley escaped with the Metroid.

Samus chased Ridley back to Zebes, and finally defeated the final boss needed to unlock Tourian in the deeper section of Norfair. It is unknown if Phantoon and Draygon were associated with the Space Pirates in any way, but given their importance, along with Kraid and Ridley to open the final section of the game, they might have been leaders of some sort. Supporting this theory are the golden statues built on the entrance to Tourian, which represent (and possibly honor) the four major bosses in Super Metroid: Kraid, Phantoon, Draygon and Ridley. Samus, having access to the core of the base, entered and faced the Mother Brain but was unprepared to face Mother Brain's second form. As Mother Brain was about to destroy Samus, the Super Metroid arrived and refilled her energy. Mother Brain destroyed the Metroid during the process, but not before it powered up Samus's Power Beam. Samus, enraged by the death of the Metroid, used her new weapon to destroy Mother Brain. Escaping, Samus saw the final destruction of Zebes, and a powerful blow to the Pirate organization. The Metroids had been hunted to extinction, Ridley, Kraid and Mother Brain were once again destroyed, but whether or not the Space Pirates were finished or if they had more bases is unknown at this time.

Metroid Fusion edit

Once again the Pirates played a small role during the events of Fusion. Samus stumbled upon the frozen corpse of Ridley on the B.S.L. station, in cold storage by Federation scientists. X Parasites mimicking Pirate troopers also appeared, suggesting that they somehow absorbed Pirate DNA. It is unknown if there were any Pirates on the station, since they would have been killed, and subsequently mimicked, by the parasite.

Organizations edit

High Command edit

There are a number of references to "Command" or "High Command" in Pirate logs in both Metroid Prime and Metroid Prime 2: Echoes. Command is apparently the head of the Space Pirates, responsible for issuing orders, troops, and supplies. While this body is authoriatarian, it is not totalitarian, as one Space Pirate's log on Aether openly rebelled against the government established there.

Science Team edit

There are several references to "Science Team" in Pirate Logs in both Metroid Prime and Metroid Prime 2: Echoes. It appears that they direct research. They are below Command in the hierarchy of Pirate society, but because they are not a military division, they have more leeway than the rest of the Pirates. Science Team appears at times to be rather detached from what actually goes on in the field; in particular, one major disaster involved their belief that Metroids could be domesticated; the creatures entered a rampage and killed some Pirates before being destroyed themselves.

It would seem that Science Team is sometimes at odds with some Pirate soldiers as evidenced by a miscellaneous Pirate Log which can be found in the Pirate's make-shift base camp in the Agon Wastes of Aether. The log appears to be written by a skeptical Pirate who disagrees with a plan of Science Team's, making the point of saying that Science Team "has vapor for brains."

Security Team(s) edit

The group of Pirates that Samus Aran finds herself fighting off in the Metroid games. Security Team is not so much a group as it is a name for the group of Pirates who have the responsibility of defending bases from intruders. They are also in charge of defending and/or carrying out scientific experiments for the higher orders.

Pirate society and laws edit

In the Space Pirate society, obedience is a strict law. Those who do not comply with orders from higher command officials will be met with strict and cruel punishment. The punishments range from simple ration and pay cuts to death; offenses punishable by death include any signs of cowardice in a battle or sympathy towards a victim, as well as inability to follow orders, which is considered equal to treason. However, they do appear to allow free speech, as some computers in Echoes have messages that criticize High Command or Science Team. Whether these aggressive traits are inherent to the species or merely a product of their society remains a mystery.

The true leader of the Space Pirates is the subject of some debate. The Mother Brain was assumed to fill that role for some time, but the Metroid manga revealed that the Mother Brain was an ally of the Chozo on Zebes before it was taken by the Pirates. Also, the repeated mention of a High Command in the Prime games indicate that many Pirate operations take their orders from another source. According to the last game to mention leadership, Metroid Zero Mission, Ridley is (or, at least, was) the leader.

While the Space Pirates appear to be very good at stealing and modifying technology and bioforms, they seem to have little regard for the safety of their researchers, soldiers or experimental subjects. Given the rate at which they seem to go through each of the above, as well as their willingness to experiment on their own species, it can be assumed that they have a vast existing population and/or a rapid breeding rate. The recurrence of certain powerful creatures (primarily Ridley, but also Kraid and Mother Brain) suggests that the Pirates possess some sort of resurrection or cloning technology, which may also explain their willingness to let mass numbers of their own kind die. The method by which the Space Pirates reproduce, and even whether or not they have sexual traits, is still unknown.

In Prime, a message warning of Phazon madness in pets indicates that the Pirates keep domesticated animals, though no such animals are actually seen. In Echoes, one computer's information states that a member of the Science Team had been affected by Phazon madness, and, claiming the Phazon for himself, held his companions at gunpoint until security arrived. Several messages in Echoes inform Pirates that Metroids should not be kept or considered as pets, implying that at least one Pirate has tried to tame a Metroid (and was likely killed by the creature). Apart from this, no other records exist to indicate any concept of leisure or entertainment, let alone art, in Space Pirate culture.

In Prime, it is noted that Pirates use live creatures for target practice, as one Pirate log notes that a Pirate attempted to use a Metroid as target practice, and barely survived, receiving severe brain damage.

The basis of the Pirates' lofty ambitions of conquest has yet to be revealed, along with their origin. Despite their fanaticism for their cause, a religious motivation is unknown. Although their disregard and contempt for religions makes this appear unlikely, Space Pirate Data Log 11.420.7, entitled "Metroid Morphology," which is found in the first Metroid Prime, does suggest some sort of spiritual impetus:

"Metroid dissection continues to provide 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 a Metroid actually extracts the life force from its prey 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."

However, a definitive explanation for their origins and behavior has yet to be given.

Technology edit

Galvanic Accelerator Cannon edit

The Galvanic Accelerator Cannon (GAC) is a weapon used by the Space Pirates stationed on Tallon IV in Metroid Prime. GACs are also equipped to Humility Class Turrets in Metroid Prime 2: Echoes

Attached to the beings' right arm, the GAC's are fired by raising their single finger into an alcove containing a trigger.[citation needed] They fire small, reddish bolts of energy capable of dealing minimal damage, but they fire very fast and have extremely low recoil.[citation needed]

Quantum Assault Cannon edit

After the events on Tallon IV, the Pirates abandoned GACs for QACs, Quantum Assault Cannons, seen throughout the rest of the series — prototypes of these can be found in Lab Hydra, and a few are seen in the first story, depicted in Metroid: Zero Mission.

Scythes edit

The standard pirates stationed on Tallon IV had powerful scythe blades attached to their wrists, although they are more like bayonets or swords. These swiveled up alongside their arms when not in use, and rapidly swung out into attack position when situations called for close-range attacks. Troopers had their blades, dubbed Photonic Power Scythes, grafted directly onto their left arms, evidently replacing their hands, on both Tallon IV and Aether. Commandos on Aether had energy blades that emerged from the tips of their cannons, and some of the pirates in Corruption have similar blades that form from their left wrists.Weavel in Prime Hunters has what looks like an energy bayonette on his wrist, which he uses in his alt-form.

Shields edit

Pirate Commandos have energy shield generators carried on their left arms, which deflect all attacks. In Echoes, they are indestructible. However, in Corruption, one can "grab" a shield with the Grapple Beam and toss it away.

Space Frigates edit

The Space Pirates are seen to use gigantic spaceships to move around space, and two of these are visited by Samus throughout the series. In Metroid: Zero Mission, she sneaks into a huge purple spaceship. The actual name of the ship is not revealed, but the game refers to it as the Space Pirate Mother Ship. After recovering her Power Suit, she destroys the ship, steals a fighter ship, and escapes.

In Metroid Prime, Samus' adventure starts by exploring the space frigate Orpheon, which has been recently evacuated due to a catastrophic uprising of experimental test subjects. (Namely, the Parasite Queen specimens.) Samus destroys the frigate and escapes, leaving the Orpheon crashing down on Tallon IV. Later in the game, she finds and revisits the wreckage of this ship.

Logs in the Orpheon's map room also make mention of other frigates, such as the frigate Vol Parragom.

These frigates usually appear alone and without aid of a larger fleet, and, when orbiting planets, seem to be the source of the many experiments and strongholds planetside. This seems to suggest that the Pirates are very independent of High Command, and this may also explain their wide range of appearances, since they may identify each other's position in physical appearance and personal experimentation. For example, Orpheon, in Metroid Prime, in-game (the official artwork reveals a far more insectoid figure), boasts Pirates with muscular, reptilian features under a scaly exterior with almost fleshy covering, and heads with clearly defined claw-like hands and mouths, also reptilian. However, the ship the GF troopers shoot down at the beginning of Metroid Prime 2: Echoes boasts the planetside Pirates with their distinctive claws, insectoid heads, and a clearly defined exoskeleton.

Starfighters edit

In Metroid: Zero Mission, several one-manned Space Pirate starfighters are seen escorting Ridley's Space Frigate. They appear some time later once Samus attempts to escape after defeating Mother Brain, and is set upon by several of the ships. Their shape can be described as mimicking a horseshoe crab, complete with a long tail. They are colored green, and have a symbol of unknown meaning on them. Their speed is swift, although they couldn't overtake Samus's ship in Metroid Zero: Mission. The craft's firepower was strong enough to take her ship down, although whether Samus' ship had shields or was critically hit is not known. Samus later stole one of the vessel when she escaped, though it was colored cyan and lacked a symbol.

After Metroid: Zero Mission, no fighter has been reported, although there have been several dropships depicted. One type is in Metroid Prime 2: Echoes, and is roughly the same size as a Federation Dropship, and can indeed fly into space. The other type has been seen in the demo(s) of Metroid Prime 3: Corruption, and looks as if it can only hold at least two Pirates, who are passengers. It is unknown whether this smaller carrier can fly into space, or if it is even piloted by a Pirate and not robotic.

Space Pirate variants edit

Pirate Troopers edit

The most common, well-known form of the Pirates in the games. They contain moderate shielding and are the mainstay of the Space Pirate crews. They wield either Galvanic Accelerator Cannons or Quantum Assault Cannons, and are quite agile. Some wield photonic energy scythes for a melee attack. They rapidly attack intruders with their accelerator cannons and will charge or jump over large distances to attack enemies with their scythes. Pirate troopers will often disable door systems in the rooms intruders are in so they cannot escape. Troopers usually form some kind of basic tactic to deal with foes, generally involving the simple fact that Troopers are rarely (if ever) alone. Space Pirates will also cling to walls while firing or run up close for a melee attack. Space Pirates will hide when on duty so as to not be seen. When intruders enter, however, they will attack with extreme aggression and prejudice. They are the only enemies seen in a Metroid game, other than an SA-X, capable of opening doors Samus has run through. It is unclear how they created log entries on computers, or exercised any fine motor skills whatsoever, without fingers, so it may be possible that the lobster-like appendages are merely a covering, and are removable. Or the computers are able to pick up brain waves that the Space Pirates send out, but no information has been shown that supports this idea.

Elite Pirates edit

During their stay on Tallon IV, the Pirates started a program known as "Project Helix". On the most basic level, the Project was a supersoldier experiment, using Phazon to mutate and enhance their own kind. The resulting creatures were the Elite Pirates. Elite Pirates are roughly two or three times the size of normal Pirates and are highly dangerous at any range. Prior to Samus Aran's arrival on Tallon IV, Elite Pirates were to be rushed into mass production to launch attacks on all of the Space Pirates' enemies—however, these plans were abandoned after she destroyed their labs. The Elite Pirates have an energy-siphon system, allowing them to absorb beam weapon energy with hand-produced shields. They use this siphoned energy to fuel their massive Plasma Artillery Cannons. Concussive weapons (Missiles) are more effective against Elites.

Phazon Elites edit

Phazon Elites were the result of the Pirates' first attempts at creating Elites. Phazon Elites were no larger or faster than the more efficient, easily produced Elites that followed, but were far stronger. Due to a failure to understand the complete nature of Phazon at the time, the Pirates gave the Phazon Elites far more than was necessary, resulting in a drastically shortened lifespan and psychosis in most subjects. The single product that did survive was covered in bulging, Phazon-filled veins, but was incapable of using them for anything; they were simply a corruption that would eventually be its undoing. Before that time came, though, Samus killed it to find a Chozo Artifact.

The Phazon Elite doesn't use the Plasma Artillery Cannon of its "descendants"; rather, it relies far more on the shockwave generator in battle. This sacrifice is not without its benefits, however; the lack of the vulnerable cannon makes the Phazon Elite nearly twice as hardy and enduring as its counterparts.

Omega Pirate edit

Elite Pirate Upsilon, codenamed 'Omega Pirate' by its creators, is the most powerful of the Elite Pirate forces, and is by far the largest, dwarfing the other Elite Pirates. The Omega Pirate was the ultimate result of Project Helix. Most Elite Pirates either suffer from serious cases of Phazon Madness or die after such intense infusion, but Upsilon had a natural tolerance for these effects, allowing infusion to go far beyond standard safety restrictions. The Omega Pirate has shielding on its weak spots and can regenerate tissues by covering its wounds with Phazon. It can render itself invisible to the naked eye with a cloaking device called the Chameleon Manta (though it can be traced with the X-Ray Visor). It can only be damaged while regenerating. If it completes its regeneration, Samus has to start all over again with destroying its armor. It is of great size (roughly four times as tall as Samus), and also wields retractable wrist bayonets, an energy deflection shield, and a more powerful version of the Plasma Artillery Cannon, known as Plasma Incendiary Launchers, as well as a Wave Quake Generator that is faster and more powerful than that of basic Elite Pirates. The Space Pirates are said to consider the Omega Pirate the pinnacle of the Phazon program, with its only weakness being its high dependence on Phazon to sustain itself. Omega can also summon Beam Troopers as a distraction, but ironically, most of its attacks can destroy any unlucky Trooper that is on the ground. Defeating the Omega Pirate gives Samus the Phazon Suit, which protects her from Blue Phazon damage (but not the Orange Phazon in the Impact Crater). She obtains the suit when the dead Pirate collapses on her, enhancing her suit with the huge amounts of Phazon stored within its body.

Pirate Commando edit

File:Space Pirate Commando.jpg
While the space pirates of Metroid Prime 2 were already substantially visually different from those in Metroid Prime, the Commandos looked considerably more different.

Pirate Commandos are trained for the sole purpose of "hunting the Hunter". Dangerous combatants at any range, they carry variable pulse cannons, EMP-grenade launchers, and energy scythes. They also have a portable shield generator which allows them to shield themselves from attack and jetpacks to travel quickly over any terrain. On the planet Aether, Ing warriors were known to possess them. In fact, these pirates were prized amongst the Ing as trophies. These "Dark" Pirate Commandos could phase in and out of local time-space at will, due to the fact that only Hunter Ing, which also have the phasing abilities, are allowed to possess them.

Pirate Grenadier edit

Found in Metroid Prime 2: Echoes, this is a standard Pirate capable of firing high-powered grenades at intruders. They have the same health amount as other Pirates, but often stay on high ground, due to the fact that they lack any other weapons. Despite the fact they possess the Scythes of their counterparts, they never use them; if Samus comes into striking range, they prefer to bludgeon her with their grenade launchers (a very weak, clumsy effort).

Flying Pirates/Pirate Aerotroopers edit

Flying Pirates (later called Pirate Aerotroopers) are standard Space Pirates outfitted with missile launchers and jet packs. Their appearance, however, varies somewhat from other Pirates. They are less bulky, and have somewhat lighter green skin. These Pirates often are the second most common Pirates in Space Pirate operations. They are quite agile and attack furiously with missiles and standard Pirate armaments to eliminate their targets. The jetpacks are not without their flaws, however; in addition to generating vast quantities of heat and smoke (which make tracking with Thermal Imaging and the naked eye much easier, respectively), the jetpacks can be overloaded by extreme heat, such as that caused by the Plasma Beam or Light Beam. When shot down (if not completely destroyed), Aerotroopers will attempt a last-ditch Kamikaze attack which consists of them spiraling toward their target which causes their jetpacks to explode. According to the log entry on aerotroopers, they do this because they prefer "death before dishonor".

Aqua Pirates edit

Aqua Pirates utilize many of the same weapons as their flying brethren. Along with their exoskeletons, their thruster-packs have been modified for aquatic use and they use technology similar to that used in Samus's Gravity Suit. As with Aerotroopers, the thruster-packs of Aqua Pirates are easily tracked with the Thermal Visor. These defects are partly apparent to the Space Pirates, who work to correct these problems. Interestingly enough, the missiles used by Aqua Pirates are far slower than those used by Aerotroopers, and are even more easily dodged, most likely caused by their impeded movement in water.

Beam Troopers edit

Beam Troopers wield reverse-engineered versions of Samus's Chozo beam weapons. These copies are flawed, however. They are less powerful than the originals, and a flaw in their shielding leaves their users vulnerable to the same type of weapon (i.e. the Power Beam is effective against Power Troopers). Ice Troopers have the greatest weakness to the corresponding beam; they can be frozen with the Ice Beam and then shattered with a missile, though the Ice Beam must be charged to freeze the trooper. Power Troopers utilize the Power Beam, Ice Troopers use the Ice Beam, Wave Troopers carry the Wave Beam, and Plasma Troopers wield the Plasma Beam. The shots from all of these weapons look almost, if not exactly, the same as Samus's ordinary Power Beam shots, and all of them behave the same way. These troopers will often swarm intruders in large numbers and were quite common in the Phazon mines of Tallon IV.

In some versions of Metroid Prime, the beams have different effects on the harder difficulty setting; Power Beams knock Samus backwards, Wave scrambles the visor, Ice has a small freeze chance, and Plasma has a small chance to ignite Samus.

Shadow Pirates edit

Only a select group of Space Pirates have access to cloaking technology; these are the Shadow Pirates. This cloaking technology drains large amounts of power, forcing them to rely solely on melee weapons (energy scythes) in battle. Thermal tracking is still effective for locating Shadow Pirates. Ironically, it isn't very difficult to track a Shadow Pirate with the naked eye alone; the cloaking device releases periodic sparks of energy that serve as a (potentially life-threatening) giveaway to the Pirate's location. Shadow Pirates and Beam Troopers both have a tendency to cling to walls and attack.

Metroid Prime 3: Corruption Space Pirates edit

Metroid Prime 3: Corruption features several new classes of Space Pirate enemies. With the exception of Pirate Militia, slaves and criminals used as battle fodder, most Pirate Troopers carry assault rifles, energy scythes, EMP grenades, and Dash Jet systems for increased mobility. Aerotroopers return, with twin Remote Attack Pods that can fire particle cannons or helix missiles. Some Militia members or Troopers also appear as Shield Pirate Militia or Shield Pirate Troopers. These enemies carry shields that block most attacks, and must be ripped off with Samus' Grapple Lasso. With the exception of the Militia, all Pirates have P.E.D. functionality, allowing them to boost their own abilities with Phazon.

In addition, Pirate Troopers, Shield Troopers, and Aerotroopers may sometimes outfit themselves in special types of armorsuits: Armored variants block beam attacks but are weak to missiles, while Assault variants can withstand missiles but are weak to charged beam shots. Advanced variants cannot be damaged at all until their armor is blown off with missiles.

Higher level Pirate troops also exist. Pirate Hussars are normal Troopers that ride Korakk Beasts into battle; they come equipped with energy lances that are dangerous from any distance. Commando Pirates are similar to their Metroid Prime 2 incarnations, except they also carry cloaking devices much like Shadow Pirates. Their strong armor protects them from anything short of a Plasma Beam shot.

Berserker Knights and Berserker Lords are Pirates heavily mutated through use of Phazon. The weak point on the back of their heads is shielded with Phazon armor that can only be damaged by rebounding their projectile attacks back at them. Berserker Lords have additional spots on their shoulders that are vulnerable to fire, and both shoulders spots must be destroyed before they even begin shooting projectiles. Knights must survive the highest level of Phazon corruption before they are promoted to Lords.

Pirate Commanders are high-danger enemies that have every weapon Commando Pirates do, but wear Red Phazite armor that can only be pierced with high frequency weaponry. They carry personal teleporters that allow them to warp around the battlefield, and normally enter battle with multiple Commandos beside them and under their orders. Pirate Commanders must serve as Commando Pirates for ten years before receiving a promotion, and Commanders often live to rise to the ruling caste of the Space Pirate homeworld.

Other Types of Pirates edit

Two very strong pirates are found just prior to fighting Ridley in Super Metroid, they are encountered in lower Norfair, in a corridor, with monitor-like devices hanging from the ceiling. These two Pirates jump around at high speed throwing boomerang-like projectiles at Samus, while performing various punch and kick attacks, and are nearly impervious to Samus' arsenal: they can only be shot when resting, and only from behind. However, they could also be damaged by striking them as they did a flying jump attack.

In Metroid: Zero Mission, the Space Pirate mother ship had black Pirates scattered about. On every difficulty, the two black pirates in the hangar area had to be fought and defeated before Samus could escape.

X-Pirates edit

These are normal Zebesian Space Pirates that have been infected and copied by the X-Parasites. They are green skinned with purple armor. They usually cling to walls in shafts and attempt to shoot Samus as she climbs up the shaft. They are also encountered in water and upon absorbing an X Parasite from a fish-like creature, will transform into a mermaid-like version that is extremely fast, but can only live in water. The X-Pirates can absorb multiple X-Parasites and become "Gold Pirates". Entirely gold in color, these "Gold Pirates" are almost the same as regular X-Pirates, but they are much stronger and are only vulnerable from behind.

Weavel edit

File:Weavel MPH.jpg
Weavel

Weavel is a character from the Nintendo DS game Metroid Prime Hunters.

Weavel is a former Space Pirate commander who was severely wounded by Samus Aran on Brinstar (according to the official Hunters strategy guide), leaving only his brain and central nervous system intact. Afterwards, he was fitted with a new robotic body, allowing him to separate his torso from his legs, which then become a stationary turret. It is unknown if he seeks the treasure of the Alimbic Cluster for the Space Pirates, or for himself, but he will remain with the Space Pirates as long as it's convenient. He enjoys missions that no other Space Pirate could accomplish because of his robotic physique. It should be noted that Weavel must have had some special value for the Space Pirates as he was saved and given a new body, when usually Space Pirates have little regard for the safety and/or death of their own kind (or any other beings for that matter).

Weavel uses the Battlehammer, which is an energized mortar gun that is capable of rapid fire shots. When Weavel wields it, it does more damage and has a far greater splash radius. According to the Nintendo Power guide, it has crude mechanics but is effective when properly used. The Battlehammer can also propel Weavel upwards or back if aimed correctly against the wall or even the ground. Although taking damage from the splash damage, it can be used for shortcuts or high places that no other hunter can easily access. This term is referred to as "Battle Hopping" because of using the Battlehammer to propel Weavel in the air. It is also sometimes called a "Quad Jump" which consists of two Battlehammer shots on the ground, followed by a mid-air normal jump by tapping the Touch Screen, and then going into Alt-Form. Four jumps are commonly used in this.

Weavel's alt form is the Halfturret, in which Weavel's body is split into two separate parts at the waist, splitting his remaining health equally between the two parts. His lower body become an autonomous, stationary turret that shoots non-affinity powered Battlehammer shots, while the player retains control of his upper body, which wields a Plasma Scythe. When Weavel returns to his biped form, the health of the two parts combines to form the amount of health he has after switching. In the event that he only has one point of health when transforming into the Halfturret, both parts will have one health point each. Damage taken by the upper half will not affect the turret unless the upper half is destroyed, in which case the turret explodes too. If the turret is attacked, it damages both parts. If the turret is destroyed, Weavel will be left with only one health point.

Strangely enough, Weavel activated his plasma scythe in the opening video, but in Hunters, he does not use it unless he's in his alt form. The scythe was potentially a good melee attack, but Weavel doesn't use it in favor of the slightly weaker Battlehammer. This is probably because none of the other characters utilize melee weapons except in alt-form. This makes an imbalance among the seven hunters, making a "High-Tier" hunter such as Sylux, a more favorable hunter due to the lack of speed in the Half-Turret.

References edit

External links edit

Metroid series
Mainline Metroid / Zero Mission | Return of Samus | Super | Fusion | Dread
Prime Prime | Prime 2: Echoes | Prime 3: Corruption | Prime: Hunters
Spinoffs Metroid Prime Pinball | Metroid Prime: Federation Force