Metroid franchise strategy guide/Universe of the Metroid series
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This is a an article on the fictional Universe of the Metroid series.
Concept and creationEdit
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 PiratesEdit
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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 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. 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).
There are mapping discrepancies between Metroid: Zero Mission and Super Metroid because of the Space Pirate Mothership explosion at the end of Zero Mission.
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.
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.
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 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.
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 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.
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.
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.
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).
- Phantoon (boss)
- Covern (ghosts of the crew)
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.
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 MothershipEdit
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 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.
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 is a fictional element 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.
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.
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, 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.
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.
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.
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."
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.
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.
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.
- In the TV show Captain N: The Game Master, Mother Brain is portrayed as a female supervillain, with a more human-like face, and two eyes instead of one. This depiction was also used in the Valiant-published comic book based on the series, and in an obscure German comic, with even larger and more grotesque lips. Mother Brain's voice in the Captain N: The Game Master cartoon was provided by Levi Stubbs of Motown act The Four Tops, who also played the voice of Audrey II in the 1986 version of Little Shop of Horrors. Like Audrey II, Captain N's Mother Brain had a fiesty and flamboyant personality. She was very power-hungry but also rather incompetent and easily frustrated by her slow-witted assistants, King Hippo and the Eggplant Wizard.
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.
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 MissionEdit
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.
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.
- 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  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.
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 ComicEdit
Kraid is also seen in the comic based on Super Metroid that was run in the pages of Nintendo Power and later reprinted.
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.
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 MissionEdit
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.
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.
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: EchoesEdit
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: CorruptionEdit
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 resistence. This may show that some pirates do not approve of what others of their group are doing.
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.
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.
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.
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."
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 lawsEdit
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.
Galvanic Accelerator CannonEdit
Attached to the beings' right arm, the GAC's are fired by raising their single finger into an alcove containing a trigger. They fire small, reddish bolts of energy capable of dealing minimal damage, but they fire very fast and have extremely low recoil.
Later in Prime, they reverse engineered Samus' beams, attaining their own (weaker) versions of them.
Quantum Assault CannonEdit
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.
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.
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.
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.
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 variantsEdit
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.
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 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.
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 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.
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 AerotroopersEdit
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 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 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.
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 PiratesEdit
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 PiratesEdit
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.
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 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.
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.
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".
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.
- 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.
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.
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.
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.}}
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.
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 TechnologyEdit
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 enegized 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 LuminothEdit
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 LuminothEdit
- 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.
- 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.
- Metroidprime.com, Inter-Stellar Network — Phazon Retrieved on March 19, 2007
- GameFaqs.com, Metroid Prime Log Book FAQ Retrieved on November 18, 2006 Invalid
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- Generartion-N, Classic Metroid enemy Kraid was planned to be in Metroid Prime. Retrieved on August 20, 2007