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Log Book Guide (EU)

by BlitzBoy

                       __  __      _             _     _
                      |  \/  | ___| |_ _ __ ___ (_) __| |
                      | |\/| |/ _ \ __| '__/ _ \| |/ _` |
                      | |  | |  __/ |_| | | (_) | | (_| |
                      |_| _|_|\___|\__|_|  \___/|_|\__,_|
                         |  _ \ _ __(_)_ __ ___   ___
                         | |_) | '__| | '_ ` _ \ / _ \
                         |  __/| |  | | | | | | |  __/
                         |_|   |_|  |_|_| |_| |_|\___|

                                 Log Book Guide
                                 (PAL Version)

Version: 1.22
Author: Luke Scutt (BlitzBoy)
Email: [email protected]

*******************************************************************************
*******************************************************************************

TABLE OF CONTENTS

*******************************************************************************
 __________________________________________________
| I.    --  Version History             --  ID#000 |
| II.   --  Introduction                --  ID#010 |
| III.  --  Log Book List               --  ID#100 |
|            --> Pirate Data            --  ID#110 |
|            --> Chozo Lore             --  ID#120 |
|            --> Creatures              --  ID#130 |
|            --> Research               --  ID#140 |
|            --> Artifacts              --  ID#150 |
| IV.   --  Pirate Data                 --  ID#200 |
| V.    --  Chozo Lore                  --  ID#220 |
| VI.   --  Creatures                   --  ID#240 |
| VII.  --  Research                    --  ID#260 |
| VIII. --  Artifacts                   --  ID#280 |
| IX.   --  Limited-Time Scans          --  ID#300 |
|            --> Log Book Order         --  ID#310 |
|            --> Chronological Order    --  ID#320 |
| X.    --  General Info                --  ID#400 |
| XI.   --  Outro                       --  ID#800 |
|            --> Credits                --  ID#810 |
| XII.  --  Copyright Notice            --  ID#999 |
 ---------------------------------------------------

*******************************************************************************
*******************************************************************************

I. Version History                                                       ID#000

*******************************************************************************

-----------------------
Version 1.22 | 29/12/06
-----------------------
Fixed an error (thanks to Rainier Wolfcastle). This error should only affect
NTSC gamers so those I originally aimed this guide at shouldn't have noticed
any problems. Side note: I've been planning to revamp my old guides as my new
guides (or rather, my *planned* future guides >_>) use a different format that
I like better. If any of you read this in 2008 and it still hasn't been
updated, feel free to email and berate me. >_<

-----------------------
Version 1.21 | 05/01/05
-----------------------
I've now been informed that the Log Book for the Player's Choice version of
Metroid Prime is NOT the same as the PAL version (aside from the fixed Ice
Shriekbat glitch). I can't confirm either side of this but I'm just going to
assume it isn't the same and advertise this as PAL only. But either way, you US
players can still use this guide as much of the information is identical. If
any of you can confirm whether the Player's Choice version is the same or not
as the PAL version Log Book wise I'd appreciate it.

-----------------------
Version 1.20 | 27/12/04
-----------------------
First, the bad news. I decided to reformat my computer and (cleverly) forgot to
back-up all my FAQ information and notes including a pile of corrections I
hadn't gotten around to fixing up yet. If any of you had emailed in a
correction then I'd appreciate it if you resent it.

In this version, I've added in ID numbers for easy jumping to particular
sections and altered a few bits and bobs of information. Also, my guide is
applicable for the Player's Choice version of the game. It uses the Log Book
that is in the PAL version (as well as all the other things like
non-disappearing Ice Shriekbats and random piles of rubble in front of doors to
make Sequence Breaking harder). So if you have the Player's Choice version of
Metroid Prime this is the guide to use.

------------
Version 1.10
------------
Posted up locations to the Pirate Data and Chozo Lore entries and added to the
credits.

------------
Version 1.00
------------
The first basically complete version of this guide. Includes a list of all Log
Book entries, each individual entry, the locations the for Creature and
Research entries, a listed of tgose annoying limited-tim scans and some general
information scanning. Took a lot of work and I hope it's helping people. :)

*******************************************************************************
*******************************************************************************

I. Introduction                                                          ID#010

*******************************************************************************

Hello, hello. I'm BlitzBoy and this is my first FAQ. I noticed that this site
(GameFAQs) lacks a bit on PAL content for Metroid Prime, particularly when it
comes to the Log Book. As the PAL Log Book is different from NTSC Log Book in
content and order I'd thought I'd write one up for us PAL gamers. So here it
is! If you are looking for a particular entry using the "Find" command (CTRL-F)
is quite helpful. I've also included little ID numbers so you can easy jump to
each section. As this is my first FAQ I'd appreciate any feedback as well as
any corrections. You can find my email at the top of this FAQ.

NOTE: Although this guide is written for the PAL version of Metroid Prime, much
of the information is identical to the US version of the game so you guys can
use the guide to some degree, as well.

WARNING: CONTAINS SPOILERS!

*******************************************************************************
*******************************************************************************

II. Log Book List                                                        ID#100

*******************************************************************************

Here is a quick list of every Log Book entry. Use this to find entries you are
missing quickly and efficiently.

-----------                                                              ------
Pirate Data                                                              ID#110
-----------                                                              ------
01. Fall of Zebes
02. The Hunter
03. Contact
04. Artifact Site
05. Phazon Analysis
06. Phazon Program
07. Metroid Studies
08. Parasite Larva
09. Mining Status
10. Glacial Wastes
11. Security Breaches
12. Meta Ridley
13. Phazon Infusion
14. Elite Pirates
15. Impact Crater
16. Hunter Weapons
17. Omega Pirate
18. Special Forces
19. Gate System
20. Artifact
21. Metroid Morphology
22. Chozo Studies
23. The Key
24. Metroid Forces
25. Chozo Ghosts

----------                                                               ------
Chozo Lore                                                               ID#120
----------                                                               ------
01. Beginnings
02. Harmonization
03. Purification
04. Worm
05. Meteor Strike
06. Spreading Evil
07. Fountain
08. Cipher
09. Great Poison
10. Entrusted One
11. Contain
12. Prophecy of Light
13. Cradle
14. Infestation
15. Shapeless
16. Shining One

---------                                                                ------
Creatures                                                                ID#130
---------                                                                ------
01. Parasite
02. Auto Turret
03. Zoomer
04. Geemer
05. Sap Sac
06. Bloodflower
07. Seedling
08. Scarab
09. Beetle
10. Plated Beetle
11. War Wasp
12. Ram War Wasp
13. Barbed War Wasp
14. Hive
15. Eyon
16. Plazmite
17. Shriekbat
18. Tangle Weed
19. Venom Weed
20. Blastcap
21. Reaper Vine
22. Stone Toad
23. Plated Parasite
24. Oculus
25. Plated Puffer
26. Hive Mecha
27. Incinerator Drone
28. Chozo Ghost
29. Grizby
30. Burrower
31. Puffer
32. Triclops
33. Magmoor
34. Puddle Spore
35. Crystallite
36. Ice Parasite
37. Ice Shriekbat
38. Pulse Bombu
39. Scatter Bombu
40. Ice Burrower
41. Ice Beetle
42. Flickerbat
43. Jelzap
44. Baby Sheegoth
45. Sheegoth
46. Sentry Drone
47. Space Pirate
48. Shadow Pirate
49. Flying Pirate
50. Aqua Sac
51. Tallon Crab
52. Aqua Reaper
53. Aqua Drone
54. Aqua Pirate
55. Mega Turret
56. Glider
57. Power Trooper
58. Wave Trooper
59. Ice Trooper
60. Plasma Trooper
61. Elite Pirate
62. Phazon Elite
63. Metroid
64. Hunter Metroid
65. Fission Metroid
66. Lumigek
67. Parasite Queen
68. Flaahgra
69. Flaahgra's Tentacle
70. Thardus
71. Omega Pirate
72. Meta Ridley
73. Metroid Prime
74. Metroid Prime

--------                                                                 ------
Research                                                                 ID#140
--------                                                                 ------
01. Small Energy
02. Large Energy
03. Ultra Energy
04. Small Missile Ammo
05. Medium Missile Ammo
06. Large Missile Ammo
07. Power Bomb Ammo
08. Save Station
09. Map Station
10. Missile Station
11. Morph Ball Slot
12. Spinner
13. Spider Ball Track
14. Grapple Point
15. Gunship
16. Missile Door Lock
17. Locked Door
18. Stalactite
19. Zebes
20. Tallon IV

---------                                                                ------
Artifacts                                                                ID#150
---------                                                                ------
01. Truth
02. Strength
03. Elder
04. Wild
05. Lifegiver
06. Warrior
07. Chozo
08. Nature
09. Sun
10. World
11. Spirit
12. Newborn

*******************************************************************************
*******************************************************************************

III. Pirate Data                                                         ID#200

*******************************************************************************

Here is a more indepth guide for the Log Book category "Pirate Data" which
includes descriptions. Most of these are found in the laboratories in
Phendrana Drifts and in the Phazon Mines. A few are scattered elsewhere. "Fall
of Zebes" is located in the Space Frigate at the start of the game.

-----------------
01. Fall Of Zebes
-----------------
--            --
*Log Book Entry*
--            --
Log 09.992.3

Zebes has fallen. All ground personnel are presumed dead, either killed by the
Hunter clad in metal or in the subsequent destruction of the underground
facilities. Our research frigates Orpheon, Siriacus and Vol Paragon where in
orbit at zero hour and managed to retreat. Frigate Orpheon is now docked at
Vortex Outpost. Orpheon's cargo appears to have a 100% survival rate; Metroids
are healthy but on restricted feeding schedules due to uncertain supply status.
We are ready to begin research on the Metroids and other promising life-forms.
Security status remains at Code Blue; no signs of pursuit from the Hunter.

--      --
*Location*
--      --
Space Frigate - Bio-Hazard Containment

--           --
*Author's Note*
--           --
The only Pirate Data that is not found on Tallon IV and cannot be obtained if
missed. This Data talks of the "fall" of Zebes. They talk of their ground
troops being killed by Samus and their underground facilities being destroyed.
This suggests Metroid Prime comes before Super Metroid as Zebes was destroyed
in Super Metroid yet it still seems to be in one piece here.

--------------
02. The Hunter
--------------
--            --
*Log Book Entry*
--            --
Log 10.023.7

Security Command issued an all-points alert after the fall of Zebes. The alert
concerns bioform Samus Aran, also known as the Hunter. Subject is a female
hominid, and is heavily armed and extremely dangerous. Subject uses a powered
armoursuit of unknown design in battle, along with a number of potent Beam and
concussive weapons. All combat units are instructed to terminate Aran on sight,
preferably in a fashion that will allow salvage of her powered armoursuit and
weapons. A considerable bounty will go to the unit who delivers Aran to
Command. Dead or alive, it matters not.

--      --
*Location*
--      --
Phazon Mine - Elite Control

--           --
*Author's Note*
--           --
Looks like the Pirates were pretty cheesed off about the incident that happened
in the original Metroid. They obviously managed to learn a great deal about the
Hunter as they know her name is Samus and she's female. A lot of gamers don't
even know that.

-----------
03. Contact
-----------
--            --
*Log Book Entry*
--            --
Log 10.229.2

Scans of the Spiral Sector detected a massive energy pike emanating from a
Wanderer-class planet identified as Tallon IV. Scout reconnaissance was
immediately dispatched to the center of the spike, a land mass at the heading
mark 40.08.08, returning with planetary samples and atmospheric imaging.
Analysis shows the energy source to be and unstable radioactive material of
enormous potential. We are unable to form an accurate risk-assessment at this
time, but we are unlikely to find an energy source this powerful again.
Analysis will continue but currently Tallon IV appears to be a viable secondary
headquarters.

--      --
*Location*
--      --
Phendrana Drifts - Observatory

--           --
*Author's Note*
--           --
---

-----------------
04. Artifact Site
-----------------
--            --
*Log Book Entry*
--            --
Log 10.308.0

Field team reports are in on an aged structure of alien design built on the
surface of Tallon IV. Studies show this structure projects a containment field.
This field bars access to a prime source of energy within a deep crater.
Science Team believes the field is powered by a number of strange Chozo
artifacts. Studies for possible resting places for these talisman have begun.
As the field could hinder future energy production operations on Tallon IV, we
must dismantle it as soon as possible. If this means the destruction of the
Chozo Artifacts, it will be done.

--      --
*Location*
--      --
Tallon Overworld - Temple Security Station

--           --
*Author's Note*
--           --
---

-------------------
05. Phazon Analysis
-------------------
--            --
*Log Book Entry*
--            --
Log 10.344.8

We have codified the newfound energy source as Phazon, a V-index mutagen of
which we have very little reliable data. Indications point to a meteor of
unknown origins impacting an indeterminable time ago, expelling Phazon into the
environment. This material appears so possess lifelike characteristics, mutating
organic life-forms strong enough to withstand its poison. There mutations
appear promising, with abrupt evolutionary leaps appearing in single-generation
reproduction. Plans to establish a Science Team on Tallon IV are being
finalized.

--      --
*Location*
--      --
Phendrana Drifts - Research Lab Hydra

--           --
*Author's Note*
--           --
---

------------------
06. Phazon Program
------------------
--            --
*Log Book Entry*
--            --
Log 10.401.7

Phazon mining is under way. Several garrisons have been established and
terraforming of the Chozo Ruins is under way. Security systems are operations,
and Science Team continues to make progress in their biotech research. The
Phendrana Drifts have proven to be an optimal location of Research
Headquarters, and soon it will be joined by a fully operation Combat base and
starport. If
Command's predictions are half true, we shall rise dominant of this sector
within a deca-cycle. Truly, these are glorious times.

--      --
*Location*
--      --
Phendrana Drifts - Observatory

--           --
*Author's Note*
--           --
---

-------------------
07. Metroid Studies
-------------------
--            --
*Log Book Entry*
--            --
Log 10.444.4

Initial transfer of Metroids to Tallon IV research facilities has been
completed. Three were terminated in an incident at the landing site, but the
others were pacified and transported safely. Initial Phazon infusion testing is
under way. We are eager to observe the effects of Phazon on Metroids,
especially their ability to absorb and process the energy give off by Phazon
sources. Early research suggest a considerable growth in power and size.
Whether the creatures will stay stable thereafter remains to be seen.

--      --
*Location*
--      --
Phendrana Drifts - Research Lab Aether

--           --
*Author's Note*
--           --
---

------------------
08. Parasite Larva
------------------
--            --
*Log Book Entry*
--            --
Log 10.515.8

Our initial tests exposing Tallon IV's indigenous parasites to Phazon appears
to be successful. Increases in size, strength and aggressiveness are common in
all test subjects, as well as unforeseen evolutions like addition poison sacs
within the abdomen and the appearance of a second ring on mandible in several
subjects. These creatures were chosen because of their resilience, and it
appears possible that, given enough exposure to Phazon, they many be able to
survive on any planet we transport them to. Our methods will have to be
refined; we currently have 100% extinction rate after the forth infusion
period, and most survivors of the third infusion stage are so violent and
uncontrollable that they have to be euthanized. Even still, we remain hopeful
that further experimentation will result in success.

--      --
*Location*
--      --
Phendrana Drifts - Research Lab Hydra

--           --
*Author's Note*
--           --
---

-----------------
09. Mining Status
-----------------
--            --
*Log Book Entry*
--            --
Log 10.587.7

Mining operations have begun near the crater where Phazon appears to be more
concentrated. Daily Phazon yields have increased 44%, and out mining system
becomes more streamedlined as personnel and equipment flows increase. Several
incidents of Phazon induced madness have been reported, prompting augmented
life-support regulations in the deeper chambers. Symptoms include loss of
equilibrium, erratic respiration, muscle spasms, and in the most extreme
cases, hallucinations. A timeline reassessment for the refinery operation is
recommended, as the material proves more unstable than initial analysis
indicated.

--      --
*Location*
--      --
Phendrana Drifts - Research Lab Hydra

--           --
*Author's Note*
--           --
---

------------------
10. Glacial Wastes
------------------
--            --
*Log Book Entry*
--            --
Log 10.664.2

Research outpost Glacier One in Phendrana Drifts region of Tallon IV's
mountains is operating at 85% capacity. Sub-zero temperatures have made the
Metroids sluggish and easy to control, even those well into Phazon infusion
cycles. Cold containment status are sufficient for the juveniles, but some of
the larger Metroids have been moved to quarantine caves for safety purposes.
Security doors remain an issue, as malfunctions due to ice occur everyday.
Large predators in the waster are also a concern, as they continue to kill
personnel and breach secure areas. Unfortunately, it has become clear that
our containment teams cannot neutralize all of them without a vast increase of
munitions and soldiers.

--     --
*Location*
--      --
Phendrana Drifts - Research Lab Hydra

--           --
*Author's Note*
--           --
---

---------------------
11. Security Breaches
---------------------
--            --
*Log Book Entry*
--            --
Log 10.712.1

Most terraforming and retrofitting of security checkpoints on Tallon IV is
complete, but we continue to research the alarming epidemic of breaches by
local creatures. Door records show no unauthorized entries, so we must presume
the creatures are either slipping in undetected during daily personnel moves
or else finding their way through subterranean tunnels. We have found many
small breaches of the latter sort and plug them whenever we can, but it is
unlikely that we will ever achieve full extermination within our current
timetable.

--      --
*Location*
--      --
Phendrana Drifts - Research Lab Hydra

--           --
*Author's Note*
--           --
---

---------------
12. Meta Ridley
---------------
--            --
*Log Book Entry*
--            --
Log 10.891.0

The reconstruction of geoform 187, code-named Ridley, was recently completed.
After his defeat on Zebes, Command ordered a number of metagenenic improvements
for him. Though aggressive, we were able to implement these changes in a cycle.
The metamorphosis was painful, but quite successful in the end. Early tests
indicate a drastic increase in strength, mobility, and offensive capability.
Cybernetic modules and armour plating have been added as well. We believe our
creature, now called Meta Ridley, will become the mainstay of our security
force, a job he will certainly relish.

--      --
*Location*
--      --
Phendrana Drifts - Research Lab Aether

--           --
*Author's Note*
--           --
This describes the creation of Meta Ridley, one of the more difficult bosses in
Metroid Prime. All of these enhancements obviously weren't enough to stop
Samus, however. It looks like the Pirates gave up with the metagenic program
later in the series.

-------------------
13. Phazon Infusion
-------------------
--            --
*Log Book Entry*
--            --
Log 10.957.2

Confidence is high regarding Phazon applications. We know enough about Phazon
now to begin combining it with Space Pirate DNA. The code name for this venture
will be 'Project Helix'. Preliminary studies indicate that Phazon infusion
could produce radical Pirate genomes. Benevolent mutation levels are high in
current test subjects. Phazon madness is a concern, but refinements in the
infusion process should reduce or neutralize the the odds of mental
degeneration.

--      --
*Location*
--      --
Phendrana Drifts - Research Lab Aether

--           --
*Author's Note*
--           --
---

-----------------
14. Elite Pirates
-----------------
--            --
*Log Book Entry*
--            --
Log 11.001.9

Initial Project Helix experiments with Space Pirate embryos were disastrous.
The Phazon-infusion process degenerated brain tissue even as it augmented
muscle mass. None of what termed Elite Pirates lived to maturity; the few that
survived their infanthood suffered severe psychotic breakdowns as juveniles,
killing anything within their zone of perception. Research team Sclera made a
recent breakthrough, in which parasite studies with a Phazon strain code-named
Vertigo were highly successful. Since then we have successful fused Vertigo
Phazon with Space Pirate DNZ with great success. The latest batch of Elite
Pirates have reached maturity successfully and are ready for field testing and
training.

--      --
*Location*
--      --
Phazon Mines - Elite Research

--           --
*Author's Note*
--           --
---

-----------------
15. Impact Crater
-----------------
--            --
*Log Book Entry*
--            --
Log 11.156.9

Investigations into a possible ingress point for the impact crater continue to
meet with failure. The shield of strange energy that protects it is
impermeable, and all attempts to tunnel past it have proved fruitless. Our
continued futility in this matter is made all the more significant in light of
recent life form readings we've discovered emanating from deep within the
crater. Analysis of the readings indicates that a massive creature is gestating
in there, absorbing enormous amounts or Phazon from the Phazon core at the
heart of the impact crater. This discovery makes accessing the crater doubtly
important - not only will it open the door to the vast deposits of Phazon
within, but it will also lead us to this creature, whatever it may be.

--      --
*Location*
--      --
Phazon Mines - Elite Control

--           --
*Author's Note*
--           --
The Space Pirates knew of Metroid Prime. Well, they knew something was in the
crater at least. Unfortunately for them, they couldn't get in so no test
subject for them.

------------------
16. Hunter Weapons
------------------
--            --
*Log Book Entry*
--            --
Log 11.222.8

Science Team is attempting to reverse-engineer Samus Aran's arsenal, based off
data acquired from here assaults on our forces. Progress is slow, but steady.
Command would dearly enjoy turning Aran's weapons against her. We believe we
can implement Beam weapon prototypes in three cycles. Aran's Power Suit
technology remains a mystery, especially the curious Morph Ball function. All
attempts at duplicating it have ended in disaster; four test subjects were
horribly broken when they engaged out Morph Ball prototypes. Science Team
wisely decided to move on afterward.

--      --
*Location*
--      --
Phazon Mines - Elite Control

--           --
*Author's Note*
--           --
The Space Pirates obviously had time to note the weapons Samus used during her
first raid on Zebes. Quite remarkable since all ground troops were killed and
the base was destroyed...

----------------
17. Omega Pirate
----------------
--            --
*Log Book Entry*
--            --
Log 11.232.8

Elite Pirate Upsilon's propensity for Phazon has enabled out research team to
infuse it far beyond out safetly restrictions, and the results have been
extremely encouraging. Its constant Phazon diet has increased it's mass
exponentially, but it has retained all mental faculties and shows dexterity
with all Elite weaponry, including Plasma incendiary launchers and the
chameleon manta issued for cloaking purposes. Elite Pirate Upsilon exhibits
miraculous healing abilities; when injured, it seeks out Phazon deposits and
coats itself in the substance, which instantly mends the creature's wounds. The
subject, which we are code-naming Omega Pirate based on these developments,
shows potential to be a new standard for our armies. Our only concern at this
point is its potential overdependance on Phazon.

--      --
*Location*
--      --
Phazon Mines - Omega Research

--           --
*Author's Note*
--           --
---

------------------
18. Special Forces
------------------
--            --
*Log Book Entry*
--            --
Log 11.369.4

As we continue to observe the development of Project Helix's Elite Pirates, it
becomes increasing obvious that these warriors will usher in a new era of Space
Pirate dominance. They are incredibly resistant to damage, and their ability to
transport and wield so many weapons at once makes them the ideal mainstays if
our ground forces. Though they are not as quick as typical Pirates, it makes
little difference. With a platoon of Elite Pirates in the vanguard of an army
of normal and Flying Pirates, we will have near-indestructable backbone that
should turn the tide in any engagement.

--      --
*Location*
--      --
Phazon Mines - Metroid Quarantine B

--           --
*Author's Note*
--           --
---

---------------
19. Gate System
---------------
--            --
*Log Book Entry*
--            --
Log 11.377.1

Analysis continues on these cursed ruins and the Chozo temple that hovers near
them. We are now completely certain that the containment field denying us
access to the impact crater is linked to strange artifacts that belong in the
temple... but we are no closer to finding them or deciphering the riddles that
seem to cover every wall of this ruined place. Command grows increasingly
anxious for a resolution to this matter, so we must redouble our efforts. X-ray
squadrants will begin terrain sweeps within days - until they begin, patrols
are instructed to report any and all architectural anomalies to their
commanders.

--      --
*Location*
--      --
Phazon Mines - Elite Control

--           --
*Author's Note*
--           --
---

------------
20. Artifact
------------
--            --
*Log Book Entry*
--            --
Log 11.402.5

We have come to another dead end. It is clear now that we will never discover
the locations of the Chozo's artifacts until we can decipher the messages
carved into the statues in this abominable temple. Our language databases are
woefully inadaquate, and our linguistic analysists can come up with little more
than vague theories. The best hypothosis we can offer is that finding the
artifacts will require items spiritually linked to the Chozo civilization.
However, without these items, we are lost, and Command grows more impatient by
the day. Results must be produced soon.

--      --
*Location*
--      --
Phazon Mines - Elite Control

--           --
*Author's Note*
--           --
---

----------------------
21. Metroid Morphology
----------------------
--            --
*Log Book Entry*
--            --
Log 11.420.7

Metroid dissection continues to produce more questions than answers. Our
research teams have isolated the energy conduits that run from the invasive
twin mandibles to the energy core in the creature's quadripartite nucleus, but
the manner in which the Metroid actually extracts  the life force from its pray
remains an utter mystery. The victim does not lose blood or any other vital
fluids, and yet the Metroid extracts energy; identifying this energy is our
central problem. It takes no physical form, and yet without it, the victim
dies. We will continue to research this matter, as the isolation of this
life-giving essence could be the key to our ascendance.

--      --
*Location*
--      --
Phendrana Drifts - Research Lab Aether

--           --
*Author's Note*
--           --
---

-----------------
22. Chozo Studies
-----------------
--            --
*Log Book Entry*
--            --
Log 11.440.4

Results are in from field studies on extinct bioform group Chozo. We believe
that Tallon IV was once a stronghold in a great Chozo empire, brought low by
the meteor strike. Planetary devastation brought an end to the Chozo, yet
remnants of their society remain. We are studying these relics in attempt to
harness their power. What is of no use to use, we destroy. In time, we shall
have all we need from this dead race, and shall wipe this planet clean of their
ugly Ruins. The dead should serve the living, not hinder them.

--      --
*Location*
--      --
Phazon Mines - Elite Control

--           --
*Author's Note*
--           --
---

-----------
23. The Key
-----------
--            --
*Log Book Entry*
--            --
Log 11.452.8

Although we are no closer to finding the artifacts of the Chozo, we have at
least produced a viable hypothosis for their function. It appears that each of
the artifacts corresponds to one of the statues on the temple platform, and
that each one acts as a small key to a huge lock. Judging by the number of
statues, we assume there must be twelve artifacts. Once we find the resting
spots of all twelve, we can bring them here, unite them with their statues, and
open the gate system at long last. Once we do, the impact crater - and whatever
creature it shelters - will be ours for the taking.

--      --
*Location*
--      --
Phazon Mines - Elite Control

--           --
*Author's Note*
--           --
---

------------------
24. Metroid Forces
------------------
--            --
*Log Book Entry*
--            --
Log 11.550.6

Studies of Metroid biology continue, though with limited progress. It seems
likely that we will be much successful using the Metroids for our means rather
than trying to reproduce their powers. If they could be adequately tamed, we
would have no need of proper understanding of their metabolism. A small force
of diciplined Metroids could wipe out entire armies, and once we find a way to
sheild them from cold-containment weapons, they will be invincible.
Furthermore, if we could then harvest the energy they'd consumed, we would have
a near limitless source of power at our disposal.

--      --
*Location*
--      --
Phendrana Drifts - Research Lab Aether

--           --
*Author's Note*
--           --
---

----------------
25. Chozo Ghosts
----------------
--            --
*Log Book Entry*
--            --
Log 11.664.2

There have been numerous incidents involving spectral entities at Chozo Ruins
sites. Several personnel have been assaulted by these Chozo Ghosts; few have
survived. Survivors speak of swift attacks from nowhere, brief sitings of the
enemy, then nothing, only to be followed by another attack. Science Team
believes these attacks are in response to our efforts to recover Chozo relics
and Artifacts. Somehow, these entities are able to interact with the physical
world, and it appears they wish to keep their Artifacts to themselves. We will
make them pay for such arrogance, for even ghosts can be destroyed.

--      --
*Location*
--      --
Phazon Mines - Elite Control

--           --
*Author's Note*
--           --
---

*******************************************************************************
*******************************************************************************

IV. Chozo Lore                                                           ID#220

*******************************************************************************

Here is a more indepth guide for the Log Book category "Chozo Lore" which
includes descriptions. These are scattered throughout Tallon IV but most can be
found in the Chozo Ruins area.

--------------
01. Beginnings
--------------
--            --
*Log Book Entry*
--            --
The history of the Chozo stretches into ancient times, so far into the fog of
the past that we know of where out ancestors came from. One thing is clear,
however: the Chozo who colonized Tallon IV made a conscious choice to eschew a
civilization of advanced technology. They chose to live in harmony with nature,
guided by the providence of the universe. As this city grows, we plan to honor
them with written tributes, carvings etched in stone to remind us always of
their legacy.

--      --
*Location*
--      --
Chozo Ruins - Ruins Entrance

--           --
*Author's Note*
--           --
---

----------------
02. Hamonization
----------------
--            --
*Log Book Entry*
--            --
Many long years have past since we Chozo first took root in this land. The
passage of time has always been a source of facination to us; it is the belief
of many Chozo sages that the truths of the universe lite within the tumbling
currents of time's flow. Even as we search for answers there, however, we find
illumination in others, unexpected places. We know not how the ability has come
to us, but recently, many Chozo have begun to sense things beyond the realm of
ordinary perception. Strange sights and inexplicable sensations flood out
minds, filling us with visions of the past and future. We take this growing
ability to be a sign or our burgeoning harmonization with the infinite;
perhaps, finally, the universe's secrets are becoming known to us.

--      --
*Location*
--      --
Chozo Ruins - Ruined Nursery

--           --
*Author's Note*
--           --
---

----------------
03. Purification
----------------
--            --
*Log Book Entry*
--            --
Our sanctuary grows by the day. We Chozo know much of technology, but we do not
worship it. Our home here on Tallon IV will be a place of simplicity:
structures hewn from the stone, bridges woven with branches, hallways caressed
by pure waters. We build around the ancient and noble trees, drawing from their
strength and giving them our own in return. All that is wild will flow around
us here; our race will just be one more group or creatures in the knit of
nature. It is our hope that such a state will bring with it great wisdom and a
greater understanding of the nature of the universe.

--      --
*Location*
--      --
Chozo Ruins - Ruined Fountain

--           --
*Author's Note*
--           --
---

--------
04. Worm
--------
--            --
*Log Book Entry*
--            --
Many Chozo are gifted with the distant sight, and even more begin to learn it
as out harmonization with the universe becomes more and more complete. We peer
forwards, seeing prophecy in the ripples of the water, hearing rumours of
coming days on the breath of the wind. Though we celebrate the distant sight,
many of these visions are dark - the worse of the prophecies, and the most
common, tells of the coming of the Worm. Born from parasites, nurtured in a
poisoned womb, the Worm grows, devouring from withinm until the world begins to
rot. Not all prophecies come to pass, of course, but we cannot help but fear
this dark portent.

--      --
*Location*
--      --
Chozo Ruins - Crossway

--           --
*Author's Note*
--           --
---

-----------------
05. Meteor Strike
-----------------
--            --
*Log Book Entry*
--            --
Unforeseen by sages, a meteor came as if from nowhere, casting a dark shadow of
debris over the land with the violence of its impact. Its destructive force
spent, the fallen star burnt itself out rapidly, and the incident should have
faded into memory... but the meteor brought with it destruction. A Great Poison
burst forth into the land, a strange energy that clawed at natural life with a
ferocity that seemed almost sentient. Bound by out ignorance of this
phenomenon, we Chozo could only watch in horror as this dark force slowly began
to spread across the surface of Tallon IV.

--      --
*Location*
--      --
Chozo Ruins - Watery Hall

--           --
*Author's Note*
--           --
The event that triggered it all.

------------------
06. Spreading Evil
------------------
--            --
*Log Book Entry*
--            --
The cries of this duing land echo in our ears as we Chozo watch the Great
Poison seep ever further into the living pulse of the planet. The dark energy
sinks into the trees and waters, devouring all life. Peaceful beasts die by the
thousands - some creatures survive, but their forms grow as twisted and evil as
the force that fell from the sky. Many of these mutated monstrosities remain
small enough to do little harm, but others grow enourmous and threaten out very
existance. One such beast defiles our sacred fountain, disgorging poison from
its foul form, replacing pure, flowing water with casades of creeping death.
Even in the face of such horror, we Chozo do not turn in fear. We are all that
stands in the way of this Great Poison, and is our duty to contain it.

--      --
*Location*
--      --
Chozo Ruins - Suntower

--           --
*Author's Note*
--           --
---

------------
07. Fountain
------------
--            --
*Log Book Entry*
--            --
The future is a vague thing, ever-changing and always in doubt. Even if we
Chozo could gain the ability to foresee the future, it would be a hollow gift,
for we could never hope to control what is yet to occur. The fountain is an
example of this - the day many come when its water dries up, and there is
nothing we could do to stop such a tragedy. But we do know this: unlike the
uncertain flow of water, the power of out will is strong and enduring. The will
of the Chozo will never dry up.

--      --
*Location*
--      --
Chozo Ruins - Vault

--           --
*Author's Note*
--           --
---

----------
08. Cipher
----------
--            --
*Log Book Entry*
--            --
As the Great Poison reaches even further into the planet, we Chozo begin to
feel the gnawings of despair - before it is too late, we must now make our last
stand. We have begun to make a temple to contain this darkness; at its heart we
will place a Cipher, a mystical lock powered by twelve Artifacts and filled
with as much power as we Chozo can harness. We wonder, though - even when we
are done, will it be too late? And will the power of the temple, and the Cipher
itself, prove strong enough to hold back the poisonous tide that even now
swells within the ground, threatening all life.

--      --
*Location*
--      --
Phendrana Drifts - Ice Ruins West

--           --
*Author's Note*
--           --
---

----------------
09. Great Poison
----------------
--            --
*Log Book Entry*
--            --
What is this otherworldly pestilence? that infests the lan, seeking out life
for its blind need for corruption? And where did the meteor that brought it
originate? Was it crafted by alien hands or is it a roving chunk of planet that
suffered a violent end? Our minds quail in horror at the thought that long ago,
in some cornor of the universe as yet unseen by our eyes, an entire planet was
perhaps coated in this Great Poison. Whatever cataclysm may have ruptured that
doomed place must have been mighty, indeed... and if other meteors from it
spread through space, bearing this evil to the far corners of the universe...
We hold fast to the hope that this is not so, that the only surviving remnants
of this evil are here, on Tallon IV. Then, at least, there is hope for its
eradication.

--      --
*Location*
--      --
Chozo Ruins - Furnace

--           --
*Author's Note*
--           --
---

-----------------
10. Entrusted One
-----------------
--            --
*Log Book Entry*
--            --
So many creatures suffer beneath the blight upon the land, and we Chozo are no
exception. But for all of our pain, we can at least believe in the promise of
the future; unlike the apparitions that have begun to appear, entities feel
neither hope nor solace. We call these doomed souls The Turned - taking ghostly
Chozo forms, they know no reason beyond the instinctive urge to protect our
lands. They will likely exist in limbo forever. We have come to believe that a
time may never come when we can once again open the door and banish the
darkness we've contained. Even so, our vigilance will forever remain. We
believe that on some far-off day, a savior will come and continue what we have
begun. For that savior, we will leave our ancient weapons and armour - the soul
who can gather them will be the Entrusted One, the only one that can reverse
the evil that grows here.

--      --
*Location*
--      --
Phendrana Drifts - Phendrana Canyon

--           --
*Author's Note*
--           --
---

-----------
11. Contain
-----------
--            --
*Log Book Entry*
--            --
The containment of the Great Poison... This task has fallen to the Chozo, and
we will not flee from our duty, even as we suffer with the land and its
creatures. We will pour our will into the Twelve - the Artifacts that, when
brought together, form the lock that hols this great evil at bay in the depths
of the planet. This lock must stand up to all who might come to assault it. To
perserve the power of the seal, and to protect it from those who would meddle
for their own designs, we will spread the Artifacts across the land, hiding
them from prying eyes. The lock must never open until when this disaster can
finally be put right.

--      --
*Location*
--      --
Tallon Overworld - Artifact Temple

--           --
*Author's Note*
--           --
---

---------------------
12. Prophecy of Light
---------------------
--            --
*Log Book Entry*
--            --
Throughout our living nightmare, as we battle with this unyielding darkness, we
Chozo see a light. This light glows with promise, chasing the shadows cast by
the Great Poison and purifying that which has grown toxic. It is strange,
though - at times it looks to our eyes as if the light coalesces into the
figure of a woman. Burning brightly, the luminecence decends from space then
retreats back into infinite blackness from whence it came. When this prophercy
comes to pass, when the light recedes, the Chozo's long vigilance of
containment will finally come to an end.

--      --
*Location*
--      --
Tallon Overworld - Artifact Temple

--           --
*Author's Note*
--           --
---

----------
13. Cradle
----------
--            --
*Log Book Entry*
--            --
None know if our temple, the Cradle, will prove powerful enough to contain this
evil forever. For now, it wraps around that abomination, cutting it off from
the world above. But how can we Chozo hope for the Cradle to remain intact when
that which it guards writhes in the darkness growing always stronger? The fate
of this world rests with the gathering of Artifacts we call the Cipher, but
but even it is not all-powerful. It is strong, yes; an enchanted whole made of
twelve links. Still, it is finite in its reach, and we who guard it are slowly
succumbing. Will the Entrusted One arrive before you vigilance crumbles away?
That time rapidly approaches...

--      --
*Location*
--      --
Chozo Ruins - Crossway

--           --
*Author's Note*
--           --
---

---------------
14. Infestation
---------------
--            --
*Log Book Entry*
--            --
To the Entrusted One: if you read these words, then out hope has not been in
vain. Your path is fraught with danger - monstrosities beyond description lurk
in the shadows, starving, hunting for prey, searching for ways to quench the
poisonous urges that bloom in their brains. Some of these are shrewd, but they
are blinded by their evil designs: believing in black promise of the Great
Poison, they seeek to harness it for their own ends. It is these last that are
the greatest danger, perhaps an ever greater one than the Great Poison itself.
When you rid rid the universe of these creatures, you will be the true
Entrusted One.

--      --
*Location*
--      --
Chozo Ruins - Crossway

--           --
*Author's Note*
--           --
---

-------------
15. Shapeless
-------------
--            --
*Log Book Entry*
--            --
Things bound to earthly shapes are temperal and frail: existing in a single
dimension, they are fragile, vulnerable, and ultimately mortal. However, not
all things obey this law - shapeless, they wait beyond the realm of perception,
emerging only when one arrives who can feel their presence. Such is the will
of the Chozo. Our will to defeat the evil seeping into the planet remains
forever, desiring only to see the darkness meet its end. Mindless but strong,
our will shall never sleep until the Entrusted One arrives to cleanse this
land.

--      --
*Location*
--      --
Chozo Ruins - Hall of the Elders

--           --
*Author's Note*
--           --
---

---------------
16. Shining One
---------------
--            --
*Log Book Entry*
--            --
The power of our temple has been enough to halt the spread of the poison on
Tallon IV, but whether the evil can ever be truely destroyed is not for our
eyes to see. The future is cloudy to us, a world of veils where dark
apparitions flit in the shadows. Within this strange world, one image stands
out in the mist, flickering in through the landscape, wraithlike. It is a
human, a lone figure shining in the toxic shadows. We Chozo do not know what it
is, but our hearts swell with hope at the promise of th glowing light. We will
place our faith in our shrine; we will be there when the light shines upon our
land.

--      --
*Location*
--      --
Chozo Ruins - Magma Pool

--           --
*Author's Note*
--           --
---

*******************************************************************************
*******************************************************************************

V. Creatures                                                             ID#240

*******************************************************************************

Here is a more indepth guide for the Log Book category "Creatures" which
includes descriptions and general locations for each scan.

------------
01. Parasite
------------
--            --
*Log Book Entry*
--            --
Morphology: Parasite
Interstellar vermin. Travel in swarms.

Indigenous to Tallon IV, a single Parasite is harmless to larger life-forms.
However, they tend to travel in large groups, swarming over potential prey.
Such swarms can be dangerous.

--      --
*Location*
--      --
Space Frigate

--           --
*Author's Note*
--           --
---

---------------
02. Auto Turret
---------------
--            --
*Log Book Entry*
--            --
Subject >> Auto Defense Turret
Use Missiles to break outer casing.

--      --
*Location*
--      --
Space Frigate and various areas in Tallon IV

--           --
*Author's Note*
--           --
---

----------
03. Zoomer
----------
--            --
*Log Book Entry*
--            --
Morphology: Zoomer
Anchors itself to walls and other surfaces. Avoid contact with spikes.

A basic nerve center located directly above the Zoomer's mandibles detect
nutrients. Sharp spines protect it from casual predators, but a lack of a
reinforced carapace makes the Zoomer vulnerable to any indirect attacks.

--      --
*Location*
--      --
Tallon Overworld

--           --
*Author's Note*
--           --
---

-----------
04. Geemer
-----------
--            --
*Log Book Entry*
--            --
Morphology: Geemer
Wall-crawling mollusk with retractable spikes.

The Geemer is an evolutionary offshoot of the Zoomer family. When threatened,
it extends lethal spikes and retracts its head deep into its armored carapace.

--      --
*Location*
--      --
Tallon Overworld

--           --
*Author's Note*
--           --
---

-----------
05. Sap Sac
-----------
--            --
*Log Book Entry*
--            --
Morphology: Sap Sac
Chemical reaction within sac produces violent explosion when agitated.

Because of its irresistible odor and sweet nectar, the Sap Sac was nearly eaten
out of existence. The evolution of an explosive chemical sac saved it: now only
brave or ingenious creatures dare to devour it.

--      --
*Location*
--      --
Tallon Overworld and Chozo Ruins

--           --
*Author's Note*
--           --
---

---------------
06. Bloodflower
---------------
--            --
*Log Book Entry*
--            --
Morphology: Bloodflower
Able to eject toxic spores. Toxins are poisonous even to the Bloodflower itself.

Three mouth-nodules protrude from the stalk beneath the flower, each with a
rudimentary brain cluster and the ability to spew toxic fumes at anything
within a five-meter radius. The spores ejected from the stigma at the center of
the flower are sufficient to kill this creature if they explode in its
vicinity.

--      --
*Location*
--      --
Tallon Overworld

--           --
*Author's Note*
--           --
---

------------
07. Seedling
------------
--            --
*Log Book Entry*
--            --
Morphology: Seedling
Plant-based ground feeder.

Dorsal spines can be ejected in self-defense.

--      --
*Location*
--      --
Tallon Overworld

--           --
*Author's Note*
--           --
---

----------
08. Scarab
----------
--            --
*Log Book Entry*
--            --
Morphology: Scarab
Exploding parasites that can embed their bodies in solid rock.

Scarabs think nothing for themselves for the safety of their swarm. When a
hostile life-form is sighted, they block its progress by embedding themselves
in floors and walls. Embedded Scarabs violently self-destruct when threatened.

--      --
*Location*
--      --
Throughout Tallon IV

--           --
*Author's Note*
--           --
---

----------
09. Beetle
----------
--            --
*Log Book Entry*
--            --
Morphology: Beetle
Burrowing insect with a resilient carapace. Extremely aggressive.

Insect's massive mouth enables it to tunnel through solid rock at high speeds.

--      --
*Location*
--      --
Tallon Overworld and Chozo Ruins

--           --
*Author's Note*
--           --
---

-----------------
10. Plated Beetle
-----------------
--            --
*Log Book Entry*
--            --
Morphology: Plated Beetle
Well-armored burrowing insect. Vulnerable only in the rear abdomen.

Creature's thick cranial plating can repel frontal attacks. This gives it an
advantage in combat, allowing it to make ramming attacks. Only surfacing when
it detects vibrations above, it then maneuvers itself so as to always face its
rival, keeping its exposed abdomen protected.

--      --
*Location*
--      --
Chozo Ruins - Ruined Shrine (first) and Main Plaza (later)

--           --
*Author's Note*
--           --
---

------------
11. War Wasp
------------
--            --
*Log Book Entry*
--            --
Morphology: War Wasp
Airborne insect equipped with a venomous stinger capable of shearing steel.

The War Wasp rarely strays far from its hive unless it is pursuing an immediate
threat. It attacks with no regard for its own survival, dive-bombing its enemy
with stinger extended. Fast-working toxins from the stinger can incapacitate
most small organisms.

--      --
*Location*
--      --
Chozo Ruins

--           --
*Author's Note*
--           --
---

----------------
12. Ram War Wasp
----------------
--            --
*Log Book Entry*
--            --
Morphology: Ram War Wasp
Airborne predator. Circles its prey and then strikes.

The War Wasps are the only species on Tallon IV to evolve a true hive mind.
Nesting in damp, dark places, Ram War Wasps emerge in small groups when
threatened and circle their enemy at high speeds, disorienting it. Striking
from all sides as a single intelligence, they can fell huge organisms.

--      --
*Location*
--      --
Chozo Ruins - Hive Totem

--           --
*Author's Note*
--           --
---

-------------------
13. Barbed War Wasp
-------------------
--            --
*Log Book Entry*
--            --
Morphology: Barbed War Wasp
Airborne insect with the ability to launch its stinger at prey.

A highly aggressive member of the War Wasp family, this insect can propel the
tip of its stinger up to 20 meters. The stinger tips regrow seconds after
launch, and contain an acidic compound designed to predigest prey.

--      --
*Location*
--      --
Chozo Ruins - Burn Dome

--           --
*Author's Note*
--           --
---

--------
14. Hive
--------
--            --
*Log Book Entry*
--            --
Morphology: Hive
Primary War Wasp dwelling. Only vulnerable to heavy weaponry.

War Wasps build their homes out of existing crevices, using whatever materials
are close at hand. They carry building fragments back to the construction site
with their forelegs and glue them into place with adhesives secreted from their
abdomens.

--      --
*Location*
--      --
Chozo Ruins

--           --
*Author's Note*
--           --
---

--------
15. Eyon
--------
--            --
*Log Book Entry*
--            --
Morphology: Eyon
Immobile organisms entirely composed of ocular tissue.

Capable of launching sustained energy beams when active, the Eyon is sensitive
to light and will close shut if a bright flash ignites nearby.

--      --
*Location*
--      --
Chozo Ruins

--           --
*Author's Note*
--           --
---

------------
16. Plazmite
------------
--            --
*Log Book Entry*
--            --
Morphology: Plazmite
Small insect capable of storing and releasing thermal energy.

Plazmites are attracted to sources of heat, thriving on the energy presence
there. They emit light when hunting, and will expel small bursts of thermal
energy when threatened.

--      --
*Location*
--      --
Chozo Ruins

--           --
*Author's Note*
--           --
---

-------------
17. Shriekbat
-------------
--            --
*Log Book Entry*
--            --
Morphology: Shriekbat
Territorial ceiling-dweller. Body temperature peaks at 121 centigrade.

Shriekbats have high internal temperature, making them easy to spot with
thermal imaging. They roost on cave ceilings while hunting for small prey.
Fiercely territorial, they dive-bomb anything that wanders near.

--      --
*Location*
--      --
Throughout Tallon IV

--           --
*Author's Note*
--           --
---

---------------
18. Tangle Weed
---------------
--            --
*Log Book Entry*
--            --
Morphology: Tangle Weed
Plant life with basic sentience. Retracts into ground if threatened.

Tangle Weeds are only dangerous to small organisms. They are covered in tiny
barbs designed to trap potential meals. Tangle Weeds lack the strength to do
anything more than hinder larger life-forms.

--      --
*Location*
--      --
Throughout Tallon IV

--           --
*Author's Note*
--           --
---

--------------
19. Venom Weed
--------------
--            --
*Log Book Entry*
--            --
Morphology: Venom Weed
Poisonous plant that retracts into the ground if threatened.

Venom Weeds evolved to thrive in the habitats of large organisms. They lure
prey with brightly colored leaves, then detain it with tiny barbs that deliver
a powerful toxin. Venom Weeds rapidly decompose anything that succumbs in their
midst.

--      --
*Location*
--      --
Throughout Tallon IV

--           --
*Author's Note*
--           --
---

------------
20. Blastcap
------------
--            --
*Log Book Entry*
--            --
Morphology: Blastcap
Volatile chemicals within this weed's toxic fungal cap may explode if agitated.

The poisonous flesh of the Blastcap helps keep it from being eaten. It also
detonates its fungal cap when it senses even slight contact.

--      --
*Location*
--      --
Tallon Overworld and Chozo Ruins

--           --
*Author's Note*
--           --
---

---------------
21. Reaper Vine
---------------
--            --
*Log Book Entry*
--            --
Morphology: Reaper Vine
Powerful rock-dwelling tentacle.

A single eye upon the Reaper Vine keeps a constant vigil, but its vision is
limited to 10 meters. A scythe-like appendage on its tip is honed to lethal
sharpness. The Reaper Vine will swing this blade wildly at anything that enters
its zone of perception.

--      --
*Location*
--      --
Chozo Ruins

--           --
*Author's Note*
--           --
---

--------------
22. Stone Toad
--------------
--            --
*Log Book Entry*
--            --
Morphology: Stone Toad
Preys on creatures smaller than itself.

A Stone Toad is able to remain still for days. It preys upon creatures smaller
than itself, inhaling them whole. Anything it finds undigestable, it
regurgitates. Stone Toads use their tusks as a last resort in combat.

--      --
*Location*
--      --
Chozo Ruins - Energy Core and Reflecting Pool

--           --
*Author's Note*
--           --
---

-------------------
23. Plated Parasite
-------------------
--            --
*Log Book Entry*
--            --
Morphology: Plated Parasite
Hardy member of the Parasite family. Invulnerable to most weaponry.

A cousin to the Parasite, these creatures are known for their amazing
resilience. Field studies suggest a weakness to Morph Ball-delivered weapon
systems.

--      --
*Location*
--      --
Chozo Ruins - Furnace

--           --
*Author's Note*
--           --
---

----------
24. Oculus
----------
--            --
*Log Book Entry*
--            --
Morphology: Oculus
Wall-crawler that generates electrical pulses.

The Oculus exposes its single eye when active. The electrical field that covers
it is enough to deter most predators. If the Oculus detects anything capable of
presenting a real threat; it retracts into its impermeable shell.

--      --
*Location*
--      --
Chozo Ruins - Tower of Light and Sun Tower

--           --
*Author's Note*
--           --
---

-----------------
25. Plated Puffer
-----------------
--            --
*Log Book Entry*
--            --
Morphology: Plated Puffer
Mutated Puffer with reinforced epidermis.

Phazon exposure has created a mutant strain of Puffers on Tallon IV. They have
developed plated skin, making them harder to burst. Concussive weapons can
still do the job, however. The gas within the Plated Puffer is just as deadly
as that within their 'cousins.'

--      --
*Location*
--      --
Chozo Ruins - Tower of Light

--           --
*Author's Note*
--           --
---

--------------
26. Hive Mecha
--------------
--            --
*Log Book Entry*
--            --
Mechanoid: Hive Mecha
Security unit programmed to work with predatory hive dwellers.

A design flaw makes the shielding on Hive Mecha weak around their access ports.
These units are second-generation combat drones, able to interface with organic
units at a higher level. They train, shelter, and work with hive-dwelling
predators. Unarmed, they rely solely on thier hive beasts to handle any
threats.

--      --
*Location*
--      --
Chozo Ruins - Hive Totem

--           --
*Author's Note*
--           --
---

---------------------
27. Incinerator Drone
---------------------
--            --
*Log Book Entry*
--            --
Mechanoid - Incinerator Drone
Programmed for high temperature waste disposal.

Device schematics indicate a high risk of malfunction when internal power core
is damaged. Unit has minimal combat programming, but can defend itself if
necessary. This drone's intense heat blasts compensate for its lack of battle
prowess.

--      --
*Location*
--      --
Chozo Ruins - Burn Dome

--           --
*Author's Note*
--           --
---

---------------
28. Chozo Ghost
---------------
--            --
*Log Book Entry*
--            --
Morphology: Chozo Ghost
Spectral entity. Bioelectric field invulnerable to natural energies.

As these entities phase in and out of existence, the only reliable way to track
them accurately is with x-ray scanning. This partially phased nature makes them
invulnerable to natural energy types, such as fire, ice, and electricity. Their
aggressive and erratic behavior is most likely due to the corrupting effects of
Phazon in the Tallon IV environment. They appear to be drawn to Chozo religious
sites, where they wreak havoc upon anything that dares enter the area.

--      --
*Location*
--      --
Tallon Overworld - Life Groove and Chozo Ruins

--           --
*Author's Note*
--           --
---

----------
29. Grizby
----------
--            --
*Log Book Entry*
--            --
Morphology: Grizby
Subvolcanic carrion feeder. Carapace can be breached by Missiles.

The Grizby's carapace has been fused together by superheated air. This barrier
stands up to everything but concussive blasts. Its intelligence is limited to
instinctive scavenging patterns.

--      --
*Location*
--      --
Magmoor Caverns

--           --
*Author's Note*
--           --
---

------------
30. Burrower
------------
--            --
*Log Book Entry*
--            --
Morphology: Burrower
Tunneling insect predator.

The burrower is similar to the Beetle, though it prefers to spend more time
underground. It seeks seismic disturbances, then surfaces to attack. It has
enough cunning to realize when something is too large for it to handle: beyond
that, it is fairly ignorant. What it lacks in brains, it makes up for with
aggression.

--      --
*Location*
--      --
Magmoor Caverns

--           --
*Author's Note*
--           --
---

----------
31. Puffer
----------
--            --
*Log Book Entry*
--            --
Morphology: Puffer
Unstable gas-filled organism. Will rupture on contact.

Puffers fill their bodies with lethal meta-viprium gas and float about in
search of food. If ruptured, the gas within the Puffer is violently released.
Despite their fragile bodies, Puffers are aggressive hunters. The gas clouds
they release upon death is often fatal to the creature that brings them down as
well.

--      --
*Location*
--      --
Phazon Mines - Ventilation Shaft and Magmoor Caverns

--           --
*Author's Note*
--           --
---

------------
32. Triclops
------------
--            --
*Log Book Entry*
--            --
Morphology: Triclops
Hard-shelled creature with powerful jaws.

The Triclops is a hunter-gatherer. It collects small creatures and bits of
foodstuff, then deposits them elsewhere for later consumption. The hard
tripartite mandibles it uses to move earth and rock are quite strong and
difficult to escape once ensnared.

--      --
*Location*
--      --
Magmoor Caverns

--           --
*Author's Note*
--           --
---

-----------
33. Magmoor
-----------
--            --
*Log Book Entry*
--            --
Morphology: Magmoor
Fire-breathing serpent that dwells in lava.

Magmoors prefer extreme heat zones, and are susceptible to frigid attack forms.
Sightless, they navigate the lava currents using their sonar receptors.
Magmoors have a keen sense of smell, enabling them to pinpoint targets with
startling accuracy.

--      --
*Location*
--      --
Magmoor Caverns

--           --
*Author's Note*
--           --
---

----------------
34. Puddle Spore
----------------
--            --
*Log Book Entry*
--            --
Morphology: Puddle Spore
Sentient floating lava mollusk protected by an impenetrable shell.

A puddle spore opens when approached, attempting to intimidate with its size.
When opened, direct fire to its mantle causes it to flip into a defensive
position. If it can slam shut, it ejects a spread of harmful energy globules.

--      --
*Location*
--      --
Magmoor Caverns

--           --
*Author's Note*
--           --
---

---------------
35. Crystallite
---------------
--            --
*Log Book Entry*
--            --
Morphology: Crystallite
Territorial cold-weather scavenger.

The shell of a Crystallite reflects Beam weapons, and can only be cracked by a
concussive blast. They hang upside down in an ice cave during their larval
stage. Moisture runs off its body and forms the hard ice shell, which the
Crystallite retains for the rest of its life.

--      --
*Location*
--      --
Phendrana Drifts

--           --
*Author's Note*
--           --
---

----------------
36. Ice Parasite
----------------
--            --
*Log Book Entry*
--            --
Morphology: Ice Parasite
Scavenger with a crystalline outer shell

Parasites are hardy creatures, able to adapt to any environment within three
generations. The Ice Parasite is a prime example. Having adjusted to a frigid
climate, this vermin now thrives in it. Omnivorous, it can exist in areas
hostile to most life-forms.

--      --
*Location*
--      --
Phendrana Drifts - Chozo Ice Temple

--           --
*Author's Note*
--           --
---

-----------------
37. Ice Shriekbat
-----------------
--            --
*Log Book Entry*
--            --
Morphology: Ice Shriekbat
Ice-encased ceiling-dweller.

Like standard Shriekbats, these creatures are easily spotted with Thermal
Imaging. They roost on cave ceilings, subsisting on insects, reptiles and small
mammals. Fiercely terrtorial, they will dive-bomb anything that wanders near.

--      --
*Location*
--      --
Phendrana Drifts - Ice Ruins West

--           --
*Author's Note*
--           --
---

---------------
38. Pulse Bombu
---------------
--            --
*Log Book Entry*
--            --
Morphology: Pulse Bombu
Life-form of raw energy. Periodically releases explosive segments from its body.

Pulse Bombus are energy beings, invulnerable to most known weapons. Electrical
energy can harm them, however. They lack any intelligence beyond an instinctive
attraction to other charged energy sources. Pulse Bombus produce energy
constantly. All excess energy is shed, regardless of who or what may be nearby.

--      --
*Location*
--      --
Various areas in Tallon IV

--           --
*Author's Note*
--           --
---

-----------------
39. Scatter Bombu
-----------------
--            --
*Log Book Entry*
--            --
Morphology: Scatter Bombu
Pulsing tendrils of energy extend from creature's body.

Like all Bombus, these creatures can only be harmed by electrical energy.
Proximity to these life-forms may result in Visor interference. It is possible
to avoid engaging Scatter Bombus by rolling into the Morph Ball and slipping
between the rotating energy streams.

--      --
*Location*
--      --
Various areas in Tallon IV

--           --
*Author's Note*
--           --
---

----------------
40. Ice Burrower
----------------
--            --
*Log Book Entry*
--            --
Morphology: Ice Burrower
Burrower adapted to subfreezing climates.

A hardy life-form, the Ice Burrower has adapted to the frigid climate of
Phendrana. It spends most of its time tunneling through the frozen soil, but
will occasionally surface to attack passerby.

--      --
*Location*
--      --
Phendrana Drifts

--           --
*Author's Note*
--           --
---

--------------
41. Ice Beetle
--------------
--            --
*Log Book Entry*
--            --
Morphology: Ice Beetle
Able to eject toxic spores. Toxins are poisonous even to the Bloodflower itself.

This member of the Beetle family has adapted to life in the subzero
temperatures in the Phendrana Drifts, growing a thick ice shell over its entire
body. The ice is extremely resilient, providing the Ice Beetle with extra
protection and augmented digging abilities.

--      --
*Location*
--      --
Phendrana Drifts

--           --
*Author's Note*
--           --
---

--------------
42. Flickerbat
--------------
--            --
*Log Book Entry*
--            --
Morphology: Flickerbat
Scavenger with optical camouflaging that renders it invisible to the naked eye.

Flickerbats are deceptive creatures. The only way to track them reliably is
with x-ray imaging. They fly ceaselessly, hunting on insects and other small
insects that float on the air currents. Flickerbats tend to fly in cyclical
hunting patterns, using primitive sonar to navigate.

--      --
*Location*
--      --
Phendrana Drifts

--           --
*Author's Note*
--           --
---

----------
43. Jelzap
----------
--            --
*Log Book Entry*
--            --
Morphology: Jelzap
Aquatic predator made of electrically bound skeletal halves.

The Jelzap's brain is located in the upper half of its body, while the heart
and digestive tract occupy the lower half. Linked only by electrical impulses,
the two halves somehow function effectively enough to launch the Jelzap to the
top of Tallon IV's aquatic food chain.

--      --
*Location*
--      --
Various underwater areas in Tallon IV

--           --
*Author's Note*
--           --
---

-----------------
44. Baby Sheegoth
-----------------
--            --
*Log Book Entry*
--            --
Morphology: Baby Sheegoth
Glacial predator. Ice shell protects vulnerable dorsal area.

Young Sheegoths grow a resilient shell of ice on their backs which serves to
protect a layer of vulnerable flesh. With this being their only weak point,
Baby Sheegoths will turn quickly in order to not allow predators the
opportunity to strike at their backs. Powerful hunters, they fire bursts of
ultracold gas at potential prey, then feast on their frozen victim.

--      --
*Location*
--      --
Phendrana Drifts

--           --
*Author's Note*
--           --
---

------------
45. Sheegoth
------------
--            --
*Log Book Entry*
--            --
Morphology: Sheegoth
Supreme predator of the Phendrana Drifts.

Sheegoths are invulnerable to most Beam weapons. The crystals on their back
absorb energy, which they can fire at prey. Sheegoths have poor stamina. They
hyperventilate after using their breath attack, making their mouth area
vulnerable. The soft underbelly of a Sheegoth is susceptible to concussive
blasts. In battle, they expel blasts of frigid gas.

--      --
*Location*
--      --
Phendrana Drifts

--           --
*Author's Note*
--           --
---

----------------
46. Sentry Drone
----------------
--            --
*Log Book Entry*
--            --
Mechanoid: Sentry Drone
Well-armed security mecha.

Sentry Drones have limited intelligence, but do their assigned tasks well.
Being machines, they are susceptible to electrical attacks. When alerted,
Drones will initiate a security lockdown, then attempt to neutralize the
intruder. Their electronic warfare suit can scramble Visor technology as well.

--      --
*Location*
--      --
Throughout Tallon IV

--           --
*Author's Note*
--           --
---

----------------
47. Space Pirate
----------------
--            --
*Log Book Entry*
--            --
Morphology: Space Pirate
Sentient aggressor species well trained in weapon and melee combat.

Space Pirates wield Galvanic Accelerator Cannons and forearm-mounted Scythes in
combat. This species seeks to become the dominant force in the galaxy, and
their technology may help them realize this goal. Ruthless and amoral, the
Pirates care little for the cost of their ambition. Only the results matter,
and they take these very seriously.

--      --
*Location*
--      --
Phendrana Drifts and Phazon Mines

--           --
*Author's Note*
--           --
---

-----------------
48. Shadow Pirate
-----------------
--            --
*Log Book Entry*
--            --
Morphology: Shadow Pirate
Pirate forces trained and equipped for stealth operations.

A select group of Space Pirates have access to sophisticated cloaking
technology. This gear drains high levels of power, however, forcing them to
rely solely on melee weapons in battle. Use enhanced detection gear when
fighting these units.

--      --
*Location*
--      --
Phendrana Drifts and Phazon Mines

--           --
*Author's Note*
--           --
---

-----------------
49. Flying Pirate
-----------------
--            --
*Log Book Entry*
--            --
Morphology: Flying Pirate
Pirates trained and equipped for airborne assault.

Flying Pirates are extremely agile in the air, but the heat signatures of their
jet packs can be tracked with Thermal Imaging. While their Missiles are
extremely potent, their jet packs can be even more so. If the pack fails, they
will make a suicide strike.

--      --
*Location*
--      --
Throughout Tallon IV

--           --
*Author's Note*
--           --
---

------------
50. Aqua Sac
------------
--            --
*Log Book Entry*
--            --
Morphology: Aqua Sac
Will burst when subjected to impact or trauma.

Believed to be in the same family as the Sap Sac, this plant has similar
features. It will burst when exposed to force. This protective response keeps
most creatures from feeding on it.

--      --
*Location*
--      --
Tallon Overworld - Crashed Frigate

--           --
*Author's Note*
--           --
Easily missed as it looks like a Sap Sac.

---------------
51. Tallon Crab
---------------
--            --
*Log Book Entry*
--            --
Morphology: Tallon Crab
Crustacean native of Tallon IV.

Hard-shelled swarm life-form. Once harvested for food, exposure to Phazon has
seen this practice diminished. Creatures are timid and harmless alone, but can
be a problem when traveling in swarms.

--      --
*Location*
--      --
Tallon Overworld - Crashed Frigate - In one of the Ventilation Shafts

--           --
*Author's Note*
--           --
---

---------------
52. Aqua Reaper
---------------
--            --
*Log Book Entry*
--            --
Morphology: Aqua Reaper
Powerful aquatic tentacle, part of a submerged organism.

Similar in nature to the surface-based Reaper Vine, the Aqua Reaper has adapted
to a liquid environment. It shares the poor vision of its rock-dwelling
'cousin,' relying on a crude sonar sense to seek prey. Unhindered by water, the
Aqua Reaper has considerable speed and strength.

--      --
*Location*
--      --
Various underwater areas in Tallon IV

--           --
*Author's Note*
--           --
---

--------------
53. Aqua Drone
--------------
--            --
*Log Book Entry*
--            --
Mechanoid: Aqua Drone
Security mecha adapted for use in underwater areas.

The Space Pirates have adapted a number of Sentry Drones for use in liquid
environments. These Aqua Drones utilize an arsenal and artificial intelligence
suit similar to their 'cousins.' The Pirates have been unable to shield these
Drones from electrical attack, making them vulnerable to the Wave Beam.

--      --
*Location*
--      --
Tallon Overworld - Crashed Frigate - Biohazard Containment

--           --
*Author's Note*
--           --
---

---------------
54. Aqua Pirate
---------------
--            --
*Log Book Entry*
--            --
Morphology: Aqua Pirate
Space Pirates with exoskeletons modified for underwater use.

Using modified thruster-packs and Gravity Suit technology, the Space Pirates
have armorsuits for use in liquid environments. Thermal tracking is still very
useful against these units, as the Pirate engineers have yet to eliminate the
thruster-pack's high heat signature.

--      --
*Location*
--      --
Tallon Overworld - Crashed Frigate

--           --
*Author's Note*
--           --
---

---------------
55. Mega Turret
---------------
--            --
*Log Book Entry*
--            --
Mechanism: Mega Turret
Perimeter defense turret reinforced with energy shielding.

Frustrated with inferior armor plating on standard defense turrets, the Space
Pirates added energy shielding to a modified heavy Cannon. The new shielding
and increased Beam strength makes the Mega Turret an efficient point defense
weapon.

--      --
*Location*
--      --
Phazon Mines

--           --
*Author's Note*
--           --
Remember, these are different from the Auto Turrets found in other areas.

----------
56. Glider
----------
--            --
*Log Book Entry*
--            --
Morphology: Glider
Docile, airborne creatures with unusual magnetic properties.

Gliders live a relatively peaceful existence. They have a magnetic signature
attuned to common Grapple Beam technology: the sport of "glider riding"
involves using a Grapple to attach to a Glider, then staying on it for as long
as possible.

--      --
*Location*
--      --
Various areas in Tallon IV

--           --
*Author's Note*
--           --
---

-----------------
57. Power Trooper
-----------------
--            --
*Log Book Entry*
--            --
Morphology: Power Trooper
Space Pirate armed with Power Beam technology.

Space Pirates have reverse-engineered several of your weapons, including the
Power Beam. A flaw in the design makes these Pirates vulnerable to their own
Beam weapon system. These weapons are inferior to your Chozo-designed
originals, but still quite potent.

--      --
*Location*
--      --
Phazon Mines

--           --
*Author's Note*
--           --
---

----------------
58. Wave Trooper
----------------
--            --
*Log Book Entry*
--            --
Morphology: Wave Trooper
Space Pirate armed with Wave Beam technology.

Space Pirates have reverse-engineered several of your weapons, including the
Wave Beam. A flaw in the design makes these Pirates vulnerable to their own
Beam weapon system. These weapons are inferior to your Chozo-designed
originals, but still quite potent.

--      --
*Location*
--      --
Phazon Mines

--           --
*Author's Note*
--           --
---

---------------
59. Ice Trooper
---------------
--            --
*Log Book Entry*
--            --
Morphology: Ice Trooper
Space Pirate armed with Ice Beam technology.

Space Pirates have reverse-engineered several of your weapons, including the
Ice Beam. A flaw in the design makes these Pirates vulnerable to their own Beam
weapon system. These weapons are inferior to your Chozo-designed originals, but
still quite potent.

--      --
*Location*
--      --
Phazon Mines

--           --
*Author's Note*
--           --
---

------------------
60. Plasma Trooper
------------------
--            --
*Log Book Entry*
--            --
Morphology: Plasma Trooper
Space Pirate armed with Plasma Beam technology.

Space Pirates have reverse-engineered several of your weapons, including the
Plasma Beam. A flaw in the design makes these Pirates vulnerable to their own
Beam weapon system. These weapons are inferior to your Chozo-designed
originals, but still quite potent.

--      --
*Location*
--      --
Phazon Mines

--           --
*Author's Note*
--           --
---

----------------
61. Elite Pirate
----------------
--            --
*Log Book Entry*
--            --
Morphology: Elite Pirate
Phazon-enhanced Space Pirate. Incredibly strong, armored, and well armed.

Elite Pirates are potent foes. Their energy-siphon system absorbs Beam weapon
shots, which they use to fuel a massive Plasma Artillery Cannon. The nature of
this system makes them vulnerable to concussion-based weapons. Well armed, the
Elite Pirate is effective in close combat and at a distance. Their massive size
can be a weakness, and their sluggish speed allows for evasion and quick
attacks.

--      --
*Location*
--      --
Phazon Mines

--           --
*Author's Note*
--           --
---

----------------
62. Phazon Elite
----------------
--            --
*Log Book Entry*
--            --
Morphology: Phazon Elite
Elite Pirate infused with energized Phazon.

The Phazon charged Elite Pirates rely more on their Wave Quake Generators,
opting not to carry the vulnerable Plasma Artillery Cannons normally used by
Elites. The direct fusing of Phazon into their bodies provides a tremendous
level of energy. The drastically lower life span that comes with this process
is of little concern to the Pirate Research team.

--      --
*Location*
--      --
Phazon Mines - Elite Research

--           --
*Author's Note*
--           --
This is a different creature than the Elite Pirates and Omega Pirate so
remember to scan it.

-----------
63. Metroid
-----------
--            --
*Log Book Entry*
--            --
Morphology: Metroid
Energy-based parasitic predator.

The dominant species of planet SR388, Metroids can suck the life force out of
living things. A Metroid will latch onto its prey and drain energy, growing
larger as it does. The only to shake an attached Metroid off is to enter Morph
Ball mode and lay a bomb.

--      --
*Location*
--      --
Phendrana Drifts, Phazon Mines and Impact Crater - Metroid Prime Lair

--           --
*Author's Note*
--           --
---

------------------
64. Hunter Metroid
------------------
--            --
*Log Book Entry*
--            --
Morphology: Hunter Metroid
Adolescent Metroid. Energy-siphon tentacle increases its threat level.

As Metroids develop, they become more efficient predators. An energy-draining
tentacle allows them to attack at a distance. Quick to anger, a Hunter Metroid
will charge troublesome prey and attempt to ram them into submission. Cold
based attacks are still quite effective against these creatures.

--      --
*Location*
--      --
Phazon Mines and Impact Crater - Metroid Prime Lair

--           --
*Author's Note*
--           --
---

-------------------
65. Fission Metroid
-------------------
--            --
*Log Book Entry*
--            --
Morphology: Fission Metroid
Metroid with the ability to split into two forms.

The Fission Metroid is a mutant, capable of splitting in two. This split endows
the new creatures with invulnerability to most weaponry. This effect is
unstable, resulting in weakness to a type of weapon fire. The vulnerability
appears to be random, due to the chaotic nature of Phazon mutation.

--      --
*Location*
--      --
Phazon Mines and Impact Crater

--           --
*Author's Note*
--           --
---

-----------
66. Lumigek
-----------
--            --
*Log Book Entry*
--            --
Morphology: Lumigek
Phazon-charged reptiles.

Natives of Tallon IV, the Lumigeks travel in swarms to increase their odds of
survival. They absorb and radiate Phazon energy, making these swarms a threat.

--      --
*Location*
--      --
Impact Crater - Crater Tunnel A

--           --
*Author's Note*
--           --
---

------------------
67. Parasite Queen
------------------
--            --
*Log Book Entry*
--            --
Morphology: Parasite Queen
Parasite Female, enhanced by unknown means.

A weak spot has been detected in this creature's mouth. Use your auto-targeting
to acquire this new target!

--      --
*Location*
--      --
Space Frigate

--           --
*Author's Note*
--           --
The first boss in the game. Scanning it gives you its weakspot so not scanning
brings only disadvantage.

------------
68. Flaahgra
------------
--            --
*Log Book Entry*
--            --
Morphology: Flaahgra
This mutant plant is the source of toxic water in the Ruins.

Flaahgra's growth cycle has been radically accelerated. As a result, it
requires near-constant exposure to solar energy to remain active. This exposure
has made Flaahgra's outer shell thick and durable. Its lower root system is
unprotected and vulnerable, however. Exploit this flaw when possible.
Concentrated weapon fire can daze it for short periods.

--      --
*Location*
--      --
Chozo Ruins - Sunchamber

--           --
*Author's Note*
--           --
An annoying boss that many people seem to have trouble with. Remember to rescan
it every time you restart or you'll be kicking yourself later.

-----------------------
69. Flaahgra's Tentacle
-----------------------
--            --
*Log Book Entry*
--            --
One of Flaahgra's tentacles fills this narrow drainage channel.

Analysis indicates that Flaahgra's central nervous system is located at the
base of this structure.

--      --
*Location*
--      --
Chozo Ruins - Sunchamber

--           --
*Author's Note*
--           --
An easily missed entry. Remember to scan these things sometime during the
fight.

-----------
70. Thardus
-----------
--            --
*Log Book Entry*
--            --
Morphology: Thardus
An animated, sentient creature of stone charged with Phazon radiation.

The Phazon radiation given off by Thardus negates auto-targeting systems,
preventing lock-on. It may be possible to acquire alternate targets with a
different Visor. The chaotic nature of Phazon radiation leads to instability in
its structural integrity. Thardus can encase targets in ice, and its colossal
size and strength make it a formidable opponent.

--      --
*Location*
--      --
Phendrana Drifts - Quarantine Cave

--           --
*Author's Note*
--           --
Rock hard boss that people find quite difficult to defeat in Hard difficulty.
Using some clever Sequence Breaking techniques can get you the Plasma Beam to
assist in this battle if you really need it.

----------------
71. Omega Pirate
----------------
--            --
*Log Book Entry*
--            --
Morphology: Omega Pirate
Most powerful of the Elite Pirate forces.

Omega Pirate can become invisible to normal sight. It is vulnerable when
cloaked, as all energy is drawn from defense systems. By exposing itself to
Phazon, it can regenerate damaged tissue and organs. Considered the pinnacle of
the Elite Pirate program, this enemy should be handled with extreme caution and
maximum firepower.

--      --
*Location*
--      --
Phazon Mines - Elite Quarters

--           --
*Author's Note*
--           --
Why people find this boss so difficult I'll never know... If you are really
having trouble, try using Power Bombs as us PAL gamers can use them to take
down its armour.

---------------
72. Meta Ridley
---------------
--            --
*Log Book Entry*
--            --
Morphology: Meta Ridley
Genetically enhanced Ridley metaform.

Reborn and evolved through Pirate technology, Meta Ridley is a fearsome
enforcer. Its armored hide is extremely resilient, save for the chest, which
has thinner plating. The Pirates have fused a number of potent weapons to the
creature, including a Multi-Missile system, a Kinetic Breath Weapon, a Meson
Bomb Launcher, and an Ultrathermal Flamestrike Projector. Meta Ridley is also a
formidable melee combatant, making any sort of engagement a risky proposition.

--      --
*Location*
--      --
Tallon Overworld - Artifact Temple

--           --
*Author's Note*
--           --
You have to like Ridley. A nice challenge plus it looks cool. :) Refer to a
Boss Guide for advice on how to defeat this Metroid tradition.

-----------------
73. Metroid Prime
-----------------
--            --
*Log Book Entry*
--            --
Morphology: Metroid Prime
Highly evolved, Phazon-producing life form.

The aberration known as Metroid Prime is the source of Phazon, making it
immensely powerful. A genetic flaw makes it susceptible to certain weapoms for
brief periods. Only its head is truly vulnerable: other attacks are a nuisance.
Offensively, Metroid Prime has a number of natural and mechanical weapons at
its desposal. These include Ultrafrigid Breath, Multi-Missiles, Snare Beams,
and Partical Wave Projectors. Its massive strength and barbed carapace make it
lethal in melee combat. Recommend maximum firepower when engaging this enemy.

--      --
*Location*
--      --
Impact Crater: Subchamber One

--           --
*Author's Note*
--           --
The first form of the final boss, Metroid Prime. In the PAL version of Metroid
Prime, it is unclear how it obtained its mechanical weaponry but I suppose it
can be more easily explained than the plot-hole the NTSC version had, with the
capture of Metroid Prime (I won't go into that here). Refer to a Boss Guide for
details on how to defeat the behemoth.

-----------------
74. Metroid Prime
-----------------
--            --
*Log Book Entry*
--            --
Morphology: Metroid Prime
The core essence of Metroid Prime.

Scan indicates that the Phazon energy form of Metroid Prime is invulnerable to
all weapons; only attacks from a Phazon-fuzed Arm Cannon will damage it. It
generates pools of Phazon when it attacks; use these to fuel you Suit's Phazon
weapon system. The entity can also spawn Metroids to assist it in battle,
renedering it invisible when it does so.

--      --
*Location*
--      --
Impact Crater: Metroid Prime Lair

--           --
*Author's Note*
--           --
The second and last form of the final boss, Metroid Prime. Its pretty cool
cool looking in my opinion. Again, refer to a Boss Guide for greater details on
how to defeat this final obstacle. Good luck!

*******************************************************************************
*******************************************************************************

VI. Research                                                             ID#260

*******************************************************************************

Here is a more indepth guide for the Log Book category "Research" which
includes descriptions and general locations for each scan.

----------------
01. Small Energy
----------------
--            --
*Log Book Entry*
--            --
Small energy.
Replenishes 10 units of energy.

--      --
*Location*
--      --
Everywhere

--           --
*Author's Note*
--           --
---

----------------
02. Large Energy
----------------
--            --
*Log Book Entry*
--            --
Large Energy.
Replenishes 20 units of energy.

--      --
*Location*
--      --
Everywhere

--           --
*Author's Note*
--           --
---

----------------
03. Ultra Energy
----------------
--            --
*Log Book Entry*
--            --
Ultra Energy.
Replenishes 100 units of energy.

--      --
*Location*
--      --
Everywhere

--           --
*Author's Note*
--           --
---

----------------------
04. Small Missile Ammo
----------------------
--            --
*Log Book Entry*
--            --
Missile Ammunition.
Resupplies Missile Launcher with 3 rounds of ammo.

--      --
*Location*
--      --
Everywhere

--           --
*Author's Note*
--           --
---

-----------------------
05. Medium Missile Ammo
-----------------------
--            --
*Log Book Entry*
--            --
Missile Ammunition.
Resupplies Missile Launcher with 5 rounds of ammo.

--     --
*Location*
--      --
Everywhere

--           --
*Author's Note*
--           --
---

----------------------
06. Large Missile Ammo
----------------------
--            --
*Log Book Entry*
--            --
Missile Ammunition.
Resupplies Missile Launcher with 10 rounds of ammo.

--     --
*Location*
--      --
Everywhere

--           --
*Author's Note*
--           --
---

-------------------
07. Power Bomb Ammo
-------------------
--            --
*Log Book Entry*
--            --
Power Bomb Ammunition.
Resupplies Power Bomb with 1 rounds of ammunition.

--      --
*Location*
--      --
Everywhere

--           --
*Author's Note*
--           --
---

----------------
08. Save Station
----------------
--            --
*Log Book Entry*
--            --
Save Station

Step into these stations to sace your game and fully restore your energy.

--      --
*Location*
--      --
Throughout Tallon IV

--           --
*Author's Note*
--           --
---

---------------
09. Map Station
---------------
--            --
*Log Book Entry*
--            --
Map Station

Walk into Map Station holograms to download a map of the area you are in.

--      --
*Location*
--      --
Space Frigate, Chozo Ruins, Phendrana Drifts and Phazon Mines

--           --
*Author's Note*
--           --
These cannot be scanned after you use them to remember to scan them before
touching the hologram.

-------------------
10. Missile Station
-------------------
--            --
*Log Book Entry*
--            --
Missile Station

Step into these stations to fully reload your Missile Launcher.

--      --
*Location*
--      --
Chozo Ruins and Phazon Mines

--           --
*Author's Note*
--           --
---

-------------------
11. Morph Ball Slot
-------------------
--            --
*Log Book Entry*
--            --
Standard Morph Ball Slot. This slot is active.

Inserting the Morph Ball and detonating a Bomb will usually cause these slots
to send electrical impulses that can activate different types of devices.

--      --
*Location*
--      --
Throughout Tallon IV

--           --
*Author's Note*
--           --
In order to gain this entry, you must scan an ACTIVE Morph Ball Slot.

-----------
12. Spinner
-----------
--            --
*Log Book Entry*
--            --
This is a standard Spinner device.

The generator belts of the Spinner can be activated by rapid rotational force.
Use the Boost ability of the Morph Ball with inside a Spinner to activate the
device.

--      --
*Location*
--      --
Throughout Tallon IV

--           --
*Author's Note*
--           --
---

---------------------
13. Spider Ball Track
---------------------
--            --
*Log Book Entry*
--            --
Magnetic rail system track.

In Morph Ball mode, press and hold the R Button when close to this type of
service. Use the Control Stick to move the Ball along the track. Release the
R Button to disengage from the surface.
CAUTION: A Morph Ball Bomb will briefly disengage the Ball from the track.

--      --
*Location*
--      --
Throughout Tallon IV

--           --
*Author's Note*
--           --
In order to gain this entry, you must first obtain the Spider Ball upgrade then
scan a Spider Ball Track.

-----------------
14. Grapple Point
-----------------
--            --
*Log Book Entry*
--            --
Analysis indicates a viable attach point for the Grapple Beam.

To use the Grapple Beam, use the L Button when the Grapple Icon appears.

--      --
*Location*
--      --
Throughout Tallon IV

--           --
*Author's Note*
--           --
In order to obtain this entry, you must first obtain the Grapple Beam and then
scan a Grapple Point.

----------------
15. Gunship
----------------
--            --
*Log Book Entry*
--            --
Hunter-class gunship registered to Samus Aran.

You can return to your ship to recharge energy, reload weapons and save
progress in the game.

--      --
*Location*
--      --
Tallon Overworld - Landing Site

--           --
*Author's Note*
--           --
You can only scan this once you reach Tallon IV. You can't scan it on the Space
Frigate.

---------------------
16. Missile Door Lock
---------------------
--            --
*Log Book Entry*
--            --
There is a Blast Shield on the door blocking access.

Analysis indicates that the Blast Shield is invunerable to Beam weapons.
Explosive weapons many damage it.

--      --
*Location*
--      --
Throughout Tallon IV

--           --
*Author's Note*
--           --
---

---------------
17. Locked Door
---------------
--            --
*Log Book Entry*
--            --
Lock system engaged. Secure the area to unlock door.

--      --
*Location*
--      --
Throughout Tallon IV

--           --
*Author's Note*
--           --
If you've forgotten to get one of these earlier on, you can find them in
corridors with Sentry Drones.

----------------
18. Stalactite
----------------
--            --
*Log Book Entry*
--            --
This hanging rock structure appears to have a weak spot near its base.

Some stalactites can be dislodged from ceiling, allowing them to be used as
platforms to cross otherwise unreachable areas.

--      --
*Location*
--      --
Phendrana Drifts and Magmoor Caverns

--           --
*Author's Note*
--           --
---

---------
19. Zebes
---------
--            --
*Log Book Entry*
--            --
Planet Zebes.
Mass: 4.8 trillion teratons.

Profile: Planet's crust is primarily Urthic ore, making it ideal for
subterranean construction. A class XIX planet, Zebes is inhospitable to most
bioforms. The world was considered unremarkable until it became a base for
Space Pirate forces.

--      --
*Location*
--      --
Phendrana Drifts - Observatory

--           --
*Author's Note*
--           --
The setting of Metroid and Super Metroid.

-------------
20. Tallon IV
-------------
--            --
*Log Book Entry*
--            --
Planet Tallon IV
Mass: 5.1 trillion teratons.

Profile: Ecosystem studies indicate that Tallon IV was a biological paradise
prior to the impact of an extraterrestrial object. What remains of the
biosphere is slowly fading sue to exposure to Phazon radiation. At current rate
of decay, Tallon IV will be a barren Class XIII wasteland in approximately 25
years.

--      --
*Location*
--      --
Phendrana Drifts - Observatory

--           --
*Author's Note*
--           --
The setting of Metroid Prime.

*******************************************************************************
*******************************************************************************

VII. Artifacts                                                           ID#280

*******************************************************************************

Acquiring the Log Book data for the Artifacts in required for game completion.
Also, you don't actually have to scan anything to get the entries into the Log
Book. As soon as you acquire them, they are automatically entered. But for the
sake of having a complete guide, I'll give you their locations.

---------
01. Truth
---------
--            --
*Log Book Entry*
--            --
(Nill)

--      --
*Location*
--      --
Tallon Overworld - Artifact Temple

--           --
*Author's Note*
--           --
---

------------
02. Strength
------------
--            --
*Log Book Entry*
--            --
(Hint for obtaining Artifact)

--      --
*Location*
--      --
Magmoor Caverns - Warrior Shrine

--           --
*Author's Note*
--           --
---

---------
03. Elder
---------
--            --
*Log Book Entry*
--            --
(Hint for obtaining Artifact)

--      --
*Location*
--      --
Phendrana Drifts - Control Tower

--           --
*Author's Note*
--           --
---

--------
04. Wild
--------
--            --
*Log Book Entry*
--            --
(Hint for obtaining Artifact)

--      --
*Location*
--      --
Chozo Ruins - Sunchamber

--           --
*Author's Note*
--           --
---

-------------
05. Lifegiver
-------------
--            --
*Log Book Entry*
--            --
(Hint for obtaining Artifact)

--      --
*Location*
--      --
Chozo Ruins - Tower Chamber

--           --
*Author's Note*
--           --
---

-----------
06. Warrior
-----------
--            --
*Log Book Entry*
--            --
(Hint for obtaining Artifact)

--      --
*Location*
--      --
Phazon Mines - Elite Research

--           --
*Author's Note*
--           --
---

---------
07. Chozo
---------
--            --
*Log Book Entry*
--            --
(Hint for obtaining Artifact)

--      --
*Location*
--      --
Tallon Overworld - Life Grove

--           --
*Author's Note*
--           --
---

----------
08. Nature
----------
--            --
*Log Book Entry*
--            --
(Hint for obtaining Artifact)

--      --
*Location*
--      --
Magmoor Caverns - Lava Lake

--           --
*Author's Note*
--           --
---

-------
09. Sun
-------
--            --
*Log Book Entry*
--            --
(Hint for obtaining Artifact)

--      --
*Location*
--      --
Phendrana Drifts - Chozo Ice Temple

--           --
*Author's Note*
--           --
---

---------
10. World
---------
--            --
*Log Book Entry*
--            --
(Hint for obtaining Artifact)

--      --
*Location*
--      --
Chozo Ruins - Elder Chamber

--           --
*Author's Note*
--           --
---

----------
11. Spirit
----------
--            --
*Log Book Entry*
--            --
(Hint for obtaining Artifact)

--      --
*Location*
--      --
Phendrana Drifts - Storage Cave

--           --
*Author's Note*
--           --
---

-----------
12. Newborn
-----------
--            --
*Log Book Entry*
--            --
(Hint for obtaining Artifact)

--      --
*Location*
--      --
Phazon Mines - Phazon Mining Tunnel

--           --
*Author's Note*
--           --
---

*******************************************************************************
*******************************************************************************

VIII. Limited-Time Scans                                                 ID#300

*******************************************************************************

Acquiring every Log Book entry is not quite as easy as it seems. There are a
couple of entries that can only be gotten and certain times and if you miss
them you'll have to start over. In this section, I've sorted the entries in
two ways: Log Book order, the order they appear in the Log Book, and
Chronological order, the order they appear in the game.

--------------                                                           ------
Log Book Order                                                           ID#310
--------------                                                           ------

--       --
Pirate Data
--       --
01. Fall of Zebes
       -Is located in the Biohazard Containment in the Space Frigate at the
        start of the game. Once the Frigate is destroyed, it is no longer
        possible to obtain the entry.

--      --
Chozo Lore
--      --
There are no such entries.

--     --
Creatures
--     --
01. Parasite
       -Are located in the Space Frigate at the start of the game. Once the
        Frigate is destroyed, it is no longer possible to obtain this entry.
        There are many scattered around the Frigate and scanning one should be
        no problem.

12. Ram War Wasp
       -Are located in the Hive Totem in the Chozo Ruins. These appear during
        the battle with the Hive Mecha. Once the Hive Mecha is defeated, it is
        no longer possible to obtain this entry. Simply scan one as they circle
        around you or when they stop.

13. Barbed War Wasp
       -Are located in the Burn Dome in the Chozo Ruins. These appear during
        the battle with the Incinerator Drone. Once the Incinerator Drone is
        defeated, it is no longer possible to obtain this entry. Simply scan
        one when one emerges from the hive.

26. Hive Mecha
       -Is located in the Hive Totem in the Chozo Ruins. Once you defeat it, it
        is no longer possible to obtain this entry.

27. Incinerator Drone
       -Is located in the Burn Dome in the Chozo Ruins. Once you defeat it, it
        is no longer possible to obtain this entry.

36. Ice Parasite
       -Are located in the Chozo Ice Temple in Phendrana Drifts. These are
        replaced by Pulse Bombus once you acquire the Wave Beam so don't forget
        to scan them.

37. Ice Shriekbat *(NTSC NON-PLAYER'S CHOICE VERSION ONLY)*
       -Yeah I know, my guide is a PAL version only but I get so many emails
        about this so I've decided to include it. Found in the Ice Ruins (west)
        in Phendrana Drifts. These disappear when you acquire the Thermal
        Visor (which is kinda ironic if you think about it). If you're using
        the non-Player's Choice NTSC version of Metroid Prime, make sure you
        scan these guys when you see them so you don't feel the need to send me
        hate-filled emails. >_>

40. Ice Burrower
       -Are located in the Plaza Walkway and Research Core Access in Phendrana
        Drifts. These are replaced by Sentry Drones once you obtain the Thermal
        Goggles, I believe. Remember to scan them and don't confuse them with
        the normal Burrowers.

53. Aqua Drone
       -Are located in the Biohazard Containment in the Crashed Frigate in the
        Tallon Overworld. I'm not 100% on this but apparent they are replaced
        by Aqua Reapers once you leave then come back. Best to scan them as
        soon as you encounter them just to be safe.

61. Elite Pirate
       -Are located throughout the Phazon Mines. Even though there are several
        of them, they are still in limited number so scan the first one to get
        it out of the way. Once all Elite Pirates have been killed, it is no
        longer possible to obtain this entry.

62. Phazon Elite
       -Is located in the Elite research in the Phazon Mines. Remember, this is
        a completely different enemy to the Elite Pirates and to Omega Pirate
        and has its own entry. Once you defeat it, it is no longer possible to
        obtain this entry.

67. Parasite Queen
       -Is located in the Space Frigate. Once you defeat it, it is no longer
        possible to obtain this entry.

68. Flaahgra
       -Is located in the Sunchamber. Once you defeat it, it is no longer
        possible to obtain this entry,

69. Flaahgra Tentacle
       -These accompany Flaahgra in the Sunchamber. Many people seem to forget
        about these. Don't make yourself one of them! Once Flaahgra is
        defeated, it is no longer possible to obtain this entry.

70. Thardus
       -Is located in the Quarantine Cave in Phendrana Drifts. Once you defeat
        it, it is no longer possible to obtain this entry.

71. Omega Pirate
       -Is located in the Elite Quarters in the Phazon Mines. Once you defeat
        it, it is no longer possible to obtain this entry.

72. Meta Ridley
       -Is located in the Artifact Temple in the Tallon Overworld. Once you
        defeat it, it is no longer possible to obtain this entry.

--    --
Research
--    --
09. Map Station
       -Are located in most areas of Tallon IV. Once you have downloaded the
        map from each one, it is no longer possible to obtain this entry. I
        suggest you scan the one on the Space Frigate to get it out of the way.

16. Missile Door Lock
       -Are located throughout Tallon IV. Once all have been destroyed, it is
        no longer possible to obtain this entry. I suggest you scan the first
        one you come across.

18. Stalactite
       -Are located in several places in Phendrana Drifts and Magmoor Caverns.
        Once all are broken, it is no longer possible to obtain this entry.
        Simply scan the first one you encounter.

--     --
Artifacts
--     --
There are no such entries.

-------------------                                                      ------
Chronological Order                                                      ID#320
-------------------                                                      ------

01. Parasite
    *CREATURE*
       -Are located in the Space Frigate at the start of the game. Once the
        Frigate is destroyed, it is no longer possible to obtain this entry.
        There are many scattered around the Frigate and scanning one should be
        no problem.

02. Fall of Zebes
    *PIRATE DATA*
       -Is located in the Biohazard Containment in the Space Frigate at the
        start of the game. Once the Frigate is destroyed, it is no longer
        possible to obtain the entry.

03. Map Station
    *RESEARCH*
       -Are located in most areas of Tallon IV. Once you have downloaded the
        map from each one, it is no longer possible to obtain this entry. I
        suggest you scan the one on the Space Frigate to get it out of the way.

04. Parasite Queen
    *CREATURE*
       -Is located in the Space Frigate. Once you defeat it, it is no longer
        possible to obtain this entry.

05. Missile Door Lock
    *RESEARCH*
       -Are located throughout Tallon IV. Once all have been destroyed, it is
        no longer possible to obtain this entry. I suggest you scan the first
        one you come across.

06. Hive Mecha
    *CREATURE*
       -Is located in the Hive Totem in the Chozo Ruins. Once you defeat it, it
        is no longer possible to obtain this entry.

07. Ram War Wasp
    *CREATURE*
       -Are located in the Hive Totem in the Chozo Ruins. These appear during
        the battle with the Hive Mecha. Once the Hive Mecha is defeated, it is
        no longer possible to obtain this entry. Simply scan one as they circle
        around you or when they stop.

08. Incinerator Drone
    *CREATURE*
       -Is located in the Burn Dome in the Chozo Ruins. Once you defeat it, it
        is no longer possible to obtain this entry.

09. Barbed War Wasp
    *CREATURE*
       -Are located in the Burn Dome in the Chozo Ruins. These appear during
        the battle with the Incinerator Drone. Once the Incinerator Drone is
        defeated, it is no longer possible to obtain this entry. Simply scan
        one when one emerges from the hive.

10. Flaahgra
    *CREATURE*
       -Is located in the Sunchamber. Once you defeat it, it is no longer
        possible to obtain this entry,

11. Flaahgra Tentacle
    *CREATURE*
       -These accompany Flaahgra in the Sunchamber. Many people seem to forget
        about these. Don't make yourself one of them! Once Flaahgra is
        defeated, it is no longer possible to obtain this entry.

12. Ice Parasite
    *CREATURE*
       -Are located in the Chozo Ice Temple in Phendrana Drifts. These are
        replaced by Pulse Bombus once you acquire the Wave Beam so don't forget
        to scan them.

13. Stalactite
    *RESEARCH*
       -Are located in several places in Phendrana Drifts and Magmoor Caverns.
        Once all are broken, it is no longer possible to obtain this entry.
        Simply scan the first one you encounter.

14. Ice Shriekbat *(NTSC NON-PLAYER'S CHOICE VERSION ONLY)*
    *CREATURE*
       -Yeah I know, my guide is a PAL version only but I get so many emails
        about this so I've decided to include it. Found in the Ice Ruins (west)
        in Phendrana Drifts. These disappear when you acquire the Thermal
        Visor (which is kinda ironic if you think about it). If you're using
        the non-Player's Choice NTSC version of Metroid Prime, make sure you
        scan these guys when you see them so you don't feel the need to send me
        hate-filled emails. >_>

15. Ice Burrower
    *CREATURE*
       -Are located in the Plaza Walkway and Research Core Access in Phendrana
        Drifts. These are replaced by Sentry Drones once you obtain the Thermal
        Goggles, I believe. Remember to scan them and don't confuse them with
        the normal Burrowers.

16. Thardus
    *CREATURE*
       -Is located in the Quarantine Cave in Phendrana Drifts. Once you defeat
        it, it is no longer possible to obtain this entry.

17. Aqua Drone
    *CREATURE*
       -Are located in the Biohazard Containment in the Crashed Frigate in the
        Tallon Overworld. I'm not 100% on this but apparent they are replaced
        by Aqua Reapers once you leave then come back. Best to scan them as
        soon as you encounter them just to be safe.

18. Elite Pirate
    *CREATURE*
       -Are located throughout the Phazon Mines. Even though there are several
        of them, they are still in limited number so scan the first one to get
        it out of the way. Once all Elite Pirates have been killed, it is no
        longer possible to obtain this entry.

19. Phazon Elite
    *CREATURE*
       -Is located in the Elite research in the Phazon Mines. Remember, this is
        a completely different enemy to the Elite Pirates and to Omega Pirate
        and has its own entry. Once you defeat it, it is no longer possible to
        obtain this entry.

20. Omega Pirate
    *CREATURE*
       -Is located in the Elite Quarters in the Phazon Mines. Once you defeat
        it, it is no longer possible to obtain this entry.

21. Meta Ridley
    *CREATURE*
       -Is located in the Artifact Temple in the Tallon Overworld. Once you
        defeat it, it is no longer possible to obtain this entry.

*******************************************************************************
*******************************************************************************

IX. General Info                                                         ID#400

*******************************************************************************

-----------
How To Scan
-----------
Scanning is one of the easiest things you can do in this game. Simply press
left on the Control Pad to bring up the Scan Visor, aim at what you want to
scan, and press the L Button.

--------------
The Unscanable
--------------
There are two enemies that cannot be scanned. The first is located in the
Phazon Mines - Dynamo. The invisible enemy which I refer to as a Shadow Drone
cannot be scanned so don't bother trying. The second is an invisible Bombu
which I refer to as a Shadow Bombu. Like the Shadow Drone, the Shadow Bombu
cannot be scanned so attempting to do so is just a waste of time.

------------------
Getting 100% Scans
------------------
Not a completely easy task. Missing one "limited-time" entry can screw up you
up completely. How to do it? Simply fill your Log Book. No, this does not mean
you have to scan absolutely everything, just the ones that have Log Book
entries. Us PAL gamers were lucky enough to get a Log Book Entries percentage
so we know exactly how many we have and need. The reward? Apart from having a
complete vista of knowledge about Tallon IV and the Pirate's plans, but when
you acquire your last entry, Image Gallery 2 will be unlocked. Yay!

*******************************************************************************
*******************************************************************************

X. Outro                                                                 ID#900

*******************************************************************************

Well, this is where the FAQ comes to an end. I'll say it again, feel free to
email me with feedback and corrections. A FAQ can probably never be
"completely" finished as long as people notice something wrong with it. Help me
achieve completeness! My email is located at the top of the page. Not bad for a
first FAQ, right? Right...? Thank you for reading and (supposedly) using my
guide.

-------------------------                                                ------
Credit Where Credit's Due                                                ID#910
-------------------------                                                ------
I credit and thank these people/companies for whatever they contributed to this
guide. Thanks guys!

Koran Rag - Provided the Log Book entries for the creatures.
Ragnorak Rocks - Provided the locations for the Pirate Data and Chozo Lore.
Rainier Wolfcastle - Provided a fix regarding the Ice Shiekbat entry.
hyperyoshi7 - Indirectly gave me the idea to write this guide.
CJayC - Hosted this guide on his fantastic website GameFAQs.
FigLET - ASCII art generated by FigWIN.
Nintendo - Created and produced the Metroid series.
Retro Studios - Created Metroid Prime.

*******************************************************************************
*******************************************************************************

XI. Copyright Notice                                                     ID#999

*******************************************************************************

This document is copyright 2004-6 Luke Scutt.

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.

Metroid Prime and all related trademarks belong to Nintendo.