Metroid Prime Logbook

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This is the entire Logbook of Metroid Prime, with all of the scans' descriptions and other details. Some entries differ between the original North American version and the PAL/Trilogy version. If such entries contradict each other, the PAL/Trilogy version is considered correct.

Pirate Data[edit]

Chozo Lore[edit]

Creatures[edit]

Entry First Location Entry Text Limited Scan? Notes
Parasite Frigate Orpheon - Emergency Evacuation Area Interstellar vermin.​ Travel in swarms. ​Indigenous to Tallon IV,​ a single Parasite is harmless to larger life-​forms.​ However,​ they tend to travel in large groups,​ swarming over potential prey.​ Such swarms can be dangerous.[1] Yes Must be scanned while on the Frigate Orpheon.
Auto Turret Frigate Orpheon - Deck Beta Security Hall Auto Defense Turret. ​Use Missiles to break outer casing.[2] No Has various locations
Zoomer Tallon Overworld - Tallon Canyon Anchors itself to walls and other surfaces.​ Avoid contact with spikes.​ A basic nerve center located directly above the Zoomer'​s mandibles detects nutrients.​ Sharp spines protect it from casual predators,​ but the lack of a reinforced carapace makes the Zoomer vulnerable to any indirect attacks.[3] No Has various locations.
Geemer Tallon Overworld - Tallon Canyon Wall-​crawling mollusk with retractable spikes.​ ​The Geemer is an evolutionary offshoot of the Zoomer family.​ When threatened,​ it extends lethal spikes and retracts its head deep into its armored carapace.[4] No Has various locations.
Sap Sac Tallon Overworld - Tallon Canyon Chemical reaction within sac produces violent explosion when agitated. ​Because of its irresistible odor and sweet nectar,​ the Sap Sac was nearly eaten out of existence.​ The evolution of an explosive chemical sac saved it;​ now only brave or ingenious creatures dare to devour it.[5] No Has various locations.
Bloodflower Tallon Overworld - Root Tunnel The Bloodflower is able to eject toxic spores. Toxins are poisonous even to the Bloodflower itself. Three mouth-nodules protrude from the stalk beneath the flower, each with a rudimentary brain cluster and the ability to spew toxic fumes at anything with a five-meter radius. The spores ejected from the Stigma at the center of the flower are sufficient to kill this creature if they explode in its vicinity.[6] No Has various locations.
Seedling Tallon Overworld - Temple Hall Plant based ground feeder. Dorsal Spines can be ejected in self-defense.[7] No Has various locations.
Scarab Chozo Ruins - Nursery Access ​​Exploding parasites that can embed their bodies in solid rock. Scarabs think nothing of sacrificing themselves for the safety of their swarm.​ When a hostile life-​form is sighted,​ they block its progress by embedding themselves in floors and walls.​ Embedded Scarabs violently self-​destruct when threatened.[8] No Also in Phendrana Drifts
Beetle Tallon Overworld - Canyon Cavern Burrowing insect with a resilient carapace.​ Extremely aggressive. Insect'​s massive mouth enables it to tunnel through solid rock at high speeds.​ Above ground,​ Beetles can cover short distances rapidly.​ They attack anything that moves near their lair.​​​​​​[9] No Also in Chozo Ruins
Plated Beetle Chozo Ruins - Ruined Shrine Well-armored burrowing insect. Vulnerable only in the rear abdomen.
Creature's thick cranial plating can repel frontal attacks. This gives it an advantage in combat, allowing it to make ramming attacks. Only surfacing when it detects vibrations above, it then maneuvers itself so as to always face its rival, keeping its exposed abdomen protected.[10]
No Is a sub boss, but will later reappear
War Wasp Chozo Ruins - Main Plaza Airborne insect equipped with a venomous stinger capable of shearing steel.​ ​The War Wasp rarely strays far from its hive unless it is pursuing an immediate threat.​ It attacks with no regard for its own survival,​ dive-​bombing its enemy with stinger extended.​ Fast-​working toxins from the stinger can incapacitate most small organisms.[11] No Has various locations
Ram War Wasp Chozo Ruins - Hive Totem Airborne predator.​ Circles its prey and then strikes. ​The War Wasps are the only species on Tallon IV to evolve a true hive mind.​ Nesting in damp,​ dark places,​ Ram War Wasps emerge in small groups when threatened and circle their enemy at high speeds,​ disorienting it.​ Striking from all sides as a single intelligence,​ they can fell huge organisms.[12] Yes Are a part of the Hive Mecha battle
Barbed War Wasp Chozo Ruins - Burn Dome Airborne insect with the ability to launch its stinger at prey. A highly aggressive member of the War Wasp family, this insect can propel the tip of its stinger up to 20 meters. The stinger tips regrow seconds after launch and contain an acidic compound designed to predigest prey.[13] Yes Are a part of the Incinerator Drone battle
War Wasp Hive Chozo Ruins - Main Plaza Primary War Wasp dwelling.​ Only vulnerable to heavy weaponry. ​War Wasps build their homes over existing crevices,​ using whatever materials are close at hand.​ They carry building fragments back to the construction site with their forelegs and glue them into place with adhesives secreted from their abdomens.[14] No Has various locations
Eyon Chozo Ruins - Eyon Tunnel Immobile organisms entirely composed of ocular tissue.​ Capable of launching sustained energy beams when active,​ the Eyon is sensitive to light and will close shut if a bright flash ignites nearby.[15] No Has various locations
Plazmite Chozo Ruins - Totem Access Small insect capable of storing and releasing thermal energy. ​Plazmites are attracted to sources of heat,​ thriving on the energy present there.​ They emit light when hunting,​ and will expel small bursts of thermal energy when threatened.[16] No Has various locations
Shriekbat Chozo Ruins - Arboretum Access Territorial ceiling-​dweller.​ Body temperature peaks at 121°​ centigrade. ​Shriekbats have high internal temperature,​ making them easy to spot with thermal imaging.​ They roost on cave ceilings while hunting for small prey.​ Fiercely territorial,​ they dive-​bomb anything that wanders near.​[17] No Also in Magmoor Caverns
Tangle Weed Tallon Overworld - Landing Site Plant life with basic sentience.​ Retracts into ground if threatened.​ ​Tangle Weeds are only dangerous to small organisms.​ They are covered in tiny barbs designed to trap potential meals.​ Tangle Weeds lack the strength to do anything more than hinder larger life-​forms.[18] No Also in Chozo Ruins
Venom Weed Chozo Ruins - Arboretum Venom Weed is a poisonous plant that retracts into the ground if threatened. Venom Weeds evolved to thrive in the habitats of large organisms. They lure prey with brightly colored leaves, then attack with tiny barbs that deliver a powerful toxin. Venom Weeds rapidly decompose anything that succumbs in their midst.[19] No Also in Tallon Overworld
Blastcap Tallon Overworld - Tallon Canyon Volatile chemicals within this weed'​s toxic fungal cap may explode if agitated.​ ​The poisonous flesh of the Blastcap helps keep it from being eaten.​ It also detonates its fungal cap when it senses even slight contact.[20] No Also in Chozo Ruins
Reaper Vine Chozo Ruins - Arboretum Powerful rock-dwelling tentacle. A single eye upon the Reaper Vine keeps a constant vigil, but its vision is limited to 10 meters. A scythe-like appendage on its tip is honed to lethal sharpness. The Reaper Vine will swing this blade wildly at anything that enters its zone of perception.[21] No Found throughout Chozo Ruins
Stone Toad Chozo Ruins - Energy Core The Stone Toad preys on creatures smaller than itself, and is vulnerable only from within. A Stone Toad is able to remain still for days, then it quickly swallows its prey whole. Anything it finds indigestible, it regurgitates. As a last resort, a Stone Toad will use its tusks in combat. A Stone Toad has a bulbous body and large green eyes. A rock-hard exoskeleton allows it to sit motionless for long periods of time.[22] No Found throughout Chozo Ruins
Plated Parasite Chozo Ruins - Furnace Hardy member of the Parasite family. Invulnerable to most weaponry. A cousin to the Parasite, these creatures are known for their amazing resilience. Field studies suggest a weakness to Morph Ball-delivered weapon systems.[23] No Also in Magmoor Caverns
Oculus Chozo Ruins - Sun Tower Wall-crawler that generates electrical pulses. The Oculus exposes its single eye when active. The electrical field that covers it is enough to deter most predators. If the Oculus detects anything capable of presenting a real threat, it retracts into its impermeable shell.[24] No Has various locations
Plated Puffer Chozo Ruins - Tower of Light Mutated Puffer with reinforced epidermis.​​ Phazon exposure has created a mutant strain of Puffers on Tallon IV.​ They have developed plated skin,​ making them harder to burst.​ Concussive weapons can still do the job,​ however.​ The gas within the Plated Puffer is just as deadly as that within their '​cousins​'​.[25] No Has one location
Hive Mecha Chozo Ruins - Hive Totem Security unit programmed to work with predatory hive dwellers. ​A design flaw makes the shielding on Hive Mecha weak around their access ports.​ These units are second-​generation combat drones,​ able to interface with organic units at a higher level.​ They train,​ shelter,​ and work with hive-​dwelling predators.​ Unarmed,​ they rely on their hive beasts to handle any threats.[26] Yes Must be scanned during battle.
Incinerator Drone Chozo Ruins - Burn Dome Incinerator Drone, programmed for high temperature waste disposal. Device schematics indicate a high risk of malfunction when internal power core is damaged. Unit has minimal combat programming, but can defend itself if necessary. This drone’s intense heat blasts compensate for its lack of battle prowess.[27] Yes Must be scanned during battle.
Chozo Ghost Chozo Ruins - Hall of the Elders Spectral entity. Bioelectric field invulnerable to natural energies. As these entities phase in and out of existence, the only reliable way to track them accurately is with x-ray scanning. This partially phased nature makes them invulnerable to natural energy types, such as fire, ice, and electricity. Their aggressive and erratic behavior is most likely due to the corrupting effects of Phazon in the Tallon IV environment. They appear to be drawn to Chozo religious sites, where they wreak havoc upon anything that dares enter the area.[28] No Can be found in a number or rooms and the Life Grove
Grizby Magmoor Caverns - Burning Trail Morphology: Grizby Subvolcanic carrion feeder. Carapace can be breached by Missiles. The Grizby's carapace has been fused together by superheated air. This barrier stands up to everything but concussive blasts. Its intelligence is limited to instinctive scavenging patterns.[29] No Found in only one room
Burrower Magmoor Caverns - Lake Tunnel A tunneling insect predator, the Burrower is similar to the beetle, though it prefers to spend more time underground. It seeks seismic disturbances, then surfaces to attack. It has enough cunning to realize when something is too large for it to handle. Beyond that, it is fairly ignorant. What it lacks in brains, it makes up for in aggression.[30] No Also can be found in the Phazon Mines
Puffer Magmoor Caverns - Lava Lake Unstable gas-​filled organism.​ Will rupture on contact.​ ​Puffers fill their bodies with lethal meta-​viprium gas and float about in search of food.​ If ruptured,​ the gas within the Puffer is violently released.​ Despite their fragile bodies,​ Puffers are aggressive hunters.​ The gas cloud they release upon death is often fatal to the creature that brings them down as well.[31] No Also can be found in the Phazon Mines
Triclops Magmoor Caverns - Pit Tunnel Hard-shelled creature with powerful jaws. The Triclops is a hunter-gatherer. It collects small creatures and bits of foodstuff, then deposits them elsewhere for later consumption. The hard tripartite mandibles it uses to move earth and rock are quite strong and difficult to escape once ensnared.[32] No Can be found in various locations
Magmoor Magmoor Caverns - Lava Lake 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.[33] No Can be found in various locations
Puddle Spore Magmoor Caverns - South Core Tunnel Sentient floating lava mollusk protected by an impenetrable shell. A Puddle Spore opens when approached, attempting to intimidate with its size. When opened, direct fire to its mantle causes it to flip into a defensive position. If it can slam shut, it ejects a spread of harmful energy globules.[34] No Can be found in various locations
Crystallite Phendrana Drifts - Phendrana Shorelines Territorial cold-weather scavenger. The shell of a Crystallite reflects Beam weapons, and can only be cracked by a concussive blast. They hang upside down in an ice cave during their larval stage. Moisture runs off its body and forms the hard ice shell, which the Crystallite retains for the rest of its life.[35] No Can be found in various locations
Ice Parasite Phendrana Drifts - Chozo Ice Temple A simple scavenger life-form that possesses a crystalline outer shell. Parasites are hardy creatures, able to adapt to any environment within three generations. The Ice Parasite is a prime example. Having adjusted to a frigid climate, this vermin now thrives in it. Omnivorous, it can exist in areas hostile to most life-forms.[36] Yes Disappears from the Chozo Ice Temple after the defeat of the Sheegoth in the Chapel of the Elders, can be found in Frozen Pike until the acquisition of the Gravity Suit
Ice Shriekbat Phendrana Drifts - Ice Ruins West Morphology: Ice Shriekbat Ice-encased ceiling-dweller. Like standard Shriekbats, these creatures are easily spotted with Thermal Imaging. They roost on cave ceilings, subsisting on insects, reptiles and small mammals. Fiercely territorial, they will dive-bomb anything that wanders near.[37] Yes Will disappear after obtaining the Thermal Visor
Pulse Bombu Chozo Ruins - Sun Tower Access Life-​form of raw energy.​ Periodically releases explosive segments from its body.​ ​Pulse Bombus are energy beings,​ invulnerable to most known weapons.​ Electrical energy can harm them,​ however.​ They lack any intelligence beyond an instinctive attraction to other charged energy sources.​ Pulse Bombus produce energy constantly.​ All excess energy is shed,​ regardless of who or what may be nearby.​[38] No Also in Phendrana Drifts
Scatter Bombu Phendrana Drifts - Ice Ruins Access Pulsing tendrils of energy extend from creature'​s body.​ ​Like all Bombus,​ these creatures can only be harmed by electrical energy.​ Proximity to these life-​forms may result in electrical Visor interference.​ It is possible to avoid engaging Scatter Bombus by rolling into the Morph Ball and slipping between the rotating energy streams.[39] No Also in the Phazon Mines
Ice Burrower Phendrana Drifts - Plaza Walkway The Ice Burrower is a hardy life form that has adapted to the frigid climate of Phendrana. It spends most of its time tunneling through the frozen soil, but occasionally surfaces to attack passers-by.[40] Yes Must be scanned when first encountered
Ice Beetle Phendrana Drifts - Research Core Access Burrowing insect with an ice-reinforced carapace. Averse to heat.
This member of the Beetle family has adapted to life in the subzero temperatures in the Phendrana Drifts, growing a thick ice shell over its entire body. The ice is extremely resilient, providing the Ice Beetle with extra protection and augmented digging abilities. ​​​​​​[41]
No Has various locations
Flickerbat Phendrana Drifts - Phendrana Shorelines Scavenger with optical camouflaging that renders it invisible to the naked eye.​ ​Flickerbats are deceptive creatures.​ The only way to track them reliably is with x-​ray imaging.​ They fly ceaselessly,​ hunting insects and other small prey that float on the air currents.​ Flickerbats tend to fly in cyclical hunting patterns,​ using primitive sonar to navigate.[42] No Has various locations
Jelzap Tallon Overworld - Frigate Crash Site Aquatic predator made of electrically bound skeletal halves. The Jelzap's brain is located in the upper half of its body, while the heart and digestive tract occupy the lower half. Linked only by electrical impulses, the two halves somehow function effectively enough to launch the Jelzap to the top of Tallon IV's aquatic food chain.[43] No Also in Phendrana Drifts
Baby Sheegoth Phendrana Drifts - Ice Ruins West Glacial predator. Ice shell protects vulnerable dorsal area. Young Sheegoths grow a resilient shell of ice on their backs which serves to protect a layer of vulnerable flesh. With this being their only weak point, Baby Sheegoths will turn quickly in order to not allow predators the opportunity to strike at their backs. Powerful hunters, they fire bursts of ultracold gas at potential prey, then feast on their frozen victim.[44] No Has various locations
Sheegoth Phendrana Drifts - Chapel of the Elders Supreme predator of the Phendrana Drifts. Sheegoths are invulnerable to most Beam weapons. The crystals on their back absorb energy, which they can fire at prey. Sheegoths have poor stamina. They hyperventilate after using their breath attack, making their mouth area vulnerable. The soft underbelly of a Sheegoth is susceptible to concussive blasts. In battle, they expel blasts of frigid gas.[45] No Appears in multiple areas after the boss fight
Sentry Drone Phendrana Drifts - Research Core Access Well-​armed and armored security mecha.​ ​Sentry Drones have limited intelligence,​ but do their assigned tasks well.​ Being machines,​ they are susceptible to electrical attacks.​ When alerted,​ Drones initiate a security lockdown,​ then attempt to neutralize the intruder.​ Their electronic warfare suit can scramble Visor technology as well.[46] No Can be found in various locations
Space Pirate Phendrana Drifts - Research Entrance Morphology: Space Pirate Sentient aggressor species well trained in weapon and melee combat.Space Pirates wield Galvanic Accelerator Cannons and forearm-mounted Scythes in combat. This species seeks to become the dominant force in the galaxy, and their technology may help them realize this goal. Ruthless and amoral, the Pirates care little for the cost of their ambition. Only the results matter, and they take these very seriously.[47] No Also can be found in the Phazon Mines
Shadow Pirate Phendrana Drifts - Specimen Storage Pirate forces trained and equipped for stealth operations. A select group of Space Pirates have access to sophisticated cloaking technology. This gear drains high levels of power, however, forcing them to rely solely on melee weapons in battle. Use enhanced detection gear when fighting these units.[48] No Also can be found in the Phazon Mines
Flying Pirate Tallon Overworld - Frigate Crash Site Pirates trained and equipped for airborne assault. Flying Pirates are extremely agile in the air, but the heat signatures of their jet packs can be tracked with Thermal Imaging. While their Missiles are extremely potent, their jet packs can be even more so. If the pack fails, they will make a suicide strike.[49] No Also can be found in Phendrana Drifts and Magmoor Caverns
Aqua Sac Tallon Overworld - Connection Elevator to Deck Beta Will burst when subjected to impact or trauma. Believed to be in the same family as the Sap Sac, this plant has similar features. It will burst when exposed to force. This protective response keeps most creatures from feeding on it.[50] No Found in only one location
Tallon Crab Tallon Overworld - Main Ventilation Shaft Section A Crustacean native of Tallon IV. Hard-shelled swarm life-form. Once harvested for food, exposure to Phazon has seen this practice diminished. Creatures are timid and harmless alone, but can be a problem when traveling in swarms.[51] No Found in only one location
Aqua Reaper Tallon Overworld - Reactor Core Powerful aquatic tentacle, part of a submerged organism. Similar in nature to the surface-based Reaper Vine, the Aqua Reaper has adapted to a liquid environment. It shares the poor vision of its rock-dwelling 'cousin,' relying on a crude sonar sense to seek prey. Unhindered by water, the Aqua Reaper has considerable speed and strength.[52] No Also found in Phendrana Drifts
Aqua Drone Tallon Overworld - Biohazard Containment Security mecha adapted for use in underwater areas.​ The Space Pirates have adapted a number of Sentry Drones for use in liquid environments.​ These Aqua Drones utilize an arsenal and artificial intelligence suit similar to their '​cousins.​'​ The Pirates have been unable to properly shield these Drones from electrical attack,​ making them vulnerable to the Wave Beam.[53] Yes Must be scanned during first trip through the Frigate
Aqua Pirate Tallon Overworld - Reactor Core Space Pirates with exoskeletons modified for underwater use. Using modified thruster-packs and Gravity Suit technology, the Space Pirates have armorsuits for use in liquid environments. Thermal tracking is still very useful against these units, as the Pirate engineers have yet to eliminate the thruster-pack's high heat signature[54] No Can be found only in the Frigate Orpheon wreck
Mega Turret Phazon Mines - Main Quarry Perimeter defense turret reinforced with energy shielding. Frustrated with inferior armor plating on standard defense turrets, the Space Pirates added energy shielding to a modified heavy Cannon. The new shielding and increased Beam strength makes the Mega Turret an efficient point defense weapon.[55] No Can be found throughout the mines
Glider Phendrana Drifts - Frost Cave The Glider is a docile, airborne creature with unusual magnetic properties. Gliders live a relatively peaceful existence. They have a magnetic signature attuned to common Grapple Beam technology; the sport of 'Glider riding' involves using a Grapple to attach to a Glider, then attempting to stay on it as long as possible.[56] No Also can be found in the Phazon Mines
Power Trooper Phazon Mines - Elite Research Space Pirate armed with Power Beam technology.​ Space Pirates have reverse-​engineered several of your weapons,​ including the Power Beam.​ A flaw in the design makes these Pirates vulnerable to their own Beam weapon system.​ These weapons are inferior to your Chozo-​designed originals,​ but still quite potent.[57] No Can be found throughout the mines
Wave Trooper Phazon Mines - Mine Security Station Space Pirate armed with Wave Beam technology.​ Space Pirates have reverse-​engineered several of your weapons,​ including the 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.[57] No Can be found throughout the mines
Ice Trooper Phazon Mines - Elite Control Space Pirate armed with Ice 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.[57] No Can be found throughout the mines
Plasma Trooper Phazon Mines - Metroid Quarantine B Space Pirate armed with Plasma Beam technology.​ Space Pirates have reverse-​engineered several of your weapons,​ including the 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.[57] No Can be found throughout the mines
Elite Pirate Phazon Mines - Elite Control Phazon-enhanced Space Pirate. Incredibly strong, armored, and well armed. Elite Pirates are potent foes. Their energy-siphon system absorbs Beam weapon shots, which they use to fuel a massive Plasma Artillery Cannon. The nature of this system makes them vulnerable to concussion-based weapons. Well armed, the Elite Pirate is effective in close combat and at a distance. Their massive size can be a weakness, and their sluggish speed allows for evasion and quick attacks.[58] Yes There are three Elite Pirates in the Phazon Mines
Phazon Elite Phazon Mines - Elite Research Elite Pirate infused with energized Phazon. The Phazon-charged Elite Pirates rely more on their Wave Quake Generators, opting not to carry the vulnerable Plasma Artillery Cannons normally used by Elites. The direct fusing of Phazon into their bodies provides a tremendous level of energy. The drastically lower life span that comes with this process is of little concern to the Pirate Research team.[59] Yes Must be scanned during the battle
Metroid Phendrana Drifts - Research Lab Aether Energy-based parasitic predator. The dominant species of planet SR388, Metroids can suck the life force out of living things. A Metroid will latch onto its prey and drain energy. growing larger as it does. The only way to shake an attached Metroid is to enter Morph Ball mode and lay a bomb.[60] No Also can be found in the Phazon Mines
Hunter Metroid Phendrana Drifts - Frost Cave or Phazon Mines - Fungal Hall A As Metroids develop,​ they become more efficient predators.​ An energy-​draining tentacle allows them to attack at a distance.​ Quick to anger,​ a Hunter Metroid will charge troublesome prey and attempt to ram them into submission.​ Cold-​based attacks are still quite effective against these creatures.[61] No The Hunter Metroid will not always be in Phendrana Drifts depending on the version.
Fission Metroid Phazon Mines - Elite Quarters or Impact Crater - Phazon Core The Fission Metroid is a mutant,​ capable of splitting in two.​ This split endows the new creatures with invulnerability to most weaponry.​ This effect is unstable,​ resulting in weakness to a type of weapon fire.​ The vulnerability appears to be random,​ due to the chaotic nature of Phazon mutation.[62] No Only will be in the mines in the PAL/Trilogy version
Lumigek Impact Crater - Crater Tunnel A Phazon-​charged reptiles. ​Natives of Tallon IV,​ the Lumigeks travel in swarms to increase their odds of survival.​ They absorb and radiate Phazon energy,​ making these swarms a threat.[63] No Found in the second room of the crater
Parasite Queen Frigate Orpheon - Reactor Core Parasite female,​ genetically enhanced by unknown means. ​A weak spot has been detected in this creature'​s mouth.​ Use your auto-​targeting to acquire this new target!​​ ​Scans indicate the presence of a potent mutagen,​ origins unknown.​ Creature exhibits the ability to fire weapon-​grade blasts of energy from its mouth,​ a trait not present in the standard parasite genome.​ It appears the Pirates have begun a bioengineering program,​ with considerable results.[32] Yes Must be scanned during the battle
Flaahgra Chozo Ruins - Sunchamber This mutant plant is the source of toxic water in the Ruins.​ Flaahgra'​s growth cycle has been radically accelerated.​ As a result,​ it requires near-​constant exposure to solar energy to remain active.​ This exposure has made Flaahgra'​s outer shell thick and durable.​ Its lower root system is unprotected and vulnerable,​ however.​ Exploit this flaw when possible.​ Concentrated weapon fire can daze it for short periods.[64] Yes Must be scanned during the battle
Flaahgra Tentacle Chozo Ruins - Sunchamber One of Flaahgra'​s tentacles fills this narrow drainage channel.​ Analysis indicates that Flaahgra'​s central nervous system is located at the base of this structure.[65] Yes Must be scanned during the battle
Thardus Phendrana Drifts - Quarantine Cave An animated, sentient creature of stone charged with Phazon radiation. The Phazon radiation given off by Thardus negates auto-targeting systems, preventing lock-on. It may be possible to acquire alternate targets with a different Visor. The chaotic nature of Phazon irradiation leads to instability in its structural integrity. Thardus can encase targets in ice, and its colossal size and strength make it a formidable opponent.[66] Yes Must be scanned during the battle
Omega Pirate Phazon Mines - Elite Quarters Most powerful of the Elite Pirate Forces. Omega Pirate can become invisible to normal sight. It is vulnerable when cloaked, as all energy is drawn from defense systems. By exposing itself to Phazon, it can regenerate damaged tissue and organs. Considered the pinnacle of the Elite Pirate program, this enemy should be handled with extreme caution and maximum firepower.[67] Yes Can be scanned while in the stasis tank or during the battle
Meta Ridley Tallon Overworld - Artifact Temple Genetically enhanced Ridley Metaform Reborn and evolved through Pirate technology, Meta Ridley is a fearsome enforcer. Its hide is extremely resilient, save for the chest, which has thinner plating. the Pirates have fused a number of potent weapons to the creature, including a Multi-Missile System, a Kinetic Breath Weapon, a Meson Bomb Launcher, and an Ultrathermal Flamestrike Projector. Meta Ridley is also a formidable melee combatant, making any sort of engagement a risky proposition.[68] Yes Must be scanned during the battle
Metroid Prime Impact Crater - Subchamber One Highly evolved, Phazon-producing life form. The aberration known as Metroid Prime is the source of Phazon, making it immensely powerful. A genetic flaw makes it susceptible to certain weapons for brief periods. Only its head is truly vulnerable: other attacks are a nuisance. Offensively, Metroid Prime has a number of natural and mechanical weapons at its disposal. These include Ultrafrigid Breath, Multi-Missiles, Snare Beams, and Particle Wave Projectors. Its massive strength and barbed carapace make it lethal in melee combat. Recommend maximum firepower when engaging this enemy.[69] Yes Must be scanned during the battle
Metroid Prime (core) Impact Crater - Metroid Prime Lair The core essence of Metroid Prime. Scan indicates that the Phazon energy form of Metroid Prime is invulnerable to all weapons; only attacks from a Phazon-fuzed Arm Cannon will damage it. It generates pools of Phazon when it attacks; use these to fuel you Suit's Phazon weapon system. The entity can also spawn Metroids to assist it in battle, rendering it invisible when it does so.[70] Yes Must be scanned during the battle. Is referred to in game as Metroid Prime

Research[edit]

Note:These entries are from the PAL/Trilogy version, differences between versions are limited to the order and the addition of ammo sizes.

Entry First Location Entry Text
Small Energy Most areas Small Energy. Replenishes 10 units of energy.[71]
Large Energy Most areas Large Energy. Replenishes 20 units of energy.[72]
Ultra Energy Most areas Ultra Energy. Replenishes 100 units of energy.[73]
Small Missile Ammo Most areas Missile Ammunition. Resupplies Missile Launcher with 3 rounds of ammo.[74]
Medium Missile Ammo Most areas Missile Ammunition. Resupplies Missile Launcher with 5 rounds of ammo.[75]
Large Missile Ammo Most areas Missile Ammunition. Resupplies Missile Launcher with 10 rounds of ammo.[76]
Power Bomb Ammo Most areas Power Bomb Ammunition. Resupplies Power Bomb with 1 round of ammo.[77]
Save Station Frigate Orpheon - Reactor Core Entrance and several others Save Station. Step into these stations to save your game and fully restore your energy.[78]
Map Station Frigate Orpheon - Map Facility and several others Map Station. Walk into Map Station holograms to download a map of the area you're in.[79]
Missile Station Chozo Ruins - Hall of the Elders and a few others Missile Station. Step into these stations to fully reload your Missile Launcher.[80]
Morph Ball Slot Chozo Ruins - Energy Core and several others 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.[81]
Spinner Magmoor Caverns - Monitor Station and several others This is a standard Spinner device. The generator belts of the Spinner can be activated by rapid rotational force. Use the Boost ability of the Morph Ball when inside a Spinner to activate the device.[82]
Spider Ball Track Phendrana Drifts - Quarantine Cave and several others Magnetic rail system track. In Morph Ball mode, press and hold Z when close to this type of surface. Use the control stick to move the the ball along the the track. Release Z to disengage from the surface. CAUTION: A Morph Ball Bomb will briefly disengage the Ball from the track.[83]
Grapple Point Phazon Mines - Ore Processing and several others Analysis indicates a viable attach point for the Grapple Beam. To use the Grapple Beam. Use Z when the (grapple) icon appears.[84]
Gunship Tallon Overworld - Landing Site Hunter-class gunship registered to Samus Aran. You can return to your ship to recharge energy, reload weapons and save progress in the game.[85]
Missile Door Lock Tallon Overworld - Waterfall Cavern and several others There is a Blast Shield on the door blocking access. Analysis indicates that the Blast Shield is invulnerable to Beam weapons. Explosive weapons may damage it.[86]
Locked Door Chozo Ruins - Hive Totem and several others Lock system engaged. Secure the area to unlock door.[87]
Stalactite Magmoor Caverns - Twin Fires and also in Phendrana Drifts This hanging rock structure appears to have a weak spot near its base. Some stalactites can be dislodged from ceilings, allowing them to be used as platforms to cross otherwise unreachable areas.[88]
Zebes Phendrana Drifts - Observatory Planet Zebes ​Mass:​ 4.​8 trillion teratons.​ Profile:​ Planet'​s crust is primarily Urthic ore,​ making it ideal for subterranean construction.​ A class XIX planet,​ Zebes is inhospitable to most bioforms.​ The world was considered unremarkable until it became a base for Space Pirate forces.[89]
Tallon IV Phendrana Drifts - Observatory Planet Tallon IV. Mass: 5.1 trillion teratons. Profile: Ecosystem studies indicate that Tallon IV was a biological paradise prior to the impact of an extraterrestrial object. What remains of the biosphere is slowly fading due to exposure to Phazon radiation. At current rate of decay, Tallon IV will be a barren Class XIII wasteland in approximately 25 years.[90]

Artifacts[edit]

Note: All entries are acquired by scanning totems in the Artifact Temple, or by acquiring the said Artifact.

Entry Entry Text
Artifact of Truth Translating Chozo runes on Totem's surface. The Artifact awaits those who truly seek it.[91]
Artifact of Strength Translating Chozo runes on Totem's surface. The heat of Magmoor was a test for many warriors. A Shrine in their honor holds the Artifact of Strength.[92]
Artifact of Elder Translating Chozo runes on Totem's surface. Invaders have claimed Phendrana as their own. A Tower sits atop their fortress. Collapse it to reveal the chamber where the Artifact of Elder is held.[93]
Artifact of Wild Translating Chozo runes on Totem's surface. A Sunchamber high atop our ruined home became the nest of a great beast, and a source of a corruption. Many Chozo spirits have been drawn to this tainted place. Release their bond to the world to claim the Artifact of Wild.[94]
Artifact of Lifegiver Translating Chozo runes on Totem's surface. There is a tower within the Ruins where Light always shines. Move through the waters there to find the Artifact of Lifegiver.[95]
Artifact of Warrior Translating Chozo runes on Totem's surface. A room of Research lies within the mines. A corrupted invader is trapped there. Defeat this creature to claim the Artifact of Warrior.[96]
Artifact of Chozo Translating Chozo runes on Totem's surface. In one of Tallon's far corners, a Grove of life lies. Reveal the pillar beneath the waves to find the Artifact of Chozo.[97]
Artifact of Nature Translating Chozo runes on Totem's surface. A molten Lake lies within the tunnels of Magmoor. Shatter the column at the lake's center to reveal the Artifact of Nature.[98]
Artifact of Sun Translating Chozo runes on Totem's surface. Near Phendrana's shores, a Temple stands. Thaw the frozen waters flowing from the Elder to find the Artifact of Sun.[99]
Artifact of World Translating Chozo runes on Totem's surface. Within the ruins of our home, we honor our fallen Elders in a great Hall. A chamber beneath the statue holds the Artifact of World.[100]
Artifact of Spirit Translating Chozo runes on Totem's surface. A tall cave stands at Phendrana's Edge. Seek the unseen entrance at its top to find the Artifact of Spirit.[101]
Artifact of Newborn Translating Chozo runes on Totem's surface. Invaders mine the depths in their greed. Forge a path through a Tunnel of the Great Poison to claim the Artifact of Newborn.[102]

References

  1. "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." —Logbook (Metroid Prime)
  2. "Auto Defense Turret. ​Use Missiles to break outer casing." —Logbook (Metroid Prime)
  3. "​Anchors itself to walls and other surfaces.​ Avoid contact with spikes.​ A basic nerve center located directly above the Zoomer'​s mandibles detects nutrients.​ Sharp spines protect it from casual predators,​ but the lack of a reinforced carapace makes the Zoomer vulnerable to any indirect attacks." —Logbook (Metroid Prime)
  4. "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." —Logbook (Metroid Prime)
  5. "​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." —Logbook (Metroid Prime)
  6. "The Bloodflower is able to eject toxic spores. Toxins are poisonous even to the Bloodflower itself. Three mouth-nodules protrude from the stalk beneath the flower, each with a rudimentary brain cluster and the ability to spew toxic fumes at anything with a five-meter radius. The spores ejected from the Stigma at the center of the flower are sufficient to kill this creature if they explode in its vicinity." —Logbook (Metroid Prime)
  7. "Plant based ground feeder. Dorsal Spines can be ejected in self-defense." —Logbook (Metroid Prime)
  8. "​​Exploding parasites that can embed their bodies in solid rock. Scarabs think nothing of sacrificing themselves for the safety of their swarm.​ When a hostile life-​form is sighted,​ they block its progress by embedding themselves in floors and walls.​ Embedded Scarabs violently self-​destruct when threatened." —Logbook (Metroid Prime)
  9. "Burrowing insect with a resilient carapace.​ Extremely aggressive. Insect'​s massive mouth enables it to tunnel through solid rock at high speeds.​ Above ground,​ Beetles can cover short distances rapidly.​ They attack anything that moves near their lair." —Logbook (Metroid Prime)
  10. "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.
    " —Logbook (Metroid Prime)
  11. "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." —Logbook (Metroid Prime)
  12. "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." —Logbook (Metroid Prime)
  13. "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." —Logbook (Metroid Prime)
  14. "Primary War Wasp dwelling.​ Only vulnerable to heavy weaponry. ​War Wasps build their homes over existing crevices,​ using whatever materials are close at hand.​ They carry building fragments back to the construction site with their forelegs and glue them into place with adhesives secreted from their abdomens." —Logbook (Metroid Prime)
  15. "​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." —Logbook (Metroid Prime)
  16. "Small insect capable of storing and releasing thermal energy. ​Plazmites are attracted to sources of heat,​ thriving on the energy present there.​ They emit light when hunting,​ and will expel small bursts of thermal energy when threatened." —Logbook (Metroid Prime)
  17. "​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." —Logbook (Metroid Prime)
  18. "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." —Logbook (Metroid Prime)
  19. "Venom Weed is a poisonous plant that retracts into the ground if threatened. Venom Weeds evolved to thrive in the habitats of large organisms. They lure prey with brightly colored leaves, then attack with tiny barbs that deliver a powerful toxin. Venom Weeds rapidly decompose anything that succumbs in their midst." —Logbook (Metroid Prime)
  20. "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." —Logbook (Metroid Prime)
  21. "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." —Logbook (Metroid Prime)
  22. "The Stone Toad preys on creatures smaller than itself, and is vulnerable only from within. A Stone Toad is able to remain still for days, then it quickly swallows its prey whole. Anything it finds indigestible, it regurgitates. As a last resort, a Stone Toad will use its tusks in combat. A Stone Toad has a bulbous body and large green eyes. A rock-hard exoskeleton allows it to sit motionless for long periods of time." —Logbook (Metroid Prime)
  23. "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" —Logbook (Metroid Prime)
  24. "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." —Logbook (Metroid Prime)
  25. "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​'​." —Logbook (Metroid Prime)
  26. "​Security unit programmed to work with predatory hive dwellers. ​A design flaw makes the shielding on Hive Mecha weak around their access ports.​ These units are second-​generation combat drones,​ able to interface with organic units at a higher level.​ They train,​ shelter,​ and work with hive-​dwelling predators.​ Unarmed,​ they rely on their hive beasts to handle any threats." —Logbook (Metroid Prime)
  27. "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." —Logbook (Metroid Prime)
  28. "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." —Logbook (Metroid Prime)
  29. "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." —Logbook (Metroid Prime)
  30. "A tunneling insect predator, the Burrower is similar to the beetle, though it prefers to spend more time underground. It seeks seismic disturbances, then surfaces to attack. It has enough cunning to realize when something is too large for it to handle. Beyond that, it is fairly ignorant. What it lacks in brains, it makes up for in aggression." —Logbook (Metroid Prime)
  31. "Unstable gas-​filled organism.​ Will rupture on contact.​ ​Puffers fill their bodies with lethal meta-​viprium gas and float about in search of food.​ If ruptured,​ the gas within the Puffer is violently released.​ Despite their fragile bodies,​ Puffers are aggressive hunters.​ The gas cloud they release upon death is often fatal to the creature that brings them down as well." —Logbook (Metroid Prime)
  32. 32.0 32.1 "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." —Logbook (Metroid Prime)
  33. "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." —Logbook (Metroid Prime)
  34. "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." —Logbook (Metroid Prime)
  35. "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." —Logbook (Metroid Prime)
  36. "A simple scavenger life-form that possesses a crystalline outer shell. Parasites are hardy creatures, able to adapt to any environment within three generations. The Ice Parasite is a prime example. Having adjusted to a frigid climate, this vermin now thrives in it. Omnivorous, it can exist in areas hostile to most life-forms." —Logbook (Metroid Prime)
  37. "Morphology: Ice Shriekbat Ice-encased ceiling-dweller. Like standard Shriekbats, these creatures are easily spotted with Thermal Imaging. They roost on cave ceilings, subsisting on insects, reptiles and small mammals. Fiercely territorial, they will dive-bomb anything that wanders near." —Logbook (Metroid Prime)
  38. "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." —Logbook (Metroid Prime)
  39. "Pulsing tendrils of energy extend from creature'​s body.​ ​Like all Bombus,​ these creatures can only be harmed by electrical energy.​ Proximity to these life-​forms may result in electrical Visor interference.​ It is possible to avoid engaging Scatter Bombus by rolling into the Morph Ball and slipping between the rotating energy streams." —Logbook (Metroid Prime)
  40. "The Ice Burrower is a hardy life form that has adapted to the frigid climate of Phendrana. It spends most of its time tunneling through the frozen soil, but occasionally surfaces to attack passers-by." —Logbook (Metroid Prime)
  41. "Burrowing insect with an ice-reinforced carapace. Averse to heat. This member of the Beetle family has adapted to life in the subzero temperatures in the Phendrana Drifts, growing a thick ice shell over its entire body. The ice is extremely resilient, providing the Ice Beetle with extra protection and augmented digging abilities." —Logbook (Metroid Prime)
  42. "​Scavenger with optical camouflaging that renders it invisible to the naked eye.​ ​Flickerbats are deceptive creatures.​ The only way to track them reliably is with x-​ray imaging.​ They fly ceaselessly,​ hunting insects and other small prey that float on the air currents.​ Flickerbats tend to fly in cyclical hunting patterns,​ using primitive sonar to navigate." —Logbook (Metroid Prime)
  43. "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." —Logbook (Metroid Prime)
  44. "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. " —Logbook (Metroid Prime)
  45. "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." —Logbook (Metroid Prime)
  46. "Well-​armed and armored security mecha.​ ​Sentry Drones have limited intelligence,​ but do their assigned tasks well.​ Being machines,​ they are susceptible to electrical attacks.​ When alerted,​ Drones initiate a security lockdown,​ then attempt to neutralize the intruder.​ Their electronic warfare suit can scramble Visor technology as well." —Logbook (Metroid Prime)
  47. "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." —Logbook (Metroid Prime)
  48. "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." —Logbook (Metroid Prime)
  49. "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." —Logbook (Metroid Prime)
  50. "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." —Logbook (Metroid Prime)
  51. "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." —Logbook (Metroid Prime)
  52. "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." —Logbook (Metroid Prime)
  53. "Security mecha adapted for use in underwater areas.​ The Space Pirates have adapted a number of Sentry Drones for use in liquid environments.​ These Aqua Drones utilize an arsenal and artificial intelligence suit similar to their '​cousins.​'​ The Pirates have been unable to properly shield these Drones from electrical attack,​ making them vulnerable to the Wave Beam." —Logbook (Metroid Prime)
  54. "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" —Logbook (Metroid Prime)
  55. "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." —Logbook (Metroid Prime)
  56. "The Glider is a docile, airborne creature with unusual magnetic properties. Gliders live a relatively peaceful existence. They have a magnetic signature attuned to common Grapple Beam technology; the sport of 'Glider riding' involves using a Grapple to attach to a Glider, then attempting to stay on it as long as possible." —Logbook (Metroid Prime)
  57. 57.0 57.1 57.2 57.3 "​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.​" —Logbook (Metroid Prime)
  58. "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." —Logbook (Metroid Prime)
  59. "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." —Logbook (Metroid Prime)
  60. "Energy-based parasitic predator. The dominant species of planet SR388, Metroids can suck the life force out of living things. A Metroid will latch onto its prey and drain energy. growing larger as it does. The only way to shake an attached Metroid is to enter Morph Ball mode and lay a bomb." —Logbook (Metroid Prime)
  61. "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." —Logbook (Metroid Prime)
  62. "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." —Logbook (Metroid Prime)
  63. "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." —Logbook (Metroid Prime)
  64. "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." —Logbook (Metroid Prime)
  65. "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." —Logbook (Metroid Prime)
  66. "An animated, sentient creature of stone charged with Phazon radiation. The Phazon radiation given off by Thardus negates auto-targeting systems, preventing lock-on. It may be possible to acquire alternate targets with a different Visor. The chaotic nature of Phazon irradiation leads to instability in its structural integrity. Thardus can encase targets in ice, and its colossal size and strength make it a formidable opponent." —Logbook (Metroid Prime)
  67. "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." —Logbook (Metroid Prime)
  68. "Genetically enhanced Ridley Metaform Reborn and evolved through Pirate technology, Meta Ridley is a fearsome enforcer. Its hide is extremely resilient, save for the chest, which has thinner plating. the Pirates have fused a number of potent weapons to the creature, including a Multi-Missile System, a Kinetic Breath Weapon, a Meson Bomb Launcher, and an Ultrathermal Flamestrike Projector. Meta Ridley is also a formidable melee combatant, making any sort of engagement a risky proposition." —Logbook (Metroid Prime)
  69. "Highly evolved, Phazon-producing life form. The aberration known as Metroid Prime is the source of Phazon, making it immensely powerful. A genetic flaw makes it susceptible to certain weapons for brief periods. Only its head is truly vulnerable: other attacks are a nuisance. Offensively, Metroid Prime has a number of natural and mechanical weapons at its disposal. These include Ultrafrigid Breath, Multi-Missiles, Snare Beams, and Particle Wave Projectors. Its massive strength and barbed carapace make it lethal in melee combat. Recommend maximum firepower when engaging this enemy." —Logbook (Metroid Prime)
  70. "The core essence of Metroid Prime. Scan indicates that the Phazon energy form of Metroid Prime is invulnerable to all weapons; only attacks from a Phazon-fuzed Arm Cannon will damage it. It generates pools of Phazon when it attacks; use these to fuel you Suit's Phazon weapon system. The entity can also spawn Metroids to assist it in battle, rendering it invisible when it does so." —Logbook (Metroid Prime)
  71. "Small Energy. Replenishes 10 units of energy." —Logbook Data-Small Energy (Metroid Prime)
  72. "Large Energy. Replenishes 20 units of energy." —Logbook Data-Large Energy (Metroid Prime)
  73. "Ultra Energy. Replenishes 100 units of energy." —Logbook Data-Ultra Energy (Metroid Prime)
  74. "Missile Ammunition. Resupplies Missile Launcher with 3 rounds of ammo." —Logbook Data-Small Missile Ammo (Metroid Prime)
  75. "Missile Ammunition. Resupplies Missile Launcher with 5 rounds of ammo." —Logbook Data-Medium Missile Ammo (Metroid Prime)
  76. "Missile Ammunition. Resupplies Missile Launcher with 10 rounds of ammo." —Logbook Data-Large Missile Ammo (Metroid Prime)
  77. "Power Bomb Ammunition. Resupplies Power Bomb with 1 round of ammo." —Logbook Data-Power Bomb Ammo (Metroid Prime)
  78. "Save Station. Step into these stations to save your game and fully restore your energy." —Logbook Data-Save Station (Metroid Prime)
  79. "Map Station. Walk into Map Station holograms to download a map of the area you're in." —Logbook Data-Map Station (Metroid Prime)
  80. "Missile Station. Step into these stations to fully reload your Missile Launcher." —Logbook Data-Missile Station (Metroid Prime)
  81. "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." —Logbook Data-Morph Ball Slot (Metroid Prime)
  82. "This is a standard Spinner device. The generator belts of the Spinner can be activated by rapid rotational force. Use the Boost ability of the Morph Ball when inside a Spinner to activate the device." —Logbook Data-Spinner (Metroid Prime)
  83. "Magnetic rail system track. In Morph Ball mode, press and hold Z when close to this type of surface. Use the control stick to move the the ball along the the track. Release Z to disengage from the surface. CAUTION: A Morph Ball Bomb will briefly disengage the Ball from the track." —Logbook Data-Spider Ball Track (Metroid Prime)
  84. "Analysis indicates a viable attach point for the Grapple Beam. To use the Grapple Beam. Use Z when the (grapple) icon appears." —Logbook Data-Grapple Point (Metroid Prime)
  85. "Hunter-class gunship registered to Samus Aran. You can return to your ship to recharge energy, reload weapons and save progress in the game." —Logbook (Metroid Prime)
  86. "There is a Blast Shield on the door blocking access. Analysis indicates that the Blast Shield is invulnerable to Beam weapons. Explosive weapons may damage it." —Logbook Data-Missile Door Lock (Metroid Prime)
  87. "Lock system engaged. Secure the area to unlock door." —Logbook Data-Locked Door (Metroid Prime)
  88. "This hanging rock structure appears to have a weak spot near its base. Some stalactites can be dislodged from ceilings, allowing them to be used as platforms to cross otherwise unreachable areas." —Logbook Data-Stalactite (Metroid Prime)
  89. "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." —Logbook Data-Zebes (Metroid Prime)
  90. "Planet Tallon IV. Mass: 5.1 trillion teratons. Profile: Ecosystem studies indicate that Tallon IV was a biological paradise prior to the impact of an extraterrestrial object. What remains of the biosphere is slowly fading due to exposure to Phazon radiation. At current rate of decay, Tallon IV will be a barren Class XIII wasteland in approximately 25 years." —Logbook Data-Tallon IV (Metroid Prime)
  91. "Translating Chozo runes on Totem's surface. The Artifact awaits those who truly seek it." —Logbook Data-Truth (Metroid Prime)
  92. "Translating Chozo runes on Totem's surface. The heat of Magmoor was a test for many warriors. A Shrine in their honor holds the Artifact of Strength." —Logbook Data-Strength (Metroid Prime)
  93. "Translating Chozo runes on Totem's surface. Invaders have claimed Phendrana as their own. A Tower sits atop their fortress. Collapse it to reveal the chamber where the Artifact of Elder is held." —Logbook Data-Elder (Metroid Prime)
  94. "Translating Chozo runes on Totem's surface. A Sunchamber high atop our ruined home became the nest of a great beast, and a source of a corruption. Many Chozo spirits have been drawn to this tainted place. Release their bond to the world to claim the Artifact of Wild." —Logbook Data-Wild (Metroid Prime)
  95. "Translating Chozo runes on Totem's surface. There is a tower within the Ruins where Light always shines. Move through the waters there to find the Artifact of Lifegiver." —Logbook Data-Lifegiver (Metroid Prime)
  96. "Translating Chozo runes on Totem's surface. A room of Research lies within the mines. A corrupted invader is trapped there. Defeat this creature to claim the Artifact of Warrior." —Logbook Data-Warrior (Metroid Prime)
  97. "Translating Chozo runes on Totem's surface. In one of Tallon's far corners, a Grove of life lies. Reveal the pillar beneath the waves to find the Artifact of Chozo." —Logbook Data-Chozo (Metroid Prime)
  98. "Translating Chozo runes on Totem's surface. A molten Lake lies within the tunnels of Magmoor. Shatter the column at the lake's center to reveal the Artifact of Nature." —Logbook Data-Nature (Metroid Prime)
  99. "Translating Chozo runes on Totem's surface. Near Phendrana's shores, a Temple stands. Thaw the frozen waters flowing from the Elder to find the Artifact of Sun." —Logbook Data-Sun (Metroid Prime)
  100. "Translating Chozo runes on Totem's surface. Within the ruins of our home, we honor our fallen Elders in a great Hall. A chamber beneath the statue holds the Artifact of World." —Logbook Data-World (Metroid Prime)
  101. "Translating Chozo runes on Totem's surface. A tall cave stands at Phendrana's Edge. Seek the unseen entrance at its top to find the Artifact of Spirit." —Logbook Data-Spirit (Metroid Prime)
  102. "Translating Chozo runes on Totem's surface. Invaders mine the depths in their greed. Forge a path through a Tunnel of the Great Poison to claim the Artifact of Newborn." —Logbook Data-Newborn (Metroid Prime)