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Under here is the Technology section of logbook data. The subcategories are ignored for page titles, data pages are just the name of the logbook entry.

Psychic Platform

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Psychic Platform

Metroid Prime 4: Beyond

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Psychic Platform:
Formed by compressing Psychic Energy. Standing on them requires Psychic Boots.
Logbook entry
Psychic Platforms are ethereal formations of compressed Psychic Energy. They are formed when a psychically capable individual condenses a cloud of dormant Psychic Energy into a usable surface.

As these formations are not fully physical, they are impossible to stand on without wearing Psychic Boots.

Psychic Platforms function as a group. When one is materialized, its group follows suit.

Psychic Container

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Psychic Container

Metroid Prime 4: Beyond

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Psychic Container:
Stores items prepared by the last Lamorn priests to be given to the "Chosen One." Opened using telekinesis.

Grasping the node and moving it along the displayed path releases the lock. The container will then vanish.
Logbook entry
Psychic Containers are used to store items prepared by Lamorn priests in accordance with the "Chosen One" prophecy in the hope they would someday appear. Opening them requires moving the locking node along a predetermined pattern via telekinesis. As such, they could not be opened by Lamorn without Psychic abilities.

Once opened, the Psychic Energy manifesting the container dissipates, causing it to vanish.

! This is a rare creature/object. It may only be scanned in one or few encounters.

 

Save Station

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Save Station

Metroid Prime 4: Beyond

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Save Station:
Lamorn device for saving behavioral records.
Also fully restores energy and ammunition.
Logbook entry
A device for backing up the status and condition of a subject, as well as a log of their actions up to that point. Once recorded, the subject's health and supplies are fully replenished. Using a Save Station requires a suit able to link and transmit its wearer's records to the station.

Sacred Shrine

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Sacred Shrine

Metroid Prime 4: Beyond

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Sacred Shrine:
Teleports the Chosen One to an alternate dimension that houses a teleporter key. Activated by gazing at the statue's forehead.
Logbook entry
Sacred Shrines are single-use teleporters prepared by the last priest "Chatoya" as a way to access the alternate dimension where the Master Teleporter keys are kept. When not in use, the shrines themselves are also placed in an extradimensional space, though they are linked to each Key Guardian in such a way that they can be summoned to them at will.

Key Guardians will summon their shrine only for the "Chosen One," however if their body were to die and their consciousness dissipate, the shrine will appear on its own.

Bomb Slot

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Bomb Slot

Metroid Prime 4: Beyond

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Bomb Slot:
Activates any linked devices when a concussive blast is detected within. The illumination indicates it is online.
Logbook entry
Bomb Slots are switches used to activate connected devices and are triggered through the use of concussive blasts.

Though Maintenance Tanks do not use explosives to perform their duties, they are able to trigger these devices by charging up a concussive blast.

Bomb Slots require energy. Indicator lights show if the Bomb Slot is connected to power and operational.

Cargo Launcher

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Cargo Launcher

Metroid Prime 4: Beyond

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Cargo Launcher:
Machine Era cargo transport system. Uses ballistic technology to launch specially engineered capsules that are typically loaded with materials and goods.
Logbook entry
The Cargo Launcher transport system was developed during the Machine Era. It launches specially engineered capsules. These are typically loaded with materials, rations, and other goods.

The capsules use thrusters to automatically adjust their speed and attitude, and they are equipped with a system for ensuring zero-impact landings, making them safe enough for moving personnel if necessary.

The system enabled fast transport between Sol Valley and Fury Green but was never deployed elsewhere.

Vi-O-La

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Vi-O-La

Metroid Prime 4: Beyond

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Vehicle: Lamorn Neuro Bike Mark VII
Latest model of the "Vi-O-La" Neuro Bike. Mass produced during the Machine Era but redesigned for the Psychic Era.

Only drivable by its registered rider, identified by their nanosuit. Dedicated frequency calls allow the "Vi-O-La" to be summoned to remote areas, though this function is limited to places in which it can travel.
Logbook entry
The Vi-O-La was originally a two-wheeled, single-seater vehicle developed during the Machine Era.

As part of a Psychic Era redesign, a function was added for identifying the Psychic brain waves of individual Lamorn. When a rider wearing a special nanosuit registered themselves to a Vi-O-La, they would be set as its exclusive rider and prevent its use by other Lamorn.

This registration allowed riders to summon their Vi-O-La to them, even from remote locations. However, summoning would fail if the route crossed impassible terrain.

The Vi-O-La's features also include pre-installed, unlockable functions. For instance, upgrading the Vi-O-La Suit to the Vi-O-La IC Suit enables the vehicle's IC mode, a hover transformation for moving over hot surfaces unsuitable for tires. Supporting this feature are heat-resistance systems strong enough to allow for hovering over magma and lava. This transformation would be automatically triggered by the vehicle's surface sensors.

Further transformation features were in the planning stages.

Vi-O-La Spinner

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Vi-O-La Spinner

Metroid Prime 4: Beyond

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Mechanism: Vi-O-La Spinner
Uses kinetic energy from Vi-O-La to activate linked devices, open gates, or provide access to tunnels.
Logbook entry
Vi-O-La Spinners were invented during the Machine Era to repurpose the motion energy of the two-wheeled vehicle for operating connected machinery.

The hologram displayed at its center is used to guide Vi-O-La placement. Once in place, the vehicle is fixed to its position. By using the throttle to spin the wheels, the rotational energy will open gates or operate elevators specific to Vi-O-La.

Note that the throttle must remain engaged until the machine operates.

Kyuveria

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Kyuveria

Metroid Prime 4: Beyond

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Plant Morphology: Kyuveria
A succulent variant that stores large amounts of fluid in its parenchyma. Although the outer skin has exceptional elasticity and strength, it is breakable.
Logbook entry
Kyuveria are large succulent plants with a thick, elastic outer husk. They contain a fluid rich in combustible lipids, making it ideal for use as fuel.

The internal pressure of Kyuveria is very high, causing them to burst if the outer husk is torn. Because of this, the Lamorn would place them in sealed tanks before rupturing the husk to harvest the lipids.

Spinner

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Spinner

Metroid Prime 4: Beyond

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Spinner:
Secondary power generators. Entering the device while in Morph Ball mode and using the Boost Ball function generates power, activating linked devices.
Logbook entry
Lamorn Spinners are primers for linked devices and are powered by the movements of Maintenance Tanks. Spinners can be used to generate electricity to boot devices and to open or close gates and valves using rotational movement. In some forms, Spinners can require a power supply of their own before they will operate.

Grapple Point

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Grapple Point

Metroid Prime 4: Beyond

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Grapple Point:
Used by Maintenance Tanks. Swinging back and forth from one builds momentum for point-to-point traversal.
Logbook entry
Grapple Points are anchor points designed for use by Maintenance Tanks while performing repairs or inspection. While attached to one, a Maintenance Tank can extend and retract their line to adjust height.

They also allow connection using a Psychic Grapple. Swinging back and forth from a Grapple Point can generate momentum for point-to-point traversal.

Psychic Grapple Point

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Psychic Grapple Point

Metroid Prime 4: Beyond

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Psychic Grapple Point:
Connection point for the Psychic Grapple. Swinging back and forth from it can generate momentum for point-to-point traversal.
Logbook entry
Psychic Grapple Points are fixed anchors of concentrated Psychic Energy for use with a Psychic Grapple and function similarly to standard Grapple Points.

Before they can be used, they must first be materialized. However, without a Psychic Grapple, they cannot be used.

Psychic Grapple Points are often arrayed across large gaps, requiring users to swing back and forth to generate the momentum for point-to-point traversal.

Grapple Node

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Grapple Node

Metroid Prime 4: Beyond

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Grapple Node:
Used by Maintenance Tanks as a stabilization anchor during tasks. Supports point-to-point traversal with a connecting wire. Graspable using a Psychic Grapple.
Logbook entry
Anchors designed to allow Maintenance Tanks to connect a wire in order to prevent falls while working in precarious situations, such as on vertical walls.

Attaching to a Grapple Node using a Psychic Grapple allows the user to pull themselves to the node and remain there indefinitely. Point-to-point traversal is then possible if another Grapple Node is within grappling range of the first.

Green Energy Crystal

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Green Energy Crystal

Metroid Prime 4: Beyond

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Green Energy Crystal:
Crystalline deposits of concentrated Green Energy. Contains large amounts of teratogens, which can interfere with cellular growth.
Logbook entry
Green Energy Crystals consist of silicon dioxide that has crystallized with a large amount of Green Energy ions. They are broken relatively easily, either by a strong impact or using firearms. Although very little Green Energy occurs naturally in the geologic record, Green Energy showers have made it very common throughout Sol Valley.

Extracting energy from Green Energy Crystals can only be done using the device on the altar at the Temple of Memory.

Green Energy extracted here is then sent to the Sacred Tree, where it is consumed to grow Memory Fruit.

! This is a rare creature/object. It may only be scanned in one or few encounters.

 

Lamorn Magnetic Track

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Lamorn Magnetic Track

Metroid Prime 4: Beyond

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Lamorn Magnetic Track:
Traversal system that utilizes magnetic adhesion. Maintenance Tanks use these to travel during tasks.
Logbook entry
Magnetic Tracks are traversal routes built to be used by Maintenance Tanks.

They were created to enable navigation through difficult areas, such as along curved building walls where platform installation was not possible. When a Maintenance Tank enters a track's magnetic field, its metal body frame reacts, attaching it to the track.

Those with access to the Psychic Spider Ball can use these tracks by magnetizing while in ball form.

Psychic Ball Track

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Psychic Ball Track

Metroid Prime 4: Beyond

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Psychic Ball Track:
Only usable by one who has the Psychic Spider Ball. Once materialized, they can be traveled by adhering to them in ball form and rotating in the desired direction.
Logbook entry
Psychic Ball Tracks are pathways navigable only by those with the Psychic Spider Ball.

Placed by Lamorn priests, these traces of Psychic Energy must be materialized before they can be used. A thin layer of Psychic Energy can then be given to a transformed sphere to adhere it to those traces. This allows the sphere to move along the route—including along walls and ceilings—with ease.

Psychic Boost Rail

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Psychic Boost Rail

Metroid Prime 4: Beyond

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Psychic Boost Rail:
A track composed of Psychic Energy, often set along irregular curves. Once materialized, they can be traveled using the Psychic Boost Ball.
Logbook entry
Psychic Boost Rails are tracks of Psychic Energy for carrying objects between two fixed points. First, they must be materialized. Then, by activating the Psychic Boost Ball at the track entrance, they provide high-speed transport to their terminus. Because these tracks are set along natural flows of Psychic Energy, they often follow irregular curves. Note that even if materialized, they cannot be traveled without the use of the Psychic Boost Ball.

Tether Node

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Tether Node

Metroid Prime 4: Beyond

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Tether Node:
Fixed points that Maintenance Tanks use for attaching a wire for rapid ascension and descent. They can also be used with the Psychic Spider Ball.
Logbook entry
Tether Nodes are fixed points designed for use by Maintenance Tanks. They are not physical devices but are energy spheres placed in the air by a special projector. Once attached to one, Maintenance Tanks can then adjust the length of their wires to raise or lower themselves.

By using the Psychic Spider Ball together with the Psychic Grapple, it is possible for a user to pull on a Psychic Grapple connection to build tension and slingshot themselves.