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  1. Previously I said I'd do krana for my FCG entry (and put the graphic of them, Bohrok, and "Kofo-Visorak" up for yall to use too), but Bohrok are taking so long to make, what with dogsitting and all, I'm not gonna have time. Instead for my entry I will have a single type of mutated krana used in every Bohrok. (Storywise, I DID say these Twisted Island Bohrok are mutant Bohrok. But I'm drawing them essentially set-accurate, so it will now be the krana that will be the mutants, not the Bohrok themselves. These Bohrok want to clear TI specifically of plants and structures and their krana refuse to listen to Bahrag commands. These mutants will be called Krana-Tauk. This is actually reviving an idea I had cut to save time from our 2002 BP plans that I thought up right in 2002, although modified a little. So that's cool and stuff.) Note that we will include Bohrok with and without krana. The ones with, I'm just using a generic, barely-able to be seen since this is pixel art, brain shape. We miiight do ball-Bohrok -- as in for flying mode -- but I doubt we'll have time. THIS UPDATE BROUGHT TO YOU BY:
  2. This entry is to advertise the contest again (revamp Kal!) and to post the banner I made. ^ ^ ^ Click for link. [url="http://www.bzpower.com/forum/index.php?automodule=blog&blogid=39&showentry=63671"][img=http://www.majhost.com/gallery/bonesiii/BonesBlog2/bohrokkoolsig.png][/url]
  3. All 21 chapters of the Bionicle Paracosmos epic Captain of Treason have finally been reposted. It would rock if someone would review. (I know some people said they were meaning to get around to reviewing for the final chapter, but the glitch got in the way.) Now I've gotta get around to restarting Twisted Island and reposting the two Altacosmos Chronicles so far.... and writing the SS for the Monster Mystery Contest... and doing a bazillion other things.... Speaking of contests, great entries in the Blue MOCs contest (which is now closed)! Ojh and I'll have a lot of fun judging these. I've got a fairly good idea of most of the ones that will place near the top. Stay tuned for that. All the DRL nonsense I had to deal with is preeeeeetty much caught up. So I guess my break is over and I'll try to get back to weekly blogs now. Unfortunately I really can't guarantee I'll ever be able to go back to being as active as I used to be. So don't be surprised if "active bones" isn't much different from "inactive bones." Finally, remember the deadline for the S&T contest is just a few days away! Go enter! (See entry below.)
  4. Alright, here's the theme I decided on for the next blog contest. This is another 2nd Chances contest and a New MOCs contest. It's the third Paracosmos contest -- winning MOCs will be in my fanfics. Yadda. So what's the dealio wit' da themeo? Make a blue MOC. Any blue MOC. It can be a hero, a villain, a morally-questionable, a beast, a titan, a small MOC, anything, as long as it is blue. The top four winning MOCs will be featured in my next Paracosmos story, Endless Blue (during Bohrok Saga, telling of a sailing voyage from Mata Nui into the Endless Ocean). Other winning entries could be used anywhere else in later stories, including Bara Magna stories. (I do think I'll tell some stories there eventually, though that will be after the main BP story arc ends.) For anybody that isn't aware, the BP is my adventure mystery fanfic series, with epics, short stories, and an RPG; all of those that are online listed here (or they will be whenever I get around to adding Twisted Island ). Basic Setup Bionicle Paracosmos Epic #5: Endless Blue, (BP Episode #10) will feature at least four winning MOCs from this contest. The title has multiple meanings, but one of them is the fact that there are mysteriously so many more blue characters in the Paracosmos than there are officially. No other color has this effect, and it's one of the big clues as to the nature of the Paracosmos's origins. My main character, a white and silver reptilian Toa-sized being named Bhukasa, is the last surviving member of an ancient race (as revealed in Captain of Treason). He was a ship-merchant at the time of Metru Nui; he was away when disaster struck his home island. He came to Mata Nui with the Turaga and Matoran and lived there for 300 years. Then he got curious -- is the Endless Ocean truly endless? Well between you and me, it's not -- there are other islands in the Paracosmos. He sailed out to investigate, and disappeared for 700 years. In Captain of Treason (2001 story), he returned, but his memory was totally gone. In Endless Blue he will begin to get his memory back in the form of flashbacks while exploring the truth of an enemy that strikes Mata Nui at this time. On his journey, he will meet characters he knew from these 700 years that are still out there on these islands. Rahi or other types of beasts can be included. Many of them will be blue. So this is where you come in. Note that the origins of these beings can be from anywhere. So you can enter Bara Magna characters and they can still win; it's just that I'll have to have some reason why they got transferred to the Endless Ocean planet recently. I do in fact have a standard reason lined up -- the enemy that rules the Endless Seas have teleportation powers available to them, which can have a degree of randomness attached and no distance limit. They can randomly reach out and draw a being from just about anywhere to them. Winners beyond the first four may or may not be used in EB. If not, they will be used elsewhere in the Paracosmos series. Regardless of where they're used, credit will be given to you, the MOCer. Rules: 1) The MOC must "be blue." I'm not going to define percentages; if you use other colors like red or whatever they should be "mostly" blue, but if you use a lot of grayscale colors you can use less blue. (So black, gray, silver wouldn't count.) Use your judgement. 2) Enter up to three MOCs per member. You can enter both categories but only three total MOCs allowed. 3) Past BBC entries or past MOCs go in category 1 (2nd Chances). Please link to the MOC's topic or something else with a date attached. Anything else goes in the New MOCs category. 4) Do not enter BBC-winning MOCs. Only non-winners (that's why it's called 2nd Chances). 5) Past MOCs must have been made before January 20, 2009. 6) Only enter your own MOCs, though you can ask others if they'd like to enter a MOC they've made. 7) Follow all BZPower rules. 8) I pick winners, but will listen to any "nominating" comments you make for someone else. 9) No set number of winners; will depend on how many enter, and overall quality of entries. Four will almost certainly be in Endless Blue, but I won't rule out using more in it. (This is only because I already have a big cast of side characters for EB and I don't wanna overdo it; I'll only be able to judge this as I write it.) 10) Oh, and don't enter MOCs from the last Bones Blog MOC contest. Entry Form: [img][/img] Category: MOC Name: Topic: Moral Type: Species Type: Bio: Explanation: [/img] (Direct link the image by pasting the pic's URL between the image tags.) Category: [2nd Chances, or New MOC] MOC Name: [You can go with an English nickname style, a Bionicle name, whatnot. Try googling Bionicle-style ones to make sure there aren't any (or many) uses of it already if you have time.] Topic: [link to topic for 2nd Chances category to prove they're old MOCs, link for new MOCs for MOC discussion yadda] Moral Type: [Hero, Villain, Questionable, "Citizen" (as in, not a hero with powers), Beast, Whatever (as in, you let me decide ). You can use your own wording.] Species Type: [Existing official/BP species, mutant, or species you make up. A "Bionicle-style" species name is optional but at least say it's a new species for such cases. Also, "Whatever" works here too; I'll judge based on the MOC mostly.] Bio: [powers, backstory if you want, etc. Again I will judge mostly based on the MOC; I can fill in details, but bios help me figure out how I could use the character.] Categories 1) 2nd Chances -- old MOCs, especially old entries in BBC contests that didn't win. 2) New MOCs -- either made for this contest or made after January 20 2009. Notes (You can skip this if its length annoys you.) 1) No preference will be given to either category this time. Of the four that will definately be in Endless Blue, two will be from each category. 2) I might wanna modify the descriptions somewhat for Epic 5 or for future BP story; will ask enterer for permission if so, though. 3) As in the first BP MOC contest, only one of your three MOCs can win. However, I might have "Parawins" (honorable mentions) that might get cameos in the Paracosmos too. 4) Note that I like non-humanoids. But preference for this contest will be given to the best MOC (in my and Ojhilom's judgement, and we try to be objective), so humanoids are fair game. Even Matoran are allowed. The rest of these notes are slightly spoilers and are long so into the tags they go; just some storyline and setting tidbits for Endless Blue that might help you decide what to enter: » Click to show Spoiler - click again to hide... « 5) The main type of location in Endless Blue your characters are likely to be in has this description: A mysterious enemy known only by their name -- Kuambu -- captures beings and imprisons them on tiny islands that dot the Endless Ocean Planet's surface. These islands tend to be tall pillars whose coasts are high cliffs. At the bases of the cliffs there are narrow pebble beaches. The pillar tops are forested, with grass and smaller plants fairly thick between the medium-sized trees. Primitive wooden fences border the tops, and power nulling effect prevent powers from being used on the fences (the wood itself has that power). Each island is divided into one section labeled "Darkminds" and one section labeled "Lightminds". In truth, however, many on both sides are morally questionable, and it's possible that sorting mistakes may have happened. Each island has a tunnel from the beach to the forest prison areas, but a special gate much like the one Takanuva couldn't pass through to Karzahni allows only Kuambu in. From time to time, the Kuambu arrive in white-sailed ships, and they come up and hunt their prisoners in these places. Afterwards, all memories of the appearance and powers of the Kuambu are erased, but memories of the feeling of being hunted and certain glimpses of the battle are not erased, just to reinforce fear. 6) There is also a large island with mutagenic sands (mentioned with some of the winners of the last contest) called Kriitunga Island. Kriitunga tend to be Matoran-sized with birdlike conical heads (my MOCs use a backwards Metru head with a ballsocket piece as the mouth in place of the Metru brain) and claws. But the sands mutate many to look quite different (their town in the center of the island, and a river that goes from there to the coast are the only non-mutagenic areas. You could enter Kriitunga mutants to live on this island. There is a Kuambu Hunting Pen here as well, along the river, and they raid the island often. The mutagenic sands can affect both form and powers, BTW. Standard blue Kriitunga are of the element Ocean -- they can heal wooden sailing vessels, breath water, and make tiny amounts of water. Usually blue and brown in color. White Kriitunga tend to be white and iceblue. Their standard powers I'm saving for the reveal in later chapters of Twisted Island, but mutated ones can have any power. 7) There are also a few medium-sized islands, some with pens and others just grown wild where the Kuambu raid sometimes. Most of these I haven't set in stone, so yall can do what you want here. 8) Note that in general both genders exist with any color/element in the Paracosmos. One exception: All Ocean Kriitunga are female, and all others are male (however a mutant male Kriitunga might become blue in his color scheme, and the white ones tend to have iceblue in them). With blue Matoran/Toa characters either gender works, and same with other species. Fun Fact: The above note is another hint to the BP origins. Another hint: Notice which number that note has -- eight. 9) In your bios you can say how they ended up in Kuambu territory if you want, but if you win lower down and I don't use it in EB I might move them somewhere else (ex: if you enter a Bara Magnan and say he got teleported here I might not use that part, so they'd still be on Bara Magna waiting for future storyline use). I reserve the right to edit that part of bios sans permission (though I'll probably ask for it anyways heh). 10) For purposes of EB story, sliiiight preference will be given to the morally questionable characters. They're more mysterious and there's more I can do with them in the storyline. But again judging will be mostly based on MOC. Methinks that's all; post any questions yall've got. Entry Period Begins now, ends April 28th (that's a Tuesday) at noon EST. Essentially three months. [url="http://www.bzpower.com/forum/index.php?automodule=blog&blogid=39&showentry=55912"][img=http://www.majhost.com/gallery/bonesiii/BonesBlog2/bluemocadbnr.png][/url]
  5. bonesiii

    The Dynasty

    Altacosmos Chronicle #2: The Dynasty Haven't yet linked to the second Altacosmos Chronicle. And won't have time for a fancier blog entry this week. So yarr. And took so long to link to the artwork topic that it is now dead lol. Just have a peek in both stories at the end (and banner at top) for the art. Here's the Bio Code link again. Note that there are ten freeware .ppt avs available for the Dynasty, including a coolified Ignika (as seen in banner above). As always, no sig cred needed.
  6. I've started a new short stories series based on the idea of Bionicle "What Ifs", called the Altacosmos Chronicles. Check out the first Chronicle, up now, titled, "Altacosmos Chronicle #1: Bio Code." Cred to Takuta Nui for partly inspiring this, as I say there. First episode is based on some recent revelations and things Greg has said on his blog. Adventure Mystery as always. Not directly related to the Paracosmos, but these chronicles do exist in the Unknown Library in the Paracosmos. Something I've been meaning to do for a while but never got the inspiration for it. Got some concept art I'll scan later and probably put in an artwork topic. And then maybe I'll actually make a banner for it and for this entry. [Edit: Shortened the intro. Moving part of it here () -- "Yes, I know “AC” already stands for Air Conditioning. BP stands for British Petroleum, so I’m keeping with tradition. " It also stands for Art Contest lol.] Finally, coming soon schedule willing, the SS results of the last blog contest, the Monster Mystery story. Also, I just might actually write the Tales of the Ri-Rali as SSes soon.
  7. Made a new banner for Twisted Island. Made two support banners for sigs from it. Made with colored pencil. I decided it would be faster to make via paper than Powerpoint. And so it was. Am also working on various other Twisted Island art in Powerpoint. Probably will be an artwork topic around when the epic's fully posted. Support Banners: [url="http://www.bzpower.com/forum/index.php?showtopic=307662"][img=http://www.brickshelf.com/gallery/bonesiii/SigStuff/ParacosmosBanners/sigbnrti.png][/url] [url="http://www.bzpower.com/forum/index.php?showtopic=307662"][img=http://www.brickshelf.com/gallery/bonesiii/SigStuff/ParacosmosBanners/sigbnrti2.png][/url]
  8. bonesiii

    Twisted Island

    The next BP epic is here! Bionicle Paracosmos: Twisted Island
  9. All 21 chapters of the Bionicle Paracosmos epic Captain of Treason have been posted! Enjoy! Any reviews would be appreciated and enjoyed. And thanks to all who have reviewed so far, and to all the readers! Got not much more to say right now, as I have only 'bout half an hour till ye olde weekend paper job starts, after Christmas stuff and all. Twisted Island has reached the "point of no return" winding up to the climax in the writing; the setups for the epic after it have pretty been put in and most of the side character threads have been resolved; it's just time for the two main characters threads to end with a bang. (And I have no freakin idea how it'll end! ) So, Merry Christmas everyone! [Republish to say I've replied to all the reviews so far. Any more comin'? ]
  10. Here's what I've settled on for the next blog contest. Invent a mysterious and terrifying Bionicle monster. I will write an adventure mystery short story using the winning monster as the antagonist. I'll set it on Metru Nui during 2006-2008. The Matoran hero from my RPG, Hujo, will be the protagonist. He will have to try to figure out the identity of this monster as it wreaks havoc while trying to remain mysterious and unseen by its victims. Similar to the LOST Monster. It will be another bonus Paracosmos short story. But what IS the monster? That's up to you guys. Here's what I'm looking for: 1) Make an image of your monster in Powerpoint and post it here. Here's my guides on powerpoint art again: Powerpoint Art Guides: ● Vector Art In Powerpoint: Quality, Inexpensive, Easy ● Coolifying With Powerpoint Vector Art 2) Tell me about its powers, motives, etc. in a bio in your post. 3) Please note that this has to be a bad guy. 4) As per Bones Blog tradition, you may enter up to three different monsters. Only one monster will win out of all the entries, though. 5) No, you can't copy off the LOST Monster. The short story will be posted in the Library and in a blog entry. The winner will be revealed through the story -- I'll make it as mysterious as I can. I will judge both on the art and on quality of the story, and I will announce which ones I thought came close, with commentary on them and the winner, in a seperate entry. Contest is open again until noon next Wednesday (Dec 17).. [Deadline extended two weeks.] [Deadline extended another week.] Have fun! Here are three random example monsters, with bios in spoiler tags: Foliage Monster Hiding Foliage Monster Bio: » Click to show Spoiler - click again to hide... «This giant mutant Fikou Spider blends in with foliage, thanks to its green fur. Shown here with eyes open, it usually closes its narrow eyes and senses prey by ground vibrations and sound. When its prey comes near, it strikes! As a normal Fikou spider, it was released from the Archives 1000 years ago during the Great Cataclysm. Visorak venom mutated it -- eventually it settled into this form. The venom drove it insane, and it has a paranoid, frantic personality. It was also given Mute power, so its victims' cries for help cannot be heard. Now that the city is being repopulated, its paranoia has driven it to capture Matoran with a vengeance. Its venom renders the prey mute and disoriented -- it usually imprisons them in a deep hole to be eaten later. For now, it has enough Rahi trapped to feed on, but will the Matoran be rescued in time? Nightwindow Monster Bio: » Click to show Spoiler - click again to hide... «Origins unknown, this monster hides underwater at day, but at night it hovers outside Metru Nui skyscrapers. It sends blue energy tendrils right through window glass, and destroys anything in its path. It eats fish, so its attacks have nothing to do with food. It is an intelligent and evil being who can sense fear. It doesn't feed on fear -- it merely enjoys sensing fear. At all times it tries hard to avoid being identified -- its attacks are sudden, and last mere seconds. It leaves furniture, machines, and inner walls in ruin in its wake. Thus far no serious injuries have happened, but nobody knows when it will go too far. Rhotuka Serpent Bio: » Click to show Spoiler - click again to hide... «Recently, a Makuta was spotted by Takanuva off Metru Nui's shores. Soon after, bursts of light began attacking Metru Nui's structures, weakening them even as the Matoran tried to rebuild. At first, some worried that Takanuva himself had turned against them, but eventually the bursts were found to come from strange yellow Rhotuka. The spinners were designed differently from normal Rhotuka, allowing them to maneuver fast and quiet through ground plants long distances before flying up to attack their actual targets. This made it nearly impossible to find out where the Rhotuka were coming from. In fact, they came from the Rhotuka Serpent, a new creation of that Makuta. In addition to slowing the rebuilding, the serpent has a connection to the Makuta attacking Karda Nui, draining away some of the light that hits them when a Midak sphere is fired at them. The main benefit to the Makuta is that when the mystery is finally solved, it will only reinforce the idea that the Makuta don't want Mata Nui awakened... which is exactly what they want the Toa to think... ---------THIS CONTEST SPONSORED BY:---------
  11. Should I have yet another extension for the Monster Mystery .ppt art contest that ends in about half an houred at noon today? I've realized one month was too short a time to be fair in the first place -- should have gone with sommat more like two months. If I do this, editing entries you've already entered is fair game, for the record. This would be another week only, though, with no chance for another extension. I'll compensate by making sure all future art contests here have two month entry periods. Any objections? And BTW, EW, this was the shortest Bones Blog entry ever.
  12. Deadline Extension! Enter by December 9th! Counting today, that's only five days away. Work work work and enter in time! Edit: It was five days left. Now it's one! Hurry! Contest ends at noon tomorrow!
  13. This list was compiled totally voluntarily by ~~Zarkan~~, mostly from the RPG. Thanks, man! This will be linked in Ojhilom's walkthrough post in the RPG: The Map of Mata Nui. I've made minor edits, and added pronounciations. Ta-Koro Jala (Jahl-luh) Gender - Male Colors – Yellow mask and feet, red body. Mask – Noble Kanohi Hau in the shape of a Great Hau Jala is the Captain of the Ta-Koro Guard and Turaga Vakama’s right hand. As the leader of his village’s defensive squad, he constantly studies maps of the Ta-Wahi regions and plans the battle strategies of the guard. He is extremely brave and resourceful, and is a close friend of Takua. Takua (Tah-koo-wuh) Gender – Male Colors – Blue mask, red body, yellow feet Mask – Powerless Kanohi Pakari Takua is the Chronicler of Mata-Nui. He constantly wanders the island, writing down major events for the Ta-Koro Wall of History. He has also helped every village through various troubles, including the Kohlii ball illness and the Tarkava attack on Ga-Koro. Takua is very curious and often struggles with his identity and place in the universe. Kapura (Kuh-per-ruh) Gender – Male Colors – Red Mask – Powerless Kanohi Ruru Note – Kapura has a red Pakari in the original Bionicle Universe at this time period Kapura is an unusual Ta-Korian who spends many hours in the Charred Forest practicing the art of traveling large distances by moving very slowly. He is Turaga Vakama’s left hand. Tiribomba (Tee-ree-bahm-buh) Gender – Male Colors – Red mask, Black body, Yellow hands and feet. Mask – Powerless Kanohi Ruru Tiribomba is a lava farmer. He is a prankster, and often likes to trick his fellow worker Vamuka. Vamuka (Vah-moo-kuh) Gender – Male Colors – Black mask and feet, red body Mask – Powerless Kanohi Kaukau Vamuka is a lava farmer, and is known for being at the top of his profession. However, he is extremely gullible and often says and does strange things around his fellow Tohunga. Maglya (my-guhl-yuh) Gender – Male Colors – Red Mask – Powerless Kanohi Kakama Maglya is a lava surfer. Aodhan (Ay-yode-han) Gender – Male Colors – Yellow mask, black body, red feet Mask – Powerless Kanohi Mahiki Aodhan is the chief lava farmer of Ta-koro, and oversees all the other lava farmers. Agni (Ahg-nee) Gender – Male Colors – Red Mask – Powerless Kanohi Miru Agni is one of the two guards positioned at Ta-Koro’s front gate. Hujo (Hoo-joh) Gender – Male Colors – Yellow mask and feet, red body Mask – Powerless Kanohi Jarihu Hujo is Ta-Koro’s mapmaker. He is in charge of mapping all the Ta-Wahi regions and making new copies. Recently, he was sent on a quest to make a complete map of Mata Nui, which was hindered by Makuta and his minions. He eventually completed it and discovered the lair of the Unknown, where he braved several mazes and retrieved the blue fire staff, fighting the Rahunga Kanoka in the process. Hujo is often unsure of himself and has struggled with fears of many things in the past, but has grown far more confident since achieving part of his destiny. Tlenoh (Tlee-noh) Gender – Male Colors – Red Mask – Powerless Kanohi Miru Tlenoh is one of the finest guards of Ta-Koro. He recently helped Hujo on his quest to complete a map of Mata Nui Kanoka (Kuh-noh-kuh) Gender – Male Colors – Red Mask – Great Kanohi Nauluko Kanoka was one of Ta-Koro’s finest guards, and a close friend of Hujo. However, he eventually was lured to Makuta’s side, and faked his death to become a Rahunga. He attempted to stop Hujo from achieving his destiny, but was defeated. Gajolka (Gah-johl-kuh) Gender – Male Colors – Red Mask – Powerless Kanohi Innako Gajolka is a lava farmer. Dukoi (Doo-koy) Gender – Male Colors – Yellow mask and feet, red body Mask – Powerless Kanohi Kakama Dukoi is Ta-Koro’s chief Rahi Trainer. Over the years, he has trained many species of rahi, including Hoto bugs and Pobaka Rockshells. Hokali (Hoh-kahl-lee) Gender – Male Colors – Yellow mask and feet, red body Mask – Powerless Kanohi Akaku Janoku (Jah-noh-koo) Gender – Male Colors – Yellow mask and feet, red body Mask – Powerless Kanohi Kaukau Janoku is the cook at Janoku’s Eatery, Ta-Koro’s famous restaurant. He dislikes it when random Tohunga come and take freshly prepared food off his dishes. Hiotimo (Hee-yoh-tee-moh) Gender – Male Colors – Red Mask – Powerless Kanohi Ruru Hiotimo is Janoku’s cooking assistant at Janoku’s Eatery. Gamunga (Gah-moong-guh) Gender – Male Colors – Red Mask – Powerless Kanohi Kihi Rotati (Roh-tah-tee) Gender – Male Colors – Red Mask – Powerless Kanohi Pakari Whugan (Woo-gahn) Gender – Male Colors – Black mask and feet, red body. Mask – Powerless Kanohi Miru Whugan is a lava farmer. His job is to collect protodermis from the extractors and to monitor the lava farming equipment. Hahrambu (Ha-hrahm-boo) (Male, Ta-Korian, Red, Noble Gurihu) Gender – Male Colors – Red Mask - Powerless Kanohi Gurihu Mirona (Mih-roh-nuh) Gender – Female Colors – Yellow mask, yellow and red body Mask – Powerless Kanohi Hau Mirona is one of the guards at the rear Ta-Koro Gate. Jibukon (Jih-boo-kahn) Gender – Male Colors – Orange mask, orange and yellow body. Mask – Powerless Kanohi Komau Jibukon is a lava surfer. He is the Tohunga responsible for organizing the lava surfing races commonly held outside of Ta-Koro’s gates. Gyihafa (gyee-ha-fuh) Gender – Male Colors – Red Mask – Powerless Kanohi Hakohu Gyihafa is a window fixer. Saodsan (Say-yode-sahn) Gender – Male Colors – Red Mask - Powerless Kanohi Wahruma Saodsan is a candle maker and owns Sword of Tahu Candlemaking, a shop located east of the main Ta-Koro foyer. Ahikuno (Ah-hee-koo-noh) Gender – Male Colors – Yellow mask and feet, orange body. Mask – Powerless Kanohi Kiki Ahikuno is a member of one of the Kini-Nui Hall’s guard shifts. He was present when Hujo arrived with the maps of Mata-Nui’s Wahi, and helped fight off the renegade Kanoka. Sarakrii (Suh-rah-kree-ee) Gender – Female Colors – Red Mask – Powerless Kanohu Kaukau Sarakrii is a mechanic and is responsible for creating and repairing Ta-Koro’s various machines. She is temperamental and dislikes it when others point out the obvious. Gabogno (Gah-bahg-noh) Gender – Male Colors – Yellow mask and feet, red body Mask – Powerless Kanohi Pahuaia Gabogno is a Rahi trainer. Ouakinu (Oh-wah-kee-noo) Gender – Male Colors - Red Mask – Powerless Kanohi Pakari Ouakinu runs the Hoto bug racing grounds. Bhakki (Bah-kee) Gender – Male Colors – Red Mask – Powerless Kanohi Togau Bhakki is a shopkeeper and owns Bhakki’s Shop. Ga-Koro Hahli (Ha-lee) Gender – Female Colors – Dark blue mask and feet, azure body Mask – Powerless Kanohi Kaukau Hahli is a flax weaver and fisherwoman. She is very adventurous and brave, but sometimes makes foolish mistakes when deciding on actions. Maku (my-koo) Gender – Female Colors – Blue mask and feet, azure body Mask – Powerless Kanohi Huna Maku is a fisherwoman and Turaga Nokama’s right hand. She is a friend of Hahli and Huki the Kohlii player. During the Tarkava attack on Ga-Koro, Maku escaped to find help, and brought Takua the Chronicler to the village. Nixie (Nik-see) Gender – Female Colors – Blue mask and feet, azure body Mask – Powerless Kanohi Pakari Nixie is Ga-Koro’s astrologer. She constantly studies the patterns of the stars in the sky, and uses their paths to predict upcoming events on Mata-Nui. She is so dedicated to her job that she will sometimes go for days without sleep if she is on the verge of a discovery. Okoth (Oh-kahth) Gender – Female Colors – Blue Mask – Powerless Kanohi Miru Okoth is a shopkeeper and owner of Okoth’s Supply Shop. Marka (Muhr-kuh) Gender – Female Colors – Dark blue mask and feet, blue body Mask – Powerless Kanohi Hau Marka is Ga-Koro’s finest sailor and operates the ferry from Ga-Koro to Po-Koro. She is very strong willed and gruff for a female, but generally has a friendly personality. Niaka (Nee-yah-kuh) Gender – Female Colors – Blue mask and feet, black body Mask – Powerless Kanohi Huna Niaka is a sailor and operates the ferry from Ga-Koro to Ta-Koro. Hiaka (Hee-yah-kuh) (Female, Ga-Korian, Blue and Azure, Pakari) Gender – Female Colors – Blue mask and feet, azure body Mask – Powerless Kanohi Pakari Huyoiro (Hoo-yoy-roh) (Female, Ga-Korian, Blue, Noble Ruru) Gender – Female Colors – Blue Mask – Powerless Kanohi Ruru Shaoga (Shay-yoh-guh) Gender – Female Colors – Blue Mask – Powerless Kanohi Rau Shaoga runs the Ngalawa boat races often held at Ga-Koro. Nolanof (Noll-luh-nahf) Gender – Female Colors – Blue mask and feet, azure body Mask – Powerless Kanohi Kakama Nolanof is one of Nokama’s personal aids, and often watches after her hut while she is gone. Gioha (Gee-yoh-huh) Gender – Female Colors – Blue mask and feet, azure body Mask – Powerless Kaonhi Kakama Gioha is a diver that collects seaweed and shells underneath Ga-Koro Namuna (Nah-moo-nuh) Gender – Female Colors – Blue mask and feet, azure body Mask – Powerless Kanohi Gurihu Namuna is a cook and the owner of Namuna’s Restaurant. Gaweri (Gah-wehy-ree) Gender – Female Colors – Blue Mask – Powerless Kanohi Hakohu Gaweri tends to the young lily pads east of Ga-Koro. After the Tarakava attack on Ga-Koro, she enlisted Hujo’s help to clear the pads of Lefeiru rats. Kiapohi (Kee-yuh-poh-hee) Gender – Male Colors – Grey mask and feet, blue body Mask – Powerless Kanohi Fiawa Kiapohi is Ga-Koro’s mapmaker. After the Tarkava attack on Ga-Koro, he accompanied Hujo on his quest to make a complete map of Mata Nui. Hlaku (Hlah-koo) Gender – Male Colors – Blue Mask – Powerless Kanohi Pakari Hlaku is a hut fixer and one of the few male Ga-Korians. After the Tarkava attack on Ga-Koro, he was kept very busy repairing damage to the huts. Kykahne (Kai-kah-nehy) Gender – Female Colors – Blue Mask – Powerless Kanohi Kaun Kykahne is the leader of one of the Kini-Nui guard shifts, and was there when Kanoka attacked the hall. Le-Koro Kongu (Kahng-goo) Gender – Male Colors – Teal mask and feet, lime body Mask – Powerless Kanohi Miru Kongu is the leader of the Le-Koro Gukko Force, and also serves as Turaga Matau’s right hand. He is very humble and brave, and is a close friend of Tamaru. Tamaru (Tæ-my-roo) Gender – Male Colors – Lime mask and feet, teal body Mask – Powerless Kanohi Rau Tamaru is a guard below the Le-Koro elevators. He chooses to do this job because he is afraid of flying and extreme heights. However, he is still one of the friendliest of Le-Matoran, and is a close friend of Kongu. Sanso (Sahn-soh) Gender – Male Colors – Teal mask and feet, green body Mask – Powerless Kanohi Pakari Sanso is a Le-Korian musician and writer. Vira (Veer-ruh) Gender – Male Colors – Teal mask, green body, pale green feet Mask – Powerless Kanohi Pakari Vira is a member of the Le-Koro Gukko force. Kewonga (Kehy-wahng-guh) Gender – Male Colors – Green mask and feet, lime body Mask – Great Kanohi Halehki Kewonga is an extremely experienced healer, and is one of the few Matoran that lives outside of the villages. Instead, he lives in a treehouse deep in the jungle, which is guarded by trained Roufiki spiders and Gukkos, as well as a pet Lajhoata Bee. He posses a Btou staff, which allows him to use his Kanohi Halehki to aid him in his healing. Kewonga has developed many specialized medicines, cures and techniques, which he has compiled into a guidebook. Jombu (Jahm-boo) Gender – Male Colors – Green Mask – Powerless Kanohi Akaku Jombu was one of the best Gukko riders in Le-Koro, and served as a member of the Kini Nui guard. He was a great friend of Takuto and Nambia and helped defend Kewonga’s treehouse when it was the site of a major attack. Unfortunately, it was revealed that he was actually a Rahunga in disguise, who had burned down Le-Koro’s library and nearly killed their librarian. Takuto (Tah-koo-toh) Gender – Male Colors – Green mask and feet, teal body Mask – Powerless Kanohi Kaukau Takuto is a Gukko rider and a member of the Kini Nui guard. He was a great friend of Jombu, and replaced him when it was revealed that he was a Rahunga. Fahofah (Fah-hoh-fah) Gender – Male Colors – Green Mask – Powerless Kanohi Riakaori Faofah is the announcer at Le-Koro Gukko races. He is known for his booming voice and loud personality. Nabmaia (Næb-mai-yuh) Gender – Female Colors – Green Mask – Powerless Kanohi Utati Nabmaia is the chief maker of explosives in Le-Koro and owns Nabmaia’s Bomb shop. Despite her profession, she is very peaceful and makes a point never to harm living beings with her bombs. Ito (Ee-toh) Gender – Male Colors – Green and Brown Mask – Powerless Kanohi Ruru Ito is a lone Le-Matoran that moves all around Le-Wahi, living on the land and exploring. He is know to most Matoran as “The Jungledweller,” and has an extensive knowledge of nature, stealth, and combat. He has assisted Lewa on his mask quests and Hujo on his quest to make a map of Mata Nui, as well as aiding the Turaga. Ito has hidden many supplies in caves around Le-Wahi, and knows far more about the universe than most of the Matoran on Mata Nui. Khreomo (Khree-yoh-moh) (kh as in German ch; Bach) Gender – Male Colors – Green Mask – Powerless Kanohi Rakati Khreomo is a Gukko flyer. He hopes to someday become a member of Le-Koro’s Gukko Force. Otuukro (Oh-too-ook-roh) Gender – Male Colors – Dark green mask and feet, black body Mask – Powerless Kanohi Nauluko Otuukro is a member of the Le-Koro Gukko Force. Lekaohe (Lehy-kay-yoh-hehy) Gender – Male Colors – Lime mask and feet, green body Mask – powerless Kanohi Kihi Lekaohe is a member of the Le-Koro Gukko Force. Ko-Koro Matoro (Muh-tohr-roh) Gender – Male Colors – Sand blue mask and feet, white body Mask – Powerless Kanohi Akaku Matoro is Turaga Nuju’s resourceful translator and right hand. He has made an extensive guide to Nuju’s birdspeak and is present at almost all Turaga meetings. Matoro is one of the few Tohunga to know about Metru Nui and other secrets that have been kept from the general population. Kopeke (Koh-peak) Gender – Male Colors – Light blue mask and feet, white body Mask – Powerless Kanohi Komau Kopeke is a quiet and solitary Tohunga who constantly watches Ko-Koro through a secret spying cave. Even the members of his own village find him too cold and reclusive, but they also respect his fighting skills. Talvi (Tæl-vee) Gender – Male Colors – Black mask and feet, white body Mask – Powerless Kanohi Kakama Talvi is a guard stationed at Ko-Koro’s gate. Pakastaa (Pahk-uh-stah) Gender – Male Colors – Black mask and feet, white body Mask – Powerless Kanohi Huna Pakastaa is a guard stationed at Ko-Koro’s gate. Nijire (Nee-zhee-rehy) (zh as in mirage) Gender – Female Colors – White mask and feet, blue body Mask – Powerless Kanohi Roku Nijire is Ko-Koro’s most skillful ice fisher. She is extremely brave and will fish in dangerous locations to get food for her village. Mukana (Moo-kah-nuh) Gender – Male Colors – White Mask – Powerless Kanohi Rau Mukana was one of Ko-Koro’s finest warriors, and was a close friend of Matoro. However, it was recently discovered that he was a Rahunga under the service of Makuta. He is skilled enough that he is able to even take down Toa Kopaka in a battle. Raitu (Rah-ee-too) Gender – Male Colors – Grey mask (later light blue) and feet, white body Mask – Powerless Kanohi Pakari, later powerless Kanohi Lauku Raitu is a member of Ko-Koro’s guard. Ktongii (Kuh-tahng-gee) Gender – Male Colors – Teal mask and feet, white body Mask – Powerless Kanohi Rakati Ktongii is a member of Ko-Koro’s guard Kejokta (Kee-jahk_tuh) Gender – Male Colors – White Mask – Powerless Kanohi Pakari Kejokta was a member of Ko-Koro’s guard, but “died” when he wandered into the Wkahnau Cave. It was later discovered that he actually had become a Rahunga and was serving Makuta. Teuara (the-wah-ruh) Gender – Female Colors – White mask and feet, blue body Mask – Powerless Kanohi Naulako Teuara is a member of Ko-Koro’s guard. Tikuno (Tih-koo-noh) Gender – Male Colors – White Mask – Powerless Kanohi Komau Tikuno is a member of Ko-Koro’s guard. Akohre (Uh-koh-hree) Gender – Male Colors – White Mask – Powerless Kanohi Kihi Akohre is a scholar who spends all his time studying the Wall of Prophecy. He has made hundreds of predictions over the years and has organized them into several editions of his book series “Akohre’s Exhaustive Guide to the Wall of Prophecy,” which all of the Turaga have in their personal libaries. Kokkan (Kah-kahn) Gender – Male Colors – White Mask – Powerless Kanohi Kakama Kokkan is a shopkeeper and owns the Treeline Shop. Khyreen (Khai-reen) (kh as in German ch; Bach) Gender – Male Colors – White Mask – Powerless Kanohi Hau Khyreen is a Huai Snow Dodgeball player. Pawhata (Pah-wah-tuh) Gender – Male Colors – White mask and feet, blue body Mask – Powerless Kanohi Wahruma Pawhata is a Huai Snow Dodgeball player. Lumi (Loo-mee) Gender – Male Colors – White mask and feet, blue body Mask – Powerless Kanohi Gurihu Lumi is a Huai Snow Dodgeball player. Arhuyu (Are-who-you) Gender – Male Colors – White mask and feet, grey body Mask – Powerless Kanohi Rau Arhuyu is Ko-Koro’s librarian. Mokholoh (Moh-khoh-loh) (kh as in German ch; Bach) Gender – Male Colors – White mask and feet, grey body. Mask – Powerless Kanohi Koruuka Mokholoh is a member of one of the Kini Nui guard shifts. Onu-Koro Onepu (Oh-neh-poo) Gender - Male Colors – Purple mask and feet, black body Mask – Powerless Kanohi Pakari Onepu is the leader of the Onu-Koro Ussal brigade, and serves as Turaga Whenua’s right hand. He is easily one of the most boastful of Tohunga, and often annoys members of his own village. Still, he is the best Ussal rider on the island, and most Tohunga respect him. Taipu (Tai-poo) Gender - Male Colors – Black mask and feet, tan body Mask – Powerless Kanohi Pakari Taipu is a miner, and is known for being one of the strongest Tohunga on the island. Nuparu (Noo-pahr-roo) Gender - Male Colors – Orange mask, black body, grey feet Mask – Powerless Kanohi Pakari Nuparu is Onu-Koro’s chief engineer. He is responsible for repairing all the mining equipment, as well as designing new devices to aid the village. Nuparu is extremely inventive, but he often gets sidetracked from his work. Midak (Mai-dahk) Gender – Male Colors – Purple mask and feet, black body Mask – Powerless Kanohi Pakari Note – Midak’s color scheme in the original Bionicle Universe was all black Midak is a lone Tohunga that lives outside the tunnel entrance to Onu Koro. His job is to take care of several Taxi Ussals and to close off the tunnel entrance when necessary. Unlike the other Tohunga of Earth, he is enamored with sunshine and brightness, and loves to tell all passing travelers about “the wonders of light.” Damek (Dah-mehk) Gender - Male Colors – Purple mask and feet, black body Mask – Powerless Kanohi Miru Damek is a guard stationed at the tunnel from Onu-Koro to Ta-Koro Tehuti (the-hueh-tee) (ueh as in book) Gender – Male Colors – Purple mask and feet, black body Mask – Powerless Kanohi Kakama Nuhuri (Noo-hoor-ree) Gender - Female Colors – Pink and Black Mask – Powerless Kanohi Mahiki Nuhuri is Onu-Koro’s most skilled rahi tracker. She has spent many years mapping the Nui-Jaga tunnels and trapping infected rahi. Recently, she was captured by some of Makuta’s minions, but was rescued by Hujo, who she joined on his quest afterwards. Ronnoku (Rahn-noh-koo) Gender - Male Colors – Purple mask and feet, black body. Mask – Powerless Kanohi Roku Ronnoku is the owner of the Onu-Koro Supershop, an enormous trading bazaar that has items from all 6 Koro. He constantly advertises and mentions the shop in nearly every situation, and loves to recite its slogan. Rhiakko (Ree-yahk-koh) Gender - Male Colors – Purple and Black Mask – Powerless Kanohi Kanuku Rhiakko is a member of one of the Kini Nui guard shifts. Zemaaja (Zeh-my-ah-juh) Gender - Female Colors – Black Mask – Powerless Kanohi Ruru Zemaaja is Onu-Koro’s chief Rahi trainer. Her main job is to train the ussals that the Onu Koro Ussal Brigade uses. Anuji (Ahn-noo-jee) Gender - Male Colors - Black Mask – Powerless Kanohi Huna Anuji is a miner. Marma (Mahr-muh) Gender - Male Colors – Black mask and feet, tan body Mask – Powerless Kanohi Mahiki Marma is a miner. Po-Koro Huki (Hoo-kee) Gender – Male Colors – Earth orange mask and feet, tan body Mask – Powerless Kanohi Kakama Huki is Po-Koro’s champion Kohlii player and a recipient of the copper mask of Victory. He is extremely skilled at athletics and is a close friend of Maku. Hafu (Hah-foo) Gender – Male Colors – Black mask and feet, tan body Mask – Powerless Kanohi Ruru Hafu is a carver who tends to the statues outside of Po-koro’s boundaries. He is extremely proud of his work and calls every creation “another Hafu Original.” Piatra (Pea-yah-truh) Gender – Male Colors – Black mask and feet, tan body Mask – Powerless Kanohi Matatu Piatra is a guard stationed outside of Po-Koro’s gate. Ally (Ah-lai) Gender – Male Colors – Brown mask and feet, tan body Mask – Powerless Kanohi Ruru Ally is a guard that is stationed on Po-Koro’s watchtower. Gloyo (Gloy-yoh) Gender – Male Colors – Tan mask and body, brown feet. Mask – Powerless Kanohi Miru. Gloyo is a Maha goat tamer and runs the “Maha Herding” game locating at the back of Po-Koro. Kamen (Kah-mehn) Gender – Male Colors – Brown mask and feet, tan body Mask – Powerless Kanohi Komau Kamen is a statue checker that usually works right outside of Po-Koro’s gates. Kuhauha (Koo-huh-oo-huh) Gender – Male Colors – Dark brown mask and feet, sand blue body Mask – Powerless Kanohi Fiuwa Kuhauha is a guard. He is a fan of Korau’s cooking and especially his famous Fauii cakes. Ruugon (Roo-oo-gahn) Gender – Male Colors – Brown mask and feet, black body Mask – Powerless Kanohi Pahuaia Ruugon is Po-Koro’s mapmaker. He aided Hujo on his quest to make a map of Mata Nui, and helped him defeat the renegade Kanoka. He also was responsible for the carving of the statues that helped to find Hujo’s greatest fear. Huafah (Hoo-wah-fah) Gender – Male Colors – Brown mask and feet, tan body Mask – Powerless Kanohi Wahruma Huafah is a guard stationed outside the Po-Koro gate. Talengi (Tah-lehng-gee) Gender – Male Colors – Mask – Jofo (Joh-foh) Gender – Male Colors – Brown mask and feet, black body Mask – Powerless Kanohi Matatu Jofo is a writer and Kohlii player. He is famous around the island for his book series “Tales of the Ri-Rali.” Muhlaka (Muh-hlah-kuh) Gender – Male Colors – Brown mask and feet, grey body Mask – Powerless Kanohi Hau Muhlaka is a Kohlii player. Korau (Core-rau) Gender – Male Colors – Brown mask and feet, tan body Mask – Powerless Kanoho Lauku Korau is a cook and owns Korau’s Eatery. Jerabu (Jeh-rah-boo) Gender – Female Colors – Brown mask and feet, tan body Mask – Powerless Kanohi Togau Jerabu is a member of one of the guard shifts at Kini-Nui Hall. Tuukreha (Too-oo-krehy-huh) Gender – Female Colors – Brown and black mask, tan body, brown feet Mask – Powerless Kanohi Miru Tuukreha is a Kohlii player. Kagulah (Kah-goo-lah) Gender – Male Colors – Brown mask and feet, tan body Mask – Powerless Kanohi Naulako Kagulah is a shopkeeper and owns The Supply Oasis, located near Po-Koro’s gate. Rokrunu (Roh-kroo-noo) Gender – Male Colors – Brown lower mask and feet, sand blue body and upper mask. Mask – Powerless Kanohi Kumataku Rokrunu is a torch checker at the gukko landing strip in Po-Koro.
  14. This walkthrough is written by Master of the Rahkshi, and the Ko-Koro section by bngi. MotR has just finished the parts for the new content. Thanks, man! This will be linked in Ojhilom's walkthrough post in the RPG: The Map of Mata Nui. I've made minor edits and filled in some things, etc. Whole thing doesn't fit in one blog entry; this goes from the first new Version 3 content that begins as you're leaving Ko-Koro, and goes to the end of the storyline. Bonus content and minigames and chores info is not yet available for the walkthrough; waiting until we release Version 3.3 soon. (Still in Ko-Koro, on your way back towards Ta-Koro to get to Le-Koro.) Ambush! You will return to the cablecar’s location with Nijire’s help, and start on your way to return to your home village. Unfortunately, your hidden enemy has different travel plans in store for you. On the path to the cable car, you will fall into a quite sizable hole, at the bottom of which you will encounter—Fawa! These cold-loving creatures are almost identical to their Po-Wahi cousins in terms of movement; fortunately, they are less durable. Very fortunately, since you are sharing your hole with four of them. The slingshot is your best bet; you can switch between that and the stun spears for optimal accuracy. It takes three hits to make a Fawa run away. Eventually, you will have defeated all four of them. Whew. Wait a second...there are more?! You will encounter three separate waves of four ice Fawa before finally being allowed to escape. By this time, you will realize that the enemy is playing for keeps, and is finally getting serious about eliminating you. Startled and worried, you rush to return to Ta-Koro before something else happens to you. Hidden Enemies and an Odd Le-Koronan A worried guard will be waiting on the other end, telling you that you are very late and that Tahu wants to see you in Vakama’s hut, alone. Go into Ta-Koro and enter the hut, leaving your companions outside. Inside, you will find Tahu with an odd Le-Koronan, introduced as Ito the Jungledweller. Tahu will tell you about a new menace: Rahunga, powerful villains that were once Tohunga. The Rahunga can transform into far more powerful creatures by a substance called Rahudermis, and, as far as can be told, willingly serve Makuta. They can disguise themselves as normal Tohunga and have power that even Toa can find difficult to defeat. You have powerful enemies. Currently, several are leading massive hordes of Rahi in an assault on Le-Koro. The Le-Koro Kahu Force is flying a diversion, posing as the members of your party; hopefully, this will hopefully divert enough Rahi forces to clear the way to the village. This means, you need to leave for Le-Wahi. Now. Before you go Ito will stuffgive: a new weapon, the Bombfruit Launcher. It fires explosive fruit that do a large amount of damage in a large radius. Ito will also provide ammo, along with 1000 slingshot rocks. In addition, he will foodgive 50 Fauii cakes and 50 Bula berries. He will also advise you to check the pedestal for the hint to the Le-Pyrkoku stone’s location; do so, but don’t worry too much about it. You won’t be able to look for it until you reach the village. To get to Le-Wahi, simply go into the Charred Forest just outside Ta-Koro. Enter and then go one screen west; it’s that easy. Once you reach the border, Ito will warn you that this is the last chance you have to go back and get food and ammunition. I suggest you save here and don't save over this save file, just in case you find out you need more supplies for the trek before you reach the end. Le-Koro The Long Road to Le-Koro Take the title seriously. This is going to take you a while. You will start down the road, where you will have your first Rahi encounter – a jungle Chogo scouting out the road. Ito will warn you that if it sees you, it will report your presence to Makuta. Which means that your path will be littered with even more Rahi than are already there, making an already interesting trek very difficult. Avoid it; move along the top or bottom of the screen. If the Chogo enters your screen, go back until it disappears and wait a few seconds before moving forward again. Don’t bother firing at it; the thing is invulnerable unless it sees you, which you want to avoid. Further along the path, Ito will again tell you to stop and aheadlook. The path ahead is infested with Zigabaka hoverbugs and Hoi turtles. There are too many to sneak around, so charge into battle. Equip your new Bombfruit launcher; it will make both kinds of Rahi go fleeing with one hit, and if you use it well, its large blast radius can take care of multiple Rahi at once. At the top of the map, you will see a box next to a large stump. Destroy the stump with a bombfruit shot and walk up and select it. It will give you various packs of ammunition; caches like this will be your only source of ammo until you reach Le-Koro, but if you supplied well enough before leaving, the ammo you collect throughout this level will last you until the end of the game. There will also be a pile of slingshots stones near a tree on the bottom of the path. You will not be able to continue until you defeat all of the Rahi, so lay waste with exploding fruit! This is true for all maps in this section; you can only pass until you have defeated all Rahi in your area. If there are still some left, but they’re on the other side of the map, then you can continue. You will continue on until Ito tells you to quietstop again. Suspicious, he will go ahead to scout your path. He will return with the news that there is a massive group of Kane-Ra and Muaka waiting for you along the path. You must go through the forest. You will do so, continuing the long road. From this point on, each map will have one ammo box somewhere; Rahi will also spawn from off-screen as you defeat them. They will stop coming eventually, but until then you have to fight. The first two maps will only contain hoverbugs, turtles, and lightning bugs; all of these will flee with a single bombfruit shot. On the third map, you will start to encounter Jungle Chogo, which take four shots before running away. This is also where Rahi will begin to respawn. On the fifth map, you will see tracks going to the east. Tohunga tracks. Only...too wide spaced...Ito will panic and warn you that these are Rahunga tracks; your party will hurriedly turn west to avoid the creature. On the next map, you will find your way blocked by a series of strange blue objects. Walk up to them and they will unfold to reveal a rather large number of rather large Rahi. Each of them takes four shots to defeat; you will encounter two groups on this map. The next map is something of a breather; Ito will direct you to a hidden supply store, in the tree at the top of the screen. Go to the sandy portion of ground and face the tree; you will be transported inside, where you will find a treasure trove of ammunition and food. You will also find a new weapon: the bombfruit minelayer. In my opinion, the second-best weapon in the game. This weapon allows you to lay a mine on the ground, which will only explode when you hit enter a second time. In essence, you can blow up enemies whilst running away from them! In terms of power and blast radius, it’s the same as the launcher, so use what you will. The VERY Long Road Ten screens after leaving the main road, you will come to the Fau Swamp. The end is near? Don’t bet on it. Here, I suggest you abandon the armored boots and equip the swamp boots (you did buy swamp boots in Onu-Koro, right?). A loss of defense, yes, but it lets you move faster in the swamps. None of the Rahi you encounter will slow down in the swamp (most of Le-Wahi is one, so that makes sense), and, as you will discover in a bit, there is actually a Rahi that speeds up in the swamp. If you do choose to forsake speed for protection, then the green pads in the swamp water will let you move at normal speed over them. On the second map, you will encounter an annoying snake-Rahi that is every bit as fast as you are. On the third, which is mostly swamp, you will begin to encounter Fihbawa. Fortunately, these lack the water powers of the kind you fought outside Ta-Koro; though just as tough, you have upgraded your weaponry, so it now only takes two bombfruit hits to make them skedaddle. The fifth screen is a doozy. It basically counts as three or four other maps, and it takes you straight through the home of the mud Vatuka. Mud Vatuka lack the orbital rocks that regular Vatuka have for backup, but make up for it by being much tougher and much, much faster. They’re still not too fast on solid ground, but in the swampwater, they are unbelievable. Five bombfruit to make them retreat. The next map is a breather, containing another supply tree. You will find more food, more ammo, and another weapon: the firejuice launcher. The launcher is more powerful than all your other weapons, with a bigger blast radius than the bombfruit. It also fires like the rest of your weapon, not like the minelayer. Choose which you like; I personally stuck with the minelayer. Most Rahi will still go down in a single hit. [bonesiii note: The blob of firejuice this weapon fires will also pop and damage your target if it is to the left or right of it; so your aim does not have to be as precise as previous weapons.] On the third map after the tree, you will encounter large rhinoceros-type Rahi. These things are just as fast as you, and do not slow down on the swamp. Four bombfruit or firejuice hits to make them run away. On the fourth map after, you will encounter two giant apes guarding a Daikau plant. The Daikau is blocking your path, and the apes are guarding the plant. It is useless to attack the plant while the apes are still running around, so go after them first. I suggest the firejuice launcher for this; the apes are somewhat slow, so it’s fairly easy to stay ahead of them. Fifteen hits to drive each of them away, then three to make the Daikau shrivel up. The next map is stuffed with enemies; Ito tells you that you are close to Le-Koro, but there are more Rahi than he thought. There is a Gukko-wing-protected area just ahead, so run there, ignoring your enemies. The green energy barrier will let you through, but nothing else. You are safe inside. You also cannot shoot outside from inside. Splash damage works, but your shots stay inside the fort. You will find three ammo crates inside; take them, then go lay waste to the Rahi forces outside. There are lots of Rahi in this battle; you will encounter every species of Rahi that has dogged you through this jungle, except for the giant apes. The entire battle takes place over the swamp, so you will want the swamp boots. Literally hundreds of Rahi will fall before your way will be clear again. Go on to find that... your way is in no way clear. You are close to Le-Koro, but it is surrounded by a huge swarm of Nui-Rama and Kofo-Rama. Ito, hesitantly, starts to say that there is another way... then a blue Rahunga charges your group and does away with hesitation. You run, and Ito hurriedly swears you all to secrecy before taking into a tunnel under another tree. Here, you will find a strange sphere on the ground. Ito will explain that this is the Journeysong sphere, an object than can take anyone anywhere, as long as they know the proper journeysong of the place where they wish to go. It is a secret that the Turaga have struggled to keep from Makuta ever since its discovery, since using it, you can go anywhere sentient creatures have lived, as long as the path is unobstructed. Makuta would have clear passage into any Koro, as well as other places, even places not in this world. After explaining this, Ito tells you to tap the sphere to take you to the Le-Koro elevator, then put the Journeysong sphere in your energy pack, just in case the Rahunga decide to search the area. You will do so, and set off, coming to the end of the tunnel quickly. Pick up the sphere, equip your best weapon, heal, eat, equip your armor, and then go to the surface for your next boss battle. Boss Battle—Cyclone Worm Your enemy is a massive snake-like creature that can slither and crawl just as fast as you can. In addition, it will launch cyclones that deplete one quarter of your entire party’s health, and its snaking path makes it difficult to strike. Again, in my opinion, bombfruit mines are the best way to go, as the large blast radius can easily catch the worm chasing you, without having to stop and aim, while continuing to run away. In addition, various swamp Rahi will appear to chase you around as well, though not many, meaning you should make them your lowest priority. After forty bombfruit hits, the worm will double its speed, making it even more difficult to hit. Ten more hits, and the worm will flee. Victory is yours. Now, hurry and run north before the Rahunga arrives. Well-Deserved Rest Finally! Le-Koro! After going up in an elevator, guarded by a familiar mask and familiar story, you will be greeted by Matau, who will be relieved that the failed decoy did not kill you. He will also be somewhat unsettled that you had to learn of the Journeysong sphere; after learning that you have all promised never to tell of it, he will tell you to go to the inn (two pads to the left and one up) and get some rest for the night. Kongu will fly in the morning and map the wahi for you. It costs fifty protos for a room; go and get some rest. You will have another vision at this point; a threat about something called the Shadow Fire, and that the Blue Fire consumes all, including the one who seeks it, and that you will have to face your greatest fear. After waking up, you will go outside to find Ito waiting for you; after relating the dream and some headscratch time about your greatest fear, you will go off to try and find the Le-Pyrkoku stone. Le-Pyrkoku Stone The weeds of the jungle grow wild This is it—the last Pyrkoku stone. This one is fairly simple to find, once you realize the clue, but the clue is well-hidden enough to make you run around a fair amount before finally finding it. Go back to the elevators and go down to the swamp, exiting to the area just beyond the elevators. Go to the lower right corner of the screen and look around. You may notice a series of plants unlike the others growing in a line in the water. Weeds of the jungle, huh...follow them. Go to the edge of the screen between one of the weeds and a lily pad and you will move to a new map. Continue to follow the weeds. When you reach the next map, you will find yourself facing a new enemy: an eyeweed. Basically, it’s a weed. With a big eye. That walks. The weeds apparently do grow wild here. Attack it (the ordinary no shooting rule is not in effect); the firejuice launcher is your best bet. The weed has two methods of attack, both of them ranged, both of them tracking. In the first attack, the eye will crackle with energy for a moment before firing in your direction. Make sure you’re hiding behind something, because the burst will zigzag across the screen to your location. This does between one and three points of damage to everyone in your group. The weed will also occasionally root itself in the ground, and a root will thrust up from below to attack you; it does the same damage range as the energy attack. Hiding does nothing against this attack; you need to be moving in order to avoid it. After twenty hits with the firejuice, the ambulatory plant will lose its eye and start to wander aimlessly. It isn’t a threat to you anymore. Move to the right side of the screen, and claim your prize: the Le-Pyrkoku stone. Head back to Le-Koro; exiting the map will take you back to the swamp under the tree. When you (eventually) make it back to Ta-Koro, ten hoverbugs will file in as your last enemies in the Rahi Training Room. Secrets and Shadows Returning to Le-Koro, go to Matau’s hut to speak with the Turaga. The ensuing discussion will be enlightening, informing you of the Blue Fire, or at least, what the Turaga have theorized of it. Ito will also hint at the Para-you-know-what; Matau will be shocked at his knowledge, and after a hurried discussion in another language, he will give you the Le-Wahi map and tell you to go to Kini-Nui to complete the map and your destiny. Before you leave, be sure to talk with Kewonga; he replenishes your energy as well as your health. Go to the swamp below the elevators and go to the lower right corner; the tree is easy to see as there will be a patch of sand to the left of the trunk. Treetap and enter the tunnels. You will automatically spheretap and be on your way to Kini-Nui. After some traveling, you will arrive at your destination. However, there will be an unwelcome visitor: an infected Kofo-Jaga. Hujo will hurriedly throw his disk at the Rahi, but it will disappear down a side-tunnel. Makuta now knows you have the sphere; not that you can get into any more trouble with him, right? Hit enter to pick up the sphere and put it in your pack, then exit the cave. Kini-Nui Not Your MNOLG’s Kini-Nui You will come out of the tunnel in front of a large and well-defended wall. Walk up to the front gate and the Tohunga patrolling inside will allow you to enter. After coming in, he will descend to talk with you, giving you directions to where to go, which you will need. The place is quite large, and can be confusing at first. You just need to take the Le- and Ko-Wahi maps to the Carving Room, where Ruugon from Po-Koro has almost finished the maps. After that, you will have to help the Turaga and guards protect the Kini-Nui from the attacks sure to come. He can also tell you some upsetting things about the Rahunga. After he goes back upstairs, go out the north door. Walk across the clearing, going around or over the Kini-Nui, and go to the other side. The Ga-Koronan patrolling that gate will let you in. She will give you more specific directions to the carving room, along with the history of the Kini-Nui and who is posted there. Before you go to the Carving Room, take note of the random doors in the halls with plaques next to them. These are storage rooms; going up to them will allow you to buy supplies, weapons and food. The ones at the entrance will sell ammunition, whereas the ones in the Carving Room will sell ammunition and food. Go along the hall behind the ladder, checking out the Rahi display room along the way, if you wish. Go up the ladder at the end of the hall; the Carving Room is just south on the next floor. The Po-Koronan will let you in; after speaking with Vakama, he will lead you to some suva and give you a Btou staff, along with four Kanohi. You can switch these Kanohi using the numpad + button. Below are the four Kanohi: Jahiru, Noble Mask of Precision: This mask will greatly increase the damage you deal in combat with all direct-hit weapons, including your fists and the Blue Fire when you receive it. Halehki, Great Mask of Healing: The Halehki will slowly heal your health on its own; it will still take energy, but will only use about half as much as manual healing. Koruuka, Great Mask of Deflection: This mask protects you from damage, reducing it by one half; even though Vakama says it deflects it back at your enemies, they will not take extra damage. Wahruma, Great Mask of Temperature Shielding: The Wahruma protects you from extreme temperatures, such as fire or ice. It’s best use will be during the final boss battle. Choose your mask and equip it, then stock up using the money Vakama provides and head back to the front gate with Kiapohi and Nuhuri. When you come to the exit of the Hall, go to the switch to the right of the door and hit it to exit. When you get close to the front gate, a prompt will come up asking if you’re ready to guard. I suggest you save your game here. Betrayal You will stay in the main entrance at Tlenoh’s suggestion. It will be a long wait before anything happens. While you do so, Nuhuri and Kiapohi will tell you about tracking the unknown creature through the Drifts in Ko-Wahi and their discovery of the Rahunga base there, along with the discovery of one of the Rahunga’s identity: an Onu-Koronan who had ‘died’ a long time previously. They will also go over what Rahunga can do; you’re going to have a tough time with one of those. After a while, Takuto will come down the ladder, saying there are Tohunga outside; Ta-Koro Guards, led by Jala. They have a message for Vakama and Hujo, so Takuto lets them in. And in walks...Kanoka?! He will say that he has news that is vital to Hujo’s destiny; Hujo will be a little hung up on the fact that he watched Kanoka die. Understandably. Kanoka will insist that he is not a Rahunga; Tlenoh and the various Guards will agree. Hujo, however, will be suspicious. Eventually he will figure out the truth: Kanoka is a Rahunga. He is the Shadow Fire mentioned in his visions. After trying to convince Tlenoh and the others to the contrary, Kanoka will give up and assume his true shape. ‘Jala’ and the five ‘Guards’ will disappear, turning into Lahkrii bullet fish. These fish are troublesome, absorbing heat, light, and kinetic energy to become stronger and faster. The Snow Chucker is the only weapon that will work against them. How long it takes to defeat them depends on how powerful they are; they will tend to head for the fires around the room to become more powerful. Use the Snow Chucker on them until they stop moving, then run forward and hit them with Enter to scoop them into your pack. Assault You will leave the entrance hall to see Kanoka attempting to break into the next gate using a Matatu; the guards are holding off for now, but they will need help. Unfortunately, that isn’t the only threat. Kini-Nui is being attacked by Kofo-Wkahnau, small burrowing creatures. They will do severe damage to the temple if left unchecked; you’ll have to leave Kanoka to the temple guards for now. The burrowers are annoying; they’re agile, so they can dodge any projectile attack with ease. You’ll have to go up and punch them in order to defeat them. They will stay in the area of the Kini-Nui, but it will still be a long fight. Use the Jahiru to make it shorter. It will take eleven hits to immobilize one of the burrowers; once you manage that, take it into your pack. They do about three damage to one of your party and are fairly fast. However, their most annoying ability is burrowing. Every once in a while, they’ll disappear underground, only to pop back up somewhere else. While this won’t really be a problem early on, later in the fight you’ll have only two left, both of whom burrow all the time, disappearing and reappearing every few seconds. These tend to stay in the same area, though, so just wait a bit and they’ll back up right in front of you. After you collect all seven, go to confront Kanoka. After exchanging certain words, and also certain disks, Kanoka will run away. You have won, for now. The Mapmaker’s Greatest Fear Go back to the carving room, where you will find the maps completed. After revealing that Kanoka was the Rahunga that attacked the Kini-Nui, you will be instructed to place the Pyrkoku stones on the slots around the central map. Go up to each and hit it; you will automatically place the right stone in the right place. After all of the stones have been placed, an inscription will appear on the map: What is your greatest fear? You will have to carve it on the map, with the first letter capitalized and the others lower-cased. If you have been paying attention to the game, you will have figured out the basics of what Hujo’s fear is and will get it with a few tries. If you’re stuck, you can ask for hints, which start out vague and slowly become more concrete. If you can’t figure it out for the life of you: » Click to show Spoiler - click again to hide... «The mapmaker’s greatest fear is the "Unknown". After carving your fear, the map will light up, with Journeysongs ringing out for each Koro and the Kini-Nui, as well as red dots showing all infected Rahi on the island. An eighth location and an eighth song will appear; this is where you must go. Tlenoh, Kiapohi, and Nuhuri will leave you; Ito, Nijire, and Ruugon will accompany you on your last adventure. Take the Pyrkoku stones and go back to the ladder you came up; go up the ladder. You will automatically skip levels three through six and go straight to the seventh level, an open-air platform. You will automatically use the Journeysong sphere begin the travel. Prepare to face your destiny. The Labyrinth of the Unknown The End of the Road... You will come to a stop in the middle of a plain, in front of a series of tiles laid on the ground. Each one is colored, so it’s fairly obvious what has to go where. Hujo will automatically place each stone in its proper place, and the Ta-Pyrkoku stone and the last plate will disappear in a flash of blue energy, becoming a hole. Save your game; once you go down there, you won’t be coming out until you find the Blue Fire. Do as Ito says and inhop... ...and the Beginning of the Challenge ...and land at the start of one of the most frustrating parts of the game. A maze. Hujo growls that he hates mazes; in time, you will too. The maze, called the Labyrinth of the Unknown, is a test for the bearer of the Blue Fire; he must face twisting halls, fearsome Rahi, flying plants, and, above all, his fear, the unknown, in order to get to the end. There are six mazes, one for each Wahi; each one will be more difficult than the last. The twists and turns will quickly grow more treacherous; occasionally, a path will lead outside the maze. If you leave the maze, a barrier will spring shut behind you, and you’ll have to go all the way back to the beginning. But that’s not all. Makuta has added his own little challenge: Rahi. Outside the mazes, when you first start, you’re safe. But once inside, you will be besieged by dozens of Rahi, all intent on killing you and keeping you from your destiny. They will all spawn from hovering spheres of Rahudermis spread throughout the mazes; no matter how many you defeat, more will always spring forth. All Rahi have the ability to jump the inner walls of the mazes, taking a direct route to you, so outrunning them is not really an option. Eventually, you will be forced to fight. The Rahi will be similar in terms of toughness throughout the maze; one bombfruit will be enough to take them out. But they will increase in strength in each successive maze. However, the unknown did manage to make some good of Makuta’s meddling: money. At the beginning of each maze, there will be a pedestal. This pedestal will have a number of different options on it; one of them will be labeled ‘Chore.’ Selecting this will activate the Rahi chore: for every Rahi you defeat, you will earn five protos. You can use them to buy food and ammunition at the pedestals, thus resupplying. However, in order to earn those protos, you must kill at least fifty Rahi in that maze after activating the chore; if you succeed, either going back to the pedestal or successfully reaching the end of the maze will earn you your protos. In the first maze, you may not kill half that number during your run-through; the second, maybe. But later on, where killing Rahi is a necessity to even move forward, you will easily make that mark. At the beginning of the Labyrinth, Ito will hand you a Rautu tablet. This tablet is very helpful; it will tell you when the Rahi in the maze are getting close, displaying them as black dots. In later mazes, if you get stuck, it will also display where you need to go as a yellow dot. Very handy. Twiddle the settings as you will; let’s get started. Ta-Maze Being the first maze, this one is the easiest. You will face nothing more here than the Lava Pobakah Rockshells that inhabit it. The exit is fairly easy to find. I’ll even give you directions. At the first chance you get after entering the maze, go up. At the next choice, go right. Do not leave the maze. Then, go right again, left, and left again at the first opportunity. The exit hole will be right in front of you. Jump in to clear this section of the maze. Po-Maze From here on in, you’re on your own. The Ta-Maze was a freebie, to get you adjusted to the way the maze works. Here, you’ll have to find your own way through its Mavahk Rock Bison infested halls. But it isn’t that difficult, though it is harder than the Ta-Maze. There is a long hallway at the start -- the hole is randomly either to the left or right of the branch at the end of that, but it is near the northern side of the maze either way. And a piece of advice from bonesiii: if you ever get stuck in a maze, pick a wall and stick with it. Follow that wall, and eventually you will reach the end. Ga-Maze This is where things start getting tricky. You will enter this flooded maze, fighting off Korahga Spinesharks, only to find that, apart from a single, large, open area, you have nowhere to go. What the heck? This is the start of a soon-to-be familiar pattern: you must defeat a certain number of Rahi in order for the way to open. So, just stay in there and keep fighting. After driving off fifty sharks, you will hear a clanking noise. This means that way is now clear. Paths have opened up all around you; choose the lowest left path to get started. Le-Maze When you come to this maze, which is littered with Bauzahk Flying Eyeweeds, you will be able to see the exit at once. Blocked off on all four sides. Since you only have one way to go, might as well get started. Occasionally in this map, a barrier will spring up behind you. This is a good thing. Usually. Generally, it means you’re going in the right direction. Eventually, you will find yourself locked into another large, open area with no exit and more plants than any gardener would feel comfortable with. Keep fighting; after driving off a sufficient number of them, the paths will open. You’ll get there. Ko-Maze The Ko-Maze starts with another open-area killing spree. You’ll be fighting Vaureko Snowtread Vipers, odd fusions of giant snakes and Tarakava. After defeating 75 of the snow snakes, the way will open. Be patient; this is the second hardest maze. Eventually, you will come out into a large open area; the exit is somewhere in here. Just keep running around and you’ll come across it eventually. Onu-Maze The last maze. Also, the one that will make you want to smash your screen in. This maze is so convoluted I can’t even remember where you have to go. Simply follow the wall and hope for the best. This maze is infested with Krujahk Cavern Lionfleas, which can jump twice as far as the Rahi in the last mazes. When the yellow spots light up on your map in this area, it will show you where to go next, rather than just highlighting the hole. This will help tremendously. Eventually, you will reach the end. Battle of Fire When you jump through the hole in the Onu-Maze, you will find yourself facing one last hole. Beyond is the final showdown with Kanoka. As preparation for the final battle, carefully select the mask you will wear. Each has its own advantage. The Mask of Healing will keep your health bar green while taking little energy to maintain, while the Mask of Accuracy will greatly reduce the duration of the battle. The Mask of Temperature Shielding will protect you from the Rahudermis and Kanoka’s initial fire attacks, but when the battle moves to its second and third stages, it will become less useful; the Mask of Deflection will provide protection against all of his attacks. If you don’t have your armored boots equipped, do so now. Don’t worry about weapons; you’ll only have one choice for this fight. You will fall through the hole into a fairly large, poorly lit room. Nothing here. Except for Kanoka’s voice welcoming you to the unknown, and the massive flood of Rahudermis orbs spilling over the far wall and advancing towards you. ... Okay, this stuff is very dangerous. First, there’s a lot of it. Second, although it all moves in your direction, the individual orbs move in a random pattern that makes them almost impossible to dodge. Every time one hits you, it does significant damage. You cannot damage them. None of your weapons work. You have only one tactic left to you: RUN!!! This part of the battle will last for some while. Do you best to stay out of the path of the dermis-monster, and eventually you will see a blue flash at the center of the room. A staff has appeared; it must be the blue fire! At that moment, Kanoka’s voice booms out again: he has cursed the staff with his black fire, and you and all your companions will die if you touch it. After calling Kanoka a liar, move to the center of the room (getting hit will be unavoidable at this point) and grab the staff (HEAL BEFORE YOU DO SO!). Black fire will bloom, and all the Rahudermis will condense into a black orb around you. After some neat special effects, you will find yourself...alive! Barely. Heal your very low health as soon as possible. Your party will express their wonder at not dying and wonder what’s coming next. People should really never, ever ask that question. You will get a view of your next challenge coming down to fight you: Kanoka himself. He’s a little different from when you last saw him. For instance, he’s brown. And covered in spiky armor. And about seven times as big as you are. Prepare for the final battle. Your weapon for this battle is the Blue Firestaff, a ranged weapon that does huge amounts of damage in a concentrated area. Don’t bother switching weapons; none of them work here and, face it, compared to this thing they’re all pathetic anyways. Kanoka is no laughing matter, though; he’s huge, so he would seem like he presents a nice target, but in order to hit him you still have to line up precisely with his feet. You are faster than he is, but that’s a small advantage. His primary attack is a burst of shadow fire; you can tell he’s preparing to fire when he stops moving for a moment and starts crackling with energy. The resulting burst moves in a straight line and does a fair amount of damage, knocking you across the room. Note: Although the burst fires in a straight line, Kanoka will not necessarily shoot in the direction he’s facing. He will shoot in the direction that is closest to your current position. If, for instance, he prepares to fire, and in the intervening time you move around so you are facing his side rather than his front, he will shoot to the side, still hitting you. Be careful. Kanoka will also occasionally throw out a large mine, which emits a wave of fire after a few seconds, doing considerable damage. Makes sure you are at least half a screen away or you will take damage. He will also teleport to a random area of the room every once in a while, requiring you to track him down. If you get too close to Kanoka, he will strike you with his scissor-sword. As if that wasn’t enough, after a few minutes the screen will go dark and a black circle will contract around you, essentially halving your line of sight and rendering everything you can see very, very dark. Nothing about Kanoka will change when this happens. This will go away after a minute, but is still very dangerous. After 30 hits, Kanoka will drop an automatic disk launcher on the ground. This turret will crawl around slowly, trying to get to an optimal firing range, while shooting disks at rotating 45° angles. If you stop moving long enough (which will probably happen), the turret will crawl into a position where it can hit you once every rotation, and will not move from that position until you start running around again. The turret is indestructible and will stick around for the next stage. 20 more hits, and the battle will shift. Kanoka’s form will reduce to something similar to what he appeared as when you saw him at Kini-Nui, though he will still be brown. However, he will not move and simply stand there, letting you shoot at him. This will puzzle you for a moment, until he teleports. You’ll look for him—wait, there he is! And there he also is. And there, and there and there and there and...Kanoka is creating illusions of himself. You must discern which out of the dozen or so Kanoka is the real one; to make things even more confusing, every ten seconds or so, all the Kanoka will randomly teleport to a different spot in the room; they do this one at a time, so it is possible to keep track of which one is real. It takes luck, but you can do it. One way to track down the real Kanoka is to shoot at them; the blue fire will simply pass through the fake Rahunga and strike the real one. Another way is walk through them all and see which one attacks you; if you walk next to the real Kanoka, he will strike you with his blade. He will not move, or come after you, so you can simply then stand a short way off and pump fire into him until he teleports again. This continues until you manage to hit him 50 more times. The illusions will vanish, along with the disk turret, and Kanoka will turn red. Kanoka will start to chase after you again, but his tactics have changed. He will not throw mines, or teleport, or make the room go black. Instead of throwing black fire at you, he’ll sling discs, considerably faster than he did the fire. He will still attack with his sword if you get too close. Every once in a while, he will surround himself with a shimmering Rahudermis shield; he will be protected from damage until you manage to strike the shield 5 times with the blue fire (this is even if you are using the Mask of Accuracy). After twenty strikes, Kanoka’s mask will be knocked off and his sword will fly out of his hand; run over and pick the sword up. Kanoka will shrink back to a Tohunga, and darkness will take you. You have won. The Bionicle Paracosmos Hujo will come to his senses in a large room, alone. Soon afterwards, he is joined by a strange-looking creature that speaks an odd language. After it becomes apparent that Hujo cannot understand him, it summons Ito to translate. The creature is introduced as Surkahi, who is Unknown, and calls Hujo the Jahurungi. He summons the Turaga, and together, they explain to Hujo the Bionicle Paracosmos, and the role that he is to play. After revealing all that they know, Surkahi sends Hujo back to the world outside. Credits. Congratulations! You have completed the Bionicle Paracosmos: The Map of Mata Nui.
  15. This walkthrough is written by Master of the Rahkshi, and the Ko-Koro section by bngi. MotR has just finished the parts for the new content. Thanks, man! This will be linked in Ojhilom's walkthrough post in the RPG: The Map of Mata Nui. I've made minor edits and filled in some things, etc. Whole thing doesn't fit in one blog entry; this goes until the end of the Ko-Koro level. Ta-Koro Find Jala You wake up in your room after having a dream about six stones around a stone map, to find someone knocking at your door. Before you go answer it, though, go to your table and pick up the basket of bread to replenish your energy and your backpack. Now go answer your door. The person pounding on your door is a guard named Kanoka. He tells you that Jala needs to see you. As in, right now. Before you part ways, though, he hands you some weird tablet that Takua apparently gave him. Hm. Anyways, to get to Jala, go down the stairs into the U-shaped hallway, and go down to the side exit at the bottom of the screen. It doesn’t matter which one, they both come out the same place. Don’t bother with exploring just yet; each Tohunga you will meet will quizzically inquire as to why you are not going to see Jala, some in incredibly odd ways. Outside, a Tohunga will divert your attention to a strange pedestal that mysteriously appeared by Vakama’s hut overnight. The same words you dreamed about are written on it. After this fascinating distraction, go down to the gate, and hop across the bridge. To do so, simply line yourself up with the nearest section of the next rock and walk off the edge. You’ll come to an empty plain; walk into the black section opposite the Lake of Fire and you’ll be transported to the fortress gates. There will be a sign on the right side that marks Jala’s room. Go in. Beginning of the Quest Inside, Jala will give you startling news: the map of Mata Nui has been destroyed! This is a bad blow; without it, he can’t coordinate attacks or tell where Rahi are coming from. You need a new one. Bad. The Po-Wahi map was destroyed a few years ago, but there’s another backup at Ga-Koro, so he wants you to go and copy a new one from there. At that moment, the Ga-Koro mapmaker runs in and tells you that both the maps there have been destroyed during a Tarakava’s attack on the village. So. You need to make a new map. And the only way to do it is by traveling to the different villages and copying down separate Wahi maps each mapmaker has. You’ll need protection, so a Guard called Tlenoh joins you. Training But before you start running around collecting maps in Rahi-infested areas, you need to learn how to fight. Go back to the U-hall, through the right entrance. Go into the first room and talk to Dukoi (the guy with the Kakama by the cage). He’ll tell you how to attack (hit Enter or Space when facing your enemy) and show you into the first training round. The first fight with the Hoto is easy. He doesn’t hurt you, he moves slowly and predictably, just hit him three times and he backs off. Dukoi will then lead you to a second cage. This Hoto is a bit tougher; he will burn you if he touches you, and he moves a bit faster and in a more unpredictable pattern. Five hits and he burrows into the ground (note that an actual Hoto will only take three). Dukoi then takes you to a much roomier cage that apparently has nothing but a rock in it. He will tell you that the rock is really his tame and highly trained Pokabah, named Tuakja. He will hurt you, but up to a point; if you get too injured, he stops hurting and just starts pushing you around. He’s fairly fast and pretty unpredictable. From time to time, he’ll charge across the room; don’t get hit when he does it. If he stops moving for a few seconds and you’re in his way, move. Twenty hits, then he rolls up. After you come out, Dukoi will teach you how to heal yourself and to replenish your energy; he gives you six pieces of Hata bread to do so. He’ll also say you can return anytime to train again if you feel rusty. First Maps Now, go to the library to pick up the Ta-Wahi maps. The Library is in the upper left corner of the U-hall; there’s a shelf with a drawer in the front row. The maps are there; you’ll pick up the Ta-Wahi one. Now, it’s time to go to Ga-Koro. Ga-Koro Trip to Ga-Wahi Leave Ta-Koro through the front gate and head east on the path that runs to the beach (you’ll run into a Hoto on the way). You’ll find a ferrywoman there; she’ll take you to Ga-Koro. Seek the Key Once you reach the beach, however, there’ll be a problem. The weight lock that was featured in the MNOLG has been replaced by an old-fashioned key lock. Only problem is, the gatekeeper keeps losing the key, so you have to look for it. The location of the key is random in each different game, so it could be anywhere. The Hoi turtles that are strewn about the beach are very slow and do little damage, but they are numerous and get in the way. You can’t kill them, but hitting them does bump them back and stun them for a moment. Try heading north to the waterfall first; if it's not there, it's somewhere south of the gate. The key is visible, and usually by a bunch of turtles. Once you find the key, bring it back and the gatekeeper will take you to Nokama. First Task Nokama has some bad news for you. Their map-maker, Kiapohi, has found almost all of the maps that were scattered during the Rahi attack. However, one is still missing. Hahli found it, though; it is currently underneath a massive starfish-like creature called a Lohraka underwater. You’ll need to fight the Lohraka to get the map, but first, you need to be able to breathe underwater. You’ll need air bladders. The lily pad growth center is under attack by Lefeiru rats, which eat the growing lily pads that are needed to replace damaged ones. So, defeat the rats, and you’ll get the air bladders. Hope You like Mice Go to the easternmost path and you’ll come to the Growth Center. Go into the hut, and talk to the Tohunga there. She’ll give you a key to get into the field, and a trap. The trap isn’t really important; it’s just something you automatically use to scoop rats up with after you beat them. Head into the fields and fight. There are ten rats; they’re not that hard to beat, you only have to hit them three times and the narrow paths help you enormously. Once you have all ten, go back to her and you’ll get the air bladders. Boss Battle—Lohraka Now, head to the Water Ladder Hut. It’s down and over one from Nokama’s. Tell the Tohunga outside you have permission and air bladders and she’ll let you in. Hahli inside will tell you how to beat the Lohraka. Head down the rope and into the water; the Lohraka is fairly close, to the left and up a bit. The Lohraka has eight feet, some of which it lifts from time to time. Between its legs are spikes, which will stun and paralyze you for a considerable time if you touch them. So don’t. You have to wait for it to lift a foot near you before you can swim under. Once you are underneath, sock it in the mouth. This will make it pretty angry, and it will lift up and zoom around (slowly, though). Try to stay under the mouth as best you can; if you touch the edges, you’ll have damage done. Fairly considerable damage. Expect you characters’ health to dip below the 25% mark during this period. After a few seconds of this, it’ll calm down and set down again. Exit by the same technique as how you got in, go to the map which was formerly under the starfish, and pick it up. Once you’ve done that, go back to the rope and leave the hut. A Good Night’s Rest Go to Kiapohi’s hut in the main lily pad and give him the map. He’ll finish it, but, since it is late, you decide to spend the night in the inn. Go to the inn—it’s east and south of where you are now—and get a room. You’ll get room two; go in and get some rest. When you wake up, get some breakfast and head for the docks. Kiapohi will be waiting for you there, with a surprise—a stun spear launcher and twenty stun spears. Once it hits a Rahi, the Rahi will be stunned for a while. This weapon will come in very, very handy, so equip it with 2. You can fire it with Shift when it’s equipped. Go to the ferry operator and head for Po-Wahi, with Kiapohi in tow. Po-Koro Trip to Po-Koro Once you get there, the path to the village is easy enough to find—just follow the line of pale sand. At one point, you’ll come to a path that branches off. Head straight, but remember that path. (A word of caution: the entrance to a Makika’s cave is on the path. It’s recognizable as a slightly darker patch of sand, but if you’re not careful, you’ll fall in.) Soon you’ll reach a place where the path forks, with a very familiar arrogant carver standing by the sign. Head up and you’ll be in Po-Koro. Déjà vu Once you get there, look around for the Po-Koro mapmaker, Ruugon. His hut is easy enough to find, but when you go in, he’ll seem a little sick. Sound familiar? Go and talk to Takua and Onewa. They’ll tell a familiar story about infected Comet Balls. Instead of dumping them into the sea, Pohatu and Hafu hid them in a vault. But the disease is still around. It would probably be a good idea to look at those balls, so talk to Takua. He’ll tell you where the vault is and hand you the key to it. Leave Po-Koro and head back along the path to the coast. Pretty soon you’ll come back to that path that branches off. Follow it and you’ll come to a building in the middle of the desert halfway up the path. Use the key and go in. Inside you’ll find the Comets. Smash ‘em. All of them. That’s all there is to it. Just walk up to them and hit them. Once that’s done, go back to Po-Koro. Canyon Walk Once you enter, Takua will tell you that the illness is gone, leaving you free to talk to Ruugon. You’ll tell him about your quest and he’ll tell you he can copy down everything on the map. Except for one place: the Radalku Mesa region. The map for that was destroyed a long time ago, and the area is forbidden. So, you’ll need to go there to map the region. Leave Po-Koro and follow the rock wall to the west. Pretty soon you’ll come to a path; follow it. On the way, you’ll come across an annoying scorpion Rahi called a Kukarau that shoots some kind of energy a fair distance. The attack doesn’t hurt you, but it does knock you pretty far away. If you feel that you must, you can fight it, though you will have to do so without the help of your stun spears and the thing is fairly fast; five hits will immobilize it, five more will make it run away. There is no penalty for not doing so and no reward either, so avoid it if you wish. You’ll come to a canyon; at the entrance it’ll ask you if you want to save. I heartily suggest you do so. Now enter. The path is laden with numerous small beetle-like creatures. This is a prime time to get in some target practice. Stun one of them with your spear launcher by pressing Shift, then run in and hit the immobilized creature three times (by punching). Proceed along the path, eliminating Rahi, and you’ll conveniently come across a bundle of extra spears lying in the dirt. Pick them up and continue on your way. Eventually, you’ll come to a large open area. Get ready for a boss battle. Boss Battle—Fawa The first thing you will notice will be a package of stun spears lying near you; take it, you may need the ammo. The enemy is an insect-like creature. Its speed varies from slow to just as fast as you to incredibly fast charges, and sometimes it hops. Its moving pattern is hard to predict, although it keeps chasing you, and it’s almost impossible to hit when it’s zooming around like that. Stun spears. Once you stun it, you can usually get about nine hits in, more if you have it against a wall, before it starts moving again. Usually, when it gets its movement back, it goes into a flying rage and zooms around like a Le-Tohunga on caffeine for a few minutes, although it sometimes does this without provocation. Stay out of its way until it slows down to a more convenient targeting speed when it does this. It’ll take sixty hits before this thing leaves; once it does, you are free to map. Plan of Action By the time you’re finished, it’ll be nightfall, so head back to Ruugon and give him the map. You will then discuss your plan of action, including what to do about the finished map; Kiapohi wants it in paper, but Hujo puts his foot down about it being carved in stone, for reasons that are unclear. The question of who’s in charge will also come up, also with Hujo as the victor. They’ll also talk about some mysterious force infecting Rahi behind the scenes. As a parting gift, Ruugon will give you a bag of stones which will increase your maximum energy capacity to 400. Now, go to the inn and get some rest. Onu-Koro Trip to Onu-Koro Get some breakfast in the inn and head out of the village. Your next destination is Onu-Koro, but the Po-Wahi tunnel to it is closed, so you’ll need to go via Ta-Koro (be warned; the Makika in its cave and the Hoto on the path to Ta-Koro will have reincarnated by now). The tunnel to Onu-Koro in the main are of Ta-Koro, previously closed, is now open! Head on in. Missing in Action When you reach Onu-Koro, go to Whenua. Sure, I know you want to go and ogle at this Supershop you’ve been hearing about, but Whenua first. Whenua will tell you that their mapmaker is Azibo, but there isn’t any point in going to see him; the actual map is with Onu-Koro’s Chief Rahi Tracker, Nuhuri; she took it with her on an expedition. She was supposed to return last week. You can tell where this is going, can’t you? When you leave Whenua’s hut, go to the southeast end of Onu-Koro to start looking for her in the tunnels. Tell the guards you have permission, and enter the labyrinth. Track the Tracker This is where it gets tricky. When they say maze, they mean it. It takes a while to find the right path. First, go down. Then, at the next branch, right. Up. Up. Down. Down. Finally, you’ll come across a vial lying there as if it was dropped by a Chief Tracker when she was ambushed and kidnapped by Rahi. If you can manage it, save before you go anywhere near the vial just in case you misjudged your supply needs; once you go in those tunnels, you won’t come out without Nuhuri. When you enter the new tunnel, there’s really only one option of where to go; the right one. In that tunnel you’ll find an infestation of Kofo-Jaga. For being so small, they’re surprisingly tough; five hits to take them down, though if you bought a slingshot at the Supershop, one stone will take care of the problem. Clear them out in order to smash the rock barrier at the end of the tunnel to proceed. The next tunnel contains some weird black and grey hovering creatures, called Taktaga. If they touch you, they’ll send you zooming back to the start of the screen, although they won’t hurt you and there are a lot of them, so don’t just run straight through; it’ll take three slingshot hits to make them run away. The next tunnel is where things get really crazy. It contains a massive barricade of rocks—and on the other side is about a million Kofo-Jaga. To try and take them all out is madness, so you’ll have to sneak past them. There are two types of rocks—larger ones which take a few seconds to smash, and smaller ones that break instantly. Try and make a tunnel out one edge of the barrier (but leave one stone to cap it!) and then go and make another tunnel out the opposite end. While the Kofo-Jaga are streaming through there, run to the almost-finished tunnel, break through and run like the wind. Look around for some lava in the cave to make your life a lot easier, though; otherwise, you will be stung incessantly while trying to escape. Once the heat-loving creatures are suitably enthralled, go to the right edge of the cave, where you will encounter a mass of rocks blocking the way, slow breakers all. Eventually, you will break through to the next cave. This one’s a breather; take time to heal and replenish your energy before heading through to your next boss battle. Boss Battle—Quakeworm The boss is a Rahi called a Quakeworm; during the battle, it will come up out of the ground, arch over, and burrow back down, presenting you with a chance to get in a few good shots. It doesn’t hurt you directly, but whenever you punch, Hujo jumps around a bit (you can almost hear him screaming “Yuck!”), reducing the amount of damage you can do at a time. No spears. The screen shakes constantly during the battle, which is kinda distracting. When it disappears below the ground again, the shaking gets worse, and rocks start raining down around you. These rocks are big, and do 25 damage to everyone, so stay out of the way! The falling pattern is random, but mostly concentrates on your area, so just run around and hope you don’t get hit. Seven rocks will fall before the worm will poke its head up again in a different area. Seventy punches to take him down. Once the battle is over, go and rescue poor Nuhuri who’s been locked up in the corner for the duration of the battle. You’ll get the map, and Nuhuri will join your company. Now head back to Onu-Koro. Back the Way You Came Whenua will want to speak with you, and when you do go see him, he’ll give you a valuable gift: armor, which will protect from one-third of all attacks. After stocking up again on energy, head for Ko-Koro, by way of Ta-Koro. Invasion First Assault But what’s this? Ta-Koro is under attack by Hoto bugs! The Tohunga by the gates will tell you they are heading towards the Library. (Note: Through the course of this battle, you will find that stun spears are the only launcher weapon available to you.) After eliminating the one wandering around outside, you will notice that they have barricaded themselves in front of the left entrance to the U-hall, so you’ll have to go through the right entrance. Inside, they will have also blocked off the left hall, but the Library is still accessible, so go in. You will find two Hoto. Eliminate them, head outside, destroy the rock blocking the left hall, and take care of the five Hoto there. But before you charge into battle with a mass of Rahi through the other entrance, stop and think. The restaurant is still open, as is the shop (the shopkeeper will generously toss you the bundle of spears behind the counter for free). Take time. Heal. Eat. Re-supply. Now go charging into battle with the mass of Rahi through the other entrance. The battle with the Hoto is easy enough; just choose your targets carefully, those on the edges and close to you, not where you’ll have to run out and be exposed to attack from all sides. Once they’re gone, you can smash their barrier to your heart’s content. Try and go through the gate. You’ll be blocked by a Vatuka, a stone creature with four round rocks spinning around it. Spears are useless; do as they suggest and see Vakama. He will give you a disk to use in the coming fight. The disk is a mighty useful weapon; it goes a long ways, and always returns to you, even if you’re doing zigzags at the moment. One hit is enough to take out the average Rahi. But what you are about to face is not by any means average. Go back to the Vatuka; ten hits will drive it back. On the next island will be a second one; again, ten hits. On the next island will be a Hoto; on the one after the smallest island, two of them. On the island after that, it will ask you if you want to save your game. I strongly recommend that you do so. Now, get ready for the last part of the battle. Final Boss—Fihbawa When you get to the last island, you will find Jala, Kanoka, and another guard in combat with two Hoto and a smallish Rahi called a Fihbawa. The Fihbawa will shoot a ball of water at Jala; Kanoka will knock him aside and get pushed into the lava. Sad as this is, take heed; do not, I repeat, do not get between this Rahi and the lava. This Rahi moves slower than you, but is incredibly dangerous; it’s ranged attack (water) bumps you all the way across the screen, but, unlike other bump attacks, it will harm you. Everyone in your party. And as I said before, if you get pushed into the lava your certain doom is spelled. Attack it with your disk. After ten shots, it will jump to the side, and about a dozen Hoto will rush in. Use your disk to dispatch them quickly, and the fight will resume. After ten more shots, the Fihbawa will jump aside again. The two Vatuka, who have been watching from the sidelines, will send their rocks in. The rocks are slow, but powerful, and they never stop or pause like other Rahi. It takes five shots each to smash them, and with eight of them lumbering around, it can take a little bit to clear the battlefield. Once again, the Fihbawa will jump down. And once again, after ten shots, it will jump off the battlefield. This time, the Vatuka themselves will come rolling after you. Again, slow, slower than the rocks they sent, but incredibly tough. Do not let them touch you; it’s basically instant kill. Thirty shots to kill each of them. And for the last time, the Fihbawa jumps down. Ten more shots, and victory is yours. Mourning Later, Jala tells Vakama about the battle. He also says that Kanoka reported seeing something—not a Rahi—lurking in the Charred Forest just before the fight started. Hujo comes forward and tells them about the dream—vision—he had about the stone map and the stones around it revealing the mapmaker’s destiny. He says that everything points to Makuta trying to stop that prophecy. First, tricking one of the villagers of Ta-Koro into destroying Jala’s map—the only stone map on Mata Nui. Then, the attack on Ga-Koro’s Library and the maps there. Trying to stop the mapping of Po-Wahi. Kidnapping Nuhuri and the Onu-Wahi map. Then trying to attack Ta-Koro and destroy the backup maps in the Library. The vision and Makuta’s actions were the reason for his insisting on making stone maps at Kini-Nui. Vakama then reveals a legend about six mysterious stones, called the Pyrkoku stones. Legend states that there is one hidden in each Wahi, and that they are very important. Why they are important, no one knows, but Vakama thinks it has something to do with this vision. Later, all of Ta-Koro is gathered to mourn Kanoka’s death. After the meeting, your three companions retire to the Ta-Koro inn to rest, and Hujo goes to bed. Visions of the Future He has another vision-dream that night, in which Makuta threatens to do everything to keep Hujo from his destiny. He wakes up the next morning and goes to meet his companions and tells them about the threat. They decide to put the map project on hold for now and gather the Pyrkoku stones in the Wahi you’ve already visited. Outside, the pedestal in front of Vakama’s hut has moved, and more lines have been added to the prophecy, including clues to the locations of the Pyrkoku stones. The hole revealed by the movement of the pedestal has revealed a training room. It fills with Rahi, ten turtles at first, and you can fight them for as long as you want. As you collect more Pyrkoku stones, more kinds of Rahi will appear. But first, you have to find them. Search for the Pyrkoku Stones Ta-Pyrkoku Stone The isle of lava is in storage That is the hint for the Ta-Wahi Pyrkoku stone. Since you’re in the neighborhood, why not go after this one first? The first part of this one was fairly obvious to me. Go back to the hallway where your room is and go to the very back. The back room is a storage room. Go to the chest and check it. You’ll find a tablet in the chest; when you read it, you’ll discover...a bunch of meaningless wavy lines. Nothing there, seemingly. But check out the pots in that room. Underneath one of them is a large tablet. It has a small hole in it. That small tablet matches with the lines on the larger one, so you slide it in. The chest slides back to reveal a passageway! Go down it, and you’ll find yourself standing on what is obviously the isle of lava. There are eight Hoto on the island, but there’s something that keeps you from using both of your ranged weapons. Add that to the cramped fighting conditions and this may turn out to be harder than you think. But keep fighting, and the stone will be yours. When you go back to the fighting room, ten Hoto will appear during the battle. Onu-Pyrkoku Stone The scorpion king hides in the labyrinth For this one, you’re going to have to go back to the Onu-Wahi tunnel maze. To get to the stone, go down, lower right, down, right, right, down. You’ll reach a largish chamber with a single Kofo-Jaga running around. Whack it ten times and it’ll suddenly get a lot bigger and a lot meaner. Scorpion king boss. Same rules as before: no ranged weapons, melee only. The king is faster and more powerful than its smaller form. Just stay in a pinch point which it will return to often where it can’t sneak behind you and keep whacking it. Ten more times and it’ll be down. Continue to the end of the tunnel and you’ll find a bunch of rocks. Clear them away to get the stone. When you go back to the fighting room, ten Kofo-Jaga will appear. Ga-Pyrkoku Stone The fish catcher follows waving seaweed Next stop, Ga-Koro. Head for the underwater hut and jump in. You will notice a particularly blue-looking piece of seaweed. Go over to it and you will notice more seaweed, laid out in a line, practically inviting you to follow it. However, before you do anything else, catch a fish. Any fish. Chase down a Ruki or a Burhu and capture it for future yumminess. Now, follow the weeds. At the end of the trail, you will find a shadowed grove containing... a minnow. One tiny minnow. One itty bitty harmless minnow. But the scorpion king incident taught the lesson of “Don’t judge a book by its cover.” Hit it, and you’ll find yourself with a little shark problem. The thing is fast, for a fish, and considering that you’re considerably slower underwater that doesn’t help, and its bite is a lot worse than its bark. Fortunately, there are multiple corners to back it into to make the fight go quicker. Five hits. Then, an especially blue piece of seaweed will turn into a blue stone. The Ga-Pyrkoku stone. The only problem in this one is getting through all the steps and still having enough air to reach the surface. When you go back to the fighting room, ten Lefeiru rats will file in after the beetles and Hoto. Po-Pyrkoku Stone Fingers of sand point the way Trek to the Po-Wahi desert for this one. Head back to the trail to the canyon along the west side of the Po-Koro wall. Follow the trail a very short ways, and you’ll see a patch of pale sand separate from the path. Doesn’t it look, with a little imagination, like a sandy hand, with a finger pointing in one direction? Follow it. Line yourself up perfectly with the finger and go in the direction it’s pointing. Soon you’ll come to a second one, pointing in a new direction. Follow it. You’ll encounter ten of them. Along the way, you will encounter a random oasis. Feel free to check it out of you want; just resume your walk when the discussion is done. Follow the pointed directions exactly, and you’ll walk straight into another underground cave. You’ll encounter two Maha goats and a Makika (although this one doesn’t hop). The Maha take five hits to defeat them, the Makika takes the usual ten (the ordinary no shooting rule is in effect). Beat all of them, destroy the stone blocking the entrance in a puff of dust, and the fourth and final stone is yours. When you go back to the fighting room, ten beetles will appear before the Kofo-Jaga. Ko-Koro Thanks to bngi for the walkthrough for this level. Trip to Ko-Koro Now that you’ve gathered the four Pyrkoku stones currently within your reach, you are free to go on your way to Ko-Koro. Before you leave for Ko-Koro, I suggest you make sure you have a slingshot and much slingshot ammo with you. Go heavy on the ammunition, as you will need most of it. You can buy a slingshot and ammo at the Onu-Koro Supershop. To get to Ko-Koro, go to the outer wall of Ta-Koro, right outside Jaller’s office. There is a path leading towards the right, away from the charred forest. At the mouth of the path, you will be prompted to check the mysterious pedestal for a clue to the whereabouts of the Ko-Pyrkoku stone. Go and check, and you will indeed find a new clue. Keep it in mind, but don’t worry too much about it; finding this particular stone’s location will be as easy as falling down. Return to the path, and you find a cablecar and a Tohunga. Talk to the Tohunga and walk under the hook pad of the cablecar. The gears of the cablecar will slowly start to turn, and soon you will find yourself in Ko-Wahi. Walk directly left, and you will find out that you are… Lost in the Snow Even worse, turning back doesn’t help. Don’t panic--if Takua and Hahli got out alive from here, you will too. Just keep walking. Direction doesn’t matter, but be sure that you cross the center of the screen every time you pass from one side of the screen to the other. After 31 times of walking across the screen--surprise! Ko-Pyrkoku Stone The slippery ice is the stone puzzler’s friend You fall through a crack in the snow to a large underground cave. This time, it’s not a dangerous Rahi between you and the Pyrkoku Stone—it’s a puzzle. You have to make your way to the stone through the ice. When you press an arrow key on the ice, you will slide to that direction until you bump into something. You have to slide your way to the Pyrkoku Stone by bumping from ice chunk to ice chunk. If you don‘t bump into anything, you will keep sliding until you fall off the ice, and you’ll have to start all over. Walk and slide down. After you’ve bumped into the first chunk, slide left. Then down again. Then right. Down. Left. Up. Right. Down. Now you are in the second area. Here, slide right. Then up. Left. Up. Right. Down. Then right, and you’ll enter the third area. Slide up. Then right. Down. Right. Up. Left. And up to the fourth area. Slide right. Then down. Right. Up. Right. Up. Right--and you enter the fifth, and the last, area. Slide down. Then right. Up. Right. Down. Be prepared for a Rahi battle--and slide right. The two Snow Slugs take 5 punches each. The no shooting rule is in effect. After you beat the Snow Slugs, punch the ice chunk and take the Pyrkoku Stone. Then punch the other ice chunk and use the rope to climb out of the cave. Outside, start walking again, continuing your search for Ko-Koro. Soon you notice that it’s getting dark, and decide to make a camp and continue the search tomorrow. Morning When you wake up, another surprise awaits you. Nuhuri the Onu-Koronan and Kiapohi the Ga-Koronan are gone, and a strange Ko-Koronan is warming herself up next to your fire. The Ko-Koronan introduces herself as Nijire, and explains why Nuhuri and Kiapohi have left the camp. Nijire the Ko-Koronan met Nuhuri early in the morning and tells you what Nuhuri briefly told her. Nuhuri and Kiapohi are following a mysterious, shape-shifting being who has been traveling in your energypack disguised as Takua’s tablet--the tablet Kanoka gave you. All your maps are stolen by the being, but luckily you have backups stored in every Koro. After finding the being’s lair, Nuhuri and Kiapohi will travel to other koro and make more copies of existing maps. You will meet them later at Kini-Nui. Nijire accompanies you and shows you the way to Ko-Koro. Wanted: Ko-Wahi Map When you arrive, go to the library to find maps of Ko-Wahi. Unfortunately, you find the library closed, because there has been a Rahi attack in the village. Go to the sanctum and talk with Matoro. He will tell you that all the books and maps in the library have been taken by the Rahi who attacked the village. Strangely, the Rahi left after taking the books and the maps of the Wahi. Now talk to the Tohunga on the left, Akohre the Scholar. He might give a rather odd impression, but you learn that a guard named Raitu has seen something that could be a clue to find the place where the Rahi took the maps to. Raitu’s hut is located close to the the Icicle Eatery, along the road leading to Ice fishing. Raitu describes the events of the battle, and tells that he saw a bright light flash on a nearby mountain slope after the Rahi had gone. Nijire knows the place, so she can lead you there. Restore your energy, and don’t forget to stock up on loads of food in the Icicle Eatery before you leave! Also, I suggest buying a Snow Chucker and lots of ammo for it from the Treeline Shop. The Mountain Slope Puzzle To get to the mountain slope, go out of Ko-Koro and walk down. Nijire will ask you if you want her to take you to the mountain slope. Once you get there, you have to find out where the Rahi disappeared to. Walk right and start making your way up the slope. Keep your eyes sharp--somewhere in here, there’s a key that you will have to find. The key is small and grey. It can be hidden behind one of the left-pointing branches of a snowy pine tree, behind the branches of a leafless tree or behind a large crystal formation. A part of the key will be visible in every case. The place of the key is random, so check out every option! When you find the key, walk over it and pick it up. Now you have to find the lock. Halfway of the mountain slope route there is a place with two small crystal piles and four small single crystals quite closely together. Below them, there is a single spike-like crystal. Walk straight up to the direction the crystal points to. When you look carefully, you see that the section of the ice wall the crystal points to has a small keyhole in it. You have found the lock! Open it, and a flash of light will reveal an entrance to a magic storage room. When you get in, you see a hole in the floor and a rope tied to it. After Hujo’s and Tlenoh’s conversation, you will be asked to save before descending the rope. I suggest doing so. The Rahi Caves Snow Slugs! Unfortunately, these are nastier than the ones guarding the Pyrkoku Stone. These Snow Slugs take fifteen punches each, or five hits from your throwing disk. Grab the stun Spears from the left side of the cave and use them to stun the Slugs. You should be able to punch a Slug at least seven times before it starts moving again, more if you get one against a wall or another Slug. After defeating the Slugs, continue on your way. You will encounter two more Snow Slugs in the next cave. After taking them down, slide and bump your way over the ice. Proceed up, and battle the Snow Slug on the ice. Use your throwing disk, and try not to slide to a corner that can only be exited by sliding back. After defeating the Slug, proceed up. You encounter one Slug more. After defeating it, slide over the ice square and defeat the three Snow Slugs you encounter. The Slugs might slide over the ice square to your side. After taking them down, slide up. In the next cave, you encounter a Chogo. This Rahi is almost as fast as you. Sometimes, it will stop and charge you fast--so get out of its way then! The Chogo takes ten hits from your throwing disk to defeat. After defeating the Chogo, two more appear from the next cave. Defeat them, and continue on your way. In the next cave you find Kiraia Ice Fish swimming in shallow water. Get into the water and use your Snow Chucker to defeat them. To take an Ice Fish down, you need to hit it three times with your Snow Chucker or nine with your throwing disk. They move quickly and sometimes speed up greatly, ending up behind you. Defeat all the Ice Fish and proceed to the next cave through the shallow water tunnel. Here, you are greeted by even more Ice Fish. Try to defeat them in the open area and don’t let them corner you. After taking them down, budge the stone button in the upper left corner, then the one in the top left corner, and then the one in the bottom right corner. You notice that the crystal spikes blocking the way up have lowered, letting you continue. But first you have to take down three Ice Bats. One Bat takes 30 throwing disk hits or 18 slingshot hits to defeat. The Snow Chucker is no use against one, nor are Stun Spears. Sometimes a Bat will stop for a moment and then start flying around like it had fire on its back. When this happens, keep moving around or the Bat will hit you several times. After defeating the Ice Bats, continue on your way up. You are asked to save your game. I suggest doing so, because there’s a boss battle awaiting you in the next cave. Boss Battle--Ice Squid The Ice Squid is a big, insect-like creature. It emits a blue, damaging cold-energy wave that moves to all directions that saps both your health and your energy. The Ice Squid is companied with a Chogo and three Snow Slugs. First take the Chogo down, then the Snow Slugs. After this, you can concentrate on the Ice Squid without having to worry about other Rahi attacking you from your back. There are walls and boulders in the cave which make aiming and hitting harder. There is also slippery ice on the floor. The Squid is able to move through the walls and the boulders, and the slippery ice doesn’t affect it. Forget punching--you have to use long-range weapons to take this thing down. When the Squid pauses emitting cold waves, get a good aim and shoot it with your slingshot a couple of times. It only emits the coldwave when it's near you, so try to stay far enough away that it's only visible at the edge of your screen as you fire. If you run out of slingshot ammo, switch to your Kanoka disk. Stun spears don’t affect the Ice Squid. The Ice Squid takes 80 slingshot hits or 134 Kanoka disk hits to defeat. When you defeat the Ice Squid, it will lose its legs and stop moving but keep emitting damaging cold waves. There is a hole in the wall of the top of the cave--push aside the stone in front of it and enter in. Recovering the Books You find yourself in a small cave and see all the library books and your maps in it. Collect all the books and your maps, and exit from the same door you entered from. Back in Ko-Koro, go to the library, and talk to the librarian. Give the books back to him, and he will give you three Amana Volo Spheres to thank you, which are basically extra lives should you almost die in battle. It’s getting late, so go to the Ko-Koro Inn to sleep. The next morning Nijire decides to follow you to Le-Koro. You decide to travel back to Ta-Koro to ask Tahu the way.
  16. Here's my AC16 entry. Click for entry-size image: Click Here For Topic Link Sig Banner: [url=http://www.bzpower.com/forum/index.php?showtopic=303301][img=http://www.brickshelf.com/gallery/bonesiii/Bionicle-Paracosmos/AC16/airfish_bnr.png][/url] And yeah, this exists in the Paracosmos. Click Here For Topic Link
  17. UPDATE! Version 3.2 has just been released! Mainly this is a revamp of the first half of the game. See first post (click bannerlink above for topic) for two download sites. Included in this update are the following: ● Revamped some of the earlier cutscenes and speeches, such as the first Jala conversation. ● Revamped Ta-Koro graphics. ● A new inter-Koro chore for Ta-Koro and Onu-Koro, later including Po-Koro and Takua. ● Brand new lava animation system. ● Revamped Ignalu Lava surfing with new graphics, and improved the gameplay, so it's more fun now lol. (The geysers don't push you backwards anymore; they just slow you down. I thought the old way ruined the fun of that game. Also, geysers are almost totally only in the Hard version, not in Easy.) ● Revamped Po-Wahi and Po-Koro graphics. ● Many new Po-Koro chores. ● A few inter-Koro chores for Po-Koro and Onu-Koro. ● The Great Mine at Onu-Koro. ● A few revamped Onu-Koro graphics (we plan to revamp more in this Koro later). ● Some characters from official story and other stories not previous featured, including Ahkmou, Kuhauha (from BP short story #4), Midak (credit to Wrinkledlion for getting Greg to approve this character!), Nuparu, Tehuti, Azibo, and others. ● Some new characters too, almost all of them and the above characters as part of chores and such. ● Some construction chores involving buying parts at the Supershop. ● An Ussal training chore at Onu-Koro that's almost a whole 'nother minigame (one play only, though). ● Fixed all glitches/mistakes you guys found up to this point. ● Credits updated for this topic's error reporters thus far. (And obviously, now that the glitch that got you stuck before the credits is fixed, you can actually see the credits list. ) ● The final bonus boss battle should be available now. Note that it's still unfinished; the same problems mentioned in the first post are still here, and it doesn't reset properly, so you can only play it once. (So save before you play it; we've included a save prompt.) Also note, the replay of the actual final boss isn't yet available. ● Also available is the travel method after the storyline, so you can quickly go between each Koro to replay the minigames and such. ● Mazes should be fully replayable now. ● The secondary fire for Blue Fire works in both the maze replays and the bonus boss battle. ● Finally, various glitches we found ourselves in more test plays have been fixed.
  18. B P: The Map Of Mata Nui -- RPG Version 3 Available Now ! Best in-map battles yet, minigames, graphics, and full storyline! It's finally available! The game designed with fun in mind, mystery, very advanced code for RPGMaker, and now the full storyline available! Go play it! (It's still technically a "skeletal" version, since there's minor stuff still unfinished, but the storyline and frankly far more game features than planned are available NOW! )
  19. Here we go -- the winners of the 2nd Chances Beasts MOC contest! The following beasts will be featured in Bionicle Paracosmos Epic #4: Twisted Island -- writing has already begun and outlining is in medium stages. Too often good MOCs die in the dustbin of BBC history. I have seen so many good old MOCs that didn't get enough recognition IMO -- this contest was a chance to bring some of them back in what ways I can. So who won? Firstly: 2nd Chances Powerpoint Compilation -- Sorry for the slow load time, but there's the .ppt file I used to arrange the winners and put all the bios and suchnot in one place. If anyone wants. (I might try a real file hosting site later, especially if anyone wants that.) Also includes info about roughly how many of each type of beast will be on Twisted Island. I'll arrange this in three categories -- the two actual contest categories, and a third "parawin" category. Parawin is an honorable mention basically; the member who made the MOC already won in another category (since each person could enter up to three beasts), but I like the beasts enough that they will get cameo mentions in the story. Bold parts of bios are added by me (not counting minor typofixes and wording improvements). Thanks to Ojhilom for helping me choose winners. And here we go... Category: 2nd Chances 1st Place Member: Bundalings the Bunny Beast: Kunu Leke War Slug Bio: A cow-like sea Rahi, it often oozes quietly to itself. () Don't let its size and placid attitude fool you; when it's angry it can move amazingly fast and be extremely vicious. They live in herds, and eat algae. Host Comments: Bundalings can thank my brother Ojhilom for winning first place in this contest. I was going to rank it a little lower, but Ojh liked it best and convinced me to like it best as well lol. We chose this one because it's very coherent, inventive, and is built very innovatively. It's got similarities to a Tarakava with the treads, it keeps a very consistent three-way color scheme, and the design is perfect as a slug Rahi. The Rahkshi feet and other surface pieces are used so well they create an almost scale-like layering effect. Also, notice the pieces holding the small white spikes on the very back/top ridge in -- those are hard pieces to use in MOCs, speaking from experience () but here they fit right in. The use of the ball pieces on the ends of tentacles as slug eyes is inventive too. All in all, this has the best of the best in our opinions/tastes as a MOC. 2nd Place Member: Shine Beast: Venom Swimmer Bio: Muscular and swift, the Venom Swimmer is a water serpent with mutagenic venom in its spines and fangs. The mutagen has random effects, but it always makes it harder for a being to move or fight. It can affect physical shape as well as powers. Host Comments: This is also a very coherent MOC that uses pieces in innovative ways. The tons of joint pieces work excellently as a serpent sort of beast, and the Bohrok forehead and Rahkshi jaw pieces work perfectly together as well. I usually don't like red and blue together, but it works well here (and on Takadox), especially with so much black (better IMT than Takua for example but maybe that's just me). And that about sums it up -- it's pretty simple compared to the Kunu Leke War Slug, which is why it's second, but it's also an excellent MOC, definately worthy of more than being left in the dustbin of past BBC contests. Note that the beast names and (most of the) bios for both this one and third place are my ideas, used with permission. 3rd Place Member: Darth Vader Beast: Mecha Spider Bio: Giant spider. Venomous, and creepy. Eats things, and is found in many places. Mecha spiders are the elephants of the spider Rahi world, towering over Toa and walking on powerful legs and wide feet. They are so named because only their brains and some internal organs are biological -- their legs and most parts of their body are totally mechanical. They are strong enough to uproot or topple trees. They digest their biomechanical victims into a metallic substance they weave into super-strong webs. The substance is kept in molten form inside their adbomen section, which is a totally mechanical forge. They use the webs mainly to construct dens and to climb; they’re hunters, not trappers. Host Comments: This wins for basically the same reasons as the first two -- innovative use of pieces and coherent MOC design. The use of the Rahkshi shoulder pieces as feet especially sold me; those are very difficult pieces to incorporate. Also, the back torso use of tires is innovative too -- tires are used a lot in MOCs, but rarely do I like how they're used. Here, they make sense. It ranks third mainly because it's a little simpler than the first two and doesn't look to have had quite the amount of work put into it as those, but I must say this is my favorite beast in the whole contest. Its potential for my epic is pretty big -- in a way it kinda reminds me of some of my original ideas of the LOST Monster (before it was revealed to be smoke, which I admit I like even better than my mechanical ideas), so you can expect some LOSTish feeling moments. 4th Place Member: -Zip Er- Beast: Zu Rama Bio: A smaller species of Nui Rama that inhabits the caves of the island in hives. They cooperate with each other and can change color to fit their surroundings, although their original color is red. They feed on liquid Protodermis, and have no predators, but are very stupid and tend to get killed in flights and fights. These bugs enjoy fighting larger creatures and flying. Host Comments: It's a small MOC, but a very well-built one. The use of the Mantax/vine antennae, Barraki eyes, and face piece (also used on the body) is masterful. The limbs are simple, but fitting and the whole thing works great as the creature it is (even though I believe it was originally created to be Radiak, heh). It has an energetic, dangerous yet stupid look about it, like a lot of real bugs, unlike most bug MOCs, and that fits the bio perfectly. Plus the color scheme is very coherent, and I must admit that the orange and blue helped sell me enough to rank it fourth. Oh, and the use of folding wings is excellent whether it's Radiak or a Zu Rama -- most bug Rahi sets and MOCs neglect that function in my observation. 5th Place Member: ((Primus)) Beast: Kran Bio: Makuta Kran was mutated in a horrible accident that fused his Kanohi to his face. Thus, Kran has gone partially insane (before, he was rather sensible). He is rather aggressive and quite Rahi-like. Host Comments: IMT this is the best Makuta MOC I've seen, better even than the sets for the most part. It could pass as a very, very coolified Chirox anyday. And yet it is also clearly a beast from the way he poses it. The best piece use is the silver Onua claws as ribs -- makes a great empty-chested look kinda like the Phankuta if you take the weapon out which makes it look undead. Head and mouth design is very good as well. It ranks semi-low mainly because it is still humanoid, and I did specify that I was looking mainly for non-humanoids. 6th Place Member: ~Blue Diamond~ Beast: Haze Glow Beast Bio: Haze Glow Beasts are gargoylish creatures typically depicted as winged humanoids with demonic features: generally horns, a tail, and sharp talons depending on the gender. Their legendary name comes from their strange habit to glow at night giving them a ghostly appearance. Their ghostly features go even further as they have been known to phase through solid objects. Unlike any other typical Rahi, these beasts feed on nightmares as well as evil thoughts for a source of energy but are powerless in sunlight. They are typically found in caves and forests. Haze Glow Beasts are mutated Kriitunga who spent much more time in their desert island's mutagenic sands than is safe. Their ghostlike powers were gained because they almost spent too much time in the sands -- much longer, and they would have gradually become more and more ghostlike until they died. Their haze glow is orange in color. Host Comments: Before I comment on the MOC I must say something about the bio. This entry, and one other in the New MOC category, was astuondingly close to creatures/enemies I already had planned for Twisted Island. Kriitunga are creatures similar to Matoran but instead of a mask-wearing head they have a variety of sort of conical forward-facing heads, and come in a wide range of designs due to the mutagenic sands mentioned above. The main antagonists of Twisted Island are in fact also mutated Kriitunga, mutated in ways extremely similar to the Haze Glow Beasts. It almost makes me wonder if you guys are telepathic, 'cuz nobody on BZP knew that yet. But onto the MOC: This is also somewhat humanoid, but it's different enough that it clearly looks like a beast, or at least a ferocious alien/mutant. The head design's pincher claws and (if I'm understanding the image right) Pridak feet work well as an innovative beastly head. The faun leg design is also good. Aside from the wings the rest is pretty standard humanoid designs, but it's well made, especially with the hand claws. I also like the four-winged design -- nice to have a change from the old two-wings every once in a while. Plus the very consistent white and black scheme works. 7th Place Member: Major Marvelous Beast: Nui Dragon Bio: Originally supposed to be the ultimate weapon against the Dark Hunters, this Rahi proved to be too powerful, even for the Makuta, and was sent to be executed by Kojol. Kojol instead had him transported to the Dark Hunter base anyway. Kojol, expecting the dragon to be there by now, had then learned of a boat being sunk about 50 miles from the shores of Destral and a report of a giant dragon flying away. Recently, the Nui Dragon had been living on Voya Nui until captured and placed in a zoo. Host Comments: This is a complex almost-masterpiece beast. Ignoring the wings for now, everything about this is extremely coherent. Right away what made it stand out to me was the use of wide legs and body tapering to a smaller head -- a perfect stable design for a massive and tall creature. Too often I see MOCs of large beasts that don't pay much attention to realistic physics -- something this heavy should be built more like an elephant than a giraffe. The side-by-side Piraka feet work great in that category. Further up, the body and especially the Axonn-ax pieces as shoulder blades look great, and the head is awesome, bearing some resemblance to the Haze Glow head design actually. Plus the hands look innovative. Now, the wings are the biggest flaw. Frankly, they don't look like wings, but like a jumble of pieces randomly sticking off the back. There's also some incoherence with the neck, legs, and arms -- including what appears to be a Lerahk staff sticking out of the neck's side for no apparent reason. I can cut some slack for the leg incoherence though, as it is difficult to master that really thick look and keep it coherent at the same time (again speaking from experience, and from observation of others' MOCs). But the wings are the biggest reason this isn't up there in the top three -- they bring the look of the whole beast way down IMO. Still, of the "lower-down" winners, this is my favorite and it will undoubtedly get a much more significant story role than the MOCs to come. 8th Place Member: Jadis Faust Beast: Charybdis Bio: This rarely-seen swamp creature is avoided at all costs. Charybdis wait submerged in the murky waters for unsuspecting prey to pass too close. They then lunge out and latch on with razor-sharp claws and teeth, dragging the unlucky individual back into the water. Host Comments: Judging Jadis Faust's first two entries (the third I didn't like much) was extremely difficult. Between this and his Shadow Griffin, the only thing that made me choose this is that it looks more Bionicle, at least for this epic. Then, once we chose this of the two, placing it among the other winners was torture. It's a very excellent MOC, among many excellent MOCs. Look at the pic in zoomed-in-view -- the piece arrangement speaks for itself pretty much as there is innovation all over it. For some reason, though, I still didn't feel that this was quite the feel I wanted for the top most featured beasts in my epic, and that is the main reason it has ranked here. A flew design aspects I didn't like, though, include the red piece -- doesn't fit the rest, the chain, and the other two big silver parts. Also, the body's bulk is well-designed, but IMT it doesn't look cool so much as just fat. The direction I would have gone would have actually made it fatter, but just putting some stylistic armor piece in the front and trying some layering like with Bundaling's MOC would have improved it. Also, for the weight, the arms seem rather weak. But the head design, body shape, claws, and tail all work great together, and it definately works as a beast. 9th Place Member: Distorted Beast: Ragnarok Bio: An ex-Dark Hunter, Ragnarok mysteriously disappeared while on a mission to recover some stolen DH weapons. He was found a month later, apparently mutated and unable to speak or understand Matoran language. As a result, Ragnarok was thrown out of the Dark Hunters and left to fend for himself. Host Comments: I love this design -- the main reason it's ranked so low is that it is hard for me to see this as "beast" and not as "humanoid". The bio makes it work as a beast, but I have to rank mainly from MOC design, and the appearance still looks more like a Dark Hunter than a beast. So for this one, it ranks low not because of MOC flaws as a general MOC -- I can't find any -- but for not fitting the theme as well as the above winners. As a MOC in general, though, this is top-notch. Knights piece on the head, cyclops look, and tire pieces on the limbs stand out to me as the main innovation. Plus the black with clearblue look is striking. The cape works, though this would still be just as top notch without it. I especially like the wrist/hand design -- those two pieces work great togethere there. Body and lower leg design is very simple, but anything more complex there would have ruined the look IMO. So great job on a superb MOC, Distorted -- and don't let the ninth place make you think otherwise; it's just slightly misplaced in this contest. 10th Place Member: The Pointy-Haired Boss Beast: Pack Muncher Bio: A small vicious (with a cute appearance ) creature with powerful jaws. It hunts in large packs (hence the name). They are essentially equivalent to land piranhas. Host Comments: A very very simple MOC, but a very very coherent and cool one, the idea of land piranhas itself is one of the topmost brilliant ideas in this contest, second perhaps only to the Macrovirus or the top three winners' designs. And it places here without even factoring that really. Not that much to point out about the greatness of that simple design -- just look at it! I'll note that though he comments on its cute appearance, to me it looks vicious mixed with cute. The curve down of the forehead combined with the Rahkshi "teeth" gives it that deceptive "I'm cute, come closer so I can bit your head off" look. Perfecto. Obviously, it ranks tenth simply because it is so small and simple. 11th Place Member: Cap'n Bionicle Beast: Paleiteo (pal-ai-tee-oh) Bio: An ancient beast spawned from the very depths of the earth, a carnivorous beast that haunts the bogs and deeper trenchs of the Swamp. It lurks into shadows and is unseen except for its pale, luminescant eyes. Fangs the size of steak knives and fins as big a Cathedral windows cut through the thick water like warm butter, and legend has it that the accursed monster can even crawl onto dry land in times of great need for food. Of course, any who see it are considered raving lunatics, so who knows if such a horrid thing exists within the gloom of the Swamp. Whether it's true or not, it has certainly given the place a reputation. Host Comments: This Rahi reminds me of one of my own sea-ish MOCs, the Fihbawa Squirt-Gun Rahi (the second Ta-Koro boss in my RPG), as it's somewhat awkward-spindly looking, yet also dangerous looking. It ranks so low because there's a lot of incoherence in the body and neck design IMO. But it's okay, and if you take it for intended to look spindly, it's an innovative blend of whale and stilt-bug that I like. The tail is the best part, and the cookie-cutter head design works well for this MOC. I like the clear blue "spikes" at the top of the head too. What I would have changed would start with that Piraka claw on the torso -- I'd have rotated that and extended it so it formed ribs, rather than just a piece on the side, which would have made it look even creepier than it does, and I would have changed the torso, mainly getting rid of that blue piece at the very top. As it is, it's not top-notch, but it shows an imaginative mind and that is primarily why it's among the winners. 12th Place Member: -Veq- Beast: Collosus Keras Crab Bio: Big crab thingy. Eats... anything. Host Comments: Not much to say, just that I liked this as a powerhouse giant crab. It features a lot of good design, but also looks kinda patchwork rather than coherent. The clashing green color at the top, and the mismatched leg designs stood out the most as flaws to me. But it uses cool parts well, and also uses layering pretty well. Mostly, it creates the impression of being a Collusus very well. 13th Place Member: Taka-Tahu-Nuva Beast: Brachio Bio: A dino thingy, based on a Brachiosaurus. Just ignore the little Norik guy =P. Gigantic - is probably around 30 bio long. Is generally a calm beast, but once enraged, you can't stop him. Lives on mountains. Host Comments: Another that I really don't have much to comment on, but it's a good MOC. Very in proportion to be a Brachio, and the tail design is the kind I think all dragonlike beasts should aim for, BTW. As for the rest, well, it's kinda run of the mill and looks very stiff. Having the rest fit the sleek, sinister design of the tail, even keeping it in proportion, would drastically improve this MOC. But for what it's worth, it's cool. 14th Place Member: kyuubi Beast: Rahi Trap Bio: As the name suggest, this is the Bionicle version of a venus fly trap. Rahi traps look like plants, which confuse other Rahi. This is how they eat. Their roots help them move around from place to place. Host Comments: I was hoping I'd get some plant entries, and this is one. It's extra-simple, but clever to use the green spines that way to form a fly-trap type plant. I expect these will get a fair amount of presence in the story, although more as scenery than major plot drivers, since Twisted Island is a jungle-swamp. 15th Place Member: chetario Beast: Muraenidae Bio: For centuries, the Matoran of Mahri-Nui have feared the dark waters for many reasons, but one of the major dangers that infests the water is Muraenidae. This creature has taken many of the Matoran's Hydruka while they were harvesting, and Matoran themselves. It has also taken many of Kalmah's squids (which he is not too pleased about). Like all water-breathers, the air bubbles that the Hydruka shoot are lethal to it, but it takes a massive amount of them to take down this giant eel. There have been many attempts to tame this awesome creature, from the Matoran to Ehlek, the eel Barraki. It is known to be one of the only creatures to be untamed in the water by the Barraki. Muraenidae has a lot of powerful attacks: a bite that can mangle a Matoran's hand, powerful fin strikes, and fin blades that can cut though the toughest airweed. When it travels in the darkest parts of the waters, its natural fluorescents light up, along with its eyes. Host Comments: The final winner in the 2nd Chances category, this MOC was chosen as the single reprentative of a style I've noticed. The winning MOCs above all generally pay close attention to coherence and exhibit often a wide arrangement of pieces in the MOCer's collection (and skill in the MOCer's head). But there's a second sort of "style" of Bionicle MOCs that comes more from a lack of pieces, and probably experience, as well as skill, but that the people who use it seem to enjoy. There were many entries in this contest and in BBC contests that use this style, and vast majority of official combo models use it (notoriously so lol) ever since the '01 Kaita. For lack of a better term, I'll call it Grade B MOCs. The vast majority of Bionicle MOCs are in this style, and I do have to say, they may make awful photos, but in person they actually tend to look way better. And to most Bionicle fans who like simple snap-together styles, they may even look cool; I know kids who make MOCs like this and are excited about them. So I wanted to choose one "Grade B" MOC in each category as the last place winner in fairness. I chose this one because the jaw design is cool, mainly. It actually looks somewhat coherent in main shape. It gives me exactly the sort of impression of a creature that the bio describes -- a creature so alien, deep marine, that it has to have a Latin-sounding name, and is far more fearsome than attractive, with powerful jaws. I don't really like it at all from the halfway point to the back, but the front half I like. The main advice I have for MOCers who make MOCs like this (at least assuming you would like this better; I dunno) is to think about cool pieces for armor, and to pay attention to coherence in design and color scheme. Front half of this is fairly coherent in both categories. It flows well together. But the back half looks like random pieces happened to get stuck together in the storage bin and magically turned symmetrical -- that's not coherent. Also, the use of blue and yellow that don't match anything else is incoherent there too. Also, the frontmost jaw pieces look "armored" which is good (IMT) -- the rest basically has no armor (the Metru feet pieces are okay for this though I guess). Category: New MOCs The contest theme is both a Paracosmos contest and an old MOCs contest -- in fairness to those who like the theme idea but wanted to make new MOCs, I changed my mind shortly after starting the contest and added this category. I think this basic setup will be the tradition for all future Bones Blog MOC contests -- 2nd Chances and New MOCs categories -- because it turned out great in both categories. Without further ado... 1st Place Member: Atako Beast: Nui Chiropt Bio: He is a type of bat found in Onu-Wahi tunnels known as the Nui-Chiropt. (For those of you who don't know, Chiroptera is the name for the bat family.) This guy is feared by many Matoran who work in the tunnels, and with good reason. Nui-Chiropts have been known to grow to such size that they can swoop, grab two Matoran by their masks, and carry them away into the dark recesses of the tunnels. Fortunately, they can be scared off by the waving of a single lightstone. This guy also has a face only his mother could love. Host Comments: This MOC absolutely blew me away. IMT, it is far better even than the vast majority of BBC contest winners, and it was made just for my contest. That's cool. This is a perfect lesson in coherence -- every piece is strategically placed to work together to form a cool-looking (and practical) shape as a whole creature. What stands out most to me is the backwards Antroz wings to form the part of the wings that connects to the body, the torso piece that creates the exact body shape that real bats have, and the ears. There's a balance of tiny, almost dainty parts like the perfect feetclaws and the teeth and snout, with strong, thick looking parts like the bulkiness of the head and the hugeness of the wings. It perfectly balances huge striking shapes that look strong and capable of real flight that are big enough that you can clearly get the shape just at a glance, with tiny detail you want to zoom in closer to in a few places -- same balance I strive for in my .ppt artwork and have mentioned in the guides for those incidentally. Also, the torso piece is used in exactly the right way so that its cool texture appears as armor, even though there is no extra piece added to it. Notice also how the color scheme is done. There really isn't much white or red/orange in it at all, and yet where it is appears purposeful. The eyes are obvious, and the mixed colors in the wings are built into the pieces, but there's enough space between them and they are prominent enough that they look a lot like a typical butterfly wing pattern (except on a bat), plus the black of the top Chirox wing cuts through the Antroz red to create a serration pattern (another thing I mentioned as a good thing in my .ppt guides). The red fits well enough with the orange eyes, creating a bit of matching there, and the white of Chirox fits well with the sensibly white claws and teeth, being spaced out reasonably rather than bunched in one random place -- plus the Chirox white is right where a real bat would have a claw, incidentally. Another thing this shows is that you don't necessarily need a huge parts bin to make a coherent MOC -- there's really only seven major chunks in this MOC and the small parts are common pieces. The trick is to use the pieces strategically, and this MOC is the emitome of strategic design. Sheer brilliance incarnate in plastic, Atako! 2nd Place Member: Vaka-Nui Beast: Esranos Dragon Bio: A powerful beast, native to an island far to the west, though some have migrated elsewhere. They have powerful claws to slash on their front legs, while the back legs’ claws are meant to grab prey. They are most awesome in the sky, dominating other fliers, but are weaker on the ground, though they are still a formidable foe even there. Unlike some Rahi, they have an excellent ability to think. They are very observant, and you will not be able to fool the same one twice. They are masters of using the wind to their advantage in the sky. These Rahi are usually by themselves, but will help one another if one is hurt, or there is a draught or lack of food. Fortunately, not many are left, almost to extinction, due to not enough food for them to eat at some places, otherwise these Rahi could destroy much together. Abilities: They have powerful bodies, which they know how to use. They rarely go walking blindly into traps, but if they do, they have enough strength to get out. One could defeat a entire team of Toa (with some bad injuries). Their roars can be loud enough to make some enemies collapse. The scales of these creatures are strong enough to prevent some damage from protosteel, and therefore cost a fortune to buy (if any hunter gets one alive) Host Comments: Another very innovative new MOC, this is one of the best dragon MOCs I've seen in a long time. Dragons are a tricky business, IMO. They're very common MOCing subjects, but very uncommonly do they actually look as cool as other creations. Cliche dragon designs to me look more wimpy than realistic or cool. I think with a lot of people, dragons just get an automatic pass because the idea of dragons is cool -- not so with me. But this one actually looks awesome. The Fenrakk piece combined with the Nuju tools for teeth was the first thing to wow me here. I've never seen anyone else think of that -- indeed, the Nuju tools often seem neglected in MOCs in general. Seeing the pieces together there, it just seems like the combination was destined. The second thing to wow me was the spine. Very cool and speaks for itself. Now, the body design is kinda standard, but it looks strong, and the legs are pretty good too. The front feet I like -- they remind me of a design I just used in one of my own MOCs actually. Back claws look more like a result of lack of pieces than good, though. Oh, and the use of the Matau Hordika tool at the end is good -- that's a clumsy piece in general but it works there. The main weakness is the wing design. It's okay, but it's the airplane-style of wing design, which to me doesn't come off quite as an aerial acrobat wing design. It doesn't compare to Atako's wing design. It's enough to place this MOC second instead of first, but the wings are much better than for example the Nui Dragon wings, and if you like the airplane style on a creature, I suppose they're fine. They just don't wow me, unlike the head and spines. 3rd Place Member: Toa Talvak Beast: Scorch Ant Bio: Insectoids with a fiery bite that live in vast, underground colonies and known to collapse the ground around prey to catch it. Some Matoran have tamed them and used them as mounts for military. Host Comments: At first, Toa Talvak's Kerta Air Serpent was going to be his winning MOC. Ojhilom liked the Scorch Ant better, and I really wouldn't mind either way -- the serpent would have placed the same, as both are brilliant MOCs. The Scorch Ant is a very Indiana Jones-esque bug that is very cool looking and very coherent. The design is large but simple -- and elegantly so. Rahkshi back pieces are some of my favorite armor pieces, as are Metruan armor pieces, and this MOC shows why -- they work great together to make a roundish, bulky, thick-armored look. The moderate use of silver and the use of dark gray fits well with the mounted Cordak. The Barraki jaws work perfectly as bug jaws. And if you look closely, you'll see that the Bohrok body pieces that make up the back of the body have a stinger attached. Overall the body shape is striking too -- huge head but small abdomen section, unlike real ants. It makes a more intimidating appearance IMO than real ants (which have more of a "squish me!" appearance ). It ranks below the top two because 1) Atako's MOC is so brilliant, 2) it's simpler than the Esranos Dragon, and 3) I do have some complaints with it. For one, it's unclear whether the black pin pieces are the eyes or the Metru brain pieces are (I'm assuming the brain pieces are; in which case I would have tried to remove the sticking-out pins somehow). Something more on the legs might have been nice -- not much, but perhaps some red Bohrok eye pieces to balance the colors even more. And the antennae look clumsy. Still, freaky-cool MOC! 4th Place Member: TOA BIONUI Beast: Macrovirus Bio: Normally these are tiny creatures about the size of Protodites and Niazesk. But one specimen got enlarged under mysterious circumstances and now poses a threat to anyone passing its way. The virus attaches to its prey using its teeth and tentacles and then drains the prey's lifeforce like a sea squid. Host Comments: As I alluded to earlier, this is one of the most brilliant ideas in the contest (and indeed that I have seen in a long time). The use of the Jaller crab/armor pieces to form a germ shape is Einstein. The red spikes complete the shape, which otherwise I always felt just looked off for a crab -- this is a far far better use of the piece than any official set, lol. Elegantly simply way to combine them, and the open maw look with the teeth makes it seem just savage and threatening enough to naturally large creatures that it's not just a lightbulb-shaped germ sorta thing that looks freaky but harmless -- this looks like it can latch onto you and kill you fast. Very very simple, which is why it's 4th, not first, but hugo kudos for an inventive concept in both piece usage and story! 5th Place Member: Toa Zaxvo Beast: Twayzivl Bio: Twayzivl is a humanoid beast about the size of a Matoran. He resides in the forests of the wilderness, and has great intelligence and memory. His senses are much better than a Matoran or a Toa; he has the eyesight of a hawk and the hearing of a dog. His claws are natural protosteel, and no one has gotten close enough to understand how that can be and lived. He has great speed, and his black and grey armor help him blend into the shadows. Overall, even with all his great senses, he prefers sticking to a stealth approach to capturing prey. His tail has a blade at the end, he has great control, strength and flexibilty with this tail. He can use it as a third limb, a weapon or even a climbing aid! The possibilities are limited only to what is in his range and what Twayzivl can think of. His heart is located not in his chest, like Matoran, but in his neck, which is why his neck appears to glow. Twayzivl is a mutated Kriitunga who fled those beings’ desert island after spending too much time in the mutagenic sands. Prior to being placed in the zoo, he lived on the jungle island of Nhoakrus. Host Comments: This is the second of the two entries so close to things I'd already planned I wonder if the enterers are telepathic (and can somehow read minds over the internet... ). In fact, this is actually closer to my original design of Kriitunga than the MOCs I have now and haven't taken pictures of yet due to my Stupidcam™. It's a neat little MOC that uses pieces in innovative ways left and right. I especially like the torso design, as it's similar to a design I've sketched myself, but never seen anyone actually use. Tail and arm designs are probably second best besides that. Weakpoints -- well, the whole heart in the neck thing feels random. Seems out of place on the MOC. Also, the thumb Bohrok eye pieces are angled weird to be thumbs -- better would have been to aim those up to face the rest of the hand like an actual thumb. Also, the connection for the mouth area is a little weird. 6th Place Member: ~~Zarkan~~ Beast: Guurgorn Bio: With its giant maw of teeth and huge forelegs, the Guurgorn looks quite fearsome. However, this extremely dangerous Rahi’s true power is not in its strength or jaw, but in a bizarre power it possesses. The Guurgorn seems to have some sort of connection with the powers of the Mask of Repulsion, only used in reverse. Instead of pushing itself away from things, it pushes them away from its body. This power allows the Guurgorn to hunt extremely effectively – when it spots food, it pushes the unfortunate creatures away, knocking it against walls, trees, and other objects until it succumbs to the pressure. It can also prevent blows from even grazing its armored skin, thus it is not wise to challenge a Guurgorn with standard weapons. Fortunately, Guurgorns are quite rare, and they have not been known to attack Matoran or other sentient beings unless provoked. Host Comments: A bearlike sorta creature, this MOC is pretty strong in body design and armoring department, and in head design. The limbs feel awkward, which is main reason it ranks here. Nice back feet design, and interesting way to armor the upper half of the front legs. Inventive bio, BTW. The Piraka feet as leg armor doesn't seem to work so well, and although the huge foreleg tiny backleg approach is unique, it just seems awkward. But all in all this is a cool beast with a cool bio. 7th Place Member: Crudelious Beast: Lizard Spider Bio: Highly venomous fangs, acid spit and burning gaze (turns foe into ashes if they don't get out of the spider's view quickly)Looks: A lime and dark green spider with glowing bright green spikes on its back and tail and a glowing bright green head. Red eyes and six legs, front legs have claws and can be used as "hands". The tail is used as stabilization and has a venomous stinger. Very stealthy and a quick tree-jumper. Host Comments: This MOC is sorta on the border between what I consider a Grade A MOC and Grade B. It's fairly coherent. The color scheme is good. It's also generic in a lot of places, though, especially the head which is just Ehlek, which hurt its ranking. But notice the innovative piece usage in the leg with the claws and the back leg. I think the biggest weaknesses are the head and the simple fact that there are three types of limbs that seem to have no relation to one another. Biggest strengths -- it still looks pretty intimidating, its color scheme is spot on, and there's some innovative piece usage. The bio makes it sound like a terrifying foe storywise, so I'll have fun with it. 8th Place Member: Nara Beast: Daddy Long Fangs Bio: It was mutated by Roodaka to make an ultimate species of Visorak. Something went wrong, and it enlarged and will attack Vortixx on sight. There are only 50 of them left in the Matoran Universe, due to Vortixx weaponry. It eats anything smaller then itself (He's about 30 bio), but loves the mountain on Xia. Host Comments: Like Muraenidae, this is the reprentative "Grade B" MOC for the New MOCs category. What I especially liked about this one was that it goes with the thin limbs theme in a sensible way -- as a Daddy Long Legs basically in Bionicle form. And the front two legs are good for that. I've noticed a sort of anti-thin attitude among many MOCers, which is fine if that's their preference, but as a realist I accept that there are thick and thin, and both can be dangerous in their own unique way. So I like it when I see a MOC that doesn't just slap more parts on just to avoid thinnitude. Body is straightforward. Back legs though -- I wish they had been kept more like the front legs. On the plus side there, though, there are eight of them, which is what real world spiders all have (unlike Fikou or Visorak lol). Too many spider sets and MOCs neglect that. (Not that I have anything against bugs with less legs, but the label spider is confusing -- Bionicle gets away with it, don't get me wrong, since it's not Earth Physics. Still.) Parawins "Para" means "alongside" -- Paracosmos means "universe alongside" -- so a parawin is a win alongside another win. The following MOCs are from members who already won above, but are good MOCs that I like and will get at least a cameo in the story (NOTE: the final one is an exception that won't be in Twisted Island -- read on ). Due to pic limit, I won't d-link these. Categ: 2nd Chances Image Link Member: Bundalings the Bunny Beast: Kamitsu's Pain Bio: It seems like a plant, like the Daikau, but it's really quite sentient. It devours prey like the venus fly trap. At night it sometimes moves along the ground, seeking better hunting grounds. Its flowers/mouths turn brown and shrivel when malnourished. Host Comments: Ironicles. This is actually the MOC that inspired this contest, and it isn't a winner. Add to that -- it was the very last MOC snuck into the entry period at the last second. I am 100% serious. You could not make this stuff up. Of course, Bundalings got first place with another MOC anyways. But it's so awesome and I owe it for inspiring this thing. So it is the top Parawin, and you can assume that its cameo role might be more than the usual definition of cameo. We'll see. I think the brilliance of it speaks for itself. Just... wow. That roxorz various soxorz. Categ: 2nd Chances Image Link Member: Bundalings the Bunny Beast: Deadwing Bio: This bulky beast lumbers around and flies and does... stuff. Host Comments: Have I mentioned Bundalings makes good MOCs? I think I may have somewhere in there. BTW, notice how he's used those L-pieces with the curve (here on the arms, and in Kamitsu's Pain on the "necks") -- those pieces are often used poorly IMO in both sets and MOCs. Often they don't look very attractive, as if they'd be better left off. But both those uses look good. I avoid them except where they actually fit into the flow of the MOC, as in these MOCs. Deadwing is a cool-looking mix between rhino, ape, Makuta, and plant. It's a mix that works. Although in the normal poses it looks a lot more humanoid and less beasty. Categ: New MOC Image Link Member: Toa Talvak Beast: Kerta Air Serpent Bio: A vicious flying serpent. Spits acid and eats carrion. Multitudes of these beasts can be seen flying in circles above potential prey. Matoran consider the Kerta Air Serpent to be a bad omen. Host Comments: The aforementioned alternate placer for Toa Talvak, I went with the Scorch Ant over this mainly for story reasons on Ojh's advice. This is a carrion beast, whereas the Scorch Ant is a beast that's more likely to be on the direct attack. MOCwise, it's rad cool, and I especially like the six wings -- eight if you count the tail wings. Color scheme is again very coherent. Head is good. Wings look powerful, good for flight, intimidating. Tail looks good thin -- makes it more believable that this thing could actually fly. I would classify this as a good dragon design, though it doesn't go by that name. Categ: 2nd Chances Image Link Member: Vaka-Nui Beast: Mahvoki Bio: Special Rahi, these creatures mostly live in jungles. They were brought from a distant land by a trader, and have spawned in many places since. Mahvoki are fast and ferocious, and have lots of energy. They usually hunt in packs big enough to overpower huge Rahi, but small enough to be able to escape/hide from any danger. Sometimes they hide in the bushes until wandering Rahi come by for them to pounce on. They will let their prey go and chase it for fun at times. They usually are quite cooperative with one another, enough to have a pack sometimes temporarily combine forces with another pack to accomplish goals they need help with. Host Comments: This is another really good small MOC, and fourth of four Parawins that I don't really see flaws worth mentioning. It seems very catlike in appearance and bio, but without the ears. Reminds me of my family's Hunter, a female Calico. She can be fast and ferocious too (bandaids on the arm right now from the latest incident lol -- but she's sweet otherwise). Anyways, everything about this is a strong point; the legs are angles just right so as to look realistic, the head is clever and has a back part that makes sense. The body is simply but sensible and cool-looking. And the tail is good. Note the joint in the body's center -- makes it look very agile. This isn't a main winner simply because it's so small it would place lower ranking in the 2nd Chances category compared to the Esranos Dragon's 2nd place in the New MOCs category. Categ: 2nd Chances Image Link Member: Jadis Faust Beast: Shadow Griffin Bio: Shadow Griffins are the complete opposite of their noble cousins. Creatures of darkness, they swoop silently through the night looking for sources of light to devour. They especially crave the bright heartstones of those who stand for good. The darkened heartstones of evildoers give them no satisfaction. Host Comments: As I mentioned, this and Charybdis were really tough to judge. Many of the flaws I mentioned in Charybdis aren't present here. But I still felt at the end of the day that Charybdis was closer to the "Bionicle" style. This one feels... I dunno, like it doesn't fit with the other winners. I know I wanted variety, but the angular, blocky, heavy wings especially felt more like a different genre than variety within the styles I was aiming for, whereas Charybdis flowed more biomechanically. This seems more like a robot gargoyle. But it's good enough for a cameo, definately. So it serves the variety, just not with as much storywise focus. Specifically designwise, the legs are well-formed, and the head and front claws especially work great together. The wings feel a little conglomerated rather than coherent, although I hesitate to criticize that here because it feels intentional as part of a different style. (Or maybe it's just the limit of pieces Jadis Faust had to work on. ) Back feet and wiry-thin tail are kinda iffy. Thinnitude and all, but it was -so- thin compared to the rest of it it felt out of place, and ideally I'd want four claws like the front two. Alas, though, I cannot say I am rocksolid confident in the parawin status of this one. Perhaps there's a Parauniverse out there where a parabonesiii ranked this #1 in the 2nd Chances category. Categ: 2nd Chances Image Link Member: -Zip Er- Beast: Rastreador Bio: A completely alien creature, it originally came from another dimension. It has no organic tissue and is very similar to Bohrok, except that it can function on its own. Its multi-jointed arms can grapple any object for balance on trees or land, and its outer claws help it slice through thick objects. It uses sonar tracking with its head to find materials to repair itself when damaged, and if another Rahi gets in its way, the sonar tracker blasts out waves of heat energy to incinerate the threat. It is rumored that these creatures are controlled by another force, due to the fact that they show no emotion or feelings. They can be found in the inner parts of the island. Host Comments: I love this MOC -- it isn't a main winner for two reasons. 1) The Zu Rama was so cool and felt more beastlike. 2) It's got very few actual Bionicle parts in it. But the whole concept is rad cool and I can't resist having it have at least a cameo so here it be. It's very Johnny Questian BTW. (Sp?) Categ: New MOC Image Link Member: Vaka-Nui Beast: Rurzquator Bio: This beasty is a terrifying sight. The origins of this Rahi are unkown. They are extremely dangerous due to their hostile nature. They will even attack each other to keep intruders away from their territory. They have little brains, but make up for it with enough strength to make the ground shake. Host Comments: Ignoring the cheesy-but-funny name lol, this is a pretty good MOC. It didn't feel "terrifying" on sight enough to me, though, unlike the Esranos Dragon (or a real T-Rex). The oversized head in this case looks more "cute" than scary. I can believe that if you knew what it was capable of bio-wise you'd be terrified, but again I had to judge primarily on MOC design. Main suggestions would be to cut the Fenrakk head from this one and try something more innovative, to make the torso more bulky and hunched over like a Rex, and to make that tail start bulky and taper off. Also trying for a bigger jaw (without just using the old Fenrakk cookie-cutter teeth) would make it more intimidating. The head fin things are good, the arms are good, and the legs are good, though. Categ: 2nd Chances Image Link Image Link Member: kyuubi Beast: Silver Serpent Bio: The silver serpent is a old rahi. It eats a lot of things, especially if they are in its way. Host Comments: I wasn't going to include this one, but Ojh liked it. And it's got a lot of strong points. I'm just biased towards having at least one main winner be a plant creature, I guess, and against just having a whole slew of giant beasts (which wouldn't be very varied). So kyuubi wins with the Rahi Trap instead of this. But this is pretty good. Categ: 2nd Chances Image Link Member: -Zip Er- Beast: Kyrakky Crab Bio: A hermit crab that lives on the bay of the island, it eats microscopic sand organisms. It uses its shell to protect it from predators, and is very cautious. Host Comments: There's nothing dangerous about this creature, so "beast" would be a stretch. But Ojh liked it and it's well-built, so it deserves at least an honorable mention. And it's possible a few non-dangerous creatures could be in the epic's zoo, so I'll try to squeeze in a cameo. Categ: New MOC Image Link Member: ~~Zarkan~~ Beast: Kiku Fly Bio: At first glance, the Kiku Fly is not a particularly fearsome creature. Spanning only about a foot in length, this insect looks fairly weak, and would seem to be easy prey for larger creatures. However, the Kiku fly is actually an extremely dangerous creature. Using a self generated magnetic force, the Kiku fly works in large swarms, latching onto creatures far larger than themselves and carrying them away to their hive. Any unlucky creature that runs into a Kuku swarm will quickly find itself flown away to its doom. Besides their main power, Kiku flies also are resistant to most forms of energy attacks, including fire, plasma, and sonics. Their one weakness is that they are extremely susceptible to water based attacks. Matoran and other sentient species know to run to the nearest water source if they are being chased by a swarm of Kiku flies. Host Comments: Neat design and awesome bio, so that's cool. Categ: 2nd Chances Image Link Member: TOA BIONUI Beast: Takea Shark Bio: The Paracosmos version of the Takea Shark, this is a common sea predator all over the Matoran universe and the sea around Mata Nui Island. They are fierce and acrobatic, and eat fish or any other creature unfortunate enough to find itself nearby when you’re hungry. The sight of their fins is enough to strike terror into the hearts of Matoran. However, if they’ve recently fed, they will leave you alone. Host Comments: This isn't really a Twisted Island beast (was entered as a "Katea Shark"), but I loved the design way better than the official Takea, and TOA BIONUI has given me permission to use this pic anytime a Takea is used in the Paracosmos. (Such as in my Epics Contest #7 winning story, Mindfire.) So in a way this is actually a big win, as I use Takea sharks a lot in many stories (you can specifically expect many in Epics #5 and #8, eight being the last of the Mata Nui Island stories). I suppose there might be some in the zoo, since they are after all dangerous, but there's a story reason that's unlikely so I doubt I'll include any in Twisted Island.
  20. Random updates: --Epics Contest poll is up until Wednesday! I hope you consider voting for Mindfire. --Posted artwork for Mindfire! Mindfire Art, Avs + Coolified Icarax, Mutran, & Bitil Avs. Basically it's the symbol in this entry's banner and avatar versions of everything in this image: --All that art and several sketches are now featured in the Review Topic. A few sketches in there are never-before-seen but drawn long ago, some as far back as 2001. --Ojhilom and I are already working on choosing winners in the 2nd Chances blog contest (which is now closed). So many good entries it's very difficult to choose the placings. If things go how I want them to, the results will be in another blog entry this week. I think I'll also release the powerpoint collection I'm using to compile the winning entries as a downloadable file. --The S&T contest list code glitch seems to be figured out. It did indeed eat an entry but the member in question let me know (plus a second entry appears to have been eaten and another was duplicated). Now the list should have everybody on it. Next I will be double-checking the entire list just to be safe. Aiming for Wednesday to be done with that. No promises. When done, the approval time will begin (will be at least two weeks long).
  21. Welcome to the first Bionicle Paracosmos Contest! For anybody that isn't aware, the BP is my adventure mystery fanfic series, with epics, short stories, and an RPG; all of those that are online listed here. For the future Epic #4: Twisted Island, I need a lot of super-dangerous beasts that will be let loose from a "zoo" of sorts as part of that epic's core mystery. These could be Rahi, mutants, animalistic titans, diminutive creatures, even seemingly nonliving objects that are actually alive and dangerous, etc. Whatever -- as wide a variety as possible is what I'm looking for. This is a MOC contest because I've seen so many BBC contest entries or just random posted MOCs that are really cool, but only one can win, and they get forgotten and can't be in later BBC contests. I'd like to give them a second chance. Therefore, this contest is open to past MOCs, with a seperate lesser category for new MOCs! The the winning MOC entries in this contest will be featured in BP Epic 4: Twisted Island. Entry Period Begins now. Ends 11:59 PM EST (which I call midnight ) on Thursday, July 3. Categories At first this was going to be just for past MOCs, but on second thought I've decided to have two categories. 1) Past MOCs. 2) New MOCs. Rules 1) Either a past BBC entry or a non-contest MOC may be entered in Category 1. 2) Past MOCs must have been made before May 15, 2008. Please link to the MOC's topic or something else with a date attached. Anything else goes in the New MOCs category. 3) No BBC contest winning MOCs. 4) Only enter your own MOCs, though you can ask others if they'd like to enter a MOC they've made. 5) Up to 3 MOCs per member. 6) Follow all BZPower rules. 7) I pick winners, but will listen to any "nominating" comments you make for someone else. 8) No set number of winners; will depend on how many enter, and overall quality of entries. 9) Entry format: [img][/img] Category: [2nd Chances, or New MOC] Beast Name: Topic: Description: (Direct link the image by pasting the pic's URL between the image tags.) Notes 1) Preference will be given to the past MOCs category. 2) I might wanna modify the descriptions somewhat for Epic 4; will ask enterer for permission if so, though. 3) Most likely only one of your three entries can win. For this contest though I might make exceptions; in that case, only one would get much story time, and wouldn't actually claim a spot on the numbered list of winning entries. 4) The island in Twisted Island will be mostly jungle with some swamp ground and some dry ground, and the only sources of light are various glowing plants, creatures, or lightstones. However, creatures from this "zoo" were collected by a mysterious being from all over the Bionicle universe, so pretty much anything goes. Just to set the stage for you a little more without giving too much away. 5) Preference will be given to non-humanoids, remember. Prize Winning beasts will be featured in Bionicle Paracosmos Epic 4: Twisted Island. Top winners will get the most story time, with the top few being important to the plot. Winning entries will also be listed in a winners' blog entry.
  22. 1) As yall may know, Bionicle Paracosmos Epic #3: Captain of Treason is now posted. 3 chappies posted so far of 21. In case any of my blog readers didn't catch it. My biggest work yet, and took the longest to write. It completes the 2001 series of Paracosmos stories that included Epics 1 and 2 and the 4 short stories, all listed in the collection topic. It's the culmination of the "hidden enemy" mystery plot, and large parts of it I had actually planned as far back as 2001 in real time. Of all the stories in the BP so far, this is the most important. I hope everybody loves it. 2) I've entered the Epics Murder Mystery contest with Bionicle Paracosmos: Mindfire. I'm considering it the third in a "bonus series" of sorts, building off of the previous bonus short stories, Faces of Shadow and Sacrifice. That one is based on a concept I actually had planned already, but modified to fit the contest. I wrote it nonstop, 7+ hours a day on weekdays since pretty much the entry period began (and the final chappie and prologue aren't actually written yet). This one almost totally "wrote itself" -- I had no idea when I started how it would play out, and I'm still not 100% sure how it will end. I have an idea of how it will, but I can't be sure. Been loads of fun. And loads of hard work!
  23. With college done and, for the time being, only a weekend job, I've finally had time to get back to the Bionicle Paracosmos. Ojhilom is away on a winter retreat next week, and I am working on taxes, which apparently as an "independant contractor", I have to file by Jan 30 (allegedly -- working on verifying that...). So right now I've decided it's better if I take some time off from BZP for the most part. I need free-time stuff that isn't quite so unpredictable right now. As such, I'm finishing Epic 3, "Captain of the Rahunga" this month. For those who don't know or have forgotten -- the computer game RPG takes place after Epic 2, and will need to be finished before Epic 3 can go live. But we're close, and most of what's left is Ojhilom's department, not mine, so I'm going ahead to the epic, half of which was already written. Epic 3's main protagonist is Kopaka, and about another third of the story is from the aforementioned evil Captain's POV. The rest is from various others' POV of various kinds, including Hujo, and a reptilian good guy you might recall from the Bonus Short Story -- Bhukasa. Some changes in plans must be announced:End of RPG -- We're condensing the battle sequence against the final boss a little for this skeletal version. We have a lot of the final battle, and a lot of the early steps of that battle, and virtually all of the storyline ready. What is missing is the first time you actually fight the final boss directly, and that was planned to be pretty complex code, but really not much storyline value. So for now, it's cut. Maybe in a later version we'll add that in. We'll see. With that, the RPG skeletal version is 99% done -- we'll just have to patch up some things and I have to finish two short storyline segments and we should be good to go. Note that there's a reeeeeeeally annoying and cheesy glitch with the final boss's graphics that we're trying to fix but aren't having much luck with (his head randomly decides to leave his body... ). No idea how that will affect timing... (We've done multi-event bosses before without this problem, so I'm hoping we just need to do a teleport into a new map with less other events in it. If that doesn't solve it, I dunno what to do.) Future of BP, Mata Nui stories -- After a looooooot of thinking and judging our plans for the rest of 2001-2003's storyline in the BP, we've decided we had a major problem that can be easily fixed -- I was wanting to spend more time in 2001 than the official story did, but in doing so, I was trying to stuff too much in 2001 and not leaving much for 2002-2003. This would have made a somewhat big gap between 2001's final epic and the 2004 stuff where the mystery would start to pick up again that would have been mostly just filler plot. I'm in this to produce only the highest quality I can manage, even if it means delays -- and I've sensed for a while that there was something off so it's been hard to keep writing without finding the problem. Now I think I've got it -- I need to heavily condense 2001 and put some of that in 2002. This way it actually makes more sense, in fact. Epic 3 -- And so, Epic 3 will end with the Paracosmos version of the MNOG Makuta battle. I'm infinately glad I've made this change, because previously I'd written about half of Epic 3, and that was great story, but my plans for the end of it just felt like they fell flat compared to the first half, and that's why I stopped at the half. Now, I've only had to make minimal changes to the first half and put together an outline for the second half -- and the actual writing is coming along fast now. I am pretty confident that now Epic 3 will be up to par with the previous two Epics, and possibly even better. Giant Paragraphs -- Yarr, is it just me, or is Epic 2 reeeeeally awful in the giant 'graph category? Re-reading some of it, and those are purdy huge thar, like in chapter 1. I think large paragraphs are hard to read, so I now try to avoid them in posts, stories, whatnot. (For example, I always used to get comments about how long my posts are -- and I used to use giant paragraphs. But I was annoyed enough times with others' long ones that I stopped, and the comments lessened. Ironic thing is the extra space actually makes the post longer, lol. But feels shorter.) Will have to go back and do some chopping in my previous stories where I can, methinks. Unless any of yall actually love giant paragraphs so much that doing so would cause heart attacks. I'm thinking no. Mystery versus Cool Revelations -- Epic 3 is gonna be really interesting in terms of how much of a feel of mystery you guys get from it. It's revealing a lot, especially the background of the leader of the evil Rahunga (through flashbacks in his POV). So I'm basically at that point where Bionicle was in, say, 2003 when the demand for answers is coming up against the demand for mystery. That's new territory for me, so I'm learning as I go. It's really fun to write, and is action-packed. One thing I know is that the answers are more fun when they are learned through rocking fun combat acrobatics stories intead of librarian stories, so focusing on that a lot. On the other hand, there's plenty of new mysteries being introduced, and there's a BIG mystery I'm just barely moving farther into but NOT answering, that's so far only been hinted at in other places, and will make an appearance at the end of the RPG. And Bhukasa gets a fair chunk of the storyline, with a big mystery surrounding him. I guess the fun question for me as the writer will be seeing how much of this generates that feel of mystery in the reader. Something I by definition can't get since I know the answers already. I hope I do alright. (Man, it feels aaaaaalmost like a big exam coming up. Almost. Okay, not that much. More fun. )In other news: New cat, Buddy, is settling in well. Our other cat, Hunter, is finally getting along with him. Sorta. She till hisses every once in a while. Buddy is as friendly as ever, although he does use her tail as a toy sometimes... Dog Ezzy just got a new harness for walks. Whenever I would walk her myself, she would pull on the choke chain so much she would literally choke herself -- and same just hooked up to the collar. Everybody tells me it's just me -- tried everything the Dog Whisperer talks about to no avail -- but the harness avoids the neck so she basically can't choke herself. She's staying next to me almost all the time now rather than pulling ahead. Probably more of a psychological thing with me, but hey, if it works, it works. The above paragraph is longer than I would like. Go figure. It also uses "Dog" as a title, like "Makuta Icarax." That one's intentional -- IMO it should become standard for English. Second job -- This is a possibility sometime soon, and if that happens, I might just have to give up on moderating and newswriting with any regularity. For now I'm not going to take on a new job because I have tons of stuff I gotta catch up on since my final semester anyways and if I did, I honestly think I might go insane (I'm not joking). But eventually a weekend job ain't gonna cut it. Just a heads up for the record. S&T contests -- On the other hand, if I do have time, I've got two contest ideas (well, three, technically) lined up for the future. Main idea, which I think I'd like to try in Spring, is the first Expanded Universe contest, where enterers will come up with [something], and the winners of the poll become official, but the others get to exist in the EU too. Might be a story worked in as the award, or some such thing, not yet sure. The other idea will only work when 2008 is nearly over, so no further comment on that one. Phantoka Coolified Art -- I have the wallpaper for both Antroz and Vamprah ready but I'm being a lazy bum and haven't gotten around to the av/banner versions. I'm gettin to it, I'm gettin to it... Lego Star Wars 2, the latest two Bionicle books, and the Atlas roxor my soxors. That's what Christmas money was spent on. I tell ya, the best present is always cash. Learn it, love it, live it. Carnivorous Dresser -- Finally cleaning my room after a half a year, lol. And rearranging LEGO/Bionicle stuff. Unrelated to the Paracosmos, Ojh and I have been working for years on a science fantasy story universe that we almost always use our System pieces for (now often fused with Bionicle pieces; such fusions when done right = the best MOCs ever IMO). Lotta vehicles, lotta warrior characters, all usually grouped into a few "worlds". So today I finally got around to arranging the shelves so 1 world = 1 shelf (aside from the main world, which has 2 shelves for 2 different time periods). I set the world shelf up like a scene -- for example, one has two sides warring against each other right on the shelf. Another, the historical time period one from the main world, has everything from a typical house of this culture, to a really cool Fusion sailboat. And then the Bionicle MOCs grouped by Mata Nui story arc, Metru Nui/Voya/Mahri Nui story arcs, and the as-yet-still-classified world characters that form the most important group in the storyline. With Gadunka and Pohatu Newva slapped in randomly lol. From my extra pieces (which are dwindling lately) I improved a lot of the System/Fusion MOCs in the process. It's interesting how my MOCing methods have ended up now -- I almost treat my entire MOC collection as a single MOC -- with two divisions based on two seperate story universes, Bionicle and System/Fusion, and then different "world" subdivisions in those. Almost never do I actually take MOCs apart anymore because what I'm making is always something of huge importance in my stories and also something I really like by the time I've improved it about fifteen times. New MOCs come from new sets, now. Unfortunately, I misjudged the distance between a wall and a gap, so a rock backdrop smashed into a hovercraft, sending part of a wing behind a dresser. So I naturally moved stuff out from under the dresser to simply pick the pieces up, right? But they weren't there. There's just this one spot of blackness where apparently the wing must be stuck, defying all physics and probability and everything. Hrm. I'll figure it out... I hope... The above section is really long, and has a long paragraph. Bad news -- well, all of this is putting off that Physics topic and more reference section updates. Also, unfortunately, Toa of Kenn has had to resign (I'll leave the reasons for him to tell, if he hasn't already), even though he just joined so some of our newer projects are on hold. But for whatever it's worth, those two things, and new projects, are still on my to-do list and won't be neglected forever. Finally, the last important bit of news is the fact that this blog entry is about ten times longer than I thought it would be when I started writing it. Good day.
  24. Hello, all. I'm posting this entry for two reasons. 1) To assure yall that this blog is not dead. Just overloaded by homework (summer classes...), the latest BZPower Reference Project, which is very time-consuming (wish I could say more--but you'll find out hopefully this summer!), and #2: 2) News on the RPG (Bionicle Paracosmos: The Map of Mata Nui). The topic may be dead, but the RPG is not--Ojhilom and I are hard at work getting that skeletal version of the Le-Koro Level ready for this summer. We're connecting as much of the storyline and boss battles as humanly possible together, so it should be possible to play through the next update to the end. Minor enemies are being neglected for now as well as some side-graphics, and all mini-games (although we've got a complete roster for music ready). But wait, there's more. That image in the banner above is not part of the Le-Koro Level. It's Kini Nui Hall-- the last level. That's right--we're going to have this update finish the RPG (minus the minor stuff for later updates). Sometime this summer if all goes as planned, Bionicle Paracosmos fans will get to play through to the end of the RPG's storyline. And if you're curious about the BP's mysteries, you're really gonna wanna play this. It's digging deeper than any of you have even guessed yet, and hopefully will leave you wanting more. Also has credits at the end, and a lot of you guys are on it--thanks for everything yall have done to help. The story ends then, but you can still explore and unlock some bonus content. The plan then will be to put up Epic 3 ASAP after that update of the RPG (which will obviously be a new topic). The storyline from here on out will be all written--no more RPGs. Just too time consuming for us--and this RPG is the most important storyline that could work for the format. In a hurry so won't make this an essay -- I'll just leave you with two teaser screenshots, these two from Le-Koro. First is my favorite graphic other than some of the bad guys (these are Rahi that Guard Tohunga ride; Towerleg birds--infected ones were in Epic 2), and second is the Main Pad in the Koro--that's Matau's hut, and that's everybody's favorite hovering Air Toa nearby. Click images for large size.
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