Story (

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The Story page during 2010

Story was a section on introduced in 2005, replacing the previous Wall of History section. During 2005 and 2006, this section featured story content from the story years of 2001 through 2006, including character bios, comics, and animations. In 2007, the section was redesigned, no longer featuring content from past years, and served as a hub for the bios, weapons, and comic sections. The section was updated twice per year, with each new wave of sets.

As of the summer of 2008, the story section featured texts recaping the latest events in the story. This continued through 2009 and 2010.

1. The Swamp of Secrets

Battles continue to rage in Karda Nui, the core of the universe. While half the Toa Nuva and their Matoran friends defend the skies from bat-like Makuta, the other three heroes – Toa Tahu, Toa Gali, and Toa Onua – plunge to the swamp far below in search of the Mask of Life. Unknown to the three, the Mask of Life has created a body for itself and joined the fight above as Toa Ignika.

But they’re not alone. Three more Makuta, mutated by toxic swamp waters, ambush the three heroes as they search the dense, murky undergrowth. Even though the Toa Nuva are armed with new Nynrah Ghost blasters, these insect-like Makuta – Krika, Bitil, and Gorast – battle the Toa for possession of keystones. These stones are the means to unlock the secrets of awakening the Great Spirit Mata Nui.

Meanwhile, with the aid of Toa Ignika, Lewa, Pohatu, and Kopaka get the upper hand over their Makuta enemies, forcing them to retreat down to the swamp and their insectoid brothers.

Below, Tahu discovers a metal sphere embedded in a fallen stalactite, its smooth surface covered with concentric circle patterns. The object is surrounded by a protective shield, which the Toa Nuva can’t get through.

The remaining Toa Nuva, accompanied by a strangely altered Takanuva, Toa of Light, and the mysterious Toa Ignika, team up with their friends in the swamp. Confronted by eight powerful Makuta, the heroes must find a way to defeat their enemies and awaken Mata Nui. But even if they succeed, will their actions save this universe ... or spell its doom?

2. The Codrex

Fighting and evading the Brotherhood of Makuta, eight Toa follow instructions on an ancient tablet to get into the metallic Codrex sphere. They place several keystones over the force shield, which drops just long enough for them to enter the Codrex’s long tunnel entrance.

Inside, the group discovers three powerful flying vehicles that will help them in their fight. Lewa climbs aboard the bright red Axalara T9, and Pohatu mounts the green Rockoh T3. Before anyone can claim the Jetrax T6, Makuta Antroz (who snuck into the Codrex behind the Toa) hijacks the blue vehicle. The ship instantly links to Antroz, allowing him to “see” through its sensors. Making his escape, he steers the vehicle into a momentary collision with a massive lightstone, charging the Jetrax with energy and making it glow yellow.

Lewa and Pohatu scream off in pursuit, and Takanuva departs to help evacuate all the Matoran from Karda Nui. The giant cave won’t be safe once the Toa complete their task of waking Mata Nui.

The Codrex offers further wonders. Six empty cradles show where Toa canisters once rested. Memories flood back as Tahu, Gali and Onua realize this is where they came from. The six Toa, trained by Hydraxon, were emergency backups in case something should happen to Mata Nui. They slept for 100,000 years before their canisters were launched and washed up on the island of Mata Nui.

Toa Ignika, wearing the Mask of Life, is presented with a dilemma. Using the Mask of Life could quickly wake the Great Spirit, but Toa Ignika would need to give up physical form and his new-found life. Would the silent Toa be willing to sacrifice himself to help Mata Nui?

3. The Storm

Aerial battles between Toa and Makuta shake the air around the Codrex, the metal sphere half-buried in Karda Nui’s toxic swamp. Winged Makuta attack Toa, and Toa combine their powers to defend themselves against members of the Brotherhood. Takanuva, Toa of Light, races through the massive cave in search of Matoran who must be evacuated before the Toa attempt to wake Mata Nui. Making use of the power of a strange, flying Rahi, Takanuva is able to cure himself of the effects of the [[|Shadow Leech|shadow leech]] attack and return the shadow Matoran back to normal.

As powerful as they are, the Toa are nearly overwhelmed by the Brotherhood of Makuta. By working together and out-thinking the single-minded Makuta, the Toa manage to evade defeat long enough to put a plan into action.

Toa Ignika is convinced by the others that his destiny is to place the Mask of Life inside the Codrex. It’s the only way to wake Mata Nui before the Toa are defeated.

Once the Matoran have led out of Karda Nui by Takanuva, Toa Ignika plunges back down through the long Codrex corridor. Energies of the Mask of Life, combined with Toa Ignika’s will, dissolve his body as the mask falls into place in the center of the Codrex. Light energy envelops the Codrex.

Energy pulses blast through the Codrex and out into Karda Nui, each pulse gaining strength. The seven remaining Toa break off their fight with the Makuta and race to a portal on the cave’s western wall.

With the storm building to terminal strength and a flock of Makuta at their heels, the Toa push their vehicles to the limit in their attempt to reach the portal. Light pulses, and pulses again, and...

4. Mata Nui

Deep beneath the endless ocean, in the heart of a massive cave, energy pulses course through rock. Machines which sat immobile for a thousand centuries shudder and slowly move, shaking the universe. Power races through long-unused conduits and course farther and farther from Karda Nui.

Water ripples around the barren island of Mata Nui, stripped of all life and vegetation by Bohrok hordes. Powerful quakes shake the earth and massive chunks of rock and dirt crash into the ocean. An immense chasm rips upward through the middle of the doomed island, each side sliding toward the ocean as something massive pushes up from below.

Far away, to the south and east and west, water foams as undersea shocks spread from movement beneath the waves. Gigantic whirlpools form and disappear. The sea itself heaves up towards the sky. Two halves of the island churn already-frothing waters as they slide apart and dissolve into the maelstrom.

A tremendous head made from metallic protodermis rises from beneath shattered remains of the once-beautiful island. Water, dirt, and rock cascade off its face as it rises higher and higher into the sky. Titanic shoulders breach the ocean, and an equally immense chest pivots up. Slowly, the robot climbs to its feet and towers above the clouds for the first time in a hundred thousand years. Yellow light gleams from its eyes as it surveys the ocean below.

Mata Nui has risen.

5. Epilogue

Celebrations ripple through the great city of Metru Nui. The Toa Nuva, Takanuva, and rescued av-Matoran escaped from Karda Nui just before the cave was filled with intense energy. The Makuta trapped in Karda Nui were not so lucky, and were obliterated.

The Great Spirit is awake, and balance returned to the universe.

Just as Turaga Dume begins to congratulate the city’s protectors, a chill wind spreads over the spectators and a voice rumbles from everywhere. It was a voice no one had ever thought to hear again – that of Makuta Teridax, leader of the Brotherhood of Makuta.

“I am everywhere. I am everything you see.”

Toa Matoro had brought the physical form of Mata Nui back from death, but before the Great Spirit’s consciousness had returned, Makuta Teridax took it over. Then he had only to wait for the Toa Nuva to achieve their destiny and restore consciousness to the great form of Mata Nui. The Makuta’s will now rules the body of the Great Spirit, the entire universe of the Toa and Matoran. Evil laughter shakes every surface in Metru Nui.

A tremor runs through the ground. Captured and preserved in the golden Mask of Life, the mind and spirit of Mata Nui is flung through space on a journey whose destination no one can know...

Bara Magna

Once, Bara Magna was part of a larger world, until a terrible disaster split the planet into three segments. Bara Magna is the largest of these, with the other two now acting as moons to it. While many of the residents of Bara Magna are native to the region, others were trapped there when their homelands broke away.

Bara Magna is home to five major villages: Vulcanus, Iconox, Tesara, Tajun, and Roxtus. The wastelands in between them are home to the nomadic tribe of bone hunters, the beast-like Vorox and Zesk, numerous dangerous desert creatures, and other perils. Despite this, Agori traders and Glatorian fighters frequently travel across the sands for duty or for profit.

Southern Bara Magna is the most heavily populated region and home to all of the known villages. The Skrall now living in Roxtus originally dwelled much further to the north, but came south for reasons as yet unknown. It’s not clear if anyone now lives in the heavily volcanic region beyond the Black Spike Mountains.

While motorized vehicles do exist on Bara Magna, most travel through the desert is done using either mounts or wagons pulled by animals. Sand and sun causes machinery to break down quickly, and anyone stranded in the desert overnight rarely lives to see the sunrise.


The Agori are the most populous species on Bara Magna. Where Glatorian specialize in fighting, Agori handle everything else the villages need to survive: farming, resource gathering, trade, equipment repair, healing, etc.

While every Agori is different, they do tend to have some qualities in common. Most are hard workers, because they have to be in this world. They adapt well to change. And they also tend to be pretty hard and cynical. Their world was damaged seemingly beyond repair 100,000 years ago and few believe things will ever get much better.

There are six known tribes of Agori: the ice tribe of Iconox, the fire tribe of Vulcanus, the rock tribe of Atakus, the jungle tribe of Tesara, the water tribe of Tajun, and the sand tribe. The rock tribe is a relatively recent arrival, having moved south along with the Skrall. The sand tribe members, also known as “Zesk,” have regressed to being little more than beasts with only a rough command of language. They do not trade with other villages or have any relations with them, but stay in the wastelands. Zesk are considered highly dangerous to travelers.

Although Agori largely rely on Glatorian for defense or battles in the arena, many of the villagers know how to fight as well. Special team matches in various arenas pair a Glatorian and an Agori from his village. The Agori’s main job in these fights is to act as a blocker, protecting the Glatorian from Thornax.

Known Agori include Raanu, Atakus, Berix, Tarduk, and Metus.


Glatorian are fighters, specifically fighters who battle on behalf of a village in return for food, shelter, equipment and other rewards. When two villages have a dispute, each sends a Glatorian to fight for them in an arena. The winning Glatorian earns for his villages the rights to whatever the dispute was about. For example, if Iconox and Tesara both claim an oasis, Gresh and Strakk might be sent to battle each other in a match. If Gresh won, Tesara would have ownership of that oasis. This system is designed to prevent wars from breaking out between the villages.

The beings who make up the Glatorian class are a separate species from the Agori. Many of them are veterans of past wars, and so have a great deal of knowledge about tactics and skills. A good Glatorian is equally as talented with a sword or axe as he or she is with a Thornax launcher. Despite that, Glatorian are almost always training, trying to learn new moves for use in the arena.

Of course, Glatorian do other things besides battle in the arena. They protect their villages in the event of attacks by bone hunters or desert creatures, sometimes act as escorts for trade caravans, and even (if they are really well paid), go out in search of water or other resources. Some Glatorian have turned away from the system and live in the wastelands as bandits – others have been exiled there for crimes in the arena.

While Glatorian are allowed to work for any village they choose, most “adopt” a village and stay there for most of their lives. Villages also have the right to decide what fights they will send which Glatorian to do, or if they want to keep a Glatorian at all. A fighter who loses too many battles may be reduced to only fighting to settle minor, unimportant disputes or may be released by his village.

While the world of Glatorian is a dangerous one, there are certain rules they are expected to follow in the arena. Striking a foe who has already conceded, or attacking an opponent after you have conceded, are both considered serious violations. Killing an opponent who has already given up is grounds for exile. Accepting a bribe from another village to lose a fight can also lead to exile in the wasteland.

The Villages

The villages of Bara Magna are scattered around the desert. Most consist of a single large structure which serves as a shelter for more crudely made dwellings and workplaces. Each village is home to a tribe of Agori whose name is based on the terrain of its home region (ice tribe, water tribe, jungle tribe, etc.) The villages are different sizes and have access to different resources, which means both trade and arguments over resources are common.

The known villages are:

Tajun: Home of the water tribe. Located to the southwest, Tajun sits on the largest oasis in the desert. The Agori there never have to worry about running out of water, but they need to trade for or find just about everything else. In recent weeks, trade with Tajun has become much more difficult due to increased bone hunter raids.

Vulcanus: Home of the fire tribe. Vulcanus is located in a dangerous area – north of the Sea of Liquid Sand, west of Iron Canyon, and south of bone hunter territory. The Agori here trade their services for goods. They are very skilled at repairing broken weapons and equipment. Due to the exile of one of their Glatorian, Malum, for crimes in the arena, Vulcanus is currently short-handed for matches with other villages.

Tesara: Home of the jungle tribe. Located in a rare area of extensive plant growth, the natives of Tesara are skilled healers. There are also a higher number of treasure hunters and historians among this tribe, since their village is close to so many ancient ruins. Tesaran Agori are often more agile than other tribes, since they spend a great deal of time in the trees.

Atero: A “free city,” Atero is home to a small number of members of each tribe (with the exception of sand and rock). It is also the site of the Arena Magna, the largest and oldest stadium on the planet. Glatorian travel here once a year for an annual tournament to determine the champion fighter.

Roxtus: Home of the rock tribe. Located to the far north, this large city was uninhabited prior to the arrival of the Skrall due to the dangerous terrain and wildlife in the area. Since coming to Roxtus, the Skrall have banned other tribes from visiting there unless invited. There are rumors that Skrall keep Agori slaves there, but these haven’t been confirmed. Roxtus is the only village bone hunters are known to stay away from.

Iconox: Home of the ice tribe. Iconox is known for its large deposits of the metal exsidian, which is valued for its endurance (it does not rust or wear away from sand erosion as quickly as other metals do). The ice Agori are skilled miners, traders, merchants, Glatorian trainers and match promoters.

The sand tribe does not have a village of its own. The Zesk live in the wastelands between villages.

Arena Magna

Once it was the largest and oldest arena on Bara Magna. But now the Arena Magna lies in ruins, victim of a Skrall attack that shattered the thin balance of power on this desert planet.

Constructed by the Agori for sporting and civic events, this was also the only one that existed prior to the planet-wide disaster 100,000 years ago.

Arena Magna was located in the “free city” of Atero. During the chaos that preceded and followed the disaster of a thousand centuries before, Atero was declared an area off-limits to any raids or invasions. As such, it became a symbol of the peace everyone hoped for someday, but had largely given up on ever thinking would come. Although its status is largely a thing of the past – bone hunters have no hesitation to strike at or around Atero, for example – it remains an important place in the hearts of Agori.

The arena was located in eastern Bara Magna, between Vulcanus and the domain of the Skrall.

1. Mata Nui

Bara Magna is a harsh desert land, sparsely populated by Agori villagers and their Glatorian protectors. The Agori live in a handful of villages and use Glatorians to settle disputes and win scarce resources. Once a year, all Glatorians would come to the Arena Magna and challenge one another to see who was the best. But that was before the Skrall rebelled and destroyed the Arena Magna.

Now, the Skrall tribe who live in the northern village of Roxtus openly roam the desert, attacking caravans of Agori and stealing anything they can get their hands on. Glatorians are captured or left to the mercy of the hot desert sands.

Into this unsettled land one evening comes a bright streak, a flaming meteor that streaks through the sky near Vulcanus village. Curious eyes track the white-hot object while it plummets to the ground and plows a crater into the desert. As it cools, the Kanohi Ignika, Mask of Life and container for the consciousness of Mata Nui, rises up in a whirlwind of sand and light. A body forms beneath the mask, a golden seven-foot tall figure. As the light fades, the figure settles to the ground and stumbles. Mata Nui is not used to a mere seven foot tall body; his previous form towered miles above the waters of Aqua Magna, and this one would take some getting used to.

His first acquaintance is a small scarabax bug. Unsteadily, Mata Nui just manages to avoid stepping on the tiny insect, and is rewarded when the scarabax touches the Mask of Life, which transforms the insect into a gleaming shield. Mata Nui’s second acquaintance is not so friendly – a Vorox attacks, and even with his new shield, he barely manages to defend himself from the snarling creature.

Mata Nui finally receives some answers when Metus, a travelling Agori, pulls up in a cobbled-together vehicle and drives him to Vulcanus village. Metus explains about Bara Magna on the drive to the fire village.

There is a lot for Mata Nui to learn.

2. Tajun

Indistinct figures lurk in the sands north of the water village of Tajun. Skrall warriors hunch behind dunes, while nearby dozens of Bone Hunters dart among the dunes, heedless of who sees them. Growls between the two groups drift on the wind, but do not reach the unsuspecting village. A shrouded figure exchanges hushed words with leaders of both factions and gestures toward Tajun. Nodding, Tuma and his Bone Hunter counterpart stalk back to their warriors. Dust plumes rise from their feet as both groups start to run toward the village.

In the Tajun arena, Gresh stands waiting for Tarix to show up for a practice bout, when he sees above the canyon walls a dust cloud heading directly for him. Although still a rookie, Gresh takes only a moment to understand, and shouts for everyone to get out. Startled Agori drop what they are doing and immediately dart for the nearby hills of Knee Island, but a few stay to help defend their homes. Grabbing his weathered weapons, Gresh hurries to the oncoming dust cloud. He has no hope of defeating them all, but he will make their victory as expensive as he can.

Bone Hunters fall under Gresh’s blade as the first wave of attackers stream past him. Grimly, Gresh prepares for the next wave of Bone Hunters, and is shocked when Skrall warriors thunder past him, raiding and looting the Agori homes before destroying them. One Skrall knocks Gresh down, and he fights for his life against the dark warrior, managing to evade powerful sword strokes until he can stumble into a narrow crevice and lose the Skrall. Panting, badly wounded, Gresh watches in misery as the combined force tears the village apart. Even worse, he looks on as they head straight for hidden doorways and places where Gresh knows valuables are stored.

Slowly, the raiders finish their work and filter out through the deep crevices that form Tajun village. Gresh, barely able to walk, is forced to wait until help arrives. After a time that feels like years, Gresh’s fellow Glatorian Kiina and Ackar arrive, along with Mata Nui. Gresh manages to tell his rescuers of the alliance between Bone Hunters and Skrall before passing out.

The three look at each other. They know what Gresh had left unspoken: there was a traitor among the villages.

3. Secret Lab

In the ruins of Tajun, Kiina leads her fellow Glatorian Ackar and the stranger Mata Nui to a hidden chamber she had discovered near her village. They carry Gresh, who remains unconscious from his battle with the Bone Hunters and Skrall.

The cavern is brightly lit, and contains chambers that glow with the six elements of Bara Magna. The walls are inscribed with glyphs that Mata Nui recognizes, but the urgency of finding help for Gresh keeps him from lingering. A sound brings Kiina around to face Berix, an Agori “collector” who spends his spare time finding and fixing old things. Against her will, she allows Berix to tend Gresh, who quickly regains his strength.

The chamber was created by the Great Beings, who had left a familiar symbol in the wall. Touching the Three Virtues symbol – Unity, Duty, Destiny – Mata Nui is surprised when a massive door slides open to reveal a secret lab. More writing covers the walls, but the drawing that captures Mata Nui’s full attention is eerily familiar. It depicts a giant mechanical being, just like the one that even now enslaves his people. Mata Nui is on the right track.

The Glatorian look at their weapons. Shattered and useless, they are good for almost nothing. Mata Nui remembers how the Mask of Life transformed the scarabax into a shield, and offers to try something. Holding Ackar’s weapon to his mask, it is transformed into a blade of fire. Ackar gratefully takes his sword back while Mata Nui upgrades the rest of the weapons. Laying a hand on Mata Nui’s shoulder, Ackar says, “Thank you, friend.”

Mata Nui had never had a friend before.

4. Unity

Eager to continue his search for a way to help his people trapped in his former mechanical body, Mata Nui tries to take his leave of his new friends. But Ackar offers to help train Mata Nui, who recognizes the need to be able to handle himself in this strange new world. And after training, he recognizes their plight, and agrees to help them in their struggle.

Mata Nui, Ackar, Kiina, Gresh, and Berix travel to Tesara, where a Glatorian tournament is about to be held. Ackar stops the match to tell the crowd about the destruction of Tajun at the hands of a combined Bone Hunter and Skrall raiding force. At first the crowd refuses to believe, but eventually they come to understand what has happened. Ackar wins support for stopping the Glatorian matches and pooling the strength of their villages. They will need all their combined resources to survive against two powerful enemies.

Kiina spots Berix slipping out of the village, and suspecting him of being the traitor, follows and confronts him. Berix pleads innocence. Kiina only believes him when a dozen Skrall and Bone Hunters surround and capture them both.

Metus runs back to Tesara with the bad news. Mata Nui refuses to let his friends be held, and tells the Glatorian that he will rescue Kiina and Berix. “I was once forced to abandon my own people. I will not do so again.” Although skeptical, they finally agree.

Before he leaves, Mata Nui watches the twin village of Tesara being pulled together. Then, he sets off alone toward Roxtus.

5. Destiny

Kiina and Berix, hanging high in a cage in the Skrall village of Roxtus, are amazed when they see Mata Nui stroll alone into the village’s central arena. Where were the Glatorian?

Mata Nui calls on Tuma, leader of the Skrall, to fight one-on-one for the freedom of his friends. Tuma starts the fight with dirty tricks, but Mata Nui’s skills have greatly improved thanks to Ackar’s help. Taking a few minutes to gauge his opponent, Mata Nui starts attacking the overconfident Skrall. Enraged, Tuma becomes careless, and Mata Nui is able to shatter Tuma’s weapon, ending the fight. He claims Tuma’s shield in victory.

Before he can free his friends, a familiar voice taunts him. Metus stands among the Skrall and Bone Hunters, clapping sarcastically. “So you were the traitor all along,” says Mata Nui. Metus smiles.

Sensing defeat, Mata Nui urges his scarabax ally to save himself. The little bug scuttles off, and Mata Nui listens to Metus justify his traitorous actions. Not content to reap the rewards of arranging Glatorian matches, Metus dreams of victory over every tribe on Bara Magna. And he gloats that his victory is now ensured. Nobody outside Roxtus knows he is the mastermind behind the attacks on Atero and Tajun.

But Metus’ victory is lost when a massive wave of scarabax sweep into Roxtus, in the shape of a giant Glatorian. Behind the swarm of scarabax, the rest of the Glatorian charge in, defeating the frightened Skrall and Bone Hunters despite being outnumbered twenty to one. Metus is cornered, and the Mask of Life changes his form to something more appropriate: a serpent, who is allowed to slither off into the desert.

Weeks later, Mata Nui watches as all the villages are pulled together to form a mega-village. The Agori have dragged their massive shelters through the desert in a spirit of unity, and they are almost finished. From a hilltop above the combined village, Mata Nui sees a familiar form: smaller than the one he’d ruled on the water planet, yes, but still recognizable. The head, arms, torso, and legs all stand out clearly. The implications are staggering, and ideas begin to form in his mind.

It’s time to continue the quest to free his people.

Showdown In The Sky

Mata Nui has been busy since defeating the Skrall leader Tuma and helping Glatorian and Agori unite on Bara Magna. His quest to free his people, enslaved by the evil Makuta, continues as he journeys to the north. There, he finds an ancient fortress of the Great Beings, his creators. Inside, Mata Nui discovers a source of power so great that it could bring the smaller robot found on Bara Magna back to life.

Mata Nui convinces Raanu, the leader of the Agori, to allow him to use the Bara Magna robot to save his people and fulfill his destiny. Reluctantly, the Agori leave their new mega-village and watch Mata Nui repair and raise the robot that was their home for a short while. Just in time – far-off Makuta, sensing the new threat, leaves the ocean planet and brings his huge robot form to Bara Magna in order to crush Mata Nui for good.

Two massive robots – one containing thousands of Matoran and Toa – face off above the clouds, while villagers and warriors scurry below. New threats face the Glatorian and Agori: hordes of yellow Rahkshi, Piraka warriors, and remnants of the Skrall attack.

Meanwhile, inside the giant Makuta robot, Toa Tahu and his friend Takanuva, Toa of Light, manage to escape and contact Glatorian Gresh on the surface of Bara Magna. They try to help fight the merciless warriors that Makuta has unleashed, but they are vastly outnumbered. The Mask of Life, aiding Mata Nui in the fight against Makuta, helps Tahu by transforming him to his original form so he can don powerful armor that will stop the Rahkshi in their tracks. But before Tahu can gather all six pieces, some are stolen!

Battle rages above and below. Tahu and his friends desperately search for the golden armor that can turn the tide in the ground conflict. Towering high above, Mata Nui struggles with his smaller robot body against the much bigger and more powerful robot, controlled by Makuta. His ultimate destiny can only be fulfilled after defeating Makuta – but does he have the strength to defeat his enemy as well as heal a planet?

See Also

External Links