User:ToaKebaka

From BIONICLEsector01

Kebaka Translation Project

This project is dedicated to collecting, archiving and translating all of the official non-english original Bionicle publications. Same is true for Hero Factory.

BIONICLE: Piraka

0

GUARD THE SECRET! [note 1]

Since ancient times, the drifting island of Voya Nui hides an ancient secret... Hidden in its most inaccessible corner the legendary mask - the Mask of Life, whose incredible power can save or destroy the whole world of BIONICLE! One day, a band of cunning and vicious creatures called Piraka appeared on Voya Nui in order to find the Mask of Life. No one knows for sure who they are and where they came from ... At the same time, it is known that they are insidious, cruel and evil. With the help of a mysterious virus, the Piraka subdue the minds of the Matoran from Voya Nui and make them their slaves. No one seems to be able to interfere with their plans. If the Mask of Life falls into the hands of the Piraka, the future of the BIONICLE world will be in great danger...

MUST READ!

The title of each page is written using the Matoran alphabet. Decipher it using the code on page 1, and then write the name in the space indicated. At the bottom of each page you will find a fragment secret message. Decipher it, arrange the fragments in the places indicated on page 23, and then you will know where the Mask of Life is located and how it is guarded.

1

The world of ВIONICLE is full of legends and gloomy secrets. Many of them are the basis for the existence of its inhabitants, their guards and enemies. Will the Matoran Alphabet help you discover some of them?

2

Hakann

He prefers to be second among the Piraka, as he believes that Zaktan will someday make a mistake and he will take his place. Has a huge ego. He gets cruel. His main disadvantage is his viciousness, which is why he is not very popular among other Piraka: In addition, Hakann's lava thrower can only fit five projectiles, so if his favorite lava sources are not around, his ammo will quickly run out. 3

The fate of the world of BIONICLE is decided on the island of Voya Nui. However, the BIONICLE legends refer to the three islands. Test your knowledge of the tumultuous events of previous years.[note 2]

METRU NUI

Makuta captures the Great Spirit Mata Nui.

Lhikan leads the Toa to defeat the Dark Hunters.

Six Matoran transform into Toa Metru.

The Visorak transforms the Toa Metru into Toa Hordika half-monsters.

The Makuta places the sleeping Matoran in Matoran Orbs.

An earthquake destroys Metru Nui.

The Toa Meru evacuate the Matoran to another island.

MATA NUI

The Toa Metru name the new homeland the Great Spirit of Mata Nui.

The Toa Metru awaken the Matoran people and transform into Turaga.

After 1000 years, new Toa appear.

The Toa fight the Rahi, Bohrok, and Rahkshi.

Contact with the protodermis

turns Toa into Toa Nuva, endowed with new powers.

Wearing the Mask of Light, Takua becomes Takanuva, Toa of Light.

Makuta defeated by Takanuva.

RETURN TO METRU NUI

The Matoran rebuilt Metru Nui.

Turaga Dume sends the Toa Nuva on a mission to Voya Nui.

VOYA NUI

The Piraka arrive in their pods in search of the Mask of Life.

The Piraka, posing as Toa, make the Matoran their slaves.

Six free Matoran from Voya Nui create a resistance movement against the Piraka.

Toa Nuva go missing on Voya Nui.

The six Matoran who arrived from Metru Nui are transformed into Toa Inika.

4

The rest of the Piraka hate and fear Zaktan, but must cooperate with him. Thok and Reidak want to go through the labyrinth to get a new supply of Zamor Orbs from Zaktan. Show them the shortest way.

5

The world of BIONICLE is full of mysterious titles and names. Do you know them all? Solve the crossword and find out how to say "Mask of Life" in Matoran!

1. The name of the evil brother of the Great Spirit Mata Nui.

2. Leader of the Matoran resistance movement.

3. Protector of Voya Nui, once Brutaka's best friend.

4. The name of the antidermis spheres that the Piraka use to turn Matoran into zombies.

5. 100% Selfish, 0% Buddy.

6. The name of a brave scout of the Matoran resistance movement.

7. An island named after the Great Spirit.

8. Nickname of Reidak.

9. 100% Cunning, 0% Weasel.

10. Life-giving substance from which almost everything is built in the world of BIONICLE.

11. These evil creatures are looking for the Mask of Life on the island of Voya Nui.

12. One of the heroes of Voya Nui - went over to the side of the Piraka.

6

Thok

Witty but rude; He sees well what is going on around him. Knows that Piraka do not trust each other, and believes that he will be able to take advantage of this. Forced communication with other Piraka for a long time infuriates him. As a result, he becomes unpredictable and very dangerous to others. The high temperature robs him of his strength.

Fill in the empty spaces using the fragments shown in the picture.

7

Voya Nui was once part of the mainland. As a result of a gigantic natural cataclysm, it broke away from it and became an island drifting on the Sea of Blackness. Unfortunately, almost exhausted reserves of protodermis and the expected explosion of the hot core of the island promise it a quick death. Only the Mask of Life hidden inside the island gives a chance for salvation. Therefore, Voya Nui is known as the island of despair and the island of hope.

VOYA NUI BAY

Its waters are very dangerous due to the incredibly strong current. In ancient times, there was dry land in the place of the bay. However, one day a large part of the island suddenly broke off and disappeared along with its inhabitants in the depths of the sea.

MATORAN MOUNTAIN FORTRESS

The last bastion of defense of the Matoran from the attacks of the conquerors. The Piraka are constantly bombarding the fortress with Zamor orbs, wanting to infect the last six Matoran with the virus. The fortress is connected by a secret passage to the Protodermis Lake.

PROTODERMIS LAKE

A lake of life-giving substance, without which neither the island nor its inhabitants can exist. Its stock is running out.

NUI CAVES

Hundreds of caves on the east coast of Voya Nui Bay, which, according to Piraka, may hide clues to finding the Mask of Life.

PIRAKA FORTRESS

A fortress in which the Piraka manufacture and store their weapons, as well as virus-infected ammunition.

SECRET LADDER

777 hexagonal[note 3] steps leading inland to the Mask of Life Room.

NEEDLE ROCK

Rock in the shape of a needle. The view from the "eye of the needle" covers almost the entire valley, with the exception of one small corner, which marks the passage leading to the Room of the Mask of Life. Hence the riddle: "There, as far as the eye can't reach, the mask's attorney seeks refuge."[note 4][note 5] The "eye of the needle" had been carved by one of those Matoran who disappeared along with the torn off part of the island.

LAVA LAKE

The island's only and already dwindling source of energy. The ever-rising temperature of the lake is a sign of what will happen soon, explosion of unprecedented power.[note 6]

8

Zaktan's body is built from a swarm of microscopic creatures called protodites. Each of these beings is part of Zaktan's consciousness, but can also function independently.

Find five differences between Zaktan's portraits.

9

Zaktan

Endowed with high intelligence. He is not interested in others - neither the Matoran nor the Piraka. He is dishonest, arrogant, and has sadistic tendencies. It is he who produces the antidermis, and only he knows the secret of the virus. Weakness: His isolation leads to ignorance of what others are up to.

10

See if you know Piraka and Voya Nui well. Note which of the following statements are true and which are false. If you carefully read all the information contained in this book, you will surely find the answer to every question.

1. Piraka are a friendly team and completely trust each other. (F)

2. Axonn betrayed Brutaka and joined the Piraka gang. (F)

3. Voya Nui is threatened with death as a result of the explosion of the red-hot core of the island. (T)

4. Protodermis turns the Matoran into obedient Piraka zombies. (F)

5. Lava supplies on Voya Nui are running low. (F)

6. Zaktan knows the real secret of the virus. (T)

7. Velika is the leader of the Matoran resistance movement. (F)

8. The Piraka arrived on Voya Nui in capsules. (T)

9. Voya Nui was once part of the mainland. (T)

10. The Piraka are trying to find the Mask of Light. (F)

11. Lava Lake serves the Matoran mainly for surfing. (F)

12. The Nui Caves are connected to the Protodermis Lake by a secret passage. (F)

11

The mirror images of the masks of Thok, Avak and Reidak differ from the originals in one small detail, find it for each of them and mark it.

12

Reidak

Dexterous and cunning, but at the same time incredibly strong. He believes that he can defeat any enemy even without any tricks and deceptions. Shelter is not for him. Dislikes closed spaces. Loses patience quickly when staying in one place for too long.

Draw a portrait of Reidak in the cells.

13

14

Find two identical pictures.

15

Avak

Brilliant engineer - able to make a weapon or a machine literally out of nothing. He makes up for his weaknesses with ambition. In a fight, he is simply hopeless, but he is easily thrown off balance, so he quickly and extremely willingly grabs a weapon[note 7] - not a very good combination...

16

In order to find the Mask of Life, you need intelligence, dexterity and the ability to think logically. Practice your gray cells by solving Piraka Sudoku.

Fill in the Sudoku table with numbers from 1 to 6 so that in each row, each column and each selected rectangle there is only one cell with a given number.

17

The Piraka, posing as Toa, turned the inhabitants of Voya Nui into their slaves with the help of a mysterious virus. Only a handful of valiant Matoran managed to free themselves, who stood shoulder to shoulder with real Toa in the battle for the freedom of the island.

VELIKA

Velika is an excellent inventor, and it is he who creates many types of weapons for the Toa Inika. He himself uses double mechanical knives, thanks to which he quickly does his job.

KAZI

Kazi is a realist, although full of irony. He understands that the Matoran are not able to defeat the Piraka on their own, but he is the only one who knows the true purpose of the Piraka's stay on the island.

PIRUK

Piruk is an excellent scout. He is very dedicated to his cause, but he is not one of the most courageous members of the Matoran resistance movement. His claws can tear through the hardest metal which often makes it easier for him to escape.

BALTA

Balta is Garan's best friend. He is very inventive, he can make a device or weapon from improvised materials. With his two intimidators, he can repulse the attack of any enemy.

DALU

Dalu is an excellent warrior, and her two assistants allow her to increase the energy of another being. Unfortunately, she can't do this too often, as she loses a lot of her own power in doing so.

GARAN

Garan was the first to realize that Piraka was not a Toa, and that he was the one leading the Matoran resistance movement. Garan possesses a dual pulsating generator that fires balls of pure energy.

18

Vezok

This is undoubtedly the most formidable Piraka. Although seemingly calm and self-possessed, he is actually terribly angry and full of hatred. He is sure that the rest of the Piraka want to get rid of him (and he is right about that!). Although his mission is to scour the underwater part of Voya Nui, he is not completely protected from the corrosive action of sea water.

Connect the points from 1 to 40 in order, and you will see what kind of weapon Vezok has.

19

See if you can find in this letter table:

- the names of all six Piraka: Avak, Vezok, Hakann, Thok, Zaktan, Reidak;

- the names of the heroes of Voya Nui: Brutaka, Axonn;

- the name of the matter from which almost everything in the world of BIONICLE is created: protodermis;

- the name of the matter that, in conjunction with the virus, turns the Matoran into obedient Piraka zombies: antidermis;

- the name of the inhabitants of Voya Nui: Matoran;

- the name of the spheres containing the antidermis with the virus: Zamor.

Attention: All words can be written from left to right and right to left, from bottom to top and from top to bottom, as well as obliquely.

20

Once true friends, Brutaka and Axonn are now sworn enemies.

Under the influence of Zaktan, Brutaka turned his back on everything he once believed in.

Role on Voya Nui

At one time he was one of the most powerful guardians of Voya Nui. Now the traitor has given the fate of the island into the hands of Piraka in order to get rid of them after finding the Mask of Life and become its owner himself.

Weapon

A huge sword connected to an electronic rock cutter. Two knives are hidden on the back.

Character

He was a loyal friend of Axonn and guardian of the Great Spirit of Mata Nui. Brutaka joined the Piraka gang in the belief that Mata Nui would never awaken again. The antidermis gives him strength, so he wants to consume more and more of it.

Ability and strength

With the power of thought, he controls the speed and direction of the flight of his knives, which always return to him like a boomerang.

Weakness

Attachment to antidermis makes him addicted to Zaktan.

Interesting detail

Gradually goes crazy as a result of constant contact with the antidermis.

21

Mata Nui is the past. Now I believe only in one thig: in myself!

22

Well, can you already distinguish each of the members of the gang? Match the Piraka names with their respective shadows.

23

Write in the indicated places the appropriate decoded fragments of the message.

The Mask of Life is hidden deep within the fiery core of Voya Nui. Its guard is a huge Fenrakk spider. On his back the mysterious seventh Piraka Vezok[note 8] languishes in captivity. The Mask of Life stuck itself to the back of his head and, thanks to its enormous power, made him its second guardian. Now every daredevil who gets to the Mask of Life room had to fight the mighty Fenrakk and Vezok.[note 9]

24

25

Now Available!

New book with tasks from the series

A group of six new Toa arrive on Voya Nui to save the island from the Piraka gang. Who will get to the Mask of Life first? Find it out yourself! Get acquainted with the wonderful world of legends and amazing adventures.

DOOR SIGN

Explore the world of BIONICLE!

If you want to make a double sided Piraka style door sign:

- cut off the back of the cover along the dotted line,

- fold the plate in half along the longitudinal axis of symmetry and glue,

- cut the corner along the arc indicated by the dotted line,

— cut out holes with the symbol of the island — so that you can hang a sign on the door handle ... ... And you're done!

BIONICLE: Inika

0

1

Each Toa, Turaga, or Matoran wears one of the Kanohi (the Matoran word for "mask"). However, Kanohi are more than just masks: each contains a piece of the wearer's spirit, and therefore the mask is an inseparable part of the one who wears it.

Kanohi Elda Mask of Detection, allows you to find the Mask of Life.

Kanohi Sanok, the Mask of Precision, allows you to accurately hit any target with any object.

Kanohi Calix, Mask of Fate, allows you to perform actions that to others seem impossible.

Kanohi Suletu, Mask of Telepathy, allows you to send your thoughts and read the thoughts of others.

Kanohi Eden, Mask of the Spirit, releases the owner's astral form, invisible to the enemy, penetrating through any obstacle.

Kanohi Kadin, Mask of Flight, grants the ability to fly.

Determine which mask belongs to each of the Toa Inika, then color the masks to match.

2

For millennia, the world of BIONICLE has been inhabited by many Toa. They all wear the Great Masks of Kanohi, almost all wish to do good and are the protectors of the Matoran. In addition, each Toa has the ability to control one of the elements - mainly earth, fire, air, water, stone and ice, although there were also Toa who owned gravity, magnetism and light. Meet the Toa who have appeared in the world of BIONICLE over the past few hundred years.

TOA METRU

Vakama (fire), Nokama (water), Matau (air), Onewa (stone), Whenua (earth), and Nuju (ice) were Matoran in the ancient city of Metru Nui a thousand years ago. Toa Lhikan, the legendary protector of the city, gave each of them Toa Stones and sent them to the Great Temple, where, thanks to the energy he gave them, they were transformed into Toa Metru. Their first mission was to defeat the giant vines Morbuzakh, but they soon discovered that they were in much greater danger. The Evil Spirit Makuta planned to put the Great Spirit of Mata Nui to sleep and take control of the world of BIONICLE. Although they managed to defeat Makuta, Mata Nui had already fallen asleep, almost all the Matoran also fell asleep, and the Toa Metru had to leave Metru Nui.

TOA LHIKAN

TOA HORDIKA

The Toa Metru returned to Metru Nui to rescue the remaining Matoran there. It turned out that the city was captured by hordes of Visorak. The Toa were captured, and the Visorak poison turned them into the hideous Toa Hordika. These bestial forms of the Toa had very limited control over their elements and fought relentlessly against the savage anger that could forever take over their minds. Their masks had no power. With the help of amazing creatures called Rahaga, the Toa Hordika found the mythical Keetongu, who was able to cure them of a dangerous mutation. With the Visorak hordes defeated, the Toa, already cured, transferred all the Matoran to the island of Mata Nui. There they sacrificed their powers to awaken the Matoran and became the Turaga, the headmen of the settlements.

TOA MATA

Tahu (fire), Lewa (air), Gali (water), Pohatu (stone), Onua (earth), and Kopaka (ice) are the six Toa whose mission is to awaken the Great Spirit of Mata Nui. Their first assignment - the battle with the Lord of the Shadow, Makuta - showed that they would have a special place in the history of the world of BIONICLE. In their first encounter with the Makuta, the Toa Mata would face a swarm of creatures called Bohrok that could destroy the entire island. In the end, the swarms of Bohrok were defeated, and their queens, Cahdok and Gahdok, were taken prisoner.

3

TOA NUVA

Shortly after the capture of Cahdok and Gahdok, the Toa Mata fell into a lake of energized protodermis, causing their power and equipment to increase and improve, and they themselves were transformed into Toa Nuva. As Toa Nuva, they had to face the dangerous Bohrok-Kal as well as the "Sons of Makuta", the Rahkshi. During the quiet weeks following Takanuva's victory over Makuta, the Toa Nuva continued to add to their knowledge of Metru Nui. However, the peace did not last long, and the Toa Nuva went to Voya Nui in search of a powerful mask that could save the life of the Great Spirit of Mata Nui. Unexpectedly for themselves, they stumbled upon a gang of Piraka, who, having deprived them of masks and weapons, made them their slaves.

TOA TAKANUVA

One irresponsible and curious Matoran named Takua found Kanohi Avohkii, the Mask of Light. Together with his best friend Jaller, he went in search of the legendary Toa of Light. When Jaller sacrificed himself to protect Takua, he realized his destiny - he put on the Mask of Light and became the seventh Toa named Takanuva. Takanuva, although his name and appearance suggest otherwise, is not a Toa Nuva - he possesses the power of a Toa rank and file. During the battle with Makuta, Takanuva attempted to rip off his Kanohi Kraahkan, the Mask of Shadows, but the two fell into a pool of energized protodermis and merged into a single being named Takutanuva, controlled by Takanuva. Takutanuva opened a passage to Metru Nui for the Matoran and restored Jaller's life. When Turaga Dume sent the Toa Nuva in search of the Mask of Life, Takanuva remained on Metru Nui to guard its inhabitants. Later, he joined the squad gathered by Jaller, escorting the Matoran to the gate through which light cannot pass (especially the Mask of Light), and there he was forced to turn back.

TOA INIKA

Jaller (fire), Hali (water), Kongu (air), Hewkii (stone), Nuparu (earth) and Matoro (ice). With the news that Mata Nui might die, Jaller decided to act. He gathered a small detachment of Matoran (having connected Takanuva to him) and set out in search of the Toa Nuva and the Mask of Life, which can save the Great Spirit. As Jaller and his friends set foot on the shores of Voya Nui, six lightning bolts from the Red Star struck their Toa pods, turning the entire group into Toa Inika. Now the Toa Inika must find the missing Toa Nuva, save the inhabitants of the island and find the Mask of Life before the Piraka do it - because then there will be no salvation for Mata Nui.

4

JALLER

A fearless lava surfer, the leader of the Toa Inika is tasked with leading his squad through dangerous lava tunnels into Voya Nui. A veteran of many battles, a good strategist; knows there is no room for error in this mission.

5

The Matoran's last bastion of defense against Piraka attacks is their mountain stronghold, constantly bombarded by the Piraka gang. The stronghold serves not only as a hiding place for the Matoran - it is connected by a secret passage to the Lake of Protodermis.

Guide the Toa Inika through the labyrinth of Voya Nui to the Matoran Stronghold.

6

With the ability to detach from his body as an invisible astral form, Matoro is an excellent scout. He is brave and extremely responsible. Although he sometimes has doubts about his role in the mission, he would not hesitate to give his life for its success or in protecting friends. In addition to the traditional Zamor launcher, he is armed with an ice sword.

Find 5 differences between the two images of Toa Matoro.

7

8

Amazingly agile and fast, Toa Kongu is a master at escaping any trap. Very impatient - won't sit still for even 5 seconds!

9

His task is to divert Piraka's attention. He is armed with the Zamor launcher, which Velika designed for the Toa, as well as a laser crossbow whose arrows, made of pure energy, are capable of shattering a target into individual atoms.

Draw a portrait of the Toa Kongu in the cells.

10

See if you can find in the letter table:

- the names of all six Toa Inika: Jaller, Hali, Kongu, Hyuki, Nuparu and Matoro;

- the names of the heroes of Voya Nui: Brutaka, Axon;

- names of Toa Inika masks: Kadin, Suletu, Elda, Eden, Sanok, Kalix.

Attention! All words can be written from left to right and from right to left, from top to bottom and from bottom to top and also obliquely.

11

A talented designer and inventor, he can create any device that can facilitate the Toa's mission. Thanks to his interest in chemistry and physics, he can find the answer to the question of what is the composition of the mysterious Zaktan antidermis. His strength, huge claws and sharp spikes, not to mention the Zamor launcher and laser percussion drill, make him the main fighting force of the Toa.

12

13

GAME FOR 2-6 PEOPLE

You are one of the Toa Inika

Find the Mask of Life before the PIRAKA!

You start your journey in the only safe port on the island - only there is a lighthouse, thanks to which you could easily disembark on the shore of Voya Nui. RULES OF THE GAME: A die roll determines which Toa you play as.

1-Jaller

2-Matoro

3-Hahli

4-Nuparu

5-Kongu

6-Hewkii

The player with the lowest number of points starts the game, and the last player to enter the game is the player with the highest number of points on the dice.

LEGEND:

You meet Axon who tells you that you are going in the wrong direction. Go to field 30.

Meeting Brutaka does not bode well. Looking for cover and missing one turn.

Climbing skills in a tropical climate do not help you. You need to rest - you skip your turn.

The flying sands of the desert slow you down. If you roll an even number of points, divide it by 2, and if it is odd, subtract 1 from it.

The steep cliffs of the coast are very dangerous. Falling into the waters of the Sea of Blackness... and return to the start.

7-The shores of Voya Nui are covered with eternal ice - you were inattentive and fell off the ice cliff! It will take time to recover, so you miss one turn.

11-You've made it to the Protodermis Lake, where you've found a secret passage to the Matoran Stronghold! Move forward 1 space.

12-You found the Matoran Stronghold! Thanks to their help, you avoid the trap set by the Piraka. Go forward 2 spaces.

20-The map received from the Matoran tells you to turn left on your next move - that road will lead you to your goal faster!

29-You reached the Cape of Hopelessness - and realized that, despite the map received from the Matoran, you chose the wrong path! You have no choice but to turn back and look for a path that turns right. Retreat 4 spaces.

34-You unexpectedly stumble upon the Chamber of Truth, the place where the Piraka are interrogating captive Matoran. Run before the gang sees you! Step back 2 spaces.

40-Fortress of Piraka. Unfortunately, Zaktan noticed that you revealed his secret! Escape from Piraka took you an extra day. You skip your turn.

46-Lava vaults. The meeting with the Piraka ended in a short skirmish, the results of which are determined by a die roll:

- if you rolled from 1 to 3 points, you retreat 3 fields (you were defeated);

- if you roll from 4 to 6, you win! Go forward 2 spaces.

49-Lava Lake. The unsuccessful search for the Mask of Life took you a long time - you miss one turn.

58-Matoran mountain hideout. There are new food supplies there, so you move forward at double the speed - roll the die again!

61-You are on Needle Rock. From here you can see the entire valley, except for the nook that marks the entrance to the Mask of Life Room. Now you know where to look for it! Move forward 2 spaces!

MASK OF LIFE

BRAVO!

You have finally reached your goal. But that's not the end of the adventure...

14

Play with a friend! Here are the rules

You draw one line at a time, connecting two Toa masks. Draw the next lines so that you get a square. Whoever draws a square marks it with his initials and gets 1 point. Island squares are worth 2 points, Matoran squares are worth 3, and Piraka squares are worth 3 points. The game ends when all masks are connected. The one who scores more points wins.

15

Endowed with an unusually strong sense of justice and great sympathy for the Matoran turned into slaves, Hahli believes that the salvation of each of the Matoran contributes to the awakening of the Great Spirit of Mata Nui. Her sixth sense, enhanced by Kanohi Elda, is invaluable in the search for the Mask of Life.[note 10] Hahli's laser water harpoon can pierce through even the thickest protodermis armor.

16

The world of BIONICLE is full of mysterious titles and names. Do you know them?

Solve the crossword puzzle to find out which Toa mask releases its wearer's astral form.

1. The name of the mythical creature that healed the Toa Hordika.

2. What are the names of the heads of settlements in the world of BIONICLE?

3. What is the name of the creature that emerged from the union of Makuta and Takanuva?

4. In addition to the usual Zamor launcher, which throws spheres of energized protodermis, it also has an ice sword.

5. One of the Toa Mata is the Toa of Stone.

6. The name of the Toa who locked all his power in the stones, thanks to which the Toa Metru arose.

7. The Matoran name for the Mask of Light that Takua found is Kanohi...

8. The name of the Turaga who sent the Toa Nuva on a mission to Voya Nui.

9. Which Toa Inika (even before their transformation) went with Takua in search of the Mask of Life?

10. Giant spider, guardian of the Mask of Life.

17

Hewkii is not afraid of extreme loads and puts all his energy into the performance of each task. The word "lose" is missing from his vocabulary. His mission strategy is simple - hit the Piraka, defeat them, and bring the Matoran back to Metru Nui. Hewkii's laser ax cuts through rocks like butter, and its vibrating handle splits an obstacle in half in a matter of milliseconds.

Complete the picture of Hewkii using the given fragments.

18

Well, can you already recognize each Toa Inika? Draw lines to connect their names with their respective shadows.

19

Test your knowledge of Toa Inika and Voya Nui! Can you tell which of the following statements is true and which is false? If you carefully study the information given in this book, you will easily find answers to all questions!

1. The Kanohi Iden, Mask of the Spirit, allows its wearer to contact the spirits of Voya Nui. (F)

2. Garan is the only Matoran who knows of Axon's existence. (F)

3. The Matoran from Metru Nui were transformed into Toa Inika by six lightning bolts from the Red Star. (T)

4. There is a lighthouse on Voya Nui. (T)

5. Jaller is an incomparable master of windsurfing. (F)

6. The last bastion of Matoran defense against Piraka attacks is a stronghold on the beach at Voya Nui Bay. (F)

7. Takanuva, in a fight with Makuta, reunited with him, and a being called Takutanuva was formed. (T)

8. The entrance to the Mask of Life Room lies inside Needle Rock. (F)

9. The poison of the Visorak turned the Toa Metru into the Toa Hordika. (T)

10. Kongu, Toa of Air, wears the Mask of Flight, Kanohi Kadin. (F)

11. Toa Nuparu is trying to solve the mystery of the chemical composition of the antidermis. (T)

12. Toa Hewkii wants to complete the mission and return to Mata Nui as soon as possible. (F)

20

Once true friends, now Axonn and Brutaka are bitter enemies. The fate of the Matoran remains Axonn's primary concern.

Role on Voya Nui

For centuries, he has been the secret protector of the Matoran. Like Brutaka, lives in the western part of the mountains for 1000 years. He descends from the mountains only to help the Matoran without revealing himself. Only Kazi knows of his existence.

Weapon

Gaint axe.

Character

Courageous, strong, stubborn, self-possessed and wise. Dedicated to the Great Spirit of Mata Nui, the way the Piraka treat the Matoran causes him despair and anger. When Brutaka joined the Piraka gang, Axon realizes that without outside help, he can not cope with them.

Ability and strength

Resistant to the action of the antidermis virus. Strength makes him virtually invincible. Able to throw lava balls with his bare hands.

Weakness

Preoccupation with the fate of the Matoran.

Interesting detail

With heavy exertion, he breathes loudly through his nose (like a bulldog).

21

When you can't act right away, you... plan... step in at the right time.

22

Write in the indicated places the necessary decoded fragments of the message. 23

The world of BIONICLE is full of legends and dark secrets. Many of them are the basis of the existence of its inhabitants, their defenders and their enemies. You, too, can learn the secrets of the BIONICLE world by using the Matoran alphabet to decipher the information contained in the book.

24

25

Now Available!

New book with tasks from the series

A band of cunning and fearsome Piraka arrive on the island of Voya Nui in search of the Mask of Life. Will the Piraka reach their goal? See for yourself! Get acquainted with the wonderful world of legends and amazing adventures. Explore the world of BIONICLE!

BOOKMARKS FOR BOOKS

If you want to have original bookmarks for books, cut out the Toa Inika mask from the cover along the dotted lines - and you're done! Now the heroes of the BIONICLE world will be next to you while reading favorite books.

BIONICLE: Barraki I

0

PLUNGE INTO THE UNKNOWN!

Deep beneath the surface of the ocean, in its darkest abyss, where no Toa has ever appeared, lies an amazing and mysterious place called “The Pit.” It is full of dangerous and mysterious creatures. They are dominated by six cruel and formidable sea monsters called Barraki. Even in the world above the surface of the ocean there are no such things. In this place they don’t know the word “pity”, not a single law applies. Everything here is subordinated to the principle: “Eat it yourself, or it will eat you.” Many years ago, it was here that a huge fragment of the island of Voya Nui floated, torn off as a result of an unexpected cataclysm. The underwater kingdom of the Barraki was destroyed overnight, and the Matoran from Voya Nui, lost in the depths of the sea, became the object of their revenge. Welcome to the world of darkness! Welcome to the kingdom of the Barraki!

1

Voya Nui

The Matoran from Voya Nui cannot forget about the tragedy of their brothers who disappeared in the ocean abyss. According to tradition, twice a year they gather on the coast to honor their memory. They throw various objects into the sea, such as carvings of Voya Nui, Matoran figurines, or handcrafted masks. All these memorabilia fall on Mahri Nui and contribute to the emergence of a large number of legends regarding the history of its inhabitants, their future and role in the vast, dark universe.

Mahri Nui

Insert the falling elements into the appropriate places in the letter table and read the valuable information.

Among the various things that fell on Mahri Nui there is a priceless mask of life.

2

The Pit

This eerie place, hidden in the murky depths of the ocean, has become the new home for a handful of Matoran from Voya Nui. Every day there is a constant struggle for survival here. Sentenced to a constantly life-threatening neighborhood with the biggest villains of the entire BIONICLE world, exiled to the Pit for eternity by the Order of Mata Nui, the Matoran are also forced to adapt to the extreme conditions that prevail here. Those that are able to withstand the high pressures of the depths are often subject to mutations under the influence of a mysterious substance present in the water. It changes their appearance so that they are completely different from themselves before arriving in the Pit.

3

Vision Rock[note 11]

It is near it that the Matoran of Mahri Nui gather to listen to the memories of life before the cataclysm, which from time to time arise in the memory of one of them. Drawings commemorating each such vision are carved on the Wall of Visions, which is located directly behind the Rock. Each memory is incredibly valuable to the Matoran, as the shock of the sudden and rapid "journey" into the deep ocean, ending in a hard landing, caused them to lose their memory.

Fields of Air

The algae growing here produce the oxygen that the Matoran of Mahri Nui need to sustain life. Gathering air bubbles is terribly dangerous - the Fields of Air is the hunting ground of Barraki Ehlek, who mortally hates the Matoran. However, without a constant supply of air, the Matoran villages will not be able to function...

Matoran Settlements

They are built inside the air and protected from intrusion by poisonous plants and various underwater creatures. The bubbles protect the inhabitants of the villages from the mutagenic properties of the waters of the Abyss.

Sea Depths

It is such a dark place that no one in their right mind would approach it. It is said that the most dangerous beasts of all in the world of BIONICLE live there, which, however, no one has yet seen. The sea currents there are so powerful that anyone who approaches the edge of Mahri Nui can be pulled into the darkness of the Sea Depths by them with no chance of returning back.

The Road of the Missing

The entrance to the labyrinth of caves inside the isthmus of hardened protodermis that connects Mahri Nui to Voya Nui. Several Matoran once went to explore them, but none of them returned back. Hence the name of the place. However, for some time, muffled voices and some strange sounds began to be heard from the depths of the caves. In the hearts of the Matoran, hope is awakened for the possibility of a long-awaited salvation.

Pillars of Salt

Very dangerous areas of the Pit, where the water is exceptionally cold, and the sea currents are unusually strong and treacherous. To top it off, this particular place is the favorite hunting territory of the terrible Pridak.

4

In every nook and cranny of the Pit, behind every stone, thousands of amazing predatory creatures lurk. Can you read the warning left by the inhabitants of Mahri Nui? All you have to do is find which letter to start reading with, and then follow the lines carved into the stone by the Matoran. Hint: The first letter of the message is one of the first five letters of the alphabet.

Carefully! Make no mistake, otherwise you will have to start your search from the very beginning!

IN THE UNDERWATER WORLD OF COMPLETE DARKNESS THE BARRAKI RULE

5

Hydruka are underwater animals tamed by the Matoran and trained to collect oxygen, without which life on Mari Nui would be impossible. Every day the Barraki attack them, and although the Hydruka have launching weapons for self-defense, many of them do not manage to return home...

Help Hydruka Thulox avoid the traps set by Ehlek and safely reach the Matoran village.

6

Takadox

"bionicle.com quote"

7

Takadox


Capabilities

Exceptional hypnotic abilities. Leads an army of underwater insects. Can breathe water.


Character traits

Immoral, corrupted to the core. An excellent strategist and a clever deceiver.


Weapon

Installation for throwing squid-vampires (squid launcher). Long sharp knives.


Weakness

Excessive self-confidence and dependence on others in the implementation of insidious plans. Can't breathe air.


Enemy

Takadox hates Kalmah, whose tentacle can overtake him even in the farthest corner of his cave.


Takadox is unsociable. He lives in dark, long, pipe-shaped caves, at the entrance to which he patiently waits, completely motionless, for his prey. Deep at the bottom of a cave connected to the Sea Depths, he stores all the treasures he has plundered.

Takadox is not really a strongman. What he lacks in physical strength he makes up for in intelligence and cunning. He is something of a "sage" to the rest of the Barraki. In fact, he is a villain and a schemer. With the help of his hypnotic powers, he persuades his victims to steal for him everything that shines and glitters. Takadox adores valuable trinkets, which is why he has an obsession with owning the Mask of Life.

8

Makuta was once the protector of the Matoran along with his brother, the Great Spirit of Mata Nui. Envying the devotion and reverence that the Matoran felt for Mata Nui, Makuta turned away from him and decided to become the leader of the world of BIONICLE himself. He insidiously put his brother to sleep, thus opening a new era in the history of BIONICLE - an era of continuous conspiracies, murders and battles. Since then, black clouds have obscured the future of the BIONICLE world.

9

Metru Nui

In the distant past, the Barraki created the League of Six Kingdoms. These powerful warriors ruled their vast kingdoms through terror and violence. They easily subjugated weaker peoples. Their highest goal was to seize power over the world of BIONICLE. They began plotting against the Great Spirit Mata Nui, gathering a huge army and planning an attack on Metru Nui.

Makuta

The Barraki caused much harm to the world of BIONICLE until their plot was accidentally discovered by Makuta, then still the faithful assistant of his brother Mata Nui. The Barraki army, without even having time to strike Metru Nui, was defeated by the army of the Brotherhood of Makuta, and the Barraki were captured and sent to eternal imprisonment in the Pit.

The Pit

Makuta became the Barraki's number one enemy. Their dream was to see Makuta exiled to the Pit in order to settle scores with him. It would be even better to escape from the Pit so that they could take brutal revenge on Makuta for the fate he had in store for them.

Barraki

When the Barraki learned that the all-powerful Mask of Life had found its way into their underwater world, they decided to do everything possible to get it. The Barraki believe that its power will eliminate the mutations they suffered in the Pit and help them gain power over the world that lies on the surface. What they do not know, however, is that Makuta has also appeared in the Pit and plans to obtain the mask for himself.

10

Ehlek

"bionicle.com quote"

11

Ehlek


Capabilities

Can shock victims with an electrical pulse from his long green spikes. An army of fierce eels obeys him. Capable of breathing water.


Character traits

He is driven by emotions and a thirst for revenge. Always irritated, easily angry.


Weapon

Squid Launcher. Three-pronged claws.


Weakness

He cannot breathe air. At times, his hatred of the Matoran simply blinds him - and then he first gives an electric shock, and only then asks questions.


Enemy

For him, everyone is an enemy, and especially Mantax, who is not affected by electric discharges.


Fields of air, overgrown with tall grasses and algae, are Ehlek's lands. When he is not busy searching for energy stones, from which he drains energy to create electrical impulses, then he hunts the Hydruka who collect air bubbles there.

Ehlek was the only member of the League who always lived in the underwater world. When the shard of Voya Nui destroyed his kingdom, Ehlek was fueled by a thirst for revenge against all life forms now living in his native environment.

12

During the cycle of day and night, when both diurnal and nocturnal creatures are still sleeping or just awakening, Matoran can remain relatively safely outside their settlements. They then explore the unknown corners of the Pit, collecting what they need.

13

Find seven differences between the two pictures.

14

Kalmah

"bionicle.com quote"

15

Kalmah


Capabilities

He changes his color - at the surface he is light red, and in the darkness of the Abyss he becomes black and therefore practically invisible. Feels every movement behind his back thanks to five tentacles on the back of his head. Capable of breathing water.


Character traits

Cruel, soulless, cunning and calculating.


Weapon

A long tentacle with suction cups, the iron grip of which crushes any prey. Squid Launcher.


Weakness

Can't breathe air. He doesn’t want any allies, he doesn’t trust anyone, so no one trusts him either.


Enemy

Since he was blinded in one eye in a fight with Pridak, he patiently waits for the moment to take revenge.


The bleak, northern side of Mahri Nui is Kalmah's territory. In his cave, he breeds small squids, which the Barraki use as projectiles for launching.

Kalmah collects squid eggs from all around and puts them in their cave. Little squids, who do not know parental care, are always hungry and over time turn into aggressive beasts. In the hands of the Barraki, these squids become a formidable weapon, since when they hit a target, they, like vampires, suck all the vital energy from the victim.

16 - 17

"poster"

18

Carapar

"bionicle.com quote"

19

Carapar


Capabilities

Super-dimensional physical strength. Breathes under water. Commands the army of Keras crabs.


Character traits

Proud because he is stronger than the rest of the Barraki. Direct and rough. Doesn't learn from his own mistakes.


Weapon

Huge claws. Squid Launcher.


Weakness

The air is poison for him. He is also easily hypnotized by Takadox.


Enemy

Takadox, who has been using him for his nefarious purposes for a thousand years.


The Carapar's Refuge - is a giant shell in the lowlands of Mahri Nui. As they say, its former owner, a huge old mollusk, did not want to free it voluntarily...

Carapar is the main force of the Barraki and a huge threat to the Matoran and Mahri Nui. He not only leads an army of crabs, but also, like a bulldozer, destroys everything that comes in his way. His weapon of choice has always been giant claws. His thick shell makes him virtually invulnerable. Carapar, however, is sensitive to electrical discharges.

20

Each Barraki has its own special identification mark. If you color in the fields marked with dots, you will see all these signs. Can you correctly connect each sign with the name of its owner?

21

In each row, one of the four elements is slightly different from the rest. Which one?

22

Mantax

"bionicle.com quote"

23

Mantax


Capabilities

The tentacle at the back of the neck conducts electric current. Mantax leads an army of stingrays.


Character traits

Unsociable, withdrawn, unusually irritable.


Weapon

Huge claws. Spikes with paralyzing poison on the head. Squid Launcher.


Weakness

Air is poison for Mantax. Due to the fact that he does not communicate with others, he often does not know what is happening around him, and therefore is easy to deceive.


Enemy

Carapar. His claws are more powerful than Mantax's.


During the day he hunts in the lowlands of Mahri Nui. At night he disappears into the yawning abyss of the Deep Seas.

Mantax is a very mysterious figure. No one knows what he does at night in the Depths of the Sea, and during the day, after returning, he immediately buries himself in the sand. For potential victims swimming close to it, he is practically invisible - only his eyes and poisonous spines protrude from the sand. Although joint activities with Pridak usually backfire, he always manages to use Mantax for his own purposes.

24

A back-mounted launcher and hand-held weapons are mandatory weapons for every Matoran. In addition to weapons, they also need cunning and a clear mind - thanks to them, the Matoran have learned to avoid unequal battles with the Barraki. Come on, train your gray cells and solve Sudoku!

Fill the grid with numbers from 1 to 9 so that in each row, each column and in each square of 9 fields there is only one field with a given number.

25

Without the oxygen that the Hydruka collect, the Matoran settlements, standing inside air bubbles will gradually collapse, As a result, their inhabitants will have less and less space to live. Hydruka are tireless, but their task is difficult and dangerous. True, any enemy must take into account the fact that the Hydruka will skillfully use their teeth and missile launchers to protect their lives.

Take a closer look at the three images of Thulox. One of them is presented in the form of a negative and a mirror reflection at the same time. Which of the three?

26

Pridak

"bionicle.com quote"

27

Pridak


Capabilities

Exceptionally fast. Commands a school of Takea sharks. Breathes underwater.


Character traits

Exceptional intelligence and unbridled temperament. The most arrogant, insolent and proud among the Barraki.


Weapon

Knives - sharp, like shark teeth. Squid Launcher.


Weakness

He forgets that the rest of the Barraki are not his servants, although he often treats them that way. Can't breathe air.


Enemy

The only potential threat to Pridak is Ehlek, who can deliver electric shocks.


Pridak's hunting area is the unusually dangerous surroundings of the Pillars of Salt in the cold southern part of the Pit.

Ideally streamlined body shapes are a characteristic feature of a creature created for life in water. This is exactly what Pridak is. Unusually fast and dangerous - he likes to quietly circle over his victim, then suddenly strike with lightning speed. The fact that no one poses much of a threat to him makes him the uncrowned king of the Pit.

28

The gloomy waters in the Pit area have mutagenic properties. Those creatures that do not have immunity to this can change beyond recognition over time. They then acquire a completely different appearance, change color and, worst of all, lose the ability to breathe air. Can you recognize the characters whose fragments are visible in the air bubbles?

29

30

An island lost in the abyss of water, its inhabitants fighting for existence, heroes, enemies...

Write the titles and names in the correct places in the crossword puzzle.

31

1. The Matoran on Mahri Nui lead a carefree life. (F)

2. The Barraki were friends of the Great Spirit Mata Nui. (F)

3. Takadox hypnotizes his victims. (T)

4. Ehlek can give electric shocks. (T)

5. As a result of an unexpected cataclysm, the island Voya Nui sank to the bottom of the ocean. (F)

6. Hydruka represent greatest threat for the Matoran. (F)

7. Matoran villages require a constant supply of oxygen. (T)

8. Mantax is the only member of the League of Six Kingdoms who has always lived in the underwater world. (F)

9. Kalmah was blinded in one eye in the battle with Pridak. (T)

10. Safe time for Matoran begins at midnight. (F)

11. The waters in the Pit area have mutagenic properties. (T)

12. The Mask of Life is now in the underwater world. (T)

32

"solutions"

33 - 34

"Barraki cards"

BIONICLE: Barraki II

0

PLUNGE INTO THE UNKNOWN!

Deep beneath the surface of the ocean, in its darkest abyss, where no Toa has ever appeared, lies an amazing and mysterious place called “The Pit.” It is full of dangerous and mysterious creatures. They are dominated by six cruel and formidable sea monsters called Barraki. Even in the world above the surface of the ocean there are no such things. In this place they don’t know the word “pity”, not a single law applies. Everything here is subordinated to the principle: “Eat it yourself, or it will eat you.” Many years ago, it was here that a huge fragment of the island of Voya Nui floated, torn off as a result of an unexpected cataclysm. The underwater kingdom of the Barraki was destroyed overnight, and the Matoran from Voya Nui, lost in the depths of the sea, became the object of their revenge. Welcome to the world of darkness! Welcome to the kingdom of the Barraki!

1

The Pit

Back in the days when the Great Spirit of Mata Nui still watched over the BIONICLE universe, this was the place where damned souls, unrepentant sinners, and rebellious figures in league with darkness were banished. Here they had to serve their eternal punishment without the slightest chance of returning and continuing their old lives. The lives of the residents of the Pit are in constant danger: predators lurk behind every rock, waiting for their prey. And what is even worse, the acidity of the water and the enormous pressure cause irreversible changes in those who stay here for a long time. Their distorted, ghost-like shape makes them unrecognizable. This place is a bloody battlefield, where all creatures trapped at the bottom of the ocean fight for mere survival.

Can you find the names of all six Barraki, two Mahri Nui Matoran and two Hyduka in the letter rectangle below?

Tip: The letters can be read together horizontally, vertically, diagonally and backwards.

2

MANTAX

Mantax is a reclusive type. Because he withdraws from the others, he deprives himself of a lot of information, but he also does not try to let the other Barraki know what he learns. His mysterious behavior and nature raise many questions, but no one can answer them. By day, Mantax hunts in the lowlands of Mahri Nui, burrowing into the sand to reveal only its tentacles and paralyzing spikes. And at night, he disappears into the dark recesses of the Deepest Deep, where no one knows exactly what kind of diabolical things he does. Mantax is reluctant to participate in Pridak's plans, but usually has no choice. He gets irritated easily.

"bionicle.com quote"

3

Mantax's excellent camouflage helps him hide while hunting. Try to assemble Mantax by arranging the picture slices in the correct order!

4

MATORAN

DEKAR

Exile to the Pit is the most severe punishment in the BIONICLE universe, but that's not why the Matoran are here. Years ago, due to an unexpected disaster, a huge chunk broke off from the island of Voya Nui and hit the seabed here, crushing the Barraki fortress to dust. This new undersea island, henceforth known as Mahri Nui, is an extremely unfriendly home for the Matoran. Their villages are built in air bubbles that protect them from the mutagenic effects of the Pit's water. However, these bubbles need a constant supply of air, otherwise they will gradually shrink, squeezing the Matoran into a smaller and smaller area.

DEFILAK

When night turns to day and the creatures of the night come to rest, and the day-lifers have not yet awakened, the Matoran can safely leave their villages. They use this short period of about an hour to explore the Pit and replenish their supplies. The Matoran don't want to end up on the Barraki's menu, so they have to defend themselves. Each of them has a shoulder-mounted air launcher and other combat tools to keep determined opponents at bay.

5

HYDRUKA

THULOX

Harvesting air bubbles, essential for the Matoran, is a particularly dangerous task. This is the work of the Hydruka, tamed by the Matoran, who can carry heavy loads even on the sea floor. These brave creatures will take on anyone who attacks them, but their weaponry poses no serious challenge to the Barraki.

MORAK

Ever since the Barraki began to destroy the Airfields, the future of the Matoran has been in doubt, and their villages are in great danger. The news of the Mask of Life smuggled hope mixed with tension into the hearts of the Matorans. The Mask can produce air bubbles, but at the same time it has a fatal effect on anyone who dares to get too close to it.

6

PRIDAK

The undisputed king of the Pit. He hunts around the Pillars of Salt, in the cold, southern part of the Pit. A brilliant mind, but extremely arrogant. He is the most arrogant of all the Barraki. He treats the other Barraki as subordinates, for which they quite resent him. He is notorious for his wild outbursts of anger. He likes to maintain his authority with brute force: he blinded Kalmah in one eye and bit off one of Nocturn's arms. His only possible opponent is Ehlek, as the only thing Pridak is afraid of is electricity. He thinks practically: the only reason he hasn't destroyed Mahri Nui yet is because it wouldn't do any good. If it weren't for that, he would laugh and destroy the underwater island of the Matorans.

"bionicle.com quote"

7

Pridak embodies the perfect underwater creature in all its flavors; his streamlined head; thanks to his legs, fins and weapons, he is extremely fast and dangerous.

Find the picture that matches your shadow!

8

The inhabitants of the BIONICLE universe are not robots, although we could easily mistake them for them based on their appearance. They are half biological, half mechanical creatures. Their biological origin is also evidenced by the first half of their name, "bio" (from the Greek word bios - life). This also refers to their relationship with life processes.

Complete the crossword puzzle by substituting the words given on the next page.

9

ANTIBIOTIC: (Greek, anti—against, bios-life) a chemical substance of biological origin (usually based on bacteria or fungi) that in certain situations prevents the spread of bacteria or other microorganisms, or even destroys them completely.

SYMBIOSIS: (Greek, symbiosis) the close coexistence of two or more different species. In symbiosis, both parties often benefit from each other.

BIOGRAPHY: (Greek, bios — life, graphos — describes) a written account of the life of a person (usually a famous person).

BIOLOGY: (Greek, bios - life, logos - mind) is the science of life.

BIOSPHERE: The biosphere is the part of the Earth's rock shell, water shell, and air shell where there is life and where biological processes take place.

BIODEGRADATION: (Greek, bios - life, Latin, degradatio — decomposition) Organic substances, e.g. decomposition of organic waste caused by microorganisms.

PROBIOTIC: Food containing live microorganisms, which, if they enter the intestinal tract in sufficient quantities, have a beneficial effect on health.

BIOCHEMISTRY: The science that examines the chemical structure of living matter and the chemical changes that take place in it.

BIOMASS: Energetically usable plants, crops, by-products, plant and animal waste.

BIONICS: The branch of science dealing with the adaptation mechanisms of living organisms.

ORGANIC FOODS: Foods prepared without the use of chemicals.

BIOLOGIST: A person who professionally practices the science called biology.

ORGANIC FRUIT: Fruit grown without the use of chemicals.

Can you complete the incomplete list below so that it finally contains six of the above words?

10

KALMAH

Kalmah is the "silent" killer of the Barraki. Not as fast as Pridak, but very powerful. Thanks to the tentacles on his head, he can detect the slightest movement, even behind his back. He has three eyes, but was blinded in one during his old feud with Pridak. Kalmah is patient and always waits for the most suitable moment. He trusts no one, and therefore no one trusts him. Kalmah is red near the surface, but turns black in the darkness of the Deepest Depths, which helps him hide. In his cave in the northern part of Mahri Nui, he breeds the octopuses that the Barraki use in their launchers. Because they never receive love and only rarely receive food, octopuses become cruel beasts that use their razor-sharp teeth to injure their victims and then drain their life energy.

"bionicle.com quote"

11

As the supervisor of the octopus farm, Kalmah has to understand mathematics so that he always knows how many octopuses are under his supervision.

Practice your math skills too! Fill in the table so that the sum of the digits in each column and row is 45!

12

NOCTURN

13

A large, melancholic figure blessed with an unpredictable nature. He was never lacking in physical strength: he was banished to the Pit because he (literally) tore the island he lived on in two.

In his sober moments, Nocturn is the commander of Ehlek's army, but these "sane" moments are becoming rarer: these days, he can mostly be seen around a natural rock formation, hunting giant squid.

His mastery of weapons contributed to Nocturn becoming one of the most fearsome fighters in the Pit.

Nocturn's main weakness is that he can't do anything outside of combat. It often happens that he cannot control his anger: he once irresponsibly engaged in a fight with Pridak, and it cost him one of his hands. Fortunately, his hand grew back, except for the tentacle that came with it.

Nocturn is a fearsome warrior, an expert in deep-sea combat, and the warlord of the Ehlek army. Like the rest of his species, he has the unique ability to regenerate, which is why he still has all of his limbs and has long been known as a formidable opponent.

14

The shaky "road" to the sea floor erased most of the Matoran's memories, so they remember very little of their lives before the disaster. When someone remembers something, all the Matoran gather at the Throne of Visions to hear the new memory image.

The Matoran gather again at the Throne of Visions. Help Defilak find his way through the labyrinth so that he can join Dekar as soon as possible, because they don't want to miss a single word of the memory that has surfaced!

15-18

"Barraki poster with planner"

19

The Barraki are determined to find the Mask of Life at all costs, despite the fact that it places a terrible curse on anyone who comes in contact with it. After all, no curse could be worse than living in the Pit forever...

However, finding the Mask requires quick wits and a sharp eye. Do you have these? Only one cube can be built from the Barraki cube grid above. Can you guess which one?

20

TAKADOX

The great schemer among the Barraki. In terms of physical strength, he is the weakest, but in terms of intelligence, he stands high above them. Make sure you never look him in the eye! With his hypnotic abilities, Takadox can easily get others to do his will. His hypnotized victims steal everything that glitters for him. He stores his prey in the deepest part of his cave. Thanks to his excellent concentration skills, he can wait motionless for a long time at the entrance of his cave, until the unlucky victim, whom he catches in an ambush, pounces on him.

"bionicle.com quote"

21

Until the Mask of Life appeared, Takadox rarely left his cave, as the hypnotized Carapar brought him everything. But now he would do anything to be the first to find the Mask...

Write the letters where the seaweed connects them, then read the message starting at the arrow!

TAKADOX IS THE MOST INTELLIGENT AND ALSO THE MOST CUNNING OF THE BARRAKI.

22

EHLEK

Ehlek is the last native of the Pit - he lived under the sea even before their punishment. Ehlek's territory coincides with the Fields of Air, which is home to plants that produce the air essential to the Matoran. When he's not scavenging for energy stones (to charge his electric spikes), Ehlek hunts down Hydruka sent out to harvest air bubbles. Ever since Voya Nui's torn piece buried Ehlek's empire under it, he has become obsessed with revenge, and it often blinds him. He is a nervous type by nature, and can be easily irritated: he often hits first, only then asks. He is desperately searching for the Mask of Life: he wants to have the power to wipe out his opponents with a single blow.

"bionicle.com quote"

23

Thousands of years ago, when the Barraki formed the League of the Six Kingdoms and planned to take over the universe, they never thought they would end up in the Pit...

If you follow the letters in the maze, you will learn what sets Ehlek apart from the other Barraki. Start your journey at the letter E!

EHLEK IS THE ONLY NATIVE OF THE PIT EMPIRE

24

CARAPAR

Carapar is the strongest of all the Barraki, and extremely proud of it. His thick armor protects him from most attacks except electroshock. He destroys everything in his path with childish greed. He uses his huge scissors often and with pleasure. He is not overly intelligent, and although Takadox's centuries-old hypnosis has had an effect, he should not be underestimated. He is an omnivore and, along with his army of crabs, is a formidable threat to Mahri Nui.

"bionicle.com quote"

25

Carapar wants to get to his shelter, but it's no easy task for someone under Takadox's hypnosis. Help him get home, following Carapar's hidden name.

Tip: The first letter of your name is the entrance to the labyrinth, and the last letter is the exit!

26

The secret to survival in a dangerous environment: a clear mind and advanced logic. To hide certain information from the Barraki, the Matoran use a code. Can you crack this code?

Each symbol represents a number - identical symbols represent the same number. Unravel which symbol hides which number to solve the puzzle!

27

The Barraki are perhaps the most dangerous creatures the world has ever borne. They have enormous strength, and their arsenal is varied: steel jaws, razor-sharp teeth, poisonous spikes, tentacles. Their size, structure and personality are also different. However, they have one thing in common: a burning desire for freedom and an unquenchable thirst for revenge.


WEAPONS

Octopus launcher, long and sharp blades.

PERSONALITY

Heartless and immoral. His tactics are excellent.

SKILLS

He has strong hypnotic abilities. He has his own army of aquatic insects. Able to inhale water.


TAKADOX


BARRAKI DUEL


EHLEK


WEAPONS

Octopus launcher, triple steel blade, electric spikes.

PERSONALITY

He is ruled by his emotions, especially his desire for revenge.

SKILLS

With the help of his spikes, he is capable of an electric attack. He commands an army of poison eels. He can breathe water.

28

The Barraki were once the proud lords of vast empires who sought to subjugate the entire BIONICLE universe. The League of Six Kingdoms they formed posed a serious threat to the Brotherhood of Makuta. However, the Barraki's plans of conquest were thwarted when Makuta revealed their diabolical alliance to take over Metru Nui. The Order of Mata Nui found their crime unforgivable and banished them to the Pit forever.


WEAPONS

Octopus launcher, long tentacles with suction cups that grasp Kalmah's prey with an iron fist.

PERSONALITY

Cruel, insensitive, intelligent and calculating.

SKILLS

Able to change his color. He is red near the surface and black in the darkness of the Pit: so he is almost invisible. He detects even the slightest movement behind his back with the five small tentacles on his head. He can breathe water.


KALMAH


BARRAKI DUEL


CARAPAR


WEAPONS

Octopus launcher, scissor claw.

PERSONALITY

He prides himself on being superior to other Barraki in strength. Raw and cruel. He has a hard time learning from his own mistakes.

SKILLS

He has supernatural strength and can breathe underwater. Commander of an army of Keras crabs.

29

Unlike most peoples, the Barraki are not all of the same race. The changes on their bodies necessary for aquatic life (caused by a mutagenic substance in the Pit's water) are based on different forms of marine life. The Barraki use their abilities effectively, and although they could use the power of the Kanohi Masks, they look down on those who base their power solely on it. However, they would not despise the power of the Mask of Life either.


WEAPONS

Octopus launcher, scissors, spikes — with paralyzing poison.

PERSONALITY

Reclusive, hermit type, but easily upset.

SKILLS

He leads his army of stingrays with the help of a tentacle on his head.


MANTAX


BARRAKI DUEL


PRIDAK


WEAPONS

Octopus launcher, shark tooth blades.

PERSONALITY

Brilliant mind and fierce nature. He is the most arrogant and selfless of the Barraki.

SKILLS

He is incredibly fast and commands a pack of Takea sharks. Able to breathe water.

30

Remember everything you've read about the Barrakis and write down which Barraki's strongest and weakest points, then choose the one you think is the strongest of them all!

WEAKNESS

STRONG SIDE

THE STRONGEST BARRAKI:

31

Test your knowledge! How well do you know the kingdom of the Barraki? Decide whether the following statements are true or false. You will find all the information you need in this book.

1. The Barraki were once powerful rulers. T

2. The Matoran were banished to the Pit. F

3. Mantax hunts in the Deepest Depths during the day. F

4. Hydrukas can defend themselves against all enemies. F

5. Pridak would be happy to destroy Mahri Nui if it would benefit him. T

6. Nocturn once bit off Pridak's hand. F

7. Carapar's mental abilities have weakened over the centuries due to Takadox's hypnosis. T

8. Nocturn is an extremely good negotiator. F

9. The Barraki fear the wearers of Kanohi masks. F

10. The Barraki are not of the same species. T

11. Anyone who possesses the Mask of Life is cursed. T

12. The Barraki need the Mask of Life to get out of the Pit. T

32

"solutions"

33

BARRAKI DOMINO

Rules: Each player gets 7 dominoes. The oldest player starts by placing a freely chosen domino on the table, thus starting the "chain of dominoes". Then the player sitting to his right places a domino so that it matches the domino already on the table (the Barraki symbols on the dominoes must match). If a player cannot place a suitable domino, he must draw from the deck on the table until he cannot place it, or he only draws one, and then the next player comes (this is a matter of agreement). The player who can place all his dominoes first, or who can close the "chain" by placing dominoes that fit at both ends of the "chain" wins.

The value of the domino symbols:

BIONICLE: Mahri I

0

The BIONICLE series includes:

A gang of cunning and dangerous Piraka arrives on the island of Voya Nui in search of the Mask of Life. If they find her, the BIONICLE world will face destruction...

The Toa Inika come to rescue the Matoran of Voya Nui from the Piraka. Can they reach the Mask of Life before the Piraka do?

Cruel sea monsters reign in the dark depths of the ocean - Barraki. Can a handful of Matoran survive in this dangerous world?

The Mask of Life comes to the underwater world. For the Matoran it may be a chance for salvation, for the Barraki it may be an opportunity to fulfill their sinister plans...

Heroic Toa appear in the Abyss. The next stage of their quest for the Mask of Life is even more dangerous...

In the dark world of the Abyss, a ruthless fight for the Mask of Life begins. Will the Toa Mahri emerge victorious?

1

OVERCOME FEAR

Deep beneath the ocean's surface, in its darkest depths, a handful desperate Matoran fight for survival in the alien and hostile world known as Abyss. This place, the infamous "prison" for the criminals of the BIONICLE world, is overrun by the cruel Barraki and their armies of underwater beasts. This is where the powerful Mask of Life unexpectedly appears. Its power can not only save the Matoran lost in the depths of the ocean, but also awaken the Great Spirit Mata Nui from eternal sleep and restore peace to the world of BIONICLE... Provided that it falls into the right hands... Only the brave Toa can meet this challenge, to whom the fate of the BIONICLE world and its inhabitants is most dear. Heroes ready to face the greatest dangers together. In the darkness of the underwater world, a light of hope appears...

Where did the Mask of Life come from to the underwater world? Find the first letter and follow the line to the next letters to read the entire answer.

From the island of Voya Nui

2

TOA INIKA

While searching for the Mask of Life on Voya Nui, both the Toa Inika and the Piraka find a secret corridor leading to the Chamber of the Mask. However, the Piraka get there first and soon, miraculously escaping numerous traps alive, they stand at the Gate of the Lava Chamber. Meanwhile, the Toa Inika battle Umbra, a powerful guardian of the Mask of Life appointed by the Order of Mata Nui to deny access to the mask to those unworthy of it.

PIRAKA

After winning the duel, the Toa Inika meet face-to-face with the Piraka at the Lava Gate. During a fierce battle, the bridge across the river of lava collapses, crushing the brave Toa. The path to the Mask of Life is open to Piraka. In the Chamber of the Mask of Life, the Piraka encounter the final guardian of the mask, Vezon, riding the giant spider Fenrakk. Vezon - the mysterious seventh Piraka who once separated from the gang - was forced by the will of the Mask of Life to defend it at all costs. The Piraka have no chance against a guard armed with the Spear of Fusion.

3

QUIZ

1. The Piraka fall into a trap set by Umbra.

2. The Toa Inika confront Vezon and Fenrakk first.

3. The Mask of Life has a will of its own.

4

VEZON AND FENRAKK

The Toa who have recovered from the unfortunate encounter with the Piraka turn out to be more demanding opponents. Especially since they have a unique weapon at their disposal - the powerful Zamor Orb, which was given to them by Voya Nui's defender, Axonn. Vezon is defeated, but the Mask of Life, still on Vezon's head, does not allow him to die, believing that the time for it to be in the hands of a Toa has not yet come. Thanks to its power, it also transforms Fenrakk into a much more powerful beast - the Kardas dragon.

VEZON AND KARDAS

Vezon and Kardas clash again with the brave Toa Inika. Another battle and another, most important victory for the Toa. Their mission appears to be almost complete, but with his dying breath, Kardas knocks the mask out of their hands. The mask, suddenly given a life of its own, flies out through a corridor carved in the rock to the surface of Voya Nui and a moment later disappears into the depths of the ocean.

QUIZ

1. Toa have additional special weapons.

2. The Mask of Life protects Vezon.

3. The Mask of Life disappears into the sky.

5

MAHRI NUI

Hahli rushes after the mask. In vain - even the Toa of Water cannot withstand the high pressure and strong currents of the ocean. Suddenly, she is saved by a strange-looking Matoran. The Toa learn from him that there are Matoran living in the depths of the ocean who need their help. Using his giant axe, Axonn opens a path from Voya Nui to the underwater world through a cord of hardened protodemis.

TOA MAHRI

Wandering through winding corridors, the Toa encounter numerous dangers on their way to a mysterious city in the abyss of the sea. Just before exiting the tunnel, a wave of powerful energy hits them - the Toa Inika transform into warriors capable of living and fighting in an aquatic environment. The jubilant Matoran on the underwater island of Mahri Nui welcome them as their heroes, giving them the nickname "Mahri". The Toa Mahri begin the next stage of their quest for the Mask of Life.

QUIZ

1. Toa Hewkii tries to catch up with the fleeing mask.

2. The Toa learn about the Matoran living in the depths of the ocean.

3. Toa Inika are transformed by powerful energy.

6

"bionicle.com quote"

7

UNDERWATER CAPABILITIES

The power of the element of air works very well underwater, but Kongu, too distracted by the conditions in which he finds himself, usually forgets to use it.


MASK

Kongu wears the Kanohi Zatth, the Mask of Summoning, with which he can summon various beings for help. Unfortunately, Kongu has no control over who will show up when he calls.


WEAPON

Two rotating Cordak blasters, perfectly complementing Kongu's tank-like silhouette.


TOA OF AIR

Kongu has always been a Toa full of enthusiasm and optimism. However, since arriving on Mahri Nui, he has become increasingly frustrated - Kongu HATES water. The water is wet, cold and dark, making Kongu feel like his entire body is made of concrete. For a Toa accustomed to flying and moving freely, being underwater is the worst and most claustrophobic experience he has ever experienced. To make matters worse, there's something about the atmosphere of the Abyss that really gets on Kongu's nerves.

8

"bionicle.com quote"

9

UNDERWATER CAPABILITIES

The mysterious bond with the Mask of Life transformed a Toa of doubt into a confident Toa of action.


MASK

Matoro's mask is Kanohi Tryna, the Mask of Revival. Its power allows Matoro to fill the shells of dead underwater Rahi with a form of energy that simulates life.


WEAPON

Armed with two large knives and a Cordak rotary blaster, Matoro is ready to take on anything and everything in the underwater world.


TOA OF ICE

Matoro believed for a long time that his role in the Toa mission was of the least importance and that he was the least significant member of the team. When it turned out that a mysterious and strong bond had developed between him and the Mask of Life, Matoro realized that he would have a much more important task to fulfill than anyone could imagine. The Mask of Life chose him, so now is the best time for Matoro to face the challenge and prove his worth as the leader of the team.

10

For the Toa, the Pit is a world they have never imagined existed before. Despite their initial uncertainty and fears, the Toa quickly found their feet in their new situation, as the fate of the entire BIONICLE world now lies in their hands.

11

Find 8 differences between the image of Hahili and Kong and its mirror image on this page.

12

"bionicle.com quote"

13

UNDERWATER CAPABILITIES

A special tank of liquid oxygen attached to Nuparu's back gives him additional power.


MASK

The Kanohi Volitak, Mask of Camouflage, makes Nuparu invisible. Thanks to the sound-dampening power, the mask's owner can also move almost silently.


WEAPON

His water blaster emits shockwaves and his shield protects against attacks. The fire from the Cordak rotary blaster will stop even the most dangerous opponent.


TOA OF EARTH

As a brilliant engineer and inventor, Nuparu must find an efficient way for the Toa to safely navigate the hostile waters of the Abyss. He is also tasked with capturing and imprisoning each of the six Barraki, not to eliminate them, but to use the opportunity to carefully study and copy their structure.


14

You are one of the Toa Inika - you start at the beginning of the Way of the Lost, at the entrance to the labyrinth of caves inside the core of hardened protodermis connecting Mahri Nui with Voya Nui. The impact of a wave of powerful energy just before exiting the tunnel transformed you into a warrior capable of living and fighting in an aquatic environment. You can start the game when you roll a 6!

(fields 5, 21, 38, 44, 67) You are used to life on land, so underwater adventures quickly exhaust your strength. You lose one turn to regenerate.

(fields 13, 29, 58) Teamwork is the basis for achieving success. You know this well, that's why you sacrifice yourself for your friends. The player furthest behind you jumps you one square.

(fields 2, 16, 35, 51, 63) The Matoran know that the Toa have come to Mahri Nui to help them. Thanks to their support, you gain an additional throw.

(fields 9, 27, 42) The strong currents in this place are especially favorable for you! You move to the space in front of the player directly in front of you!

(fields 28, 56) You're lost! You won't be able to get through without a map. You have to wait until one of the other players passes you and shows you the way! If you are last, you go back to the start!

(fields 20, 46) Although Hydraxon and the Toa's first encounter was not friendly, the Abyss Guardian is now a great ally. His help and knowledge of Mahri Nui are invaluable. Hydraxon shows you a shortcut that can save you a lot of time! From space 20, you move to space 26, and if you are in space 46, you move to space 52.

15-18

"poster"

19

TAKADOX (field 4)

While passing by Takadox's caves, you came across him himself. You succumbed to his hypnosis and completely lost your orientation. You go back to the start.


EHLEK (field 17)

Unexpected skirmish with Ehlek! He is ruled by emotions and gets angry easily, which is why you managed to outsmart him. You move forward one space.


KALMAH (field 25)

Kalmah's ability to change color meant you didn't notice him until the last minute! You managed to escape, but the Barraki's crushing tentacle beat you up badly. You need two rounds to recover and move on.


MANTAX (field 33)

Mantax and his stingrays suddenly attack your team. You don't stand a chance against such a numerous opponent! Fortunately, you manage to find shelter - you wait a turn until the danger passes.


CARAPAR (field 43)

Carapar's supernatural strength makes him a very difficult opponent, and winning against him often depends on a bit of luck. You roll the dice - if you roll a 3 or 5, you win and can move two spaces forward. If you roll any other number, you lose and have to move back three spaces.


PRIDAK (box 61)

Blazingly fast Pridak completely surprised you! You took shelter in an air bubble because the Barraki cannot breathe oxygen. Being smart gives you an extra roll.

20

"bionicle.com quote"

21

UNDERWATER CAPABILITIES

Using the power of fire underwater takes a lot of effort for Jaller, although it may only last a few seconds at a time. To make matters worse, the low water temperature greatly exhausts the Toa of Fire, and fatigue reduces alertness. And when you lose your guard in the Abyss, you lose your life...


MASK

Echolocation Mask - Kanohi Arthron - Finds objects underwater using sound waves. The power of the mask makes it easier for Jaller to freely explore the unknown, distant corners of the Abyss.


WEAPON

Jaller mounted his Cordak rotary blaster on the back of Hannah the crab. The crab bites opponents in close combat, and the blaster fire hits them from a distance. Jaller's fire sword can burn with fire even underwater.


TOA OF FIRE

Jaller finds it difficult to cope with the new situation in which Matoro gradually takes over the leadership of the team, and Hahli surpasses him in experience in navigating the aquatic environment. In addition, the weakness of fire's power underwater adds to his frustration. This time he is the one who is not sure what his role is in the team. Little does Jaller know that his experience and leadership skills will soon be needed like never before!

22

A mysterious wave of energy that struck the Toa just before their arrival on Mahri Nui caused massive changes in their appearance. Can you identify each Toa Mahri based on just a small fragment of their image?

23

Objects viewed underwater often seem to be further away than they actually are, and sometimes they also look distorted - see if you can arrange the parts of the figures in the right order. Do you know who is in the drawings?

24

"bionicle.com quote"

25

UNDERWATER CAPABILITIES

Six wing-like fins give Hahli the ability to perform incredible maneuvers at enormous speeds. No swimmer can keep up with her pace underwater.


MASK

Kanohi Faxon - Mask of Kinship - allows Hahli to absorb the power of other aquatic creatures.


WEAPON

The Toa of Water's weapons include a powerful three-pronged protosteel claw and a standard Cordak rotary blaster.


TOA OF WATER

The Toa Hahli's skills and experience are invaluable in the waters of the Abyss. Hahli is an undisputed expert in the field of life and fighting underwater. That's why Hahli plans to direct all Toa Mahri underwater activities. While the other Toa are feeling particularly unwell in the Abyss, the Toa of Water is finally in her element.

26

Each Toa Inika's Kanohi was endowed with power, especially needed during the search for the Mask of Life on the island of Voya Nui. After arriving on Mahri Nui, the Toa not only underwent a complete transformation, but also gained masks with completely new properties. Match the old and new Kanohi with their owners' names.

27

Check how well you know the underwater world of BIONICLE. Do you know which of the following statements are true and which are false? If you carefully read all the information in this book, you will surely find the answer to every question.

1. Kongu feels in the Pit like a fish in the water. F

2. Hydraxon has an extremely sensitive sense of smell. F

3. Hahli is the best swimmer among Toa Mahri. T

4. The Matoran of Mahri Nui fear the Toa Mahri. F

5. Jaller has a Cordak rotating blaster attached to his shoulders. F

6. Thanks to the power of his mask, Matoro can "reanimate" dead Rahi. T

7. Hewkii can electrocute and stun even Takea the shark. T

8. Kanohi Volitak is the Mask of Summoning. F

9. Hydraxon is an ally of the Toa Mahri. T

10. The Mask of Life chose Nuparu as its confidant. F

28

"bionicle.com quote"

29

MASK

The power of the Kanohi Garai, the Mask of Gravity, increases or decreases the weight of its owner or other beings to descend or ascend from the depths more quickly.


UNDERWATER CAPABILITIES

Hewkii is a very poor swimmer and hates water. Although the power of his mask somewhat compensates for this imperfection, Hewkii prefers to keep both feet on solid ground, even if it has to be the bottom of the ocean.


WEAPON

In addition to his underwater halberd, Hewkii also wields the Cordak rotary blaster, the standard weapon of the Toa Mahri. The electrical charge Hewkii can create from his chains can stun even a Takea shark.


TOA OF STONE

Hewkii is the strongest Toa, so his role in the mission is to defend Mahri Nui from uninvited guests. His skills and stature are enough to stop any beast from the underwater world before the other Toa arrive. Hewkii would like to finally find the Mask of Life so that he can land on the mainland as soon as possible. Although he doesn't feel like a fish in water in the Abyss, he makes it a point of honor to complete the mission to the best of his ability.

30

He was once Dekar, a Matoran fighting for the freedom of Mahri Nui, before the power of the Mask of Life gave him the form of the powerful Hydraxon, ensuring that none of the creatures trapped here escaped. Although his first confrontation with the Toa Mahri was not peaceful, Hydraxon becomes a valuable ally in their struggle against the Barraki.

WEAPON

Cordak rotating blaster, knives, boomerangs and back-mounted swords.


CHARACTER

Hydraxon is a guard by profession. When he discovers the presence of a fugitive nearby, he can drop everything to immediately pursue him.


ABILITIES/POWER

A master of all types of weapons. He has surprisingly keen hearing, which helps him track down fugitives.


WEAKNESS

His sensitivity to sound makes him very susceptible to sonic attack.


FUN FACT

Hydraxon doesn't remember anything from his past. He knows nothing about his previous incarnation and believes that he is the legendary Hydraxon, the true guardian of the Abyss.

31

"bionicle.com quote"

32

"solutions"

33-34

"Mahri cards"

Who are the Toa Mahri? Who hates water? Who was chosen by the Mask of Life? You can always have the answers to these questions and many other valuable information about Toa Mahri at hand by cutting out the trading cards from the cover. Look for more pages in other books in the BIONICLE series. Collect a collection of unique cards featuring adventure heroes in the BIONICLE world.

BIONICLE: Mahri II

0

The BIONICLE series includes:

A gang of cunning and dangerous Piraka arrives on the island of Voya Nui in search of the Mask of Life. If they find her, the BIONICLE world will face destruction...

The Toa Inika come to rescue the Matoran of Voya Nui from the Piraka. Can they reach the Mask of Life before the Piraka do?

Cruel sea monsters reign in the dark depths of the ocean - Barraki. Can a handful of Matoran survive in this dangerous world?

The Mask of Life comes to the underwater world. For the Matoran it may be a chance for salvation, for the Barraki it may be an opportunity to fulfill their sinister plans...

Heroic Toa appear in the Abyss. The next stage of their quest for the Mask of Life is even more dangerous...

In the dark world of the Abyss, a ruthless fight for the Mask of Life begins. Will the Toa Mahri emerge victorious?

1

QUEST FOR THE MASK OF LIFE

Setting out to rescue the missing Toa Nuva, six brave Matoran from Metru Nui have no idea what their true destiny is on the island of Voya Nui. Transformed into Toa Inika, they must face the dangerous Piraka in the fight for the Mask of Life. Only thanks to it can the life of the Great Spirit Mata Nui and the entire BIONICLE world be saved.

When, after many difficulties, they manage to get it, the mask unexpectedly slips from their hands and disappears into the depths of the ocean. Determined to recover it at all costs, they begin a long and dangerous journey through a maze of tunnels inside the cord connecting Voya Nui with Aqua Nui, a mysterious city in the underwater world.

Just before emerging from the cord, a wave of powerful energy transforms the Toa Inika into warriors capable of living underwater. It is the Mask of Life, and when in danger it uses its power to create heroes capable of freeing it from the clutches of the monstrous Barraki. However, the new Toa - Toa Mahri - do not know that this time, for the first time in history, the most evil villain of the BIONICLE world, Makuta, is secretly counting on their victory.

2

3

When the Toa Mahri appear in the underwater world, the Barraki believe they are new convicts - after all, no one comes to the Abyss of their own free will. However, the Barraki do not trust the newcomers and "invite" five of them to their caves. Fortunately, all the Toa manage to escape. Pursued by the Barraki, they end up in an underwater armory where they find the right weapon for themselves - Cordak blasters.

Find the path with the correct blaster name and you will find out which Toa reached the armory first.

4

MATORO

Matoro is the only Toa Mahri with whom the Mask of Life makes contact. He knows that the mask has an important purpose for him and he will not rest until he finds out what it is. The Mask of Reanimation that he wears has the power to fill the shells of dead Rahi with energy that simulates life. Matoro suspects that this may have something to do with his assignment. Toa Mahri Matoro is now a warrior full of faith in himself and his destiny. Armed with two large knives and a rotary blaster, Cordak will not hesitate to face any opponent to complete his mission, even at the cost of his own life.

5

In the absence of the other Toa, Matoro searches Mahri Nui for information about what happened to the Mask of Life. He unexpectedly falls into the hands of Hydraxon, the guardian of the Abyss, who mistakes him for an escaped criminal. Despite this, he manages to establish that the Barraki, not trusting each other, entrusted the mask to Nocturn, but he - as is his habit lately - suddenly disappeared without a trace, along with the mask...

Find and mark the outline of the Mask of Life hidden in the tangle of shapes.

6

MAKUTA/MAXILOS

ROLE IN THE ABYSS

Before Makuta took over his mechanical body, Maxilos was the main guardian robot in Hydraxon's service. Now Maxilos/Makuta has one goal: to obtain the Mask of Life at all costs to finally take over the world of BIONICLE.


WEAPON

A shoulder-mounted Cordak rotating blaster, a fiery electric sword, and a Spinax hound with sharp teeth and steel-hard claws.


CHARACTER

As a robot, Maxilos has no personality of his own, as a Makuta - he is the embodiment of evil and cruelty. Envious, vain and arrogant, he requires showing adoration and readiness for absolute sacrifice. He is cunning, deceitful and deceitfully uses others to achieve his own dark goals.


ABILITIES/POWER

Makuta in the body of Maxilos has all his dark power, thanks to which he has so far brought numerous misfortunes to the inhabitants of the BIONICLE world.

Spinax can always track down an enemy and chase them down for millennia.


WEAKNESS

Makuta is not yet completely familiar with Maxilos' body and does not want to risk destroying it. He also cannot fully use its combat capabilities, which makes the fight very difficult.

Spinax moves more freely on land than in water, so it's easy to escape from him.

7

MAXILOS & SPINAX

Maxilos reveals his true identity and releases Toa Matoro to help the Toa regain the Mask of Life. In this way, evil allies itself with good for the first time. However, the true intentions of both sides are completely different. The Makuta hopes that it will be easier for him to take the mask from the Toa, than from the rulers of the underwater world...

"quote"

8

JALLER

As befits a true leader, Jaller has a strong character and can make difficult decisions even when the rest of the team disagrees with him. Despite this, he does not voice his opinions during the mission in the Abyss and is rather withdrawn. He realizes how important the bond between the Mask of Life and Matoro is to the success of the mission. He appreciates Hahli's better orientation in the underwater world. He gives them leadership and although he is not sure of his role in the team now, he knows that he can serve it with his strength and tactical skills. However, his leadership skills prove to be very useful...

9

The Mask of Life - the Kanohi lgnika - is the cause of the war in the Abyss, but also a chance to save the entire BIONICLE world. To obtain it, intellect, muscle strength and sophisticated weapons are not enough. Fortunately, the Toa Mahri have the additional power of their masks.

Do you know which masks are shown in the picture?

The Kanohi Tryna is located to the left of the Kanohi Arthron. The Mask of Echolocation is to the right of the Mask of Summoning. The Mask of Reanimation is drawn on the left side of the Kanohi Zatth. Kanohi lies to the left of Kanohi Arthron.

10

Using a trick, the Toa convince the Barraki that someone in their circle has stolen the Mask of Life for themselves. A violent conflict breaks out between the powerful Barraki. From now on, all inhabitants of the Abyss are in great danger.

Help Matoro find a way out of the maze so that he can join the other Toa Mahri as quickly as possible.

11

Nocturn doesn't realize what a valuable asset the Barraki have entrusted to him. Even though the Mask of Life is just a pretty trinket to him, it takes a lot of strength and skill to take it away from an experienced warrior like him. The Toa Mahri - together again - find Nocturn's hideout, defeat him together and finally obtain the mask.

Number the scattered elements of the picture so that, when arranged according to the hints, they create the image of Nocturn.

12

The energy of the Mask of Life transformed the skillful and agile Toa of Air into a powerful warrior with a massive build. Equipped with two rotating Cordak blasters, Kongu is ready to take on any opponent in the Void. With the power of his Kanohi Zatth, Kongu can summon various creatures for help. Unfortunately, he has no control over who or what will come to his call. Additionally, he is tormented by the claustrophobic feeling of being trapped in the cold, dark waters of the Abyss.

13

To read the rest of the message, guess the letters replaced by numbers and then put them in the correct order.

The Mask of Life is finally in the hands of those worthy of it. Now is the time for the Toa Mahri to learn what the mask's purpose is for them in the underwater world. The brave Toa must at all costs cut the cord of petrified protodermis that connects Voya Nui to Mahri Nui and return the Mask of Life... to the world that feeds the world.

14

As armies of warring Barraki wreak destruction on Mahri Nui, the Matoran settlement is no longer a safe place for its inhabitants. The Toa Mahri help the Matoran evacuate to caves hidden deep beneath the island.

Complete the image of the Matoran Dekar using the elements provided.

15-18

posters

19

Complete the diagrams with digits 1 to 9 so that the sum of the digits in each column, row and diagonal is 15.

20

HEWKII

Uncomplicated nature and straightforwardness of Hewkii make him the best "buddy" of the other Toa. Hewkii is quick to spot and deftly mitigate emerging conflicts between individual Toa, because he firmly believes that a well-coordinated team is an unbeatable force. Although water is not the Toa of Stone's preferred environment, Hewkii will fulfill his role during the Toa Mahri's mission in the Abyss to the best of his ability. Equipped with a Cordak thrower and a halberd for underwater fighting, he is an obstacle that cannot be overcome by any opponent.

21

As a place of exile for the most dangerous criminals in the BIONICLE world, the Pit has never been a safe place. However, since the Mask of Life appeared in it, the weaker have no chance of survival without the help of the stronger. In the underwater world plunged into chaos, it is now difficult to guess who is the enemy and who is the friend.

If you blacken the fields indicated by the code on each grid, you will find out who the most dangerous Toa enemies in the Pit are.

22

GADUNKA

Gadunka was once a small sea creature that took refuge under the Mask of Life. The mask made him its guardian for a time, turning him into the giant he is now. Wild, violent and cruel, he has no intellect, so he is not particularly sensitive to mental attack. However, he has enormous physical strength, which would be enough for several other beings. His weapons include powerful claws, giant jaws and a vampire squid shooter. The size of its jaws is also its main weakness.

23

Find 6 differences between the images of Hydraxon.

Seeing the heroism and sacrifice of the Toa in defending the Matoran of Mahri Nui, Hydraxon becomes convinced that the Toa Mahri are not villains and allies with them. An alliance with a powerful guardian of the Abyss increases the chances of successfully completing the Toa's mission.

24

NUPARU

In his boyish wonder, Nuparu admires all the new things he experiences in a foreign environment. However, being underwater are two completely different things, and Toa of Earth often forgets that each of these worlds has its own rules. Equipped with a Cordak blaster and a shield to defend against enemy attacks, Nuparu also supports the Toa team with his engineering talents. With his typical optimism and ingenuity, he finds a way out of problems, following the maxim "there is no problem that cannot be solved with a tank and a few tubes."

25

In each row, one of the four elements is slightly different from the others. Which?

26

HAHLI

Hahli is horrified by the tragic situation of the Matoran tormented in the Abyss by the Barraki. Driven by a strong sense of justice, Hahli vowed to fight injustice and cruelty towards the weaker. Thanks to her natural diplomatic skills, she often seeks peaceful solutions where others only see the possibility of fighting. For those who don't understand the language of diplomacy, the Toa of Water also has other arguments... a three-pronged protosteel claw and a Cordak rotary blaster. Thanks to the Mask of Kinship, she can also absorb the energy of other water creatures when she needs more power.

27

How well do you know Toa Mahri? Write the names of the heroes in appropriate spaces.

The Barraki and Maxilos do everything they can to recover the Mask of Life and prevent the Toa Mahri from completing their mission. After ensuring the safety of the Matoran, the Toa manages to eliminate Maxilos from the fight. After defeating Gadunka, the Toa can finally fulfill the will of the mask - they cut the cord connecting Voya Nui and Mahri Nui. Deprived of its "anchor", Voya Nui drifts away to where it once came from - to the core of the universe. The Toa follow it, followed by the Barraki. The island hurtles towards a rift whose shape is identical to that of Voya Nui. When it gets there, it will irrevocably close access to the place where the Mask of Life should be delivered.

28

Can you recognize the heroes of the BIONICLE universe just by looking at small fragments of their characters?

29

As they approach their destination, the Toa realize that it is too late - the Great Spirit Mata Nui is dead! But Matoro doesn't give up - he flies even faster and falls into the crack just before Voya Nui closes it tightly. The remaining five Toa Mahri must work together to face the overwhelming forces of the Barraki and their army of underwater beasts. Jaller, Hahli, Nuparu, Hewkii and Kongu know well that they have no chance...

30

Place the falling pieces in the appropriate places on the diagram and you will find out what happened to Matoro and how the Toa Mahri's mission ended.

Matoro's sacrifice is not in vain - Mata Nui lives again! The only thing left now is to awaken the Great Spirit once again...

31

1. The Toa Mahri receive Cordak blasters as a gift from the Barraki. (F)

2. Matoro seeks information about the Mask of Life on Mahri Nui. (T)

3. The Mask of Life is Nocturn's most precious treasure. (F)

4. Maxilos has a dog called Spinax to help. (T)

5. Maxilos' body is possessed by Mata Nui. (F)

6. Hydraxon initially treats the Toa as criminals. (T)

7. Misled by the Toa, the Barraki argue among themselves. (T)

8. The gadunka successfully stops the Toa from cutting through the cord. (F)

9. Voya Nui returns it to the core of the universe. (T)

10. In the final clash, the six Toa battle the Barraki armies. (F)

32

"solutions"

33

"Mahri cards"

Who are the Toa Mahri's enemies and allies? Why does Hydraxon help Toa? Who really is Maxilos?

You can always have the answers to these questions and many other valuable information about the good and bad heroes of the BIONICLE world at hand by cutting out the collector's cards from the cover. Look for more pages in other books in the BIONICLE series. Collect a collection of unique cards with heroes of adventures in the world of BIONICLE.

BIONICLE: Phantoka Toa Nuva

1

SAVE THE WORLD THAT FEEDS THE WORLD...

The doom of the BIONICLE world has been averted... but not for long. Through the sacrifice of Toa Mahri Matoro, Mata Nui was restored to life. However, the Great Spirit is still imprisoned in eternal sleep. Only the heroic Toa Nuva can awaken it and restore the light to the world of BIONICLE. Destiny leads the Toa Nuva to the core of the universe. It is here in Karda Nui that they must face an extremely powerful enemy - the Brotherhood of Makuta. Convinced that they must find the Mask of Life in order to complete their mission, the Toa decide to split up. Lewa, Kopaka, and Pohatu stay behind to help the besieged Matoran, while Tahu, Gali, and Onua go searching for the mask in the swamps of Karda Nui. Team Toa Lewa face warriors who are not easy to defeat. The Toa soon discover that only working with the Matoran can help them gain an advantage over their foe. But despite their combined forces, the fight against the Brotherhood of Makuta presents the defenders of "the world that feeds the world" with their most difficult challenge yet...

2

For more than a thousand years - so long that even the memory of a world without Shadow reigned only in Turaga stories and memories - the inhabitants of the island of Mata Nui lived in fear of the Lord of Shadows, the cruel Makuta. The Matoran were comforted only by the hope of restoring balance and peace to their world by fulfilling the prophecies about heroes destined to defeat the Makuta and awaken the Great Spirit Mata Nui from his eternal slumber. Time has shown that their hope was not in vain...

Toa Mata

Created in Arthaka approximately 100,000 years ago, the Toa Mata first saw the light of day in Daxia, the base of the Order of Mata Nui. After completing their training under Hydraxon himself, they were appointed guardians of Karda Nui. During the Great Cataclysm, they were sent on a mission to find the island of Mata Nui and awaken the Great Spirit. Unfortunately, the pods they were traveling in malfunctioned, leaving the dormant Toa adrift in the waters of the Infinite Ocean. Nearly a thousand years later, a signal accidentally sent by the chronicler Takua brought the Toa Pods to the shores of Mata Nui. No one on the team remembered how they got there or where they came from. Everyone was sure that it was their destiny to protect the Matoran from the Makuta and the evil he had brought to Mata Nui... and that they would either succeed in their mission or die trying.

According to legend, Makuta hid the Great Masks of Power in the most inaccessible places of Mata Nui, guarded by the beasts he controlled. After finding all the Kanohi, the Toa gained powers that allowed them to boldly face the Shadow Lord. Tahu, Gali, Lewa, Pohatu, Kopaka, and Onua also learned that only unity and a sense of duty would allow them to fulfill their destiny. Before the Toa reached Makuta's lair, they had to fight the giant Manas crabs he had sent and the Shadow Toa that had been harvested by the power of illusion. The Makuta himself tried to outsmart them by disguising himself as a Matoran. In the end, the Toa won the battle against the mighty Shadow Lord... but his revenge was cruel. Awakened by him, swarms of Bohrok, led by queens Cahdok and Gahdok, unleashed a work of total destruction on the surface of Mata Nui...

The Toa and Turaga found the enemy's weak spot when they discovered that the Bohrok were mere machines, controlled by strange parasitic creatures called Krana who obeyed the Hive Queens' bidding. Having won eight different Krana, the Toa reached Gahdok and Gahdok's lair, defeated them, and imprisoned them in a cage of solid protodermis, preventing them from telepathically communicating with the Krana.

3

Toa Nuva

The Toa's victory over the Bahrag Queens culminated in an accidental "bath" of protodermis, which transformed the heroes, altering their appearance and weapons, and increasing their strength. At the same time, Nuva symbols corresponding to each Toa's elemental power appeared in the six Toa temples on the island. The cage in which Gahdok and Cahdok were imprisoned was secured by the Nuva Cube, an intricate lock that nothing but the combined symbols of the Toa Nuva could open. Delighted with their new powers, the Toa Nuva forgot about unity. Against Gali's warnings, the Toa split up, setting off on their own to search for the Kanohi Nuva scattered across the island. Meanwhile, the Bohrok-Kal, a squad of elite Bohrok, arrived on Mata Nui on a mission to free the Bahrag Queens. The enemies easily intercepted the Nuva symbols, draining the Toa Nuva of their elemental powers. Even equipped with the Kanohi Nuva, the Toa were unable to stop the Bohrok-Kal. It was only Tahu's use of the Kanohi Vahi, the Mask of Time, and Gali's desperate plan to use against their enemies their own powers, multiplied by the Toa elements, that brought victory. The Toa regained the Nuva Symbols, and with them their strength. Together with the Matoran, they were finally able to begin rebuilding Mata Nui.

4

Before Tahu, Lewa, Pohatu, Gali, Onua and Kopaka found their way to the core of the universe, their fates were connected with three other places. Match the events in the history of the BIONICLE world with the names of the corresponding islands.

Quest to find the Toa of Light.

Invasion of destructive Bohrok swarms.

Encounter with the Piraka while searching for the Mask of Life.

Rebuilding the legendary Matoran city, destroyed during the Great Cataclysm.

Finding the Great Masks of Power.

5

KARDA NUI THE WORLD THAT FEEDS THE WORLD...

Karda Nui is a cave so large that it is practically a separate world. Its gloomy landscape is dominated by gigantic stalactites of bizarre shapes climbing upwards, which once broke off from the ceiling and stuck into the submerged bottom of the cave. The remnants of the majestic waterfall centuries ago formed a vast swamp in its center.

The waters of Karda Nui are a mixture of liquid protodermis and salt water. They emit light and heat. During the periods of activity of the waterfall, water streams shape stalactite formations or disturb the structure of the rock, sometimes detaching further stone needles from the vault and walls of the cave.

High above the swamps, the air is perfectly clear. The lower you go, the worse the visibility is. The marshy floor of Karda Nui is shrouded in thick mist.

The swamps are overgrown with impenetrable thickets of mutated vegetation. Even the animals inhabiting them are extremely difficult to move around. Each stalactite is a near-autonomous world, and some stalactites are inhabited by Av-Matoran, also known as Matoran of Light. Due to the specific shape and huge size, it is impossible to leave them... unless you can fly.

6

KOPAKA NUVA

"bionicle.com quote"


MASK

Akaku Nuva - Allows the Toa of Ice to observe objects in the distance and see through matter. By its power, just like by the power of other masks Nuva can be used by everyone who is near it.


POWER

The Toa of Ice can start or stop avalanches and blizzards, hurl blades of ice, freeze his foes, and even freeze living flames. He is endowed with natural resistance to extreme frost.


WEAPON

Midak Skyblaster equipped with a snow blade and laser visor, shoots balls of light.

7

His intelligence is as keen as the coldness he exudes. As befits an ice lord, Kopaka almost never shows his emotions or loses his temper. He prefers to hide his true feelings under a mask of silence as thick and unshakable as the ice that covers the mountainsides of his native Ko-Wahi.

Kopaka has never been the most outgoing Toa. At first, he barely tolerated Tahu and Lewa, but grew to respect them over time. If any Toa can be called his friend, it is Pohatu.

On Mata Nui, Kopaka was armed with a sword and shield. After transforming into Toa Nuva, he had a larger shield, and his ice sword gained two blades. In addition, Kopaka Nuva's Power Sword, when disassembled into two halves, serves as skates, allowing the Toa of Ice to move rapidly on frozen lakes or cut through snowdrifts. His mask of power has a telescopic visor that allows the Toa Kopaka Nuva to see further than anyone else.

In Karda Nui, Kopaka wears the same Kanohi Akaku Nuva, but his armor and equipment can now adapt to the environment in which the Toa of Ice performs his mission.

8

Prior to the invasion of the Brotherhood of Makuta, Solek was a historian researching the ancient legends of the Toa guarding Karda Nui. However, it never even occurred to him that one day he would fight with them side by side. No one knows the history of the Toa Nuva better than he does. Solek is an expert in this field and knows a lot more about Lewa, Pohatu and the other heroes' pasts than even they do!


CHARACTER

Kopaka is an unsurpassed role model for Solek. The Matoran wants to be his equal, but he can't yet control his emotions like he does.


EQUIPMENT

Swords that emit light pulses. Jet accelerator.

"bionicle.com quote"

9

When a Toa Nuva flies in tandem with a Matoran, a psychic bond forms between them. The Toa gains access to the Matoran's memory, drawing knowledge of Karda Nui from it, while the Matoran can partially use the power of the Toa Mask. With their combined powers, Solek, in tandem with Kopaka, is able to create small items from solid light that are useful in combat.

10

LEWA NUVA

"bionicle.com quote"


MASK

Miru Nuva - Great Mask of Levitation - allows those using its power to float and glide through the air.


POWER

The element that Lewa controls is air. In the blink of an eye, he can create a light breeze or a powerful cyclone. Thanks to his rocket boosters, he is a master of aerial acrobatics that no Toa can match.


WEAPON

A Midak blaster that shoots balls of light and an air sword.

11

Lewa has always been the biggest joker among the Toa. His over-energy and over-talkativeness often annoyed the more serious members of the team, especially Tahu and Kopaka. However, in Karda Nui, he has become a more mature and responsible member of the team who can always be relied upon. Lewa's best friend is Onua, a Toa of Earth who saved his life twice.

The Toa of Air has a special connection to nature. On Mata Nui, he quickly learned "treespeak", the local dialect of Le-Matoran. Lewa often took care of wild Rahi, and his favorites were the mighty Ash bears.

Thanks to his Kanohi Miru, the Toa of Air was able to levitate. A "bath" in the energized protodermis increased the mask's power, which, combined with the power to manipulate the wind, enabled Lewa Nuva to fly freely. Lewa's old ax has been replaced with two katanas, often serving as wings. One of them had been broken by the Piraka Reidak in a fierce battle, but the skillful Matoran of Voya Nui had skillfully forged a new one for him.

The Toa Lewa Nuva's greatest asset when defending Karda Nui from the Brotherhood of Makuta warriors is his new armor, the remarkable feature of which is its ability to adapt to different environmental conditions.

12

Tanma commands the last remaining Matoran of Light. The role of leader fell naturally to him as he had to make many difficult decisions during the siege of Karda Nui. He is the only Av-Matoran to survive an attack by shadow leeches that drain light energy, thus not becoming a Shadow Matoran - an ally of the Brotherhood of Makuta. Now he is filled with anger and thirst for revenge.


CHARACTER

Brave in action, but never reckless. Smart enough to know when the Matoran can attack and when they must flee if they want to survive.


EQUIPMENT

Swords that emit light pulses. Jet accelerator.

"bionicle.com quote"

13

Light is the element of all Av-Matoran, but each of them is able to use its energy in an individual way. Thanks to his power Tanma is the "living battery" for the Toa Lewa Nuva's Midak Launcher. In return, Lewa gains his partner's valuable knowledge about his home world, for which they had to fight together.

14

In order to fully draw on the truths and wisdom contained in the legends and history of the BIONICLE world, as Solek desires, it is necessary to be able to see the seemingly invisible connections between various elements.

Take a look at the three diagrams above. Can you find the principle that the Karda Nui symbols move in the squares inside each diagram? Which answer will match the fourth empty diagram: A, B, C or D?

15

Tanma needs support from the Toa. Help the Matoran get the shortest route to Toa Lewa.

16

While on a mission in Karda Nui, the Toa Nuva need every possible form of support to successfully counter their powerful foes. This time, the Toa are equipped with armor, masks, and weapons capable of adapting to any type of environment they find themselves in. Can you recognize the heroes of the BIONICLE world just from small parts of their characters?

17

The mirror images of the Toa Nuva masks differ from the originals in one small detail. Find it in each of them and mark it.

18

POHATU NUVA

"bionicle.com quote"


MASK

Kakama Nuva - Great Mask of Speed - Allows you to move at great speed.


POWERS

Pohatu is the master of stone. He can use his will to use stone formations as tools or weapons. Easily creates and annihilates all stone structures. Thanks to the rotor, it can fly, but it is not very maneuverable in the air.


WEAPONS

Midak Launcher that shoots orbs of light. Pliers-drills.

19

The Toa of Stone is a tough, down-to-earth realist. He had never doubted that friendship was the strength that most effectively held a Toa team together. Brilliant and chivalrous, Pohatu was always a devoted friend to any Toa, even when their differences seemed irreconcilable.

Pohatu is endowed with immense physical strength, and his greatest asset is his extremely strong legs. As a Toa Mata, his main weapon was a powerful pincer that, when combined, formed a Kodan Orb. Pohatu used it as a projectile, sending a powerful kick in the direction of the opponent. The pliers are also used to climb the most inaccessible mountain peaks. In Karda Nui, the pincers act as rotors that allow the Toa of Stone to fly.

Pohatu Nuva possesses the Kanohi Kakama Nuva. Thanks to it, his companions can also move with increased speed. Additionally, the mask grants Pohatu the power to make his body's molecules vibrate at a frequency capable of penetrating solid matter objects.

The only thing the Toa of Stone really fears is water - Pohatu can't swim, he's too heavy to float, and he sinks to the bottom...like a stone.

20

Photok is a warrior who has been waiting for millennia for an opportunity to fight. He can't wait to face the Brotherhood of Makuta. Photok's best friend was Radiak before he fell under the power of the Phantok Makuta. Now the two former friends often face each other in battle.


CHARACTER

Bold, brave, impatient.


EQUIPMENT

Swords that emit light pulses. Jet accelerator.

"bionicle.com quote"

21

The multi-powered warriors of the Brotherhood of Makuta surpass the Toa Nuva in strength. To repel the enemy attack, the defenders of Karda Nui join forces with the Av-Matoran. Photok has the power of the speed of light. Under its influence the power of Pohatu's Kanohi Kakama Nuva is doubled.

22

How well do you know the heroes of the World of Karda Nui? Write the names of the characters shown in the pictures in the appropriate places in the crossword puzzle.

23

In each row, one of the four elements is slightly different from the others. Which?

24

The Toa lgnika is the new incarnation of the Kanohi lgnika, the Mask of Life. Out of respect for Toa Mahri Matoro, who accepted his destiny and sacrificed himself without hesitation to save Mata Nui's life, the mask created the body of a mighty warrior for himself to help the Toa Nuva stop Karda Nui's conquest by the dark forces of the Brotherhood of Makuta.


WEAPON

Midak Launcher. The Sword of Life.


CHARACTER

He really wants to be a real hero and have friends. His courage borders on bravado - but when you have such power, you can allow yourself to be a little reckless.


POWERS

Although not as powerful as the Kanohi Ignika in its original form, it is able to breathe life into any form of existence, changing its character in any way, as well as take away its life energy.


WEAKNESS

Simple and naive.

25

TOA IGNKA

In appearance, it is not much different from other Masks of Power. But thanks to their powers, other masks can be useful tools or extraordinary weapons. This mask can breathe life into the entire universe... or take it away. Behold the power of the Mask of Life...

26

1. Karda Nui is "the world that feeds the world." (T)

2. Toa Kopaka hates cold temperatures. (F)

3. Toa armor, masks, and weapons on missions in Karda Nui can function in any environment. (T)

4. The Matoran of Karda Nui are threatened by the dark forces of the Brotherhood of Makuta. (T)

5. The Kanohi Miru Nuva is the Great Meditation Mask. (F)

6. Toa lnika is the reincarnation of Toa Mahri Matoro. (F)

7. Solek is a master in controlling his own emotions. (F)

8. The power of the Matoran of Light triples the power of the Toa Nuva. (F)

9. Pohatu Nuva, Toa of Stone, wears the Great Mask of Speed. (T)

10. Tanma is a "living shield" for the Toa Lewa Nuva. (F)

27

The Matoran of Karda Nui nicknamed both their allies and foes the "Phantoka". Decipher the meaning of this word in the Matoran language and the content of the legend that is associated with it.

28

Air Spirits.

The Phantoka live in the clouds where they fight endlessly. In daylight, the good Phantoka win. The evil ones triumph when darkness falls. The Matoran believe that the Phantoka took the physical form of the Toa Nuva and Makuta so that their battle could continue...

BIONICLE: Glatorian I

0

Who are the Glatorian? What do they do? Who benefits from their strength?

You can always have the answers to these questions and many other valuable information about the heroes of the BIONICLE world at hand by cutting out the collector's cards from the cover.

Over 100,000 years ago, the Great Beings forged the Mask of Life and hid it on the remote island of Voya Nui. It was intended to protect against the death of the ruler of the Matoran world, the Great Spirit Mata Nui. Its task was to bring him back to life and heal him.

As a result of Makuta Teridax's attack, Mata Nui fell into eternal sleep. When the specter of death loomed over him a thousand years later, the Toa Inika set out to retrieve the Mask of Life. However, they discovered that the inhabitants of Voya Nui had been enslaved by a gang of dangerous Piraka who had taken over the island to obtain the mask for themselves.

Victory over the Piraka seemed to mean the end of the Toa Inika's mission. Unfortunately, the mask slipped from their hands and escaped into the depths of the ocean. In pursuit of it, the Toa reached a mysterious underwater village called Mahri Nui, terrorized by the cruel Barraki. So the Mask of Life used its power to transform the Inika into warriors capable of fighting underwater - the Toa Mahri.

After countless battles, the Mahri finally obtained the Mask of Life. Racing against time, Toa Matoro fled with the mask to Karda Nui - the core of the universe, the only place from which Mata Nui could be awakened. Meanwhile, another team of Toa - the Toa Nuva - already present in Karda Nui, were engaged in a fierce battle against the opposing Brotherhood of Makuta in defense of the Martoran of Light.

In Karda Nui, the Mask of Life transformed Matoro into the energy that restored Mata Nui, and soon after created a warrior body for itself to aid the Nuva in the fight against the enemy as Toa lgnika. In the end, it showed great heroism, giving up its new body and new life to use its energy to finally awaken Mata Nui from his thousand-year slumber.

At this point things took a very bad turn. The Great Spirit could not return to his revived body because it was possessed by the energy of Makuta Teridax. When Mata Nui's body awoke, his wandering spirit was sealed inside the Mask of Life. The ruthless Makuta then sent the mask into space, beyond the boundaries of the Matoran universe, condemning Mata Nui's consciousness to an endless journey into the unknown...

MEET THE HEROES AND VILLAINS OF THE BIONICLE WORLD!

1

In the inhospitable world of Bara Magna, mere survival is a daily struggle. The aridity of the desert is only overcome by scattered villages, built around ancient ruins. Without technological means, the lives of Agori villagers depend on their ability to repair and reinvent what little they have.

As a war would be disastrous, the villages resolve their conflicts through battles between Glatorians, warriors who fight for money and glory. For a Glatorian, victory can mean honor, new weapons or armor. Defeat means disgrace and, often, even exile to the desert.

It is in these parts that the Skrall tribe settles, a new tribe made up of fierce warriors who dominate the battles of Glatorians. Soon they will want to dictate their own rules and they know they have the power to do so...

2

BARA MAGNA

The entire Bara Magna desert is an extremely treacherous and chaotic place, from the jagged, windswept rocks of the North to the dangerous liquid sands of the South. All of the sands of Bara Magna are potentially liquid, and it is only a matter of time before even the heaviest rock crumbles and sinks into a sea of liquid sand.

Liquid sand more closely resembles water near the point of liquefaction. But the difference between solid and liquid becomes difficult to distinguish. The Skrall River has a regular flow of sand from the north, but the Sea of Liquid Sand itself is sometimes stable and able to support some weight. However, from one moment to the next, it can become liquid and without stability.

In the sands of Bara Magna live countless tribes and strange creatures, with only the physically strongest surviving.


ROXTUS VILLAGE

Located in the northern part of the desert, in the Black Spike Mountains, the village of Roxtus is home to the Rock Tribe. The villagers who live there are violent and hostile followers of the Skrall. This tribe has the largest number of members of all the Agori villages in Bara Magna.


TAJUN VILLAGE

Tajun, the Water Tribe village, is located west of the Skrall River estuary. Grieved by the fact that there is not a single safe place in Bara Magna, the water Agori live in an extremely dangerous region, between the deadly Dunes of Treachery and the deceptive Sea of Liquid Sand.


TESARA VILLAGE

The region between the Dunes of Treachery and the icy White Quartz Mountains is the only green area in Bara Magna. The village of Tesara, home to the proud Jungle Tribe, is located in what was once a vast jungle that stretched across the entire continent.


VULCANUS VILLAGE

The village of Vulcanus is located south of the Bara Magna Desert. Facing the endless and extremely dangerous Sea of ​​Liquid Sand, Vulcanus is home to many Glatorian warriors and the Fire Tribe Agori, their tough and brave survivors.


ICONOX VILLAGE

At the foot of Elbow Peak, in the White Quartz Mountains, northeast of Arena Magna, in the reaches of the Skrall River, lies the village of Ice Tribe. In their Twin Arena, the Glatorians fight to resolve disputes over territories and natural resources.


WASTELANDS

Due to its very nature, the desert is an unpleasant area for its inhabitants. Travelers pray not to stumble upon any of the hideous creatures that live there. However, if they encounter the Vorox of the Sand Tribe, this will be the last experience of their lives.

3

"map"

4

5

SKRALL

A member of the fierce Rock Tribe of Northern Bara Magna, the Skrall has proven to be the toughest and most dangerous Glatorian of all. Armed with a Thornax spike ball launcher and a rotating shield with a serrated blade, he lives for battle without fearing anything!


PERSONALITY

The Glatorians Skrall are arrogant, cruel and violent, they fear nothing and do not care about anyone but themselves. And they just wait for an opportunity to take over whatever they want, whenever they want.


WEAPONS

The Skrall use a Thornax launcher that fires spiked balls and a shield with a serrated blade in combat.


WEAKNESSES

Skrall Glatorians are disorganized. They fight over small things, as if they were a scattered band, instead of coming together and forming a true fighting force.


SKILLS

Incredibly gifted warriors, whether with or without weapons. What they may lack in technique they make up for in their extraordinary strength.

6

ATAKUS

Servant of the Skrall, the violent Rock Tribe, Atakus uses his dual swords to defend the city of Roxtus from anyone who dares to approach. Fierce and with brutal strength, few can withstand more than one blow from his black swords!


PERSONALITY

Cruel and evil, Atakus treats members of all other tribes with contempt. He likes to make it clear to everyone that his tribe is the most powerful.


WEAPONS

Two black swords that shine and whose blades are made with technology unknown in Bara Magna.


WEAKNESSES

His own ego. His illusion of superiority makes him vulnerable in the face of a difficult opponent.


SKILLS

Despite being small, he is a great fighter. He is adept at deflecting blows with one sword while attacking with the other.

7

The Agori have lived in an arid place for 100 millennia, which is why they are characterized as survivors. They know how to make basic repairs to their equipment or improvise how to put together some objects, but they have lost the ability to create something new. Sometimes, they don't even understand the main purpose of the technology they have access to.

Go through the maze so that you can collect all the Thornax launcher spike balls along the way.

8

--picture--

9

STRAKK

Relentless and ambitious, Strakk, of the Ice Tribe, will do everything in his power to achieve his dream: to be named champion of all Glatorians. His ice axe and Thornax spike ball launcher make him a dangerous enemy that cannot be ignored in the arena!


PERSONALITY

Tenacious, tough, shifty, he is a fighter who plays dirty, has no sense of honor and is totally obsessed with what he wants.


WEAPONS

An ice axe and a Thornax launcher typical of Bara Magna fighters.


WEAKNESSES

He forgets that not everyone is like him and that some don't have patience for the kind of tricks he tries to do.


SKILL

Strakk knows all the low blows that can be used in the arena and uses them as he pleases.

10

METUS

Metus travels through Bara Magna to promote Glatorian battles and to recruit new fighters. He dreams of finding a Glatorian to fight for his Ice Tribe and win the battles in the Arena Magna. Armed with an ice axe and a shield, he searches the entire territory of Bara Magna for this fighter and is ready for any challenge!


PERSONALITY

Intelligent, talkative, brazen, manipulative and always ready to make a good deal.


WEAPONS

As a member of the Ice Tribe, Metus wields an ice axe and a protective shield.


WEAKNESSES

He only thinks about himself, which makes it difficult to predict the behavior of those who fight for a cause.


SKILLS

Expert in recognizing talents, especially the talent of a Glatorian, and in convincing people of what he wants. He's not a great fighter, but he uses his weapon if necessary.

11

Use the Agori alphabet on page 22 to decipher the names of the characters and places in the world of Bara Magna and write them in the correct places in the crossword puzzle. To help you, all the letters “X” have already been revealed.

12

The Glatorians are the fighters of the world of Bara Magna. Each belongs to its specific element, such as fire, ice, jungle, sand and rock. They are hired by the Agori to fight for scarce resources and live apart from the villages, in their own facialities, where they constantly train. When necessary, they travel from village to village, either to fight or to find other work. There are also a small number of Glatorians who have been expelled from their villages and live in wastelands like bandits. Discover the 10 differences between these two images of the Glatorians Skrall and Strakk.

13

The Glatorians are very different from each other; There are those who depend on skill, those who depend on strength and there are even those who depend on low tricks to win. But when the time comes to fight, cunning, intelligence and strategy also count.

At the bottom of this page are six different symbols referring to the various tribes of Bara Magna. In lines 1 to 6 there are sets of all these symbols. Observe them carefully, find out which symbol is missing in each line and write the name of the tribe's element in the blank space.

14-21

"Crossing"

22

Do you already know the Bara Magna Desert and its inhabitants well: the Glatorians, the Agori and the rock tribes? Mark true sentences with the letter “V” and false sentences with the letter “F”. If you carefully read all the information in this book, you will definitely choose the correct answers.

1. The inhabitants of Bara Magna live in large, modern cities. F

2. The Glatorians are villagers who make a living from restoring objects. F

3. Problems between the tribes of Bara Magna are resolved through fighting. T

4. The village of Roxtus is located in the Black Spike Mountains. T

5. Agori Atakus belongs to the Ice Tribe. F

6. Members of the Ice Tribe live in the village of Iconox. T

7. The Skrall are powerful warriors known for their arrogance and brutality. T

8. Strakk is a Glatorian warrior who values ​​honor in combat above all else. F

9. Metus promotes battles between Glatorians and recruits new fighters. T

10. Metus is an excellent fighter. F

23

An austere new world... New brave heroes... New exciting adventures... Discover the characters' names and connect them to the correct phrases, taken from the first chapter of “The Crossing”.

A. “For a person like me, it’s a treasure chest waiting to be opened.”

B. “You are indebted to me, Where would you be if it weren’t for me?”

C. “Dozens of Glatorians in the world and I would have to be the one who cares about what is right.”

D. “He is a Glatorian. I can't let him die.”

24

"solutions"

BIONICLE: Glatorian II

0

What is Gresh's favorite arena move? Why was Malum banished from his village? Who is the leader of the Fire Tribe?

You can always have the answers to these questions and many other valuable information about the heroes of the BIONICLE world at hand by cutting out the collector's cards from the cover.

Over 100,000 years ago, the Great Beings forged the Mask of Life and hid it on the remote island of Voya Nui. It was intended to protect against the death of the ruler of the Matoran world, the Great Spirit Mata Nui. Its task was to bring him back to life and heal him.

As a result of Makuta Teridax's attack, Mata Nui fell into eternal sleep. When the specter of death loomed over him a thousand years later, the Toa Inika set out to retrieve the Mask of Life. However, they discovered that the inhabitants of Voya Nui had been enslaved by a gang of dangerous Piraka who had taken over the island to obtain the mask for themselves.

Victory over the Piraka seemed to mean the end of the Toa Inika's mission. Unfortunately, the mask slipped from their hands and escaped into the depths of the ocean. In pursuit of it, the Toa reached a mysterious underwater village called Mahri Nui, terrorized by the cruel Barraki. So the Mask of Life used its power to transform the Inika into warriors capable of fighting underwater - the Toa Mahri.

After countless battles, the Mahri finally obtained the Mask of Life. Racing against time, Toa Matoro fled with the mask to Karda Nui - the core of the universe, the only place from which Mata Nui could be awakened. Meanwhile, another team of Toa - the Toa Nuva - already present in Karda Nui, were engaged in a fierce battle against the opposing Brotherhood of Makuta in defense of the Martoran of Light.

In Karda Nui, the Mask of Life transformed Matoro into the energy that restored Mata Nui, and soon after created a warrior body for itself to aid the Nuva in the fight against the enemy as Toa lgnika. In the end, it showed great heroism, giving up its new body and new life to use its energy to finally awaken Mata Nui from his thousand-year slumber.

At this point things took a very bad turn. The Great Spirit could not return to his revived body because it was possessed by the energy of Makuta Teridax. When Mata Nui's body awoke, his wandering spirit was sealed inside the Mask of Life. The ruthless Makuta then sent the mask into space, beyond the boundaries of the Matoran universe, condemning Mata Nui's consciousness to an endless journey into the unknown...

MEET THE HEROES AND VILLAINS OF THE BIONICLE WORLD!

1

WELCOME TO THE BARREN WORLD

There is a saying among the Agori of Bara Magna: "Life is as hard as the desert is wide." Never before has there been so much truth in it as there is now.

Bandits called "bone hunters" have taken over the trade route through the Dunes of Treason, cutting off the village of Tajun from the rest of the world. The ambushes they arrange discourage even such powerful warriors as the Glatorian from venturing into the desert.

Meanwhile, the behavior of the Skrall begins to cause concern among the Agori tribes. Some suspect them of wanting to break away from the age-old Glatorian fighting system, even though they have so far had no equal in the arena. To make matters worse, travelers heading towards the village of Roxtus often disappear without a trace. Those who managed to return swear that they will not go to these areas again. What dark secret are the Skrall hiding? What threat do they pose to Bara Magna?

2

The life of the inhabitants of Bara Magna is based on the system of battles fought in Arena Magna. Warrior duels are a form of "annual gathering of the parlament". Initially, it was not a sport for the entertainment of spectators, but a serious meeting attended by the most important commanders.

The great arena is the architectural hallmark of Bara Magna. It was carved out of rock by mysterious ancient builders. The proof of their extraordinary craftsmanship are the organic, arched shapes of the buildings - extremely difficult to carve. There is a trace of the arena design inspiration in everything that was built thereafter in this world.

The arena is a masterpiece. It was built on the top of the highest rock of the Magna Falls. It is huge, and its towers, symbolizing the six elements of Bara Magna - fire, ice, water, jungle, sand and rock - proudly rise towards the sky.

3

On either side of the rock on which the arena stands, endless streams of water-like liquid sand cascade into a gigantic basin far below. The arena has a built-in mechanism that allows it to be filled with sand and emptied during fights. In this way, at the beginning of the duel, the warriors fight on flat ground, surrounded by only six symmetrically placed rocks sticking out of the sand. Over time, more obstacles emerge around them as the sand filling the arena is gradually drawn into the large hole in the center of its bottom. Woe to anyone caught in the whirlpool of sucked sand. A duel in the arena is not only a fight against another Glatorian, but also against a merciless element.

The arena is the most important place in Bara Magna.

4

5

Gresh

An experienced Glatorian from the Jungle Tribe, Gresh combines incredible speed and agility with astonishing strength in the arena. His favorite maneuver during a duel is a backflip while dodging while firing his Thornax launcher in mid-air. Gresh is not only a tough opponent in combat, but also a charismatic trainer appreciated for his knowledge and exceptional skills.


PERSONALITY

A charismatic, wise and brave Glalorian. A warrior and trainer who approaches each cup with practical, strategic preparation.


WEAPON

Reliable Thornax shooter with spiked balls and a shield for protection.


WEAKNESS

Sometimes he relies too much on old, battle-tested fighting techniques, instead of trying something new and surprising.


ABILITIES

Gresh has an encyclopedic knowledge of combat techniques, as well as the valuable ability to pass it on to other warriors.

6

Tarduk

Tarduk collects stories about ancient times and searches ancient ruins in search of souvenirs from the past. He treats the difficult life in the desert as a challenge that he must meet. He moves on four limbs, and his spines and claws are used for climbing or defending against enemies.


PERSONALITY

Brave, curious and adventurous. Nothing can stop Tarduk from searching for ancient artifacts in previously unexplored lands.


WEAPON

Tarduk relies solely on his natural weapons - his claws and spikes.


WEAKNESS

He may be so preoccupied with the idea of ​​finding an interesting artifact from the past that he often fails to notice the impending danger.


ABILITIES

Exceptional agility - a feature that makes Tarduk superior to most Jungle Agori and members of other tribes.

8

9

Malum

Mighty Malum once belonged to the Fire Tribe of the village of Vulcanus. He is a Glatorian for whom honor is an empty word. Due to the crimes he committed in the arena, his tribesmen turned on him and banished him from the village. Since then, Malum has been wandering the desert, fighting other Glatorian for profit. He's the last creature the people of Bara Magna want to deal with!


PERSONALITY

Malum is a cunning and rough villain for whom honor means nothing, neither in the arena nor in everyday life.


WEAPON

Huge claws and the typical weapon of all Glatorian - the Thornax blaster.


WEAKNESS

A fiery temper that Malum can't tame... or even want to. He probably owes it to his place of origin.


ABILITIES

Malum is endowed with incredible strength - when he manages to immobilize his opponent in his crushing grip, the fight is over.

10

Raanu

Agori Raanu is the respected leader of the village of Vulcanus. He can act decisively when the situation requires it, but only because he always has one goal in mind - the good of the Fire Tribe. His assets, invaluable in combat, are speed and strength. Still, Raanu is wise enough to know that it takes more than strength to win.


PERSONALITY

Has a practical approach to solving problems. Seemingly cool and composed, Raanu is always sincerely concerned about the fate of his tribesmen.


WEAPON

Raanu is armed with a powerful fire sword and a protective shield.


WEAKNESS

Raanu often accepts reality as it is, instead of making more effort and trying to improve the situation.


ABILITIES

Although he is the leader of the village, Raanu likes to fight in the arena from time to time to stay in practice. He knows all the Glatorian tricks.

11

All Glatorians meet once a year in the village of Atero during a tournament to determine the best warrior in Bara Magna. Occasionally, some Agori join the Glatorians in the arena, providing aid to a chosen warrior.

Which item in each column does not belong to a character with the given name?

12

Each Agori from Bara Magna belongs to his own tribe, closely related to the region from which he comes. The world of Bara Magna is inhabited by the following tribes: Rock, Sand, Ice, Fire, Water and Jungle. Characteristic of them are the symbols represented by the six towers of Arena Magna.

Try to find the right way through the cracked canyons in the desert. Be careful! Don't get lost!

13

The Agori's greatest weakness is their lack of unity. Living in villages scattered around Bara Magna, they rely on the protection of the Glatorian. Otherwise, they would become easy prey for bone hunters.

Put the pieces of each picture in the correct order. Do you know the names of the characters in the drawings?

14-21

"Crossing"

22

Check how well you know the Bara Magna Desert and its inhabitants - Glatorians and Agori from the Jungle and Fire tribes. Mark the true ones with the letter "P" and the false ones with the letter "F". If you read all the information in the book carefully, you will easily give the right answers.

1. Agori hire warriors to settle disputes between villages. T

2. Arena Magna is built on top of the highest rock of the Magna Falls. T

3. Gresh moves on all fours and uses claws and spikes in combat. F

4. The Glatorians participated in the war that ended with the destruction of Bara Magna. T

5. Tarduk is an exceptionally agile Agori from the Jungle Tribe. T

6. Malum is an experienced Fire Tribe warrior and trainer. F

7. The Arena Magna towers were supposed to resemble their ancient creators. F

8. Arena Magna has a built-in mechanism that is filled with hot lava. F

9. Raanu, the leader of the Vulcanus village, cannot control his emotions. F

10. Occasionally, some Agori fight alongside Glatorians during arena duels. T

AGORI ALPHABET

23

The adventure in the desert continues, and our heroes get into more and more trouble... Decipher the names of the characters and connect them with the appropriate quotes from the second part of "The Crossing".

A. I know about the bone hunters. I haven't heard of anything else lately.

B. We won't need it... they won't need it anymore either.

C. You'll get half of my pay for this job.

D. Next time, I'll make a plan. Do you want to lose them?

E. I was never your friend. Neither am I now.

24

"solutions"

25

"glatorian cards"

Look for more pages in other books in the BIONICLE series. Collect collections of unique cards featuring adventure heroes in the BIONICLE world.

"guide advertisement"

BIONICLE: Glatorian III

0

Who created the combat system? Why don't the other Agori like Berix? Which Glatorians resemble primitive beasts?

You can always have the answers to these questions and many other valuable information about the heroes of the BIONICLE world at hand by cutting out the collector's cards from the cover.

Over 100,000 years ago, the Great Beings forged the Mask of Life and hid it on the remote island of Voya Nui. It was intended to protect against the death of the ruler of the Matoran world, the Great Spirit Mata Nui. Its task was to bring him back to life and heal him.

As a result of Makuta Teridax's attack, Mata Nui fell into eternal sleep. When the specter of death loomed over him a thousand years later, the Toa Inika set out to retrieve the Mask of Life. However, they discovered that the inhabitants of Voya Nui had been enslaved by a gang of dangerous Piraka who had taken over the island to obtain the mask for themselves.

Victory over the Piraka seemed to mean the end of the Toa Inika's mission. Unfortunately, the mask slipped from their hands and escaped into the depths of the ocean. In pursuit of it, the Toa reached a mysterious underwater village called Mahri Nui, terrorized by the cruel Barraki. So the Mask of Life used its power to transform the Inika into warriors capable of fighting underwater - the Toa Mahri.

After countless battles, the Mahri finally obtained the Mask of Life. Racing against time, Toa Matoro fled with the mask to Karda Nui - the core of the universe, the only place from which Mata Nui could be awakened. Meanwhile, another team of Toa - the Toa Nuva - already present in Karda Nui, were engaged in a fierce battle against the opposing Brotherhood of Makuta in defense of the Martoran of Light.

In Karda Nui, the Mask of Life transformed Matoro into the energy that restored Mata Nui, and soon after created a warrior body for itself to aid the Nuva in the fight against the enemy as Toa lgnika. In the end, it showed great heroism, giving up its new body and new life to use its energy to finally awaken Mata Nui from his thousand-year slumber.

At this point things took a very bad turn. The Great Spirit could not return to his revived body because it was possessed by the energy of Makuta Teridax. When Mata Nui's body awoke, his wandering spirit was sealed inside the Mask of Life. The ruthless Makuta then sent the mask into space, beyond the boundaries of the Matoran universe, condemning Mata Nui's consciousness to an endless journey into the unknown...

MEET THE HEROES AND VILLAINS OF THE BIONICLE WORLD!

1

THE MYSTERIES OF THE DESERT

The deserts of Bara Magna are full of ruins, indicating the presence of a more advanced level of civilization at a certain point in the distant past. It is said that wonderful accomplishments occurred in this place, and that traces of these accomplishments can still be found buried under the sand of the deserts.

Here, the names of the Great Beings are still spoken in hushed whispers. Once scientist-kings of an entire world, they are said to have created new life... and also brought death. Rumor has it that you can see evidence of their work in many places, if you know where to look. But no one wants to find such evidence, because the power that these beings unleashed was something terribly powerful.

However, sometimes a traveler finds something he wasn't looking for... and long-abandoned places can still become dangerous. Those who wander through the deserts and mountains of Bara Magna are warned to stay on the marked path, because you never know what might be hiding in the shadows.

2

FIGHTS IN THE ARENA

Fights in the arena are an essential part of the social system that, above all, fulfills one objective: maintaining peace in Bara Magna. Fighting makes it possible to resolve conflicts between the Agori tribes, providing them with access to some goods and natural resources without the use of excessive violence, without harm to the villages and thus avoiding unnecessary deaths. This allows the Agori to work and create bonds of friendship.

The idea of fighting in the arena originated and was put into practice after the occurrence of a universal war that triggered a catastrophe called “the Shattering”, which caused the planet of Bara Magna to be divided into three parts. The larger part became the planet Bara Magna, while the two smaller parts became its moons. Due to this catastrophe, water and food resources became scarce.

To avoid disputes between villages, the Agori and several Glatorians created a system in which each tribe has to hire several Glatorian warriors to fight for it. The winner of each fight will claim the prize in dispute for the tribe that hired that Glatorian. The result of the fight is definitive and cannot be questioned.

Every year, a tournament takes place in the monumental Arena Magna, in the ancient city of Atero. All the warriors meet there to fight for the title of Glatorian champion.

3

FIGHTING RULES

A Glatorian undertakes to obey certain rules when fighting in an arena. Violation of these rules is seriously punished.


RULE ONE

Only one Agori can accompany each Glatorian in combat.


RULE TWO

A Glatorian can use their weapons and skills. And you can use vehicles during combat, but only if all fighters use vehicles.


RULE THREE

Several Glatorians can participate in a fight, depending on the rules of that fight.


RULE FOUR

A Glatorian wins the fight when his opponent is unable to fight.


RULE FIVE

The death or serious injury of an opponent who has already surrendered will cause a Glatorian to be dismissed and exiled to the Wastelands.


RULE SIX

Glatorians cannot receive payments from other tribes to influence the outcome of a fight.

4

5

TARIX

Tarix, from the Water Tribe village of Tajun, is one of the founders of the fighting system between Glatorians. He values ​​the ancient traditions of Bara Magna and is respected by both the Agori and the Glatorians for his experience and honesty. Although he is not as exuberant as other warriors, Tarix is ​​a fierce opponent with more than a thousand fights won in the arena.


PERSONALITY

Tarix always plays fair and respects all the people of Bara Magna. He is highly esteemed for his charisma and leadership character.


WEAPONS

An infallible Thornax spike ball launcher and a protective shield.


WEAKNESSES

Due to his experience, he believes he has seen everything, which could make him the target of a surprise attack.


SKILLS

Tarix relies on well-known tricks, is courageous and refuses to surrender in order to survive. He can breathe underwater thanks to a breathing tube he is equipped with.

6

BERIX

Berix is a powerful member of the Water Tribe from the village of Tajun. He is an expert in recovering damaged equipment, giving it a new life. Although he is invariably busy looking for ancient artifacts, he is always ready to defend himself from the attack of creatures hidden in the sands.


PEROSNALITY

Berix is seen as being a member apart, a bit eccentric, but deep down he has a good heart. He learned to survive by collecting things from the trash and using bits of equipment he recovered.


WEAPONS

A powerful sword and protective shield, typical of the Water Tribe.


WEAKNESSES

Berix is bothered that the other villagers and the Glatorians don't like him; they take looking for things in the trash for stealing.


SKILLS

Stealthy and able to discover how various gadgets work together, Berix also demonstrates some healing capabilities.

7

Most Agori have lived in these arid regions their entire lives, leading a difficult existence with little water, little food and few resources available. They look for food and objects in the trash and are strong fighters, but with a sense of honor, following the rules of the established system of the Glatorians. Some, like Berix or Tarduk, are interested in ancient artifacts, prompted by their curiosity about past times. However, the little bits of history they encounter are often too difficult for them to understand.

Complete the grid below, indicating the number corresponding to the different pieces of the puzzle.

8

THORNAX

"The Shattering" made the lands of Bara Magna almost infertile, with plants growing sporadically in some places on the planet. Only Tesara was able to continue farming despite the desert nature of the surrounding area. In addition to the trees, vines and other plants that grow in the village, there are also Thornax plants; its fruit proved to be very useful for the inhabitants of Bara Magna. An example of its multiple applications is the ink produced from fruit juice.

THORNAX LAUNCHER

Thornax launchers have been used for over 100,000 years, invented even before the cataclysm. Durable, easy to handle and repair, they also have the advantage of being light and easy to carry on long walks through the desert. They are the Glatorians' preferred missile launcher in the arena, although Bonehunters are also known to use them.

As all other complex machinery was eradicated after "the Destruction", the launcher became one of the most sophisticated technologies on the planet. It is made up of two metal rods, which hold the ammunition. Consisting of a simple trigger mechanism, it fires spiked balls. These balls are Thornax fruits, which have proven to be a devastating type of ammunition.

9

There are three main categories of Thornax fruit:

Green - "Green" Thornax can be picked, softened by cooking and eaten. The Bone Hunters make a particularly smelly and tasteless Thornax stew.

Mature - The mature Thornax is spiked and rock-hard, making it very effective as a missile in combat.

Overripe - Thornax that ripens too long in the desert heat can actually be explosive. Although it is not illegal, its use is frowned upon in most village arenas. Explosive Thornax are allowed in fights in Atero's Arena Magna.

Look carefully at the images below and try to find two identical Thornax fruits.

10

11

VOROX

The Vorox are a species of Glatorians from the Sand Tribe who regressed to a semi-beast state due to a natural disaster. The Vorox were once proud warriors, although more solitary than the others. After "The Shattering", they began to decline, eventually losing all their individual identity. The Vorox live and hunt in the Wastelands and do not participate in the social system, but fight in the arena when forced to.


PERSONALITY

The Vorox became little more than primitive beasts, driven by basic needs for food and shelter, without much intelligence.


WEAPONS

The Vorox are known to use swords and Thornax launchers. Due to their evolutionary change, they now have tails with powerful stingers.


WEAKNESSES

Cunning, but not very smart. Like beasts, they react in a primitive way and are frightened by things like fire or lightning.


SKILLS

Sand warriors are extremely skilled hunters with very keen senses, not allowing anyone to cross the territory they claim as theirs.

12

ZESK

The Zesk are a subspecies of the Agori who live in Bara Magna, being allies of the Vorox belonging to the Sand Tribe. After the catastrophe in Bara Magna, the Zesk suffered the same fate as the Vorox and retreated into savages, ending up becoming primitive beasts. Walking on arms and legs, they rely on their four eyes to keep an eye out for danger when they spot travelers who dare to pass through their region.


PERSONALITY

Over the millennia, the Zesk became savage and dangerous. They are no longer able to speak or go beyond primitive thinking.


WEAPONS

In combat, the Zesk rely entirely on their innate tools, which include a powerful scorpion-like stinger and sharp pincers.


WEAKNESSES

Small in size and not very smart, any single member of the Zesk species does not last long in combat with a Glatorian.


SKILLS

Zesk have keen senses, especially vision and smell, which allow them to easily detect their prey when they are hiding under the sand.

13

The life of a Glatorian, although easier than the life of an Agori, is not very pleasant. A good Glatorian is expected to be as talented with a sword or ax as he is with a Thornax launcher. They are always training, fighting or traveling to the location of the next fight. A high number of defeats leads to exile and dishonor. And even a victory can raise the question: "What will happen the next time I step into the arena?"


14-21

"crossing"

22

Do you already know the Bara Magna Desert and its inhabitants well: the Glatorians, the Water Agori and the Sand tribes? Mark true sentences with the letter “V”, and false sentences with the letter “F”. If you carefully read all the information in this book, you will definitely choose the correct answers.

1. Bara Magna was once part of a large planet that was divided into five parts. F

2. Tarix was one of the founders of the Glatorians system. T

3. Glatorians have to obey a set of rules when fighting in the arena. T

4. Glatorians can receive payment from other tribes for losing a fight. F

5. Berix, of the Agori, is an expert at dismantling recovered equipment. F

6. Thornax fruit juice can be used as ink. T

7. Thornax launchers are extremely difficult to use and repair. F

8. Too many defeats mean exile and dishonor for a Glatorian. T

9. The Vorox are primitive half-beasts from the Sand Tribe. T

10. The Zesk use their Thornax launchers to hunt those traveling through the desert. F

AGORI ALPHABET

23

The phrases below were said in different circumstances and at different times, but they all refer to one character. Which?

Find the answer using the symbols from the Agori alphabet. And also decipher the names of the authors of these phrases.

“Ow! A solo fighter challenging a Bone Hunter? Have the suns affected you, or are you just stupid? FERO

“Good! It lasted almost three minutes... That's a new record.” TARIX

“Fortunately, the sand bats still have less intelligence than you.” STRAKK

“I have to admit... for a jungle guy, you're brave.” TARIX

“Well, kid, you seem like the type who wants to be a hero; Looks like you're going to end up a dead hero.” STRAKK

24

"solutions"

25

In the books in the BIONICLE collection you can find and collect tear-off cards that describe the heroes of the adventures of the new BIONICLE universe.

BIONICLE: Glatorian IV

0

Why are the Skrall afraid of Tuma? What is the greatest weakness of the mighty Tuma? What makes Fero a great hunter?

You can always have the answers to these questions and many other valuable information about the heroes of the BIONICLE world at hand by cutting out the collector's cards from the cover.

Over 100,000 years ago, the Great Beings forged the Mask of Life and hid it on the remote island of Voya Nui. It was intended to protect against the death of the ruler of the Matoran world, the Great Spirit Mata Nui. Its task was to bring him back to life and heal him.

As a result of Makuta Teridax's attack, Mata Nui fell into eternal sleep. When the specter of death loomed over him a thousand years later, the Toa Inika set out to retrieve the Mask of Life. However, they discovered that the inhabitants of Voya Nui had been enslaved by a gang of dangerous Piraka who had taken over the island to obtain the mask for themselves.

Victory over the Piraka seemed to mean the end of the Toa Inika's mission. Unfortunately, the mask slipped from their hands and escaped into the depths of the ocean. In pursuit of it, the Toa reached a mysterious underwater village called Mahri Nui, terrorized by the cruel Barraki. So the Mask of Life used its power to transform the Inika into warriors capable of fighting underwater - the Toa Mahri.

After countless battles, the Mahri finally obtained the Mask of Life. Racing against time, Toa Matoro fled with the mask to Karda Nui - the core of the universe, the only place from which Mata Nui could be awakened. Meanwhile, another team of Toa - the Toa Nuva - already present in Karda Nui, were engaged in a fierce battle against the opposing Brotherhood of Makuta in defense of the Martoran of Light.

In Karda Nui, the Mask of Life transformed Matoro into the energy that restored Mata Nui, and soon after created a warrior body for itself to aid the Nuva in the fight against the enemy as Toa lgnika. In the end, it showed great heroism, giving up its new body and new life to use its energy to finally awaken Mata Nui from his thousand-year slumber.

At this point things took a very bad turn. The Great Spirit could not return to his revived body because it was possessed by the energy of Makuta Teridax. When Mata Nui's body awoke, his wandering spirit was sealed inside the Mask of Life. The ruthless Makuta then sent the mask into space, beyond the boundaries of the Matoran universe, condemning Mata Nui's consciousness to an endless journey into the unknown...

MEET THE HEROES AND VILLAINS OF THE BIONICLE WORLD!

1

A STORM IS COMMING

Just over one hundred thousand years have passed since the inhabitants of a distant planet called Spherus Magna discovered that its interior was filled with a mysterious substance. Those who dared to touch it died. When it became clear how powerful this substance was, a war broke out over the right to possess it. The conflicting parties sent successive hosts of Glatorian to fight, and the war quickly turned into a global conflict.

Meanwhile, the substance rising to the surface and slowly spreading became an object of study by the Great Beings. The energized protodermis, as it was called, gradually destroyed the structure of their home planet. As a result, Spherus Magna soon fell to pieces. The Great Beings managed to escape, while the surviving Glatorian and other inhabitants of the planet found themselves on the largest fragment of Spherus Magna, now known as the planet Bara Magna.

As a result of the "Shattering" Bara Magna became a desert, barren and resource-poor world. Painful memories of the war, which ended in a terrible cataclysm, prompted Bara Magnan to create a new social system that would protect them from a similar tragedy. Since then, all the tribes have lived in peace, even though their lives have never been easy. However, the inhabitants of Bara Magna do not expect that another storm will soon break out in their world...

2

In the past, the Glatorian were soldiers who fought in the Protodermis War. After the Shattering, their new home became the planet Bara Magna - the only habitable fragment of Spherus Magna left. The new social system - established to avoid another war - changed the tasks of the Glatorians. Tribes began to hire them to duels to settle disputes between villages in the arena. They were paid for protecting villages, trade transports, or for searching for resources. Once a year in the Arena Magna in Atero, the Glatorian fight for the title of champion. The winner of the tournament can demand more resources and a higher score for their services.

1 Civilized society doesn't want me among its people. I'll let you live... if you disappear soon.

2 I'm not afraid of anyone - and you are nothing to me!

3 I fight for profit. Should I fight for you? You will have to pay.

3

Apart from the Skrall and Vorox, all Glatorian are representatives of a single species. A Glatorian's body is composed primarily of organic tissue, but also has permanent mechanical implants to increase muscle flexibility and strength. In addition to Thornax blasters, Glatorians have many weapons they are allowed to use in the arena. Each warrior has a unique helmet that he never takes off due to the dangerous nature of the world he lives in.

Match the statements with their authors. Two of the six quotes come from the same fighter. No quote matches one of the characters. Which one?

4 The secret of victory is to recognize the mistakes of the defeated... and not make them yourself. 5 We'll meet at the arena. But first say goodbye to your friends... you probably won't see them again. 6 I may be green, but I'm not lacking in experience.

4

The Skrall

The black-armored Rock Agori are not the friendliest of Bara Magna. Although they send their Glatorians into arena fights, they do not hide their dislike for this tradition. It seems clear that both the entire tribe and its leader, Tuma, would love to simply take everything they care about for themselves. Nevertheless, for now they follow the same rules as others.

The Agori Rocks once inhabited the land of volcanoes in the far north. For centuries they lived in peace, protected by the warrior class, the Skrall. That was until terrifying and more powerful beings invaded their lands. Noiseless, shape-shifting killers attacked unexpectedly from the air, only to disappear as if in fog. The enemies returned many times, decimating the Agori and Skrall until Tuma - the last of his class - led the surviving tribesmen to safety in the south.

They arrived in the infamous Black Peaks, where they settled in the abandoned, ancient city of Roxtus. Since then, the Skrall have made it a city closed to other tribes - apart from specially "invited" guests, no strangers were allowed to enter it. There are rumors that the city holds kidnapped Agori, who were sold to the Skrall by bone hunters for slave labor repairing their weapons.

Tuma - coming from the class of leaders and the fiercest warriors - never wastes time on deep thoughts, reflections or doubts. He follows a simple philosophy: push forward, conquer, secure what you have gained, and move on. He himself is unlikely to leave the city, but the Skrall obey his orders diligently, knowing that disobedience or failure will be severely punished. However, extremely strong and excellent in all forms of fighting, Tuma is not as clever as he thinks. Yet this haughty, despotic, and formidable warlord steadfastly leads his forces to conquer Bara Magna.

5

"bionicle.com quote"

6

Skrall

The Skrall are divided into three classes - leaders, elite warriors, and rank-and-file warriors. The Skrall pictured here is a rank-and-file warrior.

The Skrall are trained to fight from the moment they are born. They do not tolerate weakness, cowardice, betrayal or mercy for the enemy.

The Skrall do not have individual names. Only those who became famous for great deeds can count on being named by their leader, Tuma.

The Skrall consider the Vorox to be as much a pest as the scarabax beetles, so they hunt them at every opportunity.

DECODE: There are male and female warriors among the Skrall, but there are many more of the former.

7

Tarix

Tarix worked with Certavus to create a system to maintain peace on Bara Magna. The first Glatorian exhibition fight in history took place in the village of Tajun between Tarix and Certavus. After a fierce duel, Tarix lost and Certavus was the first to win the champion title. Tarix is not only a famous Glatorian, but also a respected trainer of novice warriors. Of the living Glatorian, only Ackar of the village of Vulcanus has won the championship more often than Tarix.

DECODE: Tarix is the current title holder of the Glatorian Champion.

8

Gresh

Gresh, younger than most Glatorians, tries to appear serious and stern. However, his friends advise him to be more relaxed. When Tesara was threatened by a lack of water, Gresh fought against the Tajun representative without demanding compensation. Even though he won, Strakk, Malum and the other Glatorian resented him for fighting for free. Gresh is good friends with the Tajun Glatorian and sometimes trains with them. He and Strakk were hired to defend Vulcanus from the bone hunters.

DECODE: It was Gresh who saved the Glatorian that Malum tried to kill in the arena.

9

Strakk

Glatorians joke among themselves that without proper payment, Strakk will not swing his axe even in his own defense. Although he is not as brutal as Malum in the arena, Strakk often plays dirty. Every Glatorian knows this, but Strakk has never been caught cheating. Before the war, Strakk offered his services to the Skrall, expecting a high reward. The offer was rejected and Strakk was driven away. Strakk was hired to fight alongside Gresh in defending the village of Vulcanus from an invasion of bone hunters.

DECODE: Strakk is a Glatorian saved by Gresh from death at the hands of Malum.

10

Bone Hunters

The Bone Hunters are a nomadic tribe living in the Bara Magna Desert. They do not belong to the social system established by other tribes. They chose the life of bandits stealing food, weapons and everything within their reach. They attack caravans of traders and sometimes even villages, rarely leaving any witnesses to their crimes. Bone hunters often kidnap Agori, Glatorians, and Vorox and sell them to the Skrall in Roxtus.

Although the Bone Hunters and the Rock Agori are two separate species, the two tribes are distantly related. And life in the desert forced their bodies to develop additional internal eyelids to protect their eyes from the scorching sun and dry air. Bonehunters ride rock steed. They use swords in combat, although they also like to use Thornax throwers. They are a real nightmare for every hiker.

Fero of the Rock Tribe lives only for hunting. Armed with a sword and a Thornax thrower, he silently approaches his "prey" to admire the horror that appears in its eyes at the sight of the monstrous jaws of his rock steed. Sometimes it seems that Skirmix cares more about hunting than his master. During a chase in the desert, Skirmix can travel great distances without water or food. Fero is an excellent hunter, gifted with great instincts, but even he tends to forget about caution when he is just a hair's breadth away from catching his prey.

11

bionicle.com quote

12

Vorox

The Vorox were once civilized beings who led a nomadic life. It is uncertain when they regressed to near animal levels, but it was likely due to disease, starvation, and climatic changes caused by the "Shattering". Although some consider them mindless beasts, the Vorox have their own social system. Individual groups of Vorox number from a dozen to hundreds of members. Each of them is led by the strongest male. Malum defeated the leader of one of the larger groups of Vorox, and then became its leader himself.

DECODE: Some Vorox can speak the broken language of Agori.

13

Malum

Trained by Ackar of the village of Vulcanus, Malum would succeed him as the village's most important Glatorian. Malum ruined his reputation long before his exile from Vulcanus. He mauled an inexperienced Glatorian from Tesara to such an extent that he was eliminated from arena fighting for an entire year. Despite his grudge against the Agori and the Glatorian, Malum warned them of the bone hunters' plans to attack Vulcanus and of the Skrall army's march on Atero. Malum is convinced that Ackar, out of jealousy, led to his exile (although this is not true).

DECODE: Malum is the only Glatorian, who knows the language of the Vorox.

14-21

"Crossing"

22

In legends, facts are often mixed with myths. Do you dare to test your knowledge of the world of Bara Magna? There is only one correct answer for each question.

1. Energized protodermis was discovered on the plante called:

a. Spherus Magna,

b. Bara Magna,

c. Arena Magna.


2. The threat that protodermis posed to their planet was detected by:

a. Skrall,

b. Glatorian,

c. Great Beings.


3. The fearsome leader of the Skrall and the entire Rock Tribe is:

a. Certavus,

b. Fero,

c. Tuma.


4. Roxtus, located in Czarne Szczyty, is currently inhabited by:

a. Ice Tribe,

b. Rock Tribe,

c. Water Tribe.


5. The Glatorian who co-created the system for maintaining peace on Bara Magna was:

a. Tarix,

b. Gresh,

c. Malum.

23

6. Gresh has voluntarily waived payment to fight on behalf of the village in the past:

a. Tajun,

b. Tesara,

c. Vulcanus.


7. When Strakk offered his services to the Skrall, he was:

a. driven away,

b. hired,

c. imprisoned.


8. Fero, a bone hunter, rides on his loyal ... called Skirmix.

a. spikit,

b. rock steed,

c. sand stalker.


9. The Glatorian who took command of a large group of Vorox is:

a. Strakk,

b. Tarix,

c. Malum.


10. Malum was trained as a Glalorian in the past by:

a. Tarix,

b. Ackar,

c. Certavus.

AGORI ALPHABET

24

Vorox rarely speak.

25

"guide advertisement"

BIONICLE: Glatorian V

1

NEW NIGHTMARE

There were no wars on the planet Bara Magna.

Its inhabitants lived peacefully, but the meager resources of their desert world did not allow them to live prosperously. The social system they created to resolve disputes between villages through Glatorian duels worked well. Despite this, the Fire, Water, Jungle and Ice tribes have not forgotten the great war that thousands of years ago led to the destruction of their home planet. Everyone understood that breaking the rules they had agreed to could result in a new, disastrous conflict.

A new tribe has settled on the northern edge of the desert - the Rock Tribe. The newcomers fortified themselves in the ruins of an abandoned city, and yet they joined the system. Like others, they began sending their warriors - the Skrall - to fight in the arena for the planet's resources. It turned out that the Skrall were second to none. They got everything they wanted, and soon they began to demand more and more. Suspicions arose about their true intentions. Then the Skrall attacked.

There have been no wars on the planet Bara Magna... until today.

2

ATTACK OF THE SKRALL

Bands of bone hunters have intensified the resistance on the trade route to Tajun. This was the first sign of bad times coming to Bara Magna. The Water Tribe suspected the existence of a traitor who was allegedly selling information about data and transport routes to hunters. Within a few weeks, bandit attacks led to the cessation of trade with other villages. The specter of famine appeared in Tajun.

Expecting another attack by the baterra following the Rock Tribe from the far north, the Skrall leader took action to seize the lands to the south. The fact that the Bara Magna villages were scattered ensured that there was no organized resistance on their part. But Tuma did not want to risk war with the Glatorian and Agori on one front and the former oppressors of his people on the other. The Skrall attack would come when Bara Magna was ready to fall.

The Skrall's suspicious behavior did not prepare the remaining tribes for the events to come. Even a warning from Malum, a former Glatorian expelled from Vulcanus, was ignored. The Skrall Warrior did not appear at the Grand Tournament. However, a much bigger surprise was the invasion of Atero by their entire army. Many Glatorians died trying to ensure this. Agori, it's time to escape. The survivors realized that they would not be able to hold on and also left the battlefield. Atero, along with Arena Magna, was reduced to ruins. This was the beginning of the War for Bara Magna.

3

Using skillful manipulation, the Skrall tricked the bone hunters into more frequent attacks on Agori villages, both to test their mettle and to test the villagers' ability to defend themselves. Upon learning of the invasion, the Agori of Vulcanus decided to fight. Two Glatorians, Ackar and Gelu, with the help of Malum and his Vorox, stormed the bone hunters' camp, slowing down their progress and giving the Agori more time to organize a defense. Numerous traps decimated the enemy forces. The invaders withdrew for a while, but soon attacked again from the south - also unsuccessfully.

The fall of Atero and the raid on Vulcanus brought pain and fear to Bara Magna. The Glatorian knew that the enemy would surely strike again. It was only a matter of time. A very short time.

4

5

STRONIUS

Stronius is a member of the Skrall elite and is one of the few warriors to be given a name. He is Tuma's right-hand man. He owes his high status to the many victorious battles of the Core War, in which the unit he commanded took part. Stronius introduced strict discipline in the ranks of the Skrall army and ruthlessly enforces all orders with his usual cruelty. Convinced of his own righteousness, he often acts arbitrarily, which once put him in conflict with Tuma.


PERSONALITY

Brutal, violent and cruel, not only towards his enemies. Confident and arrogant, Stronius does not have the same patience as his leader.


WEAPON

Stronius's weapon of choice is a fearsome club studded with metal spikes. He also frequently uses the Thornax blaster.


ABILITIES

A tough warrior with strong leadership qualities. His enormous physical strength makes him an invincible opponent in hand-to-hand combat.


WEAKNESS

Stronius' massive physique prevents him from surprising his opponent with his speed or agility. Stronius tends to act on his own.

6

7

GELU

Like many Glatorians, Gelu participated in the Core War. When he realized how much this conflict was destroying his world, he decided he didn't want to be a part of it and deserted. After the Shattering, he became the Second Glatorian in Iconox. Since the Skrall attack on Atero, traveling through the desert has become a risky endeavor. Gelu then took a more dangerous but better paying job as a hired security guard, quickly gaining fame as a warrior who always put the lives and safety of his clients before his own.


PERSONALITY

He never had any ambition to become a Glatorian champion. Loyal to his clients, he devoted himself to work as long as it provided him with a decent living.


WEAPON

Although he is skilled with all types of weapons, Gelu is most comfortable with his ice sword and Thornax blaster.


ABILITIES

His speed and ability to sneak silently make him an excellent scout and tracker. He is skillful and effective both in the arena and on the battlefield.


WEAKNESS

Gelu believes that he understands the mechanisms that govern the world and can use them to his advantage. He is a loner who cannot rely on others when in need.

8

9

VASTUS

Tesara's first Glatorian was an enthusiastic soldier during the Core War fighting for the Jungle Tribe's right to possess protodermis. His attitude changed when an accident that killed innocent Agori forced him to reflect on his life. After the Shattering, Vastus and several other veterans established a Glatorian system on Bara Magna. Vastus has won the title of champion more than once, but the knowledge that the Agori no longer have to fight for the resources of their planet is more important to him than his own victories.


PERSONALITY

Feeling guilty about his war past, Vastus is overprotective of the inhabitants of Tesara and is reluctant to leave the village.


WEAPON

Vastus uses a Thornax blaster and a spear with a blade filled with paralyzing poison, but is a master of all weapons.


ABILITIES

Extremely fast thanks to the ability to sharpen his senses during combat. This mysterious ability allows him to fight with his eyes closed.


WEAKNESS

Sometimes he tries so hard to atone for his sins during the Core War that he takes unnecessary risks.

10

KAXIUM V3

The magnificent Kaxium V3, representing the village of Tajun in arena battles, poses a double threat to the rival. The main advantages of Kirbraz's main vehicle are its surprisingly thick armor and the Thornax launcher. Scodonius can attach his smaller vehicle to it, thanks to which the V3 gains enormous impact power. Kaxium V3 is the fastest machine used in arena fights.

Scodonius and Kirbraz are great and extremely experienced drivers. Unfortunately, they do not like each other, so everyone strives for victory in their own way. This attitude has cost Tajun money more than once, but as long as the duo wins its most important fights, no one complains about it. However, their successes in the arena got to their heads - they both became arrogant and lost the sympathy of the inhabitants of other villages.

Look carefully at the vehicle in the picture. Among the elements on the side of the page there is only one that fits it. Point it out.

11

12

The Skrall have struck fear and suspicion in the hearts of Agori from other tribes ever since they appeared on Bara Magna. Their undisguised arrogance and audacity clearly indicated their sense of superiority over the rest of the planet's inhabitants. Bone hunters, however, have always been a threat to the Agori community. When the Skrall formed an alliance with the bone hunters, their power was unmatched by any force in the world. The inhabitants of Bara Magna could only hope for a miracle.

Can you find 10 differences between these two pictures?

13

Many thousands of years have passed since Bara Magna became an independent planet. Despite this, its inhabitants still have not learned all its secrets. Test your knowledge of Bara Magna. Read the following sentences and mark those that are true with the letter "T" and those that are false with the letter "F". If you read this book carefully, you will easily distinguish truth from falsehood.

1. There were no wars on the planet Bara Magna until the Skrall attacked Atero. T

2. Frequent attacks by bone hunters cut off Tajun from other villages. T

3. The Agori of Bara Magna did not expect the Skrall to start a war. T

4. Stronius is an elite Skrall with surprising speed and agility in combat. F

5. As a Glatorian, Gelu won the championship more than once. F

6. Vastus can sharpen his senses during combat. T

7. Malum and his Vorox helped Ackar and Gelu attack the Skrall camp. F

8. Kaxium V3 is the fastest vehicle used for arena battles on Bara Magna. T

9. Cendox V1 is a vehicle driven by a Water Agori named Berix. F

10. Bone hunters attacked the village of Vulcanus twice and were repulsed twice. T

14-21

"Crossing"

22

Cendox V1 is designed for riding on any terrain. It is equipped with a rear tracked chassis, two front skids and afterburners to help overcome steep slopes. Crotesius, an Agori of the Fire Tribe, achieved many arena victories using it. High speed, extraordinary maneuverability and the Thornax shooter give the Cendox V1 an equal chance in clashes with larger and more powerful vehicles.

Crotesius started out as a mechanic before becoming a driver himself. He came across a vehicle buried in the sand near the ruins north of Vulcanus. He dug it out and repaired it with considerable help from Berix. V1 is Crotesius' greatest treasure. No one is allowed to ride it or even approach it. Crotesius uses non-explosive Thornaxes in battle. His tactic is to damage the enemy vehicle, slow it down, and then finish the job using the Cendox's sharp front skids.

23

Take a look at the Cendox V1 and its driver, Crotesius. Read the sentences at the bottom of the page carefully and mark the two sentences that are false with the letter "F".

The Cendox V1 is a single-seat combat vehicle.

Crotesius wears the blue armor characteristic of the Fire Tribe.

The vehicle is equipped with three Thornax throwers.

The rear tracked chassis allows the Cendoks to drive on any surface.

The launcher at the front of the vehicle fires non-explosive Thornaxes.

The two front skids are coated in exidian to prevent corrosion.

24

"solutions"

25

Why does Stronius have a name? How does Gelu earn a living? What is bothering Glatorian Vastus?

You can always have the answers to these questions and many other valuable information about the heroes of the BIONICLE world at hand by cutting out the collector's cards from the cover.

BIONICLE: Glatorian VI

1

The hero's arrival

There once lived a great ruler named Mata Nui. He was a giant with a body of metal measuring over 13,000 kilometers, who ruled with great power. He traveled through space, exploring other worlds and observing their inhabitants. His creators - the Great Beings - wanted him to complete an important mission, but first he had to learn as much as possible about the universe around him.

Mata Nui was so devoted to his studies that while focusing his attention on one universe, he forgot about another - the one that existed inside his metal body. The millions of beings living within Mata Nui's body provided him with the power that allowed him to exist. In return, he was supposed to take care of their safety. However, fascinated by the wonders of other worlds, he neglected the affairs of those for whom he himself was a world.

Neglect often provides a breeding ground for evil. A conspiracy was born within Mata Nui's inner world. As a result of the sneak attack, the Great Spirit fell into a thousand-year sleep. When Mata Nui finally awoke, he found that a powerful enemy had taken his body, and his spirit and consciousness were locked in a golden mask shot into the depths of space.

Flying through the cosmic void with no control over his fate, Mata Nui swore to himself that he would find a way to return and save his people, even if it took thousands of years. Nothing will stop him except death. He didn't know, however, that his prison was hurtling like a meteor towards an unknown planet...

2-3

MATA NUI

The Mask of Life carrying Mata Nui's consciousness landed on an alien desert planet. Thanks to the new body that the mask created for him from the surrounding sand, Mata Nui took his first steps into the world of Bara Magna.

Alone in the middle of the desert, Mata Nui knew that in his current form he would be unable to face the mighty Makuta Teridax and would not regain the world that the dark lord had stolen from him. However, Mata Nui owed a great debt of gratitude to the many brave beings who fought for his life. Among them were the Toa Inika, who, while searching for the Mask of Life necessary to awaken Mata Nui from eternal sleep, had to fight a gang of cruel Piraka on the island of Voya Nui. Some time later, transformed into Toa Mahri, they almost lost their lives fighting the monstrous Barraki in the underwater world of Mahri Nui. They continued their mission even when news of Mata Nui's death reached them. In the face of overwhelming enemy forces, Toa Mahri Matoro sacrificed his life to teleport the rest of the team to safety and then deliver the Mask of Life to Karda Nui, the core of the universe, where the Great Spirit could be revived. The mask was taken over by other heroes - the Toa Nuva - who used its power to finally awaken Mata Nui. The fight for the ruler's life, which lasted hundreds of years, resulted in the death of many of his subjects. Mata Nui had failed them once and was unwilling to do so again.

Bara Magna immediately tested the newcomer's ability to survive in a hostile environment. Mata Nui was attacked by a warlike creature called Vorox. Fortunately, the power of the Mask of Life transformed the small scarabax beetle into a powerful shield, thanks to which Mata Nui was victorious in his first battle.

The next creature Mata Nui encountered was an Agori named Metus traveling to the village of Vulcanus. Metus gladly took the newcomer with him. There was a duel between two warriors in the village - Glatorians, Metus explained. Even though the fight was over, one was going to deal a sneaky blow to the other. Mata Nui stopped him. In exchange for saving his life, the Glatorian known as Ackar became Mata Nui's mentor, and the two soon became close friends. Ackar told him about Bara Magna and its inhabitants. He explained the principles of their social system based on resolving conflicts between villages through Glatorian duels (thus avoiding war and the death of many innocent beings). He told of the powerful Skrall threatening the peace of the planet. He also taught him fighting techniques, without which he would not have survived long on Bara Magna.

Ackar and his friend Kiina took Mata Nui to Tajun, a Water Tribe village. Upon arrival, they discovered that Tajun had been burned. In the blaze they found a wounded Gresh, a young Glatorian from Tesara who was a frequent guest in Tajun. Gresh told them that the village had been attacked by a combined force of Skrall and bone hunters. Mata Nui saw with his own eyes what the Skrall were capable of. He decided that he would not leave this planet before helping its inhabitants.

So the friends went to Tesara, where Ackar, with the support of the remaining Glatorians, tried to persuade the Agori to unite to resist their common enemies. His appeal was initially unsuccessful, but Mata Nui's demonstration of power and his promise to help the tribes of Bara Magna convinced everyone. While preparing to defend themselves, Kiina and an Agori named Berix were kidnapped by the Skrall. Leaving the village in the care of the Glatorians, Mata Nui set out to free them.

Alone against the Skrall army in the city of Roxtus, Mata Nui challenged their leader. However, Tuma underestimated the newcomer's strength and paid dearly for it. The Skrall would have easily avenged their leader's defeat if Mata Nui's friends had not unexpectedly arrived to help. The great battle ended with victory for the defenders of Bara Magna. Thanks to Mata Nui, the Glatorian and Agori learned that true strength lies in unity. The valuable lesson about the great value of working together brought immediate results: the tribes of Bara Magna decided to unite and combine their villages into one large city.

When peace returned to Bara Magna, Mata Nui could finally consider how to help his own world.

4

The Thornatus V9 is a true champion among arena combat vehicles. Its side triple blades strip armor from enemy vehicles, and its four energy blasters and Thornax blaster usually finish the job. Despite heavy armor, the vehicle's open cockpit forces its driver to keep opponents at a distance and avoid attack from behind.

Perditus is one of the best drivers on Bara Magna. He began as a novice Glatorian, then served Vulcanus as a Second Glatorian, before abandoning this position in favor of a career as Thornatus' driver. He won the championship title thanks to perseverance and hard work.

The Thornatus V9 is the most powerfully armed vehicle of all the fighting machines used by the Agori. Despite its weight and size, the Thornatus turned out to be such a good design that several smaller and more heavily armed versions of this machine were built in other villages. One of them is driven by Kiina, a Glatorian from Tajun.

5

Look carefully at the vehicle in the picture. Among the elements on the side of the page there will be one that doesn't suit it. Point to it.

6

7

ACKAR

Ackar, First Glatorian of Vulcanus, is a veteran of the Core War and a multiple-time champion. This oldest active Glatorian is in a difficult situation because since Malum's expulsion, he is the only warrior of the village and has to fight more than usual. No one understands the responsibility of the Glatorians better than he does. Ackar did not even consider surrendering Vulcanus without a fight in the face of the bone hunter invasion. He also led the uprising against the Skrall.


PERSONALITY

A wise and charismatic warrior whose opinion matters to everyone. He feels responsible for the safety of his tribe and friends.


WEAPON

Ackar uses a fire sword and a Thornax blaster. His previous sword was stolen, but Gresh and Strakk recovered it by breaking into the vault in Roxtus.


ABILITIES

He is one of the greatest strategists in the history of Bara Magna. An excellent warrior with a unique talent for passing on his knowledge to others.


WEAKNESS

He is convinced that his best days as a warrior are long behind him. He fears that he is no longer as fast and effective in the arena as he once was.

8

9

KIINA

Kiina is the most famous and best female Glatorian on Bara Magna. In the village of Tajun, she serves as the Second Glatorian. She is not only Ackar's closest friend, but also one of his most talented students. Kiina sincerely hates the brutal world in which she lives. She dreams of one day finding a way to escape Bara Magna and live in a friendlier place. Despite this, she cares about her friends and the Agori of the Water Tribe, whom she always defends with the greatest dedication.


PERSONALITY

Brash, brave and eager to fight. Despite her short temper, Kiina is a loyal friend and always defends the interests of her fellow Glatorians.


WEAPON

Her effectiveness in combat depends on her ability to use a variety of weapons, but the double-sided trident and the Thornax blaster are among her favorites.


ABILITIES

A multi-talented and skillful Glatorian that any Glatorian would trust with their life without hesitation. She fights fiercely and always to the end.


WEAKNESS

She sometimes gets too carried away by her temperament, which may mean losing during a fight with a more experienced opponent.

10

SKOPIO XV1

The Skopio XV1 is a war machine designed for action against enemy caravans and wild creatures in the wilderness. It is a four-legged walking machine, and when necessary, it transforms into a high-speed tracked vehicle. Thanks to this, it can pursue its victims in any terrain. It is armed with energy blasters, a Thornax blaster and powerful pincers, which pose a huge threat in direct and ranged combat.

Telluris is a mad warrior who usually works on his own, although he sometimes cooperates with the Skrall. He is ready to use Skopio's power against anyone who gets in his way, which is why even bone hunters avoid him. If it weren't for his madness and lack of practical thinking, he would have long ago become the absolute ruler of a vast part of the desert.

11

Look carefully at the vehicle in the picture. Among the items at the top of the page there are two that match it. Point them out.

12

13

The victory brought several surprises to Mata Nui. The combined structures of the Agori villages formed a gigantic structure - a robot similar to the one that once served as his body. Mata Nui saw an opportunity to use it to return to his own world and fight for his people. All he lacked was the power source necessary to bring his metal body to life. Then Berix showed a piece of metal found in the desert, on which there was an image of a giant carved on one side and a mysterious pattern on the other. Mata Nui guessed it was a map, but no one knew where it led.

14-21

"Crossing"

22

With the arrival of Mata Nui on Bara Magna, everything changed. Both the Agori and the Glatorian had never encountered anyone like him before. Mata Nui possessed a mask of power unlike any other on the planet. He also had the ability to create new things - an ability they also lacked. However, the most important thing was what this visitor from an alien world taught the inhabitants of Bara Magna: only joint effort can overcome adversities.

Test your knowledge of the recent history of Bara Magna and its inhabitants. There is only one correct answer to each question.


1. Mata Nui arrived on the world of Bara Magna within:

a. a giant robot

b. Masks of Life

c. Thornax thrower


2. The first hostile being encountered by Mata Nui on Bara Magna was:

a. scarabax beetle

b. Vorox

c. Agori

23

3. The Glatorian whose life was saved by Mata Nui in Vulcanus was:

a. Gresh

b. Kiina

c.Ackar


4. Ackar is the First Glatorian of the village:

a.Tajun

b. Tesara

c. Vulcanus


5. Thornatus V9 is a powerful vehicle driven by:

a. Perditus

b. Mata Nui

c. Tuma


6. The united forces of Skrall and bone hunters burned the village:

a. Iconox

b. Roxtus

c. Tajun


7. The giant Skopio XV1 belongs to a deranged warrior named:

a.Malum

b. Strakk

c. Telluris


8. The Skrall Chief whom Mata Nui defeated in single combat was named:

a. Teridax

b. Tuma

c. Thornax


9. The Agori, who was abducted from Tesara by the Skrall along with Kiina, is:

a.Berix

b. Tarduk

c. Metus


10. After the great battle won by Mata Nui and the Glatorians, the Agori tribes:

a. left Bara Magna

b. united

c. built a maze

24

"solutions"

25

What is the great power of Mata Nui? What is Ackar's biggest concern? Who does Kiina admire and respect the most?

You can always have the answers to these questions and many other valuable information about the heroes of the BIONICLE world at hand by cutting out the collector's cards from the cover.

BIONICLE: Schoolbook

The island of Mata Nui was once a paradise. Then Makuta came and a dark shadow fell over the land. Only the TOA were strong enough to free the island from Makuta and his evil creatures. But new, much worse adversaries are already lurking…Who are they? Who are they controlled by? Will the TOA defeat them? Are you ready for new BIONICLE adventures?

1 A long time ago, long before the legend began…

2 …a word was never spoken aloud. The fear that the legend would turn out to be true was too great…

3 …this word is: BOHROK.

4 Six huge swarms of fearsome creatures with one mission: to bring chaos to Mata Nui.

5 Watch out…

6 …if you cross the path of the Bohrok!

7 Their jaws have razor-sharp teeth,…

8 …but they owe their true power to a great secret…

9 …it is a force so strong that even the TOA cannot feel safe. It is the power of KRANA.

10 You should never underestimate their strength.

11 Always be vigilant!

12 Think carefully about what you are doing.

13 Act quickly!

14 Only together can we win… The fate of Mata Nui lies once again in the hands of the -

15 TOA!

THE KRANA

The real power of the Bohrok swarms lies in the KRANA. They are mysterious, brain-like objects that control the Bohrok. The Krana can also attach themselves to other living creatures on Mata Nui and thus bring them under their control.

Where do the Krana come from? Who controls them? Are they the key to defeating the Bohrok? Collect all 96 Krana to uncover the secret that can stop the Bohrok! Here you can see the 48 Krana of the Bohrok. But the six Bohrok Mi also have the power of another 48 Kranas.[note 12]

THE BOHROK

Lehvak the Bohrok of the swamp are combat specialists. Their impressive shields cut through anything in their path. The Toa are lucky because there aren’t too many Lehvak!

Nuhvok the Bohrok of Earth can burrow through virtually anything. Thanks to their incredible strength, they can carry enormous loads. If their powerful claws are injured, the Nuhvok are severely weakened.

Tahnok the Bohrok of Fire set the tropical forests of Mata Nui ablaze with firebombs and molten lava. If one of them gets into trouble, all the others rush to his aid before continuing with their mission.

Kohrak the Bohrok of the Ice are cold and calculating. There is nothing they are afraid of. Kohrak operate on the plains or alongside the Gahlok in the valleys. However, they shy away from heat, so lava can be used as a weapon against them.

Pahrak the Bohrok of Stone emit sound waves from their three clawtips to trigger landslides and avalanches. The Pahrak are weak alone, but strong in a swarm.

Gahlok the Bohrok of water never deviate from their original plan. They build dams that cause terrible flooding and are feared by the islanders.

BIONICLE: Island of Mata Nui

1

Island of Mata Nui

In the middle of the endless expanses of the azure ocean rises the island of Mata Nui. Thick impenetrable jungle rises high to the white snowy peaks. Green forest valleys give way to impassable swamps. Yellow sandy beaches are buried in blue sea depths. This paradise island is home to tribes of Matoran, the peaceful inhabitants of the island. The wisest of the Matoran are called Turaga, many secrets of antiquity were revealed to them and they sacredly keep them...

Suddenly, an unknown evil force invades the life of the island, which Makuta... Makuta lulled the vigilance of the good spirit of Mata-Nui[note 13] and decided to completely enslave the island, plunging it into darkness... The Matoran and Turaga are brave warriors, but their strength is clearly not enough to resist stand up to Makuta...

2

Toa

After some time, unknown metal canisters appeared in the sea off the sandy shores of the island. One day, all the canisters washed ashore at once - it was Takua, one of the wisest Matoran, who gave the signal for the Toa to awaken!... Six canisters opened at once and the Toa came out...

They are destined to save the island using the power of six elements: fire, air, earth, stone, water and ice... Toa can further strengthen their power with the help of Kanui Power Masks...[note 14]

3

Bohrok

The Toa's victory over Makuta turned out to be only temporary... Six hordes of insect-like Bohrok creatures moved to the surface of the island from its depths... In their heads there are artificial living creatures - Krana, which make the Bohrok even more insidious and cruel. Physical strength alone is not enough to defeat the Bohrok...

The Toa managed to capture the Krana production line, taking a significant step towards victory... Entire regiments of Bohrok are captured... From the parts of the captured Bohrok, the Toa constructed Boxer war machines...

4

Bahrag

The Toa gathered all of Krana and defeated the Bohrok... They opened the entrance to a huge underground cave - the lair of Cahdok and Gahdok, the sisters of Bahrag, huge and powerful monsters... Surprisingly, the floor of this cave had Toa Nuva symbols, although the Toa knew nothing about this...[note 15]

In the tunnels of the cave, the Toa found Exo-Toa suits and, dividing into three, put on these suits. So they were able to engage in battle with Bahrag...

The defeated Bahrag were filled with protodermis, which should forever deprive them of all activity... It turned out that at the moment of defeating Bahrag, the Toa were standing on the symbols of the Toa Nuva.[note 16] They fell into secret tunnels filled with protodermis, and after some time they were reborn into Toa Nuva...

5

Toa Nuva

Having been reborn, the Toa Nuva became even stronger. Each of them had a Kanui Nuva mask, the power of which extended not only to its owner, but also to his comrades nearby.

The Toa Nuva split up and each began to live in their own village and help the Matoran. Each Toa Nuva has special abilities and unique weapons. Tau Nuva has two powerful magma swords, which he uses to glide across molten lava. The Kopaka Nuva has a large ice blade that can be split in two and used as ice skates. Gali Nuva has water axes that can be used as swimming fins. Onua Nuva has special jagged swords that can be used to move across any surface. Leva Nuva has katana swords, folding them like wings, he plans in the jungle. Poatu Nuva, putting his claws together, receives a formidable weapon - the Kodan ball...

6

Bohrok-Kal

Peace has come to Mata Nui: the Bahrag sisters are defeated and taken into custody, the captured Bohrok are restoring the destroyed Matoran economy...

However, there remains one elite group of Bohroks at large: the Bohrok-Kal, the strongest of the strong, the cruelest of the cruel. Makuta ordered them to find and free the Barag sisters, and then raise new Bohrok troops. But the Toa Nuva can only be defeated by taking possession of their magical symbols...

7

Makuta

One day, two of the Matoran: Jeller and Vakama accidentally discovered the legendary Kanui Mask of Light and thus began a chain of events that was very important for Mata Nui. This Mask is intended for the Chosen Seventh Toa, who is destined to defeat Makuta and restore peace to the island. Brave Matoran go in search of the Seventh Toa...

Deep underground in his lair, Makuta learned that the Mask of Light had been found. To prevent the emergence of the Seventh Toa, he created powerful and dangerous creatures - Rakshi. Their mission is to find and neutralize the Toa of Light and leave Mata-Nui in darkness forever.

8

Rahkshi

The Rahkshi are enhanced by Kraata, leeches that Makuta pulled from his body and infused into the Rahkshi... The Kraata are found in the Rahkshi's spinal cord, their head hidden under a protective mask. Makuta has a telepathic connection with each of the Rahkshi and knows the course of the battle at any given time... Rahkshi are very strong and fast warriors. They can jump over large obstacles and can float in the air like yogis. In addition, each of them has its own special unique energy... The first three Rahkshi - Exploder, Poisoner, Destroyer - are exceptionally strong, cruel, but lack intelligence. When the Toa quite easily won the first battle against these three creatures, Makuta created three more more advanced creatures - Hungry, Angry, Scary. These three are smarter, more cunning, and, in addition, they have mastered the martial art of Ninja...[note 17]

It won't be easy to defeat them...

TO BE CONTINUED...

BIONICLE: History

0

BIONICLE

HISTORY

1

Mata Nui was once an island paradise. Rushing in the waves of endless onean, the island was divided into six regions: ice, jungle, desert, underground caves, water bays and fiery vulcan. In each district there was a village with small civilians called Matoran living in it, who worked hard in honor of the Great Spirit Mata Nui. The darkness came from Makuta, whose infectious Kanohi masks turned the Rahi into beasts on the island to terrorize the Matoran. In desperation, the Matoran lived in hopelessness and waited for heroes who could defeat Makuta and save their homeland.

2

During this restless time, six containers fell into the waters of the ocean off the coast of the island, each one containing the mighty hero Toa. These six containers were washed ashore and new and powerful legendary heroes were born: Tahu - Fire Toa, Gali - Water Toa, Kopaka - Ice Toa, Pohatu - Stone Toa, Onua - Earth Toa and Lewa - Air Toa.

But in order to defeat the Makuta, they must collect the Kanohi Power Masks, which will give them more strength, capabilities and wisdom. The more Masks they gather, the stronger the Toa become. It takes a lot of courage to find the Masks, as the Makuta control the land, sea, and sky of Mata Nui.

3

All six heroes have learned to trust each other and have learned what Unity, Duty and Destiny are. They used their golden Kanohi masks to tame the Rahi and face Makuta in his lair. Together they drove Makuta off Mata Nui, but before disappearing, Makuta released more insect pests on Mata Nui.

4

The Bohrok have awakened... The Toa have won a great victory in their first confrontation with the Makuta. They finally believed that Mata Nui and his people were safe... But they were wrong. Powered by Makuta, the hordes of Bohrok devoured the landscape and buildings, but left the villagers in oblivion. All Bohrok are powerful creatures, which the Matoran have surreptitiously discovered to be machines controlled by the will of the Krana. Each of the eight types of Krana wielded its own special power, and the Toa found that they must collect each type to stop the destruction.

5

The Toa discovered that they had new abilities and more powerful powers. They are no longer Toa. Now they are Toa Nuva. They will need all the power of their new capabilities to save the island of Mata Nui from six new leaders of the horde of mechanical insects - Bohrok-Kal. The Kal steal the Nuva Symbols, stone tablets containing the main powers of each Toa. Extremely powerful and quick-witted, the Kal conceived the idea of ​​creating a Nuva Cube from the lost symbols and freeing the hordes of Bohrok. Their cunning plan can only be stopped by the Toa Nuva, who must work together and even without their main powers.

6

Two Matoran Takua Chronicler and Jaller Guard Captain discover the legendary Mask of Light, a mask that glows on its own, and set out to find the Seventh Toa. The two Matoran drove up and down Mata Nui, following the shining beacon of the Mask of Light. Then, when two friends of the Matoran set off, following the mask's glowing beacon, Makuta unleashes Rahkshi minions to find the mask. He cannot allow the Matoran and Toa to find such power. With their main forces united, the Toa work to defeat the Rahkshi and rescue both Matoran.

7

In ancient times, even before the Matoran lived on the island of Mata Nui, the large city of Metru Nui was home to the Matoran. The six Matoran transformed into heroes of the Toa Metru to save the capital from the false leader and his dark hunter servants. The six Toa were tasked with finding the six Great Disks of Kanoka to help save the city. Like the nan Toa that would appear after them on the island of Mata Nui, the six new Toa Metru learned to work together. They fought hordes of mechanical Vahki, guardians of the city under the leadership of Makuta. Only by joining forces and using the Mask of Time could the Toa defeat Makuta and his minions - but at a terrible cost.

8

The six Toa Metru returned to the city of Metru Nui to heal the sleeping Matoran, only to find it entangled in the spider web of the Visorak. Visorak, venomous spiders, filled the ruined city, turning it into a giant tangled web. The Toa fell prey to the invisible Visorak and were placed in cocoons that transformed them into the Toa Hordika.

9

Metru Nui lay in ruins, destroyed a thousand years earlier by the Visorak hordes. While repairing the damage, the Toa learned of the threat to the very life of the Great Spirit Mata Nui, and of the mask that could save them: the Mask of Life. The mask was hidden on the floating island of Voya Nui, and the Toa set out to retrieve the mask. But they were not the only ones looking for the mask. Six Piraka thugs captured Voya Nui and tricked the Matoran into thinking they were Toa. Hoping to help, the Matoran from Metru Nui traveled to the island, but along the way, a lightning strike transformed them into Toa Inika. Six new heroes pursued Piraka to a secret room in hopes of finding the Mask of Life. After defeating the guards and the Piraka, the Toa Inika got the mask, but lost it again, dropping it into the sea!

10

Floating in the depths below Voya Nui, the mask was found by a Matoran from the underwater village of Mahri Nui. But it was soon stolen by the evil Barraki, former generals who had been exiled for their crimes a thousand years earlier to the submerged Pit. Thus began an epic struggle with varying success for the right to possess the Mask of Life. The Toa Mahri, transformed by the power of the Mask of Life from air-breathing Toa Inika to water-breathing Toa, allied with the Matoran from the underwater village. Time is running out. The Toa Mahri must destroy the stone cord that connects Mahri Nui to Voya Nui, even if it means their own death. But there was no time left for the dying Great Spirit.

11

Mata Nui is alive again, but still in an endless dream. The Toa travel to Karda Nui, the center of the universe, to finally awaken him from his sleep. After arriving there, they learned that the Brotherhood of Makuta had invaded the center and were using dark leeches to transform the Matoran of Light into the evil Dark Matoran. The countdown has begun as the Toa battle their worst enemies. But can they wake up Mata Nui in time, before the end comes - and if they do, will either of them manage to escape the influence of the unleashed power of the spirit of the storm? Read more about this battle at www.BIONICLE.com

12

NEW IN STORE

The Toa and the Brotherhood of Makuta must work together with the Matoran to win the battle in the sky! Attach the smaller Matoran to the back of the larger Phantoka so that heroes and villains can work together with their new allies!

13

Toa Kopaka (Toa Kopaka): Strong and agile, Toa Kopaka races through the night sky on his high-tech wings. Armed with a bayonet-mounted Midak Skyblaster, he's ready for dogfight.

Solek (Solek): Everyone knows the story of Kopaka, who is ready to help Lewa and his team using twin blades and a rocket booster.

14

Toa Lewa (Toa Lewa): Equipped with jet devices, a mask with an air intake and blade wings, Lewa is eager to fight! Tall, strong armed with a Midak Skyblaster and a razor-sharp sword, he is a force to be reckoned with.

Tanma (Tanma): Lone survivor Tanma is about to take revenge on the Brotherhood of Makuta. Armed with twin blades, he uses a rocket booster to achieve victory.

15

Toa Pohatu (Toa Pohatu): Using his thrusters to shoot through the sky or capture his enemies, Pohatu is extremely brutal. A special Mask of Speed and a shoulder-mounted Midak Skyblaster make him a devastating warrior. Combine with a set of 8946 Photok!

Photok (Photok): Taking selfless risks, Photok uses twin blades and rocket boosters to prove himself worthy of the Toa name. Combine with 8687 Toa Pohatu!

16

Antroz (Antroz): Armed with a Tridax capsule, powerful claws and venomous fangs, Antroz is ready to lead the Brotherhood of Makuta into battle. This mighty warrior flies through the sky on his bat-like wings. Combine with the 8947 Radiak set!

Radiak (Radiak): Being a great hero, Radiak transformed himself to fight against his former comrades, using fangs, black wings and four extremely sharp leg blades. Combine with set 8691 Antroz!

17

Vamprah (Vamprah): Slicing through the sky on his huge black wings, Vamprah is a terrible character. He is ready to attack with his Tridax pods, gruesome hooks and razor-sharp wing blades. Combine with the 8948 Gavla set!

Gavla (Gavla): She was the first to be replaced by Makuta. Using two huge bladed paws, Gavla seeks revenge for the years his crew shunned him. Combine with the 8692 Vamprah set!

18

Chirox: Most adept at using blood-sucking spy pods of Tridax, Chirox unfolds its wings to take to the skies! Wounded, he attacks with hideous hook-blades. Combine with 8949 Kyrop!

Kiror (Kyrop): Thanks to his knowledge of the secrets of protecting Karda Nui, Kirop has become a real threat to the Matoran since he was captured by the Makuta. Large bladed paws and wings are its most powerful weapons. Combine with set 8693 Chirox!

19

Follow the new BIONICLE® heroes. Mistika becomes a hit in August 2008

Kalle Anka & C:o - 2002 N:r 17 - extra

[note 18][note 19]

In an unknown world, before the beginning of time, in an ocean that has not yet been mapped, lies the island

Mata Nui

Mata Nui fell into the hands of the evil Makuta. The inhabitants of the island called upon the Toa to protect them. The victorious Toa thought the island was saved, but beneath the surface the Bohrok were hatching. There are six different kinds of Bohrok, all with bloodthirsty fangs. They are driven by their soft Krana brains as they terrorize the island. The Toa need help and call upon the mighty powers of Toa Nuva...


Pahrak


Species: Bohrok

Environment: Caves

Powers: Creates earthquakes

Personality: Unaffraid, Stubborn, Stupid


Pahrak Va


Species: Bohrok Va

Environment: Caves

Role: To serve and obey Pahrak

Personality: Sly, Mobile, Can convince others


Pohatu Nuva


Species: Toa Nuva

Environment: Caves

Tools: Claws and impact ball

Personality: Determined, Slow, Kind[note 20]


Nuhvok


Species: Bohrok

Environment: Underground

Powers: Hammer Claws

Personality: Strong, Powerful, Loner


Nuhvok Va


Species: Bohrok Va

Environment: Underground

Role: To serve and obey Nuhvok

Personality: Timid, Mysterious, Hard-working


Onua Nuva


Species: Toa Nuva

Environment: Underground

Tools: Chainsaw and rollerblades

Personality: Strong, Intelligent, A leader


Lehvak


Species: Bohrok

Environment: Jungle

Powers: Crushing Claws

Personality: Smart, Tough, Fast


Lehvak Va


Species: Bohrok Va

Environment: Jungle

Role: To serve and obey Lehvak

Personality: Loud, Aggressive, Confident


Lewa Nuva


Species: Toa Nuva

Environment: Jungle

Tools: Machete and flying ability

Personality: Shrewd, Spirited, Protective


Gahlok


Species: Bohrok

Environment: Underwater

Power: Flood the island

Personality: Sly, Athletic, Unpredictable


Gahlok Va


Species: Bohrok Va

Environment: Underwater

Role: To serve and obey Gahlok

Personality: Devious, Fast, Good climber


Gali Nuva


Species: Toa Nuva

Environment: Underwater

Tools: Axe and propellers

Personality: Fast, Gymnastic, Wise


Kohrak


Species: Bohrok

Environment: Mountain areas

Powers: Sharp blades

Personality: Cold, Focused, Dangerous


Kohrak Va


Species: Bohrok Va

Environment: Mountain areas

Role: To serve and obey Kohrak

Personality: Deceptive, Curious, Astute


Kopaka Nuva


Species: Toa Nuva

Environment: Mountain areas

Tools: Double blades and skates

Personality: Taciturn, Intelligent, Logical


Tahnok


Species: Bohrok

Environment: Volcanoes

Powers: Throws fireballs

Personality: Bad mood, Insane, Careless


Tahnok Va


Species: Bohrok Va

Environment: Volcanoes

Role: To serve and obey Tahnok

Personality: Dangerous, Fickle, Unconcerned


Tahu Nuva


Species: Toa Nuva

Environment: Volcanoes

Tools: Sword and surfboard

Personality: Savage, Loyal, Fiery

Measure of Heroism

[note 21][note 22]

The Hero Ship broke through the blue planet's upper atmosphere. Far below, cities shining with the silver of thousands of towers seemed to float on the surface of the omnipresent ocean. Breez would probably say they look like stars in the sky. Stormer had no time for such sentiments. He was the commander of Alpha Squad and focused on the task at hand. He and Furno were returning from a routine convoy mission when the Hero Factory assigned them a new task. Mysterious, large radiation spikes have been recorded in the largest city on Aqua Gamma IV. The authorities requested help as quickly as possible, and Stormer and Furno were the closest.

"Do we know anything about this planet?" Furno asked.

"You were supposed to look at the data on the planets in this sector," Stormer replied, irritated. "Our work requires not only strength and speed. Knowledge is also useful."

Furno, guessing that there was no other answer, entered the name of the planet into the computer. In addition to having rich mineral deposits, Aqua Gamma IV was an important center for scientific research. In its time, this planet was not very different from other worlds. However, one day, a climate catastrophe caused the sea level to rise by several meters. Inventive inhabitants raised their cities above the water level with giant platforms supported by thousands of metal poles.

Stormer planted the vehicle on the outskirts of the largest city. Furno took out his handheld scanner and went outside to check the radiation levels in the area. He was very concerned about the device's readings - he had already encountered this type of radiation before.

"Meltown," he muttered. "Stormer, we have a problem."

"Impossible," Stormer said in surprise. "We left him on a prison asteroid in an on-screen cell. He couldn't escape from there."

"Who's there then?" Furno asked, pointing with his finger at a menacing-looking robot that was attacking one of the towering buildings in the city center with his vehicle from the air.

"Back to the ship!" Stormer ordered. "Let's get him!"

They started running, but a huge shock that suddenly shook the city knocked them off their feet halfway. A moment later, the city shook again, only harder. Stormer jumped up and ran towards the docks. Furno did the same.

The situation was worse than they expected. Below, on a disk floating just above the water, Corroder sat, repeatedly shooting corrosive acid at one of the stakes supporting the city. The stake was almost half eaten away by the acid. The bandit suddenly looked up, saw the Heroes, and smiled broadly.

"Hello", he said. "We were expecting someone from your company. I'm here to entertain you. What do you think? Just a few more shots and everything should start falling apart."

"Take the ship," Stormer said to Furno. "You will stop Meltdown... just be careful! I'll take care of Corroder."

"In a minute. I owe him something for the last meeting..." Furno began.

"Get out of here!" Stormer interrupted. "It's an order."

Furno obediently turned on his heel and disappeared. A moment later, the roar of the engines assured Stormer that the recruit had flown away.

"One on one, Corroder! Stormer shouted. "You know what the result will be. You better give up right now."

"What's the fun in that?" Corroder laughed, aiming his blaster at Stormer. "I'm ready to destroy you."

Stormer barely managed to dodge Corroder's concentrated acid blast. However, the metal wall of the building behind him melted in a few seconds. Corroder once checkmated a squad of several experienced Heroes. This duel won't be easy...

Furno needed a plan quickly. Meltdown had a weapon that fired radioactive nastiness. Under normal circumstances, a Hero sent to fight him would be wearing special radiation protection armor. But now there was no time to return to the Hero Factory for equipment. Furno had to face Meltdown with what he had.

He must be trying to break into the research center, he guessed. That's reason enough not to let him do it.

Flying low over the streets, Furno prepared to attack. He saw crowds below, panicked by the tremors caused by Corroder's sabotage. When he got close enough to Meltdown, he pressed the button that released the magnetic holder. A large U-shaped magnet attached to a flexible steel cable shot out from the ship's belly, attached itself to Meltdown's back, and then pulled upwards to tear him away from his vehicle.

"You're welcome aboard," Furno said, "but first I'll throw you into the ocean." You'll need a bath.

Even if Meltdown was worried, hanging above the city attached to a large magnet from the Hero's ship, he didn't show it. Instead, he raised the blaster and fired. As soon as the radioactive substance hit the ship's hull, all the gauges in Furno's cockpit went crazy.

"He fried my controls" Furno was terrified. "I'll be a goner soon!"

Mission: Asteroid

[note 23]

REPORT NO.: WF-0035

FOR: Mr. Makuro

FROM: William Furno

MISSION CODE: AA007

MISSION OBJECTIVE: stop the asteroid attack

STATUS: completed

Yesterday at 04:00 Natalie Breez, Mark Surge and I flew out on an independent mission by order of Hero Factory headquarters. Objective: to stop a huge asteroid that, having broken away from the Makuhero Belt, was heading straight for Makuhero City, or more precisely, the Hero Factory.

Equipped with explosive throwers, we set an intercept course. Once at our target, we lowered the vehicle to fire charges from three sides and blow the asteroid to pieces. Breez then reported that she didn't think we were dealing with an ordinary asteroid. The scanner's reading confirmed her suspicions. The asteroid threatening the Hero Factory was actually a living rock.

Surge insisted that we destroy the entity before it harmed innocents. Breez objected, stating that we had no right to destroy a living being and that we had to find another solution. As the unit commander, I had to make the final decision.

I considered my options. The lives of millions of inhabitants of a city threatened by an asteroid impact depended on us. But a hero has a duty to protect every form of life - and this asteroid was definitely one too. So could we deviate from the path of our principles just because it was advantageous for us at that moment?

The words "get out of the way" brought a sudden revelation. I know it's frowned upon to rely on gut feeling, Mr. Makuro, but something didn't feel right here. Why was the asteroid on a straight course towards Makuhero City if there was no force forcing it to do so?

I did a second scan, this time looking for the drive source. The reading showed the presence of a remotely operated micromotor attached to the asteroid. Someone planned an attack on the city, secretly directing the flight of this creature.

I ordered Surge to destroy the engine's electronics with an electrical discharge weapon, doing no harm to the creature if possible. He succeeded, but the planet's gravity was already pulling the asteroid closer.

So we returned to the vehicle. I decided to ram it into the creature. The impact at the right angle knocked it off course and it landed in the ocean, but our vehicle was heavily damaged. I immediately called for a rescue ship for us and a medical team to help the creature.

ADDITION: A creature adapted to life in the vacuum of space did not drown in the ocean. Technicians are currently working on a way to transport the creature to its natural habitat. My unit is tracking the location from which the control signal was sent to detect the perpetrator of the attack. End of report.

Evil to the Core

[note 24]

I'm Xplode. If you are one of those victims of fate who just sits and listens to the Hero Factory Radio non-stop, you have probably heard of me. I am a criminal, an outcast, a nightmare for decent citizens. It is before me that the inhabitants of all known worlds tremble. Great feeling, believe me.

Do you want to know if my life is different from yours? Then listen. What do you do when you run out of supplies? You stop at the first spaceport, buy what you need from the merchant and fly on. I can't do that, I'm wanted in most spaceports. Not without reason. But I can bunker beyond the next moon, wait for you, and steal what you just bought. It's faster, easier and much cheaper. For me, not for you.

Many smart people wonder why robots like me go astray. They theorize about some important, extremely complicated reasons why we find ourselves on the other side of the law. Don't listen to this nonsense. The thing is, some robots are just plain bad. My philosophy is not complicated: someone builds something, I destroy it.

And that's why I found myself with Rotor on the sixth planet of the Taygeta system. We got an order from a man named Von Nebula. The guy has a serious problem with the Hero Factory. Personally, I am not driven by revenge at work. This uncontrolled feeling dulls the senses. But whatever, the boss pays - we do the job.

The task was simple. Somewhere in the galaxy there is a place they call the "thieves bank". When you make a big jump and you know you're in hot pursuit, you leave the loot with the "banker" and he holds it for you until you get out of jail. After serving your sentence, you pay a large percentage of the value of the goods for the "banker's" service and get your property back. The Hero Factory has been looking for a "bank" for years. Von Nebula came up with the idea that if his two famous mercenaries allowed themselves to be tracked on their way to a deserted planet where no one in their right mind would land, the heroes would follow them, hoping to discover the location of the "bank".

And so it happened. And we have prepared a little surprise for them.

"Did you bury it?" I asked Rotor. He grunted in the affirmative. "Deep enough?" I kept asking. He grunted again.

Rotor doesn't really like working with me. He once tried to leave me stranded while I was working. Well, I used one of my explosive spikes to disable his rotor. How he hit the ground then! From then on, he scowled at me as if he wanted to take me apart. This would move me to tears if I could cry... or had feelings.

The hero craft appeared on the horizon about six hours after our landing. Two capsules detached from it, and when they sank into the sand, Bulk and Stringer - our first victims - emerged from them. Now we just had to engage them in battle and... lose.

Yes, I said "lose".

Can you imagine that? We, professional criminals smarter than all the rabble from the Hero Factory, were screaming and attacking us as if we had just been built. Bulk and Stringer hesitated at first, probably thinking we were crazy. However, when they realized that we were serious about charging, they immediately returned fire. Rotor instinctively dodged, but I let Stringer hit me and fell to the ground. Everything had to look believable.

We let ourselves be pushed around like that for a few minutes. Then I fired a volley at the ground - sand flew several meters up and we escaped. Bulk and Stringer gave chase, so we slowed down so they could catch up. And again a short exchange. First we take them, then they take us, and then we take care of them. We played like this for almost the whole day, repeating the same pattern. Each time the heroes almost had us, but we eluded them at the last minute.

Bulk and Stringer were very frustrated with this. Von Nebula was jamming radio communications around the planet, so they couldn't call for backup. It was still too early to let them do that. Rotor and I forced them to exert themselves without giving them a moment to consider why we were fighting like robot waiters after a melee and not like seasoned villains.

You're probably wondering about this too. Well, it's time for a short lecture about the construction of a robot. The Hero Factory installs a power core in each hero, which must be recharged before the action. If the core discharges during combat, there is a good chance that its owner will not leave the battlefield under his own power. More effort means faster energy loss. But the core contains so much of it that only a really difficult and long fight can exhaust the hero's strength to an extent that threatens his life.

That's why we decided to help our heroes a little in wasting energy. It is worth telling here what Rotor buried on the battlefield. It was a small gadget - the work of Von Nebula - that sucked the energy of the cores from a long distance and stored it inside itself. Chasing back and forth after us, Bulk and Stringer were losing energy twice as fast as usual. A few more hours and they would be staggering. Then Stormer, Furno and the rest would fly in to help, and we would take care of them the same way. Not stupid, eh?

Now for some good advice, for free. Whether your "non-stupid" plan succeeds or fails depends on your partner's level of stupidity. In this case, Von Nebula failed to anticipate that his plan might not be immune to Rotor's bottomless stupidity.

Things started to get complicated after about twelve hours of our cat and mouse game. Rotor was finding it harder and harder to bear it. He had this idea that Bulk and Stringer would get out of the trap alive and the universe would know how easy it was to defeat Rotor. I didn't think he had so much pride. Because why? His only advantage is that he can fly. This is useful in our profession, it's easier to escape. And he suddenly wanted to go down in history as a hero slayer, not as a shooting target. I told him everything was going according to plan. Bulk and Stringer were losing strength, just a few more rounds and our gadget would take all their power. The heroes would turn to scrap.

Rotor complained a lot, but he finally gave in. At least that's what it seemed to me then, because in the next fight he fought seriously. The sight of his heroes weakening was too tempting for him. He fired non-stop, giving no chance to counterattack. But the plan was for them to waste energy, not us! The rotor could have failed the entire action. I had no choice - I cooled down his enthusiasm with an "accidental" shot from the putter.

"What are you?! Are you crazy?!" he shouted. I don't like it when someone shouts at me. This irritates. And when I'm angry, I explode... and so does everything else around me. I struggled to keep my composure as I said, "Von Nebula gave us a simple assignment. Do you want to offend him? It's up to you. Maybe I'll get lucky and get an assignment for you later."

He closed up and I used the silence to wonder what was going through the characters' heads at that moment. They must have already noticed the energy drop in their cores. Bulk was an idiot, but Stringer could think. He was probably wondering why they were losing strength so quickly. Is it a planetary influence, and do Rotor and I also have this problem? That would explain our poor fighting style.

Stringer broke the silence, shouting from hiding, "Listen! Something's wrong here. We should get off this planet while we still can. Maybe a little truce? We'll try to get our craft back and fly away together."

Yeah, right. Were we supposed to march meekly on board and be taken straight to jail? Never! Even if we were weakened like them. I threw some explosives at them in response.

The characters' reaction was predictable. They chased us with all their strength. A decisive attack was their last hope to defeat us and escape the planet. In my opinion, one action should completely discharge their cores. Maybe then Von Nebula would give us a bonus?

Bulk and Stringer launched an attack. I was prepared for this. I looked towards Rotor... but Rotor wasn't with me. A bad feeling came over me. Success was so close, and something told me Rotor was going to mess it up. I saw a few hundred meters away...

Oh no! There's no way he could be that stupid, I thought. But he was. The rotor flew straight to where the energy drainer was buried. I guessed what he was going to do. He wanted to dig it out and absorb the power stored in it to annihilate the heroes with one blow. I ran after Rotor. I had to stop him before our trick was revealed. If Bulk and Stringer saw the device, or worse yet, if their vehicle's sensors detected it, the Hero Factory would immediately quarantine the planet. Rotor and I would be stuck in this wasteland forever.

The heroes must have sensed a chance to win. Stringer ran after me, faster than he could by my calculations. Maybe Makuro has improved the core design since Von Nebula left the Factory? Meanwhile, Rotor had dug out the sucker and was messing around with its console.

I couldn't do anything anymore. If I fired, I could damage the device and the energy would return straight to Bulk's and Stringer's cores. I shouted to Rotor to leave the machine. Either he didn't hear me or he didn't want to hear me. Instead, I heard the sound of our defeat.

It was a steady, low noise - just like the one a Stringer pitcher makes. A powerful sound wave hit Rotor and sent him flying backwards. The device fell out of his hands. It seemed as if the machine was falling to the ground in slow motion. I jumped desperately to catch it, but I couldn't. It hit a stone, broke, and a cascade of sparks and lightning shot out from inside. I knew that the heroes behind me were quickly regaining their energy.

If you listen to Hero Factory Radio, you know the end of this story. Rotor and I were arrested, and the machine ended up in the hands of the Factory specialists. They will take it apart, examine it, and find a way to better protect the cores. Von Nebula's plan failed only because Rotor couldn't stand defeat - even a fake one.

Now we are both locked in our cells. But we won't stay long. Von Nebula will probably send Thunder for us, and then we'll have to explain a lot about how we managed to screw it all up. Of course I'll blame it on Rotor. And he's on top of me. Then we will painfully feel how Von Nebula endures failures...

At times like these, I seriously consider changing my career. Do you know any cool job that uses a lot, but really a lot, of explosives?

== Notes ==
  1. The title of one of the HarperCollins books is the opening line of this AMEET book and its iterations Alla ricerca della maschera della vita and BIONICLE: Voya Nui. The latter has the phrase on the back cover as well. This is because "Guard the secret" was a key tag line for the first half of 2006, as evidenced by 2006 style guide.
  2. Similar timeline is present in many of the HarperCollins books and while the points are good, it always suffers from scrambled order of events
  3. The italian translation in Alla ricerca della maschera della vita omits the 'hexagonal' detail. French translation in BIONICLE: Voya Nui includes it.
  4. Likely a translation of the english original found in Facts and Figures and Annual: "What the eye cannot see is where the mask bearer flees"
  5. The riddle is missing from italian and french translations.
  6. The french translation describes this explosion as a supernova.
  7. Seems to be a translation of 'He is also extremely trigger-happy and irritable - not a good combination', present in Island of Hope, Island of Doom
  8. This should say Vezon.
  9. This should say Vezon.
  10. BIONICLE: Voya Nui mistranslates this to say that even these abilities are insufficient to locate the Mask of Life.
  11. Likely a mistranslation of Throne of Vision. The other translations have it correct.
  12. Bohrok Mi is the preliminary name for Bohrok Va, likely derived from "mini" as in Mini Bohrok.
  13. This together with 2009 lamincards are, to my knowledge, the only sources that put hyphen between "Mata" and "Nui".
  14. For some reason Kanohi are misspelled as Kanui in the booklet.
  15. See the next note.
  16. A very interesting detail suggesting that the Nuva symbols were already present in the Bahrag lair, on top of those protodermis tubes Toa fell into. Specifically on these platforms, which is also the picture used on this page of the booklet.
  17. This last is a very wild claim, but we do know Rahkshi have great physical strength on top of their abilities.
  18. This is a Bohrok/Toa Nuva themed pamflet in the Swedish Kalle Anka & C:o (Donald Duck) magazine.
  19. Many thanks to Wolk for proofreading the translation.
  20. Most of this is unintelligible due to glare on the only picture available online. Thanks to Wolk for deciphering the most likely contents.
  21. This is an original story written by Greg Farshtey exclusively for the AMEET activity book called In Service of the Galaxy. This is a similar case as the Crossing done for Bionicle Glatorian activity books also published by AMEET.
  22. This is NOT a full story. The online source of the original text was incomplete and full translation would require the actual physical book to finish.
  23. Mission: Asteroid is a mission report found in the AMEET activity book called In Service of the Galaxy.
  24. This is an original story written by Greg Farshtey exclusively for the AMEET activity book called Galactic Villains. This is a similar case as the Crossing done for Bionicle Glatorian activity books also published by AMEET.