Under construction

Official BIONICLE Website (2004)

The Official BIONICLE Website in 2004 underwent a major redesign that departed from the format of previous years. Most of the prior content, including online games and animations, was taken offline and replaced with content centering around the 2004 Metru Nui storyline. Unlike previous years, almost the entire layout of the site was implemented as a Flash object; because of this, web archives generally do not have snapshots of its content.

One major addition to the site was the introduction of the Kanoka Club, a system whereby Lego Club members could redeem codes included in BIONICLE sets (especially those on Kanoka disks) and other media for Kanoka Club points, which could in turn be redeemed for exclusive downloads, such as wallpapers and desktop icons. Some codes unlocked specific content; for example, codes included with the Vahki sets unlocked Templar's Flash animations for the Vahki.

The first half of 2004 focused on the Toa Metru and their struggle against the Morbuzakh. The second half focused on the Toa Metru's struggle against the Vahki and promoted the second BIONICLE movie, BIONICLE 2: Legends of Metru Nui.

Text Content

Below is an incomplete outline of the text content, including character bios, found on the site.

Bios

Toa Metru

Toa Vakama

Taken from http://web.archive.org/web/20040804134403/http://www.bioniclesector01.com/web/reference/characters/vakama/toa.htm

Toa of fire and guardian of Ta-Metru, Vakama was once one of the city's top mask-maskers. His skills were so well-respected that Turaga Dume personally asked him to create a Kanohi Mask of Time. Now he has become a Toa Metru, but he is not always certain he is ready for the role of hero. At times he misses his old life in the foundries, crafting masks for others to wear. Vakama has always been plagued by strange visions of the future. Often their meaning is not clear, and it is a "talent" he has always hidden from others. It is only later that he will discover that those visions are key to saving the city. He has the wisdom and the courage to be a leader, but is not sure he wants that role. Nokama, however, feels strongly that Vakama is the best suited to lead the Toa Metru.

Toa Metru of Fire Vakama wears the Kanohi Huna, the Great Mask of Concealment. It allows him to turn invisible, although even in that state, he still casts a shadow.

He carries a Kanoka disk launcher. Although his disk launcher can channel his elemental fire power, Vakama often transmits it through his hands.

Toa Onewa

Taken from http://web.archive.org/web/20040804152621/http://www.bioniclesector01.com/web/reference/characters/onewa/toa.htm

Toa Metru of Stone and guardian of Onu-Metru, Onewa was a master stone carver before his transformation. Like many residents of Po-Metru, he looks down on those from Ko-Metru and Onu-Metru as not doing "real work." Onewa is courageous, almost to the point of being reckless, and refuses to accept defeat. He will always find a way to win. Onewa has no truly close friends among the Toa Metru, mainly because he is so quick to anger. He particularly rides Vakama and Nuju, neither one of whom are his idea of a Toa. But he can always be trusted in a crisis and has more than once come up with the plan to save the situation. He has enormous confidence in his own ability to achieve.

Onewa wears the Kanohi Komau, the Great Mask of Mind Control, which allows him to direct the actions of other beings.

He carries two proto pitons, which he uses to scale buildings and swing from one to another. They also serve to channel his power to control stone.

Toa Whenua

Taken from http://web.archive.org/web/20040804135428/http://www.bioniclesector01.com/web/reference/characters/whenua/toa.htm

Toa Metru of Earth and guardian of Onu-Metru, Whenua has the love for history common to all archivists. He still cannot believe he went from being a Matoran one moment to a Toa the next. He is still happiest when he is down in the Archives, and is much less comfortable when visiting other metru. Whenua has his feet on the ground. He knows the Toa Metru are powerful, but he also knows they are not invincible. This makes him a bit more cautious than some of the others, except perhaps in cases where the Archives are threatened. He quarrels with Nuju, who believes the past is unimportant, and with Onewa, who enjoys poking fun at the Toa he refers to as an "Onu-Matoran stock clerk."

Toa Whenua wears the Kanohi Ruru, the Great Mask of Night Vision. This mask enables him to light the way for the other Toa, as well as providing him with X-ray vision. Whether it has other vision powers as well remains to be seen.

He carries two Earthshock Drills, which can punch holes in virtually anything as well as creating a powerful sonic force when rotated at maximum speed. They also channel his power to control earth.

Toa Matau

Taken from http://web.archive.org/web/20040804141513/http://www.bioniclesector01.com/web/reference/characters/matau/toa.htm

Toa Metru of Air and guardian of Le-Metru, Matau was a top Ussal driver who loved to see how many speed records he could break. Of all the Toa, he is the most excited about being a hero and can't wait for all the public acclaim he is sure is coming. He is proud, impulsive, and headstrong, and willing to take a risk to prove to others that he is worthy of being a "Toa-hero." Matau would like to be close friends with Nokama, but so far she does not seem interested. He has nothing against Vakama, but thinks he would be a better choice for leader of the Toa Metru. As for the other three Toa Metru, Matau feels they take the whole experience too seriously and should really lighten up.

Toa Matau wears the Kanohi Mahiki, the Great Mask of Illusion, which not only allows him to create illusions but actually to shapeshift. He can duplicate the voices of those he impersonates, but does not assume their powers.

He carries two Aero-Slicers which are strong enough to cut through energy fields and can also serve as glider wings and rotors. They also channel his elemental air power.

Toa Nuju

Taken from http://web.archive.org/web/20040804152307/http://www.bioniclesector01.com/web/reference/characters/nuju/toa.htm

Toa Metru of Ice and guardian of Ko-Metru, Nuju was a well-respected seer before becoming a Toa - and sometimes he wishes he could go back to that role. While he takes his duties as a Toa seriously, it is not a job he would have volunteered for. Being a Toa Metru means having to work with others he is not sure he likes and having little time to study. Although Nuju does not have much faith in Vakama's visions, he is practical enough to know that someone has to be the leader. That does not mean Nuju will follow orders he thinks are foolish - like any Ko-Matoran, he prefers to go his own way and choose his own actions. Although he may sometimes seem aloof, he is usually mapping out the consequences of a plan before suggesting it. Nuju is always focused on the future, which explains why he argues regularly with Toa Whenua, who reveres the past.

Toa Nuju wears the Kanohi Matatu, the Great Mask of Telekinesis, which allows him to move objects and beings with his mind. He must be able to see his target in order to affect it, and his mask is designed with basic vision enhancements to make that easier.

He carries a pair of crystal spikes, useful for digging into the sheer sides of Knowledge Towers and channeling his ice power.

Toa Nokama

Taken from http://web.archive.org/web/20040804150330/http://www.bioniclesector01.com/web/reference/characters/nokama/toa.htm

Toa Metru of Water and guardian of Ga-Metru, Nokama was originally a teacher. Although she is now a heroine, she has not lost the habit of trying to instruct others. This is particularly annoying to Matau, who says she should listen more and “speak-teach” less. Nokama takes her responsibilities as a Toa very seriously, and believes they have a duty to the Great Spirit to meet any challenge. She does sometimes miss her old Matoran friends, though, who now do not seem to know how to act toward her. Nokama is wise and extremely resourceful, having once managed to defeat three Rahkshi single-handedly. She is very good at seeing the big picture and making connections between seemingly unrelated events. Along with Onewa, she is the best tactician among the Toa Metru.

Toa Metru of Water Nokama wears the Kanohi Rau, the Great Mask of Translation, which allows her to read ancient Matoran dialects and understand spoken languages.

Her Toa tools are twin hydro blades, which can pull her through the Protodermis canals at high speed. They are also strong enough to shatter solid rock, and channel her power to control water.

Matoran

Nuhrii

Taken from http://web.archive.org/web/20040409143219/http://www.bioniclesector01.com:80/web/reference/characters/nuhrii/index.htm

Nuhrii is a skilled mask-maker and was Vakama's mentor at the forge. But when Vakama began to be famed for his skill at creating Kanohi masks, Nuhrii grew resentful (something Vakama never realized). The final straw was when Turaga Dume requested that Vakama create a Kanohi Mask of Time. Now Nuhrii has discovered the location of a Great Disk, and with it he hopes to make the ultimate Mask of Power, regardless of the danger to the city. His quest will lead him to an abandoned section of Ta-Metru and a confrontation with the Morbuzakh!

Like all Matoran, Nuhrii is skilled at launching disks. Due to the number of venomous fire serpents in Ta-Metru, he usually carries a level 3 Kanoka disk with the removes poison power.

Ahkmou

Taken from http://web.archive.org/web/20050827053218/http://www.bioniclesector01.com:80/web/reference/characters/ahkmou/index.htm

Ahkmou is a builder and carver from Po-Metru, skilled at many things but master of none. He has always come in second to Onewa at everything, and has not forgotten all the times he has lost. Now he has the opportunity to outshine Onewa, if he can just get his hands on a Great Disk. How far will Onewa go for revenge? And who is the four-legged creature he fears?

Ahkmou carries a level 3 Kanoka disk with the regeneration power, perfect for repairing mistakes made when carving.

Tehutti

Taken from http://web.archive.org/web/20050107022450/http://www.bioniclesector01.com:80/web/reference/characters/tehutti/index.htm

Tehutti is a veteran worker in the Onu-Metru Archives, who thinks of nothing but how to make the Archives more complete. Despite his hard work, he feels he is not appreciated. But if he could make a truly spectacular find -- like a Great Disk -- then everyone would have to respect him. Unfortunately, like many archivists, Tehutti doesn't really think about the city as a whole, just his small part of it. He may make his find -- and it may lead to the destruction of the city!

With the number of exhibits that have to be constantly moved around inside the vast expanse of the Archives, Tehutti relies on a level 5 Kanoka disk with the teleportation power.

Orkahm

Taken from http://web.archive.org/web/20041119014653/http://www.bioniclesector01.com:80/web/reference/characters/orkahm/index.htm

Orkahm is a chief Ussal rider in Le-Metru. Although he gets the job done, he is slow and methodical and he envies Matau's speed and quick wit. He also considers Matau to be far too reckless and a menace on the roads. Recently, on one of his runs, Orkahm spotted a Great Disk inside a transport chute force sphere. That discovery will lead him down a dark and dangerous path that could mean the end of Metru Nui.

Orkahm carries a level 4 Kanoka disk with the regeneration power, which he uses to repair minor damage to chutes.

Ehrye

Taken from http://web.archive.org/web/20050107003737/http://www.bioniclesector01.com:80/web/reference/characters/ehrye/index.htm

Ehrye can always be found in Ko-Metru, running errands for the scholars in the great crystal Knowledge Towers. He hopes to be more someday, but Nuju has always believed Ehrye is too reckless and irresponsible to advance. Still, Ehrye has managed to pick up many useful pieces of information in his job, including the location of the Ko-Metru Great Disk. Surely, he reasons, finding that disk would earn him a spot in a Knowledge Tower -- if it doesn't doom the city first.

Ehrye carries a level 3 Kanoka disk with the regeneration power, which he uses to repair cracks in Knowledge Towers.

Vhisola

Taken from http://web.archive.org/web/20041118202825/http://www.bioniclesector01.com:80/web/reference/characters/vhisola/index.htm

Vhisola is a long-time friend and student of Nokama and a talented athlete. Deep down, she knows that Nokama is better at everything than she is, and that has sparked jealousy in her. She really wants to be Nokama’s best friend in Metru Nui, and when it doesn’t seem like that will happen, she grows angry. Even her home is decorated with carvings of and about Nokama. Now that Nokama has become a Toa, Vhisola believes her friend will forget all about her. She is determined to use her knowledge of a Great Disk’s location to make herself more famous than Nokama ever could be.

Vhisola favors a level 6 Kanoka disk with the freeze power, handy for turning Protodermis canals to ice.

Vahki

Nuurakh

Taken from http://web.archive.org/web/20040804154015/http://www.bioniclesector01.com/web/reference/machines/nuurakh.htm

The Vahki of Ta-Metru guard some of the most important sites in the city, including the forges, foundries, and fire pits. That means they can’t afford to make mistakes. Rather than risk direct confrontation with a target and possibly a prolonged chase, the Nuurakh instead will wait in ambush and rely on guile and numbers to win the day. This tactic requires a great deal of patience, a quality Nuurakh are not known for. As a result, they have been known to turn on each other when things go wrong. It’s not unusual to see a Nuurakh squad dispatched to break up a fight among other Nuurakh.

Nuurakh are equipped with Staffs of Command. One energy bolt from these and the affected Matoran’s mind will be filled with one overriding command that must be obeyed. It is normally a relatively simple directive, such as “Go back to work.” Matoran have actually been known to shove others aside who tried to prevent them from carrying out their orders.

Zadakh

Taken from http://web.archive.org/web/20040804134242/http://www.bioniclesector01.com/web/reference/machines/zadakh.htm

Of all the Vahki, Po-Metru Zadakh use their staffs the least. Where Bordakh love to chase, Zadakh love to fight, usually being the first into combat and the last left standing. This often leads them to ignore Matoran violations of the law (since fighting with a Matoran is no challenge), and instead focus more on situations involving Rahi. Of course, they will act if the Matoran act is bad enough or if they have orders to guard a site, but their preference is always a huge Rahi spoiling for a fight.

Zadakh use Staffs of Suggestion. Their power makes a Matoran willing to follow orders from just about anyone for a limited period of time. A Zadakh will typically use this on a lawbreaker and then let some other Matoran take care of getting him back to work, so the Vahki can get back to chasing tunnelers and other Rahi menaces.

Rorzakh

Taken from http://web.archive.org/web/20040804154347/http://www.bioniclesector01.com/web/reference/machines/rorzakh.htm

The Onu-Metru Rorzakh were the first Vahki constructed in Metru Nui (not surprising, since all of them were designed by an Onu-Matoran). Unfortunately, Rorzakh were made a little too well. Instead of simply being efficient and hard-working, they came out overzealous to the extreme. Rorzakh are so committed to never giving up on a chase that they will risk destruction rather than let an offender get away. Nuparu attempted, in later models, to dial back some of this self-destructive devotion to duty, but the results usually ended up worse than before.

Rorzakh are outfitted with Staffs of Presence. Their power can essentially turn an unsuspecting Matoran into a video and audio receiver for the Vahki. The Rorzakh will see through the eyes and hear through the ears of the targeted Matoran, without that Matoran ever being aware of it. The staff does no damage to the Matoran, but more than a few have been apprehended by the Vahki as a result of information gained through the “presence” power.

Vorzakh

Taken from http://web.archive.org/web/20040804133415/http://www.bioniclesector01.com/web/reference/machines/vorzakh.htm

The Le-Metru Vorzakh are a classic example of a really good idea that did not quite work out. Given the fact that Le-Metru is a very crowded district, with plenty of chutes, cables, vehicles and other things that can get in the way of pursuit, the Vorzakh were designed to be able to go over or around most obstacles with ease. Unfortunately, the Vorzakh discovered that going through was much more efficient. They remain the most destructive of all Vahki, perfectly willing to level a building to catch a Matoran hiding inside. The chase is not a game to them, just a job, and they spend as little time as possible on it. Anything that gets in between them and their target gets flattened.

Vorzakh carry the most powerful Vahki tools, Staffs of Erasing. These staffs can temporarily eliminate higher mental functions in Matoran. The result is a blank-eyed being wandering the metru until the effect wears off. Le-Matoran have gotten used to seeing these “shamblers.” The sight of them is a very effective warning not to break the law.

Keerakh

Taken from http://web.archive.org/web/20040804153257/http://www.bioniclesector01.com:80/web/reference/machines/keerakh.htm

The Keerakh of Ko-Metru have been nicknamed the “phantom Vahki.” They have raised the chase to an art form, thanks to their talent for figuring out where a fleeing Matoran or Rahi is going and getting there first. But what earned them their nickname is the fact that very few Ko-Matoran have ever seen one, except for those who have broken the law and been apprehended. These Vahki tend to be spotted out of the corner of the eye, flitting by like a ghost, ever present but never seen or heard. This makes them a perfect fit for a metru that values silence.

Keerakh Staffs of Confusion distort a Matoran’s sense of time and place. This has the effect of so disorienting them that they can’t cause any more trouble. Ko-Matoran see this as being a much more merciful way of handling lawbreakers than the Le-Metru approach, but it still something best avoided if possible.

Bordakh

Taken from http://web.archive.org/web/20040804152257/http://www.bioniclesector01.com/web/reference/machines/bordakh.htm

When Matoran talk about Vahki and their love for the chase, they are usually speaking of Bordakh. These Ga-Metru Vahki love pursuit so much they will sometimes give an offender a head start just to make things more interesting. Bordakh work in small, highly mobile squads, since having too many involved in a chase takes all the fun out of it. Bordakh have even been known to let a captured offender escape just so they can pursue her again.

Bordakh are the only Vahki with any real skill underwater, and even they prefer to stay on dry land. They carry Staffs of Loyalty. A Matoran affected by this staff will become a wholehearted believer in order, to the point where she will betray friends to the Vahki in the interests of maintaining it. A lawbreaker in Ga-Metru knows that anyone she sees could be working for the Vahki.

Wall of History

The Saga

Welcome to the Wall of History. Here you will find the tales of the BIONICLE for you to explore. Learn the lore and legend of Mata Nui!

The island of Mata Nui was once a paradise. Then the shadow of the evil Makuta fell upon it and all was darkness. Six heroes called Toa have come to defeat Makuta and save the Matoran. They will face great challenges – Rahi, Bohrok, Bohrok-Kal, Rahkshi – and discover a powerful new ally before the final confrontation with Makuta!

In a panel to the bottom left:

To learn more about BIONICLE, check out these links:

BIONICLE: The Movie
Mask of Light
www.maskoflight.com

BZPower
BIONICLE Fan site
www.bzpower.com

Mask of Destiny
BIONICLE Fan site
www.maskofdestiny.com

In three columns to the bottom:

Quest for the Masks

Six legendary heroes, the Toa, arrive on the island of Mata Nui. To gain the strength they need to defeat the evil Makuta, they must search for Kanohi Masks of Power.

Included a link to play a Flash animation, "Year One," summarizing the 2001 story.

The Bohrok Swarms

Mighty swarms of insect-like creatures, the Bohrok, sweep across the island laying waste to everything in their path. To stop them, the Toa must travel deep underground, where they will be forever transformed.

Included a link to play a Flash animation, "Year Two," summarizing the 2002 story.

The Bohrok-Kal Strike and the Mask of Light

Now changed into the more powerful Toa Nuva, the heroes face six elite Bohrok, the Bohrok-Kal. The discovery of the Mask of Light launches them on a new adventure as they challenge the might of the Rahkshi. The arrival of a Toa of Light leads to a final confrontation with Makuta.

Included a link to play a Flash Animation, "Year Three," summarizing the 2003 story.

Lexicon

A-C
Aero Slicers
Bladed tools carried by Toa Matau.
Ahkmou
Po-Matoran carver in Metru Nui who knew the location of a Great Disk. He attempted to betray the city. Later sold infected kolhii balls on the island of Mata Nui.
Air Katana
Lewa Nuva's tools, which allow him to soar on air currents.
Akaku
The Great Mask of X-Ray Vision.
Akaku Nuva
The more powerful Great Mask of X-Ray Vision worn by the Toa Nuva.
Akamai
One of the two Toa Kaita, a more powerful Toa created by the joining of Tahu, Pohatu and Onua. Akamai wears the Kanohi Aki, the Gold Mask of Valor.
Akamai Nuva
The mighty Toa Kaita Nuva formed from the joining of Tahu Nuva, Pohatu Nuva and Onua Nuva.
Aki
The Gold Mask of Valor, worn by the Toa Kaita Akamai.
Amaja Circle
A circular pit of sand at the Kini-Nui where legends are told with sacred stones.
Amana Volo Sphere
A powerful globe of energy that can restore health and boost strength.
Aqua Axes
Gali Nuva's tools, which double as fins for greater underwater speed.
Bahrag
The twin Bohrok queens, Cahdok and Gahdok, each possessing all the powers of the Bohrok.
BIONICLE
The legend of Mata Nui and the quest of the Toa.
Brakas
A mischievous monkey-like creature.
Bordakh
Ga-Metru Vahki who carry Staffs of Loyalty.
Bohrok
An insect-like swarm that seeks to devastate Mata Nui.
Bohrok Kaita
Two immense and powerful Bohrok, each created from three members of the swarm.
Bohrok Va
Scouts and couriers that transport new krana to the Bohrok.
Bohrok Va Kaita
A pair of messengers for the Bohrok swarm, each created from three Bohrok Va.
Boxor
A defense vehicle created by the Matoran to protect their villages from the Bohrok swarms.
Bula
A berry known for its restorative properties.
Cahdok
One of the Bahrag, twin queens of the Bohrok swarms.
Climbing Claws
Pohatu Nuva's tools, which combine to form the mighty Kodan ball.
Charred Jungle
A forest of burned trees near Ta-Koro.
Tallest building in Metru Nui, site of Turaga Dume’s chambers, the sporting arena, and the city power plant.
Coliseum
Comet
A popular ball used in the sport of Koli.
Copper Mask of Victory
A ceremonial mask awarded to the champion in village games.
Crystal spikes
Tools carried by Toa Nuju.
D-F

Unavailable

G-L

Unavailable

M-R

Unavailable

S-Z

Unavailable

Le-Koro Treespeak

Unavailable