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Metroid Prime 2: Echoes Logbook

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Creatures

Aether

Aquatic

Large Aquatic
Entry First Location Entry Text Limited Scan? Notes Image
Alpha Blogg Torvus Bog - Hydrodynamo Shaft The Alpha Blogg is the largest and strongest of its pack. It can fire potent sonic stun blasts in battle. The blasts will disrupt your Visor and weapon control systems if they hit you. Its three titanic maws are potent weapons. Target the creature's mouth areas to inflict damage upon it.[1] Yes Can be scanned while it is in the Hydrodynamo Shaft and while battling it in the Main Hydrochamber Alpha Blogg mp2 Logbook.png
Blogg Torvus Bog - Hydrodynamo Station The Blogg uses speed and agility to close in on prey. It will batter foes with a ramming attack, then use its three tooth-filled maws to finish the job. Bloggs have a weak spot inside their mouths: the rest of their bodies are covered with a thick, damage-resistant hide.[2] No Can also be found in several other locations in Torvus Bog Blogg mp2 Logbook.png
Small Aquatic
Entry First Location Entry Text Limited Scan? Notes Image
Bloggling Torvus Bog - Hydrodynamo Station Young Blogg are weaker than their parents, but still violent. Their powerful jaws have yet to form, and they lack the defense abilities found in adult Blogg. They must rely on speed and agility for protection if attacked without the protection of their elders.[3] No Notes Bloggling mp2 Logbook.png
Hydlings Torvus Bog - Torvus Lagoon Hydlings are small water dwellers. They travel in packs for safety, roaming the water in search of bits of food. Their only defense is a bite, though their small teeth are sharp enough to pierce metal.[4] No Hydlings can also be found in the Path of Roots and in the Hydrodynamo Shaft Hydling mp2 Logbook.png

Ground

Predators
Entry First Location Entry Text Limited Scan? Notes Image
Alpha Sandigger Agon Wastes - Agon Temple This appears to be a Sandigger pack leader, larger and stronger than the normal members of its kind. Target both of its heads to damage it.[5] Yes Must be scanned before it is possessed Alpha Sandigger mp2 Logbook 01.png
Alpha Splinter Great Temple - Temple Sanctuary Splinter war packs are dominated by the largest male. Alpha Splinters use their tremendous strength, size, and speed to subdue and kill prey, paving the way for their smaller broodlings.[6] Yes Must be scanned before it is possessed Alpha Splinter mp2 Logbook 01.png
Grenchler Torvus Bog - Forgotten Bridge The amphibious Grenchler lurks in marsh areas in search of prey. Fearless, it will spring from hiding and attack anything that moves. If it is unable to fell its prey with its powerful jaws, it will fire a potent burst of energy at them. Grenchlers have one weak spot - a genetic defect makes the shell on their back susceptible to explosive blasts. Remove the shell to expose a vulnerable nerve center, then target it to eliminate the creature.[7] No Located throughout Torvus Bog Grenchler mp2 Logbook.png
Sandigger Agon Wastes - Mining Plaza Scans indicate that the Sandigger has a dual-brain nervous system. Both of its heads are capable of attacking, disabling, and digesting prey. It fires globs of acidic digestive fluid at prey to cripple them and begin the digestion process. Its hide is very durable and resistant to weapons fire: only its exposed eyes can be damaged.[8] No Also located in Mining Station B Sandigger mp2 Logbook.png
Splinter Temple Grounds - Industrial Site When it isn't hunting, a Splinter will secret a protective cocoon around itself and enter a state of hibernation. Localized seismic disturbances will awaken the Splinter, triggering a state of blood frenzy in the process. While in this state, a Splinter emits pheromones that trigger frenzy in all nearby Splinters. Disturbing a pack of Splinters is not advisable.[9] No Located in multiple areas of the Temple Grounds Splinter mp2 Logbook 01.png
Sporb Torvus Bog - Abandoned Worksite The hanging Sporb sits patiently until a potential meal is detected. A burst of poisoned needles is the Sporb's primary means of attack. It can also extend its body over short distances, gripping small targets within its powerful jaws. Sporbs wither when exposed to dark energy, making them vulnerable to other weapon systems.[10] No Also located in Underground Tunnel Sporb mp2 Logbook.png
Surface Prowlers
Entry First Location Entry Text Limited Scan? Notes Image
Brizgee Agon Wastes - Mining Station A The Brizgee's tail ends in a venomous barb, which it conceals underneath a hard-packed layer of fused sand. A series of sharpened ridges along its body discourages most predators: those foolish enough to harass the Brizgee are quickly introduced to its deadly sting.[11] No Brizgees can also be found in the Catacombs Access Brizgee mp2 Logbook.png
Green Kralee Temple Grounds - Industrial Site The cousin to the dimensional-shifting Kralee, the Green Kralee spends its days roaming in search of food. A genetic defect prevents its back crystal from harnessing energy and opening warp portals. It is doubtful the Green Kralee misses this ability.[12] No Also located in the Collapsed Tunnel and in Agon Transport Access Green Kralee mp2 Logbook.png
Kralee Agon Wastes - Mining Station B The Kralee phases between dimensions as a defense mechanism. A crystal in its carapace gathers energy to fuel the creation of a warp portal. The process is uncontrollable, keeping the Kralee in constant dimensional flux.[13] No None Kralee mp2 Logbook.png
Krocuss Torvus Bog - Grove Access The Krocuss thrives on toxins it extracts from its surroundings. It secretes an acidic trail in its wake as it roams in search of nourishment. The durable mollusk can be damaged when it exposes its toxin-absorbing gills: few weapons can penetrate the creature's shell.[14] No None Krocuss mp2 Logbook.png
Lightbringer Dark Agon Wastes - Duelling Range Lightbringers were created by the Luminoth for use in their war with the Ing. The crystalline creatures generate a field of life-giving energy at all times, and they can be energized like a Safe Zone Crystal. They are immune to most weapon fire: only a burst of matter-antimatter can destroy them.[15] Yes Disappears after the Light of Aether is drained from the Dark Agon Temple Lightbringer mp2 Logbook.png
Seedburster Torvus Bog - Underground Tunnel Seedbursters are moving plants, capable of traveling great distances in search of fertile soil to deposit their seeds in. When provoked by predators, the Seedburster will explode, turning the precious seed inside into a deadly projectile. These seed often do not live to fruition, but help protect the rest of the Seedburster pack from attacks.[16] No Also located in the Training Access Seedburster mp2 Logbook.png
Tunnel Prowlers
Entry First Location Entry Text Limited Scan? Notes Image
Pillbug Agon Wastes - Portal Terminal Pillbugs prefer to dwell in dark caverns, though they can exist in lit areas. Navigating with a series of sensitive antennae, they roam through caves in search of moss and fungus. Pillbugs can move rapidly, and will ram unwary targets to clear their path as they search for food. A Pillbug can be jarred loose from a surface with a concussive blast: doing so reveals its vulnerable belly.[17] No Can later be found in the Dynamo Works after the defeat of the Spider Guardian Pillbug mp2 Logbook 01.png
Worker Splinter Temple Grounds - Hive Tunnel The Worker Splinter is bred for service, not combat. It spends its time collecting foodstuffs and raw material for the Hive. A layer of mucus helps to protect the creature from the toxins and chemicals it often works with. They can generate a sturdy, pliable webbing, useful in travel throughout the Hive.[18] No None Worker Splinter mp2 Logbook 01.png

Flying

Large Flyers
Entry First Location Entry Text Limited Scan? Notes Image
Shredder Torvus Bog - Torvus Lagoon The Shredder spends most of its life in the earth. When agitated, it will spring from the ground, then begin to fly toward its foe. Should it reach its target, the Shredder will explode with considerable force, releasing a cloud of thorns as it does. Shredders are resilient, but can be eliminated with concentrated weapons fire.[19] Yes Shredders can also be found in the Ruined Alcove Shredder mp2 Logbook.png
Shriekbat Agon Wastes - Temple Access Shriekbats have high internal temperatures, leading them to seek cool climates to dwell in. They prefer caverns, roosting on ceilings while hunting for small prey. Fiercely territorial, they dive-bomb anything that wanders near. This attack is fatal for the Shriekbat, as the impact sets off a discharge of thermal energy.[20] No Shriekbats can also be found in multiple areas in Torvus Bog Shriekbat mp2 Logbook 01.png
Shrieker Torvus Bog - Great Bridge A cousin to the Shredder, the Shrieker waits for prey half-buried in the earth. When it detects a target, it erupts from the ground and takes flight. It releases a sonic blast to stun its target, then sweeps in to feast. Shriekers can generate a stealth field that disrupts most Visors, making them difficult to attack.[21] No Can also be found in Torvus Temple after talking to A-Voq for the first time Shrieker mp2 Logbook.png
Small Flyers
Entry First Location Entry Text Limited Scan? Notes Image
Lightflyer Great Temple - Transport B Access The Lightflyer is an aggressive flying drone. Once loyal to the Luminoth, it will now fire a burst of energy at any living thing within range. It generates light at all times, making it somewhat easy to target.[22] No Found in multiple locations Lightflyer mp2 Logbook.png
Lumite Agon Wastes - Plaza Access The Lumite thrives on light, and can render itself invisible to most predators while within it. When out of the light, the creature is relatively harmless, relying on a crudely spat chunk of biomatter to defend itself. Once in the light, it can channel large amounts of solar energy into a deadly blast.[23] No Found in multiple locations Lumite mp2 Logbook 01.png
Sandbats Great Temple - Transport C Access Sandbats are small flyers. They travel in packs for safety, though they are predatory in nature. Failing to find prey as a group, Sandbats will often enter a feeding frenzy and attack one another in search of sustenance.[24] No Also found in Meeting Grounds and Sand Station A Sandbat mp2 Logbook.png
War Wasp Temple Grounds - Sacred Bridge The War Wasp rarely strays far from its hive unless it is pursuing an immediate threat. It attacks with no regard for its own survival, dive-bombing its enemy with stinger extended. Fast-working toxins from the stinger can incapacitate most small organisms. If it battles foes at range, it will fire bursts of potent energy.[25] Yes Found in multiple areas throughout the Temple Grounds and in Agon Wastes War Wasp mp2 Logbook 01.png

Mechanoids

Large
Entry First Location Entry Text Limited Scan? Notes Image
Ingsmasher Sanctuary Fortress - Hall of Combat Mastery Designed to fight alongside the Luminoth, the Ingsmasher now seeks to destroy them. In close combat, it smashes its energized fists into the earth to send out powerful shock waves, then pulverizes any immobile prey. It will fire salvos of missiles at long-distance quarry. It uses an energy shield in battle that can be adjusted to protect against a variety of beam weapons. The shield can be overloaded by opposite-polarity beams, however, damaging the Ingsmasher in the process.[26] Yes Only five Ingsmashers can be scanned for a Logbook entry, three in the Hall of Combat Mastery and two in the Reactor Access Ingsmasher mp2 Logbook.png
Mekenobite Sanctuary Fortress - Sanctuary Temple The Luminoth created the Mekenobite to help patrol the corridors and shafts of Sanctuary Fortress. It uses magnetism to keep itself attached to the walls and ceilings. In combat, it will fire projectiles toward its target with a magnetic accelerator. It can only be dislodged by simultaneous explosive blasts. Mekenobites self-destruct once they are heavily damaged.[27] No Can also be found in the Sentinel's Path Mekenobite mp2 Logbook.png
Quad CM Sanctuary Fortress - Reactor Core A Quad is formed of two components: the quadruped Main Body and the flying Command Module. These units can function independently, or linked together, as the need arises. The Command Module relies on ranged beam weapon attacks. It can generate a powerful beam shield to protect itself. Opposite-polarity beams can penetrate this shield, however.[28] No Found in multiple areas throughout Sanctuary Fortress Quad CM mp2 Logbook.png
Quad MB Sanctuary Fortress - Reactor Core A Quad is formed of two components: the quadruped Main Body and the flying Command Module. These units can function independently, or linked together, as the need arises. The Main Body uses melee attacks in battle. Though durable, it needs to vent excess heat from its body. When this happens, it exposes a venting system vulnerable to concussive attacks.[29] No Found in multiple areas throughout Sanctuary Fortress Quad MB mp2 Logbook.png
Watchdrone Dark Torvus Bog - Dungeon Watchdrones were built by the Luminoth to guard key areas and hinder Ing armies. Most of these units have betrayed their masters, and now serve the Ing. Watchdrones are indestructible and reluctant to move, but can be forced into quitting their posts by exposing them to bright, pure light. Once the light fades, the mechanoid will return to its original resting site.[30] No None Watchdrone mp2 Logbook.png
Small
Entry First Location Entry Text Limited Scan? Notes Image
Diligence Class Drone Sanctuary Fortress - Dynamo Access The Diligence drones were the first cleaning units designed by the Luminoth. They were modified for combat duty once the war began, but were outshined by the newer Harmony-class units. A Diligence uses focused energy beams to perform its duty. Their energy construct nature makes them invulnerable to most attacks, though dark energy can disrupt them.[31] No None Diligence Class Drone mp2 Logbook.png
Harmony Class Drone Great Temple - Transport C Access The Luminoth designed the Harmony units to be free-roaming, independent cleaning units. They use focused energy beams and kinetic pulses to perform their duties. Unfortunately, they now consider all living things as filth that must be cleansed from the world.[32] No None Harmony Class Drone mp2 Logbook.png
Mechlops Sanctuary Fortress - Dynamo Access The Luminoth tried to domesticate and train a number of Triclops for use in war, but failed. Undaunted, they created mechanical versions of the hardy creatures to use in battle. The few Mechlops that remain now serve other mechanoids, turning their potent jaws and earthmoving power against their former masters.[33] No None Mechlops mp2 Logbook.png
Octopede Sanctuary Fortress - Power Junction The Octopedes were created to deliver data to Luminoth citizens. They now follow their routes in the service of other rogue mechanoids. The units were designed to self-destruct if attacked, and will explode with enough force to cause damage.[34] No Can also be found in Torvus Transport Access Octopede mp2 Logbook.png
Rezbit Sanctuary Fortress - Reactor Access The Rezbit, though small, is a tough opponent. Its weapon system is potent, capable of firing bursts or beams at targets. A barrier shield blocks incoming attacks. It can also shift into an energy state to evade enemies: while in this state it can transmit a powerful virus into mechanoids and armor systems. The virus can cripple your systems for a time, leaving you vulnerable.[35] No Found throughout Sanctuary Fortress Rezbit mp2 Logbook.png
Serenity Class Drone Sanctuary Fortress - Temple Transport Access The Serenity drones have not gone rogue. The units are defenseless, have no weapons, and cannot be eaten. These qualities make them useless to the Ing. The small drones are assigned simple maintenance tasks upon creation and perform them without hesitation until reassigned or destroyed.[36] No None Serenity Class Drone mp2 Logbook.png
Stationary
Entry First Location Entry Text Limited Scan? Notes Image
Caretaker Class Drone Sanctuary Fortress - Main Research The Caretaker drone was designed to protect and maintain an experimental energy chamber. It uses electrically charged limbs to perform its duties. The drone requires sensor updates to fight: a vulnerable detection unit will extend periodically to search for targets. Destroying this unit would weaken its combat ability.[37] Yes Can only be scanned from outside its chamber Caretaker Class Drone mp2 Logbook.png
Growler Class Turret Temple Grounds - Trooper Security Station The GM-42 "Growler" Class Turret is a dated design, though still quite effective as a point-defense system. It is lightly armored, and fast-moving targets can evade its tracking system. Several copies of the system exist, including the Space Pirate "Humility" Class automated turret.[38] Yes The turret cannot be scanned again once it is destroyed Growler Class Turret mp2 Logbook 01.png
"Humility" Class Turret Agon Wastes - Biostorage Access The Space Pirates copied captured Federation "Growler" turrets, but found the cannon unit inadequate. The replaced the Growler's weapon with a powerful galvanic accelerator cannon. The "Humility" turret packs a strong punch, but retains the Growler system's weaknesses. Fast targets can evade the crude targeting system, and the armor can't take much punishment.[39] No None Humility Class Turret mp2 Logbook.png
Luminoth Turret Temple Grounds - Fortress Transport Access As the number of Luminoth warriors dwindled, they turned to machines to protect key areas. Automated gun turrets were often the first line of defense against Ing attacks. Though powerful, they weren't nimble enough to deal with agile enemy targets.[40] No Can also be scanned in Temple Transport Access and in the Transit Station Luminoth Turret mp2 Logbook.png
"Vigilance" Class Turret Agon Wastes - Central Mining Station The "Vigilance" Class Turret is found in many Space Pirate bases. Built to support the "Humility" Class Turret, it is as accurate as the gunner operating it. Many young Space Pirates begin their careers as sentries: a tour as a Vigilance gunner is considered a mark of distinction.[41] Yes Only two turrets can be scanned for a logbook entry Vigilance Class Turret mp2 Logbook.png

Dark Aether

Darklings

Darkling Aquatic
Entry First Location Entry Text Limited Scan? Notes Image
Dark Blogg Torvus Bog - Training Chamber Dark Blogg somehow lose their sonic blast ability: something about their minds makes them difficult for darklings to fully control. They rely solely on their deadly maws for attack: in most cases they are more than adequate. Target the weak spot inside its mouth to defeat the Dark Blogg with ease.[42] No Only found in the Training Chamber after the Grapple Guardian is defeated Dark Blogg.png
Dark Phlogus Dark Torvus Bog - Dark Forgotten Bridge The Phlogus waits patiently as it floats in murky waters, searching for a meal. When the seismic sensors in its epidermis are triggered, it springs open rapidly to attack. Phlogi can fire a spray of venom to immobilize their prey. A central nervous system is exposed when it opens its mouth to attack: damage this to stun the Phlogus for a time.[43] No Also located in the Putrid Alcove Dark Phlogus.png
Darkling Flyers
Entry First Location Entry Text Limited Scan? Notes Image
Dark Shredder Dark Torvus Bog - Dark Torvus Temple The hardy Shredder is a favorite possession target for Ing that dwell near dark water. Dark Shredders can lurk in the venomous liquid indefinitely, patiently waiting for prey. When agitated, it will emerge and begin to fly toward its foe. They are very resilient, but can be eliminated with concentrated weapons fire.[44] Yes Dark Shredders only appear during the battle with Chykka's larval form. Dark Shredder mp2 Logbook.png
Dark War Wasp Temple Grounds - Service Access Vicious and swift, the War Wasp is a prime target for young Ing eager to join the war effort. They appreciate the flying speed and numerous attacks the insect possesses. If they prove their mettle in the War Wasp, these Ing often graduate to the control of larger, deadlier creatures.[45] No Dark War Wasps first appear after the defeat of Chykka, they are also found in the Vault Attack Portal Dark War Wasp.png
Nightbarb Dark Agon Wastes - Save Station 2 Nightbarbs are small airborne darklings. Smaller and weaker than a Hunter Ing, a Nightbarb will travel with a large pack to increase its odds of survival. This is wise, since their primary predators are Hunter Ing.[46] No Nightbarbs are very common in many areas of Dark Aether Nightbarb mp2 Logbook 01.png
Darkling Ground
Entry First Location Entry Text Limited Scan? Notes Image
Dark Alpha Splinter Great Temple - Temple Sanctuary Splinter alpha males are the first to be targeted for darkling possession. Dark Alpha Splinters grow in strength and durability, making them an even greater threat than normal.[47] Yes Can only be found once in the Temple Sanctuary Dark Alpha Splinter.png
Dark Grenchler Dark Torvus Bog - Dungeon Darklings are drawn to possess vicious predators, making the Grenchler a prime candidate. Despite the added toughness gained from possession, the Dark Grenchler retains its one weakness. Remove the back shell with explosive blasts to expose its pain center, then attack the pain center to quickly dispatch the creature.[48] No Only appears in the Dungeon Dark Grenchler.png
Dark Splinter Temple Grounds - GFMC Compound Target is host to a parasitic bioform. The presence of the parasite increases the target's overall combat threat level. Concentrated weapons fire will damage the target.[49] No Found in multiple areas of the Temple Grounds and Dark Agon Wastes Dark Splinter.png
Darkling Mechanoids
Entry First Location Entry Text Limited Scan? Notes Image
Corrupted Sentreye Sky Temple Grounds - Abandoned Base The Sentreyes were designed by the Luminoth to protect their camps on Dark Aether. The Ing learned how to possess them and turn them on their former masters. Many still remain throughout Dark Aether, now serving the Ing as they served the Luminoth before them. Most weapon types will stun the Sentreyes. Only charged light energy will destroy them.[50] No Also found in the Shrine Access Corrupted Sentreye.png
Dark Diligence Drone Ing Hive - Hazing Cliff Some Diligence drones have been taken by the Ing for possession duties. Their small size and durability makes them excellent scouts, able to go where most others cannot. A Dark Diligence still relies on focused energy beams for defense. Their energy construct nature makes them invulnerable to most attacks. A high-powered burst of light energy can disrupt a Dark Diligence unit.[51] No Only found in the Hazing Cliff Dark Diligence Drone mp2 Logbook.png
Dark Ingsmasher Varies Once the Ing discovered they could possess intelligent machines, the mighty Ingsmashers were top-priority targets for the Horde. The drones retain all of their attacks - shock-wave fists and missile launchers. It uses an energy shield in battle that can be adjusted to protect against a variety of beam weapons. The shield can be overloaded by opposite-polarity beams.[52] No Found in the Hive Portal Chamber and in the Hive Reactor Dark Ingsmasher.png
Dark Quad CM Sanctuary Fortress - Sanctuary Temple The Ing discovered they could possess and control artificially intelligent machines as well as living beings. They soon turned the loyal Quad drones against the Luminoth, finding the tenacious machines to be quite useful additions to the Horde. A dominant darkling assumes control of the Command Module, forcing the lesser Ing in the Main Body to do its bidding.[53] Yes Also found in the Hive Temple during the battle against Quadraxis Dark Quad CM.png
Dark Quad MB Sanctuary Fortress The Ing discovered they could possess and control artificially intelligent machines as well as living beings. They soon turned the loyal Quad drones against the Luminoth, finding the tenacious machines to be quite useful additions to the Horde.[54] Yes Also found in the Hive Temple during the battle against Quadraxis Dark Quad MB.png
Darkling Offworld
Entry First Location Entry Text Limited Scan? Notes Image
Dark Missile Trooper Temple Grounds - Hive Chamber A Bioscans indicate terminated lifesigns in this missile trooper, and the presence of an unknown biomass with parasitic tendencies. Though the missile trooper's armor has been compromised, the bulk of it remains intact. Missile weapon system remains online as well. Full parasitic fusion has yet to be obtained, resulting in low agility and response time.[55] Yes Only appears after the defeat of the Dark Alpha Splinter Dark Missile Trooper.png
Dark Pirate Commando Torvus Bog - Great Bridge The Ing prize the few Pirate Commandos they manage to take alive. Only Hunter Ing are allowed to possess the Commandos, and the competition for that right is fierce among them. The Hunter Ing ability to phase out of local timespace carries over to the Dark Pirate Commando. They will fire bursts of dark matter at enemies, along with experimental EMP grenades stolen from the Space Pirates.[56] No Found throughout Aether and Dark Aether Dark Pirate Commando (Echoes).png
Dark Pirate Trooper Agon Wastes - Portal Terminal Pirate troopers, already trained to follow orders without question, were perfect candidates for Ing possession. Darklings moves to take every trooper they could, expanding the army of the Horde considerably. Space Pirate technology struck a chord with the Ing, who now hunt actively for gadgetry of any kind - especially weapon systems.[57] No Can be found in multiple areas Dark Pirate Trooper.png
Dark Preed Dark Torvus Bog - Dark Torvus Arena The aggressive Preeds are often possessed by darklings for aerial hunting missions. The presence of the dark creature makes the small cyborg more durable. The toxic gas carried by a Preed is enhanced by exposure to dark energy, making it considerably more dangerous.[58] No Can be found in multiple areas Dark Preed mp2 Logbook.png
Dark Tallon Metroid Dark Agon Wastes - Phazon Site The Ing are fascinated by Metroids and their connection to Phazon. It is not a shared fascination, as Metroids will attack Ing on sight. Recognizing their strength, Ing darklings have possessed a number of Metroids, turning them into powerful soldiers of the Horde.[59] No Also found in the Hazing Cliff and Phazon Grounds Dark Tallon Metroid mp2 Logbook.png
Dark Trooper Temple Grounds - Command Chamber Bioscans indicate terminated lifesigns in this trooper, and the presence of an unknown biomass with parasitic tendencies. Though the trooper's armor has been compromised, the bulk of it remains intact. Weapon systems remain online as well. Full parasitic fusion has yet to be obtained, resulting in low agility and response time.[60] No Found in multiple areas of the Temple Grounds Dark Trooper.png

Emperor Ing

Entry First Location Entry Text Limited Scan? Notes Image
Emperor Ing Body Sky Temple - Sanctum Bioscans indicate that this is the eldest, strongest Ing in the Horde, the alpha and the omega. It has absorbed enormous amounts of Phazon energy into its body, mutating itself in the process. Apparently this power is not enough for the creature, as it is now siphoning energy from the final Energy Controller.[61] Yes Must scan before transformation.* Emperor Ing Body mp2 Logbook.png
Emperor Ing Head Sky Temple - Sanctum Like its brethren, the Emperor Ing is a metamorph. It has molded itself around the precious Energy Controller, and will defend it to the death, using its own body as a shield and weapon. Destroy the tentacles it generates to weaken the creature and its defenses.[62] Yes Must scan before transformation.* Emperor Ing Head mp2 Logbook.png
Emperor Ing Eye Sky Temple - Sanctum The Emperor Ing has exposed its main eye, from which it can fire powerful energy beams. It is protected by an energy shield, although not completely. The eye can be locked onto, but only direct shots will get past the shield.[63] Yes Must scan before transformation.* Emperor Ing Eye mp2 Logbook.png
Emperor Ing Chrysalis Sky Temple - Sanctum The heavily damaged Emperor Ing has entered a regenerative state inside a durable healing shell. Tactical scans have detected eleven weak points on the magnetically charged shell: Spider Ball travel is possible on the shell surface. Damage the weak spots with explosives to crack the shell and expose the enemy within.[64] Yes Must scan before transformation.* Emperor Ing Chrysalis mp2 Logbook.png
Mutated Emperor Ing Sky Temple - Sanctum Further exposure to Phazon has mutated the Emperor Ing. It is now capable of shielding its vulnerable areas with energy barriers. Beams of opposite polarity can damage these barriers, however. Heavy damage to these barriers will cause them to drop, exposing the creatures weak spots. Target the weak spots to immobilize and damage the enemy.[65] Yes Must scan before defeat.* Mutated Emperor Ing mp2 Logbook.png

Ing

Entry First Location Entry Text Limited Scan? Notes Image
Darkling Tentacle Dark Agon Wastes - Double Path Some darklings can open dimensional portals at will. They use this ability to hunt for unwary prey, reaching out to snatch them with their tentacles. Once ensnared, the prey is dragged to its doom. The tentacles are resilient; pure light energy can disrupt them. Nothing can destroy them.[66] No Found in all areas of Dark Aether except for the Sky Temple Darkling Tentacle.png
Hunter Ing Dark Torvus Bog - Polluted Mire The Hunter Ing patrol the lands of Dark Aether in search of the Horde's enemies. They can render their bodies intangible, allowing them to ambush their targets with ease. Hunter Ing can generate long, deadly tentacles, which they use with great effect in battle. Cunning and relentless, the Hunter Ing will seize their prey or die.[67] No Also found in several other locations in Dark Aether Hunter Ing mp2 Logbook.png
Ing Larva Swarm Ing Hive - Entrance Defense Hall Ing larvae travel in swarms for protection. They are weak with no real defenses or attacks. The few that make it to adulthood are quite cunning and vicious.[68] No Only found in the Ing Hive Ing Larva Swarm mp2 Logbook.png
Inglet Dark Agon Wastes - Crossroads Inglets preform the menial labor of the Horde, but can but pressed into a combat role if there is a need. They are amorphous blobs, capable of clinging to nearly any surface. Inglets can fire bursts of dark matter in self-defense, though they prefer to avoid battle. They seldom travel alone, and can be dangerous in large numbers. As with are Ings, they dislike bright light, and will avoid it if possible.[69] No Also found in several other locations in Dark Aether Inglet mp2 Logbook.png
Ingstorm Sky Temple Grounds - Reliquary Access The Ingstorm is a collective swarm of tiny Ing. When banded together, they can emit destructive energy that, over time, can break down the most durable of alloys.[70] No Also found in other locations in Dark Aether Ingstorm mp2 Logbook.png
Warrior Ing Dark Agon Wastes - Duelling Range Warrior Ing are challenging foes. They can render themselves into amorphous puddles and move over most terrain, including walls. Warrior Ing can turn their bodies into deadly projectiles sheathed by dark energy. The tips of their legs are razor sharp, making them formidable in melee. Finally, Warrior Ing are capable of channeling transdimensional energy and firing it at their enemies. Their only real weakness is bright, pure light, which they hate and fear.[71] No Also found in the Sky Temple Grounds and Ing Hive Warrior Ing.png

Guardians

Sub Guardians
Entry First Location Entry Text Limited Scan? Notes Image
Bomb Guardian Agon Wastes - Agon Temple This darkling Sandigger has absorbed the ability to generate Morph Ball Bombs. It can throw Bombs with considerable accuracy, and frequently lays a spread of Bombs in its wake. Its head and tail are the only vulnerable spots on its body. Target them when they are vulnerable to neutralize and terminate this enemy.[72] Yes Can only be scanned before its defeat Bomb Guardian.png
Boost Guardian Dark Torvus Bog - Dark Torvus Arena This Warrior Ing has absorbed the power of the Boost Ball. It can boost-blast toward its enemies, using its body as a potent weapon. When it is not in solid form, engaging it in Morph Ball mode may provide better attack opportunities.[73] Yes Can only be scanned before its defeat Boost Guardian mp2 Logbook.png
Grapple Guardian Dark Torvus Bog - Sacrificial Chamber Grapple Beam powered darkling. Well-armored target utilizes Grapple Beam to ensnare enemies. Weak spots detected: back shell and eye. Uses special attack when angered.

This darkling Grenchler has absorbed the power of the Grapple Beam. It will fire the beam to snare potential meals and pull them into its waiting jaws. The beam is powerful, and can attach to most surfaces, including your armor. Its eye region is sensitive; damage in the area can induce a state of anger in the target. A weak spot under the back shell is a prime target as well. When angered, it will use a special attack.[74]

Yes Once the Grapple Guardian's shell has been destroyed, scans will no longer add the entry to the logbook Grapple Guardian.png
Jump Guardian Dark Agon Wastes - Judgment Pit Space Jump powered Warrior Ing. Powerful metamorph with enhanced jump abilities. Able to generate energy shock waves and force fields.

This Warrior Ing has absorbed the power of the Space Jump Boots. It can leap incredible distances and heights, and uses this ability to great effect in battle. Target can generate powerful shock waves of dark energy, and will sheath itself in a potent force field to protect itself. It cannot maintain the shield indefinitely: concentrate weapon fire on it when the shield is down.[75]

Yes Can only be scanned before it is defeated Jump Guardian mp2 Logbook 01.png
Power Bomb Guardian Dark Torvus Bog - Undertemple This darkling Sporb has absorbed the ability to generate Power Bombs. It can fire these dangerous weapons instead of the venomous needles it normally shoots. The energies of the Power Bomb weapon have made it all but invulnerable. Tremendous kinetic damage will override the protective field, however.[76] Yes Can only be scanned before its defeat Power Bomb Guardian.png
Spider Guardian Sanctuary Fortress - Dynamo Works This darkling Pillbug has absorbed the power of the Spider Ball. It can travel over magnetically charged surfaces at will. The creature seems to have a connection to the local energy system. Aggravating it may cause disruption to the system.[77] Yes Can only be scanned from outside the Morph Ball tunnel in the Dynamo Works Spider Guardian mp2 Logbook.png
Amorbis
Entry First Location Entry Text Limited Scan? Notes Image
Amorbis 1 Dark Agon Wastes - Dark Agon Temple The enormous Amorbis can move through solid rock and earth with ease, and can sense the location of surface-level prey deep within the ground. They will attempt to ram any target they can find in their domain. They are vulnerable to all forms of weapons fire, but are incredibly strong and resistant to pain.[78] Yes Entry is only added to the Logbook while the Amorbis are not attached to the Dark Sphere Amorbis 1.png
Amorbis 2 Dark Agon Wastes - Dark Agon Temple The Amorbis can attach themselves to the Dark Sphere, drawing potent energy from within. They can fire dark energy at Light Crystals, nullifying Safe Zones for a short time. They can also channel this energy into powerful beam attacks. Bioscans indicate a weak spot inside the creature's mouth. Concentrate your fire at this area to damage an Amorbis.[79] Yes Entry is only added to the Logbook while the Amorbis are attached to the Dark Sphere Amorbis 2.png
Chykka
Entry First Location Entry Text Limited Scan? Notes Image
Chykka Larva Dark Torvus Bog - Dark Torvus Temple Scans indicate that this bioform is an infant, but aging rapidly. The creature can ensnare targets with its tongue, drawing them into its mouth. It then covers its prey with acidic globs of biomatter to break it down for digestion. This is an exceptional bioform with both a dark and light nature.[80] Yes Can only be scanned before it transforms into the adult Chykka Chykka Larva.png
Chykka Dark Torvus Bog - Dark Torvus Temple The Chykka has rapidly aged to its adult form. It will attack by firing high-powered bursts of dark water at rapid speed. If frustrated, it will attempt to dive and ram you. Most of the Chykka's body is vulnerable to weapons fire, but scans indicate that such fire will only stun it. When stunned, however, four weak spots will appear. These spots are vulnerable to attack: target them to damage the enemy.[81] Yes Can only be entered into the Logbook before Chykka enters its dark form a second time Chykka.png
Dark Chykka Dark Torvus Bog - Dark Torvus Temple The Chykka has recovered, and energized its body with dark energy. This energy has rendered most of the creature immune to attack, including its wings. Tactical scans indicate that its eggsac is vulnerable, however. Target it to damage the creature.[82] Yes Entry can no longer be added to the Logbook once Chykka is defeated Dark Chykka.png
Chyklings Dark Torvus Bog - Dark Torvus Temple Interaction with dark energy has mutated the Chykka. Its offspring are now born as flyers, skipping the larval stage completely. These infants are highly protective of their parent, and will streak to attack on sight. They lack their parent's durability, however, making them easy targets.[83] Yes Entry can no longer be added to the Logbook once Chykka is defeated Chyklings.png
Quadraxis
Entry First Location Entry Text Limited Scan? Notes Image
Quadraxis Ing Hive - Hive Temple The Quadraxis unit went rogue and entered the service of the Ing. Its primary weapon system fires destructive matter-antimatter blasts. It uses a powerful missile battery for long-distance attacks. The Quadraxis is incredibly durable and well-armored, but its leg and foot joints are vulnerable. Damaging these joints will eventually render it immobile.[84] Yes Entry can no longer be added to the Logbook after its main body is disabled Quadraxis mp2 Logbook.png
Damaged Quadraxis Ing Hive - Hive Temple Though the main body is disabled, the tactical control unit within it is still active. It will guide the Head Module in battle via high-sonic transmissions. Disabling this module will impair the Head Module's ability to fight.[85] Yes Damaged Quadraxis can be scanned for its Logbook entry up until the point that the Annihilator Beam is acquired Damaged Quadraxis.png
Shielded Head Module Ing Hive - Hive Temple The Head Module of the Quadraxis is highly mobile and well armed. It is shielded by an impervious force field. Tactical commands are sent to the module from the crippled main body: sever this link to impair the Head Module's combat ability.[86] Yes The entry can only be added to the Logbook when the shield over the head module is active Shielded Head Module.png
Stunned Head Module Ing Hive - Hive Temple Head Module is unable to receive tactical data. Force field offline. Unit is generating drones to defend itself while it attempts to restore tactical link to main body. Destroy sonic receptors on unit to prevent this.[87] Yes The entry can no longer be added to the Logbook after its antennae are destroyed Stunned Head Module mp2 Logbook.png
Final Head Module Ing Hive - Hive Temple Module has lost its tactical link to the main body. Two points of structural weakness have been located on its hull: Morph Ball Bombs can cause damage to these areas. Scans indicate that the Spider Ball can attach to the Module's outer hull.[88] Yes Can only be added to the Logbook once its antennae are destroyed Final Head Module.png

Offworld

Dark Samus

Entry First Location Entry Text Limited Scan? Notes Image
Dark Samus 1 Agon Wastes - Main Reactor Scans indicate the presence of Phazon and your genetic material within this entity. She wears a version of the Varia Suit, altered and augmented by the Phazon within her. Primary weapons include the Missile Launcher and a scattershot variant of the Power Beam. Boost and Jump abilities are superior to yours. The ability to generate Phazon energy shields is also present.[89] Yes Can only scanned before she is defeated Dark Samus mp2 Logbook.png
Dark Samus 2 Sanctuary Fortress - Aerie Access Tactical scans have identified several new battle systems in the armor of Dark Samus. She now wields a potent variant of your Charge Beam. Her Boost attack has been augmented, and the ability to render herself invisible is present as well. Bioscans suggest that Dark Samus can reform her body short of total atomic disruption. Extreme caution recommended.[90] Yes Can be scanned in both Aerie Access and Aerie, can only be scanned before she is defeated Dark Samus mp2 Logbook.png
Dark Samus 3 Sky Temple Grounds - Sky Temple Gateway Scans indicate that Dark Samus has absorbed tremendous levels of Phazon into her body: too much, perhaps. She can vent Phazon energy in the form of destructive blasts and protective shields: doing so will help her maintain stability. Exposure to Phazon has rendered her invisible to the Dark Visor. These new abilities, combined with her already formidable arsenal, place Dark Samus at the highest threat level.[91] Yes Can only be scanned before Dark Samus raises her Phazon-based shield for the first time.* Dark Samus 3 mp2 Logbook.png
Dark Samus 4 Sky Temple Grounds - Sky Temple Gateway Dark Samus has temporarily become a being of pure yet unstable Phazon energy. She can generate a shield that is invulnerable to all attacks, save one - blasts of Phazon energy itself. Use your Charge Beam to collect Phazon energy that she expels, then fire it back at her. Direct hits will overload and disrupt her essence.[92] Yes Can only be scanned after Dark Samus raises her Phazon-based shield for the first time.* Dark Samus 3 mp2 Logbook.png

Metroids

Entry First Location Entry Text Limited Scan? Notes Image
Tallon Metroid Agon Wastes - Biostorage Station The Space Pirates harvest and enslave Metroids for use in their operations. The Tallon Metroid will latch onto prey with powerful pincers, then proceed to drain its life energy. This causes the creature to grow in size and mass. The creatures are vulnerable to the chilling effect of dark energy, and can be detached by entering Morph Ball mode and deploying a Bomb.[93] No Can later be found in Bioenergy Production Tallon Metroid mp2 Logbook 01.png
Infant Tallon Metroid Agon Wastes - Biostorage Station The Space Pirates use infant Tallon Metroids as a portable energy source. Small in size, they are easy to transport in large quantities. They are docile, efficient organic batteries...until they are exposed to Phazon. At that point, they grow rapidly and acquire their full array of powers.[94] No None Infant Tallon Metroid mp2 Logbook.png

Pirates

Entry First Location Entry Text Limited Scan? Notes Image
Pirate Aerotrooper Agon Wastes - Bioenergy Production Pirate Aerotroopers are known for their cold precision and utter cruelty. Armed with both beam and missile systems, the Aerotroopers can be a difficult foe to engage, especially at range. Their jet packs can be overloaded with heat-based attacks, however. These units prefer death before dishonor: an injured Aerotrooper will make a suicide strike before allowing himself to be captured.[95] No Can later be found in the Mining Station A and in the Watch Station Pirate Aerotrooper mp2 Logbook 01.png
Pirate Commando Torvus Bog - Torvus Grove Dedicated to "hunting the Hunter," Space Pirate Commando units have been equipped with the latest weapons, including a variable pulse cannon, e-grenade launcher, and energy scythe. Powerful thrusters carry them at high speed over any terrain. A portable barrier shield repels most attacks, but can only be deployed for limited periods.[96] Yes Can later be scanned in the Sanctuary Entrance and a final time in the Phazon Grounds Pirate Commando mp2 Logbook.png
Pirate Grenadier Agon Wastes - Command Center The Space Pirates have begun to use an experimental energy grenade launcher in the field. The weapon is viewed as a mixed blessing to the Grenadier units: while the grenade launchers are powerful weapons, Grenadiers must leave their rifles behind to carry them. Fast-moving targets can close range on Grenadiers, rendering their main weapons somewhat ineffective.[97] No Can also be scanned in the first visit to the Path of Eyes Pirate Grenadier mp2 Logbook.png
Pirate Trooper Agon Wastes - Mining Station A The Space Pirates suffered a serious defeat at Tallon IV, yet they remain a powerful force for crime and disorder in the galaxy. Their technology continues to advance: even the lowly trooper has received numerous upgrades to his arsenal. A photonic power scythe and quantum assault cannon are now standard-issue weapons for all troopers.[98] Yes Can later be scanned in the Central Mining Station, Command Center, the Portal Terminal, the Path of Eyes, and a final time in Torvus Temple Pirate Trooper mp2 Logbook 01.png
Preed Torvus Bog - Hydrodynamo Station The cybernetic Preeds are aggressive hunters used as patrol animals by the Space Pirates. They carry lethal Nohadin gas for use as a defense mechanism. If a Preed is ruptured, the gas within it is violently released. This toxic cloud often proves fatal to the Preed's killer.[99] No Only found in the Hydrodynamo Station of Torvus Bog Preed mp2 Logbook.png

Lore

Luminoth Lore

Space Pirate Logs

Trooper Logs

Research

Aether Studies

Aether

Entry First Location Entry Text Limited Scan? Notes Image
Aether Agon Wastes - Command Center Planet is unstable due to transdimensional flux. Warfare has devastated a good portion of the world's population. Finally, extreme climate shifts have left most of Aether uninhabitable.[100] No Found as a hologram Aether (Echoes).png
Dark Portal Agon Wastes - Portal Terminal Dark Portals allow living beings to travel to Dark Aether without being scattered throughout the interdimensional void. They are unstable, however, and only remain viable for limited periods of time. Some can be reactivated, while others vanish forever once they are used.[101] No Found throughout Aether Dark Portal.png
Energy Controller Great Temple - Main Energy Controller Energy Controllers were built by the Luminoth to regulate Aether's planetary energy. Several wonders are powered by the Energy Controllers, including a weather control grid and a teleportation system. When Dark Aether was born, it too had Energy Controllers, all linked to that world's planetary energy.[102] No Also found in the other energy controller rooms of all Light Aether and Dark Aether areas Energy Controller.png
U-Mos Great Temple - Main Energy Controller Subject is U-Mos, a Sentinel of the Luminoth. Scans indicate numerous beneficial abilities, including heightened reflexes, durability, psionics, and flight. Ability to generate and manipulate energy on par with that of the Chozo. Dating scans suggest an age of 2.15 centicycles. Only known active member of the species: remaining Luminoth locked in protective stasis until crisis is resolved.[103] No Can only be scanned in one location U-Mos.png

Dark Aether

Entry First Location Entry Text Limited Scan? Notes Image
Dark Aether Agon Wastes - Command Center Can't determine origin of Aether's "dark twin." Contains high levels of Phazon ore. Native bioforms attack on sight.[104] No Found as a hologram Dark Aether.png
Light Portal Dark Agon Wastes - Portal Site Light Portals allow living beings to travel to Aether without being scattered throughout the interdimensional void. They are unstable, however, and only remain viable for limited periods of time. Some can be reactivated, while others vanish forever once they are used.[105] No Found throughout Dark Aether Light Portal.png
Phazon Agon Wastes - Main Reactor Volatile ore with biomutagenic properties. Origin point of Phazon unknown. First detection of element on planet Tallon IV. Used by Space Pirates to produce vast levels of energy. Bioforms exposed to Phazon without proper shielding will eventually undergo radical mutation.[106] No Also found in several other locations in Dark Aether Phazon mp2 Logbook.png

Biology

Cocoons

Entry First Location Entry Text Limited Scan? Notes Image
Metroid Cocoon Agon Wastes - Biostorage Station The Space Pirates transport young Tallon Metroids in an organic "cocoon" designed to sustain the small creatures. Each cocoon can support numerous infants for several cycles. The creatures are normally content to remain in the cocoon, but will emerge when they detect the presence of Phazon.[107] No None Metroid Cocoon mp2 Logbook.png
Splinter Cocoon Temple Grounds - Industrial Site Splinters will enter their protective cocoons when tired or sated. The cocoon is durable, but can be destroyed by weapons fire. Destroying a cocoon will kill the Splinter inside: when this occurs, the dying Splinter will emit a shriek that will alert all nearby Splinters in hibernation. This will drive them into battle frenzy as a defense mechanism.[108] No Can later be found in the Temple Assembly Site and Trooper Security Station Splinter Cocoon.png
War Wasp Hive Temple Grounds - Sacred Path War Wasps require considerable amounts of sleep after a long hunt. They weave a protective hive from organic fluids they secrete themselves, then crawl inside to rest. Though safe from most predators, the hives can be damaged by explosive weapons.[109] No Can be found in multiple parts of the Temple Grounds and Agon Wastes War Wasp Hive (Echoes).png

Darklings

Entry First Location Entry Text Limited Scan? Notes Image
Dormant Ingclaw Sky Temple Grounds - Phazon Grounds Ingclaws occasionally enter a strange torpor, brought on by constant exposure to the atmosphere of Dark Aether. While in this dream state, the creature does not feed or expel its deadly vapor. Fortunately, its indestructible shell protects it from predators.[110] No Only found on the Sky Temple Grounds Dormant Ingclaw mp2 Logbook.png
Ingclaw Dark Agon Wastes - Watering Hole The Ingclaw secretes an incredibly durable shell over itself shortly after birth. From that moment on, it remains rooted in place. The creature feeds on the flotsam floating in the atmosphere of Dark Aether, and produces waste in the form of a toxic dark vapor.[111] No Also found in the Sky Temple Grounds Ingclaw mp2 Logbook.png
Ing Webtrap Dark Agon Wastes - Battleground These creatures respond to commands from the Ing, forming over areas as ordered. They are virtually indestructible, and can only be undone by killing the Ing that commands them.[112] Yes Two blockade the doors in the Battleground while Samus battles a horde of Warrior Ing Ing Webtrap mp2 Logbook.png
Webling Dark Agon Wastes - Feeding Pit Access Weblings spin a network of energized snare lines, then sit in the middle and wait for prey to get caught in it, much like a spider. A webling is incredibly durable, though it has the darkling weakness to light.[113] Yes Must be scanned before being destroyed by the Light Beam Webling mp2 Logbook.png

Ing Storage

Entry First Location Entry Text Limited Scan? Notes Image
Bladepod Dark Agon Wastes - Portal Site These Ing morph their bodies around useful items to protect them. They rely on larger Ing for protection, as they have no way of fending off enemies. Damage from all weapons will harm them, but light-based weapons are superior.[114] No Also found in multiple areas of the Dark Agon Wastes and Sky Temple Grounds Bladepod.png
Flying Ing Cache Dark Agon Wastes - Battleground The Flying Cache was bred and trained to be a living storage unit. It employs a limited stealth field that renders it unseen to most enemies. The fact that the creature must be killed to obtain the object it stores is of little consequence to the Ing.[115] Yes Also found in the other locations of Dark Aether with the Sky Temple Keys; at least one must be scanned before all are destroyed Flying Cache mp2 Logbook.png
Ingsphere Cache Dark Torvus Bog - Dark Forgotten Bridge The Ingsphere keeps useful items in a dimensional pocket. Normally, the Ingsphere will only release the item to its Ing master. The pocket can be breached by destroying the Ingsphere, however. This sometimes destroys the item, but can be worth the risk.[116] No Only found in Dark Torvus Bog Ingsphere Cache.png
Ingworm Cache Ing Hive - Culling Chamber The Ingworms wrap their bodies around useful items to protect them. They are defenseless. They are not terribly durable and have no form of attack, hence their assignment as storage bearers by the Horde.[117] No Also found in the Sky Temple Ingworm Cache.png

Plantforms

Entry First Location Entry Text Limited Scan? Notes Image
Agon Bearerpod Agon Wastes - Transport to Temple Grounds The Agon Bearerpod is a hardy desert plantform used by the Luminoth to store useful items and supplies. Its tough epidermis can be destroyed by weapons. It gathers trace amounts of moisture from the air and stores it in a number of chambers throughout its body. It can hold and process this moisture for weeks if necessary.[118] No Only found in the Agon Wastes Agon Bearerpod.png
Bloatsac Torvus Bog - Forgotten Bridge The humble Bloatsac contributes to its ecology by producing large amounts of benevolent gases. It thrives in damp enviroments, though it can survive in most climates and terrains. The Bloatsac secretes a venemous sap over its body. Very few creatures can ingest the sap and survive, making it a useful defensive mechanism for the plant.[119] No Only found in Torvus Bog Bloatsac.png
Blueroot Tree Agon Wastes - Save Station A The Blueroot tree is common on worlds with desert regions. While an elegant, attractive plant, the tree's leaves are highly toxic. Few species can ingest the leaves and live: many of them (such as the Space Pirates) consider the deadly Blueroot leaf a delicacy.[120] No Only found in the Agon Wastes Blueroot Tree.png
Sandgrass Agon Wastes - Plaza Access Sandgrass scans indicate that the plant requires no moisture to survive. It relies exclusively on solar energy for sustenance, making it well adapted for life in a desert environment. Evidence of extensive mutation present, suggesting radical bio-adjustments within the last centicycle. Mutation source is not natural: plant strain was genetically engineered, possibly by the Luminoth.[121] No Only found in the Agon Wastes Sandgrass.png
Torvus Bearerpod Torvus Bog - Torvus Lagoon The Torvus Bearerpod grows around useful items. The hard outer shell can be shattered by weapon fire. The Luminoth use the hardy plants to store supplies for operations in the Torvus Bog. They are resistant to the harsh chemicals and diseases that run rampant in the swamp, and emit a deadly cloud when destroyed. This has discouraged their consumption by local animals.[122] No Only found in Torvus Bog Torvus Bearerpod.png
Torvus Hanging Pod Torvus Bog - Temple Transport Access The Luminoth placed these pods throughout the bog for use by their soldiers during the war. Though many have been raided since then, some still contain useful items left over from the war.[123] No Also found in the Torvus Lagoon Torvus Hanging Pod mp2 Logbook.png

Luminoth Technology

Lift Crystals

Entry First Location Entry Text Limited Scan? Notes Image
Dark Lift Crystal Agon Wastes - Hall of Stairs Luminoth lift platform will raise when Crystal is energized by light-based weaponry. Used by the Luminoth forces during their war. Most still function, despite periodic abuse from the Ing.[124] No Only found in the Agon Wastes Dark Lift Crystal.png
Light Lift Crystal Dark Agon Wastes - Doomed Entry Luminoth lift platform will lower when Crystal is energized by dark weaponry. Used by the Luminoth force during their war. Most still function, despite periodic abuse from the Ing.[125] No Light Lift Crystal.png
Liftvine Crystal Dark Torvus Bog - Brooding Ground Darkling plantform will grow in height when Crystal is energized by light-based weaponry. The Luminoth used these to navigate during their campaigns on Dark Aether. The Ing ignore the simple plant, as it is not a source of nourishment or a weapon.[126] No Dark Lift Crystal.png

Light Beacons

Entry First Location Entry Text Limited Scan? Notes Image
Energized Beacon Dark Agon Wastes - Feeding Pit Energized Beacons provide better protection from Dark Aether's denizens. Dark creatures are damaged by the energized field. Some are killed on contact. The extra protection is not unlimited, and must be recharged by the Light Beam to remain in effect.[127] No Energized Beacon.png
Light Beacon Dark Agon Wastes - Portal Site Light Beacons must be energized by Beam weapon fire to function, and remain charged for a limited time. The Beacons were created when the Luminoth ran short of Light Crystals during the war. While simpler to make, the Beacons were also unstable. They had to be energized periodically, and could run out of energy at critical moments. Still, any protection was better than none for the Luminoth warriors.[128] No Light Beacon.png
Nullified Beacon Dark Agon Wastes - Doomed Entry Light Beacons, when covered with dark energy, cease to function for a brief time. Light energy can clear the Beacon of the dark energy. Some dark creatures will fire dark energy at Light Beacons to hinder or damage their opponents.[129] No Nullified Beacon.png
Super Beacon Ing Hive - Aerial Training Site When charged with light and dark energy at once, the Beacon compels Ing to approach it, despite the deadly field of energy it emits.[130] No Super Beacon mp2 Logbook.png

Light Crystals

Entry First Location Entry Text Limited Scan? Notes Image
Energized Crystal Dark Agon Wastes - Feeding Pit Energized Crystals provide better protection from Dark Aether's denizens. Dark creatures are damaged or killed by the energized field. Some are killed on contact. The extra protection is not unlimited, and must be recharged by the Light Beam to remain in effect.[131] No Super-Energized Crystal.png
Light Crystal Dark Agon Wastes - Portal Site Light Crystals provide protection from Dark Aether's atmosphere. They can be nullified by dark energy, or super charged by light energy. They were created by the Luminoth during the war with the Ing, and many still remain in use. Dark creatures despise the Crystals: some are injured or killed by the field they create.[132] No Light Crystal.png
Nullified Crystal Dark Agon Wastes - Doomed Entry Light Crystals, when covered with dark energy, cease to function for a short time. Light energy can clear the Crystal of the dark energy. Some dark creatures will fire dark energy at Light Crystals to hinder or damage their opponents.[133] No Nullified Crystal.png
Super Crystal Dark Agon Wastes - Aerial Training Site When charged with light and dark energy at once, the Crystal becomes a beacon to the Ing. They are compelled to approach it, despite the deadly field of energy it emits.[134] No Super-Energized Crystal.png

Utility Crystals

Entry First Location Entry Text Limited Scan? Notes Image
Dark Sentinel Crystal Dark Torvus Bog - Dark Forgotten Bridge The original Sentinel Crystals were durable, but they had their limits. The toxic nature of Dark Aether, coupled with constant attack from the Ing, destroyed many of them. The Luminoth responded with the Dark Sentinel Crystal. Sheathed in dark energy, it is more resistant to the atmosphere of the Ing homeworld - and the attacks of its denizens.[135] No Only found in Dark Torvus Bog Dark Sentinel Crystal.png
Sentinel Crystal Torvus Bog - Forgotten Bridge During the war, the Luminoth used the Sentinel Crystals to monitor key areas and installations. They are incredibly durable resisting all but the most powerful of Ing attacks. U-Mos still uses the remaining Sentinel Crystals to keep a watch for Ing activity.[136] No Only found in Torvus Bog Sentinel Crystal.png

Mechanisms

GF Security

Entry First Location Entry Text Limited Scan? Notes Image
GF Bridge Temple Grounds - Industrial Site This bridge is durable, but often locks in place, leading the Marines to call for a new design. The Mk III should enter service within the next eight cycles.[137] No Lowered by Samus on her path to the Great Temple GF Bridge mp2 Logbook 01.png
GF Gate Mk VI Temple Grounds - Hive Chamber A This gate is used with Armored Security Locks, which must be neutralized to operate the gate. Gate is resistant to all but the most potent explosives.[138] No None GF Gate mp2 Logbook 01.png
GF Gate Mk VII Temple Grounds - Dynamo Chamber The Mk VII Defense Gate is composed of Denzium. Invulnerable to most weapons, though high-yield explosives are effective. Often used in conjunction with a remote scan access control panel.[139] Yes Must be scanned before being destroyed by a Power Bomb GF Gate mp2 Logbook 01.png

Systems

Entry First Location Entry Text Limited Scan? Notes Image
Bomb Slot Temple Grounds - Command Chamber Insert the Morph Ball into the slot, then detonate a Bomb. This will send energy from the slot to the device connected to it.[140] No Can also be found in several other locations Bomb Slot mp2 Logbook.png
Grapple Point Dark Torvus Bog - Sacrificial Chamber To use the Grapple Beam, use L Button GCN.png when the grapple icon appears. You can fire your weapons while attached to a grapple point.[141] No Can also be found in other locations, such as the Undertemple Shaft and Windchamber Gateway Grapple Point (Echoes).png
Kinetic Orb Cannon Temple Grounds - Sacred Bridge The purpose of the Kinetic Orb Cannon is unclear. It may have originally been designed for industrial use, then converted to a combat system in later times.[142] No Can also be found in several other locations Kinetic Orb Cannon.png
Spider Ball Track Sanctuary Fortress - Dynamo Works In Morph Ball mode, press and hold R Button GCN.png when close to this type of surface. Use [Control Stick] to move the Ball along the track. Release R Button GCN.png to disengage from the surface. Using the Boost ability when on a Spider Ball Track will rapidly launch the Spider Ball from the track. Detonating a Morph Ball Bomb will briefly disengage the Ball from the track.[143] No Can also be found in several other locations (and in a brown color in the Agon Wastes) Spider Ball Track (Echoes).png
Spinner Torvus Bog - Forgotten Bridge Boost powered control system. Use the Boost ability of the Morph Ball when inside a Spinner to activate the device it powers.[144] No Multiple Spinners can also be found in the Hall of Honored Dead Spinner (Echoes).png
Wall Jump Surface Ing Hive - Central Hive West Transport This surface was designed to be used in conjunction with the Screw Attack system. Perform Screw Attacks while facing and touching wall to do a Wall Jump.[145] No Can also be found in the Undertemple and Sanctum Access
Wall Jump Surface mp2 Logbook.png

Vehicles

Entry First Location Entry Text Limited Scan? Notes Image
GFS Tyr Temple Grounds - GFMC Compound The Anhur class is a state-of-the-art warship, designed to police and defend planetary systems. This ship, the G.F.S. Tyr, has been heavily damaged. It appears that the crew have dismantled parts of the Tyr as well, possibly for use as makeshift defense systems.[146] No None GFS Tyr (Echoes).png
Pirate Skiff Agon Wastes - Central Mining Station Plans for the Shrike were recently stolen from a GF lab by the Space Pirates. Production began immediately, and the fast-moving skiff is now part of Pirate operations. It is used primarily as a troop transport, taking a fire team of troopers into action. The Shrike is unarmed, relying on the troops it carries for protection against hostile forces.[147] No Also appears in the Torvus Temple on Samus's first visit Pirate Skiff.png
Samus's Gunship Temple Grounds - Landing Site Your Hunter-class gunship is one of a kind, its distinct hull lines marking it to friend and foe alike. Custom built for you by the Federated Shipyards at Aliehs III, it contains a mobile energy recharge system and microfactories designed to produce ammunition. A sophisticated onboard computer stores mission data collected in the field for future reference.[148] Yes Must be scanned before undergoing repairs (when Samus first arrives on Aether) Samus's Gunship mp2 Logbook.png

References

  1. "The Alpha Blogg is the largest and strongest of its pack. It can fire potent sonic stun blasts in battle. The blasts will disrupt your Visor and weapon control systems if they hit you. Its three titanic maws are potent weapons. Target the creature's mouth areas to inflict damage upon it." —Logbook entry for Alpha Blogg (Metroid Prime 2: Echoes)
  2. "The Blogg uses speed and agility to close in on prey. It will batter foes with a ramming attack, then use its three tooth-filled maws to finish the job. Bloggs have a weak spot inside their mouths: the rest of their bodies are covered with a thick, damage-resistant hide." —Logbook entry for Bloggs (Metroid Prime 2: Echoes)
  3. "Young Blogg are weaker than their parents, but still violent. Their powerful jaws have yet to form, and they lack the defense abilities found in adult Blogg. They must rely on speed and agility for protection if attacked without the protection of their elders." —Logbook entry for Blogglings (Metroid Prime 2: Echoes)
  4. "Hydlings are small water dwellers. They travel in packs for safety, roaming the water in search of bits of food. Their only defense is a bite, though their small teeth are sharp enough to pierce metal." —Logbook entry for Hydlings (Metroid Prime 2: Echoes)
  5. "This appears to be a Sandigger pack leader, larger and stronger than the normal members of its kind. Target both of its heads to damage it." —Logbook entry for the Alpha Sandigger (Metroid Prime 2: Echoes)
  6. "Splinter war packs are dominated by the largest male. Alpha Splinters use their tremendous strength, size, and speed to subdue and kill prey, paving the way for their smaller broodlings." —Logbook entry for the Alpha Splinter (Metroid Prime 2: Echoes)
  7. "The amphibious Grenchler lurks in marsh areas in search of prey. Fearless, it will spring from hiding and attack anything that moves. If it is unable to fell its prey with its powerful jaws, it will fire a potent burst of energy at them. Grenchlers have one weak spot - a genetic defect makes the shell on their back susceptible to explosive blasts. Remove the shell to expose a vulnerable nerve center, then target it to eliminate the creature." —Logbook entry for Grenchlers (Metroid Prime 2: Echoes)
  8. "Scans indicate that the Sandigger has a dual-brain nervous system. Both of its heads are capable of attacking, disabling, and digesting prey. It fires globs of acidic digestive fluid at prey to cripple them and begin the digestion process. Its hide is very durable and resistant to weapons fire: only its exposed eyes can be damaged." —Logbook entry for Sandiggers (Metroid Prime 2: Echoes)
  9. "When it isn't hunting, a Splinter will secret a protective cocoon around itself and enter a state of hibernation. Localized seismic disturbances will awaken the Splinter, triggering a state of blood frenzy in the process. While in this state, a Splinter emits pheromones that trigger frenzy in all nearby Splinters. Disturbing a pack of Splinters is not advisable." —Logbook entry for Splinters (Metroid Prime 2: Echoes)
  10. "The hanging Sporb sits patiently until a potential meal is detected. A burst of poisoned needles is the Sporb's primary means of attack. It can also extend its body over short distances, gripping small targets within its powerful jaws. Sporbs wither when exposed to dark energy, making them vulnerable to other weapon systems." —Logbook entry for Sporbs (Metroid Prime 2: Echoes)
  11. "The Brizgee's tail ends in a venomous barb, which it conceals underneath a hard-packed layer of fused sand. A series of sharpened ridges along its body discourages most predators: those foolish enough to harass the Brizgee are quickly introduced to its deadly sting." —Logbook entry for Brizgees (Metroid Prime 2: Echoes)
  12. "The cousin to the dimensional-shifting Kralee, the Green Kralee spends its days roaming in search of food. A genetic defect prevents its back crystal from harnessing energy and opening warp portals. It is doubtful the Green Kralee misses this ability." —Logbook entry for Green Kralees (Metroid Prime 2: Echoes)
  13. "The Kralee phases between dimensions as a defense mechanism. A crystal in its carapace gathers energy to fuel the creation of a warp portal. The process is uncontrollable, keeping the Kralee in constant dimensional flux." —Logbook entry for Kralees (Metroid Prime 2: Echoes)
  14. "The Krocuss thrives on toxins it extracts from its surroundings. It secretes an acidic trail in its wake as it roams in search of nourishment. The durable mollusk can be damaged when it exposes its toxin-absorbing gills: few weapons can penetrate the creature's shell." —Logbook entry for Krocuss (Metroid Prime 2: Echoes)
  15. "Lightbringers were created by the Luminoth for use in their war with the Ing. The crystalline creatures generate a field of life-giving energy at all times, and they can be energized like a Safe Zone Crystal. They are immune to most weapon fire: only a burst of matter-antimatter can destroy them." —Logbook entry for Lightbringers (Metroid Prime 2: Echoes)
  16. "Seedbursters are moving plants, capable of traveling great distances in search of fertile soil to deposit their seeds in. When provoked by predators, the Seedburster will explode, turning the precious seed inside into a deadly projectile. These seed often do not live to fruition, but help protect the rest of the Seedburster pack from attacks." —Logbook entry for Seedbursters (Metroid Prime 2: Echoes)
  17. "Pillbugs prefer to dwell in dark caverns, though they can exist in lit areas. Navigating with a series of sensitive antennae, they roam through caves in search of moss and fungus. Pillbugs can move rapidly, and will ram unwary targets to clear their path as they search for food. A Pillbug can be jarred loose from a surface with a concussive blast: doing so reveals its vulnerable belly." —Logbook entry for Pillbugs (Metroid Prime 2: Echoes)
  18. "The Worker Splinter is bred for service, not combat. It spends its time collecting foodstuffs and raw material for the Hive. A layer of mucus helps to protect the creature from the toxins and chemicals it often works with. They can generate a sturdy, pliable webbing, useful in travel throughout the Hive." —Logbook entry for Worker Splinters (Metroid Prime 2: Echoes)
  19. "The Shredder spends most of its life in the earth. When agitated, it will spring from the ground, then begin to fly toward its foe. Should it reach its target, the Shredder will explode with considerable force, releasing a cloud of thorns as it does. Shredders are resilient, but can be eliminated with concentrated weapons fire." —Logbook entry for Shredders (Metroid Prime 2: Echoes)
  20. "Shriekbats have high internal temperatures, leading them to seek cool climates to dwell in. They prefer caverns, roosting on ceilings while hunting for small prey. Fiercely territorial, they dive-bomb anything that wanders near. This attack is fatal for the Shriekbat, as the impact sets off a discharge of thermal energy." —Logbook entry for Shriekbats (Metroid Prime 2: Echoes)
  21. "A cousin to the Shredder, the Shrieker waits for prey half-buried in the earth. When it detects a target, it erupts from the ground and takes flight. It releases a sonic blast to stun its target, then sweeps in to feast. Shriekers can generate a stealth field that disrupts most Visors, making them difficult to attack." —Logbook entry for Shriekers (Metroid Prime 2: Echoes)
  22. "The Lightflyer is an aggressive flying drone. Once loyal to the Luminoth, it will now fire a burst of energy at any living thing within range. It generates light at all times, making it somewhat easy to target." —Logbook entry for Lightflyer (Metroid Prime 2: Echoes)
  23. "The Lumite thrives on light, and can render itself invisible to most predators while within it. When out of the light, the creature is relatively harmless, relying on a crudely spat chunk of biomatter to defend itself. Once in the light, it can channel large amounts of solar energy into a deadly blast." —Logbook entry for Lumites (Metroid Prime 2: Echoes)
  24. "Sandbats are small flyers. They travel in packs for safety, though they are predatory in nature. Failing to find prey as a group, Sandbats will often enter a feeding frenzy and attack one another in search of sustenance." —Logbook entry for Sandbats (Metroid Prime 2: Echoes)
  25. "The War Wasp rarely strays far from its hive unless it is pursuing an immediate threat. It attacks with no regard for its own survival, dive-bombing its enemy with stinger extended. Fast-working toxins from the stinger can incapacitate most small organisms. If it battles foes at range, it will fire bursts of potent energy." —Logbook entry for War Wasps (Metroid Prime 2: Echoes)
  26. "Designed to fight alongside the Luminoth, the Ingsmasher now seeks to destroy them. In close combat, it smashes its energized fists into the earth to send out powerful shock waves, then pulverizes any immobile prey. It will fire salvos of missiles at long-distance quarry. It uses an energy shield in battle that can be adjusted to protect against a variety of beam weapons. The shield can be overloaded by opposite-polarity beams, however, damaging the Ingsmasher in the process." —Logbook Entry for Ingsmashers (Metroid Prime 2: Echoes)
  27. "The Luminoth created the Mekenobite to help patrol the corridors and shafts of Sanctuary Fortress. It uses magnetism to keep itself attached to the walls and ceilings. In combat, it will fire projectiles toward its target with a magnetic accelerator. It can only be dislodged by simultaneous explosive blasts. Mekenobites self-destruct once they are heavily damaged." —Logbook Entry for Mekenobites (Metroid Prime 2: Echoes)
  28. "A Quad is formed of two components: the quadruped Main Body and the flying Command Module. These units can function independently, or linked together, as the need arises. The Command Module relies on ranged beam weapon attacks. It can generate a powerful beam shield to protect itself. Opposite-polarity beams can penetrate this shield, however." —Logbook Entry for Quad CM (Metroid Prime 2: Echoes)
  29. "A Quad is formed of two components: the quadruped Main Body and the flying Command Module. These units can function independently, or linked together, as the need arises. The Main Body uses melee attacks in battle. Though durable, it needs to vent excess heat from its body. When this happens, it exposes a venting system vulnerable to concussive attacks." —Logbook Entry for Quad MB (Metroid Prime 2: Echoes)
  30. "Watchdrones were built by the Luminoth to guard key areas and hinder Ing armies. Most of these units have betrayed their masters, and now serve the Ing. Watchdrones are indestructible and reluctant to move, but can be forced into quitting their posts by exposing them to bright, pure light. Once the light fades, the mechanoid will return to its original resting site." —Logbook Entry for Watchdrone (Metroid Prime 2: Echoes)
  31. "The Diligence drones were the first cleaning units designed by the Luminoth. They were modified for combat duty once the war began, but were outshined by the newer Harmony-class units. A Diligence uses focused energy beams to perform its duty. Their energy construct nature makes them invulnerable to most attacks, though dark energy can disrupt them." —Logbook Entry for Diligence Class Drones (Metroid Prime 2: Echoes)
  32. "The Luminoth designed the Harmony units to be free-roaming, independent cleaning units. They use focused energy beams and kinetic pulses to perform their duties. Unfortunately, they now consider all living things as filth that must be cleansed from the world." —Logbook Entry for Harmony Class Drones (Metroid Prime 2: Echoes)
  33. "The Luminoth tried to domesticate and train a number of Triclops for use in war, but failed. Undaunted, they created mechanical versions of the hardy creatures to use in battle. The few Mechlops that remain now serve other mechanoids, turning their potent jaws and earthmoving power against their former masters." —Logbook Entry for Mechlops (Metroid Prime 2: Echoes)
  34. "The Octopedes were created to deliver data to Luminoth citizens. They now follow their routes in the service of other rogue mechanoids. The units were designed to self-destruct if attacked, and will explode with enough force to cause damage." —Logbook Entry for Octopedes (Metroid Prime 2: Echoes)
  35. "The Rezbit, though small, is a tough opponent. Its weapon system is potent, capable of firing bursts or beams at targets. A barrier shield blocks incoming attacks. It can also shift into an energy state to evade enemies: while in this state it can transmit a powerful virus into mechanoids and armor systems. The virus can cripple your systems for a time, leaving you vulnerable." —Logbook Entry for Rezbits (Metroid Prime 2: Echoes)
  36. "The Serenity drones have not gone rogue. The units are defenseless, have no weapons, and cannot be eaten. These qualities make them useless to the Ing. The small drones are assigned simple maintenance tasks upon creation and perform them without hesitation until reassigned or destroyed." —Logbook Entry for Serenity Class Drones (Metroid Prime 2: Echoes)
  37. "The Caretaker drone was designed to protect and maintain an experimental energy chamber. It uses electrically charged limbs to perform its duties. The drone requires sensor updates to fight: a vulnerable detection unit will extend periodically to search for targets. Destroying this unit would weaken its combat ability." —Logbook Entry for the Caretaker Class Drone (Metroid Prime 2: Echoes)
  38. "The GM-42 "Growler" Class Turret is a dated design, though still quite effective as a point-defense system. It is lightly armored, and fast-moving targets can evade its tracking system. Several copies of the system exist, including the Space Pirate "Humility" Class automated turret." —Logbook Entry for Growler Class Turret (Metroid Prime 2: Echoes)
  39. The Space Pirates copied captured Federation "Growler" turrets, but found the cannon unit inadequate. The replaced the Growler's weapon with a powerful galvanic accelerator cannon. The "Humility" turret packs a strong punch, but retains the Growler system's weaknesses. Fast targets can evade the crude targeting system, and the armor can't take much punishment.|Logbook Entry for "Humility" Class Turret|Metroid Prime 2: Echoes}}
  40. "As the number of Luminoth warriors dwindled, they turned to machines to protect key areas. Automated gun turrets were often the first line of defense against Ing attacks. Though powerful, they weren't nimble enough to deal with agile enemy targets." —Logbook Entry for Luminoth Turret (Metroid Prime 2: Echoes)
  41. "The "Vigilance" Class Turret is found in many Space Pirate bases. Built to support the "Humility" Class Turret, it is as accurate as the gunner operating it. Many young Space Pirates begin their careers as sentries: a tour as a Vigilance gunner is considered a mark of distinction." —Logbook Entry for "Vigilance" Class Turret (Metroid Prime 2: Echoes)
  42. "Dark Blogg somehow lose their sonic blast ability: something about their minds makes them difficult for darklings to fully control. They rely solely on their deadly maws for attack: in most cases they are more than adequate. Target the weak spot inside its mouth to defeat the Dark Blogg with ease." —Logbook entry for Dark Bloggs (Metroid Prime 2: Echoes)
  43. "The Phlogus waits patiently as it floats in murky waters, searching for a meal. When the seismic sensors in its epidermis are triggered, it springs open rapidly to attack. Phlogi can fire a spray of venom to immobilize their prey. A central nervous system is exposed when it opens its mouth to attack: damage this to stun the Phlogus for a time." —Logbook entry for Dark Phlogi (Metroid Prime 2: Echoes)
  44. "The hardy Shredder is a favorite possession target for Ing that dwell near dark water. Dark Shredders can lurk in the venomous liquid indefinitely, patiently waiting for prey. When agitated, it will emerge and begin to fly toward its foe. They are very resilient, but can be eliminated with concentrated weapons fire." —Logbook entry for Dark Shredders (Metroid Prime 2: Echoes)
  45. "Vicious and swift, the War Wasp is a prime target for young Ing eager to join the war effort. They appreciate the flying speed and numerous attacks the insect possesses. If they prove their mettle in the War Wasp, these Ing often graduate to the control of larger, deadlier creatures." —Logbook entry for Dark War Wasps (Metroid Prime 2: Echoes)
  46. "Nightbarbs are small airborne darklings. Smaller and weaker than a Hunter Ing, a Nightbarb will travel with a large pack to increase its odds of survival. This is wise, since their primary predators are Hunter Ing." —Logbook entry for Nightbarbs (Metroid Prime 2: Echoes)
  47. "Splinter alpha males are the first to be targeted for darkling possession. Dark Alpha Splinters grow in strength and durability, making them an even greater threat than normal." —Logbook entry for Dark Alpha Splinters (Metroid Prime 2: Echoes)
  48. "Darklings are drawn to possess vicious predators, making the Grenchler a prime candidate. Despite the added toughness gained from possession, the Dark Grenchler retains its one weakness. Remove the back shell with explosive blasts to expose its pain center, then attack the pain center to quickly dispatch the creature." —Logbook entry for Dark Grenchlers (Metroid Prime 2: Echoes)
  49. "Target is host to a parasitic bioform. The presence of the parasite increases the target's overall combat threat level. Concentrated weapons fire will damage the target." —Logbook entry for Dark Splinters (Metroid Prime 2: Echoes)
  50. "The Sentreyes were designed by the Luminoth to protect their camps on Dark Aether. The Ing learned how to possess them and turn them on their former masters. Many still remain throughout Dark Aether, now serving the Ing as they served the Luminoth before them. Most weapon types will stun the Sentreyes. Only charged light energy will destroy them." —Logbook entry for Corrupted Sentreyes (Metroid Prime 2: Echoes)
  51. "Some Diligence drones have been taken by the Ing for possession duties. Their small size and durability makes them excellent scouts, able to go where most others cannot. A Dark Diligence still relies on focused energy beams for defense. Their energy construct nature makes them invulnerable to most attacks. A high-powered burst of light energy can disrupt a Dark Diligence unit." —Logbook entry for Dark Diligence Drones (Metroid Prime 2: Echoes)
  52. "Once the Ing discovered they could possess intelligent machines, the mighty Ingsmashers were top-priority targets for the Horde. The drones retain all of their attacks - shock-wave fists and missile launchers. It uses an energy shield in battle that can be adjusted to protect against a variety of beam weapons. The shield can be overloaded by opposite-polarity beams." —Logbook entry for Dark Ingsmashers (Metroid Prime 2: Echoes)
  53. "The Ing discovered they could possess and control artificially intelligent machines as well as living beings. They soon turned the loyal Quad drones against the Luminoth, finding the tenacious machines to be quite useful additions to the Horde. A dominant darkling assumes control of the Command Module, forcing the lesser Ing in the Main Body to do its bidding." —Logbook entry for Dark Quad CM (Metroid Prime 2: Echoes)
  54. "The Ing discovered they could possess and control artificially intelligent machines as well as living beings. They soon turned the loyal Quad drones against the Luminoth, finding the tenacious machines to be quite useful additions to the Horde." —Logbook entry for Dark Quad MB (Metroid Prime 2: Echoes)
  55. "Bioscans indicate terminated lifesigns in this missile trooper, and the presence of an unknown biomass with parasitic tendencies. Though the missile trooper's armor has been compromised, the bulk of it remains intact. Missile weapon system remains online as well. Full parasitic fusion has yet to be obtained, resulting in low agility and response time." —Logbook entry for the Dark Missile Trooper (Metroid Prime 2: Echoes)
  56. "The Ing prize the few Pirate Commandos they manage to take alive. Only Hunter Ing are allowed to possess the Commandos, and the competition for that right is fierce among them. The Hunter Ing ability to phase out of local timespace carries over to the Dark Pirate Commando. They will fire bursts of dark matter at enemies, along with experimental EMP grenades stolen from the Space Pirates." —Logbook entry for Dark Pirate Commandos (Metroid Prime 2: Echoes)
  57. "Pirate troopers, already trained to follow orders without question, were perfect candidates for Ing possession. Darklings moves to take every trooper they could, expanding the army of the Horde considerably. Space Pirate technology struck a chord with the Ing, who now hunt actively for gadgetry of any kind - especially weapon systems." —Logbook entry for Dark Pirate Troopers (Metroid Prime 2: Echoes)
  58. "The aggressive Preeds are often possessed by darklings for aerial hunting missions. The presence of the dark creature makes the small cyborg more durable. The toxic gas carried by a Preed is enhanced by exposure to dark energy, making it considerably more dangerous." —Logbook entry for Dark Preeds (Metroid Prime 2: Echoes)
  59. "The Ing are fascinated by Metroids and their connection to Phazon. It is not a shared fascination, as Metroids will attack Ing on sight. Recognizing their strength, Ing darklings have possessed a number of Metroids, turning them into powerful soldiers of the Horde." —Logbook entry for Dark Tallon Metroids (Metroid Prime 2: Echoes)
  60. "Bioscans indicate terminated lifesigns in this trooper, and the presence of an unknown biomass with parasitic tendencies. Though the trooper's armor has been compromised, the bulk of it remains intact. Weapon systems remain online as well. Full parasitic fusion has yet to be obtained, resulting in low agility and response time." —Logbook entry for Dark Troopers (Metroid Prime 2: Echoes)
  61. "Bioscans indicate that this is the eldest, strongest Ing in the Horde, the alpha and the omega. It has absorbed enormous amounts of Phazon energy into its body, mutating itself in the process. Apparently this power is not enough for the creature, as it is now siphoning energy from the final Energy Controller." —Logbook Entry for Emperor Ing Body (Metroid Prime 2: Echoes)
  62. "Like its brethren, the Emperor Ing is a metamorph. It has molded itself around the precious Energy Controller, and will defend it to the death, using its own body as a shield and weapon. Destroy the tentacles it generates to weaken the creature and its defenses." —Logbook Entry for Emperor Ing Head (Metroid Prime 2: Echoes)
  63. "The Emperor Ing has exposed its main eye, from which it can fire powerful energy beams. It is protected by an energy shield, although not completely. The eye can be locked onto, but only direct shots will get past the shield." —Logbook Entry for Emperor Ing Eye (Metroid Prime 2: Echoes)
  64. "The heavily damaged Emperor Ing has entered a regenerative state inside a durable healing shell. Tactical scans have detected eleven weak points on the magnetically charged shell: Spider Ball travel is possible on the shell surface. Damage the weak spots with explosives to crack the shell and expose the enemy within." —Logbook Entry for Emperor Ing Chrysalis (Metroid Prime 2: Echoes)
  65. "Further exposure to Phazon has mutated the Emperor Ing. It is now capable of shielding its vulnerable areas with energy barriers. Beams of opposite polarity can damage these barriers, however. Heavy damage to these barriers will cause them to drop, exposing the creatures weak spots. Target the weak spots to immobilize and damage the enemy." —Logbook Entry for Mutated Emperor Ing (Metroid Prime 2: Echoes)
  66. "Some darklings can open dimensional portals at will. They use this ability to hunt for unwary prey, reaching out to snatch them with their tentacles. Once ensnared, the prey is dragged to its doom. The tentacles are resilient; pure light energy can disrupt them. Nothing can destroy them." —Logbook entry for Darkling Tentacles (Metroid Prime 2: Echoes)
  67. "The Hunter Ing patrol the lands of Dark Aether in search of the Horde's enemies. They can render their bodies intangible, allowing them to ambush their targets with ease. Hunter Ing can generate long, deadly tentacles, which they use with great effect in battle. Cunning and relentless, the Hunter Ing will seize their prey or die." —Logbook entry for Hunter Ing (Metroid Prime 2: Echoes)
  68. "Ing larvae travel in swarms for protection. They are weak with no real defenses or attacks. The few that make it to adulthood are quite cunning and vicious." —Logbook entry for Ing Larva Swarms (Metroid Prime 2: Echoes)
  69. "Inglets preform the menial labor of the Horde, but can but pressed into a combat role if there is a need. They are amorphous blobs, capable of clinging to nearly any surface. Inglets can fire bursts of dark matter in self-defense, though they prefer to avoid battle. They seldom travel alone, and can be dangerous in large numbers. As with are Ings, they dislike bright light, and will avoid it if possible." —Logbook entry for Inglets (Metroid Prime 2: Echoes)
  70. "The Ingstorm is a collective swarm of tiny Ing. When banded together, they can emit destructive energy that, over time, can break down the most durable of alloys." —Logbook entry for Ingstorm (Metroid Prime 2: Echoes)
  71. "Warrior Ing are challenging foes. They can render themselves into amorphous puddles and move over most terrain, including walls. Warrior Ing can turn their bodies into deadly projectiles sheathed by dark energy. The tips of their legs are razor sharp, making them formidable in melee. Finally, Warrior Ing are capable of channeling transdimensional energy and firing it at their enemies. Their only real weakness is bright, pure light, which they hate and fear." —Logbook entry for Warrior Ing (Metroid Prime 2: Echoes)
  72. "This darkling Sandigger has absorbed the ability to generate Morph Ball Bombs. It can throw Bombs with considerable accuracy, and frequently lays a spread of Bombs in its wake. Its head and tail are the only vulnerable spots on its body. Target them when they are vulnerable to neutralize and terminate this enemy." —Logbook Entry for the Bomb Guardian (Metroid Prime 2: Echoes)
  73. "This Warrior Ing has absorbed the power of the Boost Ball. It can boost-blast toward its enemies, using its body as a potent weapon. When it is not in solid form, engaging it in Morph Ball mode may provide better attack opportunities." —Logbook Entry for the Boost Guardian (Metroid Prime 2: Echoes)
  74. "Grapple Beam powered darkling. Well-armored target utilizes Grapple Beam to ensnare enemies. Weak spots detected: back shell and eye. Uses special attack when angered. This darkling Grenchler has absorbed the power of the Grapple Beam. It will fire the beam to snare potential meals and pull them into its waiting jaws. The beam is powerful, and can attach to most surfaces, including your armor. Its eye region is sensitive; damage in the area can induce a state of anger in the target. A weak spot under the back shell is a prime target as well. When angered, it will use a special attack.}" —Logbook Entry for the Grapple Guardian (Metroid Prime 2: Echoes)
  75. {{Space Jump powered Warrior Ing. Powerful metamorph with enhanced jump abilities. Able to generate energy shock waves and force fields. This Warrior Ing has absorbed the power of the Space Jump Boots. It can leap incredible distances and heights, and uses this ability to great effect in battle. Target can generate powerful shock waves of dark energy, and will sheath itself in a potent force field to protect itself. It cannot maintain the shield indefinitely: concentrate weapon fire on it when the shield is down.|Logbook Entry for the Jump Guardian|Metroid Prime 2: Echoes}}
  76. "This darkling Sporb has absorbed the ability to generate Power Bombs. It can fire these dangerous weapons instead of the venomous needles it normally shoots. The energies of the Power Bomb weapon have made it all but invulnerable. Tremendous kinetic damage will override the protective field, however." —Logbook Entry for the Power Bomb Guardian (Metroid Prime 2: Echoes)
  77. "This darkling Pillbug has absorbed the power of the Spider Ball. It can travel over magnetically charged surfaces at will. The creature seems to have a connection to the local energy system. Aggravating it may cause disruption to the system." —Logbook Entry for the Spider Guardian ({{{3}}})
  78. "The enormous Amorbis can move through solid rock and earth with ease, and can sense the location of surface-level prey deep within the ground. They will attempt to ram any target they can find in their domain. They are vulnerable to all forms of weapons fire, but are incredibly strong and resistant to pain." —Logbook Entry for Amorbis 1 (Metroid Prime 2: Echoes)
  79. "The Amorbis can attach themselves to the Dark Sphere, drawing potent energy from within. They can fire dark energy at Light Crystals, nullifying Safe Zones for a short time. They can also channel this energy into powerful beam attacks. Bioscans indicate a weak spot inside the creature's mouth. Concentrate your fire at this area to damage an Amorbis." —Logbook Entry for Amorbis 2 (Metroid Prime 2: Echoes)
  80. "Scans indicate that this bioform is an infant, but aging rapidly. The creature can ensnare targets with its tongue, drawing them into its mouth. It then covers its prey with acidic globs of biomatter to break it down for digestion. This is an exceptional bioform with both a dark and light nature." —Logbook Entry for Chykka Larva (Metroid Prime 2: Echoes)
  81. "The Chykka has rapidly aged to its adult form. It will attack by firing high-powered bursts of dark water at rapid speed. If frustrated, it will attempt to dive and ram you. Most of the Chykka's body is vulnerable to weapons fire, but scans indicate that such fire will only stun it. When stunned, however, four weak spots will appear. These spots are vulnerable to attack: target them to damage the enemy." —Logbook Entry for Chykka (Metroid Prime 2: Echoes)
  82. "The Chykka has recovered, and energized its body with dark energy. This energy has rendered most of the creature immune to attack, including its wings. Tactical scans indicate that its eggsac is vulnerable, however. Target it to damage the creature." —Logbook Entry for Dark Chykka (Metroid Prime 2: Echoes)
  83. "Interaction with dark energy has mutated the Chykka. Its offspring are now born as flyers, skipping the larval stage completely. These infants are highly protective of their parent, and will streak to attack on sight. They lack their parent's durability, however, making them easy targets." —Logbook Entry for Chyklings (Metroid Prime 2: Echoes)
  84. "The Quadraxis unit went rogue and entered the service of the Ing. Its primary weapon system fires destructive matter-antimatter blasts. It uses a powerful missile battery for long-distance attacks. The Quadraxis is incredibly durable and well-armored, but its leg and foot joints are vulnerable. Damaging these joints will eventually render it immobile." —Logbook Entry for Quadraxis (Metroid Prime 2; Echoes)
  85. "Though the main body is disabled, the tactical control unit within it is still active. It will guide the Head Module in battle via high-sonic transmissions. Disabling this module will impair the Head Module's ability to fight." —Logbook entry for Damaged Quadraxis ({{{3}}})
  86. "The Head Module of the Quadraxis is highly mobile and well armed. It is shielded by an impervious force field. Tactical commands are sent to the module from the crippled main body: sever this link to impair the Head Module's combat ability." —Logbook entry for the Shielded Head Module (Metroid Prime 2: Echoes)
  87. "Head Module is unable to receive tactical data. Force field offline. Unit is generating drones to defend itself while it attempts to restore tactical link to main body. Destroy sonic receptors on unit to prevent this." —Logbook entry for the Stunned Head Module (Metroid Prime 2: Echoes)
  88. "Module has lost its tactical link to the main body. Two points of structural weakness have been located on its hull: Morph Ball Bombs can cause damage to these areas. Scans indicate that the Spider Ball can attach to the Module's outer hull." —Logbook entry for Final Head Module (Metroid Prime 2: Echoes)
  89. "Scans indicate the presence of Phazon and your genetic material within this entity. She wears a version of the Varia Suit, altered and augmented by the Phazon within her. Primary weapons include the Missile Launcher and a scattershot variant of the Power Beam. Boost and Jump abilities are superior to yours. The ability to generate Phazon energy shields is also present." —Logbook Entry for Dark Samus 1 (Metroid Prime 2: Echoes)
  90. "Tactical scans have identified several new battle systems in the armor of Dark Samus. She now wields a potent variant of your Charge Beam. Her Boost attack has been augmented, and the ability to render herself invisible is present as well. Bioscans suggest that Dark Samus can reform her body short of total atomic disruption. Extreme caution recommended." —Logbook Entry for Dark Samus 2 (Metroid Prime 2: Echoes)
  91. "Scans indicate that Dark Samus has absorbed tremendous levels of Phazon into her body: too much, perhaps. She can vent Phazon energy in the form of destructive blasts and protective shields: doing so will help her maintain stability. Exposure to Phazon has rendered her invisible to the Dark Visor. These new abilities, combined with her already formidable arsenal, place Dark Samus at the highest threat level." —Logbook Entry for Dark Samus 3 (Metroid Prime 2: Echoes)
  92. "Dark Samus has temporarily become a being of pure yet unstable Phazon energy. She can generate a shield that is invulnerable to all attacks, save one - blasts of Phazon energy itself. Use your Charge Beam to collect Phazon energy that she expels, then fire it back at her. Direct hits will overload and disrupt her essence." —Logbook Entry for Dark Samus 4 (Metroid Prime 2: Echoes)
  93. "The Space Pirates harvest and enslave Metroids for use in their operations. The Tallon Metroid will latch onto prey with powerful pincers, then proceed to drain its life energy. This causes the creature to grow in size and mass. The creatures are vulnerable to the chilling effect of dark energy, and can be detached by entering Morph Ball mode and deploying a Bomb." —Logbook Entry for Tallon Metroids (Metroid Prime 2: Echoes)
  94. "The Space Pirates use infant Tallon Metroids as a portable energy source. Small in size, they are easy to transport in large quantities. They are docile, efficient organic batteries...until they are exposed to Phazon. At that point, they grow rapidly and acquire their full array of powers." —Logbook Entry for Infant Tallon Metroid (Metroid Prime 2: Echoes)
  95. "Pirate Aerotroopers are known for their cold precision and utter cruelty. Armed with both beam and missile systems, the Aerotroopers can be a difficult foe to engage, especially at range. Their jet packs can be overloaded with heat-based attacks, however. These units prefer death before dishonor: an injured Aerotrooper will make a suicide strike before allowing himself to be captured." —Logbook Entry for Pirate Aerotroopers (Metroid Prime 2: Echoes)
  96. "Dedicated to "hunting the Hunter," Space Pirate Commando units have been equipped with the latest weapons, including a variable pulse cannon, e-grenade launcher, and energy scythe. Powerful thrusters carry them at high speed over any terrain. A portable barrier shield repels most attacks, but can only be deployed for limited periods." —Logbook Entry for Pirate Commandos (Metroid Prime 2: Echoes)
  97. "The Space Pirates have begun to use an experimental energy grenade launcher in the field. The weapon is viewed as a mixed blessing to the Grenadier units: while the grenade launchers are powerful weapons, Grenadiers must leave their rifles behind to carry them. Fast-moving targets can close range on Grenadiers, rendering their main weapons somewhat ineffective." —Logbook Entry for Pirate Grenadiers (Metroid Prime 2: Echoes)
  98. "The Space Pirates suffered a serious defeat at Tallon IV, yet they remain a powerful force for crime and disorder in the galaxy. Their technology continues to advance: even the lowly trooper has received numerous upgrades to his arsenal. A photonic power scythe and quantum assault cannon are now standard-issue weapons for all troopers." —Logbook Entry for Pirate Troopers (Metroid Prime 2: Echoes)
  99. "The cybernetic Preeds are aggressive hunters used as patrol animals by the Space Pirates. They carry lethal Nohadin gas for use as a defense mechanism. If a Preed is ruptured, the gas within it is violently released. This toxic cloud often proves fatal to the Preed's killer." —Logbook Entry for Preeds (Metroid Prime 2: Echoes)
  100. "Planet is unstable due to transdimensional flux. Warfare has devastated a good portion of the world's population. Finally, extreme climate shifts have left most of Aether uninhabitable." —Research data for Aether (Metroid Prime 2: Echoes)
  101. "Dark Portals allow living beings to travel to Dark Aether without being scattered throughout the interdimensional void. They are unstable, however, and only remain viable for limited periods of time. Some can be reactivated, while others vanish forever once they are used." —Research data for Dark Portals (Metroid Prime 2: Echoes)
  102. "Energy Controllers were built by the Luminoth to regulate Aether's planetary energy. Several wonders are powered by the Energy Controllers, including a weather control grid and a teleportation system. When Dark Aether was born, it too had Energy Controllers, all linked to that world's planetary energy." —Research data for Energy Controllers (Metroid Prime 2: Echoes)
  103. "Subject is U-Mos, a Sentinel of the Luminoth. Scans indicate numerous beneficial abilities, including heightened reflexes, durability, psionics, and flight. Ability to generate and manipulate energy on par with that of the Chozo. Dating scans suggest an age of 2.15 centicycles. Only known active member of the species: remaining Luminoth locked in protective stasis until crisis is resolved." —Research data for U-Mos (Metroid Prime 2: Echoes)
  104. "Can't determine origin of Aether's "dark twin." Contains high levels of Phazon ore. Native bioforms attack on sight." —Research data for Dark Aether (Metroid Prime 2: Echoes)
  105. "Light Portals allow living beings to travel to Aether without being scattered throughout the interdimensional void. They are unstable, however, and only remain viable for limited periods of time. Some can be reactivated, while others vanish forever once they are used." —Research data for Light Portals (Metroid Prime 2: Echoes)
  106. "Volatile ore with biomutagenic properties. Origin point of Phazon unknown. First detection of element on planet Tallon IV. Used by Space Pirates to produce vast levels of energy. Bioforms exposed to Phazon without proper shielding will eventually undergo radical mutation." —Research data for Phazon (Metroid Prime 2: Echoes)
  107. "The Space Pirates transport young Tallon Metroids in an organic "cocoon" designed to sustain the small creatures. Each cocoon can support numerous infants for several cycles. The creatures are normally content to remain in the cocoon, but will emerge when they detect the presence of Phazon." —Research data for Metroid Cocoons (Metroid Prime 2: Echoes)
  108. "Splinters will enter their protective cocoons when tired or sated. The cocoon is durable, but can be destroyed by weapons fire. Destroying a cocoon will kill the Splinter inside: when this occurs, the dying Splinter will emit a shriek that will alert all nearby Splinters in hibernation. This will drive them into battle frenzy as a defense mechanism." —Research data for Splinter Cocoons (Metroid Prime 2: Echoes)
  109. "War Wasps require considerable amounts of sleep after a long hunt. They weave a protective hive from organic fluids they secrete themselves, then crawl inside to rest. Though safe from most predators, the hives can be damaged by explosive weapons." —Research data for War Wasp Hives (Metroid Prime 2: Echoes)
  110. "Ingclaws occasionally enter a strange torpor, brought on by constant exposure to the atmosphere of Dark Aether. While in this dream state, the creature does not feed or expel its deadly vapor. Fortunately, its indestructible shell protects it from predators." —Research data for Dormant Ingclaws (Metroid Prime 2: Echoes)
  111. "The Ingclaw secretes an incredibly durable shell over itself shortly after birth. From that moment on, it remains rooted in place. The creature feeds on the flotsam floating in the atmosphere of Dark Aether, and produces waste in the form of a toxic dark vapor." —Research data for Ingclaws (Metroid Prime 2: Echoes)
  112. "These creatures respond to commands from the Ing, forming over areas as ordered. They are virtually indestructible, and can only be undone by killing the Ing that commands them." —Research data for Ing Webtraps (Metroid Prime 2: Echoes)
  113. "Weblings spin a network of energized snare lines, then sit in the middle and wait for prey to get caught in it, much like a spider. A webling is incredibly durable, though it has the darkling weakness to light." —Research data for Weblings (Metroid Prime 2: Echoes)
  114. "These Ing morph their bodies around useful items to protect them. They rely on larger Ing for protection, as they have no way of fending off enemies. Damage from all weapons will harm them, but light-based weapons are superior." —Research data for Bladepods (Metroid Prime 2: Echoes)
  115. "The Flying Cache was bred and trained to be a living storage unit. It employs a limited stealth field that renders it unseen to most enemies. The fact that the creature must be killed to obtain the object it stores is of little consequence to the Ing." —Research data for Flying Ing Caches (Metroid Prime 2: Echoes)
  116. "The Ingsphere keeps useful items in a dimensional pocket. Normally, the Ingsphere will only release the item to its Ing master. The pocket can be breached by destroying the Ingsphere, however. This sometimes destroys the item, but can be worth the risk." —Research data for Ingsphere Caches (Metroid Prime 2: Echoes)
  117. "The Ingworms wrap their bodies around useful items to protect them. They are defenseless. They are not terribly durable and have no form of attack, hence their assignment as storage bearers by the Horde." —Research data for Ingworm Caches (Metroid Prime 2: Echoes)
  118. "The Agon Bearerpod is a hardy desert plantform used by the Luminoth to store useful items and supplies. Its tough epidermis can be destroyed by weapons. It gathers trace amounts of moisture from the air and stores it in a number of chambers throughout its body. It can hold and process this moisture for weeks if necessary." —Research data for Agon Bearerpods (Metroid Prime 2: Echoes)
  119. "The humble Bloatsac contributes to its ecology by producing large amounts of benevolent gases. It thrives in damp enviroments, though it can survive in most climates and terrains. The Bloatsac secretes a venemous sap over its body. Very few creatures can ingest the sap and survive, making it a useful defensive mechanism for the plant." —Research data for Bloatsacs (Metroid Prime 2: Echoes)
  120. "The Blueroot tree is common on worlds with desert regions. While an elegant, attractive plant, the tree's leaves are highly toxic. Few species can ingest the leaves and live: many of them (such as the Space Pirates) consider the deadly Blueroot leaf a delicacy." —Research data for Blueroot Trees (Metroid Prime 2: Echoes)
  121. "Sandgrass scans indicate that the plant requires no moisture to survive. It relies exclusively on solar energy for sustenance, making it well adapted for life in a desert environment. Evidence of extensive mutation present, suggesting radical bio-adjustments within the last centicycle. Mutation source is not natural: plant strain was genetically engineered, possibly by the Luminoth." —Research data for Sandgrass (Metroid Prime 2: Echoes)
  122. "The Torvus Bearerpod grows around useful items. The hard outer shell can be shattered by weapon fire. The Luminoth use the hardy plants to store supplies for operations in the Torvus Bog. They are resistant to the harsh chemicals and diseases that run rampant in the swamp, and emit a deadly cloud when destroyed. This has discouraged their consumption by local animals." —Research data for Torvus Bearerpods (Metroid Prime 2: Echoes)
  123. "The Luminoth placed these pods throughout the bog for use by their soldiers during the war. Though many have been raided since then, some still contain useful items left over from the war." —Research data for Torvus Hanging Pods (Metroid Prime 2: Echoes)
  124. "Luminoth lift platform will raise when Crystal is energized by light-based weaponry. Used by the Luminoth forces during their war. Most still function, despite periodic abuse from the Ing." —Logbook "Dark Lift Crystal (Metroid Prime 2: Echoes)
  125. "Luminoth lift platform will lower when Crystal is energized by dark weaponry. Used by the Luminoth force during their war. Most still function, despite periodic abuse from the Ing." —Logbook "Light Lift Crystal" (Metroid Prime 2: Echoes)
  126. "Darkling plantform will grow in height when Crystal is energized by light-based weaponry. The Luminoth used these to navigate during their campaigns on Dark Aether. The Ing ignore the simple plant, as it is not a source of nourishment or a weapon." —Logbook "Liftvine Crystal" (Metroid Prime 2: Echoes)
  127. "Energized Beacons provide better protection from Dark Aether's denizens. Dark creatures are damaged by the energized field. Some are killed on contact. The extra protection is not unlimited, and must be recharged by the Light Beam to remain in effect." —Logbook "Energized Beacon" (Metroid Prime 2: Echoes)
  128. "Light Beacons must be energized by Beam weapon fire to function, and remain charged for a limited time. The Beacons were created when the Luminoth ran short of Light Crystals during the war. While simpler to make, the Beacons were also unstable. They had to be energized periodically, and could run out of energy at critical moments. Still, any protection was better than none for the Luminoth warriors." —Logbook "Light Beacon" (Metroid Prime 2: Echoes)
  129. "Light Beacons, when covered with dark energy, cease to function for a brief time. Light energy can clear the Beacon of the dark energy. Some dark creatures will fire dark energy at Light Beacons to hinder or damage their opponents." —Logbook "Nullified Beacon" (Metroid Prime 2: Echoes)
  130. "When charged with light and dark energy at once, the Beacon compels Ing to approach it, despite the deadly field of energy it emits." —Logbook "Super Beacon" (Metroid Prime 2: Echoes)
  131. "Energized Crystals provide better protection from Dark Aether's denizens. Dark creatures are damaged or killed by the energized field. Some are killed on contact. The extra protection is not unlimited, and must be recharged by the Light Beam to remain in effect." —Logbook "Energized Crystal" (Metroid Prime 2: Echoes)
  132. "Light Crystals provide protection from Dark Aether's atmosphere. They can be nullified by dark energy, or super charged by light energy. They were created by the Luminoth during the war with the Ing, and many still remain in use. Dark creatures despise the Crystals: some are injured or killed by the field they create." —Logbook "Light Crystal" (Metroid Prime 2: Echoes)
  133. "Light Crystals, when covered with dark energy, cease to function for a short time. Light energy can clear the Crystal of the dark energy. Some dark creatures will fire dark energy at Light Crystals to hinder or damage their opponents." —Logbook "Nullified Crystal" (Metroid Prime 2: Echoes)
  134. "When charged with light and dark energy at once, the Crystal becomes a beacon to the Ing. They are compelled to approach it, despite the deadly field of energy it emits." —Logbook "Super Crystal" (Metroid Prime 2: Echoes)
  135. "The original Sentinel Crystals were durable, but they had their limits. The toxic nature of Dark Aether, coupled with constant attack from the Ing, destroyed many of them. The Luminoth responded with the Dark Sentinel Crystal. Sheathed in dark energy, it is more resistant to the atmosphere of the Ing homeworld - and the attacks of its denizens." —Logbook "Dark Sentinel Crystal" (Metroid Prime 2: Echoes)
  136. "During the war, the Luminoth used the Sentinel Crystals to monitor key areas and installations. They are incredibly durable resisting all but the most powerful of Ing attacks. U-Mos still uses the remaining Sentinel Crystals to keep a watch for Ing activity." —Logbook "Sentinel Crystal" (Metroid Prime 2: Echoes)
  137. "This bridge is durable, but often locks in place, leading the Marines to call for a new design. The Mk III should enter service within the next eight cycles." —Research data for GF Bridge (Metroid Prime 2: Echoes)
  138. "This gate is used with Armored Security Locks, which must be neutralized to operate the gate. Gate is resistant to all but the most potent explosives." —Research data for GF Gate Mk VI (Metroid Prime 2: Echoes)
  139. "The Mk VII Defense Gate is composed of Denzium. Invulnerable to most weapons, though high-yield explosives are effective. Often used in conjunction with a remote scan access control panel." —Research data for GF Gate Mk VII (Metroid Prime 2: Echoes)
  140. "Insert the Morph Ball into the slot, then detonate a Bomb. This will send energy from the slot to the device connected to it." —Research data for Bomb Slots (Metroid Prime 2: Echoes)
  141. "To use the Grapple Beam, use L Button GCN.png when the grapple icon appears. You can fire your weapons while attached to a grapple point." —Research data for Grapple Points (Metroid Prime 2: Echoes)
  142. "The purpose of the Kinetic Orb Cannon is unclear. It may have originally been designed for industrial use, then converted to a combat system in later times." —Research data for Kinetic Orb Cannons (Metroid Prime 2: Echoes)
  143. "In Morph Ball mode, press and hold R Button GCN.png when close to this type of surface. Use [Control Stick] to move the Ball along the track. Release R Button GCN.png to disengage from the surface. Using the Boost ability when on a Spider Ball Track will rapidly launch the Spider Ball from the track. Detonating a Morph Ball Bomb will briefly disengage the Ball from the track." —Research data for Spider Ball Tracks (Metroid Prime 2: Echoes)
  144. "Use the Boost ability of the Morph Ball when inside a Spinner to activate the device it powers." —Research data for Spinners (Metroid Prime 2: Echoes)
  145. "This surface was designed to be used in conjunction with the Screw Attack system. Perform Screw Attacks while facing and touching wall to do a Wall Jump." —Research data for Wall Jump Surfaces (Metroid Prime 2: Echoes)
  146. "The Anhur class is a state-of-the-art warship, designed to police and defend planetary systems. This ship, the G.F.S. Tyr, has been heavily damaged. It appears that the crew have dismantled parts of the Tyr as well, possibly for use as makeshift defense systems." —Research data for the GFS Tyr (Metroid Prime 2: Echoes)
  147. "Plans for the Shrike were recently stolen from a GF lab by the Space Pirates. Production began immediately, and the fast-moving skiff is now part of Pirate operations. It is used primarily as a troop transport, taking a fire team of troopers into action. The Shrike is unarmed, relying on the troops it carries for protection against hostile forces." —Research data for Pirate Skiffs (Metroid Prime 2: Echoes)
  148. "Your Hunter-class gunship is one of a kind, its distinct hull lines marking it to friend and foe alike. Custom built for you by the Federated Shipyards at Aliehs III, it contains a mobile energy recharge system and microfactories designed to produce ammunition. A sophisticated onboard computer stores mission data collected in the field for future reference." —Research data for Samus's Gunship (Metroid Prime 2: Echoes)


Logbooks