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Metroid Prime 2: Echoes Logbook
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References
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ 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}}
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ {{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}}
- ↑ "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)
- ↑ "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}}})
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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}}})
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)
- ↑ "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)