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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
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
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
Small Aquatic
Entry First Location Entry Text Limited Scan? Notes
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
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

Ground

Predators
Entry First Location Entry Text Limited Scan? Notes
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 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
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
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
Splinter Agon Wastes - 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
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
Surface Prowlers
Entry First Location Entry Text Limited Scan? Notes
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
Green Kralee Agon Wastes - 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
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
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
Lightbringer Dark Agon Wastes - Dueling 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] Limited Scan or not (remove neutral if it isn't) Disappears after the Light of Aether is drained from the Dark Agon Temple
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
Tunnel Prowlers
Entry First Location Entry Text Limited Scan? Notes
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.[17] No Notes
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.[18] Limited Scan or not (remove neutral if it isn't) Can later be found in the Dynamo Works after the defeat of the Spider Guardian

Flying

Large Flyers
Entry First Location Entry Text Limited Scan? Notes
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
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
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
Small Flyers
Entry First Location Entry Text Limited Scan? Notes
Lightflyer 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
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
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
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

Mechanoids

Large
Entry First Location Entry Text Limited Scan? Notes
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
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
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 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
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
Small
Entry First Location Entry Text Limited Scan? Notes
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
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
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
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
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
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
Stationary
Entry First Location Entry Text Limited Scan? Notes
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
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
"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
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
"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

Dark Aether

Darklings

Darkling Aquatic
Entry First Location Entry Text Limited Scan? Notes
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 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
Darkling Flyers
Entry First Location Entry Text Limited Scan? Notes
Dark Shredder Dark Torvus Tempel 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 War Wasp 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
Nightbarb 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
Darkling Ground
Entry First Location Entry Text Limited Scan? Notes
Dark Alpha Splinter 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 Grenchler 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 Splinter 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
Darkling Mechanoids
Entry First Location Entry Text Limited Scan? Notes
Corrupted Sentreye 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
Dark Diligence Drone 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 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 Quad CM 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 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
Darkling Offworld

Emperor Ing

Entry First Location Entry Text Limited Scan? Notes
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.[55] Yes Entry is not permanently stored in the Logbook due to the lack of Save Stations after the Emperor Ing
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.[56] Yes Entry is not permanently stored in the Logbook due to the lack of Save Stations after the Emperor Ing
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.[57] Yes Entry is not permanently stored in the Logbook due to the lack of Save Stations after the Emperor Ing
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.[58] Yes Entry is not permanently stored in the Logbook due to the lack of Save Stations after the Emperor Ing
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.[59] Yes Entry is not permanently stored in the Logbook due to the lack of Save Stations after the Emperor Ing

Ing

Guardians

Sub Guardians
Entry First Location Entry Text Limited Scan? Notes
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.[60] Yes Can only be scanned before its defeat
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.[61] Yes Can only be scanned before its defeat
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.[62]

Yes Once the Grapple Guardian's shell has been destroyed, scans will no longer add the entry to the logbook
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.[63]

Yes Can only be scanned before it is defeated
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.[64] Yes Can only be scanned before its defeat
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.[65] Yes Can only be scanned from outside the Morph Ball tunnel in the Dynamo Works
Amorbis
Entry First Location Entry Text Limited Scan? Notes
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.[66] Yes Entry is only added to the Logbook while the Amorbis are attached to the Dark Sphere
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.[67] Yes Entry is only added to the Logbook while the Amorbis are attached to the Dark Sphere
Chykka
Entry First Location Entry Text Limited Scan? Notes
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.[68] Yes Can only be scanned before it transforms into the adult Chykka
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.[69] Yes Can only be entered into the Logbook before Chykka enters its dark form a second time
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.[70] Yes Entry can no longer be added to the Logbook once Chykka is defeated
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.[71] Yes Entry can no longer be added to the Logbook once Chykka is defeated
Quadraxis
Entry First Location Entry Text Limited Scan? Notes
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.[72] Yes Entry can no longer be added to the Logbook after its main body is disabled
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.[73] Yes Damaged Quadraxis can be scanned for its Logbook entry up until the point that the Annihilator Beam is acquired
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.[74] Yes The entry can only be added to the Logbook when the shield over the head module is active
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.[75] Yes The entry can no longer be added to the Logbook after its antennae are destroyed
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.[76] Yes Can only be added to the Logbook once its antennae are destroyed

Offworld

Dark Samus

Entry First Location Entry Text Limited Scan? Notes
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.[77] Yes Can only scanned before she is defeated
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.[78] Yes Can be scanned in both Aerie Access and Aerie, can only be scanned before she is defeated
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.[79] Yes Can only be scanned before Dark Samus raises her Phazon based shield for the first time, the entry is not permanently entered into the logbook due to a lack of Save Stations after Dark Samus is defeated
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.[80] Yes Can only be scanned after Dark Samus raises her Phazon based shield for the first time, the entry is not permanently entered into the logbook due to a lack of Save Stations after Dark Samus is defeated

Metroids

Entry First Location Entry Text Limited Scan? Notes
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.[81] No Can later be found in Bioenergy Production
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.[82] No None

Pirates

Entry First Location Entry Text Limited Scan? Notes
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.[83] No Can later be found in the Mining Station A and in the Watch Station
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.[84] Yes Can later be scanned in the Sanctuary Entrance and a final time in the Phazon Grounds
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.[85] No Can also be scanned in the first visit to the Path of Eyes
Pirate Trooper 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.[86] 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
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.[87] No Only found in the Hydrodynamo Station of Torvus Bog

Lore

Luminoth Lore

History

Golden Age
Dark Age

Conflict

First Phase
Second Phase
Final Phase

Keybearer Lore

Cadre 1
Cadre 2

A-Kul's Clues

Cadre 1
Cadre 2

Space Pirate Logs

Cycle 4

Cycle 5

Cycle 6

Cycle 7

Trooper Logs

Force One

Entry First Location Entry Text Limited Scan? Notes
LCPL J. Brode Temple Grounds - GFMC Compound Man, I hope that is the only breeding ground for these things. If there's more, we're in big trouble. We had a hard enough time taking that one out of commission: I almost ran out of ammo. I never run out of ammo![88] No None
PFC I. Crany Temple Grounds - GFMC Compound Last night at chow, Angseth starts talking about some bounty hunter and how she blew up a planet full of Space Pirates. I told her I didn't believe in fairy tales like that, and she took it personal. I just find it hard to believe that one person took out an entire Space Pirate base, that's all. But if she wants to believe in this Samus, or Bigfoot, or Santa Claus, she can.[89] No None
CAPT A. Exeter Temple Grounds - GFMC Compound I'm beginning to think it was a real bad idea going down there. Reevs is right, that hive is just one of many. It's stupid to stir a hornet's nest, especially if you plan on sleeping under it.[90] No None
PFC G. Haley Temple Grounds - GFMC Compound I hear.
Them.
Everywhere. They're coming.
Can't sleep. Ever.
They'll eat me.
Eat.[91]
No None
PFC S. Milligan Temple Grounds - GFMC Compound Brouda lost the bet, so he switched watch duty with me. I figure this section is nice and safe and boring, which suits me just fine. Let those other pugs guard the hot zone, I...hold on...hey! Halt! ...No! Hel--(transmission ends)[92] No None
SPC F. Triplette Temple Grounds - GFMC Compound The sarge says those "Splinters" remind him of some killer bug he saw on another planet once. All I know is the things are fast and take a lot to drop. Pretty soon we'll have to go to bayonets. Everyone's low on ammo...even Brode, and he's the stingiest grunt I know.[93] No None

Force Two

Entry First Location Entry Text Limited Scan? Notes
SPC M. Angseth Temple Grounds - Trooper Security Station This is ridiculous. I can outshoot half the men here, and I'm stuck on monitor duty. I didn't join up to stare at a holoscreen! This wouldn't happen to Samus Aran... She'd be out there take care of business, not pushing buttons and sending reports.[94] No None
GSGT C. Benet Temple Grounds - Command Chamber There's something wrong with the lock systems in this section. They've failed twice, locking us out until someone came along to let us in. If it happens again while we're playing "bait" for those things...well, at least we'll go out fighting, instead of hiding in the control area.[95] No None
PFC L. Brouda Temple Grounds - Communication Area We'll be making our stand here. The engineer tells me there's no way we'll get the ship's engines online, and atmospheric interference is scrambling our distress beacon. If anyone reads this, know that we did our duty and fought well.[96] No None
PFC E. Denys Temple Grounds - Sacred Bridge I'm the only one left. Managed to get out of the hive, but when I got to the ship, everyone was gone...dead. I'm heading for that alien building we saw earlier. Maybe someone can help me there... Wait, something's moving down there. Hello...?[97] No None
SPC B. Reevs Temple Grounds - Command Chamber I don't like this plan. This hive is a small portion of a larger network. There may be dozens of hive systems like this across the planet, and they may all be linked. Destroying this one may buy us time, but it may also provoke the other hives into attacking.[98] No None
PFC M. Veroni Temple Grounds - Collapsed Tunnel I think Haley's losing it. He talks to himself all the time, and he won't sleep. He almost shot me on watch the other night. I think he thought I was one of those things. I talked to the doc about taking him off the line, and he told me we need all the help we can get. That's true, but if he goes berserk and kills a bunch of us, that won't be very helpful.[99] No None

Research

Aether Studies

Aether

Dark Aether

Biology

Cocoons

Entry First Location Entry Text Limited Scan? Notes
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.[100] No None
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.[101] No Can later be found in the Temple Assembly Site and Trooper Security Station
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.[102] No Can be found in multiple parts of the Temple Grounds and Agon Wastes

Darklings

Ing Storage

Plantforms

Luminoth Technology

Mechanisms

GF Security

Systems

Vehicles

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. "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)
  18. "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)
  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 ({{{3}}})
  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 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)
  56. "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)
  57. "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)
  58. "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)
  59. "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)
  60. "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)
  61. "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)
  62. "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)
  63. {{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}}
  64. "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)
  65. "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}}})
  66. "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)
  67. "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)
  68. "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)
  69. "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)
  70. "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)
  71. "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)
  72. "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)
  73. "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}}})
  74. "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)
  75. "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)
  76. "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)
  77. "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)
  78. "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)
  79. "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)
  80. "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)
  81. "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)
  82. "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)
  83. "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)
  84. "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)
  85. "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)
  86. "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)
  87. "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)
  88. "Man, I hope that is the only breeding ground for these things. If there's more, we're in big trouble. We had a hard enough time taking that one out of commission: I almost ran out of ammo. I never run out of ammo!" —Logbook entry for LCPL J. Brode (Metroid Prime 2: Echoes)
  89. "Last night at chow, Angseth starts talking about some bounty hunter and how she blew up a planet full of Space Pirates. I told her I didn't believe in fairy tales like that, and she took it personal. I just find it hard to believe that one person took out an entire Space Pirate base, that's all. But if she wants to believe in this Samus, or Bigfoot, or Santa Claus, she can." —Logbook entry for PFC I. Crany (Metroid Prime 2: Echoes)
  90. "I'm beginning to think it was a real bad idea going down there. Reevs is right, that hive is just one of many. It's stupid to stir a hornet's nest, especially if you plan on sleeping under it." —Logbook entry for CAPT A. Exeter (Metroid Prime 2: Echoes)
  91. "I hear.
    Them.
    Everywhere. They're coming.
    Can't sleep. Ever.
    They'll eat me.
    Eat.
    " —Logbook entry for PFC G. Haley (Metroid Prime 2: Echoes)
  92. "Brouda lost the bet, so he switched watch duty with me. I figure this section is nice and safe and boring, which suits me just fine. Let those other pugs guard the hot zone, I...hold on...hey! Halt! ...No! Hel--(transmission ends)" —Logbook entry for PFC S. Milligan (Metroid Prime 2: Echoes)
  93. "The sarge says those "Splinters" remind him of some killer bug he saw on another planet once. All I know is the things are fast and take a lot to drop. Pretty soon we'll have to go to bayonets. Everyone's low on ammo...even Brode, and he's the stingiest grunt I know." —Logbook entry for SPC F. Triplette (Metroid Prime 2: Echoes)
  94. "This is ridiculous. I can outshoot half the men here, and I'm stuck on monitor duty. I didn't join up to stare at a holoscreen! This wouldn't happen to Samus Aran... She'd be out there take care of business, not pushing buttons and sending reports." —Logbook entry for SPC M. Angseth (Metroid Prime 2: Echoes)
  95. "There's something wrong with the lock systems in this section. They've failed twice, locking us out until someone came along to let us in. If it happens again while we're playing "bait" for those things...well, at least we'll go out fighting, instead of hiding in the control area." —Logbook entry for GSGT C. Benet (Metroid Prime 2: Echoes)
  96. "We'll be making our stand here. The engineer tells me there's no way we'll get the ship's engines online, and atmospheric interference is scrambling our distress beacon. If anyone reads this, know that we did our duty and fought well." —Logbook entry for PFC L. Brouda (Metroid Prime 2: Echoes)
  97. "I'm the only one left. Managed to get out of the hive, but when I got to the ship, everyone was gone...dead. I'm heading for that alien building we saw earlier. Maybe someone can help me there... Wait, something's moving down there. Hello...?" —Logbook entry for PFC E. Denys (Metroid Prime 2: Echoes)
  98. "I don't like this plan. This hive is a small portion of a larger network. There may be dozens of hive systems like this across the planet, and they may all be linked. Destroying this one may buy us time, but it may also provoke the other hives into attacking." —Logbook entry for SPC B. Reevs (Metroid Prime 2: Echoes)
  99. "I think Haley's losing it. He talks to himself all the time, and he won't sleep. He almost shot me on watch the other night. I think he thought I was one of those things. I talked to the doc about taking him off the line, and he told me we need all the help we can get. That's true, but if he goes berserk and kills a bunch of us, that won't be very helpful." —Logbook entry for PFC M. Veroni (Metroid Prime 2: Echoes)
  100. "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)
  101. "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)
  102. "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)