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Metroid Prime 2: Echoes Logbook

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Creatures[edit | edit source]

Aether[edit | edit source]

Aquatic[edit | edit source]

Large Aquatic[edit | edit source]
Entry First Location Entry Text Limited Scan? Notes Image
Alpha Blogg Torvus Bog - Hydrodynamo Shaft The Alpha Blogg is the largest and strongest of its pack. It can fire potent sonic stun blasts in battle. The blasts will disrupt your Visor and weapon control systems if they hit you. Its three titanic maws are potent weapons. Target the creature's mouth areas to inflict damage upon it.[1] Yes Can be scanned while it is in the Hydrodynamo Shaft and while battling it in the Main Hydrochamber
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[edit | edit source]
Entry First Location Entry Text Limited Scan? Notes Image
Bloggling Torvus Bog - Hydrodynamo Station Young Blogg are weaker than their parents, but still violent. Their powerful jaws have yet to form, and they lack the defense abilities found in adult Blogg. They must rely on speed and agility for protection if attacked without the protection of their elders.[3] No Notes
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[edit | edit source]

Predators[edit | edit source]
Entry First Location Entry Text Limited Scan? Notes Image
Alpha Sandigger Agon Wastes - Agon Temple This appears to be a Sandigger pack leader, larger and stronger than the normal members of its kind. Target both of its heads to damage it.[5] Yes Must be scanned before it is possessed
Alpha 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 Temple Grounds - Industrial Site When it isn't hunting, a Splinter will secret a protective cocoon around itself and enter a state of hibernation. Localized seismic disturbances will awaken the Splinter, triggering a state of blood frenzy in the process. While in this state, a Splinter emits pheromones that trigger frenzy in all nearby Splinters. Disturbing a pack of Splinters is not advisable.[9] No Located in multiple areas of the Temple Grounds
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[edit | edit source]
Entry First Location Entry Text Limited Scan? Notes Image
Brizgee Agon Wastes - Mining Station A The Brizgee's tail ends in a venomous barb, which it conceals underneath a hard-packed layer of fused sand. A series of sharpened ridges along its body discourages most predators: those foolish enough to harass the Brizgee are quickly introduced to its deadly sting.[11] No Brizgees can also be found in the Catacombs Access
Green Kralee Temple Grounds - Industrial Site The cousin to the dimensional-shifting Kralee, the Green Kralee spends its days roaming in search of food. A genetic defect prevents its back crystal from harnessing energy and opening warp portals. It is doubtful the Green Kralee misses this ability.[12] No Also located in the Collapsed Tunnel and in Agon Transport Access
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 - Duelling Range Lightbringers were created by the Luminoth for use in their war with the Ing. The crystalline creatures generate a field of life-giving energy at all times, and they can be energized like a Safe Zone Crystal. They are immune to most weapon fire: only a burst of matter-antimatter can destroy them.[15] Yes Disappears after the Light of Aether is drained from the Dark Agon Temple
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[edit | edit source]
Entry First Location Entry Text Limited Scan? Notes Image
Pillbug Agon Wastes - Portal Terminal Pillbugs prefer to dwell in dark caverns, though they can exist in lit areas. Navigating with a series of sensitive antennae, they roam through caves in search of moss and fungus. Pillbugs can move rapidly, and will ram unwary targets to clear their path as they search for food. A Pillbug can be jarred loose from a surface with a concussive blast: doing so reveals its vulnerable belly.[17] No Can later be found in the Dynamo Works after the defeat of the Spider Guardian
Worker Splinter Temple Grounds - Hive Tunnel The Worker Splinter is bred for service, not combat. It spends its time collecting foodstuffs and raw material for the Hive. A layer of mucus helps to protect the creature from the toxins and chemicals it often works with. They can generate a sturdy, pliable webbing, useful in travel throughout the Hive.[18] No None

Flying[edit | edit source]

Large Flyers[edit | edit source]
Entry First Location Entry Text Limited Scan? Notes Image
Shredder Torvus Bog - Torvus Lagoon The Shredder spends most of its life in the earth. When agitated, it will spring from the ground, then begin to fly toward its foe. Should it reach its target, the Shredder will explode with considerable force, releasing a cloud of thorns as it does. Shredders are resilient, but can be eliminated with concentrated weapons fire.[19] Yes Shredders can also be found in the Ruined Alcove
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[edit | edit source]
Entry First Location Entry Text Limited Scan? Notes Image
Lightflyer Great Temple - Transport B Access The Lightflyer is an aggressive flying drone. Once loyal to the Luminoth, it will now fire a burst of energy at any living thing within range. It generates light at all times, making it somewhat easy to target.[22] No Found in multiple locations
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[edit | edit source]

Large[edit | edit source]
Entry First Location Entry Text Limited Scan? Notes Image
Ingsmasher Sanctuary Fortress - Hall of Combat Mastery Designed to fight alongside the Luminoth, the Ingsmasher now seeks to destroy them. In close combat, it smashes its energized fists into the earth to send out powerful shock waves, then pulverizes any immobile prey. It will fire salvos of missiles at long-distance quarry. It uses an energy shield in battle that can be adjusted to protect against a variety of beam weapons. The shield can be overloaded by opposite-polarity beams, however, damaging the Ingsmasher in the process.[26] Yes Only five Ingsmashers can be scanned for a Logbook entry, three in the Hall of Combat Mastery and two in the Reactor Access
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[edit | edit source]
Entry First Location Entry Text Limited Scan? Notes Image
Diligence Class Drone Sanctuary Fortress - Dynamo Access The Diligence drones were the first cleaning units designed by the Luminoth. They were modified for combat duty once the war began, but were outshined by the newer Harmony-class units. A Diligence uses focused energy beams to perform its duty. Their energy construct nature makes them invulnerable to most attacks, though dark energy can disrupt them.[31] No None
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[edit | edit source]
Entry First Location Entry Text Limited Scan? Notes Image
Caretaker Class Drone Sanctuary Fortress - Main Research The Caretaker drone was designed to protect and maintain an experimental energy chamber. It uses electrically charged limbs to perform its duties. The drone requires sensor updates to fight: a vulnerable detection unit will extend periodically to search for targets. Destroying this unit would weaken its combat ability.[37] Yes Can only be scanned from outside its chamber
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[edit | edit source]

Darklings[edit | edit source]

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

Emperor Ing[edit | edit source]

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

Ing[edit | edit source]

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

Guardians[edit | edit source]

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

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

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

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

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

Offworld[edit | edit source]

Dark Samus[edit | edit source]

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

Metroids[edit | edit source]

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

Pirates[edit | edit source]

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

Lore[edit | edit source]

Luminoth Lore[edit | edit source]

History[edit | edit source]

Golden Age[edit | edit source]
Entry First Location Entry Text Image
Origins Temple Grounds - Main Energy Controller It is told that the Luminoth were not born of Aether, but of the stars. In the early days, we roamed the greatness of the void, bathing in the glorious light of a thousand stars. We met a vast number of enlightened minds... the N'kren, the Ylla, and the Chozo among them. Each of them, we found, had claimed a homeworld and formed a deep bond with it. In time, we decided to do the same.[100]
Our Heritage Temple Grounds - Transport to Agon Wastes Our search for a home took us through the cosmos. For many a great cycle we roamed, yet a place to call our own eluded us. In time, we began to despair, feeling the search was in vain. We considered remaining among the stars until a scout returned with news of a world unlike any other. When we beheld Aether for the first time, so great was her beauty that we forsook the stars forever to live upon her surface. From that day forth, the Luminoth were of Aether, our blessed paradise.[101]
Paradise Agon Wastes - Mining Plaza (NTSC version)
Agon Wastes - Agon Energy Controller (PAL/Trilogy version)
Aether was a fertile, aged world with bountiful fields and oceans. The native creatures were gentle compared to the other worlds we had encountered. We settled in a mountain region first, in cliffside dwellings. In time, we established settlements in the green forest of Torvus and in the fertile plains of Agon. A Great Temple was built between our three domains, a place of peace and a monument to our accomplishments. It was a time of harmony for our people.[102]
Saving Aether Agon Wastes - Agon Energy Controller (NTSC version)
Agon Wastes - Mining Plaza (PAL/Trilogy version)
Aether's planetary energy supply reached a critical stage. If left unchecked, the energy would expire, bringing an end to the world. Our greatest minds devised a way to preserve and regulate the remaining planetary energy - the Energy Controllers.[103]
Light of Aether Agon Wastes - Portal Terminal The main Energy Controller was built in the Great Temple: three sub-controllers were built in Torvus, Agon, and Sanctuary. They collected the energy of Aether, then radiated it over the world to all who needed it. In time we came to call this precious energy the "Light of Aether". It brought peace and prosperity to the Luminoth.[104]
The Stellar Object Agon Wastes - Mining Station B (NTSC version)
Agon Wastes - Mining Station A (PAL/Trilogy version)
By the time we detected the stellar object as it streaked toward our world, it was too late to stop it. We fired numerous weapons at it in a vain attempt to alter its trajectory. Nothing worked. Our efforts placed a great strain on the Energy Controllers, and weakened Aether. All we could do as the object drew closer was take shelter and wait. We gathered stores of food and water, reinforced the shielding on our dwellings, and spent the last hours in peace.[105]
Dark Age[edit | edit source]
Entry First Location Entry Text
Cataclysm Agon Wastes - Mining Station A (NTSC version)
Temple Grounds - Meeting Grounds (PAL/Trilogy version)
The starborne terror burnt through the heavens and struck Aether with and untold might. We all expected the world to shatter...but Aether held. There was great devastation, however. The green plains of Agon were scorched forever, and the forest of Torvus was engulfed and wracked by the sea. The skies burned for days, casting darkness over the land.[106]
Age of Anxiety Temple Grounds - Meeting Grounds (NTSC version)
Temple Grounds - Path of Eyes (PAL/Trilogy version)
In time, the roar of a wounded planet subsided. The air, though fouled, was breathable. Light made its way through the dark veil over our world. Slowly, we ventured out from the shelters of our home to see what remained of our paradise. What little comfort we gained by surviving was soon shattered. Half of the planet's energy had vanished from the Energy Controllers. Aether became violently unstable as a result. Of the stellar object which stuck our home, there was no sign.[107]
The World Warped Temple Grounds - Path of Eyes (NTSC version)
Torvus Bog - Torvus Energy Controller (PAL/Trilogy version)
Amidst this turmoil, we discovered many anomalies. Spacial disturbances appeared across the land. Object went into a state of dimensional flux, their atoms divided between Aether and...somewhere else. There was little time to ponder these strange happenings, for we had to deal with the devastation of our lands.[108]
The Ing Attack Torvus Bog - Path of Roots (NTSC version)
Torvus Bog - Underground Tunnel (PAL/Trilogy version)
The day came when space was torn asunder, revealing dimensional rifts to a dark place. Horrible dark swarms streaked forth from these rifts, engulfing nearby creatures and transforming them into what we could come to call darklings. The dark creatures became our enemies, and peace came to an end on Aether.[109]

Conflict[edit | edit source]

First Phase[edit | edit source]
Entry First Location Entry Text
Dark Aether Torvus Bog - Torvus Energy Controller (NTSC version)
Torvus Bog - Path of Roots (PAL/Trilogy)
In time, we created machines to open rifts to our enemy's world. Volunteer scouts went through the rifts and found a twisted world, harsh and poisonous...a Dark Aether. They discovered that this world held the missing half of our planet's energy. They also saw the true face of the enemy, a race we came to call "Ing", meaning terror. Our scouts could not survive long on the surface of Dark Aether, so venomous was its air. Still, we vowed to return. We prepared for war.[110]
Our War Begins Torvus Bog - Underground Tunnel (NTSC version)
Torvus Bog - Training Chamber (PAL/Trilogy version)
We developed Crystals that brought the Light of Aether to the dark world. Using these Crystals allowed our warriors to explore the enemy lands, to bring war to the Ing. Sadly, the Crystals were not enough. We needed stronger weapons, better armor. We withdrew from Dark Aether while our greatest minds devised new engines of war.[111]
Recovering Energy Torvus Bog - Training Chamber (NTSC version)
Torvus Bog - Catacombs (PAL/Trilogy version)
We were not prepared to fight a long war. The forces of the enemy outnumbered ours vastly. We sought a way to end the war quickly, without extended combat. We decided to build a device to recover our lost planetary energy from Dark Aether. Without this energy, the dark world would cease to be, and our world would be restored to stability.[112]
New Weapons Torvus Bog - Gathering Hall (NTSC version)
Agon Wastes - Mining Station B (PAL/Trilogy version)
Our studies of the Ing revealed the source of their attacks as dark energy. We built weapons to use this energy, thinking it could overload energy targets and eliminate them. We soon learned our error, as the Dark Beam was not of great effect on the Ing. We then began to develop a weapon that used light energy. This weapon would dispatch the Ing with terrible efficiency.[113]
The New Terror Torvus Bog - Catacombs (NTSC version)
Torvus Bog - Gathering Hall (PAL/Trilogy version)
In time, the Ing began to possess Luminoth as well as creatures. Friends and family members became the enemy, spilling Luminoth blood across the land. Desperate, we devised shielding to prevent Ing possession. It was effective, but not perfect. Should the shielding fail, all Luminoth were prepared to self-terminate rather than become a weapon for the Ing.[114]
Second Phase[edit | edit source]
Entry First Location Entry Text
The Sky Temple Temple Grounds - Fortress Transport Access We learned that the ruler of the Ing dwelled in a place dubbed the "Sky Temple" by our forces. This place held the planetary energy of Dark Aether as well. It was heavily guarded, and entry was barred by a great gate requiring ten keys to unlock. These keys were hidden throughout Dark Aether by the Ing. A mission was planned, one that would find the hidden keys and recover our missing energy from the Sky Temple.[115]
The Final Crusade Sanctuary Fortress - Hall of Combat Mastery (NTSC version)
Sanctuary Fortress - Sanctuary Energy Controller (PAL/Trilogy version)
While our forces on Dark Aether fought desperate battles against superior numbers, our best minds completed their work. The Energy Transfer Module, a device designed to recover our lost planetary energy, was ready at last. A force of our greatest warriors was assembled, each equipped with the best armor and weaponry available. We sent this brave cadre of fighters to invade the Sky Temple and seize the missing energy lying within.[116]
Shattered Hope Sanctuary Fortress - Main Research (NTSC version)
Sanctuary Fortress - Hall of Combat Mastery (PAL/Trilogy version)
None of the warriors sent to the Sky Temple returned. Our forces searched Dark Aether for them, in vain. Of the Energy Transfer Module, there was no sign. Though saddened, we set out to prepare another mission, to build another module, to try once more to save our dying world.[117]
Agon Falls Sanctuary Fortress - Sanctuary Energy Controller (NTSC version)
Sanctuary Fortress - Main Gyro Chamber (PAL/Trilogy version)
A massive Ing attack came to the land of Agon. Soon, the Temple of Agon was surrounded by the Horde, with no hope of salvation. Our gallant warriors there were slain, and Agon fell to the enemy. Our blood chilled when we learned that the energy within that temple was drained. The Ing had found the Energy Transfer Module, and were using it as a weapon against us.[118]
Torvus Falls Sanctuary Fortress - Main Gyro Chamber (NTSC version)
Sanctuary Fortress - Sanctuary Entrance (PAL/Trilogy version)
The Ing turned their focus on the Torvus Bog next, sending a vast force to lay siege to the temple there. Thousands upon thousands of Ing were destroyed by our warriors, yet they kept coming until there was no Luminoth alive to offer resistance in Torvus. On that day, the energy of Torvus was taken to Dark Aether, and our hopes for survival grew dim.[119]
Final Phase[edit | edit source]
Entry First Location Entry Text
Sanctuary Falls Sanctuary Fortress - Watch Station (NTSC version)
Sanctuary Fortress - Main Research (PAL/Trilogy version)
Our battered forces gathered in the Sanctuary Fortress to prepare for the inevitable siege there. They didn't wait long. Wave after wave of Ing assaulted the greatest of our fortresses, with one goal in mind: to seize the energy there. The Ing turned the machines of Sanctuary against our warriors, and soon all was lost. The energy of Sanctuary was taken by the Ing. Only one Energy Controller remained on Aether.[120]
Twilight Sanctuary Fortress - Sanctuary Entrance (NTSC version)
Sanctuary Fortress - Watch Station (PAL/Trilogy version)
What few remained gathered in the Great Temple. There, all but U-Mos, the last Sentinel of Aether, entered into life-preserving stasis. There they remain, to be released once the Ing were destroyed...or to sleep forever. His people safe, U-Mos prepared for the last, terrible assault. In the silence of the Great Temple, he prayed for salvation, for deliverance from the terror of the Ing.[121]

Keybearer Lore[edit | edit source]

Cadre 1[edit | edit source]
Entry First Location Entry Text
A-Kul's Testament Sky Temple Grounds - Sky Temple Gateway Soon I shall pass to the final rest. My key is in place. Through my spiritual link with to the others, I know where their bodies lie. I shall leave this knowledge, that their last location in the dark world can be known. May this knowledge lead our warriors to the Sky Temple Keys.


The time draws near. Hear the words of A-Kul, she they call Champion of Aether. Know that my warriors fought and died with uncommon valor. Do not look unkindly upon their failure, for they died to save us all.[122]

J-Stl's Testament Agon Wastes - Central Mining Station My journey comes to an end. The thrice-cursed Ing prepared an ambush of singular cunning in the mining station. They caught me in it like a neophyte fresh from the training halls. I have sent five score of their number to whatever foul pit they call afterlife, but in vain. My life is extinguished.[123]
B-Stl's Testament Agon Wastes - Main Reactor I can go no further. Here in this reactor, I go to join my mate, J-Stl, in final rest. Though I die with honor, a shame falls on my house until the key I seek reaches its destination. May my brothers find my burden, that the way to the Sky Temple will be opened at last.[124]
S-Dly's Testament Torvus Bog - Torvus Lagoon They came to the lagoon in the night, delivering true deathblows before I could detect them. As my life faded, I sent a call to the cadre to warn them of this surprise attack. May they find my key and dispatch the Ing who killed me. Only then will my final rest be peaceful.[125]
G-Sch's Testament Torvus Bog - Catacombs What craven savages are the Ing! Trapped in the catacombs with no chance of rescue, I fought them to the last. I watched them feed upon their dead. I heard them pressing the lesser of their number into the front ranks, that my blasts would take them. At least their leader stood against me in battle. He was a foe worthy of a Luminoth Warrior.[126]
Cadre 2[edit | edit source]
Entry First Location Entry Text
S-Jrs's Testament Sanctuary Fortress - Sanctuary Entrance A-Kul tried to send me back to Aether, that I might get reinforcements. Both cadres have been attacked, devastated. The Ing followed me. They came, wearing the skin of beasts. I gave them a good fight, yet, I have failed. May I redeem my honor in the next life. Here, at the fortress entrance, I breathe my last.[127]
C-Rch's Testament Sanctuary Fortress - Dynamo Works Let this be the final testament of warrior C-Rch. I have no more shells for my weapons. For the enemy, I have naught but the blade and fist. Let them come. They wait in the works, hissing, and slithering like beasts. Let them. When my war cry comes, there will be a dread final reckoning. Come forth, hated enemy. Let there be an end![128]
D-Isl's Testament Temple Grounds - Storage Cavern A It is inside me. I feel it spreading, clawing at my will, tearing at my thoughts. It moves me against my will, to this cavern. Here it will end. I do not wish this, do not want my body to become a weapon for the Ing within me. It hates. It demands obedience. I will fight to the end. I shall self-terminate before I will be a pawn of a filthy Ing.[129]
M-Dhe's Testament Temple Grounds - Landing Site The last hit breached my armor. The poison spreads. Though I have found the key, it is too late for me. Soon my light will fail. They know I am here. They will come to this site to plunder the key. My last stand shall be at the edge of the temple grounds. I only hope I have the strength to fight when they arrive.[130]
J-Fme's Testament Temple Grounds - Industrial Site Final entry, Warrior J-Fme.


Their army swells. Beasts and rogue machines join the ranks of the Horde, all eager to bring death to the Luminoth. The Ing have sent these new additions to the industrial site to do battle with me, while they watched from safety. Cowardly mongrels! My only regret in death is that I did not live to see the day of their defeat. May it come soon![131]

A-Kul's Clues[edit | edit source]

Before her death, one of the Luminoth warriors left clues as to the locations of the other nine Keybearers. Upon finding and scanning the corpses of each Keybearer, their respective Log replaces the corresponding clue about their whereabouts.

Cadre 1[edit | edit source]
Entry First Location Entry Text Image
J-Stl's Key Sky Temple Grounds - Sky Temple Gateway Noble J-Stl.


Lost his soul before a fortress in the scorched land.[132]

B-Stl's Key Sky Temple Grounds - Sky Temple Gateway Gallant B-Stl


She lies deep in a fortress of dry land.[133]

S-Dly's Key Sky Temple Grounds - Sky Temple Gateway Brave S-Dly.


Beside the marsh of a raining land she laid her body forever.[134]

G-Sch's Key Sky Temple Grounds - Sky Temple Gateway Gentle G-Sch


With a Bearerpod he sleeps in a flooded temple.[135]

Cadre 2[edit | edit source]
Entry First Location Entry Text Image
S-Jrs's Key Sky Temple Grounds - Sky Temple Gateway Loyal S-Jrs.


He no longer breathes, looking down at the great bridge of a holy fortress.[136]

C-Rch's Key Sky Temple Grounds - Sky Temple Gateway Judicious C-Rch.


In a small corridor within the depths of a high fortress, he lies silently.[137]

D-Isl's Key Sky Temple Grounds - Sky Temple Gateway Steadfast D-Isl.


Who shall disturb you among the trees of holy ground?[138]

M-Dhe's Key Sky Temple Grounds - Sky Temple Gateway Fearless M-Dhe.


The one who shall move the pillar of holy ground will see your soulless body.[139]

J-Fme's Key Sky Temple Grounds - Sky Temple Gateway Mighty J-Fme.


In the last, what did you see? Was it one of our gates closing, sealing the scorched land from our holy ground?[140]

Space Pirate Logs[edit | edit source]

Cycle 4[edit | edit source]

Entry First Location Entry Text
Log 04.468.1 (Phazon Operations) Agon Wastes - Command Center Science teams have discovered the presence of Phazon in the Dasha system four cycles ago. High command authorized the deployment of our team shortly thereafter. Our orders are to establish a base on planet Aether and evaluate local Phazon resources. Because this world lies on the periphery of Galactic Federation territory, we are following stealth protocols at the highest level. A cadre of elite commandos has been dispatched to provide security for our force as well. This operation is now under way.[141]
Log 04.885.3 (Local Conflict) Agon Wastes - Command Center Intelligence reports on the indigenous population of Aether are in error. This planet is not at peace, nor are the inhabitants docile. Evidence of a class 4 conflict is present here, though hostilities are at minimal level now. Our territory has suffered several raids by a strange type of shadowy creature. These raids have caused considerable damage, and we have requested more combat troops in response.[142]

Cycle 5[edit | edit source]

Entry First Location Entry Text
Log 05.008.6 (Great Discoveries) Agon Wastes - Command Center A spatial anomaly has been found within our base. We believe this rift in space-time leads to a parallel dimension of some type, but have been unable to interact with it thus far. A strange artifact was found near the anomaly as well. It may be a weapon or generator of some kind: perhaps it is the key to accessing the anomaly. High Command is eager for reports on the relic. A new weapon for our arsenal is always welcome.[143]
Log 05.422.1 (Rift Portal) Agon Wastes - Command Center The Rift Portal has been opened. The artifact weapon, dubbed the "Dark Beam" by science team, provides energy needed to open the portal, although for a limited time. We've sent expeditions through the portal, and they have returned with incredible news. The portal leads to a parallel version of Aether. This "Dark Aether" has suffered a global calamity, turning it into a toxic wasteland. It is the homeworld of the shadowy creature who have been raiding our base for the last cycle. Most importantly, it is the prime location of Phazon in this sector. Extraction plans are being prepared. We will not be denied![144]

Cycle 6[edit | edit source]

Entry First Location Entry Text
Log 06.221.7 (Phazon Raids) Agon Wastes - Command Center Phazon extraction raids are under way on Dark Aether. The toxicity of the atmosphere has taken a toll on our workforce, as have the hostile natives of that world. Science Team is preparing survival gear to protect our work teams, and we have increased our security presence in extraction areas. Fortunately, High Command is sending more troops and supplies. Our troops and resources are spread dangerously thin, and this mission cannot fail.[145]
Log 06.362.2 (The Hunter) Agon Wastes - Biostorage Station Samus Aran, the accursed Hunter, has arrived. The sudden arrival of the Hunter is strange enough, but her actions are stranger still. She does not seek our destruction, but our Phazon. With each raid, she steals Phazon ore, only killing those who attempt to deny her. What she needs it for we do not know - though Science Team suspects she requires it to power her new armorsuit. Dark in color, it is equipped with strange new weapons. The troops now call her the "Dark Hunter." It is a fitting title.[146]
Log 06.713.5 (Security Breach) Agon Wastes - Save Station B The Dark Hunter teleports into the base at will. Our security has proven next to useless against her. Her latest raid was disastrous. Not only did we lose more Phazon to her, but she also crippled the stealth field generator with her strange new weapons. We are exposed. Until the replacement generator arrives, we will be vulnerable to scans and detection. Our presence here is still minimal: should the Federation find us, we will be unable to defend our position. Fortunately, Aether is on the fringe of Federation space. With luck, we will have a stealth field back in effect before being detected.[147]
Log 06.989.8 (Shadow War) Agon Wastes - Storage D The local war has escalated in intensity. The shadowlings from Dark Aether launched an offensive. The assault seems focused on a central network of buildings atop a mountain: a base, perhaps. Strangely, this attack coincides with a rise in planetary instability. Perhaps these shadow creatures are using a new weapon system. The shadowlings must believe us to be foes, for they have hit our base numerous times as well. We are holding, but this attrition is taking its toll on our troops and resources. Reinforcements are en route. We can only wait and defend what is ours.[148]

Cycle 7[edit | edit source]

Entry First Location Entry Text
Log 07.013.6 (Federation Attack) Agon Wastes - Security Station B Another disaster. The transport bringing our reinforcements and supplies has been shot down. It was engaged in orbit by a federation vessel, which has landed near the alien temple. It's only a matter of time before the Marines attack. Survivors from our ship have made their way to our base. Here we shall make our stand. Another enemy. First the shadowlings, then the Dark Hunter, and now the Galactic Federation Marine Corps. Perhaps fate will smile upon us, before the world itself opens its maw and swallows us.[149]
Log 07.159.9 (Two Hunters) Agon Wastes - Central Mining Station Another hunter, wearing the traditional colors of Samus Aran, made planetfall today. Horrific as it may sound, there are two of them now. We are bracing for a new assault. This dire turn of events may bear some good will. One of our scouts in Dark Aether saw a curious encounter. The Dark Hunter attacked the one clad as Samus near a Phazon site. Perhaps they are not allies...but foes. Perhaps we can forge an alliance with the Dark Hunter - an exchange, Phazon for the head of our common enemy.[150]

Trooper Logs[edit | edit source]

Force One[edit | edit source]

Entry First Location Entry Text
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![151]
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.[152]
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.[153]
PFC G. Haley Temple Grounds - GFMC Compound I hear.
Them.
Everywhere. They're coming.
Can't sleep. Ever.
They'll eat me.
Eat.[154]
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)[155]
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.[156]

Force Two[edit | edit source]

Entry First Location Entry Text
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.[157]
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.[158]
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.[159]
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...?[160]
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.[161]
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.[162]

Research[edit | edit source]

Aether Studies[edit | edit source]

Aether[edit | edit source]

Entry First Location Entry Text Limited Scan? Notes Image
Aether Agon Wastes - Command Center Planet is unstable due to transdimensional flux. Warfare has devastated a good portion of the world's population. Finally, extreme climate shifts have left most of Aether uninhabitable.[163] No Found as a hologram
Dark Portal Agon Wastes - Portal Terminal Dark Portals allow living beings to travel to Dark Aether without being scattered throughout the interdimensional void. They are unstable, however, and only remain viable for limited periods of time. Some can be reactivated, while others vanish forever once they are used.[164] No Found throughout Aether
Energy Controller Great Temple - Main Energy Controller Energy Controllers were built by the Luminoth to regulate Aether's planetary energy. Several wonders are powered by the Energy Controllers, including a weather control grid and a teleportation system. When Dark Aether was born, it too had Energy Controllers, all linked to that world's planetary energy.[165] No Also found in the other energy controller rooms of all Light Aether and Dark Aether areas
U-Mos Great Temple - Main Energy Controller Subject is U-Mos, a Sentinel of the Luminoth. Scans indicate numerous beneficial abilities, including heightened reflexes, durability, psionics, and flight. Ability to generate and manipulate energy on par with that of the Chozo. Dating scans suggest an age of 2.15 centicycles. Only known active member of the species: remaining Luminoth locked in protective stasis until crisis is resolved.[166] No Can only be scanned in one location

Dark Aether[edit | edit source]

Entry First Location Entry Text Limited Scan? Notes Image
Dark Aether Agon Wastes - Command Center Can't determine origin of Aether's "dark twin." Contains high levels of Phazon ore. Native bioforms attack on sight.[167] No Found as a hologram
Light Portal Dark Agon Wastes - Portal Site Light Portals allow living beings to travel to Aether without being scattered throughout the interdimensional void. They are unstable, however, and only remain viable for limited periods of time. Some can be reactivated, while others vanish forever once they are used.[168] No Found throughout Dark Aether
Phazon Agon Wastes - Main Reactor Volatile ore with biomutagenic properties. Origin point of Phazon unknown. First detection of element on planet Tallon IV. Used by Space Pirates to produce vast levels of energy. Bioforms exposed to Phazon without proper shielding will eventually undergo radical mutation.[169] No Also found in several other locations in Dark Aether

Biology[edit | edit source]

Cocoons[edit | edit source]

Entry First Location Entry Text Limited Scan? Notes Image
Metroid Cocoon Agon Wastes - Biostorage Station The Space Pirates transport young Tallon Metroids in an organic "cocoon" designed to sustain the small creatures. Each cocoon can support numerous infants for several cycles. The creatures are normally content to remain in the cocoon, but will emerge when they detect the presence of Phazon.[170] 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.[171] 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.[172] No Can be found in multiple parts of the Temple Grounds and Agon Wastes

Darklings[edit | edit source]

Entry First Location Entry Text Limited Scan? Notes Image
Dormant Ingclaw Sky Temple Grounds - Phazon Grounds Ingclaws occasionally enter a strange torpor, brought on by constant exposure to the atmosphere of Dark Aether. While in this dream state, the creature does not feed or expel its deadly vapor. Fortunately, its indestructible shell protects it from predators.[173] No Only found on the Sky Temple Grounds
Ingclaw Dark Agon Wastes - Watering Hole The Ingclaw secretes an incredibly durable shell over itself shortly after birth. From that moment on, it remains rooted in place. The creature feeds on the flotsam floating in the atmosphere of Dark Aether, and produces waste in the form of a toxic dark vapor.[174] No Also found in the Sky Temple Grounds
Ing Webtrap Dark Agon Wastes - Battleground These creatures respond to commands from the Ing, forming over areas as ordered. They are virtually indestructible, and can only be undone by killing the Ing that commands them.[175] Yes Two blockade the doors in the Battleground while Samus battles a horde of Warrior Ing
Webling Dark Agon Wastes - Feeding Pit Access Weblings spin a network of energized snare lines, then sit in the middle and wait for prey to get caught in it, much like a spider. A webling is incredibly durable, though it has the darkling weakness to light.[176] Yes Must be scanned before being destroyed by the Light Beam

Ing Storage[edit | edit source]

Entry First Location Entry Text Limited Scan? Notes Image
Bladepod Dark Agon Wastes - Portal Site These Ing morph their bodies around useful items to protect them. They rely on larger Ing for protection, as they have no way of fending off enemies. Damage from all weapons will harm them, but light-based weapons are superior.[177] No Also found in multiple areas of the Dark Agon Wastes and Sky Temple Grounds
Flying Ing Cache Dark Agon Wastes - Battleground The Flying Cache was bred and trained to be a living storage unit. It employs a limited stealth field that renders it unseen to most enemies. The fact that the creature must be killed to obtain the object it stores is of little consequence to the Ing.[178] Yes Also found in the other locations of Dark Aether with the Sky Temple Keys; at least one must be scanned before all are destroyed
Ingsphere Cache Dark Torvus Bog - Dark Forgotten Bridge The Ingsphere keeps useful items in a dimensional pocket. Normally, the Ingsphere will only release the item to its Ing master. The pocket can be breached by destroying the Ingsphere, however. This sometimes destroys the item, but can be worth the risk.[179] No Only found in Dark Torvus Bog
Ingworm Cache Ing Hive - Culling Chamber The Ingworms wrap their bodies around useful items to protect them. They are defenseless. They are not terribly durable and have no form of attack, hence their assignment as storage bearers by the Horde.[180] No Also found in the Sky Temple

Plantforms[edit | edit source]

Entry First Location Entry Text Limited Scan? Notes Image
Agon Bearerpod Agon Wastes - Transport to Temple Grounds The Agon Bearerpod is a hardy desert plantform used by the Luminoth to store useful items and supplies. Its tough epidermis can be destroyed by weapons. It gathers trace amounts of moisture from the air and stores it in a number of chambers throughout its body. It can hold and process this moisture for weeks if necessary.[181] No Only found in the Agon Wastes
Bloatsac Torvus Bog - Forgotten Bridge The humble Bloatsac contributes to its ecology by producing large amounts of benevolent gases. It thrives in damp enviroments, though it can survive in most climates and terrains. The Bloatsac secretes a venemous sap over its body. Very few creatures can ingest the sap and survive, making it a useful defensive mechanism for the plant.[182] No Only found in Torvus Bog
Blueroot Tree Agon Wastes - Save Station A The Blueroot tree is common on worlds with desert regions. While an elegant, attractive plant, the tree's leaves are highly toxic. Few species can ingest the leaves and live: many of them (such as the Space Pirates) consider the deadly Blueroot leaf a delicacy.[183] No Only found in the Agon Wastes
Sandgrass Agon Wastes - Plaza Access Sandgrass scans indicate that the plant requires no moisture to survive. It relies exclusively on solar energy for sustenance, making it well adapted for life in a desert environment. Evidence of extensive mutation present, suggesting radical bio-adjustments within the last centicycle. Mutation source is not natural: plant strain was genetically engineered, possibly by the Luminoth.[184] No Only found in the Agon Wastes
Torvus Bearerpod Torvus Bog - Torvus Lagoon The Torvus Bearerpod grows around useful items. The hard outer shell can be shattered by weapon fire. The Luminoth use the hardy plants to store supplies for operations in the Torvus Bog. They are resistant to the harsh chemicals and diseases that run rampant in the swamp, and emit a deadly cloud when destroyed. This has discouraged their consumption by local animals.[185] No Only found in Torvus Bog
Torvus Hanging Pod Torvus Bog - Temple Transport Access The Luminoth placed these pods throughout the bog for use by their soldiers during the war. Though many have been raided since then, some still contain useful items left over from the war.[186] No Also found in the Torvus Lagoon

Luminoth Technology[edit | edit source]

Lift Crystals[edit | edit source]

Entry First Location Entry Text Limited Scan? Notes Image
Dark Lift Crystal Agon Wastes - Hall of Stairs Luminoth lift platform will raise when Crystal is energized by light-based weaponry. Used by the Luminoth forces during their war. Most still function, despite periodic abuse from the Ing.[187] No Only found in the Agon Wastes
Light Lift Crystal Dark Agon Wastes - Doomed Entry Luminoth lift platform will lower when Crystal is energized by dark weaponry. Used by the Luminoth force during their war. Most still function, despite periodic abuse from the Ing.[188] No
Liftvine Crystal Dark Torvus Bog - Brooding Ground Darkling plantform will grow in height when Crystal is energized by light-based weaponry. The Luminoth used these to navigate during their campaigns on Dark Aether. The Ing ignore the simple plant, as it is not a source of nourishment or a weapon.[189] No

Light Beacons[edit | edit source]

Entry First Location Entry Text Limited Scan? Notes Image
Energized Beacon Dark Agon Wastes - Feeding Pit Energized Beacons provide better protection from Dark Aether's denizens. Dark creatures are damaged by the energized field. Some are killed on contact. The extra protection is not unlimited, and must be recharged by the Light Beam to remain in effect.[190] No
Light Beacon Dark Agon Wastes - Portal Site Light Beacons must be energized by Beam weapon fire to function, and remain charged for a limited time. The Beacons were created when the Luminoth ran short of Light Crystals during the war. While simpler to make, the Beacons were also unstable. They had to be energized periodically, and could run out of energy at critical moments. Still, any protection was better than none for the Luminoth warriors.[191] No
Nullified Beacon Dark Agon Wastes - Doomed Entry Light Beacons, when covered with dark energy, cease to function for a brief time. Light energy can clear the Beacon of the dark energy. Some dark creatures will fire dark energy at Light Beacons to hinder or damage their opponents.[192] No
Super Beacon Ing Hive - Aerial Training Site When charged with light and dark energy at once, the Beacon compels Ing to approach it, despite the deadly field of energy it emits.[193] No

Light Crystals[edit | edit source]

Entry First Location Entry Text Limited Scan? Notes Image
Energized Crystal Dark Agon Wastes - Feeding Pit Energized Crystals provide better protection from Dark Aether's denizens. Dark creatures are damaged or killed by the energized field. Some are killed on contact. The extra protection is not unlimited, and must be recharged by the Light Beam to remain in effect.[194] No
Light Crystal Dark Agon Wastes - Portal Site Light Crystals provide protection from Dark Aether's atmosphere. They can be nullified by dark energy, or super charged by light energy. They were created by the Luminoth during the war with the Ing, and many still remain in use. Dark creatures despise the Crystals: some are injured or killed by the field they create.[195] No
Nullified Crystal Dark Agon Wastes - Doomed Entry Light Crystals, when covered with dark energy, cease to function for a short time. Light energy can clear the Crystal of the dark energy. Some dark creatures will fire dark energy at Light Crystals to hinder or damage their opponents.[196] No
Super Crystal Dark Agon Wastes - Aerial Training Site When charged with light and dark energy at once, the Crystal becomes a beacon to the Ing. They are compelled to approach it, despite the deadly field of energy it emits.[197] No

Utility Crystals[edit | edit source]

Entry First Location Entry Text Limited Scan? Notes Image
Dark Sentinel Crystal Dark Torvus Bog - Dark Forgotten Bridge The original Sentinel Crystals were durable, but they had their limits. The toxic nature of Dark Aether, coupled with constant attack from the Ing, destroyed many of them. The Luminoth responded with the Dark Sentinel Crystal. Sheathed in dark energy, it is more resistant to the atmosphere of the Ing homeworld - and the attacks of its denizens.[198] No Only found in Dark Torvus Bog
Sentinel Crystal Torvus Bog - Forgotten Bridge During the war, the Luminoth used the Sentinel Crystals to monitor key areas and installations. They are incredibly durable resisting all but the most powerful of Ing attacks. U-Mos still uses the remaining Sentinel Crystals to keep a watch for Ing activity.[199] No Only found in Torvus Bog

Mechanisms[edit | edit source]

GF Security[edit | edit source]

Entry First Location Entry Text Limited Scan? Notes Image
GF Bridge Temple Grounds - Industrial Site This bridge is durable, but often locks in place, leading the Marines to call for a new design. The Mk III should enter service within the next eight cycles.[200] No Lowered by Samus on her path to the Great Temple
GF Gate Mk VI Temple Grounds - Hive Chamber A This gate is used with Armored Security Locks, which must be neutralized to operate the gate. Gate is resistant to all but the most potent explosives.[201] No None
GF Gate Mk VII Temple Grounds - Dynamo Chamber The Mk VII Defense Gate is composed of Denzium. Invulnerable to most weapons, though high-yield explosives are effective. Often used in conjunction with a remote scan access control panel.[202] Yes Must be scanned before being destroyed by a Power Bomb

Systems[edit | edit source]

Entry First Location Entry Text Limited Scan? Notes Image
Bomb Slot Temple Grounds - Command Chamber Insert the Morph Ball into the slot, then detonate a Bomb. This will send energy from the slot to the device connected to it.[203] No Can also be found in several other locations
Grapple Point Dark Torvus Bog - Sacrificial Chamber To use the Grapple Beam, use when the grapple icon appears. You can fire your weapons while attached to a grapple point.[204] No Can also be found in other locations, such as the Undertemple Shaft and Windchamber Gateway
Kinetic Orb Cannon Temple Grounds - Sacred Bridge The purpose of the Kinetic Orb Cannon is unclear. It may have originally been designed for industrial use, then converted to a combat system in later times.[205] No Can also be found in several other locations
Spider Ball Track Sanctuary Fortress - Dynamo Works In Morph Ball mode, press and hold when close to this type of surface. Use [Control Stick] to move the Ball along the track. Release to disengage from the surface. Using the Boost ability when on a Spider Ball Track will rapidly launch the Spider Ball from the track. Detonating a Morph Ball Bomb will briefly disengage the Ball from the track.[206] No Can also be found in several other locations (and in a brown color in the Agon Wastes)
Spinner Torvus Bog - Forgotten Bridge Boost powered control system. Use the Boost ability of the Morph Ball when inside a Spinner to activate the device it powers.[207] No Multiple Spinners can also be found in the Hall of Honored Dead
Wall Jump Surface Ing Hive - Central Hive West Transport This surface was designed to be used in conjunction with the Screw Attack system. Perform Screw Attacks while facing and touching wall to do a Wall Jump.[208] No Can also be found in the Undertemple and Sanctum Access

Vehicles[edit | edit source]

Entry First Location Entry Text Limited Scan? Notes Image
GFS Tyr Temple Grounds - GFMC Compound The Anhur class is a state-of-the-art warship, designed to police and defend planetary systems. This ship, the G.F.S. Tyr, has been heavily damaged. It appears that the crew have dismantled parts of the Tyr as well, possibly for use as makeshift defense systems.[209] No None
Pirate Skiff Agon Wastes - Central Mining Station Plans for the Shrike were recently stolen from a GF lab by the Space Pirates. Production began immediately, and the fast-moving skiff is now part of Pirate operations. It is used primarily as a troop transport, taking a fire team of troopers into action. The Shrike is unarmed, relying on the troops it carries for protection against hostile forces.[210] No Also appears in the Torvus Temple on Samus's first visit
Samus's Gunship Temple Grounds - Landing Site Your Hunter-class gunship is one of a kind, its distinct hull lines marking it to friend and foe alike. Custom built for you by the Federated Shipyards at Aliehs III, it contains a mobile energy recharge system and microfactories designed to produce ammunition. A sophisticated onboard computer stores mission data collected in the field for future reference.[211] Yes Must be scanned before undergoing repairs (when Samus first arrives on Aether)

References

  1. "The Alpha Blogg is the largest and strongest of its pack. It can fire potent sonic stun blasts in battle. The blasts will disrupt your Visor and weapon control systems if they hit you. Its three titanic maws are potent weapons. Target the creature's mouth areas to inflict damage upon it." —Logbook entry for Alpha Blogg (Metroid Prime 2: Echoes)
  2. "The Blogg uses speed and agility to close in on prey. It will batter foes with a ramming attack, then use its three tooth-filled maws to finish the job. Bloggs have a weak spot inside their mouths: the rest of their bodies are covered with a thick, damage-resistant hide." —Logbook entry for Bloggs (Metroid Prime 2: Echoes)
  3. "Young Blogg are weaker than their parents, but still violent. Their powerful jaws have yet to form, and they lack the defense abilities found in adult Blogg. They must rely on speed and agility for protection if attacked without the protection of their elders." —Logbook entry for Blogglings (Metroid Prime 2: Echoes)
  4. "Hydlings are small water dwellers. They travel in packs for safety, roaming the water in search of bits of food. Their only defense is a bite, though their small teeth are sharp enough to pierce metal." —Logbook entry for Hydlings (Metroid Prime 2: Echoes)
  5. "This appears to be a Sandigger pack leader, larger and stronger than the normal members of its kind. Target both of its heads to damage it." —Logbook entry for the Alpha Sandigger (Metroid Prime 2: Echoes)
  6. "Splinter war packs are dominated by the largest male. Alpha Splinters use their tremendous strength, size, and speed to subdue and kill prey, paving the way for their smaller broodlings." —Logbook entry for the Alpha Splinter (Metroid Prime 2: Echoes)
  7. "The amphibious Grenchler lurks in marsh areas in search of prey. Fearless, it will spring from hiding and attack anything that moves. If it is unable to fell its prey with its powerful jaws, it will fire a potent burst of energy at them. Grenchlers have one weak spot - a genetic defect makes the shell on their back susceptible to explosive blasts. Remove the shell to expose a vulnerable nerve center, then target it to eliminate the creature." —Logbook entry for Grenchlers (Metroid Prime 2: Echoes)
  8. "Scans indicate that the Sandigger has a dual-brain nervous system. Both of its heads are capable of attacking, disabling, and digesting prey. It fires globs of acidic digestive fluid at prey to cripple them and begin the digestion process. Its hide is very durable and resistant to weapons fire: only its exposed eyes can be damaged." —Logbook entry for Sandiggers (Metroid Prime 2: Echoes)
  9. "When it isn't hunting, a Splinter will secret a protective cocoon around itself and enter a state of hibernation. Localized seismic disturbances will awaken the Splinter, triggering a state of blood frenzy in the process. While in this state, a Splinter emits pheromones that trigger frenzy in all nearby Splinters. Disturbing a pack of Splinters is not advisable." —Logbook entry for Splinters (Metroid Prime 2: Echoes)
  10. "The hanging Sporb sits patiently until a potential meal is detected. A burst of poisoned needles is the Sporb's primary means of attack. It can also extend its body over short distances, gripping small targets within its powerful jaws. Sporbs wither when exposed to dark energy, making them vulnerable to other weapon systems." —Logbook entry for Sporbs (Metroid Prime 2: Echoes)
  11. "The Brizgee's tail ends in a venomous barb, which it conceals underneath a hard-packed layer of fused sand. A series of sharpened ridges along its body discourages most predators: those foolish enough to harass the Brizgee are quickly introduced to its deadly sting." —Logbook entry for Brizgees (Metroid Prime 2: Echoes)
  12. "The cousin to the dimensional-shifting Kralee, the Green Kralee spends its days roaming in search of food. A genetic defect prevents its back crystal from harnessing energy and opening warp portals. It is doubtful the Green Kralee misses this ability." —Logbook entry for Green Kralees (Metroid Prime 2: Echoes)
  13. "The Kralee phases between dimensions as a defense mechanism. A crystal in its carapace gathers energy to fuel the creation of a warp portal. The process is uncontrollable, keeping the Kralee in constant dimensional flux." —Logbook entry for Kralees (Metroid Prime 2: Echoes)
  14. "The Krocuss thrives on toxins it extracts from its surroundings. It secretes an acidic trail in its wake as it roams in search of nourishment. The durable mollusk can be damaged when it exposes its toxin-absorbing gills: few weapons can penetrate the creature's shell." —Logbook entry for Krocuss (Metroid Prime 2: Echoes)
  15. "Lightbringers were created by the Luminoth for use in their war with the Ing. The crystalline creatures generate a field of life-giving energy at all times, and they can be energized like a Safe Zone Crystal. They are immune to most weapon fire: only a burst of matter-antimatter can destroy them." —Logbook entry for Lightbringers (Metroid Prime 2: Echoes)
  16. "Seedbursters are moving plants, capable of traveling great distances in search of fertile soil to deposit their seeds in. When provoked by predators, the Seedburster will explode, turning the precious seed inside into a deadly projectile. These seed often do not live to fruition, but help protect the rest of the Seedburster pack from attacks." —Logbook entry for Seedbursters (Metroid Prime 2: Echoes)
  17. "Pillbugs prefer to dwell in dark caverns, though they can exist in lit areas. Navigating with a series of sensitive antennae, they roam through caves in search of moss and fungus. Pillbugs can move rapidly, and will ram unwary targets to clear their path as they search for food. A Pillbug can be jarred loose from a surface with a concussive blast: doing so reveals its vulnerable belly." —Logbook entry for Pillbugs (Metroid Prime 2: Echoes)
  18. "The Worker Splinter is bred for service, not combat. It spends its time collecting foodstuffs and raw material for the Hive. A layer of mucus helps to protect the creature from the toxins and chemicals it often works with. They can generate a sturdy, pliable webbing, useful in travel throughout the Hive." —Logbook entry for Worker Splinters (Metroid Prime 2: Echoes)
  19. "The Shredder spends most of its life in the earth. When agitated, it will spring from the ground, then begin to fly toward its foe. Should it reach its target, the Shredder will explode with considerable force, releasing a cloud of thorns as it does. Shredders are resilient, but can be eliminated with concentrated weapons fire." —Logbook entry for Shredders (Metroid Prime 2: Echoes)
  20. "Shriekbats have high internal temperatures, leading them to seek cool climates to dwell in. They prefer caverns, roosting on ceilings while hunting for small prey. Fiercely territorial, they dive-bomb anything that wanders near. This attack is fatal for the Shriekbat, as the impact sets off a discharge of thermal energy." —Logbook entry for Shriekbats (Metroid Prime 2: Echoes)
  21. "A cousin to the Shredder, the Shrieker waits for prey half-buried in the earth. When it detects a target, it erupts from the ground and takes flight. It releases a sonic blast to stun its target, then sweeps in to feast. Shriekers can generate a stealth field that disrupts most Visors, making them difficult to attack." —Logbook entry for Shriekers (Metroid Prime 2: Echoes)
  22. "The Lightflyer is an aggressive flying drone. Once loyal to the Luminoth, it will now fire a burst of energy at any living thing within range. It generates light at all times, making it somewhat easy to target." —Logbook entry for Lightflyer (Metroid Prime 2: Echoes)
  23. "The Lumite thrives on light, and can render itself invisible to most predators while within it. When out of the light, the creature is relatively harmless, relying on a crudely spat chunk of biomatter to defend itself. Once in the light, it can channel large amounts of solar energy into a deadly blast." —Logbook entry for Lumites (Metroid Prime 2: Echoes)
  24. "Sandbats are small flyers. They travel in packs for safety, though they are predatory in nature. Failing to find prey as a group, Sandbats will often enter a feeding frenzy and attack one another in search of sustenance." —Logbook entry for Sandbats (Metroid Prime 2: Echoes)
  25. "The War Wasp rarely strays far from its hive unless it is pursuing an immediate threat. It attacks with no regard for its own survival, dive-bombing its enemy with stinger extended. Fast-working toxins from the stinger can incapacitate most small organisms. If it battles foes at range, it will fire bursts of potent energy." —Logbook entry for War Wasps (Metroid Prime 2: Echoes)
  26. "Designed to fight alongside the Luminoth, the Ingsmasher now seeks to destroy them. In close combat, it smashes its energized fists into the earth to send out powerful shock waves, then pulverizes any immobile prey. It will fire salvos of missiles at long-distance quarry. It uses an energy shield in battle that can be adjusted to protect against a variety of beam weapons. The shield can be overloaded by opposite-polarity beams, however, damaging the Ingsmasher in the process." —Logbook Entry for Ingsmashers (Metroid Prime 2: Echoes)
  27. "The Luminoth created the Mekenobite to help patrol the corridors and shafts of Sanctuary Fortress. It uses magnetism to keep itself attached to the walls and ceilings. In combat, it will fire projectiles toward its target with a magnetic accelerator. It can only be dislodged by simultaneous explosive blasts. Mekenobites self-destruct once they are heavily damaged." —Logbook Entry for Mekenobites (Metroid Prime 2: Echoes)
  28. "A Quad is formed of two components: the quadruped Main Body and the flying Command Module. These units can function independently, or linked together, as the need arises. The Command Module relies on ranged beam weapon attacks. It can generate a powerful beam shield to protect itself. Opposite-polarity beams can penetrate this shield, however." —Logbook Entry for Quad CM (Metroid Prime 2: Echoes)
  29. "A Quad is formed of two components: the quadruped Main Body and the flying Command Module. These units can function independently, or linked together, as the need arises. The Main Body uses melee attacks in battle. Though durable, it needs to vent excess heat from its body. When this happens, it exposes a venting system vulnerable to concussive attacks." —Logbook Entry for Quad MB (Metroid Prime 2: Echoes)
  30. "Watchdrones were built by the Luminoth to guard key areas and hinder Ing armies. Most of these units have betrayed their masters, and now serve the Ing. Watchdrones are indestructible and reluctant to move, but can be forced into quitting their posts by exposing them to bright, pure light. Once the light fades, the mechanoid will return to its original resting site." —Logbook Entry for Watchdrone (Metroid Prime 2: Echoes)
  31. "The Diligence drones were the first cleaning units designed by the Luminoth. They were modified for combat duty once the war began, but were outshined by the newer Harmony-class units. A Diligence uses focused energy beams to perform its duty. Their energy construct nature makes them invulnerable to most attacks, though dark energy can disrupt them." —Logbook Entry for Diligence Class Drones (Metroid Prime 2: Echoes)
  32. "The Luminoth designed the Harmony units to be free-roaming, independent cleaning units. They use focused energy beams and kinetic pulses to perform their duties. Unfortunately, they now consider all living things as filth that must be cleansed from the world." —Logbook Entry for Harmony Class Drones (Metroid Prime 2: Echoes)
  33. "The Luminoth tried to domesticate and train a number of Triclops for use in war, but failed. Undaunted, they created mechanical versions of the hardy creatures to use in battle. The few Mechlops that remain now serve other mechanoids, turning their potent jaws and earthmoving power against their former masters." —Logbook Entry for Mechlops (Metroid Prime 2: Echoes)
  34. "The Octopedes were created to deliver data to Luminoth citizens. They now follow their routes in the service of other rogue mechanoids. The units were designed to self-destruct if attacked, and will explode with enough force to cause damage." —Logbook Entry for Octopedes (Metroid Prime 2: Echoes)
  35. "The Rezbit, though small, is a tough opponent. Its weapon system is potent, capable of firing bursts or beams at targets. A barrier shield blocks incoming attacks. It can also shift into an energy state to evade enemies: while in this state it can transmit a powerful virus into mechanoids and armor systems. The virus can cripple your systems for a time, leaving you vulnerable." —Logbook Entry for Rezbits (Metroid Prime 2: Echoes)
  36. "The Serenity drones have not gone rogue. The units are defenseless, have no weapons, and cannot be eaten. These qualities make them useless to the Ing. The small drones are assigned simple maintenance tasks upon creation and perform them without hesitation until reassigned or destroyed." —Logbook Entry for Serenity Class Drones (Metroid Prime 2: Echoes)
  37. "The Caretaker drone was designed to protect and maintain an experimental energy chamber. It uses electrically charged limbs to perform its duties. The drone requires sensor updates to fight: a vulnerable detection unit will extend periodically to search for targets. Destroying this unit would weaken its combat ability." —Logbook Entry for the Caretaker Class Drone (Metroid Prime 2: Echoes)
  38. "The GM-42 "Growler" Class Turret is a dated design, though still quite effective as a point-defense system. It is lightly armored, and fast-moving targets can evade its tracking system. Several copies of the system exist, including the Space Pirate "Humility" Class automated turret." —Logbook Entry for Growler Class Turret (Metroid Prime 2: Echoes)
  39. "The Space Pirates copied captured Federation "Growler" turrets, but found the cannon unit inadequate. The replaced the Growler's weapon with a powerful galvanic accelerator cannon. The "Humility" turret packs a strong punch, but retains the Growler system's weaknesses. Fast targets can evade the crude targeting system, and the armor can't take much punishment." —Logbook Entry for "Humility" Class Turret (Metroid Prime 2: Echoes)
  40. "As the number of Luminoth warriors dwindled, they turned to machines to protect key areas. Automated gun turrets were often the first line of defense against Ing attacks. Though powerful, they weren't nimble enough to deal with agile enemy targets." —Logbook Entry for Luminoth Turret (Metroid Prime 2: Echoes)
  41. "The "Vigilance" Class Turret is found in many Space Pirate bases. Built to support the "Humility" Class Turret, it is as accurate as the gunner operating it. Many young Space Pirates begin their careers as sentries: a tour as a Vigilance gunner is considered a mark of distinction." —Logbook Entry for "Vigilance" Class Turret (Metroid Prime 2: Echoes)
  42. "Dark Blogg somehow lose their sonic blast ability: something about their minds makes them difficult for darklings to fully control. They rely solely on their deadly maws for attack: in most cases they are more than adequate. Target the weak spot inside its mouth to defeat the Dark Blogg with ease." —Logbook entry for Dark Bloggs (Metroid Prime 2: Echoes)
  43. "The Phlogus waits patiently as it floats in murky waters, searching for a meal. When the seismic sensors in its epidermis are triggered, it springs open rapidly to attack. Phlogi can fire a spray of venom to immobilize their prey. A central nervous system is exposed when it opens its mouth to attack: damage this to stun the Phlogus for a time." —Logbook entry for Dark Phlogi (Metroid Prime 2: Echoes)
  44. "The hardy Shredder is a favorite possession target for Ing that dwell near dark water. Dark Shredders can lurk in the venomous liquid indefinitely, patiently waiting for prey. When agitated, it will emerge and begin to fly toward its foe. They are very resilient, but can be eliminated with concentrated weapons fire." —Logbook entry for Dark Shredders (Metroid Prime 2: Echoes)
  45. "Vicious and swift, the War Wasp is a prime target for young Ing eager to join the war effort. They appreciate the flying speed and numerous attacks the insect possesses. If they prove their mettle in the War Wasp, these Ing often graduate to the control of larger, deadlier creatures." —Logbook entry for Dark War Wasps (Metroid Prime 2: Echoes)
  46. "Nightbarbs are small airborne darklings. Smaller and weaker than a Hunter Ing, a Nightbarb will travel with a large pack to increase its odds of survival. This is wise, since their primary predators are Hunter Ing." —Logbook entry for Nightbarbs (Metroid Prime 2: Echoes)
  47. "Splinter alpha males are the first to be targeted for darkling possession. Dark Alpha Splinters grow in strength and durability, making them an even greater threat than normal." —Logbook entry for Dark Alpha Splinters (Metroid Prime 2: Echoes)
  48. "Darklings are drawn to possess vicious predators, making the Grenchler a prime candidate. Despite the added toughness gained from possession, the Dark Grenchler retains its one weakness. Remove the back shell with explosive blasts to expose its pain center, then attack the pain center to quickly dispatch the creature." —Logbook entry for Dark Grenchlers (Metroid Prime 2: Echoes)
  49. "Target is host to a parasitic bioform. The presence of the parasite increases the target's overall combat threat level. Concentrated weapons fire will damage the target." —Logbook entry for Dark Splinters (Metroid Prime 2: Echoes)
  50. "The Sentreyes were designed by the Luminoth to protect their camps on Dark Aether. The Ing learned how to possess them and turn them on their former masters. Many still remain throughout Dark Aether, now serving the Ing as they served the Luminoth before them. Most weapon types will stun the Sentreyes. Only charged light energy will destroy them." —Logbook entry for Corrupted Sentreyes (Metroid Prime 2: Echoes)
  51. "Some Diligence drones have been taken by the Ing for possession duties. Their small size and durability makes them excellent scouts, able to go where most others cannot. A Dark Diligence still relies on focused energy beams for defense. Their energy construct nature makes them invulnerable to most attacks. A high-powered burst of light energy can disrupt a Dark Diligence unit." —Logbook entry for Dark Diligence Drones (Metroid Prime 2: Echoes)
  52. "Once the Ing discovered they could possess intelligent machines, the mighty Ingsmashers were top-priority targets for the Horde. The drones retain all of their attacks - shock-wave fists and missile launchers. It uses an energy shield in battle that can be adjusted to protect against a variety of beam weapons. The shield can be overloaded by opposite-polarity beams." —Logbook entry for Dark Ingsmashers (Metroid Prime 2: Echoes)
  53. "The Ing discovered they could possess and control artificially intelligent machines as well as living beings. They soon turned the loyal Quad drones against the Luminoth, finding the tenacious machines to be quite useful additions to the Horde. A dominant darkling assumes control of the Command Module, forcing the lesser Ing in the Main Body to do its bidding." —Logbook entry for Dark Quad CM (Metroid Prime 2: Echoes)
  54. "The Ing discovered they could possess and control artificially intelligent machines as well as living beings. They soon turned the loyal Quad drones against the Luminoth, finding the tenacious machines to be quite useful additions to the Horde." —Logbook entry for Dark Quad MB (Metroid Prime 2: Echoes)
  55. "Bioscans indicate terminated lifesigns in this missile trooper, and the presence of an unknown biomass with parasitic tendencies. Though the missile trooper's armor has been compromised, the bulk of it remains intact. Missile weapon system remains online as well. Full parasitic fusion has yet to be obtained, resulting in low agility and response time." —Logbook entry for the Dark Missile Trooper (Metroid Prime 2: Echoes)
  56. "The Ing prize the few Pirate Commandos they manage to take alive. Only Hunter Ing are allowed to possess the Commandos, and the competition for that right is fierce among them. The Hunter Ing ability to phase out of local timespace carries over to the Dark Pirate Commando. They will fire bursts of dark matter at enemies, along with experimental EMP grenades stolen from the Space Pirates." —Logbook entry for Dark Pirate Commandos (Metroid Prime 2: Echoes)
  57. "Pirate troopers, already trained to follow orders without question, were perfect candidates for Ing possession. Darklings moves to take every trooper they could, expanding the army of the Horde considerably. Space Pirate technology struck a chord with the Ing, who now hunt actively for gadgetry of any kind - especially weapon systems." —Logbook entry for Dark Pirate Troopers (Metroid Prime 2: Echoes)
  58. "The aggressive Preeds are often possessed by darklings for aerial hunting missions. The presence of the dark creature makes the small cyborg more durable. The toxic gas carried by a Preed is enhanced by exposure to dark energy, making it considerably more dangerous." —Logbook entry for Dark Preeds (Metroid Prime 2: Echoes)
  59. "The Ing are fascinated by Metroids and their connection to Phazon. It is not a shared fascination, as Metroids will attack Ing on sight. Recognizing their strength, Ing darklings have possessed a number of Metroids, turning them into powerful soldiers of the Horde." —Logbook entry for Dark Tallon Metroids (Metroid Prime 2: Echoes)
  60. "Bioscans indicate terminated lifesigns in this trooper, and the presence of an unknown biomass with parasitic tendencies. Though the trooper's armor has been compromised, the bulk of it remains intact. Weapon systems remain online as well. Full parasitic fusion has yet to be obtained, resulting in low agility and response time." —Logbook entry for Dark Troopers (Metroid Prime 2: Echoes)
  61. "Bioscans indicate that this is the eldest, strongest Ing in the Horde, the alpha and the omega. It has absorbed enormous amounts of Phazon energy into its body, mutating itself in the process. Apparently this power is not enough for the creature, as it is now siphoning energy from the final Energy Controller." —Logbook Entry for Emperor Ing Body (Metroid Prime 2: Echoes)
  62. "Like its brethren, the Emperor Ing is a metamorph. It has molded itself around the precious Energy Controller, and will defend it to the death, using its own body as a shield and weapon. Destroy the tentacles it generates to weaken the creature and its defenses." —Logbook Entry for Emperor Ing Head (Metroid Prime 2: Echoes)
  63. "The Emperor Ing has exposed its main eye, from which it can fire powerful energy beams. It is protected by an energy shield, although not completely. The eye can be locked onto, but only direct shots will get past the shield." —Logbook Entry for Emperor Ing Eye (Metroid Prime 2: Echoes)
  64. "The heavily damaged Emperor Ing has entered a regenerative state inside a durable healing shell. Tactical scans have detected eleven weak points on the magnetically charged shell: Spider Ball travel is possible on the shell surface. Damage the weak spots with explosives to crack the shell and expose the enemy within." —Logbook Entry for Emperor Ing Chrysalis (Metroid Prime 2: Echoes)
  65. "Further exposure to Phazon has mutated the Emperor Ing. It is now capable of shielding its vulnerable areas with energy barriers. Beams of opposite polarity can damage these barriers, however. Heavy damage to these barriers will cause them to drop, exposing the creatures weak spots. Target the weak spots to immobilize and damage the enemy." —Logbook Entry for Mutated Emperor Ing (Metroid Prime 2: Echoes)
  66. "Some darklings can open dimensional portals at will. They use this ability to hunt for unwary prey, reaching out to snatch them with their tentacles. Once ensnared, the prey is dragged to its doom. The tentacles are resilient; pure light energy can disrupt them. Nothing can destroy them." —Logbook entry for Darkling Tentacles (Metroid Prime 2: Echoes)
  67. "The Hunter Ing patrol the lands of Dark Aether in search of the Horde's enemies. They can render their bodies intangible, allowing them to ambush their targets with ease. Hunter Ing can generate long, deadly tentacles, which they use with great effect in battle. Cunning and relentless, the Hunter Ing will seize their prey or die." —Logbook entry for Hunter Ing (Metroid Prime 2: Echoes)
  68. "Ing larvae travel in swarms for protection. They are weak with no real defenses or attacks. The few that make it to adulthood are quite cunning and vicious." —Logbook entry for Ing Larva Swarms (Metroid Prime 2: Echoes)
  69. "Inglets perform the menial labor of the Horde, but can but pressed into a combat role if there is a need. They are amorphous blobs, capable of clinging to nearly any surface. Inglets can fire bursts of dark matter in self-defense, though they prefer to avoid battle. They seldom travel alone, and can be dangerous in large numbers. As with are Ings, they dislike bright light, and will avoid it if possible." —Logbook entry for Inglets (Metroid Prime 2: Echoes)
  70. "The Ingstorm is a collective swarm of tiny Ing. When banded together, they can emit destructive energy that, over time, can break down the most durable of alloys." —Logbook entry for Ingstorm (Metroid Prime 2: Echoes)
  71. "Warrior Ing are challenging foes. They can render themselves into amorphous puddles and move over most terrain, including walls. Warrior Ing can turn their bodies into deadly projectiles sheathed by dark energy. The tips of their legs are razor sharp, making them formidable in melee. Finally, Warrior Ing are capable of channeling transdimensional energy and firing it at their enemies. Their only real weakness is bright, pure light, which they hate and fear." —Logbook entry for Warrior Ing (Metroid Prime 2: Echoes)
  72. "This darkling Sandigger has absorbed the ability to generate Morph Ball Bombs. It can throw Bombs with considerable accuracy, and frequently lays a spread of Bombs in its wake. Its head and tail are the only vulnerable spots on its body. Target them when they are vulnerable to neutralize and terminate this enemy." —Logbook Entry for the Bomb Guardian (Metroid Prime 2: Echoes)
  73. "This Warrior Ing has absorbed the power of the Boost Ball. It can boost-blast toward its enemies, using its body as a potent weapon. When it is not in solid form, engaging it in Morph Ball mode may provide better attack opportunities." —Logbook Entry for the Boost Guardian (Metroid Prime 2: Echoes)
  74. "Grapple Beam powered darkling. Well-armored target utilizes Grapple Beam to ensnare enemies. Weak spots detected: back shell and eye. Uses special attack when angered. This darkling Grenchler has absorbed the power of the Grapple Beam. It will fire the beam to snare potential meals and pull them into its waiting jaws. The beam is powerful, and can attach to most surfaces, including your armor. Its eye region is sensitive; damage in the area can induce a state of anger in the target. A weak spot under the back shell is a prime target as well. When angered, it will use a special attack.}" —Logbook Entry for the Grapple Guardian (Metroid Prime 2: Echoes)
  75. {{Space Jump powered Warrior Ing. Powerful metamorph with enhanced jump abilities. Able to generate energy shock waves and force fields. This Warrior Ing has absorbed the power of the Space Jump Boots. It can leap incredible distances and heights, and uses this ability to great effect in battle. Target can generate powerful shock waves of dark energy, and will sheath itself in a potent force field to protect itself. It cannot maintain the shield indefinitely: concentrate weapon fire on it when the shield is down.|Logbook Entry for the Jump Guardian|Metroid Prime 2: Echoes}}
  76. "This darkling Sporb has absorbed the ability to generate Power Bombs. It can fire these dangerous weapons instead of the venomous needles it normally shoots. The energies of the Power Bomb weapon have made it all but invulnerable. Tremendous kinetic damage will override the protective field, however." —Logbook Entry for the Power Bomb Guardian (Metroid Prime 2: Echoes)
  77. "This darkling Pillbug has absorbed the power of the Spider Ball. It can travel over magnetically charged surfaces at will. The creature seems to have a connection to the local energy system. Aggravating it may cause disruption to the system." —Logbook Entry for the Spider Guardian ({{{3}}})
  78. "The enormous Amorbis can move through solid rock and earth with ease, and can sense the location of surface-level prey deep within the ground. They will attempt to ram any target they can find in their domain. They are vulnerable to all forms of weapons fire, but are incredibly strong and resistant to pain." —Logbook Entry for Amorbis (Metroid Prime 2: Echoes)
  79. "The Amorbis can attach themselves to the Dark Sphere, drawing potent energy from within. They can fire dark energy at Light Crystals, nullifying Safe Zones for a short time. They can also channel this energy into powerful beam attacks. Bioscans indicate a weak spot inside the creature's mouth. Concentrate your fire at this area to damage an Amorbis." —Logbook Entry for Dark Amorbis (Metroid Prime 2: Echoes)
  80. "Scans indicate that this bioform is an infant, but aging rapidly. The creature can ensnare targets with its tongue, drawing them into its mouth. It then covers its prey with acidic globs of biomatter to break it down for digestion. This is an exceptional bioform with both a dark and light nature." —Logbook Entry for Chykka Larva (Metroid Prime 2: Echoes)
  81. "The Chykka has rapidly aged to its adult form. It will attack by firing high-powered bursts of dark water at rapid speed. If frustrated, it will attempt to dive and ram you. Most of the Chykka's body is vulnerable to weapons fire, but scans indicate that such fire will only stun it. When stunned, however, four weak spots will appear. These spots are vulnerable to attack: target them to damage the enemy." —Logbook Entry for Chykka (Metroid Prime 2: Echoes)
  82. "The Chykka has recovered, and energized its body with dark energy. This energy has rendered most of the creature immune to attack, including its wings. Tactical scans indicate that its eggsac is vulnerable, however. Target it to damage the creature." —Logbook Entry for Dark Chykka (Metroid Prime 2: Echoes)
  83. "Interaction with dark energy has mutated the Chykka. Its offspring are now born as flyers, skipping the larval stage completely. These infants are highly protective of their parent, and will streak to attack on sight. They lack their parent's durability, however, making them easy targets." —Logbook Entry for Chyklings (Metroid Prime 2: Echoes)
  84. "The Quadraxis unit went rogue and entered the service of the Ing. Its primary weapon system fires destructive matter-antimatter blasts. It uses a powerful missile battery for long-distance attacks. The Quadraxis is incredibly durable and well-armored, but its leg and foot joints are vulnerable. Damaging these joints will eventually render it immobile." —Logbook Entry for Quadraxis (Metroid Prime 2; Echoes)
  85. "Though the main body is disabled, the tactical control unit within it is still active. It will guide the Head Module in battle via high-sonic transmissions. Disabling this module will impair the Head Module's ability to fight." —Logbook entry for Damaged Quadraxis ({{{3}}})
  86. "The Head Module of the Quadraxis is highly mobile and well armed. It is shielded by an impervious force field. Tactical commands are sent to the module from the crippled main body: sever this link to impair the Head Module's combat ability." —Logbook entry for the Shielded Head Module (Metroid Prime 2: Echoes)
  87. "Head Module is unable to receive tactical data. Force field offline. Unit is generating drones to defend itself while it attempts to restore tactical link to main body. Destroy sonic receptors on unit to prevent this." —Logbook entry for the Stunned Head Module (Metroid Prime 2: Echoes)
  88. "Module has lost its tactical link to the main body. Two points of structural weakness have been located on its hull: Morph Ball Bombs can cause damage to these areas. Scans indicate that the Spider Ball can attach to the Module's outer hull." —Logbook entry for Final Head Module (Metroid Prime 2: Echoes)
  89. "Scans indicate the presence of Phazon and your genetic material within this entity. She wears a version of the Varia Suit, altered and augmented by the Phazon within her. Primary weapons include the Missile Launcher and a scattershot variant of the Power Beam. Boost and Jump abilities are superior to yours. The ability to generate Phazon energy shields is also present." —Logbook Entry for Dark Samus 1 (Metroid Prime 2: Echoes)
  90. "Tactical scans have identified several new battle systems in the armor of Dark Samus. She now wields a potent variant of your Charge Beam. Her Boost attack has been augmented, and the ability to render herself invisible is present as well. Bioscans suggest that Dark Samus can reform her body short of total atomic disruption. Extreme caution recommended." —Logbook Entry for Dark Samus 2 (Metroid Prime 2: Echoes)
  91. "Scans indicate that Dark Samus has absorbed tremendous levels of Phazon into her body: too much, perhaps. She can vent Phazon energy in the form of destructive blasts and protective shields: doing so will help her maintain stability. Exposure to Phazon has rendered her invisible to the Dark Visor. These new abilities, combined with her already formidable arsenal, place Dark Samus at the highest threat level." —Logbook Entry for Dark Samus 3 (Metroid Prime 2: Echoes)
  92. "Dark Samus has temporarily become a being of pure yet unstable Phazon energy. She can generate a shield that is invulnerable to all attacks, save one - blasts of Phazon energy itself. Use your Charge Beam to collect Phazon energy that she expels, then fire it back at her. Direct hits will overload and disrupt her essence." —Logbook Entry for Dark Samus 4 (Metroid Prime 2: Echoes)
  93. "The Space Pirates harvest and enslave Metroids for use in their operations. The Tallon Metroid will latch onto prey with powerful pincers, then proceed to drain its life energy. This causes the creature to grow in size and mass. The creatures are vulnerable to the chilling effect of dark energy, and can be detached by entering Morph Ball mode and deploying a Bomb." —Logbook Entry for Tallon Metroids (Metroid Prime 2: Echoes)
  94. "The Space Pirates use infant Tallon Metroids as a portable energy source. Small in size, they are easy to transport in large quantities. They are docile, efficient organic batteries...until they are exposed to Phazon. At that point, they grow rapidly and acquire their full array of powers." —Logbook Entry for Infant Tallon Metroid (Metroid Prime 2: Echoes)
  95. "Pirate Aerotroopers are known for their cold precision and utter cruelty. Armed with both beam and missile systems, the Aerotroopers can be a difficult foe to engage, especially at range. Their jet packs can be overloaded with heat-based attacks, however. These units prefer death before dishonor: an injured Aerotrooper will make a suicide strike before allowing himself to be captured." —Logbook Entry for Pirate Aerotroopers (Metroid Prime 2: Echoes)
  96. "Dedicated to "hunting the Hunter," Space Pirate Commando units have been equipped with the latest weapons, including a variable pulse cannon, e-grenade launcher, and energy scythe. Powerful thrusters carry them at high speed over any terrain. A portable barrier shield repels most attacks, but can only be deployed for limited periods." —Logbook Entry for Pirate Commandos (Metroid Prime 2: Echoes)
  97. "The Space Pirates have begun to use an experimental energy grenade launcher in the field. The weapon is viewed as a mixed blessing to the Grenadier units: while the grenade launchers are powerful weapons, Grenadiers must leave their rifles behind to carry them. Fast-moving targets can close range on Grenadiers, rendering their main weapons somewhat ineffective." —Logbook Entry for Pirate Grenadiers (Metroid Prime 2: Echoes)
  98. "The Space Pirates suffered a serious defeat at Tallon IV, yet they remain a powerful force for crime and disorder in the galaxy. Their technology continues to advance: even the lowly trooper has received numerous upgrades to his arsenal. A photonic power scythe and quantum assault cannon are now standard-issue weapons for all troopers." —Logbook Entry for Pirate Troopers (Metroid Prime 2: Echoes)
  99. "The cybernetic Preeds are aggressive hunters used as patrol animals by the Space Pirates. They carry lethal Nohadin gas for use as a defense mechanism. If a Preed is ruptured, the gas within it is violently released. This toxic cloud often proves fatal to the Preed's killer." —Logbook Entry for Preeds (Metroid Prime 2: Echoes)
  100. "It is told that the Luminoth were not born of Aether, but of the stars. In the early days, we roamed the greatness of the void, bathing in the glorious light of a thousand stars We met a vast number of enlightened minds... the N'kren, the Ylla, and the Chozo among them. Each of them, we found, had claimed a homeworld and formed a deep bond with it. In time, we decided to do the same." —Metroid Prime 2: Echoes Logbook "Origins" (Metroid Prime 2: Echoes)
  101. "Our search for a home took us through the cosmos. For many a great cycle we roamed, yet a place to call our own eluded us. In time, we began to despair, feeling the search was in vain. We considered remaining among the starts until a scout returned with news of a world unlike any other. When we beheld Aether for the first time, so great was her beauty that we forsook the stars forever to live upon her surface. From that day forth, the Luminoth were of Aether, our blessed paradise." —Metroid Prime 2: Echoes "Our Heritage" (Metroid Prime 2: Echoes)
  102. "Aether was a fertile, aged world with bountiful fields and oceans. The native creatures were gentle compared to the other worlds we had encountered. We settled in a mountain region first, in cliffside dwellings. In time, we established settlements in the green forest of Torvus and in the fertile plains of Agon. A Great Temple was built between our three domains, a place of peace and a monument to our accomplishments. It was a time of harmony for our people." —Metroid Prime 2: Echoes Logbook "Paradise" (Metroid Prime 2: Echoes)
  103. "Aether's planetary energy supply reached a critical stage. If left unchecked, the energy would expire, bringing an end to the world. Our greatest minds devised a way to preserve and regulate the remaining planetary energy - the Energy Controllers." —Metroid Prime 2: Echoes Logbook "Saving Aether" (Metroid Prime 2: Echoes)
  104. "The main Energy Controller was built in the Great Temple: three sub-controllers were built in Torvus, Agon, and Sanctuary. They collected the energy of Aether, then radiated it over the world to all who needed it. In time we came to call this precious energy the "Light of Aether". It brought peace and prosperity to the Luminoth." —Metroid Prime 2: Echoes Logbook "Light of Aether" (Metroid Prime 2: Echoes)
  105. "By the time we detected the stellar object as it streaked toward our world, it was too late to stop it. We fired numerous weapons at it in a vain attempt to alter its trajectory. Nothing worked. Our efforts placed a great strain on the Energy Controllers, and weakened Aether. All we could do as the object drew closer was take shelter and wait. We gathered stores of food and water, reinforced the shielding on our dwellings, and spent the last hours in peace." —Metroid Prime 2: Echoes Logbook "The Stellar Object" (Metroid Prime 2: Echoes)
  106. "The starborne terror burnt through the heavens and struck Aether with and untold might. We all expected the world to shatter...but Aether held. There was great devastation, however. The green plains of Agon were scorched forever, and the forest of Torvus was engulfed and wracked by the sea. The skies burned for days, casting darkness over the land." —Metroid Prime 2: Echoes Logbook "Cataclysm" (Metroid Prime 2: Echoes)
  107. "In time, the roar of a wounded planet subsided. The air, though fouled, was breathable. Light made its way through the dark veil over our world. Slowly, we ventured out from the shelters of our home to see what remained of our paradise. What little comfort we gained by surviving was soon shattered. Half of the planet's energy had vanished from the Energy Controllers. Aether became violently unstable as a result. Of the stellar object which stuck our home, there was no sign." —Metroid Prime 2: Echoes Logbook "Age of Anxiety" (Metroid Prime 2: Echoes)
  108. "Amidst this turmoil, we discovered many anomalies. Spacial disturbances appeared across the land. Objects went into a state of dimensional flux, their atoms divided between Aether and...somewhere else. There was little time to ponder these strange happenings, for we had to deal with the devastation of our lands." —Metroid Prime 2: Echoes Logbook "The World Warped" (Metroid Prime 2: Echoes)
  109. "The day came when space was torn asunder, revealing dimensional rifts to a dark place. Horrible dark swarms streaked forth from these rifts, engulfing nearby creatures and transforming them into what we could come to call darklings. The dark creatures became our enemies, and peace came to an end on Aether." —Metroid Prime 2: Echoes Logbook "The Ing Attack" (Metroid Prime 2: Echoes)
  110. "In time, we created machines to open rifts to our enemy's world. Volunteer scouts went through the rifts and found a twisted world, harsh and poisonous...a Dark Aether. They discovered that this world held the missing half of our planet's energy. They also saw the true face of the enemy, a race we came to call "Ing", meaning terror. Our scouts could not survive long on the surface of Dark Aether, so venomous was its air. Still, we vowed to return. We prepared for war." —Metroid Prime 2: Echoes Logbook "Dark Aether" (Metroid Prime 2: Echoes)
  111. "We developed Crystals that brought the Light of Aether to the dark world. Using these Crystals allowed our warriors to explore the enemy lands, to bring war to the Ing. Sadly, the Crystals were not enough. We needed stronger weapons, better armor. We withdrew from Dark Aether while our greatest minds devised new engines of war." —Metroid Prime 2: Echoes Logbook "Our War Begins" (Metroid Prime 2: Echoes)
  112. "We were not prepared to fight a long war. The forces of the enemy outnumbered ours vastly. We sought a way to end the war quickly, without extended combat. We decided to build a device to recover our lost planetary energy from Dark Aether. Without this energy, the dark world would cease to be, and our world would be restored to stability." —Metroid Prime 2: Echoes Logbook "Recovering Energy" (Metroid Prime 2: Echoes)
  113. "Our studies of the Ing revealed the source of their attacks as dark energy. We built weapons to use this energy, thinking it could overload energy targets and eliminate them. We soon learned our error, as the Dark Beam was not of great effect on the Ing. We then began to develop a weapon that used light energy. This weapon would dispatch the Ing with terrible efficiency." —Metroid Prime 2: Echoes Logbook "New Weapons" (Metroid Prime 2: Echoes)
  114. "In time, the Ing began to possess Luminoth as well as creatures. Friends and family members became the enemy, spilling Luminoth blood across the land. Desperate, we devised shielding to prevent Ing possession. It was effective, but not perfect. Should the shielding fail, all Luminoth were prepared to self-terminate rather than become a weapon for the Ing." —Metroid Prime 2: Echoes Logbook "The New Terror" (Metroid Prime 2: Echoes)
  115. "We learned that the ruler of the Ing dwelled in a place dubbed the "Sky Temple" by our forces. This place held the planetary energy of Dark Aether as well. It was heavily guarded, and entry was barred by a great gate requiring ten keys to unlock. These keys were hidden throughout Dark Aether by the Ing. A mission was planned, one that would find the hidden keys and recover our missing energy from the Sky Temple." —Metroid Prime 2: Echoes Logbook "The Sky Temple" (Metroid Prime 2: Echoes)
  116. "While our forces on Dark Aether fought desperate battles against superior numbers, our best minds completed their work. The Energy Transfer Module, a device designed to recover our lost planetary energy, was ready at last. A force of our greatest warriors was assembled, each equipped with the best armor and weaponry available. We sent this brave cadre of fighters to invade the Sky Temple and seize the missing energy lying within." —Metroid Prime 2: Echoes Logbook "The Final Crusade" (Metroid Prime 2: Echoes)
  117. "None of the warriors sent to the Sky Temple returned. Our forces searched Dark Aether for them, in vain. Of the Energy Transfer Module, there was no sign. Though saddened, we set out to prepare another mission, to build another module, to try once more to save our dying world." —Metroid Prime 2: Echoes Logbook "Shattered Hope" (Metroid Prime 2: Echoes)
  118. "A massive Ing attack came to the land of Agon. Soon, the Temple of Agon was surrounded by the Horde, with no hope of salvation. Our gallant warriors there were slain, and Agon fell to the enemy. Our blood chilled when we learned that the energy within that temple was drained. The Ing had found the Energy Transfer Module, and were using it as a weapon against us." —Metroid Prime 2: Echoes Logbook "Agon Falls" (Metroid Prime 2: Echoes)
  119. "The Ing turned their focus on the Torvus Bog next, sending a vast force to lay siege to the temple there. Thousands upon thousands of Ing were destroyed by our warriors, yet they kept coming until there was no Luminoth alive to offer resistance in Torvus. On that day, the energy of Torvus was taken to Dark Aether, and our hopes for survival grew dim." —Metroid Prime 2: Echoes Logbook "Torvus Falls" (Metroid Prime 2: Echoes)
  120. "Our battered forces gathered in the Sanctuary Fortress to prepare for the inevitable siege there. They didn't wait long. Wave after wave of Ing assaulted the greatest of our fortresses, with one goal in mind: to seize the energy there. The Ing turned the machines of Sanctuary against our warriors, and soon all was lost. The energy of Sanctuary was taken by the Ing. Only one Energy Controller remained on Aether." —Metroid Prime 2: Echoes Logbook "Sanctuary Falls" (Metroid Prime 2: Echoes)
  121. "What few remained gathered in the Great Temple. There, all but U-Mos, the last Sentinel of Aether, entered into life-preserving stasis. There they remain, to be released once the Ing were destroyed...or to sleep forever. His people safe, U-Mos prepared for the last, terrible assault. In the silence of the Great Temple, he prayed for salvation, for deliverance from the terror of the Ing." —Metroid Prime 2: Echoes Logbook "Twilight" (Metroid Prime 2: Echoes)
  122. "Soon I shall pass to the final rest. My key is in place. Through my spiritual link with to the others, I know where their bodies lie. I shall leave this knowledge, that their last location in the dark world can be known. May this knowledge lead our warriors to the Sky Temple Keys.
    The time draws near. Hear the words of A-Kul, she they call Champion of Aether. Know that my warriors fought and died with uncommon valor. Do not look unkindly upon their failure, for they died to save us all.
    " —Metroid Prime 2: Echoes Logbook "A-Kul's Testament" (Metroid Prime 2: Echoes)
  123. "My journey comes to an end. The thrice-cursed Ing prepared an ambush of singular cunning in the mining station. They caught me in it like a neophyte fresh from the training halls. I have sent five score of their number to whatever foul pit they call afterlife, but in vain. My life is extinguished." —Metroid Prime 2: Echoes Logbook "J-Stl's Testament" (Metroid Prime 2: Echoes)
  124. "I can go no further. Here in this reactor, I go to join my mate, J-Stl, in final rest. Though I die with honor, a shame falls on my house until the key I seek reaches its destination. May my brothers find my burden, that the way to the Sky Temple will be opened at last." —Metroid Prime 2: Echoes Logbook "B-Stl's Testament" (Metroid Prime 2: Echoes)
  125. "They came to the lagoon in the night, delivering true deathblows before I could detect them. As my life faded, I sent a call to the cadre to warn them of this surprise attack. May they find my key and dispatch the Ing who killed me. Only then will my final rest be peaceful." —Metroid Prime 2: Echoes Logbook "S-Dly's Testament" (Metroid Prime 2: Echoes)
  126. "What craven savages are the Ing! Trapped in the catacombs with no chance of rescue, I fought them to the last. I watched them feed upon their dead. I heard them pressing the lesser of their number into the front ranks, that my blasts would take them. At least their leader stood against me in battle. He was a foe worthy of a Luminoth Warrior." —Metroid Prime 2: Echoes Logbook "G-Sch's Testament" (Metroid Prime 2: Echoes)
  127. "A-Kul tried to send me back to Aether, that I might get reinforcements. Both cadres have been attacked, devastated. The Ing followed me. They came, wearing the skin of beasts. I gave them a good fight, yet, I have failed. May I redeem my honor in the next life. Here, at the fortress entrance, I breathe my last." —Metroid Prime 2: Echoes Logbook "S-Jrs's Testament" (Metroid Prime 2: Echoes)
  128. "Let this be the final testament of warrior C-Rch. I have no more shells for my weapons. For the enemy, I have naught but the blade and fist. Let them come. They wait in the works, hissing, and slithering like beasts. Let them. When my war cry comes, there will be a dread final reckoning. Come forth, hated enemy. Let there be an end!" —Metroid Prime 2: Echoes Logbook "C-Rch's Testament" (Metroid Prime 2: Echoes)
  129. "It is inside me. I feel it spreading, clawing at my will, tearing at my thoughts. It moves me against my will, to this cavern. Here it will end. I do not wish this, do not want my body to become a weapon for the Ing within me. It hates. It demands obedience. I will fight to the end. I shall self-terminate before I will be a pawn of a filthy Ing." —Metroid Prime 2: Echoes Logbook "D-Isl's Testament" (Metroid Prime 2: Echoes)
  130. "The last hit breached my armor. The poison spreads. Though I have found the key, it is too late for me. Soon my light will fail. They know I am here. They will come to this site to plunder the key. My last stand shall be at the edge of the temple grounds. I only hope I have the strength to fight when they arrive." —Metroid Prime 2: Echoes Logbook "M-Dhe's Testament" (Metroid Prime 2: Echoes)
  131. "Final entry, Warrior J-Fme.
    Their army swells. Beasts and rogue machines join the ranks of the Horde, all eager to bring death to the Luminoth. The Ing have sent these new additions to the industrial site to do battle with me, while they watched from safety. Cowardly mongrels! My only regret in death is that I did not live to see the day of their defeat. May it come soon!
    " —Metroid Prime 2: Echoes Logbook "J-Fme's Testament" (Metroid Prime 2: Echoes)
  132. "Noble J-Stl.
    Lost his soul before a fortress in the scorched land.
    " —Metroid Prime 2: Echoes Logbook "J-Stl's Key" (Metroid Prime 2: Echoes)
  133. "Gallant B-Stl
    She lies deep in a fortress of dry land.
    " —Metroid Prime 2: Echoes Logbook "B-Stl's Key" (Metroid Prime 2: Echoes)
  134. "Brave S-Dly.
    Beside the marsh of a raining land she laid her body forever.
    " —Metroid Prime 2: Echoes Logbook "S-Dly's Key" (Metroid Prime 2: Echoes)
  135. "Gentle G-Sch
    With a Bearerpod he sleeps in a flooded temple.
    " —Metroid Prime 2: Echoes Logbook "G-Sch's Key" (Metroid Prime 2: Echoes)
  136. "Loyal S-Jrs.
    He no longer breathes, looking down at the great bridge of a holy fortress.
    " —Metroid Prime 2: Echoes Logbook "S-Jrs's Key" (Metroid Prime 2: Echoes)
  137. "Judicious C-Rch.
    In a small corridor within the depths of a high fortress, he lies silently.
    " —Metroid Prime 2: Echoes Logbook "C-Rch's Key" (Metroid Prime 2: Echoes)
  138. "Steadfast D-Isl.
    Who shall disturb you among the trees of holy ground?
    " —Metroid Prime 2: Echoes Logbook "D-Isl's Key" (Metroid Prime 2: Echoes)
  139. "Fearless M-Dhe.
    The one who shall move the pillar of holy ground will see your soulless body.
    " —Metroid Prime 2: Echoes Logbook "M-Dhe's Key" (Metroid Prime 2: Echoes)
  140. "Mighty J-Fme.
    In the last, what did you see? Was it one of our gates closing, sealing the scorched land from our holy ground?
    " —Metroid Prime 2: Echoes Logbook (Metroid Prime 2: Echoes)
  141. "Science teams have discovered the presence of Phazon in the Dasha system four cycles ago. High command authorized the deployment of our team shortly thereafter. Our orders are to establish a base on planet Aether and evaluate local Phazon resources. Because this world lies on the periphery of Galactic Federation territory, we are following stealth protocols at the highest level. A cadre of elite commandos has been dispatched to provide security for our force as well. This operation is now under way." —Metroid Prime 2: Echoes Logbook "Log 04.468.1 (Phazon Operations)" (Metroid Prime 2: Echoes)
  142. "Intelligence reports on the indigenous population of Aether are in error. This planet is not at peace, nor are the inhabitants docile. Evidence of a class 4 conflict is present here, though hostilities are at minimal level now. Our territory has suffered several raids by a strange type of shadowy creature. These raids have caused considerable damage, and we have requested more combat troops in response." —Metroid Prime 2: Echoes Logbook "Log 04.885.3 (Local Conflict)" (Metroid Prime 2: Echoes)
  143. "A spatial anomaly has been found within our base. We believe this rift in space-time leads to a parallel dimension of some type, but have been unable to interact with it thus far. A strange artifact was found near the anomaly as well. It may be a weapon or generator of some kind: perhaps it is the key to accessing the anomaly. High Command is eager for reports on the relic. A new weapon for our arsenal is always welcome." —Metroid Prime 2: Echoes Logbook "Log 05.008.6 (Great Discoveries)" (Metroid Prime 2: Echoes)
  144. "The Rift Portal has been opened. The artifact weapon, dubbed the "Dark Beam" by science team, provides energy needed to open the portal, although for a limited time. We've sent expeditions through the portal, and they have returned with incredible news. The portal leads to a parallel version of Aether. This "Dark Aether" has suffered a global calamity, turning it into a toxic wasteland. It is the homeworld of the shadowy creature who have been raiding our base for the last cycle. Most importantly, it is the prime location of Phazon in this sector. Extraction plans are being prepared. We will not be denied!" —Metroid Prime 2: Echoes Logbook "Log 05.422.1 (Rift Portal)" (Metroid Prime 2: Echoes)
  145. "Phazon extraction raids are under way on Dark Aether. The toxicity of the atmosphere has taken a toll on our workforce, as have the hostile natives of that world. Science Team is preparing survival gear to protect our work teams, and we have increased our security presence in extraction areas. Fortunately, High Command is sending more troops and supplies. Our troops and resources are spread dangerously thin, and this mission cannot fail." —Metroid Prime 2: Echoes Logbook "Log 06.221.7 (Phazon Raids)" (Metroid Prime 2: Echoes)
  146. "Samus Aran, the accursed Hunter, has arrived. The sudden arrival of the Hunter is strange enough, but her actions are stranger still. She does not seek our destruction, but our Phazon. With each raid, she steals Phazon ore, only killing those who attempt to deny her. What she needs it for we do not know - though Science Team suspects she requires it to power her new armorsuit. Dark in color, it is equipped with strange new weapons. The troops now call her the "Dark Hunter." It is a fitting title." —Metroid Prime 2: Echoes Logbook "Log 06.362.2 (The Hunter) (Metroid Prime 2: Echoes)
  147. "The Dark Hunter teleports into the base at will. Our security has proven next to useless against her. Her latest raid was disastrous. Not only did we lose more Phazon to her, but she also crippled the stealth field generator with her strange new weapons. We are exposed. Until the replacement generator arrives, we will be vulnerable to scans and detection. Our presence here is still minimal: should the Federation find us, we will be unable to defend our position. Fortunately, Aether is on the fringe of Federation space. With luck, we will have a stealth field back in effect before being detected." —Metroid Prime 2: Echoes Logbook "Log 06.713.5 (Security Breach)" (Metroid Prime 2: Echoes)
  148. "The local war has escalated in intensity. The shadowlings from Dark Aether launched an offensive. The assault seems focused on a central network of buildings atop a mountain: a base, perhaps. Strangely, this attack coincides with a rise in planetary instability. Perhaps these shadow creatures are using a new weapon system. The shadowlings must believe us to be foes, for they have hit our base numerous times as well. We are holding, but this attrition is taking its toll on our troops and resources. Reinforcements are en route. We can only wait and defend what is ours." —Metroid Prime 2: Echoes Logbook "Log 06.989.8 (Shadow War)" (Metroid Prime 2: Echoes)
  149. "Another disaster. The transport bringing our reinforcements and supplies has been shot down. It was engaged in orbit by a federation vessel, which has landed near the alien temple. It's only a matter of time before the Marines attack. Survivors from our ship have made their way to our base. Here we shall make our stand. Another enemy. First the shadowlings, then the Dark Hunter, and now the Galactic Federation Marine Corps. Perhaps fate will smile upon us, before the world itself opens its maw and swallows us." —Metroid Prime 2: Echoes Logbook "Log 07.013.6 (Federation Attack)" (Metroid Prime 2: Echoes)
  150. "Another hunter, wearing the traditional colors of Samus Aran, made planetfall today. Horrific as it may sound, there are two of them now. We are bracing for a new assault. This dire turn of events may bear some good will. One of our scouts in Dark Aether saw a curious encounter. The Dark Hunter attacked the one clad as Samus near a Phazon site. Perhaps they are not allies...but foes. Perhaps we can forge an alliance with the Dark Hunter - an exchange, Phazon for the head of our common enemy." —Metroid Prime 2: Echoes Logbook "Log 07.159.9 (Two Hunters)" (Metroid Prime 2: Echoes)
  151. "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!" —Metroid Prime 2: Echoes Logbook "LCPL J. Brode" (Metroid Prime 2: Echoes)
  152. "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." —Metroid Prime 2: Echoes Logbook "PFC I. Crany (Metroid Prime 2: Echoes)
  153. "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." —Metroid Prime 2: Echoes Logbook "CAPT A. Exeter" (Metroid Prime 2: Echoes)
  154. "I hear.
    Them.
    Everywhere. They're coming.
    Can't sleep. Ever.
    They'll eat me.
    Eat.
    " —Metroid Prime 2: Echoes Logbook "PFC G. Haley" (Metroid Prime 2: Echoes)
  155. "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)" —Metroid Prime 2: Echoes Logbook "PFC S. Milligan" (Metroid Prime 2: Echoes)
  156. "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." —Metroid Prime 2: Echoes Logbook "SPC F. Triplette" (Metroid Prime 2: Echoes)
  157. "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." —Metroid Prime 2: Echoes Logbook "SPC M. Angseth" (Metroid Prime 2: Echoes)
  158. "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." —Metroid Prime 2: Echoes Logbook "GSGT C. Benet" (Metroid Prime 2: Echoes)
  159. "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." —Metroid Prime 2: Echoes Logbook "PFC L. Brouda" (Metroid Prime 2: Echoes)
  160. "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...?" —Metroid Prime 2: Echoes Logbook "PFC E. Denys" (Metroid Prime 2: Echoes)
  161. "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." —Metroid Prime 2: Echoes Logbook "SPC B. Reevs" (Metroid Prime 2: Echoes)
  162. "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." —Metroid Prime 2: Echoes Logbook "PFC M. Veroni" (Metroid Prime 2: Echoes)
  163. "Planet is unstable due to transdimensional flux. Warfare has devastated a good portion of the world's population. Finally, extreme climate shifts have left most of Aether uninhabitable." —Research data for Aether (Metroid Prime 2: Echoes)
  164. "Dark Portals allow living beings to travel to Dark Aether without being scattered throughout the interdimensional void. They are unstable, however, and only remain viable for limited periods of time. Some can be reactivated, while others vanish forever once they are used." —Research data for Dark Portals (Metroid Prime 2: Echoes)
  165. "Energy Controllers were built by the Luminoth to regulate Aether's planetary energy. Several wonders are powered by the Energy Controllers, including a weather control grid and a teleportation system. When Dark Aether was born, it too had Energy Controllers, all linked to that world's planetary energy." —Research data for Energy Controllers (Metroid Prime 2: Echoes)
  166. "Subject is U-Mos, a Sentinel of the Luminoth. Scans indicate numerous beneficial abilities, including heightened reflexes, durability, psionics, and flight. Ability to generate and manipulate energy on par with that of the Chozo. Dating scans suggest an age of 2.15 centicycles. Only known active member of the species: remaining Luminoth locked in protective stasis until crisis is resolved." —Research data for U-Mos (Metroid Prime 2: Echoes)
  167. "Can't determine origin of Aether's "dark twin." Contains high levels of Phazon ore. Native bioforms attack on sight." —Research data for Dark Aether (Metroid Prime 2: Echoes)
  168. "Light Portals allow living beings to travel to Aether without being scattered throughout the interdimensional void. They are unstable, however, and only remain viable for limited periods of time. Some can be reactivated, while others vanish forever once they are used." —Research data for Light Portals (Metroid Prime 2: Echoes)
  169. "Volatile ore with biomutagenic properties. Origin point of Phazon unknown. First detection of element on planet Tallon IV. Used by Space Pirates to produce vast levels of energy. Bioforms exposed to Phazon without proper shielding will eventually undergo radical mutation." —Research data for Phazon (Metroid Prime 2: Echoes)
  170. "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)
  171. "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)
  172. "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)
  173. "Ingclaws occasionally enter a strange torpor, brought on by constant exposure to the atmosphere of Dark Aether. While in this dream state, the creature does not feed or expel its deadly vapor. Fortunately, its indestructible shell protects it from predators." —Research data for Dormant Ingclaws (Metroid Prime 2: Echoes)
  174. "The Ingclaw secretes an incredibly durable shell over itself shortly after birth. From that moment on, it remains rooted in place. The creature feeds on the flotsam floating in the atmosphere of Dark Aether, and produces waste in the form of a toxic dark vapor." —Research data for Ingclaws (Metroid Prime 2: Echoes)
  175. "These creatures respond to commands from the Ing, forming over areas as ordered. They are virtually indestructible, and can only be undone by killing the Ing that commands them." —Research data for Ing Webtraps (Metroid Prime 2: Echoes)
  176. "Weblings spin a network of energized snare lines, then sit in the middle and wait for prey to get caught in it, much like a spider. A webling is incredibly durable, though it has the darkling weakness to light." —Research data for Weblings (Metroid Prime 2: Echoes)
  177. "These Ing morph their bodies around useful items to protect them. They rely on larger Ing for protection, as they have no way of fending off enemies. Damage from all weapons will harm them, but light-based weapons are superior." —Research data for Bladepods (Metroid Prime 2: Echoes)
  178. "The Flying Cache was bred and trained to be a living storage unit. It employs a limited stealth field that renders it unseen to most enemies. The fact that the creature must be killed to obtain the object it stores is of little consequence to the Ing." —Research data for Flying Ing Caches (Metroid Prime 2: Echoes)
  179. "The Ingsphere keeps useful items in a dimensional pocket. Normally, the Ingsphere will only release the item to its Ing master. The pocket can be breached by destroying the Ingsphere, however. This sometimes destroys the item, but can be worth the risk." —Research data for Ingsphere Caches (Metroid Prime 2: Echoes)
  180. "The Ingworms wrap their bodies around useful items to protect them. They are defenseless. They are not terribly durable and have no form of attack, hence their assignment as storage bearers by the Horde." —Research data for Ingworm Caches (Metroid Prime 2: Echoes)
  181. "The Agon Bearerpod is a hardy desert plantform used by the Luminoth to store useful items and supplies. Its tough epidermis can be destroyed by weapons. It gathers trace amounts of moisture from the air and stores it in a number of chambers throughout its body. It can hold and process this moisture for weeks if necessary." —Research data for Agon Bearerpods (Metroid Prime 2: Echoes)
  182. "The humble Bloatsac contributes to its ecology by producing large amounts of benevolent gases. It thrives in damp enviroments, though it can survive in most climates and terrains. The Bloatsac secretes a venemous sap over its body. Very few creatures can ingest the sap and survive, making it a useful defensive mechanism for the plant." —Research data for Bloatsacs (Metroid Prime 2: Echoes)
  183. "The Blueroot tree is common on worlds with desert regions. While an elegant, attractive plant, the tree's leaves are highly toxic. Few species can ingest the leaves and live: many of them (such as the Space Pirates) consider the deadly Blueroot leaf a delicacy." —Research data for Blueroot Trees (Metroid Prime 2: Echoes)
  184. "Sandgrass scans indicate that the plant requires no moisture to survive. It relies exclusively on solar energy for sustenance, making it well adapted for life in a desert environment. Evidence of extensive mutation present, suggesting radical bio-adjustments within the last centicycle. Mutation source is not natural: plant strain was genetically engineered, possibly by the Luminoth." —Research data for Sandgrass (Metroid Prime 2: Echoes)
  185. "The Torvus Bearerpod grows around useful items. The hard outer shell can be shattered by weapon fire. The Luminoth use the hardy plants to store supplies for operations in the Torvus Bog. They are resistant to the harsh chemicals and diseases that run rampant in the swamp, and emit a deadly cloud when destroyed. This has discouraged their consumption by local animals." —Research data for Torvus Bearerpods (Metroid Prime 2: Echoes)
  186. "The Luminoth placed these pods throughout the bog for use by their soldiers during the war. Though many have been raided since then, some still contain useful items left over from the war." —Research data for Torvus Hanging Pods (Metroid Prime 2: Echoes)
  187. "Luminoth lift platform will raise when Crystal is energized by light-based weaponry. Used by the Luminoth forces during their war. Most still function, despite periodic abuse from the Ing." —Logbook "Dark Lift Crystal (Metroid Prime 2: Echoes)
  188. "Luminoth lift platform will lower when Crystal is energized by dark weaponry. Used by the Luminoth force during their war. Most still function, despite periodic abuse from the Ing." —Logbook "Light Lift Crystal" (Metroid Prime 2: Echoes)
  189. "Darkling plantform will grow in height when Crystal is energized by light-based weaponry. The Luminoth used these to navigate during their campaigns on Dark Aether. The Ing ignore the simple plant, as it is not a source of nourishment or a weapon." —Logbook "Liftvine Crystal" (Metroid Prime 2: Echoes)
  190. "Energized Beacons provide better protection from Dark Aether's denizens. Dark creatures are damaged by the energized field. Some are killed on contact. The extra protection is not unlimited, and must be recharged by the Light Beam to remain in effect." —Logbook "Energized Beacon" (Metroid Prime 2: Echoes)
  191. "Light Beacons must be energized by Beam weapon fire to function, and remain charged for a limited time. The Beacons were created when the Luminoth ran short of Light Crystals during the war. While simpler to make, the Beacons were also unstable. They had to be energized periodically, and could run out of energy at critical moments. Still, any protection was better than none for the Luminoth warriors." —Logbook "Light Beacon" (Metroid Prime 2: Echoes)
  192. "Light Beacons, when covered with dark energy, cease to function for a brief time. Light energy can clear the Beacon of the dark energy. Some dark creatures will fire dark energy at Light Beacons to hinder or damage their opponents." —Logbook "Nullified Beacon" (Metroid Prime 2: Echoes)
  193. "When charged with light and dark energy at once, the Beacon compels Ing to approach it, despite the deadly field of energy it emits." —Logbook "Super Beacon" (Metroid Prime 2: Echoes)
  194. "Energized Crystals provide better protection from Dark Aether's denizens. Dark creatures are damaged or killed by the energized field. Some are killed on contact. The extra protection is not unlimited, and must be recharged by the Light Beam to remain in effect." —Logbook "Energized Crystal" (Metroid Prime 2: Echoes)
  195. "Light Crystals provide protection from Dark Aether's atmosphere. They can be nullified by dark energy, or super charged by light energy. They were created by the Luminoth during the war with the Ing, and many still remain in use. Dark creatures despise the Crystals: some are injured or killed by the field they create." —Logbook "Light Crystal" (Metroid Prime 2: Echoes)
  196. "Light Crystals, when covered with dark energy, cease to function for a short time. Light energy can clear the Crystal of the dark energy. Some dark creatures will fire dark energy at Light Crystals to hinder or damage their opponents." —Logbook "Nullified Crystal" (Metroid Prime 2: Echoes)
  197. "When charged with light and dark energy at once, the Crystal becomes a beacon to the Ing. They are compelled to approach it, despite the deadly field of energy it emits." —Logbook "Super Crystal" (Metroid Prime 2: Echoes)
  198. "The original Sentinel Crystals were durable, but they had their limits. The toxic nature of Dark Aether, coupled with constant attack from the Ing, destroyed many of them. The Luminoth responded with the Dark Sentinel Crystal. Sheathed in dark energy, it is more resistant to the atmosphere of the Ing homeworld - and the attacks of its denizens." —Logbook "Dark Sentinel Crystal" (Metroid Prime 2: Echoes)
  199. "During the war, the Luminoth used the Sentinel Crystals to monitor key areas and installations. They are incredibly durable resisting all but the most powerful of Ing attacks. U-Mos still uses the remaining Sentinel Crystals to keep a watch for Ing activity." —Logbook "Sentinel Crystal" (Metroid Prime 2: Echoes)
  200. "This bridge is durable, but often locks in place, leading the Marines to call for a new design. The Mk III should enter service within the next eight cycles." —Research data for GF Bridge (Metroid Prime 2: Echoes)
  201. "This gate is used with Armored Security Locks, which must be neutralized to operate the gate. Gate is resistant to all but the most potent explosives." —Research data for GF Gate Mk VI (Metroid Prime 2: Echoes)
  202. "The Mk VII Defense Gate is composed of Denzium. Invulnerable to most weapons, though high-yield explosives are effective. Often used in conjunction with a remote scan access control panel." —Research data for GF Gate Mk VII (Metroid Prime 2: Echoes)
  203. "Insert the Morph Ball into the slot, then detonate a Bomb. This will send energy from the slot to the device connected to it." —Research data for Bomb Slots (Metroid Prime 2: Echoes)
  204. "To use the Grapple Beam, use when the grapple icon appears. You can fire your weapons while attached to a grapple point." —Research data for Grapple Points (Metroid Prime 2: Echoes)
  205. "The purpose of the Kinetic Orb Cannon is unclear. It may have originally been designed for industrial use, then converted to a combat system in later times." —Research data for Kinetic Orb Cannons (Metroid Prime 2: Echoes)
  206. "In Morph Ball mode, press and hold when close to this type of surface. Use [Control Stick] to move the Ball along the track. Release to disengage from the surface. Using the Boost ability when on a Spider Ball Track will rapidly launch the Spider Ball from the track. Detonating a Morph Ball Bomb will briefly disengage the Ball from the track." —Research data for Spider Ball Tracks (Metroid Prime 2: Echoes)
  207. "Use the Boost ability of the Morph Ball when inside a Spinner to activate the device it powers." —Research data for Spinners (Metroid Prime 2: Echoes)
  208. "This surface was designed to be used in conjunction with the Screw Attack system. Perform Screw Attacks while facing and touching wall to do a Wall Jump." —Research data for Wall Jump Surfaces (Metroid Prime 2: Echoes)
  209. "The Anhur class is a state-of-the-art warship, designed to police and defend planetary systems. This ship, the G.F.S. Tyr, has been heavily damaged. It appears that the crew have dismantled parts of the Tyr as well, possibly for use as makeshift defense systems." —Research data for the GFS Tyr (Metroid Prime 2: Echoes)
  210. "Plans for the Shrike were recently stolen from a GF lab by the Space Pirates. Production began immediately, and the fast-moving skiff is now part of Pirate operations. It is used primarily as a troop transport, taking a fire team of troopers into action. The Shrike is unarmed, relying on the troops it carries for protection against hostile forces." —Research data for Pirate Skiffs (Metroid Prime 2: Echoes)
  211. "Your Hunter-class gunship is one of a kind, its distinct hull lines marking it to friend and foe alike. Custom built for you by the Federated Shipyards at Aliehs III, it contains a mobile energy recharge system and microfactories designed to produce ammunition. A sophisticated onboard computer stores mission data collected in the field for future reference." —Research data for Samus's Gunship (Metroid Prime 2: Echoes)


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