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Slench

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Slench

The Slench is an Alimbic mechanoid, similar to the Cretaphid, that Samus must fight at the end of four areas of Metroid Prime: Hunters.

There are four different Slench units, each resembling a giant robotic eyeball. Each consists of two forms, A and B. Each Slench is invincible during its "A" form, and is attached to a wall (or ceiling, in Slench 4's case) by three tentacles that power the energy blasters used to attack Samus. After the synapses take enough damage, the Slench becomes aggravated and detaches from the wall; it's vulnerable in this "B" form, although it continues to attack Samus.

Each Slench resides in one of the various "Biodefense Chamber B" rooms in the Stronghold Void.

Contents

[edit] Appearances

  • Its first appearance is in Alinos, on Samus's first visit.
  • Its next appearance is in Arcterra, on Samus's first visit there.
  • Samus fights the third Slench on her return to the Celestial Archives.
  • The final Slench's appearance is in the second trip to Vesper Defense Outpost.

[edit] Slench 1

Slench 1 is the first version of the Slench. Slench 1 is a shielded sphere with a venom torpedo projector on the front of it, giving the Slench an eyeball-like appearance. The Slench 1 is attached to the biodefense wall and fits into a socket on it; this socket generates the defensive shield surrounding the main part of the Slench 1 (Slench 1A). While the Slench is attached to the biodefense wall, three power synapses extend from the socket and power three deuterium laser turrets on the wall. To deactivate the shield, Samus must shoot the three synapses until they retract, although they will regenerate after a short period of time if the others have not been retracted as well. Once all three synapses retract, the Slench 1 detaches from the wall (now Slench 1B), making it vulnerable to weapons fire, and making its attacks faster and more powerful. The Slench 1 returns to the wall after a certain amount of time has passed or it takes a certain amount of damage. After three of these sequences, the Slench 1 is destroyed, and Samus gains the second Octolith.

[edit] Logbook entries

Slench 1A: "Another member of the ALIMBIC defense arsenal, this enormous cybernetic eyeball was engineered to protect sacred ALIMBIC relics. the SLENCH attaches itself to the biodefense chamber with three synapses which transfer power to ENERGY BLASTERS. Its primary weapons are the green venom torpedo and the deuterium laser." Slench 1B: "When aggravated, the SLENCH detaches from the wall to commence a hovering attack. Analysis indicates its sheild is inoperable during levitation."

[edit] Slench 2

Slench 2 uses superheated magma attacks capable of lighting Samus on fire, similar to the Magmaul. As a result, its synapses are vulnerable only to the cold of the Judicator. While attached to the wall, it also shoots green venom homing torpedoes. In its B form, it hovers around the room and shoots more magma.

[edit] Logbook entries

Slench 2A: "This revision of ALIMBIC cyber-defense technology features enhanced capabilities. the SLENCH attaches itself to the biodefense chamber with three synapses which transfer SUPERHEATED MAGMA to the ENERGY BLASTERS. Green venom torpedoes can be neutralized with the ARM CANNON." Slench 2B: "When aggravated, the SLENCH detaches from the wall to fire bursts of SUPERHEATED MAGMA while hovering. Analysis indicates its sheild is inoperable during levitation."

[edit] Slench 3

Slench 3 is the third version of the Slench. Its tentacles are only vulnerable to the Battlehammer. In its B form, in addition to firing at Samus, the Slench uses a powerful new attack where it begins to shake and then rams Samus, dealing heavy damage. This Slench is linked to the Celestial Archives, and fires Volt Driver charge shots.

[edit] Logbook entries

Slench 3A: "This improved model of the SLENCH utilizes three synapses to transfer HIGH VOLTAGE to the ENERGY BLASTERS, whose electromagnetic pulse can disrupt the COMBAT VISOR. The synaptic fibers may be vulnerable to HEAVY-DUTY weaponry." Slench 3B: "Analysis indicates that although the sheild is down, the improved exoskeleton on this model may allow it to charge at its prey."

[edit] Slench 4

Slench 4 is the final Slench that Samus faces. Rather than being attached to the wall, this version of the Slench is on the ceiling during the 4A phase. The energy blasters fire Judicator shots, which can freeze Samus, and the Slench's tentacles are only affected by the Magmaul. Before it levitates, it falls to the floor and rolls around, dealing heavy damage if it hits. When it finally levitates like the others, it uses freezing Judicator shots as well as the same ram attack used by Slench 3B. Its eye is most vulnerable to the Magmaul.

[edit] Logbook entries

Slench 4A: "The pinnacle of SLENCH technology, this model employs three synapses to transfer SUPERCOOLED PLASMA to the ENERGY BLASTERS. Cryogenic projectiles can temporarily immobilize the Power Suit."
Slench 4B: "Analysis indicates its shield is down while hovering, but the SLENCH may be impregnable while rolling. Evasive action is advised."






Bosses in Metroid Prime series
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Metroid Prime Hunters KandenSpireWeavelSyluxNoxusTraceCretaphid v1Cretaphid v2Cretaphid v3Cretaphid v4SlenchFire SpawnArctic SpawnGorea
Metroid Prime 2: Echoes Dark Alpha SplinterBomb GuardianJump GuardianDark SamusAmorbisBoost GuardianAlpha BloggGrapple GuardianChykkaSpider GuardianPower Bomb GuardianCaretaker Class DroneQuadraxisEmperor Ing
Metroid Prime 3: Corruption Berserker LordMeta RidleyRundasKorakkMogenarSteamlordDefense DroneGhorHeliosGandraydaMining CannonPirate CommanderOmega RidleyMetroid HatcherDark SamusAurora Unit 313