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! This is a rare creature/object. It may only be scanned in one or few encounters.



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; for example, the first Slench has the forms Slench 1A and Slench 1B. Each Slench is shielded and impossible to harm during its "A" form, and is attached to a wall (or ceiling, in Slench 4's case) by three tentacle-like synapses 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 cannot use its shield in this "B" form and is therefore vulnerable, although it continues to attack Samus.

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

Individual Slenches[]

Slench 1[]

Slench 1 with its eye shield

Slench 1 is the first version of the Slench, faced during Samus's first visit to Alinos. Slench 1 is a shielded sphere with a venom torpedo projector on the front of it, giving the Slench an eyeball-like appearance. 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 Slench 1 in its A form. 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three synapses until they retract, although they will regenerate after a short period of time if the others have not been retracted as well.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, Slench 1 detaches from the and switches to its B form, making it vulnerable to weapons fire, and making its attacks faster and more powerful. 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, Slench 1 is destroyed, and Samus gains the second Octolith.

Logbook entries[]

Slench 1A

Logbook entry

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

Logbook entry

When aggravated, the SLENCH detaches from the wall to commence a hovering attack. Analysis indicates its shield is inoperable during levitation.

Slench 2[]

Faced during Samus's first visit to Arcterra, Slench 2 in its A form uses superheated magma attacks capable of lighting Samus on fire, similar to the Magmaul. Its synapses are vulnerable only to the cold of the Judicator, the antithesis of the Magmaul. While attached to the wall, it also shoots green homing venom torpedoes. In its B form, it hovers around the room and shoots more magma.

Logbook entries[]

Slench 2A

Logbook entry

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

Logbook entry

When aggravated, the SLENCH detaches from the wall to fire bursts of SUPERHEATED MAGMA while hovering. Analysis indicates its shield is inoperable during levitation.

Slench 3[]

Slench 3 is the third version of the Slench, faced during Samus's second visit to the Celestial Archives. This Slench fires Volt Driver charge shots that can disrupt Samus's vision, and as a result, the tentacles of its A form are only vulnerable to the Battlehammer. In its B form, in addition to firing at Samus, the Slench uses a new attack where it begins to shake and then rams Samus, dealing heavy damage unless she boosts away from the attack in time.

Logbook entries[]

Slench 3A

Logbook entry

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

Logbook entry

Analysis indicates that although the shield is down, the improved exoskeleton on this model may allow it to charge at its prey.

Slench 4[]

Samus faces the final Slench.

Slench 4 is the final Slench that Samus faces and is battled during her second visit to the Vesper Defense Outpost. Rather than being attached to the wall, this version of the Slench is on the ceiling during its A phase. The energy blasters fire Judicator shots which can freeze Samus, and consequently, the Slench's tentacles are only affected by the Magmaul. Before the Slench levitates in its B form, 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.

Logbook entries[]

Slench 4A

Logbook entry

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

Logbook entry

Analysis indicates its shield is down while hovering, but the SLENCH may be impregnable while rolling. Evasive action is advised.

Trivia[]

  • After one third of the Slench 1's health bar is depleted, a glitch may cause it to extend only two tentacles into the wall as opposed to three. This can happen up to twice during the fight.
  • The battle mechanism of the Slench being an eyeball only vulnerable when the eye is shot is similar to the Gadora.
  • The sound effect of shooting Slench A is similar to the sound of Han Solo's Blaster firing.
  • The Slench's battle theme is similar to that of Ridley.
  • There is a slight thematic relationship between the Slenches and the varieties of Psycho Bits and Voldrums. Each comes with four scannable varieties: one which uses standard shots and/or Battlehammer-type shots, one which uses Volt Driver shots, one which uses Magmaul shots, and one which uses Judicator shots.
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