Post by Morph on Jan 13, 2007 5:47:31 GMT -5
This list is for creatures that come from outer space (from farther than Peak's top).
Antlion
Antlions are a race of voracious, insect-like creatures from the world of Xen. They are social creatures which live in large underground colonies, and their society is made up of a number of different strains which serve different roles. They typically make their colonies in areas where there is soft soil or sand that they can burrow through, such as near coasts or in mountain foothills. Antlions are rapacious pack predators. Their favored method of accosting prey is to bury themselves in soft sand, sense for vibrations in the sand, then emerge and ambush the intruder. They usually form swarms so large that even a well-armed opponent will be quickly overwhelmed. Although they are blind they are extremely sensitive to vibration, which allows them to follow their enemies wherever they go once detected. This sensitivity can be turned against them; thumpers, machines which pound the ground rhythmically, overload their senses and prevents them from advancing on prey near them. Common Antlions are the most visible element of a larger Antlion society, most of which is kept hidden in fiercely defended underground nests. It is not clear how Antlions breed. Antlions have a spawning season, but whether Antlions mate separately, have a queen/drone system or practice something completely alien to Earth sensibilities is not known. Their young begin life as larvae in blue honeycombs similar to those of bees. The extract of these larvae is highly prized by the Vortigaunts for its healing properties. These larvae grow into large grubs, which are attended to and protected by Antlion Workers and Antlion Guardians. Within this system common Antlions presumably serve as hunter gatherers. Inside their nests decomposed bodies can often be discovered, trapped in the viscous silk the grubs produce, and some of their deepest chambers are pooled with blood.
Common Antlions have four legs, are about waist high compared to a fully grown man, and are normally tan coloured with tints of green, purple, and yellow. Underneath its carapace are wings which allow it to fly short distances. Antlions have a triangular shaped head which possess sharp mandibles. Antlions do not have eyes, and instead rely on keen senses of smell and vibration. They attack with their sharp claws and teeth. Those fleeing on foot or seeking higher ground will find no sanctuary from them; they will fly at opponents above or a distance away from them. They will fearlessly attack and pursue their target regardless of hazards they are faced with, and will continue charging even as fellow Antlions die in front of them. This includes charging into moving vehicles and into water, despite the fact they cannot swim. Antlions are both fiercely territorial and invasive. They will sweep into territory neighbouring if it is not properly protected.
Antlion workers are the creatures that tend to the colonies themselves, tending to and protecting the grubs. They produce a corrosive acid (which is also a neurotoxin) which they use to create tunnels for the nest and also to ward off attackers. Like regular Antlions, workers can fly short distances; however, their wings are smaller, so workers cannot fly as far as regular Antlions. Antlion workers primarily attack by hurling 'spitballs' of neurotoxin at foes from a distance with great accuracy, similar to Bullsquids. If caught up close they will attack with their claws, but they usually prefer to use their more powerful ranged attack and will often retreat if their attacker gets too close. These factors combine to make the Antlion worker an uncommonly standoffish foe. When killed, Antlion Workers explode in a shower of acid inflicting considerable splash damage on anything within range.
The Antlion Guard, often called Myrmidonts by Vortigaunts, are much larger and stronger than common Antlions, towering over humans, and are very formidable foes. Within the Antlion society, the Guards are used to defend the large catacombs of Antlion eggs. Much like a bull from Earth, the Antlion Guard is able to bash into objects with great force in a combination charging head-butt attack, thanks to its size. The power of the Antlion Guards' strikes can easily knock aside anything or anyone unfortunate enough to be in their way. When they confront the player, they often try to strike him with their heads. However, they will utilize environmental objects as projectiles by ramming them with full velocity. Antlion Guards can take a lot of damage, and it normally requires a large amount of damage to bring one down. Antlion Guards are known to smash through walls and even fellow Antlions to kill enemies it is pursuing. Common Antlions defer overall leadership to Antlion Guards, who direct them through the use of pheromones. Harvesting pheromone pods (through an unhygienic extraction method practiced by Vortigaunts) from the body of an Antlion Guard will allow a user to control Antlions. Users can command Antlions to follow by applying pressure to the pod. The user can also make Antlions move to a certain spot by throwing the pod to that spot. These pods do not provide protection against other Antlion Guards.
A variation of the Antlion Guard is the Antlion Guardian. These creatures are the most dangerous of the known Antlions, featuring a different coloration and capable of generating its own bioluminescence. They are much stronger and faster than normal Antlion Guards, and also excrete a lethal neurotoxin in their attacks, which disables the victim unless an antidote is administered. Each Antlion hive has one Guardian that lurks near the larval clusters. The Guardian patrols the "Nectarium" (center of the nest), keeping watch for nest raiders. Guardians are extremely protective of Antlion Grubs, the extract of which is used by Vortigaunts to manipulate the Vortessence, and will ferociously attack intruders in order to protect them. Should someone enter the Nectarium for larval extract, the Guardian will attack and may pursue the thieves for some distance. If the Guardian is slain, the body emits an unusual pheromone that renders stolen larval extract useless to Vortigaunts. As such, when Vortigaunts proceed into the nests, they make sure to leave the Guardian alone.
Antlion grubs are the young of the Antlions. The grubs are maggot-like creatures, emitting a high chirping call and bioluminescence similar to that of a firefly. They are found only inside Antlion colonies, and can be seen hanging on any available surfaces, often in groups of two or more. They are extremely fragile, able to be slain with the weakest of attacks. Human remains are sometimes found scattered on the ground near grubs, suggesting that they are carnivorous and are presumably provided with food by mature Antlions. Grubs exude a filmy thread, similar to that of a silkworm but on a much larger scale. As seen in the Victory Mine, this web often blocks whole passageways. Every Antlion in the nest will protect grubs fiercely. Grubs contain a yellow 'nugget' substance with healing properties. Killing the grub releases said nugget, which vary in size. How much the substance heals is dependent upon the user's health condition.
Headcrab
Headcrabs are a parasitic alien species from the world of Xen. Though relatively low on the food chain on their home planet, Headcrabs are incredibly dangerous to humans in the foreign environment of Ymaggion. Although small, slow-moving, relatively weak on its own, and even seemingly harmless with its tip-toe like gait, the Headcrab has the ability to quickly leap long distances using its hind legs, while tilting upwards to face its mouth towards its target, inflicting minor injury with its claws, legs, and teeth. Its main goal, however, is to attach itself onto an appropriate host's head. Once attached, they take control of the host's nervous system by tearing open the skull with its beak and digging into the brain, creating a Headcrab Zombie.
Headcrabs have two separate sub-species that exhibit different abilities than the standard headcrab. The Fast Headcrab looks much slimmer and more agile than a normal headcrab, having thinner, almost spider-like legs. They also have slightly less bulky bodies and, surprisingly, do not have a "beak" like other headcrab variants are known to have. Fast headcrabs share many of the vocalisations of the standard headcrab. Examined up close, fast headcrabs have wart-like bumps on their skin in certain areas. The legs of a fast headcrab also have elongated claws, which as well as serving as weapons and a means to latch on to surfaces, waiting to attack unsuspecting prey.
The Poison Headcrab is the more dangerous of the three species of Headcrab. At walking pace, the poison Headcrab is the slowest of the Headcrabs, but will run faster than a normal Headcrab if injured or under attack. Poison Headcrabs move slowly and cautiously when maneuvering but will leap with incredible speed and height with an angry squeal when it has a clear line of sight to a suitable host. This is possibly an ambush tactic, to poison the target so it can leap on the disorientated victim. Another way the poison headcrabs find players, is by whistling. Poison Headcrabs are made dangerous by an extremely potent neurotoxin that they excrete from their beak, which disables a victim and bring them to the brink of death, unless an antidote is administered, which is especially dangerous if other threats are present.
Rarely, after much time, Headcrabs will evolve into the gigantic and dangerous Gonarch. Gonarchs are the progenitors of the headcrabs. Very little is known about a Gonarch's life cycle. What is known is that a Gonarch is the last stage of a Headcrab's life and that very few Headcrabs reach this stage. While appearing very similar to a Headcrab's anatomy there are a few differences. Gonarchs are supported by four razor sharp limbs. Standing at several meters tall, they dominate Gordon in size and power. Gonarchs are easily one of the largest and toughest known creatures from Xen. Heavily armored with an exoskeleton, they can take massive amounts of projectile and explosive damage, taking even more explosive damage to kill than a Gargantua.
The large bag of flesh which hangs from the creature, commonly referred to as its "sac", seems to be a reproductive housing. During battle, it releases underdeveloped baby Headcrabs at a rapid rate. These baby Headcrabs, while mostly harmless, can be greatly troublesome en masse. Nothing is currently known about how Gonarchs reproduce. While Gonarchs appear to be mindless breeding machines, there is some evidence that they can feel emotion of some kind. When one of its offspring is killed, it will make an unusual and sad-sounding cry, suggesting it mourns for its dead young. Gonarchs are known to make other noises as well--most notably, when they are angry or injured, they will emit a loud cry, very similar to that of an elephant. Just as with Headcrabs, Gonarchs seem to have an apparent lack of sensory organs, which suggests that their movement is based on touch and sensing vibrations. During combat, it never comes close to running off the edge of any elevated surface it might be on. This suggests that Gonarchs may retain memories of their surroundings, or perhaps lay scent markers to warn themselves of obstacles or edges. Even without any apparent sensory organs, a Gonarch can home in on its prey within seconds, further suggesting that perhaps vibrations and scents play a key role in a Gonarch's life (much like a spider which lays webbing and feels vibrations from the web to catch prey). Gonarchs also have an apparent lack of a "head" structure, suggesting that any brain may be burrowed deep within the armored exoskeleton for further protection. While no Gonarch has been observed ingesting any material, it does not appear to have a mouth of any sort, which brings into question its diet and method of eating. Entering a Gonarch's lair results in immediate attack, suggesting that they are highly territorial creatures, that they are highly protective of their young, or both. They attack by charging at their victim, then attempting to puncture them with their massive legs. They also have somewhat of a ranged attack, by forcing yellowish balls of acidic material from the top of their shells, which they hurl through the air like mortars, raining down upon the victim. With all their traits combined, Gonarchs prove to be skilled at defending themselves and their young, and are one of the toughest enemies Gordon faces in Xen. Upon death, a Gonarch explodes violently.
Jiralhanae
The Jiralhanae are a race of savage, ape-like extraterrestrials, often called Brutes by other races. Brutes stand at roughly nine feet in height, with thick gray skin covered in coarse, shaggy brown fur that turns gray with age, and have hands and feet that end with three digits and a thumb on their hands, and only two digits on their feet. They possess incredible strength thanks to their native environment, which had gravity twice as strong as Ymaggion’s. Their history is rife with conflict and warfare, often in civil war with one another, when they don’t have their attention set on humans and Sangheili, their mortal enemies. Despite their violent nature, Brutes are not as mentally slow as they appear, and have developed their own technology, and are fairly cunning tacticians. As such, they can pilot vehicles, ships, and command both land-based and fleet encounters with strategic competence, if lacking in artistic flair.
Brutes often adorn their weaponry and vehicles with spikes and blades, making them deadly both in melee and ranged combat: their firearms tend to be large, rapid, and explosive in nature. They will, however, incorporate favorable technologies into their own, and have have a strange fondness for modern human weaponry.
Brutes generally travel in packs of four to six, with the eldest Brute in charge. When all of their pack-mates have been killed, a remaining lone Brute will fly into an uncontrollable, animalistic rage, dropping their weapons and charging towards the enemy, relying on their tremendous strength to decimate their opponents.
Mantid
The Mantids are highly intelligent insectoid creatures from a distant galaxy. They are part of a collective society where the individual has no identity. Highly structured and absolutely fearless, the Mantids are an extremely fierce enemy. Different types of Mantids possess unique offensive and defensive capabilities. The members of this alien race are broken down into three separate castes: the Workers, the Drones, and the Soldiers. The Mantids live in a Hive that is hidden somewhere in Ymaggion, which only the military knows the location of, as they constantly monitor it in case of any threat of war from them.
Workers are the smallest Mantids, with four legs and two arms, growing about half the size of a human. They maintain the Hive's workings, gathering food and tending to the young. They do not attack others in the Hive automatically, only growing agitated if people enter brooding chambers, and attacking if they harm the larvae they are tending to.
Drones compose the bulk of the Mantid population. They are tall, green-skinned, four-armed warriors armed with heavy blasters and an aggressive nature. They serve as search-and-destroy units, venturing far from the hive in times of need in order to locate food supplies. Drones are equipped with jet packs that allow them to fly to areas that may otherwise be inaccessible to them. Jet packs allow the Drones to make fast getaways, as well as plan coordinated ambushes.
Soldiers are massive, armored behemoths, and are the single most dangerous members of the Mantid colony. Huge, fast, and extremely dangerous, the Mantid Soldiers can make short work of even the most dangerous opponent, armed with heavy blasters and grafted energy cannons in their shoulders. Their heavy exoskeletons protect the Soldiers from many weapons, making them extremely difficult to kill.
Metroid
The body of a Metroid - in its most common, larval state - consists of a thick, gelatinous, transparent membrane, resembling a jellyfish. Enclosed in this membrane are four red, raspberry-shaped nuclei which rest in a pyramid shape in the central part of the body. Each nucleus has many thick, neuron-like branches that connect it to its outer membrane.
Metroids have two pairs of mandibles, one for gripping their prey while the other extracts its life energy. These mandibles have the ability to drain energy immediately after hatching. When a considerable amount of life energy is extracted by a Metroid, it grows in size. Immediately after hatching, Metroids have the ability to hover in the air, by using kinetic energy stored in their body. As they metamorphose into other forms, they gain limbs as well as weight, so a Metroid's ability to fly is lessened whereas strength and defense are gained.
Metroids are vicious predators with no natural enemies. Once attached to their prey, they are very difficult to dislodge and will otherwise drain their victim completely, killing it. They have an endless appetite and will feed on any and all living creatures they come across, with the single exception of their own species. This immense threat is compounded by their invulnerability to most forms of weaponry. Their only weakness is a sensitivity to extremely cold temperatures. Once their membrane is frozen it can be shattered by concussive weaponry (such as missiles), killing the Metroid.
The evolution of a Metroid can be found here.
- More info on specific evolutions of the Metroid can be found here. There are various forms of a Metroid, you see. First, you have Metroid Eggs, out of which hatch Metroid Larvae, which soon become the most well-known Metroids. After that, they may transform into Alpha, Gamma, Zeta and Omega Metroids, in order of transformation. Each transformation requires more energy to have been drained from more victims.
Parapsyche
Parapsyches are an alien species of floating, psychic creatures resembling a floating, brain-like sac with dangling tentacles, narrow, nearly indistinguishable eyes, and insectile jaws. These swollen multi-limbed monsters feed on the mental energies of other sentient races. They prefer to taste the emotions of fear and pain, and so spend their time around war-zones and other sites of suffering. If they can find no one in the emotional state that they savor, a Parapsyche will find a victim and attack them with blasts of concentrated psychic force. The pain and confusion this causes are—quite literally—food and drink to the evil monster. Unfortunately, Parapsyches arecapable of surviving in the most hostile environments and so can be found practically anywhere. Fortunately, their fleshy bodies offer little resistance to concussive weaponry such as shotguns and missiles.
Sangheili
The Sangheili are a race of very fierce, proud, strong, intelligent warriors, and skilled combat tacticians known to most humans as the Elites. Sangheili are at least 8' 6" tall, look like a lizard or a Theropod, except for their jaws, which are four separate mandibles attached to their face. Their hands end in two fingers and two thumbs, and their feet end in hooves. The Elites’ history is rife with combat, and due to their culture, Elites have a high respect for humans, despite their lesser development, saying that they are tenacious, that their technology is limited but useful, and that they were excellent strategists. Though there were plenty of initial friction between the Elites and the humans, they have resolved their differences and now co-exist peacefully in Ymaggion, and it is not uncommon to see Elites in city streets. The Elites are attributed for strength and intelligence, and are praised for their bravery and respect. Sangheili warriors augment their natural abilities further through use of Elite Personal Energy Shields, integrated into their armor and they are commonly seen with Plasma Rifles, Carbines, Needlers, and sometimes Energy Swords, and find the usage of human and Brute weaponry distasteful, and often will be seen fighting with their hands and feet, despite being able to pick up a human rifle next to them.
Space Pirate
Space Pirates are a sentient aggressor species that appear throughout the Galaxy. They are the most common alien species to appear on Ymaggion, and are one of the prime enemies of its various governments, as well as the Staff, having a particular dislike and fear of the Nintendo Administrator, Samus Aran. Space Pirates are known to build bases in remote locations on Ymaggion, and have a large number of ships in space just outside of orbit. They are a very advanced and highly intelligent race, having delved into the sciences of cloning and genetic manipulation. They are known to integrate stolen technologies into their own, augmenting their strength. Space Pirates will zealously support any causes that will strengthen their race and organization, regardless of cost: this has lead to various projects developing Metroids as a viable weapon, Phazon-based mutation to create an elite breed of unstoppable soldiers, and various other projects that endanger human lives. The pirates are merciless to those who break their rules. There are many posted warnings threatening execution for various reasons, and disloyal militia often end up killed and eaten by their superiors. Several scan data entries reveal that when a Pirate does not follow orders they are "promptly shot." However, they do appear to allow free speech, as several cracked terminals have shown documents in which Space Pirates have expressed criticism of High Command or their ever-elusive and mysterious Science Team.
Their species has a wide range of morphological variations. They have been seen to have lobster-like claws in some appearances, but ordinary three-fingered hands at other times. Even the arrangement of these fingers varies between two fingers and a thumb to one finger and two thumbs. Some documents imply that the claws are simply gauntlet-style guns that fit over the fingered hands, but some other media depicts the claws as a natural formation. Additionally, while some encounters have shown them as having reptilian or fish-like maws, others give them beaks, while still others feature bug-like mandibles; this has led some to believe that the Space Pirate Legions are actually a collective, in other words, various intelligent alien species forming the terrifying Legions, but has never been confirmed. It is unknown which of the previously mentioned variations, if any, is their 'basic' form, but scans from bioanalysis equipment, as well as interviews with various scientists who have studied their species, do indicate that there is only one species of pirate, despite their varied forms. They have levels of alkaloids in their systems, and these alkaloids can be used to track and find them. This may also be a defensive evolutionary attribute, considering that their Homeworld is always showered by acid rain. Space pirates have been seen as being able to cling to ceilings to ambush unwary prey and crawl through tight spaces such as tunnels. They also seem to move faster than the average human as well as being physically stronger than the average human. An important trait of the space pirates which has led to several problems for them is their avarice of power and technology. They have been known to tamper with their own genome, as well as other creatures, to create stronger versions of the original evidenced by the use of Phazon to create the Elite Pirates, Phazon Elite, and Omega Pirate. They also experiment with foreign technology. Successful experiments include the beam troopers that utilize elemental beam weaponry and the use of Federation weaponry on the elite pirates. Unsuccessful experiments include the attempt to replicate Samus’ Morph Ball technology, which caused several fatal disfigurations on the test subjects that used the technology.
Vortigaunt
The Vortigaunts are a benevolent race of aliens from the world of Xen. This race was once enslaved by a creature known as the Nihilanth, but have since been freed and are now allied with the humans. Vortigaunts are very intelligent and social creatures, and often display these traits. They are often seen in pairs or groups, and are capable of developing intelligent strategies. When faced with a superior enemy, Vortigaunts will often run away from the scene, and if possible, will group together with others to form a stronger force. In battle, Vortigaunts are capable of wielding psychically-generated electricity, which is extremely potent against living creatures. This electricity can also be used to power mechanical devices such as generators, and is also able to siphon off the lifeforce of their victims.
Vortigaunts possess their own method of vocal communication, known as "flux shifting". This method of communication involves both speakers vocalizing at the same time, which separates it from all known human languages. According to the Vortigaunts, flux shifting cannot be understood by "those whose Vortal inputs are impaired", which may suggest that other inaudible components are involved, perhaps explaining why it is incomprehensible to humans. Another explanation is that they are subtly suggesting - via the use of the word 'impaired' - that the senses of humans are not quite as 'advanced' as theirs.
Vortigaunts have learned to speak the human language. The Vortigaunts' use of English is slightly strange, however, as they use archaic, even Shakespearean, words and grammatical structures which are largely obsolete amongst present-day human speakers. It is not known whether this is a lack of understanding or a deliberate choice on their part.
Based on comments made by members of their species, it seems that Vortigaunts has endured slavery for many generations, and enforced servitude appears to have formed the bedrock of Vortigaunt history and culture up to the events of their liberation. Vortigaunts have many traditions, including an apparent oral tradition of passing down poetry and songs from generation to generation. They believe in a binding life-force which they call the "Vortessence," which could be a religion or a popular belief. They believe Vortessence is the fabric of the universe, made of vortal cords, of which everything is woven (and therefore everything is connected). The Vortigaunts are able to read and control this force for their electrical powers, nearly hive-mind telepathy and, likely, their ability to take power from objects. They are also able to use the Vortessence to heal wounds to an extent, and keep the dying from dying . They can use their powers coupled with the extract of Antlion larvae to bring the nearly dead back to life, though this is not something they can do on their own, requiring them to have the presence of another member of the species they are resurrecting. Due to their use of this force, which remains untapped by the human species, the Vortigaunt species is capable of a form of telepathy, at least amongst their own kind. One particular comment made by a Vortigaunt--"We have lost all dear to us"--suggests that the Vortigaunts have lost their home world and civilization, yet are determined to start again alongside the human race on Earth. There also seems to be a possibility, based on phrases uttered by the members of their species that Vortigaunts have a collective consciousness through time and space, and that each moment through time appears to them as one.
Yautja
The Yautja, known more commonly as Predators, are a race of intergalactic huntsmen, fierce and proud warriors who seek out the strongest of prey to hunt. They stand anywhere between eight to nine feet in height, covered in thick, mottled skin, and clawed hands and feet. Their heads feature four-pronged mandibles, violent, human-like eyes, and long dreadlocks. Within their veins flows a luminescent green blood. Predators often hunt alone or in extremely small groups, and are most often found in remote jungles and rainforests, where they utilize the foliage to stay off the ground and stalk their prey. Sometimes, their hunts take them into cities with tall buildings, where they become dangerous menaces to civilians, the Angel Police, and criminals: at these times, they are often responsible for many gruesome murders and player deaths.
The incredible strength and vitality of these beings that of normal humans, and they possess keen senses that keep them alert almost constantly. Predators possess infrared vision as their natural form of vision, and are capable of imitating human speech to an extent when luring their victims into traps. Despite their size, these aliens are extremely quick and agile, which, combined with their strength, make them very dangerous enemies.
Predators wield a vast array of advanced technology for use in the hunt. Among them, three devices are infamous for their kind. The first one is a personal cloaking device, which bends light around the Predator and makes them virtually invisible to the naked eye. The cloak can last indefinitely, and be used while in combat, as it keeps blood on the skin from wounds invisible, and does not fluctuate with wild movements. The cloak has a particular weakness to water, as when wet, the cloaking device will short out and emit an electrical discharge that causes the cloak to waver until it is shut off. At such times, it must be replaced before it can be used again. The second device is a shoulder-mounted plasma cannon, typically mounted on the left shoulder of the creature. This weapon is laser-guided by the Predator's helmet, and can fire small, but powerful, penetrating bursts of plasma energy that easily pierces through most types of armor. The third device that is well known is a wrist-mounted computer, which controls various functions, but most importantly, contains an extremely powerful self-destruct device. After a thirty-second countdown, the device explodes with the force of a thermonuclear bomb, wiping out up to three hundred city blocks. Besides these three devices, a Predator wields a small array of weapons, including throwing disks, retractable spears, and arm blades, and have been known to modify their shoulder cannons into rudimentary plasma pistols if they become damaged to an extent. They also carry a set of medical supplies. These supplies are often used in conjunction with native materials, as part of their hunting regime. Among the various medications they can create are formulas to prevent infection from amputations and bullet wounds, and stimulants to increase their survivability rate when retreating from a hunting ground. Predators wear a minimal amount of armor--the most is a helmet that conceals their face. This helmet extends the array of visual spectrums they can see in, including ultraviolet, thermal, and X-ray vision. The helmet also contains the tracking system for the shoulder-mounted cannon.
The Yautja live in an honor-bound society that revolves around the hunt. One Predator will single out multiple targets and hunt each of them down, one-by-one, rarely ever engaging against multiple opponents at once. Oftentimes, there may be other Predators around, observing the hunt, but these observers will not interfere with the hunt. In the event that the Predator falls in battle to its prey, the observing Predators will not assault the victor--they would, in fact, congratulate him or her in their own special way and even reward them with a trophy from a prior hunt, oftentimes a collected weapon or trinket. Predators do not targets that have no means in which to defend themselves with, pregnant women, and children, considering such actions to be unsporting.
Trophy collection is extremely common with Predators. Upon killing the targeted prey, a Yautja Predator will decapitate and skin the victim, and take the skull and spine as a trophy, to be kept on its person until it can be delivered to its ship. Valuable weapons or trinkets will, likewise, be kept by the Predator. The remains of the victim, on the other hand, is usually dressed up and hung off of the ground to prevent scavengers from feeding on the body.
Antlion
Antlions are a race of voracious, insect-like creatures from the world of Xen. They are social creatures which live in large underground colonies, and their society is made up of a number of different strains which serve different roles. They typically make their colonies in areas where there is soft soil or sand that they can burrow through, such as near coasts or in mountain foothills. Antlions are rapacious pack predators. Their favored method of accosting prey is to bury themselves in soft sand, sense for vibrations in the sand, then emerge and ambush the intruder. They usually form swarms so large that even a well-armed opponent will be quickly overwhelmed. Although they are blind they are extremely sensitive to vibration, which allows them to follow their enemies wherever they go once detected. This sensitivity can be turned against them; thumpers, machines which pound the ground rhythmically, overload their senses and prevents them from advancing on prey near them. Common Antlions are the most visible element of a larger Antlion society, most of which is kept hidden in fiercely defended underground nests. It is not clear how Antlions breed. Antlions have a spawning season, but whether Antlions mate separately, have a queen/drone system or practice something completely alien to Earth sensibilities is not known. Their young begin life as larvae in blue honeycombs similar to those of bees. The extract of these larvae is highly prized by the Vortigaunts for its healing properties. These larvae grow into large grubs, which are attended to and protected by Antlion Workers and Antlion Guardians. Within this system common Antlions presumably serve as hunter gatherers. Inside their nests decomposed bodies can often be discovered, trapped in the viscous silk the grubs produce, and some of their deepest chambers are pooled with blood.
Common Antlions have four legs, are about waist high compared to a fully grown man, and are normally tan coloured with tints of green, purple, and yellow. Underneath its carapace are wings which allow it to fly short distances. Antlions have a triangular shaped head which possess sharp mandibles. Antlions do not have eyes, and instead rely on keen senses of smell and vibration. They attack with their sharp claws and teeth. Those fleeing on foot or seeking higher ground will find no sanctuary from them; they will fly at opponents above or a distance away from them. They will fearlessly attack and pursue their target regardless of hazards they are faced with, and will continue charging even as fellow Antlions die in front of them. This includes charging into moving vehicles and into water, despite the fact they cannot swim. Antlions are both fiercely territorial and invasive. They will sweep into territory neighbouring if it is not properly protected.
Antlion workers are the creatures that tend to the colonies themselves, tending to and protecting the grubs. They produce a corrosive acid (which is also a neurotoxin) which they use to create tunnels for the nest and also to ward off attackers. Like regular Antlions, workers can fly short distances; however, their wings are smaller, so workers cannot fly as far as regular Antlions. Antlion workers primarily attack by hurling 'spitballs' of neurotoxin at foes from a distance with great accuracy, similar to Bullsquids. If caught up close they will attack with their claws, but they usually prefer to use their more powerful ranged attack and will often retreat if their attacker gets too close. These factors combine to make the Antlion worker an uncommonly standoffish foe. When killed, Antlion Workers explode in a shower of acid inflicting considerable splash damage on anything within range.
The Antlion Guard, often called Myrmidonts by Vortigaunts, are much larger and stronger than common Antlions, towering over humans, and are very formidable foes. Within the Antlion society, the Guards are used to defend the large catacombs of Antlion eggs. Much like a bull from Earth, the Antlion Guard is able to bash into objects with great force in a combination charging head-butt attack, thanks to its size. The power of the Antlion Guards' strikes can easily knock aside anything or anyone unfortunate enough to be in their way. When they confront the player, they often try to strike him with their heads. However, they will utilize environmental objects as projectiles by ramming them with full velocity. Antlion Guards can take a lot of damage, and it normally requires a large amount of damage to bring one down. Antlion Guards are known to smash through walls and even fellow Antlions to kill enemies it is pursuing. Common Antlions defer overall leadership to Antlion Guards, who direct them through the use of pheromones. Harvesting pheromone pods (through an unhygienic extraction method practiced by Vortigaunts) from the body of an Antlion Guard will allow a user to control Antlions. Users can command Antlions to follow by applying pressure to the pod. The user can also make Antlions move to a certain spot by throwing the pod to that spot. These pods do not provide protection against other Antlion Guards.
A variation of the Antlion Guard is the Antlion Guardian. These creatures are the most dangerous of the known Antlions, featuring a different coloration and capable of generating its own bioluminescence. They are much stronger and faster than normal Antlion Guards, and also excrete a lethal neurotoxin in their attacks, which disables the victim unless an antidote is administered. Each Antlion hive has one Guardian that lurks near the larval clusters. The Guardian patrols the "Nectarium" (center of the nest), keeping watch for nest raiders. Guardians are extremely protective of Antlion Grubs, the extract of which is used by Vortigaunts to manipulate the Vortessence, and will ferociously attack intruders in order to protect them. Should someone enter the Nectarium for larval extract, the Guardian will attack and may pursue the thieves for some distance. If the Guardian is slain, the body emits an unusual pheromone that renders stolen larval extract useless to Vortigaunts. As such, when Vortigaunts proceed into the nests, they make sure to leave the Guardian alone.
Antlion grubs are the young of the Antlions. The grubs are maggot-like creatures, emitting a high chirping call and bioluminescence similar to that of a firefly. They are found only inside Antlion colonies, and can be seen hanging on any available surfaces, often in groups of two or more. They are extremely fragile, able to be slain with the weakest of attacks. Human remains are sometimes found scattered on the ground near grubs, suggesting that they are carnivorous and are presumably provided with food by mature Antlions. Grubs exude a filmy thread, similar to that of a silkworm but on a much larger scale. As seen in the Victory Mine, this web often blocks whole passageways. Every Antlion in the nest will protect grubs fiercely. Grubs contain a yellow 'nugget' substance with healing properties. Killing the grub releases said nugget, which vary in size. How much the substance heals is dependent upon the user's health condition.
Headcrab
Headcrabs are a parasitic alien species from the world of Xen. Though relatively low on the food chain on their home planet, Headcrabs are incredibly dangerous to humans in the foreign environment of Ymaggion. Although small, slow-moving, relatively weak on its own, and even seemingly harmless with its tip-toe like gait, the Headcrab has the ability to quickly leap long distances using its hind legs, while tilting upwards to face its mouth towards its target, inflicting minor injury with its claws, legs, and teeth. Its main goal, however, is to attach itself onto an appropriate host's head. Once attached, they take control of the host's nervous system by tearing open the skull with its beak and digging into the brain, creating a Headcrab Zombie.
Headcrabs have two separate sub-species that exhibit different abilities than the standard headcrab. The Fast Headcrab looks much slimmer and more agile than a normal headcrab, having thinner, almost spider-like legs. They also have slightly less bulky bodies and, surprisingly, do not have a "beak" like other headcrab variants are known to have. Fast headcrabs share many of the vocalisations of the standard headcrab. Examined up close, fast headcrabs have wart-like bumps on their skin in certain areas. The legs of a fast headcrab also have elongated claws, which as well as serving as weapons and a means to latch on to surfaces, waiting to attack unsuspecting prey.
The Poison Headcrab is the more dangerous of the three species of Headcrab. At walking pace, the poison Headcrab is the slowest of the Headcrabs, but will run faster than a normal Headcrab if injured or under attack. Poison Headcrabs move slowly and cautiously when maneuvering but will leap with incredible speed and height with an angry squeal when it has a clear line of sight to a suitable host. This is possibly an ambush tactic, to poison the target so it can leap on the disorientated victim. Another way the poison headcrabs find players, is by whistling. Poison Headcrabs are made dangerous by an extremely potent neurotoxin that they excrete from their beak, which disables a victim and bring them to the brink of death, unless an antidote is administered, which is especially dangerous if other threats are present.
Rarely, after much time, Headcrabs will evolve into the gigantic and dangerous Gonarch. Gonarchs are the progenitors of the headcrabs. Very little is known about a Gonarch's life cycle. What is known is that a Gonarch is the last stage of a Headcrab's life and that very few Headcrabs reach this stage. While appearing very similar to a Headcrab's anatomy there are a few differences. Gonarchs are supported by four razor sharp limbs. Standing at several meters tall, they dominate Gordon in size and power. Gonarchs are easily one of the largest and toughest known creatures from Xen. Heavily armored with an exoskeleton, they can take massive amounts of projectile and explosive damage, taking even more explosive damage to kill than a Gargantua.
The large bag of flesh which hangs from the creature, commonly referred to as its "sac", seems to be a reproductive housing. During battle, it releases underdeveloped baby Headcrabs at a rapid rate. These baby Headcrabs, while mostly harmless, can be greatly troublesome en masse. Nothing is currently known about how Gonarchs reproduce. While Gonarchs appear to be mindless breeding machines, there is some evidence that they can feel emotion of some kind. When one of its offspring is killed, it will make an unusual and sad-sounding cry, suggesting it mourns for its dead young. Gonarchs are known to make other noises as well--most notably, when they are angry or injured, they will emit a loud cry, very similar to that of an elephant. Just as with Headcrabs, Gonarchs seem to have an apparent lack of sensory organs, which suggests that their movement is based on touch and sensing vibrations. During combat, it never comes close to running off the edge of any elevated surface it might be on. This suggests that Gonarchs may retain memories of their surroundings, or perhaps lay scent markers to warn themselves of obstacles or edges. Even without any apparent sensory organs, a Gonarch can home in on its prey within seconds, further suggesting that perhaps vibrations and scents play a key role in a Gonarch's life (much like a spider which lays webbing and feels vibrations from the web to catch prey). Gonarchs also have an apparent lack of a "head" structure, suggesting that any brain may be burrowed deep within the armored exoskeleton for further protection. While no Gonarch has been observed ingesting any material, it does not appear to have a mouth of any sort, which brings into question its diet and method of eating. Entering a Gonarch's lair results in immediate attack, suggesting that they are highly territorial creatures, that they are highly protective of their young, or both. They attack by charging at their victim, then attempting to puncture them with their massive legs. They also have somewhat of a ranged attack, by forcing yellowish balls of acidic material from the top of their shells, which they hurl through the air like mortars, raining down upon the victim. With all their traits combined, Gonarchs prove to be skilled at defending themselves and their young, and are one of the toughest enemies Gordon faces in Xen. Upon death, a Gonarch explodes violently.
Jiralhanae
The Jiralhanae are a race of savage, ape-like extraterrestrials, often called Brutes by other races. Brutes stand at roughly nine feet in height, with thick gray skin covered in coarse, shaggy brown fur that turns gray with age, and have hands and feet that end with three digits and a thumb on their hands, and only two digits on their feet. They possess incredible strength thanks to their native environment, which had gravity twice as strong as Ymaggion’s. Their history is rife with conflict and warfare, often in civil war with one another, when they don’t have their attention set on humans and Sangheili, their mortal enemies. Despite their violent nature, Brutes are not as mentally slow as they appear, and have developed their own technology, and are fairly cunning tacticians. As such, they can pilot vehicles, ships, and command both land-based and fleet encounters with strategic competence, if lacking in artistic flair.
Brutes often adorn their weaponry and vehicles with spikes and blades, making them deadly both in melee and ranged combat: their firearms tend to be large, rapid, and explosive in nature. They will, however, incorporate favorable technologies into their own, and have have a strange fondness for modern human weaponry.
Brutes generally travel in packs of four to six, with the eldest Brute in charge. When all of their pack-mates have been killed, a remaining lone Brute will fly into an uncontrollable, animalistic rage, dropping their weapons and charging towards the enemy, relying on their tremendous strength to decimate their opponents.
Mantid
The Mantids are highly intelligent insectoid creatures from a distant galaxy. They are part of a collective society where the individual has no identity. Highly structured and absolutely fearless, the Mantids are an extremely fierce enemy. Different types of Mantids possess unique offensive and defensive capabilities. The members of this alien race are broken down into three separate castes: the Workers, the Drones, and the Soldiers. The Mantids live in a Hive that is hidden somewhere in Ymaggion, which only the military knows the location of, as they constantly monitor it in case of any threat of war from them.
Workers are the smallest Mantids, with four legs and two arms, growing about half the size of a human. They maintain the Hive's workings, gathering food and tending to the young. They do not attack others in the Hive automatically, only growing agitated if people enter brooding chambers, and attacking if they harm the larvae they are tending to.
Drones compose the bulk of the Mantid population. They are tall, green-skinned, four-armed warriors armed with heavy blasters and an aggressive nature. They serve as search-and-destroy units, venturing far from the hive in times of need in order to locate food supplies. Drones are equipped with jet packs that allow them to fly to areas that may otherwise be inaccessible to them. Jet packs allow the Drones to make fast getaways, as well as plan coordinated ambushes.
Soldiers are massive, armored behemoths, and are the single most dangerous members of the Mantid colony. Huge, fast, and extremely dangerous, the Mantid Soldiers can make short work of even the most dangerous opponent, armed with heavy blasters and grafted energy cannons in their shoulders. Their heavy exoskeletons protect the Soldiers from many weapons, making them extremely difficult to kill.
Metroid
The body of a Metroid - in its most common, larval state - consists of a thick, gelatinous, transparent membrane, resembling a jellyfish. Enclosed in this membrane are four red, raspberry-shaped nuclei which rest in a pyramid shape in the central part of the body. Each nucleus has many thick, neuron-like branches that connect it to its outer membrane.
Metroids have two pairs of mandibles, one for gripping their prey while the other extracts its life energy. These mandibles have the ability to drain energy immediately after hatching. When a considerable amount of life energy is extracted by a Metroid, it grows in size. Immediately after hatching, Metroids have the ability to hover in the air, by using kinetic energy stored in their body. As they metamorphose into other forms, they gain limbs as well as weight, so a Metroid's ability to fly is lessened whereas strength and defense are gained.
Metroids are vicious predators with no natural enemies. Once attached to their prey, they are very difficult to dislodge and will otherwise drain their victim completely, killing it. They have an endless appetite and will feed on any and all living creatures they come across, with the single exception of their own species. This immense threat is compounded by their invulnerability to most forms of weaponry. Their only weakness is a sensitivity to extremely cold temperatures. Once their membrane is frozen it can be shattered by concussive weaponry (such as missiles), killing the Metroid.
The evolution of a Metroid can be found here.
- More info on specific evolutions of the Metroid can be found here. There are various forms of a Metroid, you see. First, you have Metroid Eggs, out of which hatch Metroid Larvae, which soon become the most well-known Metroids. After that, they may transform into Alpha, Gamma, Zeta and Omega Metroids, in order of transformation. Each transformation requires more energy to have been drained from more victims.
Parapsyche
Parapsyches are an alien species of floating, psychic creatures resembling a floating, brain-like sac with dangling tentacles, narrow, nearly indistinguishable eyes, and insectile jaws. These swollen multi-limbed monsters feed on the mental energies of other sentient races. They prefer to taste the emotions of fear and pain, and so spend their time around war-zones and other sites of suffering. If they can find no one in the emotional state that they savor, a Parapsyche will find a victim and attack them with blasts of concentrated psychic force. The pain and confusion this causes are—quite literally—food and drink to the evil monster. Unfortunately, Parapsyches arecapable of surviving in the most hostile environments and so can be found practically anywhere. Fortunately, their fleshy bodies offer little resistance to concussive weaponry such as shotguns and missiles.
Sangheili
The Sangheili are a race of very fierce, proud, strong, intelligent warriors, and skilled combat tacticians known to most humans as the Elites. Sangheili are at least 8' 6" tall, look like a lizard or a Theropod, except for their jaws, which are four separate mandibles attached to their face. Their hands end in two fingers and two thumbs, and their feet end in hooves. The Elites’ history is rife with combat, and due to their culture, Elites have a high respect for humans, despite their lesser development, saying that they are tenacious, that their technology is limited but useful, and that they were excellent strategists. Though there were plenty of initial friction between the Elites and the humans, they have resolved their differences and now co-exist peacefully in Ymaggion, and it is not uncommon to see Elites in city streets. The Elites are attributed for strength and intelligence, and are praised for their bravery and respect. Sangheili warriors augment their natural abilities further through use of Elite Personal Energy Shields, integrated into their armor and they are commonly seen with Plasma Rifles, Carbines, Needlers, and sometimes Energy Swords, and find the usage of human and Brute weaponry distasteful, and often will be seen fighting with their hands and feet, despite being able to pick up a human rifle next to them.
Space Pirate
Space Pirates are a sentient aggressor species that appear throughout the Galaxy. They are the most common alien species to appear on Ymaggion, and are one of the prime enemies of its various governments, as well as the Staff, having a particular dislike and fear of the Nintendo Administrator, Samus Aran. Space Pirates are known to build bases in remote locations on Ymaggion, and have a large number of ships in space just outside of orbit. They are a very advanced and highly intelligent race, having delved into the sciences of cloning and genetic manipulation. They are known to integrate stolen technologies into their own, augmenting their strength. Space Pirates will zealously support any causes that will strengthen their race and organization, regardless of cost: this has lead to various projects developing Metroids as a viable weapon, Phazon-based mutation to create an elite breed of unstoppable soldiers, and various other projects that endanger human lives. The pirates are merciless to those who break their rules. There are many posted warnings threatening execution for various reasons, and disloyal militia often end up killed and eaten by their superiors. Several scan data entries reveal that when a Pirate does not follow orders they are "promptly shot." However, they do appear to allow free speech, as several cracked terminals have shown documents in which Space Pirates have expressed criticism of High Command or their ever-elusive and mysterious Science Team.
Their species has a wide range of morphological variations. They have been seen to have lobster-like claws in some appearances, but ordinary three-fingered hands at other times. Even the arrangement of these fingers varies between two fingers and a thumb to one finger and two thumbs. Some documents imply that the claws are simply gauntlet-style guns that fit over the fingered hands, but some other media depicts the claws as a natural formation. Additionally, while some encounters have shown them as having reptilian or fish-like maws, others give them beaks, while still others feature bug-like mandibles; this has led some to believe that the Space Pirate Legions are actually a collective, in other words, various intelligent alien species forming the terrifying Legions, but has never been confirmed. It is unknown which of the previously mentioned variations, if any, is their 'basic' form, but scans from bioanalysis equipment, as well as interviews with various scientists who have studied their species, do indicate that there is only one species of pirate, despite their varied forms. They have levels of alkaloids in their systems, and these alkaloids can be used to track and find them. This may also be a defensive evolutionary attribute, considering that their Homeworld is always showered by acid rain. Space pirates have been seen as being able to cling to ceilings to ambush unwary prey and crawl through tight spaces such as tunnels. They also seem to move faster than the average human as well as being physically stronger than the average human. An important trait of the space pirates which has led to several problems for them is their avarice of power and technology. They have been known to tamper with their own genome, as well as other creatures, to create stronger versions of the original evidenced by the use of Phazon to create the Elite Pirates, Phazon Elite, and Omega Pirate. They also experiment with foreign technology. Successful experiments include the beam troopers that utilize elemental beam weaponry and the use of Federation weaponry on the elite pirates. Unsuccessful experiments include the attempt to replicate Samus’ Morph Ball technology, which caused several fatal disfigurations on the test subjects that used the technology.
Vortigaunt
The Vortigaunts are a benevolent race of aliens from the world of Xen. This race was once enslaved by a creature known as the Nihilanth, but have since been freed and are now allied with the humans. Vortigaunts are very intelligent and social creatures, and often display these traits. They are often seen in pairs or groups, and are capable of developing intelligent strategies. When faced with a superior enemy, Vortigaunts will often run away from the scene, and if possible, will group together with others to form a stronger force. In battle, Vortigaunts are capable of wielding psychically-generated electricity, which is extremely potent against living creatures. This electricity can also be used to power mechanical devices such as generators, and is also able to siphon off the lifeforce of their victims.
Vortigaunts possess their own method of vocal communication, known as "flux shifting". This method of communication involves both speakers vocalizing at the same time, which separates it from all known human languages. According to the Vortigaunts, flux shifting cannot be understood by "those whose Vortal inputs are impaired", which may suggest that other inaudible components are involved, perhaps explaining why it is incomprehensible to humans. Another explanation is that they are subtly suggesting - via the use of the word 'impaired' - that the senses of humans are not quite as 'advanced' as theirs.
Vortigaunts have learned to speak the human language. The Vortigaunts' use of English is slightly strange, however, as they use archaic, even Shakespearean, words and grammatical structures which are largely obsolete amongst present-day human speakers. It is not known whether this is a lack of understanding or a deliberate choice on their part.
Based on comments made by members of their species, it seems that Vortigaunts has endured slavery for many generations, and enforced servitude appears to have formed the bedrock of Vortigaunt history and culture up to the events of their liberation. Vortigaunts have many traditions, including an apparent oral tradition of passing down poetry and songs from generation to generation. They believe in a binding life-force which they call the "Vortessence," which could be a religion or a popular belief. They believe Vortessence is the fabric of the universe, made of vortal cords, of which everything is woven (and therefore everything is connected). The Vortigaunts are able to read and control this force for their electrical powers, nearly hive-mind telepathy and, likely, their ability to take power from objects. They are also able to use the Vortessence to heal wounds to an extent, and keep the dying from dying . They can use their powers coupled with the extract of Antlion larvae to bring the nearly dead back to life, though this is not something they can do on their own, requiring them to have the presence of another member of the species they are resurrecting. Due to their use of this force, which remains untapped by the human species, the Vortigaunt species is capable of a form of telepathy, at least amongst their own kind. One particular comment made by a Vortigaunt--"We have lost all dear to us"--suggests that the Vortigaunts have lost their home world and civilization, yet are determined to start again alongside the human race on Earth. There also seems to be a possibility, based on phrases uttered by the members of their species that Vortigaunts have a collective consciousness through time and space, and that each moment through time appears to them as one.
Yautja
The Yautja, known more commonly as Predators, are a race of intergalactic huntsmen, fierce and proud warriors who seek out the strongest of prey to hunt. They stand anywhere between eight to nine feet in height, covered in thick, mottled skin, and clawed hands and feet. Their heads feature four-pronged mandibles, violent, human-like eyes, and long dreadlocks. Within their veins flows a luminescent green blood. Predators often hunt alone or in extremely small groups, and are most often found in remote jungles and rainforests, where they utilize the foliage to stay off the ground and stalk their prey. Sometimes, their hunts take them into cities with tall buildings, where they become dangerous menaces to civilians, the Angel Police, and criminals: at these times, they are often responsible for many gruesome murders and player deaths.
The incredible strength and vitality of these beings that of normal humans, and they possess keen senses that keep them alert almost constantly. Predators possess infrared vision as their natural form of vision, and are capable of imitating human speech to an extent when luring their victims into traps. Despite their size, these aliens are extremely quick and agile, which, combined with their strength, make them very dangerous enemies.
Predators wield a vast array of advanced technology for use in the hunt. Among them, three devices are infamous for their kind. The first one is a personal cloaking device, which bends light around the Predator and makes them virtually invisible to the naked eye. The cloak can last indefinitely, and be used while in combat, as it keeps blood on the skin from wounds invisible, and does not fluctuate with wild movements. The cloak has a particular weakness to water, as when wet, the cloaking device will short out and emit an electrical discharge that causes the cloak to waver until it is shut off. At such times, it must be replaced before it can be used again. The second device is a shoulder-mounted plasma cannon, typically mounted on the left shoulder of the creature. This weapon is laser-guided by the Predator's helmet, and can fire small, but powerful, penetrating bursts of plasma energy that easily pierces through most types of armor. The third device that is well known is a wrist-mounted computer, which controls various functions, but most importantly, contains an extremely powerful self-destruct device. After a thirty-second countdown, the device explodes with the force of a thermonuclear bomb, wiping out up to three hundred city blocks. Besides these three devices, a Predator wields a small array of weapons, including throwing disks, retractable spears, and arm blades, and have been known to modify their shoulder cannons into rudimentary plasma pistols if they become damaged to an extent. They also carry a set of medical supplies. These supplies are often used in conjunction with native materials, as part of their hunting regime. Among the various medications they can create are formulas to prevent infection from amputations and bullet wounds, and stimulants to increase their survivability rate when retreating from a hunting ground. Predators wear a minimal amount of armor--the most is a helmet that conceals their face. This helmet extends the array of visual spectrums they can see in, including ultraviolet, thermal, and X-ray vision. The helmet also contains the tracking system for the shoulder-mounted cannon.
The Yautja live in an honor-bound society that revolves around the hunt. One Predator will single out multiple targets and hunt each of them down, one-by-one, rarely ever engaging against multiple opponents at once. Oftentimes, there may be other Predators around, observing the hunt, but these observers will not interfere with the hunt. In the event that the Predator falls in battle to its prey, the observing Predators will not assault the victor--they would, in fact, congratulate him or her in their own special way and even reward them with a trophy from a prior hunt, oftentimes a collected weapon or trinket. Predators do not targets that have no means in which to defend themselves with, pregnant women, and children, considering such actions to be unsporting.
Trophy collection is extremely common with Predators. Upon killing the targeted prey, a Yautja Predator will decapitate and skin the victim, and take the skull and spine as a trophy, to be kept on its person until it can be delivered to its ship. Valuable weapons or trinkets will, likewise, be kept by the Predator. The remains of the victim, on the other hand, is usually dressed up and hung off of the ground to prevent scavengers from feeding on the body.