Several varieties of creatures and machines inhabit SR388. This section focuses on the organic, intelligent life-forms (expect for Metroids, which we cover later).
Hornoad
One of the first creatures you encounter on SR388, Hornoads are simple beasts that look much more ferocious than they are. They hop at you and spit acid (depending on the color of Hornoad), but ultimately you can breathe a sigh of relief when one of these scaly creatures rears its head.
Gullug
Gullugs start as a nuisance and become a full-blown pandemic the farther into SR388 you go. These spike bats force you to Melee Counter far more than any other enemy, which adds a level of chaos to any multiple-monster encounter. They typically stay well out of melee range and attack by pointing their spiked tips in your direction and launching themselves like bullets. A Melee Counter and a shot from your Power Beam are usually all it takes to defeat them, but fighting them with the counter promises to be a headache. Tread lightly when a Gullug is around.
Moheek
Moheeks of the standard purple variety are largely harmless. They skitter about a surface or platform and only try to harm you if you get too close, at which point they perform a short, mild-paced charge attack, which is counterable. Only the pink Electric Moheek sub-species is really dangerous. While both types have electric abilities, the pink variety is almost always found crawling around a platform and can electrify the entire thing, should it feel threatened. A standard Moheek can be avoided, but deal with an Electric Moheek before approaching its platform.
Rock Icicle
Rock Icicles are worm-like creatures with barbs on either side. They live in holes in the ceiling and regularly drop out onto the ground. They aren’t hostile and only do you harm if you happen to be under a burrow when they drop out. These creatures are excellent for recuperating resources in a tight situation.
Tsumuri
Tsumuri are giant snail creatures that use their toxic slime as a defense mechanism. Most Tsumuri you encounter peacefully crawl around their area, only releasing toxic slime when approached. There are, however, the red Stronger Tsumuri that constantly leave behind slime trails, but even these aren’t aggressive. They’re often easily avoided or defeated. If you don’t have a clear path around them, don’t attempt to move forward without defeating them first.
Moto
Motos are some of the more aggressive creatures dwelling inside the planet’s caverns. Their spiked helmets, which look to be made of bone, cover and protect their front half. They’re incredibly territorial and charge at intruders, using their bone spikes as a weapon. To defeat them, get behind them and shoot their unprotected parts. However, a well-timed Melee Counter is often a much more effective means of dispatching them.
Halzyn
Halzyns, like Motos, are aggressive. They fly back and forth within a limited area, surrounded by two halves of a protective shell. When a threat approaches, a Halzyn closes into its shell and smashes up or down, depending on the location of the threat. Damaging them can be tough, since you need to be right under them to shoot their unprotected bodies. You can outrun and outmaneuver them fairly easily, so feel free to avoid them altogether.
Gravitt
Gravitts look an awful lot like moving rocks; the way they bury themselves until only their tips are visible enhances the effect. Their rocky appearance isn’t just for show; they have strong outer shells but move slowly when compared to most other creatures in the planet’s underground. Defeating them requires explosive weaponry.
Ramulken
Some of the most aggressive creatures on SR388, Ramulken look a bit like hermit crabs, but they don’t act like them. They skitter about an area until approached by a threat, at which point they duck into their shells and begin spinning furiously at their target. The meaner sub-species is even worse. Your best bet is to buckle down and aim for that Melee Counter, or run and escape the fight entirely. All other options lead to a long, dangerous fight, especially if multiple enemies are involved.
Paraby
Parabies are small bat creatures that always flock together in large swarms. Their small size makes them a nuisance, but defeating them can net you a lot of resources. Turn on your Lightning Armor and melee-attack them to make short work of the pesky creatures.
Blob Thrower
These massive flowers are impossible to defeat without the Beam Burst. Their size allows them to easily prevent you from progressing, and they have the ability to release Blob Swarms to attack on their behalf. They themselves don’t attack, but the Blob Swarms, if not dealt with quickly, can cause plenty of problems.
Blob Swarm
A swarm-type enemy similar to Parabies, Blob Swarms are flying insects seen coming out of Blob Throwers. If you deal with them and their Blob Throwers quickly, you won’t have much of an issue, but leave these things unchecked and you relearn the meaning of “pest.”
Fleech Swarm
These hives of purple mist-like insects promise to inject much stress into your life. Seeing one is an indication that the next few moments are going to be a mad dash to the nearest water supply. Should you walk near a Fleech Swarm hive, the mist swarms you and persistently deals damage until you take a dip and wash it off. The Lightning Armor is a huge help in mitigating the damage, but without it, expect heaping helpings of pain.
Chute Leech
More cute than deadly, Chute Leeches stick to a surface, then pop up and drift back down with the help of their flat, flappy bodies. If you’re not paying attention, you’ll undoubtedly get hit by one. However, these enemies are more effective as platforms—when shot with a charged Ice Beam shot—than as adversaries.
Drivel
Drivels aren’t terrifying by any means, but they are resilient and can add an extra layer of stress to any multi-creature encounter. These winged beasts fly horizontally around a room, dropping acid on top of you, should you walk under them. They’re easy enough to avoid, but if any other creatures keep you occupied for more than a second, expect a nearby Drivel to take advantage.
Gawron
Gawrons don’t attack so much as destroy themselves in the process of stopping a threat. They live in holes and pop out whenever a predator is nearby (you, in this case). Once the predator is spotted, they shoot themselves at it in order to stop it, obliterating themselves as a result. While this may not be the most practical means of combat, it can chip away your health quite effectively, should you be unlucky enough to approach one of their mounds.
GlowFly
These volatile insects are all too willing to self-destruct in the service of what we assume must be their queen. They make their way from one hole to another with unbreakable focus and singular purpose. Should anything get in their path, their defense mechanism is to explode, dealing heavy damage in the process. Give these creatures a wide berth. If you end up on a collision course with one, shoot them well before they get to you, or suffer the consequences.
Meboid
Like other swarm-type enemies, Meboids don’t actively attack you; they simply swim around watery areas in a fixed route. If you walk into their path, you’ll take damage. Instead, hit them hard with your Lightning Armor melee attack to cut straight through the lot of them. This is an excellent way to replenish your supplies.