==============
[5.5] Morlocks
==============
Morlocks are mutants who feel shunned by society and have taken up
residence in the sewers of New York City. They derive their name from the
race of underground dwellers in H. G. Wells' novel, "The Time Machine".
[5.5.1] Morlock Brute
---------------------
Health: 150
Resistances: Phsyical
Powers: Concussion slam
XP: 67
Brutes, along with Claws, are the basic troops of the Morlocks. Brutes are
strong and can take a beating. Ranged energy attacks, especially in combos,
are the best way to dispose of them.
[5.5.2] Morlock Claw
--------------------
Health: 150
Resistances: Energy
Powers: Throws projectiles, can stun
XP: 51
Claws are quite agile, and jump around a lot. They won't close with you too
often, preferring to stay at a distance and hit you with their projectile
attack. Your best bet is some type of holding/slowing power to keep them
immobile while you beat up on them.
[5.5.3] Morlock Goth
--------------------
Health: 100
Resistances: Mental
Powers: Revives fallen Morlocks, teleportation
XP: 91
Goths are very nasty, not so much because they are hard to take down,
they're actually quite easy. Rather, it's their ability to revive their
fallen comrades that makes them such a threat. They lurk in the corners and
out of the way, and you usually won't know they are there until the guy you
just took down starts glowing green and gets back up. That's when you go
Goth hunting. Any time you are fighting Morlocks, try and locate the Goth.
You'll be happy you did.
[5.5.4] Morlock Blade
---------------------
Health: 250
Resistances: Energy
Powers: Throws spikes, can stun
XP: 159
The Blade is a stronger version of the Claw first encountered halfway
through the second mission in the Morlock sewers. By the time you run into
them, you can frequently take them out with a single combo attack.
[5.5.5] Morlock Giant
---------------------
Health: 300
Resistances: Physical
Powers: Stunning fist attack
XP: 211
A stronger melee fighter than the Brute, you won't notice much difference
in how easily they go down as you'll be much stronger by the time you
encounter them.
[5.5.6] Morlock Outsider
------------------------
Health: 250
Resistances: Mental
Powers: Revives fallen Morlocks, teleportation
XP: 283
This is the improved version of the Goth. The Outsider is distinguished by
her white hair, so pick her out of the crowd and take her down.
[5.5.7] Morlock Leviathan
-------------------------
Health: 600
Resistances: Physical
Powers: Power smash
XP: 4983
These brutes are Marrow's henchmen in your second fight with her. By this
time they're not much of a challenge to your team; but, if you spend too
much time with them, Marrow can hurt you. Take them out with an Xtreme
power or some wide area-of-effect attacks.
[5.5.8] Marrow's Lieutenant
---------------------------
Health: 500
Resistances: Mental
Powers: Revives fallen Morlocks, teleports
XP: 8859
These are the Morlocks who, during the second battle with Marrow, teleport
in, heal Marrow and her Leviathans and teleport out. You have only a few
seconds to take them out, else they will prolong your fight. Fortunately,
one good combo can take them down. Having Iceman Freeze them will give you
time for one or two more shots.
|
|
|