THIS DOCUMENT IS COPYRIGHT (C) 2004-2006 PORTABLE MK. ALL RIGHTS RESERVED. _______________________________________________________________________________ Game : MORTAL KOMBAT MYTHOLOGIES: SUB-ZERO : Game Platform : Nintendo 64 & PlayStation : Platform Document : FAQ/Walkthrough * Version 1.1 * 06/21/06 : Document Author : Portable MK : Author _ _ _ __ ___ _ _ _ _ _ _ ___ ____ _ __ _____ _ _ _ _ _ _ ___ _ |\/|/ \|_) | ^ | |/ / \|\/||_) ^ | |\/|\ / | |_|/ \| / \| ` | |_ (_' | |\_/| \ | /¯\|_, |`.\_/| ||_)/¯\| | | | | | |\_/|_,\_/|_7 | |__,_) ·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-· .···, ,·· ··· ······. ······, ······· ·······. .···. : :¯` ; ; : : : ···· ; '¯¯' ' : ····: : :¯¯; ' , ,'¯`. . ` `. : : : : : .··.¯. . ' : .···' : : , ' . . . . `.`. ' ' : : : : : : __ . : : : :' ' : : : : . . ' ' : : : : . . :__: ' : : : .·' . : : : : . ; ; . ·: : : :.' . . ' : : : : . ' ' ' ' ;_ `·' , `. : : .' . '····: : '····:: : ' ' ' `·' ' `···' `·' '·' '······' '······''··' '··' `···' _______________________________________________________________________________ I M P O R T A N T N O T E S • See section "08.01 - LEGAL INFORMATION" for legal/distribution information. • Do not e-mail the author ANYTHING unless the ENTIRE document has been read. • The latest version of this document can always be found at www.gamefaqs.com • This document is best viewed at 10 pt. Courier New with 79 spaces per line. • Use the Ctrl + F search function to quickly find anything in this document. DOCUMENT INFORMATION TABLE OF CONTENTS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Version 1.1 Changes 01 - PROLOGUE • Updated links 01.01 - FOREWORD 02 - PROEM Document Statistics 02.01 - QUESTIONS AND ANSWERS • File size: 121 kB 02.02 - PACKAGES • Pages: 45 02.03 - STORIES • Characters: 86,988 03 - GAME BASICS 03.01 - GETTING STARTED Release Information 03.02 - OF PLAYING • First release: 03/05/04 03.03 - GENERAL STRATEGIES • Last release: 06/21/06 03.04 - ITEMS 04 - LEVEL WALKTHROUGHS .···._ 04.00 - CHAPTER PREFACE .· ``·. 04.01 - SHAOLIN TEMPLES `·.....;._/ 04.02 - WIND ELEMENT ,' ;@@' 04.03 - EARTH ELEMENT .d@@b. .'. ;@@ 04.04 - WATER ELEMENT @@@_,·. / , ,@@ 04.05 - FIRE ELEMENT '@b-\=| _ ., q\_ ;@@' 04.06 - PRISON OF SOULS '@b,,6::.'¯·. ,' @@@@' 04.07 - BRIDGE OF IMMORTALITY @@@@:.:'¯` `·.,@,@@@@ 04.08 - SHINNOK'S FORTRESS .'@@@@:.:_ /._ d@@@@@@._ 05 - BOSS STRATEGIES .'.:'@@@@:.:_,";,d@@@@@@@b,_`._ 05.01 - SCORPION .:.:.::t@@@t:d":,@@@@@@@@@¯`"|;·-\ 05.02 - WIND GOD \`/.¯`t@@@:.d"@@@@@@@@ `-7// 05.03 - EARTH GOD | ;'.;:.9:.d'. "@@@@@ 05.04 - WATER GOD /// ' ¯":@_`·`` '@@' 05.05 - FIRE GOD \_" / ¯,_ `` '@ 05.06 - SCORPION REINCARNATED ¯ @b,_ ,@ 05.07 - PRISON KEEPER @@@@@@@ 05.08 - DINOSAUR & ROBOTS @@@@@@; 05.09 - FORTRESS GIRLS @@@@@@ 05.10 - QUAN CHI .@@@@@; 05.11 - SHINNOK | @@@@' 06 - SECRETS/CODES \@@@@ 06.01 - SECRETS |"@@@; 06.02 - PASSWORDS \|@@; 06.03 - GLITCHES ||@@' 07 - MISCELLANEOUS ||@@ 07.01 - PLATFORM DIFFERENCES |/@@ 07.02 - GAME SCRIPT @@@@ 08 - EPILOGUE .,;@@@@@; 08.01 - LEGAL INFORMATION `"""'¯¯¯¯ 08.02 - CREDITS/SOURCES =============================================================================== - 01 - PROLOGUE - =============================================================================== ------------------------------ 01.01 - FOREWORD ------------------------------- Welcome to Portable MK's definitive FAQ/Walkthrough for the Nintendo 64 and PlayStation versions of MORTAL KOMBAT MYTHOLOGIES: SUB-ZERO. This document contains everything needed to complete and get the most out of the game. To ensure accurate comprehension of the material, this document was written so that previous knowledge of any other versions of the game is unnecessary. Everything has been confirmed and thoroughly tested in this document, and the author guarantees that everything is correct to the best of his ability. Note that this document was written for the North American release of the game; other versions may be different depending on their region. Some parts of this document may contain errors. If that is so, then see section "08.02 - CREDITS/SOURCES" to find if the error is from a source other than the author. Some parts of this document have been directly copied from other sources (all of which are listed in the aforementioned section), thus, any errors from them were intentionally included. This document was written with, and is best viewed at Courier New 10 point font with 79 characters per line. This document contains text characters which some computers may not be able to display. If that is so, then it is highly recommended to switch to a computer that can do so. =============================================================================== - 02 - PROEM - =============================================================================== ------------------------ 02.01 - QUESTIONS AND ANSWERS ------------------------ 1. Q) Moves are not working. What is being done wrong? A) Read the sub-section "Reading Comprehension" in section "03.02 - OF PLAYING". 2. Q) Which version of the game is better: Nintendo 64 or PlayStation? A) Since certain aspects of a game (such as graphics, sound, or extras) appeal to some more than others, it is best to read section "07.01 - PLATFORM DIFFERENCES" and decide from there. 3. Q) Where is the Universal Translator located? A) The Universal Translator is an item pictured and described in the instruction manuals, but not in the actual game. The option to "Drop" items (also in the instruction manuals) is absent as well. No sources are known that explain why this is. 4. Q) Does the PlayStation version work on the PlayStation 2? A) Yes, it works; but if "Texture Mapping" is changed to "Smooth" instead of "Standard", there are some minor graphical problems (such as faint lines over sprites). 5. Q) Is there a PC version of the game? A) Supposedly one was in the works, but was eventually cancelled. ------------------------------ 02.02 - PACKAGES ------------------------------- • NINTENDO 64 • ESRB Rating: "MATURE" ("Animated Blood and Gore" and "Animated Violence") Players: 1 Controller Pak: 8 Pages Features: Analog Control, Rumble Pak " M E E T T H E R O O T O F O U R ____ __ __ _ / .--.\ \ \ / / /¯| | | ( ( ¯¯ \ \/ / | | | |___ `-¯^-- `--' '-' '-----' An all-new storyline takes the Mortal Kombat myth to a new level! Heart-pounding action and hours of exploration will immerse you in Mortal Kombat as never before! • Familiar MK fighting mechanics allow gamers instant playability as they encounter over 30 different enemies while exploring 8 new worlds. • Digitized actors are combined with fully rendered 3D sprites and intermixed with intense realism to push your system to it's limits. • Real-time 3D lighting effects envelop the characters with the game's fully texture-mapped 3D backgrounds. W I L L Y O U S U R V I V E ? " • PLAYSTATION • ESRB Rating: "MATURE" ("Animated Blood and Gore" and "Animated Violence") Players: 1 Memory Card: 1 Block Features: N/A Disks: 1 Back Of MORTAL KOMBAT MYTHOLOGIES: SUB-ZERO (PlayStation) Package: " M E E T T H E R O O T O F O U R ____ __ __ _ / .--.\ \ \ / / /¯| | | ( ( ¯¯ \ \/ / | | | |___ `-¯^-- `--' '-' '-----' An all-new storyline takes the Mortal Kombat myth to a new level! Heart-pounding action and hours of exploration will immerse you in Mortal Kombat as never before! • Familiar MK fighting mechanics allow gamers instant playability as they encounter over 30 different enemies while exploring 8 new worlds. • Digitized actors are combined with fully rendered 3D sprites and intermixed with intense realism to push your system to it's limits. • Real-time 3D lighting effects envelop the characters with the game's fully texture-mapped 3D backgrounds. • Detailed cinematic sequences and score, plus crisp, riveting sound effects, take you into the world of Mortal Kombat Mythologies like never before! W I L L Y O U S U R V I V E ? " ------------------------------- 02.03 - STORIES ------------------------------- • THE PLOT • Shao Kahn wasn't the first to attack our realm... Thousands of years ago, Shinnok existed as an Elder God. The Elder Gods are the true rulers of all realms. They watch as worlds are created and destroyed and govern the realms with untold eons of wisdom. Shinnok, however, gave in to greed and illusions of false power by the new realm of Earth. If he could have that realm to himself, he would have power unmatched. He first would have to face the young god of thunder known as Rayden, who was appointed as Earth's guardian by the Elder Gods themselves. Their battle for the realm of Earth was fierce; causing the planet's near destruction and plunging it into centuries of darkness. Rayden soon discovered that Shinnok entered the realm through the powers of a mystical amulet. It allowed Shinnok to enter the realm without challenge and keep the other Elder Gods from intervening. The amulet could only be created once, and Rayden stripped it from Shinnok's possession. With the aid of the true Elder Gods, he banished the fallen god into a place known as the Netherealm. Rayden buried the amulet deep within the mountains of Asia. He then created a massive temple within the mountain to house the amulet and appointed four guardians as the protectors of Shinnok's sacred amulet. Each guardian represents one of the four elements that make up the realm; Wind, Earth, Water and Fire. As long as the amulet remained on Earth, Shinnok would be trapped, forced to remain dormant for the rest of eternity. Over the millennia, the Netherealm has had many rulers. Most of them were forged within its fiery pits, eventually ripping their masters mercilessly from their thrones. One however, came not from the bowels of the Netherealm, but from the heavens of reality. He was the fallen Elder God known as Shinnok. Upon entering the realm, Shinnok found himself immediately under attack by its then ruler Lucifer. He would exist tortured and tormented by the dregs of hell for thousands of years. Until he met Quan Chi. Quan Chi is a free roaming sorcerer. That means that he can travel the various planes of reality without detection from their gods. It also means that over the years he has obtained great power. Aware of Shinnok's dilemma, Quan Chi traveled to the Netherealm and made the fallen god an offer. He will free him from his confines and assist him in defeating Lucifer and his minions in exchange for power and the ability to rule at his side if and when he escapes the Netherealm entirely. Shinnok agreed and the two waged a war in the Netherealm that lasted for centuries. But, the ex-Elder God eventually won as he viciously slew his former master then took his seat as the new ruler supreme of the dead realm. Shinnok, however, had nothing to rule. The realm was a desolate wasteland of fire and brimstone inhabited by grotesque demons. So, he decided to create a physical world, trying his best to emulate the realm he waited so badly... Earth. He took the demons of his realm and transformed them into as human a form as possible. But unlike the Outworld, which became a wasteland after Shao Kahn sapped its energies, the Netherealm never was a living planet. It always will exist as a dead world. Its true form hidden by its ruler. It was through the Mortal Kombat tournament that the Outworld's soul-stealing sorcerer Shang Tsung discovered the location of the scared Map of Elements. After Goro, the reigning Outworld champion, defeated the original Kung Lao over 400 years ago, Shang Tsung sapped the human's soul. He retained his thoughts and memories thus discovering the secrets of the sacred map, which has been hidden within the Shaolin temples for centuries. These events enabled Shang Tsung to strike a bargain with Quan Chi. In exchange for Shinnok's assistance in a plot to reincarnate the Outworld Emperor Shao Kahn's dead queen, Shang Tsung would reveal to Quan Chi the location of the map that would lead to Shinnok's sacred amulet. But, Shang Tsung failed to inform Quan Chi of the elemental guards that protect the amulet. Their mere existence makes it impossible for Quan Chi to enter the temple where the amulet rests. But, if he could get a human to enter, the right human, one who could perhaps defeat the elements... • SUB-ZERO AND THE LIN KUEI • Somewhere in the northern most parts of Asia, there exits a secret clan of assassins and thieves known as the Lin Kuei. This group has existed for centuries and thrives on the evil intention of the people who pay for their services. Its warriors are chosen at birth to be raised apart form the workings of day to day civilization and are stripped of their former lives. Only the clan knows their existence. Each of them possesses certain skills and abilities that set them apart from normal men. These abilities are passed on from generation to generation and honed throughout the experiences of life. Sub-Zero learned of his ability as a young adult. It was passed on to him by his father, a fourth generation Lin Kuei warrior himself. Among his first missions for the Lin Kuei, is one that leads him to the Shaolin Temples to steal the sacred Map of Elements. • SCORPION AND THE NINJA • Spread throughout Japan, the Ninja exist as the Lin Kuei's Japanese counterpart. It is believed that a renegade, Japanese-born Lin Kuei warrior named Takeda developed the art of Ninjutsu hundreds of years ago. He returned to Japan to offer his services and knowledge to various lords and generals during that country's feudal period. Many of his skills and techniques were soon copied and learned through his homeland. The Ninja have never existed as one collected clan. They work as a loosely connected spy network, made up of several small clans. One such clan is known as the Shirai Ryu. Their founder was Takeda himself, making the Shirai Ryu the very first ninja clan. This also made them instant foes of the Lin Kuei and made Takeda a target for assassination. But, he managed to elude his attackers until his elder years, when he died not from a vicious battle, but in his sleep-- a victim of poison slipped into his tea. Scorpion is the code name for the modern day member of the Shirai Ryu named Hanzo Hasashi. His latest mission leads him into the heart of China, home to the rival Lin Kuei and location of the Shaolin temple where his mission is to steal the sacred Map of Elements. =============================================================================== - 03 - GAME BASICS - =============================================================================== --------------------------- 03.01 - GETTING STARTED --------------------------- • GAME INTRODUCTION • MORTAL KOMBAT MYTHOLOGIES: SUB-ZERO was released late in 1997, simultaneously on the Nintendo 64 and PlayStation. It received poor reviews due to its difficulty and somewhat unintuitive Turn button. It is a rewarding game, however, if one is a fan of the MORTAL KOMBAT franchise, or is looking for a challenge. To avoid redundancy, the system's names will been abbreviated from here on to "N64" and "PS", for the Nintendo 64 and PlayStation, respectively. GAME SETUP ¯¯¯¯¯¯¯¯¯¯ Sub-Zero explores various 3-D environments while traveling on a 2-D plane, collecting items, building experience through battles, and fighting enemies in the same fashion as the previous MORTAL KOMBAT games. GAME SETTINGS/ASPECTS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ There are five difficulty levels (which can be selected at the "Options" menu): Very Easy, Easy, Medium (the default level), Hard, and Very Hard. On the Very Easy difficulty, Tablet Of Truth items appear throughout the first three levels as assistance. Hard and Very Hard levels have more aggressive enemies and more traps in the Earth Element level. All levels after the Fire Element can only be accessed on the Medium or higher difficulty levels. In the upper-left of the screen there are two meters and a number. • The long bar on the top is the Powerbar. Enemy attacks and traps deplete it. It is refilled by the Herbal Healer, Boosted Healer, and Urn Of Vitality items, and automatically from entering certain boss battles. • The short blue bar under the Powerbar is the Ice Meter. This becomes depleted from performing certain special moves. It refills automatically with time, or immediately with an Urn Of Vitality or Cold Regenerator item. • The number in the circle to the left of both bars indicates the amount of lives left. Deaths decrease lives and Urns Of Life increase them. TURNING AND ACTION ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The "Turn" button is necessary for turning Sub-Zero towards or away from danger. The default button is "B" for the N64 version and "L2" for the PS version. Sub-Zero will only turn around automatically if he performs an attack while jumping over an enemy. The "Action" button is used to activate switches and to pick up items. The default button is "A" for the N64 version and "L1" for the PS version. INVENTORY ¯¯¯¯¯¯¯¯¯ The inventory screen (accessed by the default buttons: "Z" for the N64 version and "Select" for the PS version) allows items to be used, items to be combined, displays experience points earned, and displays which special moves have been learned. For more information about the items, see section "03.04 - ITEMS". EXPERIENCE POINTS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Experience points are gained from fighting and defeating enemies. Special moves are learned at specific experience point levels. The number of accumulated points can be checked on the inventory screen. See the "Comparative Lists" in the next section ("03.02 - OF PLAYING") for experience point information per move and special move. Note that bonus points for the death of an enemy are not gained if the enemy was finished by something other than Sub-Zero (such as a trap or falling into a void). Also note that each level has a limit as to how many experience points may be learned (the number is listed at the beginning of each level in the walkthrough). MISCELLANEOUS ¯¯¯¯¯¯¯¯¯¯¯¯¯ To exit out of a current game, press "Start", then either "Z" or "Select, regarding the N64 and PS versions, respectively, to bring up the quit option. ----------------------------- 03.02 - OF PLAYING ------------------------------ • READING COMPREHENSION • DIRECTIONS ¯¯¯¯¯¯¯¯¯¯ "Up", "Down", "Forward", and "Back" all refer to directions on the Directional Pad. "Forward" and "Back" are either Left or Right on the Directional Pad; which one it is depends on which one will move Sub-Zero forward or back. INPUTTING ¯¯¯¯¯¯¯¯¯ "," Example: "Input controls: Down, Away, High Punch" Description: First, press and release Down, then press and release Away, and finally, press the button that performs a High Punch. "+" Example: "Input controls: Down, Away + High Punch" Description: First press and release Down, then press Away and the button that performs a High Punch at the same time. INPUT NOTES ¯¯¯¯¯¯¯¯¯¯¯ • All moves can only be executed while standing on the ground, unless otherwise noted. • If any other buttons are pressed or held while inputting the controls for special moves, the move will not occur. • If too much time passes between pressing the sequence of buttons for a move, the move will not occur. • REGULAR MOVES • Since the functions of the buttons can be modified at the "Options" menu, and since the two versions of the game are on platforms with different controller setups, the moves will be referred to by what they do, instead of their button names. STANDING MOVES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ High Punch Low Punch Low Kick High Kick Roundhouse: Back + High Kick Throw: Low Punch while adjacent to opponent. Some bosses cannot be thrown. Knee: High or Low Kick while adjacent to opponent. Block Run CROUCHING MOVES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Uppercut: Down + High Punch Punch: Down + Low Punch High Kick: Down + High Kick Low Kick: Down + Low Kick Sweep: Back + Low Kick Block: Down + Block AERIAL MOVES ¯¯¯¯¯¯¯¯¯¯¯¯ Jump Punch: Up + High or Low Punch Jump Kick: Up + High or Low Kick Note that jumping moves are considered "straight" if the jump goes straight up; otherwise, they are just called "jump" moves. COMPARATIVE LIST ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The following list is for comparison purposes only. The numbers were calculated from the enemies in the second level (the Wind Element)-- they do not apply to every enemy or boss. However, the ratios should remain consistent throughout the game; this means that the Roundhouse and Uppercut should always be the most damaging and experience-rewarding moves. Note that the damage percentages do not apply to blocked moves, and experience is only rewarded if the move hits an opponent. A B Roundhouse ............. 33.3% ... 14 Uppercut 33.3 14 Throw .................. 33.3 .... 12 High Kick 25.0 8 Jump Kick .............. 25.0 ..... 8 Low Kick 25.0 7 Sweep .................. 20.0 ..... 7 Knee 20.0 2 Straight Jump Punch .... 16.6 ..... 6 Jump Punch 16.6 5 Crouching High Kick .... 14.3 ..... 5 *Slide 14.3 4 High Punch ............. 12.5 ..... 2 Low Punch 9.1 2 Crouching Low Kick ...... 7.1 ..... 3 Crouching Low Punch 7.1 3 ..... LEGEND ...................................... : A = Damage dealt B = Experience rewarded : :.................................................: * This is a special move (see below) listed here for convenience. • SPECIAL/FINISHING MOVES • SPECIAL MOVES ¯¯¯¯¯¯¯¯¯¯¯¯¯ As the instruction manuals explain, "Sub-Zero is able to generate ice as cold as minus 500 degrees Fahrenheit by absorbing the surrounding air. But, he can deplete the air in his immediate area causing him to temporarily lose his ice generating abilities." Since the Slide moves do not use ice, they do not deplete the Ice Meter. Ice Blast : Input controls: Down, Forward, Low Punch Description: "Allows Sub-Zero to throw an ice projectile." Notes: N/A Slide : Input controls: Back + Block + Low Punch + Low Kick Description: "Can slide under projectiles and high attacks." Notes: N/A Direction-: Input controls: There are two variations of this move. Input al Ice number 1 will freeze the ground, creating a slippery puddle; and Blast number 2 will perform an ice blast up at a 45 degree angle. 1. Down, Back, Low Kick 2. Down, Forward, High Kick Description: "Gives Sub-Zero the ability to throw ice in two additional directions-- angle up, and angle down." Notes: N/A Air Ice : Input controls: Down, Forward, Low Punch Blast Description: "Enables Sub-Zero to throw ice in the air." Notes: Same thing as the Ice Blast, but now it can be performed while in the air. Ice Clone : Input controls: Down, Back, Low Punch Description: "Enables Sub-Zero to create an ice clone." Notes: N/A Ice : Description: "Enables Sub-Zero to shatter enemies after two Ice Shatter Blasts." To clarify, if a specific move is performed against an opponent frozen two consecutive times, they will shatter to pieces. Notes: Uppercuts and Roundhouses are the only moves that will shatter enemies. No bonus points are rewarded for the kill. This does not kill bosses. Super : Input controls: Back + Block + High Punch + Low Punch Slide Description: "Same as normal Slide, except it is longer reaching and can take out multiple enemies." Notes: N/A Freeze On : Input controls: Down, Forward, Forward, High Punch Contact Description: "Allows Sub-Zero to freeze an enemy on contact when running." Notes: Hold High Punch to keep running. Polar : Input controls: Forward, Back, Back, High Punch Blast Description: "Freezes all enemies on screen within the blast radius." Actually, this will shatter regular enemies. Notes: Enemies not on the screen will not be affected. COMPARATIVE LIST ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The following list is for comparison purposes only. The numbers under the "Experience rewarded" column are from the last level (Shinnok's Fortress). In earlier levels, some of the moves reward less experience. Note that-- as with the regular moves-- experience is only rewarded if the move hits an opponent. A B C Ice Blast ................ 85 .... 1 .... 16.6% Slide 258 8 0.0 Directional Ice (Up) .... 834 .... 1 .... 16.6 (Down) 0 57.0 Air Ice Blast .......... 1410 .... 1 .... 16.6 Ice Clone 2323 0 53.3 Ice Shatter ............ 3315 .... 0 .... 16.6 x2 Super Slide 4503 8 50.0 Freeze On Contact ...... 5911 .... 1 .... 66.6 Polar Blast 7354 0 84.4 ..... LEGEND ............................................... : A = Experience learned at B = Experience rewarded : : C = Ice Meter usage : :..........................................................: FINISHING MOVES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Two times in the game, a defeated opponent will fall to their knees temporarily. When this happens, Sub-Zero has the option to perform a Fatality. Fatality : Input controls: Forward, Down, Forward, High Punch Description: Sub-Zero rips off his opponent's head-- spinal cord attached. Notes: This only works while standing close, but not adjacent to the opponent. ------------------------- 03.03 - GENERAL STRATEGIES -------------------------- • COMBOS • There are several predetermined button combinations which perform un-blockable, powerful combos. To properly execute combos, the buttons must be pressed at the right speed, completing the sequence in about one second or less, and Sub- Zero must be standing adjacent to his opponent. Note that combos do not work on the large bosses composed of polygons. THE COMBOS ¯¯¯¯¯¯¯¯¯¯ • High Punch, High Punch, Low Punch, Low Kick, High Kick, Roundhouse • High Kick, High Kick, Roundhouse The first combo gives twice as much experience as the second, but cannot hit crouching opponents. There are more variations of these combos, but only the ones listed are the most damaging. • GENERAL STRATEGIES • Mixing up Sweeps and the three-hit kick combo is generally all that is needed against the general enemies. Block enemy combos until they are completely done being performed-- this goes for the bosses as well. The Slide move is great against enemies firing projectiles since it not only avoids the projectile, but it disarms the enemy as well. Performing an Uppercut, freezing the opponent with an Ice Blast while they are still in the air, performing another Uppercut and repeating the combo is a powerful and inescapable strategy. This does not work against bosses, however. Enemies can be killed by traps. Simply lure or Throw them into the trap. The only drawback is that no experience points are earned for such a kill. -------------------------------- 03.04 - ITEMS -------------------------------- To acquire items, press the Action button while standing adjacent to them. Certain items must be stored in the inventory before they can be used; others are used immediately, without using the inventory. If there is no free space in the inventory, items in the former category will not be picked up. With the exception of the Urn Of Strength and Tablets Of Truth, all usable items left in the inventory after completing a level are saved for the next level. In the instruction manuals there are pictures of an option to "Drop" items; an option absent in the actual game. Using an item is the only way to remove it. The quotes below were taken from the game and instruction manuals. USABLE ITEMS ¯¯¯¯¯¯¯¯¯¯¯¯ .---. Herbal Healer. "The user .=. Herbal Booster. "Used to / .=. \ of this healer will be giv- .+-+. increase the potency of the |.+-+.| en a 50 percent increase in /¯//¯\\ Herbal Healer. This must // \ \ health." This can be com- | | | be combined with a Herbal \\ / / bined with a Herbal Booster \ \\ // Healer to produce a helpful `---' to make a Boosted Healer. `---' item: the Boosted Healer. .=. Boosted Healer. "Complete- Urn Of Vitality. "This urn .+-+. -ly restores the health of ,-----. will completely replenish /¯//¯\\ the user." This can only L~|~~~| the user's life forces." | | | be obtained by combining a \_\\_// This immediately restores \ \\ // Herbal Healer with a Herbal _> <_ both the Ice and Energy me- `---' Booster. ¯¯¯¯¯ ters. .=. . Cold Regenerator. "Some- .-^=^-. Urn Of Life. "The user of ', ::.,' times the air can regener- |~~~|~| this urn will be awarded ..::;;:.. ate in small fusion-like | | | one extra life." This item '':;;::'' pockets" This quickly re- '._//.' cannot be stored. ."':: ". stores the Ice Meter. This ¯¯¯ ' item cannot be stored. .==. Dit Dow Formula. "This ___ Eye Of Invisibility. "The .'^^'. formula is used as an anti- .'__ `. eye will render its user |~XX~| bruising ointment and re- (<(__)> ) invisible." This lasts for | XX | duces the damage its user `.___.' about 15 seconds. The eff- | XX | sustains." This lasts de- ect will end sooner if con- '----' pending on damage dealt. tact is made with an enemy. ,_ _. Shield Of Invincibility. ,--. Urn Of Strength. "This urn '^.¯.^' "This shield will protect /// \ grants the user super human |>/_ _\<| its user from taking any |_|___,| strength. Very useful in |>\¯,¯/<| damage. Lasts for a limit- \_ _/ areas where large and im- .\|wj/. ed time." This lasts for |_/|¯|\| movable objects are pre- `._.' about 20 seconds. `-' sent." ,----. | xxxxx| Tablet Of Truth. "These ancient tablets contain in formation and |xxxxx | clues to assist the user on his journey." These are only found in |x xxxx| the first three levels on the Very Easy difficulty level. The tips |xxxxx | are listed at the beginning of the levels in chapter "04 - LEVEL |______| WALKTHROUGHS". COMBINING ITEMS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ On the inventory screen, there is an option to "combine". This is only used to combine the Herbal Healer with the Herbal Booster to produce to the Boosted Healer-- no other item combinations have been found to produce results. Highlight the item of choice and press either the "B" or "X" button (regarding the N64 and PS versions, respectively), then select the desired item to combine with. NON-USABLE ITEMS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Map Of Elements. "A Shaolin monk who journeyed deep into the Himalayan Mountains hundreds of years ago created this ancient map. It is believed that is leads the way to a great temple hidden in the mountains. The temple is said to be protected by four immortal guardians and holds treasures unseen by the eyes of the mortal man." Shinnok's Amulet. "This amulet harnesses the four key elements that compose the nature of Earth. It was created by the former Elder God Shinnok and was used as a key for unbalancing the Earth's furies during his ancient battle with Earth's protector, Rayden." =============================================================================== - 04 - LEVEL WALKTHROUGHS - =============================================================================== --------------------------- 04.00 - CHAPTER PREFACE --------------------------- The walkthroughs aim to describe the most efficient routes for completing levels, and those only; thus, treacherous detours for non-critical items are not included in the walkthrough. If such items are desired, they can be found via the level maps at the end of each level walkthrough (the Wind Element level being the exception due to it being too linear to warrant a map). Strategies against common enemies are not described in the walkthrough. See section "03.03 - GENERAL STRATEGIES" for such strategies. For convenience, boss strategies are found both in the walkthrough and in chapter "05 - BOSS STRATEGIES". Even though listed and described in the maps and walkthrough, enemies occasionally do not appear. Some defeated enemies regenerate once their area is left, especially if they are disposed of via falling to their death. Also, enemies are not always stationary-- some often run up to attack. For a transcript of the plot, see section "07.02 - GAME SCRIPT", as the walkthrough does not deal with story elements or plot. --------------------------- 04.01 - SHAOLIN TEMPLES --------------------------- Mission objective: Steal the sacred Map Of Elements Maximum points: 260 Items: 4 Herbal Healers Tablet Of Truth tips: • "The pillars can be activated with a carefully placed sweep kick. You are free to run when they are on the rise." • "Use the balcony's ledge to carefully land on the tarp below." • "Once the sacred map is in your possession, you will find escape at the temple's tower." After the encounter with the yellow ninja, head right and exit the room. Note that two Herbal Healers and one Herbal Booster are already in the inventory. An enemy is waiting down the corridor out of the room. It is wise to gain as much experience as practical per level, as to gain helpful special moves-- especially before boss fights. In the darkened section of the corridor is a Herbal Healer. Pick it up with the "B" button for the N64 version or the "L1" button for the PS version. After the darkened area there is a cylindrical object protruding from the ceiling. Careful, for if Sub-Zero gets too close, a pillar will drop, crushing anything beneath it. And there is another pillar soon after it. The only way to pass the pillars is to set them off, and run under them when they are retracting. They will not begin retracting, however, if Sub-Zero is standing adjacent to them. The safest way to trigger the pillars is with the Sweep move. As with other traps in the game, enemies can knocked into them to be hurt or killed as well. However, no experience points will be given for such kills. After the pillars is another room. Near the entrance is an enemy, and another on the other side. A Herbal Healer is in the middle of the room. Outside the room is a balcony. While next to the balcony, jump straight Up, and tap right, to jump onto the ledge. Once on it, jump off the ledge to bounce safely off the awning below, giving a safe landing on the ground. • CHECK POINT • After a successful landing outside the temple, grab the Herbal Healer to the right. Turn around and head back inside. There is one enemy waiting in the room. Another enemy waits behind the door, so avoid opening it until the first enemy is taken care of. In the hallway out of the room, there are two more crushing pillars, but this time they are closer. If Sub-Zero is hit by one while standing between them, he will be pushed underneath the other and be squashed instantly. Once again, the Sweep is the safest way to set them off. Sprint under the first and stop before the second pillar. Between the pillars, stand close to the middle when setting the second one off. Run under the second to safety. Be prepared for the enemy in the next room to run up and attack. In the middle of the room is a Herbal Healer, under a rope. In the next hallway is another enemy, who often runs up. Defeat him to unlock the door to the boss room. It is wise to gain enough experience for the Ice Blast move before the boss fight. Having the Slide move would be even better. • BOSS FIGHT • Finally, at the end of the temple is the ninja who ran away earlier: Scorpion! For this fight, Scorpion is a yellow pallet swap of Sub-Zero. He will not use any special moves here. The safest strategy is just to Crouch and Low Punch him. Avoid performing Throws, as he will often counter them. Running up and performing the Roundhouse combo, then Sweeping, works well. If the Ice Blast has been learned, use that before attempting Uppercuts or the longer combo. If the Slide has been learned, try Jump Kicking him and Sliding into him at his fall. Upon his defeat, he will fall to his knees and a voice will announce, "Finish him!". To avoid a latter battle in the game against him, do not perform the Fatality. When he completely falls down, the check point will be reached (although the words will not appear). • CHECK POINT • After Scorpion's defeat, grab the Map Of The Elements levitating near the furnace. When obtained, the top of the temple will open. Head back out of the room, to the next room with the rope. Climb the rope to the top of the temple. At the top, jump to the right, onto the other rope to leave. • LEVEL MAP • .-. |_E_| | | | | | | | | | | | | .-------._________|_|_________.-------.| | S : e h t t : e h e , ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | | |- .-------.______.--' '--.________.-------.| |m B : e he t t e: e h| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ..... LEGEND .............................................. : S = Start point B = Boss h = Herbal Healer : : E = End point e = Enemy : = Door : : t = Trap , = Balcony wall : : m = Map : :.........................................................: ---------------------------- 04.02 - WIND ELEMENT ----------------------------- Mission objective: Collect the three icons representing the elements of Wind Maximum points: 875 Items: 2 Herbal Healers 1 Urn Of Life Tablet Of Truth tips: • "Use the wind gusts to carry you to the next platform." • "When jumping onto moving platforms, time your jump before the platform is in line. Also remember, you still have some control over your velocity while airborne." • "Push a frozen monk over the floor switch to activate the door and keep it open." Enter the Temple Of Elements, and prepare for the monk inside. The wall on the right side of the temple will blow away when Sub-Zero gets near. Get near the ledge where the wall used to be, and jump to the right. If the gust of wind with the debris is blowing, it will help the jump, but is not necessary for this particular leap. On the stone platform below, jump up to the platform to the right. While building experience is important, fighting the enemies on the small platforms poses a high risk of being knocked into the void below. Jump Kicks, Throws, and Roundhouses work well for quickly knocking enemies out of the way. Jump to the next platform down at the right. On that platform, wait for the gust of wind. When it comes, jump into it and fly up to the higher platform. Cautiously walk across the path, as a ledge will appear abruptly. From the edge of the path, jump to the platform with the monk. Quickly jump off that platform, to the next, as it will become unstable and fall in about three seconds. The next platform will also fall, so grab the Herbal Healer and jump to the next platform below without wasting time. Proceed along the platforms until the check point is reached. • CHECK POINT • In front of the check point is a windmill with a small rotating platform. Timing is critical to landing on the rotating platforms. When it rotates to about 45 degrees before reaching the platform, it is safe to jump. On the rotating platform, wait until it is about 45 degrees to being parallel to the path before jumping onto the next rotating platform. There are three rotating platforms and then a walkway. From the walkway, head right until the ledge is reached. Jump down onto the platform below. It will crumble, so hurry to the next one with the monk. Jump onto the rope at the right, and climb down to reach the Urn Of Life to the left. Note that if Sub-Zero accidentally jumps off a rope, he can still be saved by moving back to it in the fall (as long as he has not fallen to the point of no return). Follow the ropes to the right, and wait for the wind to provide a lift up to the walkways above. On the higher walkways, head left, following the platforms up, to find the first key. When the key is in possession, the check point will be reached. • CHECK POINT • After obtaining the key, simply run to the right until back to the platform suspending the ropes, then continue right. On the platform after the walkway, wait for the wind before attempting the jump, as the gap is a large one. Do the same on the second platform. On the platform with the orange markings, go to the inventory screen and use the key that was picked up. • CHECK POINT • When the key is activated, a giant wind cyclone will appear to the right. Jump into it, and tap down to prevent floating too high. Jump out of the cyclone, and go right. On the walkway with the reddish stone, jump onto it, and quickly back off, for once a foot is set on the walkway, the wind will violently blow it apart. With the walkway gone, jump to the platform below it. The second key is to the left. • CHECK POINT • With the second key in possession, return to the wind cyclone. Jump into it, fly to the top, and wait until Sub-Zero starts bouncing. Bounce over to the right edge of the cyclone, and then out, to the alcove. Use the second key to open the door up there. A monk waits inside, but must not be killed. Near the end of the corridor is a switch on the floor, which activates the door to the right. Freeze the enemy and push him onto the switch. With the door open, enter the room, grab the third key, and run back out of there. The fan inside the room will quickly cause an inescapable vacuum that will suck Sub-Zero into its deadly blades if he is not quick. Head back to the wind cyclone. • CHECK POINT • Jump into the cyclone and hold down to ride it back to the bottom. At the bottom, jump out and head right. Advance to the right until the swinging platforms are reached. To pass the swinging platforms, wait until they are switching directions to jump on them, which is the point where they are almost stopped. On the fourth one, jump off during any time to make it out safely. Use the third key at the door after the swinging platforms to open it. • CHECK POINT • Follow the row of crumbling platforms to the top. After the top one is another row of swinging platforms. At the fourth one, jump off at any time to make it safely on the platform to the right. To the right is a walkway with two monks waiting. Jump onto the platform after the walkway to reach the check point. • CHECK POINT • There are more rotating platforms-- four of them. Then there are two more platforms, and a swinging platform afterwards. After that, just follow the platforms up. Jump into the wind at the end to ascend to the boss. • BOSS FIGHT • The meters will be filled for the battle against the Wind God (later named "Fujin" in MORTAL KOMBAT 4). The best strategy is to stay close to him. As soon as he heads for the air, Jump Kick him down and run up for more attacks. Use many Jump Kicks to avoid him flying away to safety. It is wise to have learned the Directional Ice Blast move before the fight, as he can then be frozen while flying. When his life has been depleted, he will fly back and create a giant wind cyclone. The only way to avoid it is to run to the very edge of the arena and crouch. Sub-Zero will automatically cling to the rock, and the Wind God's powers will be his own undoing. ---------------------------- 04.03 - EARTH ELEMENT ---------------------------- Mission objective: Collect the three icons representing the elements of Earth Maximum points: 1,425 Items: 7 Herbal Healers 5 Urns Of Life 2 Cold Regenerators 1 Dit Dow Formula 1 Eye Of Invisibility 1 Shield Of Invincibility Tablet Of Truth tips: • "Not all crevice openings lead to death. Some can lead to wealth and good fortune." • "Use your freezing ability to stop the meditating monk when he's in transition." • "Lure the Earth God into the center of the room. Use the skull switch to drop the chained platform on top of him for greater damage." Begin Blocking at the start of the level, since the enemy up ahead often does not wait to be approached. An earthquake will trigger a temporary crevice in the ground nearby. Throughout the level, earthquakes will indicate the opening and healing of crevices). Crevices are not random; they only appear in specific locations (indicated on the level map). Falling into most of them will mean instant death, as Sub-Zero will be impaled by a large stalagmite. However, a few of them are safe; and one even contains a treasure of items. The crushing springs blocking the path will only begin working once the aforementioned enemy is defeated. Jump through them as soon as them open. Three swinging blades are after those. Swinging blades can be passed by either walking/running through during their swing, or by jumping over them (just be careful not to jump into another trap). The crevice after the swinging blades holds a Dit Dow Formula, an Urn Of Life, and a Herbal Healer. Four more swinging blades are ahead. Jump on the rope, and then into the passageway on the other side, careful of the swinging blade. Proceed down the path, past the swinging blade and crevice to find the first key. Wait for the crevice to heal before going for the key. • CHECK POINT • After obtaining the first key, head back to the rope passed earlier, and climb down. Do not take long, as the platform above will descend and crush Sub-Zero if he does not make it to the ground in time. Also beware of the spikes that jut out of the walls (only on the Hard and Very Hard difficulty levels). Turn while on the rope to avoid them. In areas where spikes are threatening both sides, wait until they recede to pass. At the bottom of the rope, use the key to open the door to safety. • CHECK POINT • An enemy will often run up and attack here as well, so be ready. Another enemy waits at the end of the corridor. Both enemies must be defeated to activate the springing platform down the path. When the springing platform is activated, jump onto it to be launched up to the higher tunnels. A levitating monk with electric powers will appear in the path to the right. Stop him by performing an Ice Blast as he is about to disappear. After the monk is a crevice, Cold Regenerator, and then another crevice. Avoid passing the second crevice until the other levitating monk is defeated on the other side of it. The Earth God's dwelling is through the door at the end. • BOSS FIGHT • Run up, Jump Kick, and Slide under the Earth God. Grab the skull switch on the other side of the room to drop the platform on him. While traditional fighting works, luring him to the center of the stage (which can be visualized by the light area on the floor), Jump Kicking him, Sliding to safety, and dropping the platform on him is the most efficient way. The platform can only be dropped once it has retracted back to the ceiling. The sound of the retracting platform will indicate when it is ready to drop again, as will the skull switch's eyes. Run or Slide to avoid the falling debris when he stomps the ground. Freeze moves will be of no use in this battle. • CHECK POINT • After the Earth God's defeat, activate the skull switch. Jump onto the platform dropped in the center of the room, and wait for it to rise. At the top is the second key. Head out the boss room, back to the rope with key icon on the wall. Use the second key to open the plug in the tunnel. Climb up, careful of the spikes (once again, only on the Hard and Very Hard difficulty levels). Head into the first opening in the tunnel, to the left. There are two crushing springs with an Urn Of Life between them. The safest way to make it into the opening is to jump onto the ledge, and while hanging, jump straight up and tap left. Continue left to the rope from earlier in the level. • CHECK POINT • The tunnel climbed down earlier will be plugged up on the floor, and the roof will be open. Proceed left to the first springing platform. The spikes above it will be open, however, Sub-Zero can still be hit by them if he is not centered on the platform. Get on the platform to launch to the higher level. Grab the Herbal Healer, and jump up. A levitating monk waits above, guarding the third key. When he is defeated, a crevice will begin opening by the gate. Drop into it, and head back up to the other side via the springing platform. • CHECK POINT • After the gate, head right, to the rope. A lone enemy is all that waits in the path. At the rope, climb to the top. Pick up the Shield Of Invincibility at the top of the rope, and advance down the corridor. Three enemies guard the door down the path, but are not required to be defeated in order to advance. Use the key to open the door, and head to the right to exit the level. • LEVEL MAP • _______________________________ | x e e e : E| | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | | | _____________| |_____________________ | _ K| eI tt tt t t t 3|_ |h| | L |¯¯¯¯¯| |¯¯¯¯¯|t|¯¯¯¯¯|t|t|t|¯| | | | ¯¯¯ | | ¯ ¯ ¯ ¯ | | _____________| |___________| |_____________________| | |S e t t t tttt t t tKt tLt: | ¯¯¯¯¯|t|¯¯¯¯¯¯¯¯¯|1|¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯|t|¯|t|¯¯¯¯¯¯¯| | ¯ ¯ | | ¯ ¯ | | | | | | | | | | | | | | | | | | | | | | | | | | | | ___________| |_____.----K----. | | | Li e i e : B | | |_________|2|¯| |¯¯¯|t|¯|t|¯¯¯¯¯¯¯¯¯¯¯¯¯ | : e e¯ | ¯ ¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ..... LEGEND ........................................................ : S = Start point B = Boss h = Herbal Healer : : E = End point e = Enemy L = Urn Of Life : : t = Trap i = Cold Regenerator : : K = Key : = Door D = Dit Dow Formula : : I = Eye Of Invisibility : : x = Shield Of Invincibility : : 1 = Dit Dow Formula, Urn Of Life, and Herbal Healer : : 2 = 2 Herbal Healers 3 = 3 Herbal Healers and Urn Of Life : :...................................................................: ---------------------------- 04.04 - WATER ELEMENT ---------------------------- Mission objective: Collect the three icons representing the elements of Water Maximum points: 2,375 Items: 4 Herbal Healers 2 Herbal Boosters 2 Urns Of Vitality 1 Cold Regenerator At the beginning of the level, head right, jump to the rope, and then into the tunnel on the other side. An enemy waits in the tunnel, along with a Cold Regenerator. Jump onto the next rope and climb up. Head right, careful of the next enemy. Climb the rope to its top. Continue right and climb to the top of the next rope. The passageway to the right has an enemy and a Herbal Booster. The first key is in the left passageway. • CHECK POINT • Head back down the rope, then go left, down the two tunnels and ropes, taking the first left on each rope. Be careful of the green stingray swimming in the water. Climb to the bottom of the next rope to reach the door corresponding to the first key. An enemy is guarding the door. Inside the room, jump on the wooden barrel to avoid the rising water. When the water floods the room to the top, the barrel will begin moving. When it floats near the left, jump into the alcove to reach the key. • CHECK POINT • With the second key in possession, jump back onto the barrel and wait for the water to drain. Back on the floor, head out the room and back up the rope. Go right, and climb up the next rope. Continue right and up the ropes until at the rope passing the tunnel with the square door. Enter it. Head to the end of the tunnel. At the picture of the key on the wall, turn around, use the second key, and quickly run out of there. Slide when the second sewer cover is reached to make it under the closing door. A gush of water drown Sub-Zero if he does not make it out in time. • CHECK POINT • After flooding the tunnel, one of the large rooms will become flooded. Head down the rope, left, down the second rope, into the first left, down the third rope, and into the first right. Take care of the enemy and wait at the edge of the large flooded room for the floating barrel to get near. Jump on it and ride to the other side of the room. In the corridor on the other side of the room, hop across the barrels to avoid the stingrays. At the end of the corridor is the last key. • CHECK POINT • With the third key, head back out the corridor and wait for the barrel to ferry back across. Once out of the flooded room, climb to the bottom of the rope. At the bottom of the rope is another tunnel swimming with sting rays. Wait for the floating barrel for a safe ride across the water. Out of the tunnel, head up the rope. At the top, go the right, careful of the enemy. At the end of the tunnel, use the third key to open the door to the boss. • BOSS FIGHT • The meters will be refilled for the battle against the Water God. Running up, jumping over him, and performing a combo works well, as he is often left stuck shooting water in the wrong direction. Freezing instead of performing a combo is also one slippery strategy. When he dives into the floor, immediately Block. Retaliate with the Ice Blast after Blocking or avoiding his special moves. Continue blocking until he is completely done performing special moves, as he often shoots more that one projectile. He can be frozen while resurfacing from the floor from a dive. • LEVEL MAP • _________ |1 e H| ¯¯¯| |¯¯¯ _____| |_______ | | | |¯¯¯¯¯¯¯¯¯¯¯| | | | |¯ ¯| | |_________| | | U B | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ___________| |_______ | e e H| | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ___________| |_________ |S ei eh| ¯¯¯| |¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯ | | |¯ ¯| _______ _____| |___| |___________ |2 | | e __________3| ¯| | | |¯¯¯| |¯¯¯| |_________.---------. | | | | | | |_____|__ e C W | | |___| | | |____________| |¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | A e | | U | ¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ..... LEGEND ................................................. : S = Start Point W = Boss h = Herbal Healer : : e = Enemy H = Herbal Booster : : 1,2,3 = Keys t = Trap U = Urn Of Vitality : : A,B,C = Doors i = Cold Regenerator : :............................................................: ---------------------------- 04.05 - FIRE ELEMENT ----------------------------- Mission objective: Collect the three icons representing the elements of Fire Maximum points: 3,350 Items: 4 Herbal Healers 1 Herbal Booster 2 Urns Of Vitality 2 Urns Of Life 1 Dit Dow Formula 1 Eye Of Invisibility 1 Shield Of Invincibility Pick up the Herbal Booster at the start and head right. When out in the open area and heading along the path, be cautious of the dashing enemy that often appears out of nowhere to attack. At the end of the path, pick up the Dit Dow Formula and continue into the corridor. Be prepared for the larger enemy that often appears in here. Pass quickly over the red-hot tiles down the way to avoid any serious injury. Especially be cautious as tiles with churning fire erupt flames, since they will cause serious damage. Outside of the corridor, drop to the platform below and grab the skull switch with the Action button. Then quickly jump up to the platform to the right, and follow the three platforms below to the rising platform at the end. At the top of the platform that was activated by the skull switch is the first key. • CHECK POINT • With the key, jump off the platform, down into the passageway to the right. This corridor must be passed through quickly as virtually all of the tiles are burning hot. Proceed with caution, however, as after the first few tiles there are a series of rotating grinders which will stop Sub-Zero in his path. To make matters worse, there is also a dashing monk near the end of this hazardous corridor. Down the outdoor path and into the next corridor there is not much besides a possible dashing monk and a larger enemy down the way. When the rope going down the hole in the floor is reached, follow it down. In the corridor below, go left, picking up the items, and head down the next rope. Down there is an Urn Of Life to the right and the second key on the left end. • CHECK POINT • Once the second key is obtained, head right, up the two ropes, back to the top corridor. Outside the corridor, jump onto the platform moving up and down. Wait for the platform to the right to get close before jumping for it. On the third moving platform is an Urn Of Life at the bottom. Wait for the flames to recede on the platform down to the right before jumping to it from the moving platform. From the fiery platform, jump up to the passageway in the wall to the right. Perform a Jump Kick while jumping up to knock away the large enemy if in the way. Down the corridor, try to avoid the tiles while the walls are spraying flames-- there are four of them in a row. At the end of the corridor, pick up the Eye Of Invisibility and climb up the rope. In the corridor up there are more burning tiles and rotating grinders, and a dashing enemy is at the end. Down the path out of the corridor is often a large enemy, and there is a dashing enemy inside the corridor after that. Outside of the corridor, jump down to the fiery platform to the right. Follow the platforms to the right to head back indoors. Inside the small room to the right is a dashing enemy and a skull switch. Activate the switch and head back to the left to reach the passageway opened up by the lowered platform. Down that corridor, pick up the Herbal Healer and the third key. • CHECK POINT • With the third key in possession, activate the skull switch to the left. Head right, across the platforms, to use the raised platform to reach the higher passageway to the right. Go to the end of the corridor, careful of the dashing enemy. Use any one of the keys to open the door to the Fire God's cavern. • BOSS FIGHT • The meters will be refilled for the fight. The Fire God is immune to all ice moves, so the Shield Of Invincibility may come in handy here. When he creates a stream of fire from his fists, Slide into him. When he shoots fire at the ground, Jump Kick him. Slide when he teleports. Similar to the Water God, jumping over him and performing a Jump Kick works well as he often retaliates with a move in the wrong direction, which makes him vulnerable to the attack. Jump Kicks and running up and performing the 3-hit combo also work well. • LEVEL MAP • __ ____________________ h K __________________~ |SH e eD U - / t t tU~ ¯¯¯¯'-------------'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|s - - - / |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯~ |¯ | Continued: ~__________ ________________________________________| ~ ~t e e e___________________________e______ ___ /~ ~¯¯¯¯¯¯¯¯¯¯¯¯'-------------'¯¯ _______|__ ____x_h________| | ~ |K L| | ¯¯¯¯¯¯¯¯¯¯¯¯¯ Continued: ~ | ______________________ ______~ ~ |_______________| t t te e e ~ ~ / / e t t t t I|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'-------------'¯¯¯¯¯¯¯¯~ ~ L - |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Continued: ~______________| |_________.---------. ~_______________ _e_____h__: B | ~ |s K h ¯ H s| ¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯| ¯ ¯ ¯ ¯ |¯¯¯ ..... LEGEND ............................................................ : S = Start point B = Boss h = Herbal Healer : : e = Enemy H = Herbal Booster : : t = Trap U = Urn Of Vitality : : K = Key / = Platform L = Urn Of Life : : s = Skull Switch : = Door D = Dit Dow Formula : : I = Eye Of Invisibility : : x = Shield Of Invincibility : :.......................................................................: --------------------------- 04.06 - PRISON OF SOULS --------------------------- Mission Objective: Escape from the Prison Of Souls Maximum points: 4,525 Items: 6 Herbal Healers 1 Urn Of Strength After the short encounter with Quan Chi, proceed right. Slide to knock the projectile-firing weapon away from the enemy up ahead. Pick up the Herbal Healer after the enemy and perform another Slide to get the other enemy ahead. After the enemies, there is a row of large mallets that come swinging from the distance. Pass through them while they are receding to avoid being pulverized. Also, quickly deal with the enemies between the mallets, as they can push or toss Sub-Zero into the mallets' deadly path. Roundhouse, Throw, or Jump Kick to knock enemies out of the way. Smashing them under the mallets is a quick way to dispose of them, but will not yield any experience points. Past the mallets, Slide yet again to disarm the enemy down the path. This enemy must be defeated before the door to the room ahead will open. When the door opens, enter the room and prepare to battle two regular enemies. • CHECK POINT • When the two enemies in the room are defeated, the door on the other side of the room will open. Out of the room, perform a Slide to disarm the enemy up ahead. This enemy must be defeated to disable the yellow energy fence down the path. Instead of traditional fighting, try freezing the enemy and pushing him into the fence. Each time he is hit by the fence, three experience points will be earned; however, this stops yielding experience when the enemy has been defeated (which is indicated by when the numbers of experience and hits appear). When the enemy is defeated, stand close to the fence for it to turn off. After the fence is another battle with an armed enemy, but this time, there are fences on both sides. Disarm the enemy, freeze him, and push him into the fence until he is dead. Another fun way to defeat him is to Roundhouse him into the fence, and when he is bounced back, Roundhouse him while in the air to knock him back into the fence. Once again, stand close to the fence when the enemy is defeated to disable the fence. Pick up the Herbal Healer on the other side of the fence and proceed right until captured. • BOSS FIGHT • If Scorpion had been finished with the Fatality earlier, or in a previous game, he will return for another fight here; otherwise, no fight will take place. Unlike the first fight with Scorpion, here he uses special moves and is not a pallet swap of Sub-Zero-- he is a copy of his ULTIMATE MORTAL KOMBAT 3 self (the only difference is that the head of his Spear move is now an axe-like weapon). Perform a Sweep or Slide to counter his spear move. If struck with his spear, Block to avoid being hit when pulled in. Sweep him when he runs up to attack. Other than that, rely on freezes and combos to defeat him. • LEVEL MAP • .-------. .-------. | S : e h e tetet e h: ee: e ~ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Continued: ~: e :h --> Captured ¯¯¯¯¯¯¯¯¯¯¯ ..... LEGEND .............................................. : S = Start Point e = Enemy h = Herbal Healer : : t = Trap : = Door/Fence : :.........................................................: • AFTER BEING CAPTURED • After the possible fight within the cell, Sub-Zero will begin his escape. Slide out of the cell room to knock the cannon away from the enemy ahead. Careful, as there is a ledge right after the enemy. Follow the platforms down to the right until down on another walkway. Slide to disarm the enemy on the walkway. Drop down the ledge to the right to find a Herbal Healer. Jump back up to the platforms and continue right. Careful passing by the smashing mallets, as being just clipped on the side of one could mean death as they could push Sub-Zero over one of the ledges between the traps. Past the mallets is another armed enemy. Quickly dispose of him, get close to the ledge behind him, and jump over it. Sub-Zero should grab onto the ledge on the other side. Jump up and perform a Jump Kick to disarm the enemy up on that platform. Dispose of him and grab the key. • CHECK POINT • The key will give access to the first floor on the elevators. Jump back across the gap, and stand on the section of the walkway with the two gold signs that say "G" and "1". Hold the Action button and press High Kick to take the elevator up (Low Punch goes down). At the top of the elevator, proceed right. An enemy and a Herbal Healer wait down the path. At the very end of the walkway is the key for the second floor. • CHECK POINT • With the second key, jump over to the platform to the right. Take the elevator up and jump to the right to reach the boss area. • BOSS FIGHT • The Prison Keeper will approach from the background. Freeze moves will be of no use in this battle. Two strategies work well: run up, High Kick, and Slide under him to safety, or run up, Roundhouse, Jump Kick, then jump away. If caught in a corner, do the same thing, but perform a Slide at the end instead of jumping away. • CHECK POINT • When defeated, the prison guard will drop the key to the third floor. With the key, head back to the elevator, take it down, and head back left. At the second elevator, take it down, and head left. After the swinging mallets is another elevator. Take it up, and get off at the first floor if a Herbal Healer is desired (it is behind the armed enemy), otherwise, take it up to the second floor. At the second floor, head right to the next elevator, careful of the enemy waiting on the path. Take the elevator up to the third floor to reach the Urn Of Strength, which is guarded by an armed enemy. • CHECK POINT • With the Urn Of Strength, get back down to the second floor and proceed right. An enemy waits near the end of the path. At the end of the second floor, jump down to the first, and continue right until back at the elevator that leads to where the boss fight took place. Take it up, and head across the boss area. At the elevator after the boss area, take the elevator up and head right. At the end of the walkway is a giant statue. Use the Urn Of Strength and quickly Jump Kick the statue. The Urn only lasts about two seconds, but can always be reused. The level is completed when the statue falls. • LEVEL MAP • se ¯¯! e ! e .-------. !¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ B~ | S : e !e h e h 2 ! ¯¯¯~ ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯ -- !¯¯¯¯ !¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯ ¯¯ ----e-!- --t t t---!- e1- h Continued: # ~3 ! ¯¯¯¯¯¯¯¯¯¯ # ~¯¯¯ ¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯ ..... LEGEND ................................................. : S = Start Point B = Boss h = Herbal Healer : : e = Enemy ! = Elevator : : 1,2,3 = Keys t = Trap f = Fence : : # = Statue s = Urn Of Strength : :............................................................: ------------------------ 04.07 - BRIDGE OF IMMORTALITY ------------------------ Mission objective: Cross the Bridge Of Immortality to reach Shinnok's Fortress Maximum points: 7,375 Items: 1 Herbal Healer 1 Herbal Booster 4 Urns Of Vitality 1 Urn Of Life From the start, head down the path, careful of the two enemies. Fall down the first gap. On the platform below, run to the left, heading down the platforms, to reach the first boss. • BOSS FIGHT • This is a very tough and time consuming battle against a warrior riding a fire- breathing dinosaur. It is recommended to have ample items ready to regain heath. Freeze moves have no affect. Roundhouse the dinosaur's head and jump away. Do not go after it; wait for him to advance. It can be timed so he runs into Roundhouses. When cornered, Slide under it, and Roundhouse as he is turning around. When it breaths fire, jump away. • CHECK POINT • After the dinosaur's defeat, pick up the key, and head to the right to find the way up. Back at the top, proceed to the right again. There is one Herbal Booster, one Herbal Healer, and then another boss. • BOSS FIGHT • This is the first of three robot battles (all immune to freeze moves). This simple strategy works well: run up, Roundhouse, Jump Kick, and take a few steps back. It will often shoot its flame thrower after that, which opens the ability to repeat the strategy. Avoid getting cornered, as it can perform an inescapable combo. • CHECK POINT • The second key will appear after the robot's defeat. On the right edge of the boss area platform, jump as far off as possible to avoid the spinning blades below. Jump behind the first blades to find an Urn Of Life. After the row of spinning blades is a small platform out of reach from jumping distance. Before this can be accessed, the enemy firing projectiles down the path must be dealt with. Slide into him to knock away his cannon, but do not attack him. Instead, freeze him, and position Sub-Zero near the light fixture after the platform, with the enemy on the right. Jump straight up continuously, and if lucky, the enemy will Uppercut Sub-Zero up to the platform. Three Urns Of Vitality are hidden up there. Of course, reaching the secret platform is purely optional. Head down the path to find the next boss area. • BOSS FIGHT • The second robot has a machine gun instead of a flame thrower. Once again, run up, Roundhouse, Jump Kick, and jump away. If it unloads a clip, either Block, or Jump in to attack. • CHECK POINT • Upon the second robot's defeat, an Urn Of Vitality will appear. Head to the edge of the platform, and jump far to the right to avoid the gap. Two enemies await on the platform below. It is advised to toss the first one out of the way so the one shooting projectiles can be stopped. The second one is down the path a ways, so jump forward before Sliding into him. On the platform after the walkway with the two enemies, fall into the gap to the right. The last boss area is hidden away there. • BOSS FIGHT • The third and last boss fight, this robot is armed with a flame thrower. Use the same strategy as on the first robot. • CHECK POINT • Pick up the key left by the third robot, and head right. Jump on the small platform to be taken back up, and proceed right. Ahead is a stretch of platforms varying in length. Run across the longer ones to avoid the whipping tentacles from the sea. Two enemies (the first one being armed) wait after the tentacles. After that is another set of three spinning blades, and another cannon-armed enemy. Passed that, jump across the large gap, ready for another enemy and some more blades. The enemy can often be tricked into running into the blades if they are between Sub-Zero and the enemy. One last enemy carrying a cannon is guarding the pyramid's entrance. Standing right outside the pyramid, but not touching it, use any one of the keys to open the door. • LEVEL MAP • | S e e e H h: B : + ¯ B ~ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯L t t t e ¯¯¯¯¯¯¯¯~ --- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯ ¯¯¯ ¯ ¯¯¯¯ - ¯ ¯ - ¯ --- B ¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯ Continued: e e e t t t e e t ~ ~ e t t t ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯~ ~¯ e e - ¯ ¯¯ ! ¯ ¯¯¯¯¯ ¯ ¯ ¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯ ¯ B ! ¯¯¯¯¯¯¯¯¯ ¯ Continued: / ~t t e / ~¯¯¯¯ ¯¯¯¯¯¯ ..... LEGEND ................................................... : S = Start Point e = Enemy h = Herbal Healer : : t = Trap H = Herbal Booster : : B = Boss & Key : = Fence L = Urn Of Life : : ! = Elevator + = Secret Platform : :..............................................................: ------------------------- 04.08 - SHINNOK'S FORTRESS -------------------------- Mission objective: Explore the fortress to find Quan Chi's sanctuary Maximum points: 20,000 Items: 6 Herbal Healers The final level begins at the pyramid's entrance (Shinnok's fortress). Head right, to the first elevator platform, careful of the two enemies waiting in the path. At the elevator platform, hold the Action button and press High Kick to go up (Low Punch goes down). At the top of the elevator, head right, careful of the enemy, and up the next elevator. Proceed left, through the two swinging blades, and enter the room. • BOSS FIGHT • Crouch or Slide under Jataaka's projectiles, and wait until she is done performing her combos to quit Blocking. Rely on the usual strategy: Sweeps, the kick combo, and freeze moves. • CHECK POINT • When defeated, Jataaka will drop a crystal. Exit the room and take the elevator back down. Follow the corridor to the left end, careful of the enemy. Take the elevator up that is just outside of the boss room. At the top of the elevator, take the left, go through the two swinging blades, and up the next elevator. Head through the following swinging blades and take the elevator up. At the teleporter, use Jataaka's crystal. • CHECK POINT • Take the elevator back down from the teleporter. Pass through the swinging blades, down the elevator, through the next set of swinging blades, down the next elevator, and into the boss room to the left. • BOSS FIGHT • Be careful of Kia's boomerang, as it will return if avoided. Other than that, use the usual strategy: Sweeps, the kick combo, and freeze moves. • CHECK POINT • Take Kia's dropped crystal and exit the room. Take the second elevator down to ground level. Proceed to the right, careful of the two enemies waiting in the path, and take the next elevator back up into the fortress. In the fortress, head left, avoiding the swinging blade, and take the elevator up. Go left again, careful of the enemy, and take the next elevator up. Head right, through the four swinging blades, and up the following elevator. At the teleporter, set Kia's crystal into place. • CHECK POINT • From the teleporter, head back down the elevator, and enter the boss room to the right. • BOSS FIGHT • Sweep to avoid her spin. Other than that, use the same strategy as on the other girls: Sweeps, the kick combo, and freeze moves. Upon her defeat, she will fall to her knees, allowing the Fatality to be performed. Spare her for some help in a latter boss fight... • CHECK POINT • The crystal dropped by Sareena is for the center teleportal, and will only work once the other two keys have been set in place. Head left, out of the room, past the four swinging blades, and down the elevator. From there, head right, down the next two elevators, to get back to the ground floor. Proceed left, back to the other elevator, and take it up. Go right, careful of the enemy, and up the next elevator. At the top, head right, careful of the swinging blade, and take the elevator up. Head up the next elevator to reach the center teleporter. When Sareena's crystal is set in place, Sub-Zero will teleport to the final boss battles. Note that if not enough experience points have been attained, access to Quan Chi's sanctuary will be denied, and the game will end with a game over. • BOSS FIGHT • Crouch Quan Chi's projectiles, block his combos, and stay away from him. Perform Ice Blasts from a distance to prevent being attacked, and avoid approaching him unless he is frozen. Try jumping over him, performing a Jump Kick at the last minute, and freezing him in the air with an Ice Blast. From there, the same thing can be repeated again, but he will likely be frozen closer to the ground. When he is frozen close to the ground, perform the kick combo to knock him away. This strategy is easier to do when he is trapped in a corner. If Sareena was spared from the Fatality earlier in the level, then she will appear when Quan Chi's Powerbar is down to about ten percent left, and finish him off. Upon his defeat, Shinnok is the final obstacle • BOSS FIGHT • The battle against Shinnok is, surprisingly, not really a battle at all. The only objective is to steal the sacred amulet hanging on his neck. Run to the left side of the arena, and get close to the teleportal. Wait there for Shinnok to come near. When Shinnok's amulet glows, immediately perform an Ice Blast and enter the teleportal. When teleported to the other side of the arena, quickly run back to him. Press the Action button when close to grab the amulet. This all must be done very quickly, as Shinnok recovers fast. When the amulet is stolen, Shinnok will morph into his demonic form. From there, enter the teleportal to complete the game, or read on to learn how to defeat Shinnok in his demon form. Careful, he advances quickly, and just one of his powerful hits will mean death. Victory against Shinnok in his demon form is only possible if the Polar Blast move has been learned and at least five Urns Of Vitality are available in the inventory. Even if invincibility is used (be it from the Shield Of Invincibility or the password in the N64 version), Shinnok in his demon form cannot be defeated without the Polar Blast-- he will simply punch Sub-Zero back until he is knocked into the portal. The second Shinnok appears on the screen, perform the Polar Blast (it will not affect him if he is off the screen). He will be hit with pain and stagger back. Access the inventory immediately and use an Urn Of Vitality to restore the Ice Meter. Then perform another Polar Blast and repeat the process. Shinnok will fall to his death after five hits. Note that to successfully execute this, ample ground is required to perform all of the Polar Blasts while Shinnok is approaching. Thus, it is wise to steal the amulet while Shinnok is standing in one corner of the arena. The reward for defeating him in his demonic form in the PS version is an amusing outtakes video. The N64 version, however, rewards nothing. • LEVEL MAP • \_1_/ \_2_/ | | | | _______| | ___ _________| |_____ | t t _| |he | |h e _ | | |¯¯¯¯¯¯¯ ¯| | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | | |___________| | .---------._________________| | |_ t t t _| | A : t t t _| ¯¯¯¯¯¯¯| |¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯ .---------._____| |_________________________| |_________ | C : _ e e _ e h| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ .----------------------------| |-------------------------~ / S e e _ e ~ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Continued: \_3_/ | | ___________________| |___.---------. | t t t t _ : B | ¯| |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ _| |_______________ | _ e e h| ¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯ _____| |___________________ |h t t _ t t t t h| ¯¯¯¯¯¯¯¯¯¯¯| |¯¯¯¯¯¯¯¯¯¯¯¯¯ ~-----------------| |----------------. ~ e _ e e \ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ..... LEGEND .............................................. : S = Start point e = Enemy h = Herbal Healer : : t = Trap : = Door : : A,B,C = Boss & Key 1,2,3 = Teleporter : :.........................................................: =============================================================================== - 05 - BOSS STRATEGIES - =============================================================================== ------------------------------ 05.01 - SCORPION ------------------------------- For this fight, Scorpion is a yellow pallet swap of Sub-Zero. He will not use any special moves here. The safest strategy is just to Crouch and Low Punch him. Avoid performing Throws, as he will often counter them. Running up and performing the Roundhouse combo, then Sweeping, works well. If the Ice Blast has been learned, use that before attempting Uppercuts or the longer combo. If the Slide has been learned, try Jump Kicking him and Sliding into him at his fall. Upon his defeat, he will fall to his knees and a voice will announce, "Finish him!". To avoid a latter battle in the game against him, do not perform the Fatality. ------------------------------ 05.02 - WIND GOD ------------------------------- The meters will be filled for the battle against the Wind God (later named "Fujin" in MORTAL KOMBAT 4). The best strategy is to stay close to him. As soon as he heads for the air, Jump Kick him down and run up for more attacks. Use many Jump Kicks to avoid him flying away to safety. It is wise to have learned the Directional Ice Blast move before the fight, as he can then be frozen while flying. When his life has been depleted, he will fly back and create a giant wind cyclone. The only way to avoid it is to run to the very edge of the arena and crouch. Sub-Zero will automatically cling to the rock, and the Wind God's powers will be his own undoing. ------------------------------ 05.03 - EARTH GOD ------------------------------ Run up, Jump Kick, and Slide under the Earth God. Grab the skull switch on the other side of the room to drop the platform on him. While traditional fighting works, luring him to the center of the stage (which can be visualized by the light area on the floor), Jump Kicking him, Sliding to safety, and dropping the platform on him is the most efficient way. The platform can only be dropped once it has retracted back to the ceiling. The sound of the retracting platform will indicate when it is ready to drop again, as will the skull switch's eyes. Run or Slide to avoid the falling debris when he stomps the ground. Freeze moves will be of no use in this battle. ------------------------------ 05.04 - WATER GOD ------------------------------ The meters will be refilled for the battle against the Water God. Running up, jumping over him, and performing a combo works well, as he is often left stuck shooting water in the wrong direction. Freezing instead of performing a combo is also one slippery strategy. When he dives into the floor, immediately Block. Retaliate with the Ice Blast after Blocking or avoiding his special moves. Continue blocking until he is completely done performing special moves, as he often shoots more that one projectile. He can be frozen while resurfacing from the floor from a dive. ------------------------------ 05.05 - FIRE GOD ------------------------------- The meters will be refilled for the fight. The Fire God is immune to all ice moves, so the Shield Of Invincibility may come in handy here. When he creates a stream of fire from his fists, Slide into him. When he shoots fire at the ground, Jump Kick him. Slide when he teleports. Similar to the Water God, jumping over him and performing a Jump Kick works well as he often retaliates with a move in the wrong direction, which makes him vulnerable to the attack. Jump Kicks and running up and performing the 3-hit combo also work well. ------------------------ 05.06 - SCORPION REINCARNATED ------------------------ Unlike the first fight with Scorpion, here he uses special moves and is not a pallet swap of Sub-Zero-- he is a copy of his ULTIMATE MORTAL KOMBAT 3 self (the only difference is that the head of his Spear move is now an axe-like weapon). Perform a Sweep or Slide to counter his spear move. If struck with his spear, Block to avoid being hit when pulled in. Sweep him when he runs up to attack. Other than that, rely on freezes and combos to defeat him. ---------------------------- 05.07 - PRISON KEEPER ---------------------------- The Prison Keeper will approach from the background. Freeze moves will be of no use in this battle. Two strategies work well: run up, High Kick, and Slide under him to safety, or run up, Roundhouse, Jump Kick, then jump away. If caught in a corner, do the same thing, but perform a Slide at the end instead of jumping away. -------------------------- 05.08 - DINOSAUR & ROBOTS -------------------------- • DINOSAUR • This is a very tough and time consuming battle against a warrior riding a fire- breathing dinosaur. It is recommended to have ample items ready to regain heath. Freeze moves have no affect. Roundhouse the dinosaur's head and jump away. Do not go after it; wait for him to advance. It can be timed so he runs into Roundhouses. When cornered, Slide under it, and Roundhouse as he is turning around. When it breaths fire, jump away. • ROBOTS • This simple strategy works well: run up, Roundhouse, Jump Kick, and take a few steps back. They will often shoot their flame thrower after that, which opens them up for a repeat of the same strategy. The second robot has a machine gun instead of a flame thrower. Once again, run up, Roundhouse, Jump Kick, and jump away. If it unloads a clip, either Block, or Jump in to attack. Avoid getting cornered, as they can perform an inescapable combo. All three of the robots are immune to freeze moves. --------------------------- 05.09 - FORTRESS GIRLS ---------------------------- • JATAAKA • Crouch or Slide under Jataaka's projectiles, and wait until she is done performing her combos to quit Blocking. Rely on the usual strategy: Sweeps, the kick combo, and freeze moves. • KIA • Be careful of Kia's boomerang, as it will return if avoided. Other than that, use the usual strategy: Sweeps, the kick combo, and freeze moves. • SAREENA • Sweep to avoid Sareena's spin. Other than that, use the same strategy as on the other girls: Sweeps, the kick combo, and freeze moves. Upon her defeat, she will fall to her knees, allowing the Fatality to be performed. Spare her for some help in a latter boss fight... ------------------------------ 05.10 - QUAN CHI ------------------------------- Crouch Quan Chi's projectiles, block his combos, and stay away from him. Perform Ice Blasts from a distance to prevent being attacked, and avoid approaching him unless he is frozen. Try jumping over him, performing a Jump Kick at the last minute, and freezing him in the air with an Ice Blast. From there, the same thing can be repeated again, but he will likely be frozen closer to the ground. When he is frozen close to the ground, perform the kick combo to knock him away. This strategy is easier to do when he is trapped in a corner. If Sareena was spared from the Fatality earlier in the level, then she will appear when Quan Chi's Powerbar is down to about ten percent left, and finish him off. ------------------------------- 05.11 - SHINNOK ------------------------------- The battle against Shinnok is, surprisingly, not really a battle at all. The only objective is to steal the sacred amulet hanging on his neck. Run to the left side of the arena, and get close to the teleportal. Wait there for Shinnok to come near. When Shinnok's amulet glows, immediately perform an Ice Blast and enter the teleportal. When teleported to the other side of the arena, quickly run back to him. Press the Action button when close to grab the amulet. This all must be done very quickly, as Shinnok recovers fast. When the amulet is stolen, Shinnok will morph into his demonic form. From there, enter the teleportal to complete the game, or read on to learn how to defeat Shinnok in his demon form. Careful, he advances quickly, and just one of his powerful hits will mean death. Victory against Shinnok in his demon form is only possible if the Polar Blast move has been learned and at least five Urns Of Vitality are available in the inventory. Even if invincibility is used (be it from the Shield Of Invincibility or the password in the N64 version), Shinnok in his demon form cannot be defeated without the Polar Blast-- he will simply punch Sub-Zero back until he is knocked into the portal. The second Shinnok appears on the screen, perform the Polar Blast (it will not affect him if he is off the screen). He will be hit with pain and stagger back. Access the inventory immediately and use an Urn Of Vitality to restore the Ice Meter. Then perform another Polar Blast and repeat the process. Shinnok will fall to his death after five hits. Note that to successfully execute this, ample ground is required to perform all of the Polar Blasts while Shinnok is approaching. Thus, it is wise to steal the amulet while Shinnok is standing in one corner of the arena. The reward for defeating him in his demonic form in the PS version is an amusing outtakes video. The N64 version, however, rewards nothing. =============================================================================== - 06 - SECRETS/CODES - =============================================================================== ------------------------------- 06.01 - SECRETS ------------------------------- Outtakes : Achieved by: Defeating Shinnok in his demonic form. Video Description: Earn an amusing video (after the game's credits) of some outtakes from the videos throughout the game. Notes: This is only for the PS version. The strategy for defeating Shinnok in his demonic form is described both in the walkthrough (chapter "04 - LEVEL WALKTHROUGHS") and in section "05.11 - SHINNOK". ------------------------------ 06.02 - PASSWORDS ------------------------------ At the start menu, select "OPTIONS", then "PASSWORD". To cycle through the letters, the N64 version uses the C-Left and C-Right buttons, and the PS version uses the Square and Circle buttons. When done, select "EXIT". If the password entered is valid, an exploding sound will commence, confirming a valid code. Passwords to skip to levels will begin the level immediately after the code is entered, so enter those last if other codes are desired. THE PASSWORDS ¯¯¯¯¯¯¯¯¯¯¯¯¯ Unlimited : Combination: GTTBHR Lives Description: Have unlimited lives. Notes: It may just be 1,000 lives, not infinite. Full Urns : Combination: NXCVSZ Of Description: Fills the inventory with Urns Of Vitality. Vitality Notes: N/A Invincible: Combination: TDFCLT Description: Unlimited Invincibility from enemies. Notes: This only works for the N64 version. Ultimate : Combination: ZCHRRY Cheat Description: Begin at Shinnok's Fortress with 20,000 experience points, 2 Herbal Healers, and 1 Herbal Booster. Also, this allows for a quick teleport to either of the bosses (Quan Chi and Shinnok). Notes: When killed, hold the Action button for Quan Chi, or the Turn button for Shinnok. This will not work, however, after any of the sub-bosses (the girls) are reached. View : Combination: CRVDTS Credits Description: View the game's credits. Notes: N/A View Cut : Combination: RCKMND Scene Description: View alternate death scene for the Earth God. Notes: This only works for the PS version. Wind : Combination: THWMSB Element Description: Begin at this level with 50 experience points, 2 Herbal Healers, and a Herbal Booster. Notes: N/A Earth : Combination: CNSZDG Element Description: Start at this level with 150 experience points, 2 Herbal Healers, and a Herbal Booster. Notes: N/A Water : Combination: ZVRKDM Element Description: Begin at this level with 260 experience points, 2 Herbal Healers, and a Herbal Booster. Notes: N/A Fire : Combination: JYPPHD Element Description: Start at this level with 500 experience points, 2 Herbal Healers, and a Herbal Booster. Notes: N/A Prison Of : Combination: RGTKCS Souls Description: Begin at this level with 700 experience points, 2 Herbal Healers, and a Herbal Booster. Notes: This does not work on the Easy or Very Easy difficulty levels. Bridge Of : Combination: QFTLWN Immortal- Description: Start at this level with 800 experience points, 2 ity Herbal Healers, and a Herbal Booster. Notes: This does not work on the Easy or Very Easy difficulty levels. Shinnok's : Combination: XJKNZT Fortress Description: Begin at this level with 2750 experience points, 2 Herbal Healers, and a Herbal Booster. Notes: This does not work on the Easy or Very Easy difficulty levels. ------------------------------ 06.03 - GLITCHES ------------------------------- After a monk is stung by a stingray in the Water Element level, he will not turn the icy color if frozen-- he will remain the same. =============================================================================== - 07 - MISCELLANEOUS - =============================================================================== ------------------------ 07.01 - PLATFORM DIFFERENCES ------------------------- Although the game itself is the same, there are features and attributes particular to the N64 and PS versions. Nintendo 64 version PlayStation version Pros: • No loading times • Videos with actors from pre- • Cut-scene narration text vious MORTAL KOMBAT games • Can repeat cut-scenes • Crisp graphics and sound • Code for invincibility since game is on a CD • Rumble Pak featured • Short video preview of MK4 • Code to see alternate Earth God death • Videos for scenes not fea- tured in the N64, such as falling into abysses • Secret outtakes video • Plays on the PlayStation 2 Cons: • No videos (cut-scenes feature • Up to 10 second loading times pictures with text, instead) • No code for invincibility • Graphics and sound not as • No cut-scene narration text crisp since the game is on a • Cannot repeat cut-scenes cartridge • No Vibration Function • No code to see alternate Earth God death • No secret outtakes video ---------------------------- 07.02 - GAME SCRIPT ------------------------------ The following script was copied directly from the N64 version's text. The PS version's actors use the same script, but with their own twists on the language. Other than that, the only significant difference between the two versions is the narrative text between scenes that the N64 version provides. • AFTER COMPLETEING THE SHAOLIN TEMPLES • Successful in his mission, Sub-Zero escapes from the Shaloin temples... And returns to the secret Lin Kuei headquarters, hidden high above the mountains of northern China. Sub-Zero: Grandmaster, in honor of the Lin Kuei, I bring you this sacred Map of Elements. Grandmaster: Once again, our most cunning assassin and thief is successful. At ease, my Lin Kuei warrior. Quan Chi: Greetings, I see the ninja has been successful in retrieving my map... as I have foreseen. Sub-Zero: Let's get something straight... I am not a ninja. I am Lin Kuei. Scorpion was a Ninja! Quan Chi: Ah yes, your Japanese counterpart. It's unfortunate that you happened upon him in your battle with the pesky Shaolin monks. Sub-Zero: Scorpion was tipped off... he knew I was breaking into that temple, and if he weren't there - there wouldn't have been a battle! You are responsible for this sorcerer! Quan Chi: I'll admit... I also retained Scorpion's services. In case you failed, I needed some assurance. Sub-Zero: Well, your peace of mind almost cost me this mission. Grandmaster: Enough! Quan Chi... what about our payment? Quan Chi: Oh yes, i almost forgot... In this bag are the bones of your arch nemesis, and leader of Scorpion's ninja clan, the Shirai Ryu. Grandmaster: And, this is the skull of the leader of the Shirai Ryu? Quan Chi: It most certainly is... I stripped it of its flesh myself. Grandmaster: Ha! Our ancient foes have been vanquished in one transaction. You see Sub-Zero... you can trust a sorcerer sometimes. Now you will use the map on your next mission. Quan Chi has once against retained your services. Sub-Zero: Fine, give me the details. Quan Chi: This map you stole... it shows the way to a temple which predates man's recorded history on earth. For thousands of years, the Temple of Elements has been hidden in what are now known as the Himalayan Mountains of Nepal. This map is the only evidence of its existence. Sub-Zero: Fine... I get to the temple and then what? What's inside? Quan Chi: A small amulet... worthless to you, but... let's just say it has great sentimental value to me. Sub-Zero: If it's so precious, why don't you get it yourself? Quan Chi: I cannot enter the temple until the four elements within its walls have been defeated. And, I am not on the best of terms with the gods of your realm... especially your god of thunder. Sub-Zero: Tell me about these elements. Quan Chi: They are the four elements which comprise the very existence of your realm... Wind, Earth, Water and Fire. With your mastery of the element of cold, you have an advantage that no other human has... the ability to defeat the elements. I have foreseen this... Sub-Zero scales the gorges of the massive Himalayan Mountains. There he discovers the entrance into the Temple of Elements. • AFTER COMPLETEING THE FIRE ELEMENT • Sub-Zero ascends the staircase leading to what he believes to be the ancient amulet he is looking for. As he approaches, he studies the inscriptions that trace its edges and prepares to take hold of the ancient artifact, never before touched by the hands of a mortal. But, before he can get to it... an unexpected visitor manages to take hold of the amulet first. Quan Chi: The amulet... I have Shinnok's amulet! Sub-Zero: Who's amulet? Quan Chi: He is my deity, ruler of the NETHEREALM and soon destroyer of your Earth realm. This is definitely Shinnok's amulet! Sub-Zero: What are you talking about? Quan Chi: This amulet is the key to Shinnok's power as an Elder God. When returned to him he will retain his powers and be freed from the confines of the Netherealm. Sub-Zero: ...Destroyer of all realms?? I think you are insane. That amulet isn't worth the bronze it's molded from. Quan Chi: Believe what you will, Sub-Zero. Good-bye... ninja. Sub-Zero watches as the energy dissipates into nothing. Then, suddenly, a blue bolt of electricity strikes the ground with thunderous fury. A new shape begins to form... But this time it's the god of thunder, RAYDEN. Rayden: Do you realize what you've done?? Sub-Zero: I was just earning my living. Rayden: Your clan's ignorance and greed will cost this entire realm. You must now set things straight. Sub-Zero: Quan Chi could simply be a lunatic sorcerer. I've never heard of an elder god named Shinnok or of a place called the Netherealm. Rayden: Well, you'd better start believing in both, because you're going to the Netherealm and you've going to bring the amulet back. We must act quickly. I have no dominion in the Netherealm... You are reality's only hope. Sub-Zero: I'll do it, Thunder God... but only because I have no choice. Rayden: Then stand back... Rayden prepares to open a portal into the Netherealm. Lightning and warped space converge as he points his staff at the center of the portal's surging energy. Rayden: This is a portal into the Netherealm. Once through, follow Quan Chi and try to get the amulet before he gives it to Shinnok. I also offer this advice... beware the Brothers of the Shadow. The Netherealm is a place for lost souls. If you fail, your soul will join theirs... and so will the souls of this entire realm. Sub-Zero charges through the portal. • CAPTURE AT THE PRISON OF SOULS (VERSION 1) • Captured and now imprisoned, Sub-Zero peers out of the bars of his cell and ponders his escape. He fails to notice the shadowy figure of an old warrior behind him. Old Warrior: Escape is futile. Sub-Zero: Who are you? Old Warrior: A lost soul. Where would you escape to? If you are here then you must belong here... rejected from your own realm no doubt. Sub-Zero: I wasn't rejected. I was sent here. Old Warrior: No matter. Rejected or sent, you couldn't exist here unless your soul contained the impurities of evil. Sub-Zero: Haven't you ever tried to escape, old man? Old Warrior: Escape? Oh, I'll be leaving this realm shortly... but first I must play Rayden's game. The last comment struck a nerve with Sub-Zero, and he spins to take another look at just who this old warrior is. But, the figure has suddenly disappeared. • CAPTURE AT THE PRISON OF SOULS (VERSION 2) • Captured and now imprisoned, Sub-Zero peers out of the bars of his cell and ponders his escape. He fails to notice the shadowy figure of a warrior behind him. Warrior: Escape is not possible. Sub-Zero: Who are you? Warrior: I am a dead man. But somehow you have retained your mortality, which would mean you are vulnerable to death. Sub-Zero: Wait... I know your voice. Scorpion: Yessss... I am Scorpion. You killed me in cold blood. Sub-Zero: I had no choice. If I had not stolen that map I would be the dead one. Scorpion: But my clan and family would still be alive! Sub-Zero: What?? Scorpion: It wasn't enough to kill me... you had to destroy every last remnant of my being... you are responsible for the massacre of my entire clan! Sub-Zero: You're mistaken... Quan Chi is responsible for their deaths! Scorpion: Words will not save you Lin Kuei warrior... prepare for your final battle! • AFTER COMPLETEING THE PRISON OF SOULS • High atop a tower, overlooking the prison's crushed gates, a lone figure watches as Sub-Zero makes his way to freedom. Her name is Kia, and she spies the mortal through binoculars. Kia: Well, he's definitely a mortal. His soul is still contained within his body. She is joined by her fellow warriors - Jataaka and Sareena. Together they are Quan Chi's personal assassins. Jataaka: A mortal can't exist here with his soul intact! Kia: Unless Shinnok allowed it to be. Sareena: I'll inform Quan Chi. The two of you continue to track him. Shinnok's fortress looms over the Sea of Immortality. Within its walls, Quan Chi is well aware of Sub-Zero's plight as Sareena enters his sanctuary. Quan Chi: Approach, Sareena. Sareena: Sir, a mortal has escaped from the prison of souls. He is headed toward the Sea of Immortality. Quan Chi: A mortal? Sareena: Yes, a mortal... with the ability to freeze. Quan Chi: Alert the Keepers and send a full garrison to intercept. Make sure that he does not cross the bridge. Sareena: The Keepers? But he is just a mortal. Certainly I can dispose of him myself. Quan Chi: Do not question me Sareena... and more importantly... do not fail me. We have toyed with the ninja long enough. • AFTER TELEPORTING FROM SHINNOK'S FORTRESS • Quan Chi waits patiently as Sub-Zero teleports into his chamber. Quan Chi: Qelcome to my home, Sub-Zero. If you're still looking for the amulet, you can find it at the pyramid's apex... around Shinnok's neck. You've arrived a little late. Sub-Zero: I was busy. Quan Chi: Don't you realize why Rayden sent you? The Netherealm is a place for evil beings. You could not exist here unless you were tainted with evil. You belong here. Join my Brothers of the Shadow and worship our lord, Shinnok. Sub-Zero: Never sorcerer! Quan Chi: Then, so it shall be... ninja. • AFTER QUAN CHI'S DEFEAT WITH SAREENA's HELP • Sub-Zero: Why did you help me? Sareena: You are still a mortal... that means you can escape the Netherrealm. Sub-Zero: There won't be anywhere to go if I don't get the amulet back. Sareena: Take me with you... I've waited an eternity to escape. Sub-Zero: You don't understand. I can't leave without the... At that moment a searing beam of energy cuts through Sareena's chest. She screams with pain as she falls into Sub-Zero's arms. Sub-Zero: Sareena! Who are you, old man?? Shinnok: It is I, Shinnok. Sareena was dealt with as I would have dealt with all my children of this realm. But you, Sub-Zero, will be treated as a bitter enemy. • AFTER SHINNOK's DEFEAT • Light and warped space converge as the silhouetted form of Sub-Zero comes bursting through - with Shinnok's amulet in hand. He lands with a thud onto the rocky floor at Rayden's feet. Smoke billows from his body as he struggles to get up. Out of breath, he does his best to speak. Sub-Zero: Here... the amulet. Rayden: Impressive, Sub-Zero. Perhaps you will reconcile your reckless past after all. Sub-Zero: That's it? Not even a thank you? Rayden: Thank yourself for undoing a problem you created. Sub-Zero: One question? Quan Chi told me that you sent me because my soul was tainted with evil... is that true? Rayden: You are a superb warrior, Sub-Zero. But only you are in control of you destiny. Not even the gods can alter your chosen path of life. Sub-Zero: Was that a yes, or a no? Rayden: That was a yes... But only you can change it. Mist all but covers the Mongolian ruins as the sun struggles to rise from its slumber. Sub-Zero: I vow to serve and obey the Lin Kuei. Grandmaster: Welcome back, my warrior. I have a new undertaking for you. It seems your recent exploits have caught the eye of yet another sorcerer. I'd like you to meet the retainer of your services. His name is Shang Tsung. He would like you to compete in a small tournament... called Mortal Kombat. =============================================================================== - 08 - EPILOGUE - =============================================================================== -------------------------- 08.01 - LEGAL INFORMATION -------------------------- THIS DOCUMENT IS PROTECTED BY UNITED STATES AND INTERNATIONAL COPYRIGHT LAWS. THIS DOCUMENT IS COPYRIGHT (C) 2004-2006 PORTABLE MK. ALL RIGHTS RESERVED. THIS DOCUMENT AND PARTS THEREOF (INCLUDING BUT NOT LIMITED TO: WRITING, TEXT ART, AND FORMAT), MAY NOT BE COPIED, PARAPHRASED, OR REPRODUCED IN ANY FORM WITHOUT PRIOR WRITTEN CONSENT FROM THE AUTHOR, PORTABLE MK. THIS DOCUMENT MAY BE DISTRIBUTED AS PLEASED ONLY IF: IT REMAINS UNALTERED, IT STAYS FREE TO PUBLIC ACCESS, AND PROPER CREDIT IS GIVEN TO THE AUTHOR. IF ANY OF THE AFOREMENTIONED TERMS ARE VIOLATED, LEGAL ACTION WILL TAKE PLACE ON ACCOUNT OF COPYRIGHT INFRINGEMENT. PORTABLE MK IS THE SOLE AUTHOR, CREATOR, AND OWNER OF THIS DOCUMENT. ALL MATERIAL IN THIS DOCUMENT IS THE WORK OF THE AUTHOR UNLESS OTHERWISE STATED IN SECTION "08.02 - CREDITS/SOURCES". THE AUTHOR IS IN NO WAY ASSOCIATED WITH THE CREATORS/OWNERS OF THE GAME OR THE COMPANIES/PEOPLE INVOLVED WITH IT. * * * MORTAL KOMBAT(R) MYTHOLOGIES: SUB-ZERO(TM) IS COPYRIGHT (C) 1997 MIDWAY GAMES INC. MORTAL KOMBAT, SUB-ZERO, AND ALL CHARACTER NAMES ARE TRADEMARKS OF MIDWAY GAMES INC. NINTENDO 64(R) IS A REGISTERED TRADEMARK OF NINTENDO OF AMERCIA INC. PLAYSTATION(R) IS A REGISTERED TRADEMARK OF SONY COMPUTER ENTERTAINMENT INC. ESRB(TM) RATING IS A TRADEMARK OF THE INTERACTIVE DIGITAL SOFTWARE ASSOCIATION. ALL COPYRIGHTS AND TRADEMARKS ARE ACKNOWLEDGED AND RESPECTED THAT ARE NOT SPECIFICALLY MENTIONED HEREIN. --------------------------- 08.02 - CREDITS/SOURCES --------------------------- Portable MK • The sole author and creator of this document, text art, and layout. Everything is by him except what is stated in this section. Please respect his hard work by following his requested conditions for this document, as stated in section "08.01 - LEGAL INFORMATION". If there are any corrections, suggestions, etc., then please e-mail him. But please do not e-mail him unless the ENTIRE document has been read. As said above, everything in this document is by the author except what is stated in this section, but the following probably need to be reiterated: • The damage percentage calculations in section "03.02 - OF PLAYING". • All of the maps and text pictures were done solely by the author, without any resources or help whatsoever. MORTAL KOMBAT MYTHOLOGIES: SUB-ZERO (PlayStation) Instruction Manual The following were copied directly from this source. • The stories in section "02.03 - STORIES". MORTAL KOMBAT MYTHOLOGIES: SUB-ZERO (Nintendo 64) Package The following were copied directly from this source. • The back of the Nintendo 64 package in section "02.02 - PACKAGES". MORTAL KOMBAT MYTHOLOGIES: SUB-ZERO (PlayStation) Package The following were copied directly from this source. • The back of the PlayStation package in section "02.02 - PACKAGES". http://www.gamewinners.com/n64/MKMythologiesSub-Zero.htm The following are credited to this source. See the site for a full list of credits. • The glitch in section "06.03 - GLITCHES". * * * RECOMMENDED SITES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ http://www.mortalkombatonline.com http://pmk.mortalkombatonline.com/ _______________________________________________________________________________ (C) 2004-2006 PORTABLE MK http://www.gamefaqs.com/features/recognition/11248.html ~ END OF DOCUMENT ~