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    FAQ/Walkthrough by Portable MK

    Version: 1.1 | Updated: 06/21/06 | Search Guide | Bookmark Guide

      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  <PortableMK@Yahoo.com>            : Author
    
    
    
      _  _ _ __ ___ _ _    _ _ _ _  ___  ____  _  __ _____ _ _ _   _  _  _ ___ _
      |\/|/ \|_) |  ^ |    |/ / \|\/||_) ^ |   |\/|\ / | |_|/ \|  / \| ` | |_ (_'
      |  |\_/| \ | /Ż\|_,  |`.\_/|  ||_)/Ż\|   |  | |  | | |\_/|_,\_/|_7 | |__,_)
       ·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·-·
           .···,   ,··  ··· ······.       ······, ······· ·······.    .···.
          : :Ż`   ; ;   : : : ···· ;      'ŻŻ' '  : ····: : :ŻŻ; '  , ,'Ż`. .
           ` `.   : :   : : : .··.Ż.        . '   : .···' : : , '  . .     . .
             `.`. ' '   : : : :   : : __     .    : :     : :' '   : :     : :
               . . ' '  : : : :  . . :__:  '      : :     : .·' .  : :     : :
          .    ; ;   . ·: : : :.' .       . '     : :     : :  .   ' '     ' '
         ;_ `·' ,     `.  : :   .'       . '····: : '····:: :  ' '  '  `·'  '
           `···'        `·' '·'          '······' '······''··' '··'   `···'
    
    
    
    _______________________________________________________________________________
                             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
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ                    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    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::.'Ż·.    ,' @@@@'              04.07 - BRIDGE OF IMMORTALITY
            @@@@:.:'Ż`  `·.,@,@@@@                04.08 - SHINNOK'S FORTRESS
          .'@@@@:.:_ /._  d@@@@@@._         05 - BOSS STRATEGIES
        .'.:'@@@@:.:_,";,d@@@@@@@b,_`._           05.01 - SCORPION
      .:.:.::t@@@t:d":,@@@@@@@@@Ż`"|;·-\          05.02 - WIND GOD
         \`/.Ż`t@@@:.d"@@@@@@@@    `-7//          05.03 - EARTH GOD
         | ;'.;:.9:.d'. "@@@@@                    05.04 - WATER GOD
         /// '  Ż":@_`·`` '@@'                    05.05 - FIRE GOD
        \_" /       Ż,_ `` '@                     05.06 - SCORPION REINCARNATED
          Ż           @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
                  `"""'ŻŻŻŻ                       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
      ____     __    __          _
     / .--.\   \ \  / /   /Ż|   | |
    ( (  ŻŻ     \ \/ /    | |   | |___
     `-Ż^--      `--'     '-'   '-----'
    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
        ____     __    __          _
       / .--.\   \ \  / /   /Ż|   | |
      ( (  ŻŻ     \ \/ /    | |   | |___
       `-Ż^--      `--'     '-'   '-----'
      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
    ŻŻŻŻŻŻŻŻŻŻ
    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
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    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
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    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
    ŻŻŻŻŻŻŻŻŻ
    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
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    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
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    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
    ŻŻŻŻŻŻŻŻŻŻ
    "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
    ŻŻŻŻŻŻŻŻŻ
    ","   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
    ŻŻŻŻŻŻŻŻŻŻŻ
    • 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
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    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
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    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
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    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
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    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
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    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
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    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
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    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
    ŻŻŻŻŻŻŻŻŻŻ
    • 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
    ŻŻŻŻŻŻŻŻŻŻŻŻ
       .---.    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   /Ż//Ż\\   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
      /Ż//Ż\\   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.                       ŻŻŻŻŻ    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
        ŻŻŻ                                      '      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
      '^.Ż.^'   "This shield will protect      ///  \   grants the user super human
     |>/_ _\<|  its user from taking any      |_|___,|  strength.  Very useful in
     |>\Ż,Ż/<|  damage.  Lasts for a limit-   \_    _/  areas where large and im-
      .\|wj/.   ed time."  This lasts for     |_/|Ż|\|  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
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    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
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    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   ,
           ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|Ż|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                             | |                    |-
           .-------.______.--' '--.________.-------.|
          |m  B     : e       he     t t e:   e         h|
           ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
          ..... 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|
                                      | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                                      | |
                                      | |
                         _____________| |_____________________
                        |  _ K|    eI        tt tt    t t t  3|_
                        |h| | L |ŻŻŻŻŻ| |ŻŻŻŻŻ|t|ŻŻŻŻŻ|t|t|t|Ż| |
                        | |  ŻŻŻ      | |      Ż       Ż Ż Ż  | |
           _____________| |___________| |_____________________| |
          |S e       t t t       tttt   t      t    tKt    tLt: |
           ŻŻŻŻŻ|t|ŻŻŻŻŻŻŻŻŻ|1|ŻŻŻŻŻŻŻ| |ŻŻŻŻŻŻŻ|t|Ż|t|ŻŻŻŻŻŻŻ| |
                 Ż           Ż        | |        Ż   Ż        | |
                                      | |                     | |
                                      | |                     | |
                                      | |                     | |
                                      | |                     | |
                                      | |                     | |
                                      | |                     | |
                                      | |          ___________| |_____.----K----.
                                      | |         |  Li    e   i   e  :    B    |
                                      | |_________|2|Ż| |ŻŻŻ|t|Ż|t|ŻŻŻŻŻŻŻŻŻŻŻŻŻ
                                      | :       e   eŻ  |    Ż   Ż
                                       ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
          ..... 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|
                                                   ŻŻŻ| |ŻŻŻ
                                                 _____| |_______
                                                |               |
                                                | |ŻŻŻŻŻŻŻŻŻŻŻ| |
                                                | |         |Ż   Ż|
                                                | |_________|     |
                                                |        U  B     |
                                                | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                                     ___________| |_______
                                    |      e          e  H|
                                    | |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                         ___________| |_________
                        |S      ei            eh|
                         ŻŻŻ| |ŻŻŻŻŻ| |ŻŻŻŻŻŻŻŻŻ
                            | |   |Ż   Ż|
           _______     _____| |___|     |___________
          |2      |   |         e        __________3|
           Ż|     |   | |ŻŻŻ| |ŻŻŻ|     |_________.---------.
            |     |   | |   | |   |_____|__   e   C    W    |
            |     |___| |   | |____________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
            |     A e   |   |      U         |
             ŻŻŻŻŻŻŻŻŻŻŻ     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
          ..... 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~
           ŻŻŻŻ'-------------'ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|s   - - - / |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ~
                                                   |Ż           |
    
    Continued:
    
          ~__________                   ________________________________________| ~
          ~t      e           e        e___________________________e______   ___ /~
          ~ŻŻŻŻŻŻŻŻŻŻŻŻ'-------------'ŻŻ         _______|__  ____x_h________|   | ~
                                                |K           L|                 |
                                                 ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Continued:
    
          ~       |                ______________________                   ______~
          ~       |_______________|       t t   te                e             e ~
          ~ / /    e   t t t t     I|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ'-------------'ŻŻŻŻŻŻŻŻ~
          ~   L - |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    Continued:
    
          ~______________|           |_________.---------.
          ~_______________           _e_____h__:    B    |
          ~    |s K h      Ż   H        s|      ŻŻŻŻŻŻŻŻŻ
                ŻŻŻŻŻŻŻŻŻ|   Ż Ż Ż Ż |ŻŻŻ
    
          ..... 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     ~
           ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    Continued:
    
          ~:  e  :h  --> Captured
          ŻŻŻŻŻŻŻŻŻŻŻ
    
          ..... 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
                                                    ŻŻ!
                                                 e    !         e
           .-------.                     !ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ             B~
          |  S      :  e                 !e  h               e h          2  ! ŻŻŻ~
           ŻŻŻŻŻŻŻŻŻŻŻŻŻ  ŻŻ --          !ŻŻŻŻ        !ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ  Ż
                                ŻŻ ----e-!- --t t t---!-  e1-
                                           h
    Continued:
    
                            #
          ~3   ! ŻŻŻŻŻŻŻŻŻŻ #
          ~ŻŻŻ Ż ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
          ..... 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      :      +        Ż     B   ~
           ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Ż ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻL t t t   e       ŻŻŻŻŻŻŻŻ~
                                     ---                 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Ż
                                  ŻŻŻ
                                Ż
                                 ŻŻŻŻ -
                                        Ż Ż -
                                              Ż
                                              ---
                           B                 Ż
                     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻ
    
    Continued:
    
                                                     e  e     e  t t t  e     e t ~
          ~                      e      t t      t  ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻ~
          ~Ż   e      e    - Ż  ŻŻ ! Ż ŻŻŻŻŻ Ż Ż ŻŻŻ
             ŻŻŻŻŻŻŻŻŻŻŻ Ż   B     !
                         ŻŻŻŻŻŻŻŻŻ Ż
    
    Continued:
                       /
          ~t t    e   /
          ~ŻŻŻŻ ŻŻŻŻŻŻ
    
          ..... 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     _      |
                  | |ŻŻŻŻŻŻŻ   Ż| |                ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |
                  | |___________| |   .---------._________________| |
                  |_  t t     t  _|   |    A    : t t     t        _|
                   ŻŻŻŻŻŻŻ| |ŻŻŻŻŻ     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |ŻŻŻŻŻŻŻŻŻŻŻ
          .---------._____| |_________________________| |_________
          |    C    :      _      e             e      _   e     h|
           ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
           .----------------------------| |-------------------------~
          / S    e          e            _             e            ~
          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    Continued:
                               \_3_/
                                | |
             ___________________| |___.---------.
            |        t t t t     _    :    B    |
             Ż| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
             _| |_______________
            |  _   e       e   h|
             ŻŻŻŻŻŻŻŻŻ| |ŻŻŻŻŻŻŻ
                 _____| |___________________
                |h t t _  t       t t t    h|
                 ŻŻŻŻŻŻŻŻŻŻŻ| |ŻŻŻŻŻŻŻŻŻŻŻŻŻ
          ~-----------------| |----------------.
          ~    e             _    e         e   \
           ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
          ..... 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
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    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 <PortableMK@Yahoo.com>
        • 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
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    http://www.mortalkombatonline.com
    http://pmk.mortalkombatonline.com/
    
    _______________________________________________________________________________
                               (C) 2004-2006 PORTABLE MK
                http://www.gamefaqs.com/features/recognition/11248.html
    
    
    
                                  ~ END OF DOCUMENT ~
    

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