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  • 8/4/2019 Mortal Kombat Arm Aged Don Prima Official eGuide

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    The Prima Games logo is a registered

    trademark of Random House, Inc., regis-

    tered in the United States and other

    countries. Primagames.com is a regis-

    tered trademark of Random House, Inc., regis-

    tered in the United States.

    2006 by Midway Amusement Games LLC. Allrights reserved. No part of this book may be

    reproduced or transmitted in any form or by any

    means, electronic or mechanical, including photo-

    copying, recording, or by any information storage

    or retrieval system without written permission

    from Midway Amusement Games LLC.

    Product Manager: Todd Manning

    Senior Project Editor: Brooke N. Hall

    Mortal Kombat Armageddon 2006 Midway

    Amusement Games, LLC. All rights reserved.

    MORTAL KOMBAT, MORTAL KOMBATARMAGEDDON, the dragon logo, MIDWAY, and

    the Midway logo are trademarks or registered

    trademarks of Midway Amusement Games, LLC.

    Midway Amusement Games, LLC and its affil-

    iates do not monitor, endorse or accept respon-

    sibility for the content of any non-Midway

    website. Used by permission.

    All products and characters mentioned in this

    book are trademarks of their respective

    companies.

    Please be advised that the ESRB Ratings icons,

    "EC," "E," E10+, "T," "M," "AO," and "RP" are

    trademarks owned by the Entertainment

    Software Association, and may only be used

    with their permission and authority. For infor-

    mation regarding whether a product has been

    rated by the ESRB, please visit www.esrb.org.

    For permission to use the Ratings icons, pleasecontact the ESA at esrblicenseinfo.com.

    Important:

    Prima Games has made every effort to determine that the

    information contained in this book is accurate. However,

    the publisher makes no warranty, either expressed or implied,

    as to the accuracy, effectiveness, or completeness of the

    material in this book; nor does the publisher assume

    liability for damages, either incidental or consequential,

    that may result from using the information in this book.

    The publisher cannot provide any additional information

    or support regarding gameplay, hints and strategies, or

    problems with hardware or software. Such questionsshould be directed to the support numbers provided by

    the game and/or device manufacturers as set forth in

    their documentation. Some game tricks require precise

    timing and may require repeated attempts before the

    desired result is achieved.

    ISBN: 0-7615-5448-3

    Library of Congress Catalog Card Number:

    2006931178

    Contents

    Introduction. . . . . . . . . . . . . . .

    Basic Info and

    Terminology. . . . . . . . . . . . . . .

    General Strategies . . . . . . . . Stage Strategies . . . . . . . . . . .

    Konquest Mode . . . . . . . . . .

    Kreate a Fighter . . . . . . . . . .

    Motor Kombat . . . . . . . . . . . .

    Kustom Fatalities . . . . . . . . .

    Ultimate Mortal Kombat 3. . .

    Unlocking Guide . . . . . . . . . .

    Character Guide . . . . . . . . . .

    PRIMA Official Game Guide

    Written by Bryan Dawson

    Prima GamesA Division of Random House, Inc.

    3000 Lava Ridge Court, Suite 100 / Roseville, CA 95661 / 1-800-733-3000 / www.primagames.com

    Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

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    IntroductionThe Mortal Kombatfranchise has a long historystretching back to the early 1990s, when the first MortalKombattitle hit the arcades in all of its 2D fighting-gameglory. With the decline of arcades, the series moved toconsoles, starting with Mortal Kombat: DeadlyAlliance. Now, as the next generation of gaming loomson the horizon, Midway is bringing the current gener-ation of MKto a close with Mortal Kombat:Armageddon.

    As the final MKtitle to grace the PlayStation2 andXbox, MK Armageddon contains every character everfeatured in a Mortal Kombatfighting game to date. This

    brings the character count to an astonishing 62

    characters, all with a brutal history in the MKfranchisThe blast from the past doesn't stop at the charactersthe development team has also included aerial combreminiscent of Mortal Kombat IIand Ultimate MortaKombat 3.

    Mortal Kombat: Armageddon will bring an end tothe current generation of MK; the series will transitioto next-generation consoles after this title. This guidewill make sure you get the most out of the current-generation MKfinale with strategies on aerial combaground combat, individual character strategies, a lat Ultimate MK3, and even an in-depth chapter on

    Motor Kombat.

    2

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    Basic Info and Terminology

    Basic Info and Terminology

    To get the most from this guide and become arespectable player, you need to learn the basic termsused in this franchise and fighting games in general, aswell as some basic skills you'll need to take your gameto the next level. This section has everything you need.

    Button LayoutThis game allows players to customize their controllers

    to make fighting as easy and as comfortable as possible.To make things easier, this guide references the specificbutton commands in the game, instead of the buttons onthe controller. In addition, all commands assume theplayer is facing to the right.

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    Controller Key

    P 3 Attack 1I 4 Attack 2

    U 1 Attack 3O 2 Attack 4

    l 7 Change Fighting Style

    L 5 Pickup

    R 8 Block

    r 6 Throw

    4+R A+8 Parry (while beingattacked)

    6+R D+8 Breaker (while beingattacked)

    6 D Tap Forward/Inch Forward

    4 A Tap Back/Inch Backward

    8 W Tap Up/Sidestep Up

    2 X Tap Down/Sidestep Down

    9 E Tap DiagonallyUp-Forward/Jump Forward

    3 C Tap DiagonallyDown-Forward

    PS2 Notation Xbox Notation Move

    Controller Key (continued)

    1 Z Tap Diagonally Down-B

    44 AA Back Dash

    9 e Forward Jump

    7 q Backward Jump

    8 w Sidewalk Up

    2 x Sidewalk Down

    7 Q Tap DiagonallyUp-Back/Backward Ju

    6 d Hold Forward/WalkToward Opponent

    4 a Hold Back/Walk AwayFrom Opponent

    3

    c Hold DiagonallyDown-Forward/Crouch1 z Hold Diagonally

    Down-Back/Crouch

    PS2 Notation Xbox Notation Move

    Grounded Key Terms

    I 4 High Grounded Upperc

    P orO 3 or 2 Mid Grounded Kick

    U 1 Low Grounded Kick

    HoldR Hold8 Stay Grounded

    a+R a+8 Backward Tech Roll

    w+R w+8 Background Tech Roll

    x+R x+8 Foreground Tech Roll

    PS2 Notation Xbox Notation Move

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    4

    Basic InformationAll Mortal Kombatplayers must know some basic infor-

    mation to become better players. These are key elementsthat many players either overlook or aren't aware of.Take a moment to familiarize yourself with this infor-mation, as it will be the basis of the advanced strategiescovered later in this guide.

    Fighting Stances

    During the transition to the PlayStation2 and Xbox, thefranchise was changed to include the addition of multiplefighting stances for each character. These fightingstances allowed players to shift from one fighting style

    to another with one button press.In this game, the number of fighting stances per

    character has been cut down to a hand-to-hand fightingstyle and a weapon-based fighting style. Each fightingstyle offers a different set of attacks. To use yourcharacter to full potential, learn both of your character'sfighting styles.

    Canned Combos

    Canned combos are strings of attacks that result in anuninterrupted assault on an opponent when executed

    with proper timing. If the first attack in a canned comboconnects, your opponent will not be able to block any ofthe following attacks within that combo string. Many ofthe canned combos transition from one fighting stanceto another or to an aerial combo.

    Most of your offensive strategies involve connectingwith the first attack in these canned combos, thenexecuting the most damaging moves in your charactersarsenal. To interrupt a canned combo, use a Breaker.

    Movement

    While this game relies more on combos and special

    attacks than anything else, movement is still a decidingfactor in a win or loss. Most players make the mistake ofeither constantly rushing their opponent or standing inone place until they decide to attack. There shouldalways be some sort of movement, no matter what thesituation.

    Even moving forward and backward, or sidesteppinginto the foreground or background is effective in the heatof combat. The more you move, the harder it is for anopponent to land an attack.

    Frame Data

    This game runs at 60 frames per second, and everyattack is composed of a specific number of frames ofanimation. For example, Scorpion's backflip kick takesframes of animation to hit an opponent. If the kick isblocked, Scorpion has 10 frames of recovery time. Thireferred to as a 10-frame disadvantage, and meansScorpion cannot block, attack, or move in any way forthe next 10 frames of animation.

    If Scorpion's kick connects, however, he may havewhat is referred to as a 10-frame advantage. This meathat Scorpion's opponent cannot block, attack, or movin any way for the next 10 frames of animation.

    Frames are the most basic element of fighting gamebut can be hard for beginners to understand. Think offrames as an amount of time. For every second, thereare 60 frames. Therefore a 60-frame attack would take

    one second to hit an opponent. Likewise, if an attack a 60-frame disadvantage on block, the character will nbe able to block, attack, or move in any way for onesecond if the attack is blocked.

    Throughout this guide, the terms frame advantage frame disadvantage are used to describe specific attaWhile frame data is not as important to Mortal Kombaas it is to other fighting games, it still plays a part inadvanced strategies.

    Tech Rolling

    When a character rolls off the ground, it is referred toa tech roll. To tech roll, hold block and press any direcas you're getting up off the ground. Using a tech roll ckeep opponents from attacking your character whileyou're on the ground. It forces your opponents to stotheir current series of attacks when you hit the ground

    If your opponent is not using tech rolls, you can infla significant amount of damage after knocking your foto the ground by using ranged attacks and other specmoves. Most skilled players will tech roll every chancethey get, so don't rely on attacks that connect when aopponent is on the ground. The combo information inthe character section of this guide details the best

    combos to use for each character.

    Multi-Tiered Areas

    Many of the stages have multiple tiers where charactcan fight. These stages have specific areas where acharacter can be knocked into the next tier or into adeath trap. A character who is knocked into the next ttakes additional damage. The amount of damagedepends on the area they were knocked into. Knowing

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    Basic Info and Terminology

    where these areas are can change the flow of a fight. TheStage Strategies section of the guide details the multi-tiered stages and the death traps within.

    Death Traps & Stage HazardsEach stage features multiple areas where you can finishoff the current round by knocking your opponent into adeath trap. These death traps are marked on the groundby a red circular outline. If you stand inside of theoutline, you can knock your opponent into a death trap,effectively ending the round no matter how much healthyour opponent has remaining.

    In addition to death traps, many of the stages alsofeature stage hazards. These are marked in the samefashion as death traps, except that the circular outline isyellow instead of red. Stage hazards do not deplete your

    opponent's health bar, but they inflict additionaldamage.

    Fatalities

    Fatalities are a staple of the series since the original titlehit arcades back in 1992. Midway has upped the ante byintroducing kustom fatalities to replace the character-specific fatalities of the past. The kustom fatalities allowplayers to create their own mix of violence with a fewwell-timed command inputs. The kustom fatalitiessection of this guide details to the fullest every optionavailable to finish off your opponent.

    Weapons

    Almost every character uses a weapon in one of thefighting styles. Certain stages also contain powerfulweapons you can pick up and use against youropponent. When using your character's weapon, you canchange back and forth at will between the weapon andyour character's other fighting style. If you changefighting styles while using a stage weapon, however,you drop the weapon and have to pick it up to use itagain. Weapons offer a variety of attack options, from

    canned combos to juggles, and can also be used duringaerial combat.

    Breakers

    Breakers allow you to interrupt attacks, including cannedcombos and aerial combos. Each player is allowed touse up to three Breakers per match. The number ofBreakers remaining is indicated by the lightning boltemblem under your character's health bar.

    Focus on using all three Breakers throughout thecourse of a match to interrupt your opponent's comboUse them sparingly to ensure that you have a Breakeavailable when you need it, but if you lose a match wBreakers still remaining, you could have prolonged yo

    death or won the match by using a Breaker near the eof the final round.

    Parries

    New to the series is the ability to parry an opponent'sattack. When you parry an attack, you gain a smallamount of frame advantage. You can use this frameadvantage to stop your opponent's momentum andbegin your offensive strategies. There is no limit to thnumber of parries you can use in a match, but be carenot to overuse them. A throw cannot be parried, and

    you begin to overuse the parry, your opponent will stto use more throws to avoid being parried.

    Practice Mode

    To become a serious competitor, you will need to spea good deal of time in the Practice Mode. Here you wbe able to see all of your character's special attacks ancanned combos, and can practice them all you like. Uthe Practice Mode to perfect your execution of yourcharacter's special attacks and all the combos and

    juggles listed in the Character Guide section. The moryou practice these attacks, the easier it will be for you

    pull them off in the heat of battle.

    Fighting the Computer

    While fighting against the computer is not recom-mended, it's still a good way to hone your skills in abattle setting. The game features online play and theability to play another person on the same console, bbefore you jump into a real match, make sure you'reready. Playing against the computer allows you to usecanned combos and juggles under the pressure ofcombat, which cannot be duplicated in Practice Mode

    After you can execute all of these attacks flawlesslyagainst the computer, you're ready to take on humanopponents.

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    General StrategiesYou can use certain strategies no matter which characteryou choose to play with. Knowing these strategies willhelp you become a better player by letting you takeadvantage of the depth featured in the fighting engine.You cannot become a top player with any characterwithout first knowing these general strategies.

    The Art of FightingThe point of this guide is to make you a better player. Toreach this goal, you must understand how a good playerthinks while playing. This is referred to as the Art ofFighting. Study this section, because it serves as thefoundation for taking your game to the next level.

    Offense vs. Defense

    Novice players assume that they have to attack all thetime. Offense is important, but defense wins battles. Toomany players rush in, mindlessly attacking theiropponents with no plan or purpose. If you don't knowwhen to block or evade, you'll never have the oppor-

    tunity to attack. At the same time, if you play too defen-sively, you'll leave yourself open and your opponent willbe able to attack at will.

    Finding a good balance between offense and defenseis the key to winning. If an opponent is constantly hittingyou, step back and block or evade until your opponentmakes a mistake or allows you to safely attack.

    Bait and Switch

    In this game, you can't wait for your opponent to attack,then block and counterattack. This is one big mind

    gamethe one who plays the smartest wins. Because ofthis, you need bait to lure your opponent into an attack.

    Most players react similarly to certain situations. Forexample, after blocking certain attacks, most playersimmediately attempt to counterattack. Use thisknowledge to your advantage by using one attackinstead of a full canned combo string. Your opponent,seeing that you have stopped attacking, will begin acounterattack. At this point, follow up your initial attackwith a low attack that evades high attack, or a parry thatgives you frame advantage and allows you to connect

    with a full canned combo. This is referred to as baitingyour opponentsmaking them do what you want theto do so you can land a successful attack or combo.

    Have Patience

    Novice players tend to think they always have to be intheir opponent's face and attacking. Mindless attackina route to defeat, so take your time and see what worand what doesn't. If something doesn't work, stop usithat technique, pay attention to what your opponent d

    to stop or interrupt your attack, and figure out why itdidn't work. If you can determine why an attack didn'twork, you can use that knowledge to come up withbetter strategies. If you don't understand why your attfailed, you will never learn better strategies.

    Using FrameAdvantageHigh-level play begins and ends with the use of frameadvantage. Because the game is not heavily dependenon frame data, many players use frame advantagewithout realizing it. Under most circumstances, if youblock an attack, you are free to counterattack before yopponent can block again.

    Most players commonly know this, but may not knothat frame data is the basis of this thought process. Yocan attack after blocking an opponent's attack becauseyour opponent is at a frame disadvantage after theirattack is blocked. Knowing how to fully use frameadvantage and avoid frame disadvantage is a criticalfactor in becoming a good player.

    Poking

    Most of the attacks are not safe when blocked. Almostanytime you block and attack, you are free to counter-attack without fear of interruption from your opponenAt any point during a match, your opponent can use oof three Breakers, but these inflict no damage and arelittle concern when dealing with frame data.

    Every canned combo in the game leaves you at aframe disadvantage. You can use a few single attacks

    6

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    General Strategies

    with safety, however. Under most circumstances, theseattacks are the first in a canned combo, so they are notonly safe for you, but your opponent will be expectingthe full canned combo. Instead, use the single attack,then go into a throw or low attack to confuse opponents

    and keep them on the defensive. These attacks are listedunder offensive and defensive strategies in the CharacterGuide section.

    Parrying

    The parry is your primary source of frame advantage.After a successful parry, you'll have enough frameadvantage to connectwith almost any attackin your character'smove list. Use this

    advantage to executethe best canned comboavailable for yourcharacter. These combosare in the CharacterGuide section.

    Low Attacks

    While you won't necessarily get frame advantage from asuccessful low attack, you will knock your opponent

    back, giving you space to move and time to set up yournext attack. If you attackimmediately after a lowattack, a skilledopponent can block orinterrupt your follow-upattack. Do not treat lowattacks like parries; usethem as a defensivemeasure to repositionyourself and get backon the offensive.

    Know YourSurroundingsYour environment is a key part of the fight. Keep an eyeon where you are in a stage and stay aware of thelocation of death traps and stage hazards. Using this

    knowledge to your advantage means the differencebetween winning and losing. This is really important,because you can win a round by knocking youropponent into a death trap or lose a round when youropponent knocks you into one.

    Stage Weapons

    Used properly, the weapons you can pick up within thvarious stages have a significant impact on the fight.Stage weapons are more powerful than the character-specific weapons and can deal more damage. You canchange fighting stances without dropping the stageweapon, but you can knock your opponent into the aithen follow up with an aerial combo.

    Stage weapons alsomake it easier to knock

    your opponent into astage hazard or deathtrap, because almostevery attack using astage weapon sendsyour opponent flyingaway. Knowing wherethe hazards and deathtraps are allows you toline up your opponentfor a fatal attack.

    Death TrapsOf all the various hazards and weaponry that are in eastage, the most important to look out for are the deathtraps. Because you can end the round in one blow, mait a priority to get your opponent's back to death trapsand keep your own back away from them.

    It's possible to knock your opponent into a death trafrom the side instead of head-on, but your opponent calso knock you into a death trap from the side. It'sdifficult to knock your opponent into a death trap wheyour back is facing it, however. Focus on keeping youopponent's back in line with the death trap.

    If an opponent knocksyou down during thissituation, use your techrolls to move back intoposition, keeping yourback away from thedeath trap.

    Certain charactershave special attacksthat put them on theopposite side of their

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    8

    opponents. These attacks are detailed in the CharacterGuide section. If your back is facing a death trap, useone of these attacks to switch positions. This may, insome cases, mean taking a hit if your opponent blocksthe attack and you're left at a frame disadvantage. But

    taking one attack is better than an opponent throwingyou into a death trap.

    Stage Hazards

    Stage hazards come in many shapes and sizes and,while not as deadly as death traps, can add a good dealof damage to a combo or attack. Generally, treat stagehazards as you would death traps, but there are a fewdifferences that need to be accounted for.

    Both stage hazards and death traps can interrupt the

    transition from a ground combo to an aerial combo if thetransitioning attack knocks your opponent away. This alsoaffects stage weaponry, because almost every blow froma stage weapon knocks your opponent into a stagehazard or death trap, ending your combo.

    If you knock an opponent into a death trap, you win theround. When the attack knocks a foe into a stage hazard,extra damage is added on to whatever attack or comboinitiated the hazard, but the round does not end. Thismeans you trade the damage you would have inflictedby finishing the combo for the damage inflicted by thestage hazard. In most cases, finishing the combo wouldhave damaged your foe more than the stage hazard did.

    During the heat of combat, stage hazards are sometimes

    unavoidable. Pay attention to your surroundings to makestage hazards work well for you. Stay clear of thesehazards when you're on the offensive, and steer intothem while you're on the defensive.

    When the stage hazard activates, the player on thedefensive takes a hit, which activates the hazard. Afterthe hazard cutscene,the offensive player isforced to start wherethe game places himinstead of right on topof the other playerwhere he was before

    the stage hazard. Thisgives the defensiveplayer time to regroupbecause the otherplayer can't stay righton top of him.

    Walls

    There are no wall combos or anything of that nature. Twalls play an important role within the game, though.When you have your back to the wall, you are unable back-dash out of the way, and are locked down. You castill sidestep and duck to evade attacks, but your overmovement is limited.

    If your opponent's back is to the wall, your foe'smovement also is limited, but you still have to becareful. An opponent who cannot back-dash will rely oblocking. When blocked, almost every attack leaves yoat a frame disadvantage. If your opponent is pinneddown, escaping can be as simple as blocking andcounterattacking. Mix in throws and low attacks to keeyour opponent guessing while pinned to the wall.

    Adjust your combo timing. When you knock opponeinto the air in an open environment, they are pushed

    back. To follow up with an aerial combo, jump forwardpursue. An opponent whose back is to the wall will nobe pushed back, so you must attack faster after yourinitial jump to time your aerial combo properly. If youuse the same timing, your attack will come late, and ycombo will fail to execute properly.

    Ground KombatThere are two ways to attack your opponent, on theground and in the air. When attacking on the ground, can use several strategies and tools to gain the upperhand in a match. Proper use of these tools and strategwill keep you away from death traps and keep youropponent on the defensive.

    Parries

    The parry is a powerful tool, but that doesn't mean yocan abuse it and expect to see positive results. You hato use the parry wisely to maximize its effectiveness. Tusual way to execute a parry is 4+N (PS2) orA+8(Xbox), but you can also execute a parry by holding 4

    (PS2 and Xbox) as your character continues to backaway from your opponent. When you see an attackcoming, simply press N (PS2) or 8 (Xbox) and theparry executes.

    A parry has a large window of time to interrupt anopponent's attack. You can initiate the parry before theattack and still connect, but you are vulnerable to athrow or low attack during the parry animation. Use thparry enough to get your opponent to hesitate beforeattacking, but don't use it too much, or your opponentwill use more throws and low attacks.

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    General Strategies

    You cannot parry while getting hit or while in the air.Most of the attacks you will parry will be the first attackof a canned combo or a special attack. You can parrynon-projectile special attacks such as Motoro's Propelwith proper timing, as well. The more efficient you are at

    parrying, the harder it is for your opponent to mount asuccessful offense.

    Breakers

    Unlike parries, you can perform Breakers in the air or onthe ground. However, you can use Breakers only threetimes within any given match. Under most circum-stances, limit your use of Breakers to the end of a roundwhen your health bar is low. Even if you use all threeBreakers in one round, you are using them well ifstopping your opponent's attack three times at the end

    of one round allows you to win.If you're being forcedinto using all of yourBreakers in one round,you are letting youropponent control theoffensive flow of thematch. Use parries andlow attacks to regaincontrol of the fight.

    Aerial KombatHigh-damage canned combos come from transitioningfrom ground combos to aerial combos. This change to thefighting system opens several new strategy possibilities.

    Ground to Air

    Most of the damage from any given combo comes fromthe first few attacks in the combo. After the initial attacks,

    the damage is scaled back with each consecutive hit.Under most circumstances, a majority of the damage ina combo comes before the transition from ground to air.Because of this, take into account your surroundingswhen making the decision to transition.

    If you are near a death trap, instead of making anormal transition from ground to air and completingyour entire canned combo, knock your opponent into theair. Instead of transitioning with the rest of your cannedcombo, use an uppercut or some other attack that knocksyour opponent back, into the death trap. The damage

    from the combo will beless, but the death trapwill finish off youropponent, which isyour overall goal.

    Attacks that knockyour opponent back arelisted in the CharacterGuide section.

    Aerial Finishers

    There are two ways to properly finish an aerial cannedcombo. You can knock your opponent either across thscreen or straight down at your feet. Both types of ae

    combo are listed in the Character Guide section. Youneed to know when to knock your opponent away andwhen to keep your foe near you.

    If you are in the middle of a stage and far away fromdeath traps and stage hazards, you may want to knocyour opponent farther away from you and closer to adeath trap or stage hazard. This also holds true whenyour back is close to a death trap or stage hazard. Usia finisher to knock your opponent back gives you breathroom and the ability to move away from the danger.

    If your opponent is low on life, keep the pressure onby using a combo ender to knock your foe straight doYour opponent will not have much time to create distabetween you, and will be forced to counterattack or ta

    a defensive position. Either way, you maintain offensipressure with your opponent near death.

    Breakers

    You primarily use Breakers on the ground, but you caalso use them when an opponent is attacking you in tair. The game uses a scaling damage system that trantions to aerial combos, which means using a Breakertoward the end of a canned combo, after your opponehas transitioned into the air, cuts off only a small portof damage. Use Breakers toward the beginning of a

    combo to stop a majority of the damage.

    EvasionDefense is composed of many different abilities. Parriand Breakers, as well as blocking, are the best forms odefense, but good players prefer to use evasion as adefensive method. Evasion is the most difficult form o

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    10

    defense, but evading an attack gives you moreadvantage than blocking an attack. Some characters arebetter at evading attacks than others, but a master ofevasion is a difficult opponent, no matter whichcharacter is used.

    Sidestepping

    One of the best forms of evasion is sidestepping. Manyof the attacks are linear, meaning that they do not hityou if you move to either side. Any attack that has asweeping motion to the left or right hits you if youattempt to sidestep, but most characters cannot rely onthese attacks and have to use linear attacks often.

    You can sidestep a linear attack as it's being executedor in the middle of a canned combo. Maximize asidestep by immediately going into a canned combo or a

    throw. The frame advantage you will gain fromsidestepping an attack is small, but still large enough tostart a canned combo if you're fast enough.

    Continually sidestep when you're several steps awayfrom your opponent. At this range, your opponent mayuse a projectile attack. Almost all projectile attacks arelinear and you can sidestep them with ease from adistance. But if you are standing still and are close toyour foe, it is more difficult to sidestep a projectile attack.

    Tech Rolls

    Proper use of tech rolls can mean the difference between

    life and death. If you are knocked down in an area near adeath trap, tech rolling to either side can help you getout of the danger zone. In these situations, a smartopponent will keep the pressure on you by staying closeand forcing you to make a mistake so your opponent canknock you into the death trap.

    Using a tech roll to move to either side forces youropponent to move with you to keep your back to thedeath trap. Forcing your foe to move gives you moretime to use a quick low, parry, or Breaker, and move outof the death trap area.

    Tech rolling also prevents your opponent from hittingyou on the ground. Many special attacks in the game hit

    players when they arestationary on theground. A quick techroll gets you out ofharm's away and backon your feet, ready todefend against the nextattack or go on theoffensive.

    ThrowingThrows are an essential part of any offensive strategy

    Throws execute quickly and you can use them to counan opponent who likesto abuse parries. Somethrows allow you tofollow up with an aerialcombo, while othersknock players into stagehazards and death trapsfrom the appropriaterange. The "CharacterGuide" section detailsthe characters with thebest throws.

    When to Throw

    All throws are high attacks and can be ducked. They aalso limited to close-range combat. It is important toknow when to use throws and when to use a differentattack, such as a canned combo or low attack.

    The best situation to use a throw is when youropponent misses a parry. When a parry command isgiven, the animation for the parry executes whether thparry is successful or not. And it's a long animation,

    giving you plenty of time to counterattack with a throwAll throws execute faster than the recovery time of amissed parry. It may take practice to improve yourreaction time, but after you have that covered, it will beasy to counter every missed parry with a throw.

    Another ideal time to use a throw is after youropponent misses a throw. The recovery time or framedisadvantage after a missed throw is similar to therecovery time of a missed parry. A throw misses becathe opponent ducked. If you come out of a duck and gimmediately into a throw, it will connect.

    Throw Punishing

    There are several ways to punish an opponent who likto use throws frequently. Throws execute quickly and hard to duck, but if you duck a throw, either throw bacat your opponent or start a canned combo string. If yoopponent attempts to throw at you and is too far awato connect, take this opportunity to counterattack withcanned combo string. Missed throws leave the attackeat a frame disadvantage, but the disadvantage isinsignificant.

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    General Strategies

    You have to be quick to punish throws if you expectsuccess. If you use the strategy of backing up to parry anattack, many throws may miss as you back out of range.You need to be fast, but every time this happens youshould counterattack to inflict some easy damage.

    Special AttacksThis game does not heavily focus on special attacks. Thatdoes not mean they are useless. You can use specialattacks to punish missed attacks and keep youropponents on their toes from a distance.

    Some special attacks can serve other purposes outsideof attacking. For example, a Teleport special attack movesyou across the screen and behind your opponent.Learning when and how to properly use special attacks

    helps round out your skills.

    Projectile Attacks

    Do not use projectile attacks when you're close to youropponent. You may get lucky and connect with one everyonce in awhile, but against any good player it's bad touse projectile attacks at close range. If your attack isblocked or sidestepped, you are at a severe frame disad-vantage and are left open to any counterattack youropponent wishes to use.

    Use projectile attacks from a distance to keep your

    opponent on the move. While a stationary opponent iseasier to catch, you can force your opponent to movetoward a death trap or stage hazard if you sidewalk anduse projectile attacks to make them sidewalk in thedirection you want them to move.

    Close the distance between you and your opponent asyou mix projectile attacks with sidewalking, and soonyou'll have the foe's back to a death trap, right whereyou want it.

    There are a fewexceptions to this rulesuch as Scorpion'sBloody Spear or Sub-

    Zero's Freeze Ball,projectile attacks thatdon't simply hit youropponent and inflictdamage. For strategieson how to use thesespecial projectileattacks, see the CharacterGuide section.

    Position-Changing Attacks

    Many characters have special attacks that move themacross the screen or behind their opponent. Some othese attacks, such as Noob's Teleport, will inflictdamage on an opponent, while others, such asMotoro's Teleport, will not. Use these attacks to movacross the screen or get behind your opponent, andget out of a tight situation.

    Their primary use should be to get you out of a potetially hazardous situation. If your back is to a death trayou can use one of the Teleport attacks to get behindyour opponent and away from the danger of instantdeath. You may take some damage if your opponentanticipated the Teleport, but it's still better than gettingknocked into a death trap.

    A Teleport attack is also effective against an opponewho likes to shoot projectiles from across the screen.

    When the projectile islaunched, youropponent is vulnerableto attack. Without aTeleport, you would betoo far away to mount acounterattack. ATeleport closes thedistance between youand your opponent, andallows you to counter-attack with ease.

    Grounded Attacks

    The game features a unique ground kombat system. Tgrounded opponent is considered standing, and mostattacks connect even when an opponent is on theground. Because a character on the ground is consideto be standing, however, an opponent can block anyattack you use. Most skilled players do not allow you attack them while on the ground, but that also opensthem to throws and other setups.

    Test your opponent by using a Teleport, projectile

    attack, or any special attack that sweeps across theground from a short distance away to see if your foeblocks. Continue to use these attacks until your grounopponent blocks. At this point, you have your opponetrained to block while grounded. Rush and use a throwor mix in a low attack to break your opponent's guardand continue your offensive.

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    Stage Strategies

    Arena as Arsenal?Several of the arenas employed in the vicious MortalKombat tournaments are as deadly as the weapons eachfighter carries. Instant-kill zones called death traps canend a fight with one punch, no matter who has beendominating the match up to that point. Special weapons,like hammers, can tip the scales in favor of the fightersfast enough to grab them after the round begins. Manystages have multiple areas, each with different death

    trap sites. Knowing where you stand at all times iscritical to victory.

    Death Traps

    There's more to fear than a jaw-shattering uppercut incertain stagesdeath traps end a round instantly. There'sno chance for the victor to claim a Fatality, but there'salso zero possibility that the victim will claw his wayback from the brink of doom, either. Death traps, likelava pools and acid baths, are marked with red lines.These lines either arc around the death trap area,marking areas you should never back yourself into, or lieright along the edge of the kill zone.

    The easiest way to lose a match is to keep your back toa death trap, so always be aware of the red lines in thearena when fighting.

    Tiers

    Many stages are multitiered; some have more than thareas into which you can launch your opponent. Thebreakaway surfaces, such as walls or gates, are markewith yellow lines. When you pass into another tier, yocannot retrace your steps. If you access a new tier durRound 1, for example, you fight the other rounds in thnew tier. Two stagesHell and Outworld Spireworkendless loops, recycling tiers as long as the kombatankeep knocking each other off the current platform.

    Weapons

    Several stages contain weapons that are stronger tha

    those held in each kombatant's arsenal. The war hammis a wicked bludgeoning tool, for example, that canlaunch a rival into the air. This is a great way to make of a breakaway wall or death trap, but if you're a skilleaerial fighter, you can also use the hammer to start apowerful combo.

    The stage weapons are in a central location, oftenmarked by a green glow. As long as you do not switchfighting stances, you hold on to the stage weapon.Should you switch back to your unique weapon or emyour hands, the stage weapon returns to its original s

    12

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    Stage Strategies

    1

    Stages With Extras

    Use the following legend to identify the features on

    every stage in this section:

    Armory

    Death Traps: 2Tiers: 1Weapon: War Hammer

    The Armory is a hellishplatform surrounded bymolten lava. The circulararena hosts a singleweaponthe warhammera brutish blunt-force instrument that worksperfectly for smashingopponents into the stage'spair of death traps. The warhammer does solid damage, but it is unwieldy and slow.

    The arena's outer ring, opposite of the giant machinery,

    is rife with risk. Do not get backed against the shortrailing, as a launching attack (like an uppercut) will sendyou flailing into the lava. The giant roller on the otherside of the arena is just as deadly. Backing opponents upto the conveyor belt at the stage's edge primes them forthe death trap. A strong strike knocks them over the redline and onto the belt, where no amount of runninggrants escape from the bone-crushing roller.

    Battle Arena

    Death Traps: 4Tiers: 1

    Weapon: Wrath Hammer

    The smaller wrath hammergraces the Battle Arena, astage laden with fourinstant-kill zones into whichwielders of the hammer cansmack their opponents. Thedeath traps, positioned onthe octagon-shaped arena'sfour diagonal sides, offerdeath by everything from

    fire to acid.If you are the first to snag the wrath hammer, you h

    a good shot at lining your foe up with a death trap. Ifyou're on the spectator side of the wrath hammer, statoward the arena center to deprive your opponent ofsuch grisly delights as your impalement in a pit of spik

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    Death trap Tier division Weapon

    Map Legend

    Launch your opponent into thespikes for an instant kill and agory finishing scene.

    A bubbling acid pool sits to right of the wrath hammer. up your shot and belt youropponent into the green goo

    A lava pit spits and gurgles,waiting to swallow any brawlerunlucky enough to be pinnedagainst the death trap.

    The grinding gears on the oedge of the stage can chewan opponent in seconds.

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    Bell Tower

    Death Traps: 2Tiers: 2

    Weapon:

    The Bell Tower returns in with two unmarked deathtraps, so players will have no warning before falling totheir doom. The top tier is safe from harm aside from afew breakable objects that will not add any additionaldamage. There is a series of bells on the stage's bottomtier, accessible by slamming a fighter into the massivebell in the top floor's center.

    After blasting opponents against the bell and sendingthem crashing to the floor below, you can jump downand tenderize them further by smashing them againstthe smaller bells that surround the arena. These bells andgongs do extra damage to opponents unlucky enough to

    be kicked or punched into them.If you can launch a rival into the air in the center of the

    bottom tier, your foe flies up into the central bell and,after rattling around for a moment, drops back to thefloor as a torrent of bats escapes the bell.

    On either side of the bottom tier are gold bells that arerung by large wooden logs throughout the match. Theseare where the unmarked death traps are found. If youback your opponents up to one of these two bells andlaunch them into the air, they crash down through theflooring and fall to their deaths on the spikes below. Toadd insult to injury, a rat appears to horde one of theirsevered limbs.

    Evil Tower

    Death Traps: 1Tiers: 2Weapon:

    The Evil Tower returns, as fighters trade blows under twatchful eyes of cloaked clerics. The small top-floor arfeatures a few hazards, such as breakable pillars that disrupt juggles or add damage to successful combos.The second tier is down a long flight of stairs, in front

    the swirling vortex.

    After pushing your

    opponents down the flightof steps to crash over adebris pile at the bottom,you can back them up tothe edge of the arena'sbottom tier. The red linesignifies a death trap, andindeed, if you can force anenemy over the stage's sideduring a launching attack, the kombatant is sucked intthe vortex and destroyed.

    The bottom tier is smaller than the top one, and hasstage hazards to speak ofjust the deadly vortex thatsilently waits to be fed a new flesh sacrifice.

    Falling Cliffs

    Death Traps: 1Tiers: 1Weapon:

    The Falling Cliffs is a small

    circular arena teetering overa sea of spikes that instantlykills any player launched offthe rapidly shrinking stageedges. As the fight rages,bits and pieces of the arenafall away, shrinking theborders of the stage. Thefirst land loss happens only seconds after the match'sstart, with subsequent breakage every 10 seconds theafter, until the stage becomes the smallest in the gam

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    Tier 1 Tier 2

    Tier 1 Tier 2

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    Stage Strategies

    Launching an opponent over the stage's side sendsyour foe to certain doom, but if you cannot pull off alaunch move because of successful blocks, hold yourrival against the stage's edge until the next section of thearea crumbles. The ground shakes for a second beforethe land disappears, putting the opponent off-balance(this is easy to recover from with an evasive maneuver).Use those off-balance seconds to deliver the crushing

    blow that seals your opponent's fate on the spikes below.Be careful near the stage's edge as your opponent is

    not the only fighter who can take a plunge to the spikes.If both fighters are standing too close to the edge whenthe land disappears, youll both fall to a bloody death.

    Fire Well

    Death Traps: 2Tiers: 2

    Weapon: Hot Poker

    The Fire Well is a two-tieredarena that drops thebrawlers onto a smallplatform nestled betweentwo grisly conveyor beltsthat look like death trapsbut are too far away fromthe fighting area to bedangerous. Instead, the

    only notable feature of thetop tier is the semicircle of breakaway railing that leadsdown to the foundry. A strong kick or launch move sendsyour opponent flying through the railing to land flat inthe lower tier.

    The arena weaponthe hot pokeris located in thecenter of the bottom tier. The poker is not as powerfulthe hammers, but it's effective at battering opponentssoftening them up for the kill, or pushing them intocorners where they are susceptible to death traps.

    There are two death trapson the Fire Well's bottomtier. Conveyor belts on each

    side of the arena arecrushing stones beneathtitanic wheels. Back youropponent up to the red linealong the conveyer belt'sbase for a launch into thedeath trap. The unfortunatesoul flops onto the belt androlls beneath the wheel, which has no difficulty doingbones what it does to rocks.

    Goro's Lair

    Death Traps: Tiers: 3Weapon:

    Prince Goro, the four-armed warrior who has terrorizefighters since his debut in the original Mortal Kombattournament, lurks beneath the surface in a series ofcaverns. His lair is divided into three tiers. The first tware connected by a series of gated tunnels that spider

    out from the first chamber.

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    Tier 1 Tier 2

    Tier 1 Tier 2 Tier 3

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    Stage Strategies

    Backed against the tier's edge, launch your opponentoff with a devastating punch or kick. Your rival flopsagainst a wall, then slides to the lower tier. Once on thebottom floor, you have a wide open stage to rumble,

    exchanging blows.

    The death traps are on the tier's opposite sides. Molten

    metal is fed through a mold that shapes it. The base ofthe molten metal is marked with a red line. Push youropponent against it and follow that with a launch ontothe production line. Your opponents slam against theback wall and fall on to the metal, trying to get up beforethe mold slams down and crushes them.

    Lumber Mill

    Death Traps: 1Tiers: 1

    Weapon:

    The Lumber Mill is a smallsingle-tier stage set. Thesquare arena is surroundedby walls you can back yourrival into, juggling yourenemy for a few blowsbefore he drops against theground or breaks yourcombo. There is only one

    death trap in the LumberMill, a grinder than reduces the timber scraps tosplinters. It does the same to the bones of an opponentwho gets knocked into the gears.

    The death trap is behind the first player's startingposition on the screen's left side. Back your rival upagainst the arena's edge, so that his back is brushingagainst the spiked rollers. With a launch attack, youropponent flies into the grinder, where the gears tearyour foe to pieces, spitting the results at the screen insatisfying display of gore and guts.

    Meteor Storm

    Death Traps: Tiers: 2Weapon:

    The Meteor Storm arena is a two-tiered stage. The uptier is a circular platform. With the exception of an orngate, the tier's outer ring is a fall zone from which youcan kick your opponent to the bottom tier. The lower-stage tier is another circular arena, a little smaller thathe upper tier.

    There are no breakaway zones down here. After yoon the bottom level, you're stuck until one fighter fall

    Meteors scream through the eternal night sky, but thnever crash on the arena to cause damage to thefighters, and there are no weapons or death traps, soit's up to you and your prowess to beat your rival intsubmission.

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    Tier 1 Tier 2

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    Nethership Interior

    Death Traps: Tiers: 2

    Weapon:

    The Nethership glides through the Outworld heavens,delivering death and misery wherever it finds port.Inside the aerial ship, fighters duke it out among theswinging bodies of crew members who lost hope of everreaching anything resembling salvation. The ship isdivided into two tiers. The fight begins on the upperdeck, a small strip that overlooks the ship's larger hold.

    Bash your opponent through the railing that dividesthe deck from the hold to access the lower tier. Downhere, you have more room to move. Watch out for theswinging bodies, which can disrupt combos and jugglesand obscure your view as you circle around your rival inhope of delivering a critical blow.

    Outworld Spire

    Death Traps: 1Tiers: InfiniteWeapon:

    Like Hell, the Outworld

    Spire is another endlessloop of tiers, connected bya staircase that descendsinto the Outworld's core. Toknock your opponent downthe stairs, extracting healthwith every slap against thesteps, back your rival up tothe yellow line that marksthe top of the stairwell. A launching blow sends anopponent reeling, bouncing, and flopping down the

    steps to come to a rest at the next tiervery similar tothe previous tier.

    The only way to break this cycle is to defeat your foby means of regular combat or by swatting them overthe railing that marks the death trap, which is to the riof the staircase. When blasted over the railing, rivalsplummet through the air before becoming impaled on

    ornate chandelier.

    Reptile's Lair

    Death Traps: Tiers: 2Weapon:

    Reptile's Lair is a creepy

    arena of snake worship,with massive eggs that lookready to hatch otherworldlymonsters. The two-tieredstage begins with a bout onan upper level, a smallcircle with an almostcompletely breakawayrailing. There's not muchroom to move on this upper tier, and the action shiftsthe lower larger tier within a few seconds of the matcbeginning.

    The eggs positioned

    along the outer ring of thebottom tier break the fall ofthe downed fighter, and thevenomous green goo thaterupts from the shatteredshell causes extra damage.

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    Tier 1 Tier 2

    Tier 1 Tier 2

    Tier 1 Tier 2

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    Stage Strategies

    The ring of eggs continues to pose a threat to brawlerspushed up against the bottom tier's exterior edge. Anyintact egg is a ticking timebomb, waiting to be set offby a fighter launched into itsfragile shell. You can onlybreak an egg once. If youlaunch a fighter into a brokenegg, your opponent will

    never get off the ground orinitiate the animation for theegg damage.

    Sky Temple

    Death Traps: 3Tiers: 2

    Weapon:War Hammer

    The Sky Temple ispositioned on the roof of alooming tower that piercesthe cloudsa dangerousplace to be in the middle ofa lightning storm. Cracklesof electricity pierce thenight sky, illuminating thearena in harsh light. The

    two-tiered arena is brokeninto the rooftop sectiona small square zone with fourbreakaway railingsand a balcony. Breaking through therailings drops you down (way down) to the balcony.

    The top section of the stage has one war hammer, avicious fighting tool that can whomp brawlers clear ofthe side of the building if you nail them close to one othe railings. The instrument is useful for triggering thedeath trap on the lower tier, as well as for knocking rivover the rooftop area's side.

    On the lower tier, do notback up against the deathtrap area, a large breakable

    gate marked with a thin redline. A player kickedthrough the gate is finished.The fall from the balconytier to the ground isthousands of feet, resultingin a spectacular dive but aless-than-graceful landing.

    Subway

    Death Traps: 2Tiers: 1Weapon:

    The Subway scene takesplace underground in abusy transit station. Thearena is empty ofcommuters, which is a goodthing, because the trainstation is about to be

    bathed in crimson. Thesingle-tiered stage stretchesout lengthwise, givingbrawlers ample room to exchange blows unless theyswitch the fighting axis to the perpendicular, betweenthe two tracks. That's when the death trap becomes aserious issue.

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    Tier 1 Tier 2

    The pillars on the ground floorare breakable. Anyone kicked

    through them suffers slightdamage.

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    20

    The platform edges are marked with a red line,indicating woe for all who pass beyond it. If you canback rivals up to the edgeand launch them over it,they fly up through the airand hit the tunnel wall. Theopponent falls helplesslyonto the tracks, just as a trainpulls into the station at full

    speed. The resulting messwill require an army of

    janitors to clean up.

    Tekunin Prison

    Death Traps:

    Tiers: 2Weapon:

    The Tekunin Prison is around chamber that servesas the central nervoussystem for the techno-penitentiary. Large droningfans circulate the air in theroom, and offer an amusingway to injure a rival brawler

    in the middle of a fight.

    Each fan is marked with an arcing yellow line on theground in front it. If you are backed into the area beyothe line, you're in danger of being launched into the fasystem. An uppercut or sweeping kick launches you inthe fan blades, which break while knocking you aroun

    the air duct. The suction pulls you up into the ceiling,violently bouncing you around before unceremoniousspitting you out through a vent. This process causes alittle damage.

    The room is also full of screens you can use todamage opponents. The large green map screens shawhen you push a rival into them, and mounted screenalong the outer wall (they flank the massive fans) giveplayers a quick jolt that frazzles their health bar.

    There are also little monitor drones that hover aboumaking sure the kombatants do not escape. Hitting onof these drones, either by getting knocked into it or

    jumping into it, will cause it to rocket away and blowapart. However, these drones will not add additionaldamage to the kombatant to initiate their destruction.

    When you have finished beating your opponent to a

    pulp, you can let the stage finish them off for you. Theis a large fan on the ceiling in the middle of the stage.After the announcer has proclaimed that its time toFinish him!! uppercut your opponent in the middle the stage, and theyll get chopped up in the ceiling fan

    Wastelands

    Death Traps: 5Tiers: 2Weapon:

    The outer reaches of theWasteland set the scenefor a fierce battle betweenrival kombatants. Acrumbling fortress servesas the battleground,complete with a flamingcatapult ready to flingloose-footed fighters into

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    Watch out for a few scatteredbenches in the subway station,lest they mess up your comboor juggle.

    Tier 1 Tier 2

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    Stage Strategies

    2

    the great beyond. The top tier is a mid-sized arena withplenty of open area for movement and juggles, but italso has one death trap and a breakaway wall that leadsto the lower tier.

    A catapult loaded with a

    burning payload is behindthe first player's startingposition. The red death trapline arcs around theexposed flames. You canlaunch a player into the fire,which triggers the catapultto fire its load into thedistance.

    The tall gate with the yellow line is the breakawayspot. An opponent kicked into the gate bounces down aflight of stairs to a lower battle platform, where there arefour fiery catapults ready to hurl their deadly payloads.

    The four catapults on the lower tier are pointed at thetwin towers on the distant battlefield's opposite side. Ifyou're launched into one of the catapults, you'll soon bea red streak across the night sky before coming to restface-first in the tower wall. It's a brutal end, so keep

    close to the stairs that connect the two tiers rather thantread dangerously near the four death traps.

    Basic Stages

    The following stages all are single-tiered, with noweapons or death traps. Use these stages to finish afight using only pure skill at combos, juggles, andaerials. Each ring has limitations, but there are no wall

    effects that disrupt chains. Some arenas have stagehazards that can interrupt combos and linked moves,however, and these are noted.

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    Pyramid of Argus: The mysticalsite offers a clean open arenafor fighting.

    Soul Chamber: Diabolical arwith four green orbs that acstage hazards.

    Botan Jungle: Large open areawith plenty of room to initiatejuggles.

    Arctika: Chilly open arenawithout any stage hazards tinterrupt your powerful com

    Lin Kuei Palace: The sacredpalace's interior offers noimpedimentsjust an openarena with plenty of room tomaneuver.

    Netherrealm Cliffs: Set agaia bubbling volcano, the cliffis a wide open single-tieredarenathe largest in the ga

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    22

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    Shinnok's Spire: The interior ofthe spire is roomy enough tohost epic fights between skilledkombatants.

    Shinnok's Throne Room:The throne room is a massivechamber.

    Reiko's Throne Room:Detailed maps decorate Reiko'sThrone Room.

    Shao Kahn's Throne Room: Thedimly lighted throne room is alarge circular chamber withoutany stage hazards.

    Shao Kahn's Balcony: ShaoKahn's Balcony overlooks themost inhospitable regions of theOutworld.

    Scorpion's Lair: The undeadninja's secret lair is exposed in

    this open arena.

    Edenian Ruins: The father ofTaven and Daegon created tEdenian site to facilitate theof the Pyramid of Argus. Now

    the ruins only facilitate bloods

    Krimson Forest: Nestled withinancient trees, the KrimsonForest hides the entrance to theRed Dragon stronghold.

    Red Dragon Caverns: The RedDragon Caverns are anotheropen arena, surrounded by techand machinery.

    Chamber of Daegon: Daegon'slab features a crimsondragonfortunately, theserpent does not interfere with

    the battle.

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    Konquest Mode

    2

    Konquest Mode plays like an adventure game mixedwith combat specific to Konquest Mode, as well as thestandard 3D fighting for which the series is known. InKonquest Mode, you play the role of Taven as heprogresses through the backstory.

    Button LayoutKonquest Mode uses a control scheme different fromthat of the standard fighting game. These controls arespecific to Konquest Mode.

    Map Key

    Each area has a map that shows your location, as well asyour next objective point's location. These maps are alsoat the beginning of each area walkthrough in thissection. The maps in this section include additional infor-

    mation such as the location of treasure chests, check-points, and relic items. The key here indicates what thicons on these maps represent.

    Hints and TipsWhile everything can be unlocked via the Krypt, you calso unlock a plethora of alternate costumes, sound-tracks, and other goodies as you make your way throuthe Konquest Mode. There are also many difficult advesaries you must defeat and traps through which youmust navigate. To do this, you need to understand thebasics of Konquest Mode.

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    Konquest Mode

    PS2 Notation Xbox Notation Move

    P 3 Punch/Break Object

    I 4 Uppercut/Break Object

    U 1 Kick/Break Object/Action

    O 2 Throw

    O,P 2,3 Throw Slam

    O,I 2,4 Throw Punch

    l 7 Konquest Relics Grid

    L 5 Supermove Prompt

    R 8 Block

    r 6 Map

    R+P 8+3 Roll Forward

    R+U 8+1 Roll Backward

    L+I 5+4 Supermove: Ground Pound

    L+P 5+3 Supermove: Fireball

    L+O 5+2 Supermove: Escape Move

    L+U 5+1 Supermove: Time Stop

    Controller Key

    Checkpoint

    Chest

    Hidden Chest

    Map

    Objective

    Power-Up

    Relic

    Soundtrack

    Map Legend

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    Objectives and Checkpoints

    As you travel through each area, you move from objectiveto objective as the story progresses. Every time youreach an objective point, you also reach a checkpoint.Checkpoints serve as game saves. If you die, you startover at the last checkpoint you crossed. You can alsoelect to save your game at the last checkpoint, using thepause menu, and continue Konquest Mode at a later time.

    Obstacle Courses

    Every area in Konquest Mode features some sort ofdangerous trap through which you need to navigate.These traps are referred to as obstacle courses, andfailing to navigate them properly can mean instantdeath. At the beginning of most obstacle courses is a

    magnifying glass. Touch the magnifying glass to beshown a secret item somewhere within the course.

    Konquest Kombat

    In addition to fighting in standard Mortal Kombat battlesthroughout Konquest Mode, you also have to fightagainst enemies in special Konquest Kombat battles. Inthese battles, you may be fighting one enemy or a largenumber of enemies. Konquest Kombat battles end eitherwhen you conquer a boss character or when you defeata specific number of enemies.

    Most Konquest Kombat battles in Konquest Mode areeasy to win. Use the punch attack over and over untilyou defeat an enemy, then turn to the next enemy andrepeat the process. If multiple enemies swarm you, usethe Ground Pound to clear them out and continue withthe original strategy. Every enemy you defeat willreplenish a small amount of Tavens health and superenergy, so even if you take a few hits, one GroundPound will replenish your life under most circumstances.

    During most Konquest Kombat battles, a gore gaugeappears on the screen's right side. The gauge fills as youdefeat enemies. When the gauge is full, you have wonthe battle.

    Relic Items

    As you progressthrough KonquestMode, you comeacross relic items. Forevery 10 relic itemsyou obtain, you unlocka secret. A total of 60relic items are withinKonquest Mode.

    Item Containers and Chests

    Each area in Konquest Mode features a unique itemcontainer. These containers range from statues to fut

    istic cylinders. Attack these containers to find healthand super energy replenishments, as well as variousitems and koins. You will also find chests, again uniqto each area, that contain alternate character costumkoins, or other items. Some chests are traps and holpoison, which will kill you. Chest locations are on thesection's maps.

    Training Obelisks

    At several points throughout Konquest Mode, you comacross tall, slender monuments. The first obelisk you

    encounter trains you in basic combat and cannot beskipped. You can skip every obelisk after the first if yodo not wish to perform the training exercises within.Rewards from obelisks are limited to koin rewards anare listed in the area walkthroughs later in this section

    Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

    Some Konquest Kombat battles are difficult. Thestrategies for these battles are described in theKonquest Mode Walkthrough section.

    NoteNote

    # of Relics Reward

    10 Playable Character: Meat

    20 Arena: Pyramid of Argus

    30 20,000 Koins

    40 Playable Character: Daegon

    50 Playable Character: Blaze

    60 Krypt Unlocked

    Relic Item Rewards

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    Konquest Mode

    WalkthroughThis section provides detailed maps of and specificinstructions on how to get through every area inKonquest Mode. You will also find a list of treasures thatare in each area.

    Botan Jungle

    Botan Jungle Treasures Chests: 4 Hidden Chests: 5 Map Relic Item: Kobra's Glove Relic Item: Kira's Knife Relic Item: Kai's Wristbands

    Relic Item: Cage's Picture Relic Item: Jarek's Vest Relic Item: Kabal's Mask Alternate Costume: Kira Alternate Costume: Kobra Alternate Costume: Kabal Soundtrack: Botan Jungle Track Tune Soundtrack: Bo' Rai Cho's Brewery Tune Soundtrack: Tekunin Warship Tune Elder Gods Male Armor: Glove

    When you start Konquest Mode, there is an introductocutscene, which leads you to the Botan Jungle. This iswhere you first take control of Taven.

    There is a chest on the right side of the path whereyou begin your journey through the jungle. Open the

    chest to obtain 100 koins. Farther down the path is amap scroll. Run into the scroll and pressr (PS2) or 6(Xbox) to view the map. The green circle represents ynext objective, while the blue arrow represents yourcharacter's location.

    As you progress down the path, you find your firstrelic item, Kobra's Glove. Pick it up by running into it access it withl (PS2) or 7 (Xbox). Continue down tpath until you reach the dead tree stump, found afterthree koin icons. Break the stump to find another relicitem, Kira's Knife.

    Stop when you come to another dead tree. Afterbreaking the dead tree, you find a spider crawling arouon the ground ahead. Crush the spider to reveal ahidden chest. The chest unlocks Kira's alternate costum

    Farther down is a musical note icon containing thesoundtrack for the Botan Jungle Track Tune. Ahead isanother fallen tree, and after it is a gold chest on theright. Open it to find the glove portion of the Elder GoMale Armor set for your Kreate a Fighter.

    At the first objective point, you encounter Kobra andKira. After a short cutscene, you have to battle Kobra Mortal Kombat. Defeat Kobra and cross the bridge.

    Proceed farther, to a stone door that opens as youapproach it. After passingthrough the stone doorway,you reach another check-point. Ahead is another relic

    item, Kai's Wristbands. Keepmoving to find the sound-track for Bo' Rai Cho'sBrewery. Next to the sound-track is a chest containing300 koins.

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    Relic Item: Kobras Glove Relic Item: Kiras Knife

    Relic Item: Kais Wristban

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    You come to your next objective, which is theobelisk you use to communicate with your father. Hereyou go through training that consists of hand-to-handcombat, evasion, and throwing. You fight Jarek inMortal Kombat. After all of this, you unlock a new

    supermove, Ground Pound.

    When your training is done, look behind the obelisk tofind a hidden chest. The chest contains the alternatecostume for Kobra.

    Moving ahead, you come to your first obstacle course.Here you find two stone heads. Break the one on the left

    to reveal a glowing greencircle. Use your new GroundPound supermove to revealanother hidden chest,containing 1,000 koins. Afterthe chest, you reach anothercheckpoint.

    Avoid the razors and moveto the obstacle course's end,where you find Cage'sPicture, another relic item.

    At the obstacle course's end,is another chest containing300 koins, followed by an

    area with several small huts.This is your first KonquestKombat area. After youdefeat the Black Dragonthugs, go inside each hut tofind the Tekunin Warshiptune, Jarek's Vest, and twokoin bags.

    Moving ahead to your nextobjective, you come to another Konquest Kombat area. Ahammer is waiting for you, which will make it easy todispatch the thugs. Beforeyou take out the minions,

    grab the Kabal's Mask relic,and open the two hiddenchests. One chest containsKabal's alternate costume;the other contains 300 koins.Get all of the treasures in thearea before you take out theminions, because you won'tbe able to come back afterthe battle is over.

    After taking out the Black Dragon thugs, you fight Kain Mortal Kombat. Defeat Kabal to on to the next area

    Temple of Argus

    Temple of Argus Treasures Chests: 4 Hidden Chests: 1

    Relic Item: Dairou's Keys Relic Item: Stryker's Radio Relic Item: Moloch's Ball Relic Item: Hsu Hao's Watch Alternate Costume: Kung Lao Alternate Costume: Ermac Alternate Costume: Kano

    There are two chests nearthe temple's entrance of. Onecontains Kung Lao'salternate costume; the othercontains 500 koins. Farther

    up on the left is another relicitem, Dairous Keys.

    At the first checkpoint, youencounter another KonquestKombat area. Dispatch yourenemies to gain access tothe next room, where there is a fire-breathing statue.

    Time your run to avoid the fire and head for anothecheckpoint. Two more fire-breathing statues are ahead. Safter the first so you can time your run past the second.

    Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

    For your battles against the other main characters, usethe fighting strategies given in the Character Guidesection to defeat your foes.

    TipTip

    Relic Item: Cages Picture

    Relic Item: Jareks Vest

    Relic Item: Kabals Mask

    Relic Item: Dairous Key

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    Konquest Mode

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    After the third fire-breathing statue, you come acrossthree spiked crushing machines. Use your forward roll toget past the first two with ease; the third one requiresprecise timing. The third machine crushes four times inrapid succession before taking a brief pause. Roll

    through during this pause.After the third crusher, there is an orb that will

    replenish your health and super bar. After this is adoorway and the next checkpoint, and through thedoorway is another Konquest Kombat area.

    When you defeat the enemies here, grab the two relics(Stryker's Radio and Moloch's Ball). Two chests are atthis room's entrance. Open the chest on your right asyou came in, but do not open the chest on your left. Thechest on your right contains Ermac's alternate costume;the chest on your left contains deadly poison.

    Beyond this room is another checkpoint and morecrushing machines. These machines have their owntiming, similar to the machines you encountered before.

    To advance, roll past the machines when they pause.After you clear the machines,

    you will find Hsu Hao'sWatch, another relic item.

    Proceed into the area'sfinal room, where youll finda hidden chest on the left asyou enter. Do not go too farinto the room or you willmiss the chest. The chestcontains Kanos alternatecostume. Move further intothe room to initiate a

    cutscene that ends with Sektor taking you hostage,advancing you to the next area.

    Tekunin Warship

    Tekunin Warship Treasures Chests: 6 Relic Item: Cyrax's Bomb Relic Item: Kung Lao's Hat Relic Item: Nightwolf's Axe Relic Item: Sektor's Rocket

    Relic Item: Jade's Bracelet Relic Item: Sonya's I.D. Alternate Costume: Hsu Hao Alternate Costume: Hotaru Alternate Costume: Cyrax Alternate Costume: Baraka Elder Gods Male Armor: Belt

    When you awake from your slumber, Sonya attacksSektor's warship. This frees you and allows you to staroaming around the warship.

    You can't go straight ahead. You have to move to thright or left and go down either side. When you get

    halfway down either side, a self-destruct timer beginsgiving you 10 minutes to get out of the ship. Don't letthe timer at the screen's top fool you. It indicates youhave 30 minutes, but the time runs down faster than anormal clock. You have only 10 minutes to get to thearea's end.

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    Relic Item: Strykers Radio Relic Item: Molochs Ball

    Relic Item: Hsu Haos Watch

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    Head to the right first andkick open the chest at thewalkway's end. This unlocksHsu Hao's alternate costume.Head to the other side and kick

    open the other chest to find300 koins as well as Cryax'sBomb, another relic item.

    Head to the exit, wherethere is a green panel on theleft side. Access the panel toopen the door. Head through the door and open thechest to your right. This will unlock the Elder Gods MaleArmor belt for the Kreate a Fighter mode.

    Search the bodies on thefloor to find koins, KungLao's Hat (another relic item),the key card needed to get

    out of the room, and koins.At the room's end isanother chest that unlocksHotaru's alternate costume.Access the panel to the rightof the door to head out ofthat room.

    In the next room, you're instructed to knock theTekunin into the fan to progress. Stand near the room's

    middle and use youruppercut attack to clear outthe Tekunin that attack you.After you clear the Tekunin, achest spawns. It holds

    Cyrax's alternate costume.In the room's corners,

    you can find the relic itemNightwolf's Axe and somekoins. Proceed to your nextobjective.

    After you enter the nextroom, you're granted yoursecond supermove, theFireball. This triggers anotherKonquest Kombat battle.Defeat the enemies and head

    to the room's end. Here areSektor's Rocket, another relicitem, and the panel to openthe next door.

    Head to the point of yournext objective to find asword. Grab it to initiate the next Konquest Kombatbattle. Clear the enemies to spawn a chest that containsBaraka's alternate costume. Look around the room tofind another relic item, Jade's Bracelet, and some koins.

    Proceed to the next room, where there are a smallnumber of enemies. Look around the room to findSonya's I.D., another relic item, and koins. Access thepanel to open the door, and you enter into MortalKombat with Sektor. Defeat Sektor to progress to acutscene and the next area.

    Arctika

    Arctika Treasures Chests: 15 Hidden Chests: 4 Arena: Arctika Relic Item: Barakas Blade Relic Item: Blaze's Essence Relic Item: Ermacs Gem Relic Item: Jax's Beret Relic Item: Darrius's Shades Relic Item: Rain's Mask Relic Item: Ashrah's Doll Relic Item: Kano's Mask

    Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

    Relic Item: Cyraxs Bomb Relic Item: Jades Bracelet Relic Item: Sonyas I.D.

    Relic Item: Kung Laos Hat

    Relic Item: Nightwolfs Axe

    Relic Item: Sektors Rocket

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    Konquest Mode

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    Alternate Costume: Jax Alternate Costume: Johnny Cage Alternate Costume: Ashrah Alternate Costume: Sonya Alternate Costume: Kenshi

    Alternate Costume: Kitana Alternate Costume: Rain Alternate Costume: Darrius Alternate Costume: Dairou Alternate Costume: Kai Soundtrack: Subway Fight Tune Soundtrack: Lumber Mill Fight Tune Soundtrack: Arctika Tune Soundtrack: Lin Kuei Raceway Tune Elder Gods Female Armor: Cape Elder Gods Female Armor: Belt Elder Gods Male Armor: Torso

    When you enter Arctika, look behind you to find ahidden chest with an alternate costume for Jax.Move forward to find another relic item, Barakas

    Blade, and initiate a Konquest Kombat battle. When youdefeat the enemies, you spawn another chest, this onecontaining Johnny Cage's alternate costume.

    Move on to encounter afew more enemies, followedby a checkpoint. Reaching thenext checkpoint initiates aKonquest Kombat battleagainst a giant snow beast.Use your Fireball and basicpunch combo strings to take

    down the beast with ease.When you defeat the snow

    beast, a chest spawns andyou're free to continuetoward your next objective. Open the chest to obtainAshrah's alternate costume. When you get to your nextobjective, another snow beast attacks you, but Sonya

    jumps in to save you. After arguing, you enter MortalKombat with Sonya.

    Defeat Sonya and check around the area for theSubway soundtrack, a hidden chest containing Sonyasalternate costume and a chest containing the cape forthe Elder Gods Female Armor in the Kreate a Fighter mode.

    Continue on your original path to come to anothercheckpoint, then more enemies to take out. When youget to the next objective point, you see a cutsceneexplaining your next objective.

    The monks here are not enemies, but if you attackthem, they drop koin bags. Continue onward to an itemthat will replenish your power. Beyond it is another area,blocked by a gateway; use your Ground Pound to open it.

    After you reach your next objective, you see anothercutscene. After the cutscene, grab the orb around you toenlarge your health bar. You also find that a fire has

    been prepped but not yetstarted. Use your Fireball tostart the fire, and you obtainthe next relic item, Blaze'sEssence. Explore the

    immediate area to find achest containing 300 koins.

    Go back the way you came,and another cutscene plays,followed by another trainingsegment.

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    Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

    Relic Item: Barakas Blade]

    Relic Item: Blazes Essen

    In this training session, you have to deal with sevenwaves of enemies. At the completion of each of the fisix training battles a chest spawns, containing koins.

    After you complete all seven training battles, a finalchest spawn, unlocking the Arctika arena.

    To deal with the first two waves, attack relentlessly.On the third wave, you have unlimited super energyand 60 seconds to dispatch your enemies. Take downthe first set of enemies with your Ground Pound, therun to one of the corners of the room and repeatedlyuse your Fireball until you've taken care of the rest ofthe enemies.

    For the fourth wave of enemies, you are granted ahammer, but you are also poisoned. Wait until yourenemies are close and use U (PS2) or 1 (Xbox) toexecute your spin attack and take out multiple enemi

    at once. With each kill, you regain lost health, enablinyou to survive until you dispatch all enemies.In the fifth wave, two yetis attack you, but you are

    granted the use of a sword. Use U (PS2) or 1 (Xbox) execute quick horizontal slices over and over and youwill have no trouble defeating the yetis.

    On the sixth wave, you're poisoned again, but thistime you have no weapons to aid you in battle. Startwith your Ground Pound when the enemies get closethen use your basic punch combos to refill your supebar. After your super bar is full again, use your GrounPound. Repeat this process until you defeat all enemiThroughout the battle, items spawn to replenish yoursuper bar and health bar.

    The final wave is straightforward. You won't bepoisoned and you won't have any weapons to aid yoUse your Ground Pound when enemies are close. Afta successful Ground Pound, run up to whichever eneis farthest from the other attackers. Kill that enemy

    Obelisk Training

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    When you come out of the training area, proceedtoward the next objective point. You encounter twocheckpoints, followed by a series of crushers. Before youreach the crushers, you see a portion of the cliff on theright side that doesn't match the rest of the cliff. Breakthis section to find a koin bag.

    When you get near the crushers, a barrier appearsbehind you, blocking your escape. Each of the crushers

    has a set pattern: several quick crushes followed by apause. During the pause, roll through the crusher to asafe area before approaching the following crusher.

    There are several items between the crushers,including the Lumber Mill soundtrack. Some of theseitems are in dangerous areas next to the crushers. To getthese items, wait for the pause and go for the item whenthe crusher begins resetting to its stationary position.

    After you get through the crushers, you reach anothercheckpoint. This section pits you against more enemiesin Konquest Kombat. Dispatch them to unlock thenorthern gate. Before going through the northern gate,head to the right of the

    castle gate to find anotherrelic item, Ermacs Gem.Now head through the gateand open the chest to unlockthe belt portion of the ElderGods Female Armor set.Head farther into this sectionto find a chest that has beenhidden, but appears as youget close to it. Inside thechest are 300 koins.

    Continue toward the next objective point, where youfind a sword. Approach the sword to trigger a cutscenefollowed by another Konquest Kombat battle. Defeat theenemies and a chest spawns,containing Kenshi's alternatecostume.

    You cannot go back afterthis fight, so continueonward toward the nextobjective point. Here isanother obstacle course, thistime with spinning blades.Ahead of the obstacles isanother section of cliff, on

    the right side, that does not match the rest of the cliff.Break this section to find the next relic item, Jax's Ber

    The first spinning blade is stationary. Run around it.Proceed to find another chest, containing 300 koins. Tsecond blade moves diagonally across the path, but slo

    enough that you can run through after it makes a passThe next section of the obstacle course features

    several mechanized hammers. If you get too close tothem, they make a clicking noise, then swing. If one othe hammers catches you, it knocks you back into a spand you die. Inch toward the hammers until you hear clicking noise, then run out of the way. After you triggthe hammers, you can pass.

    When you get through the obstacle course, you reaca checkpoint and triggeranother Konquest Kombatbattle. Defeat the enemiesand their boss, and you're

    treated to another cutscene.After the cutscene, perform aFatality on the leader, and achest appears, containingKitana's alternate costume.Look around the fire forDarrius's Shades, anotherrelic item.

    Head toward the next section to reach another checpoint and an obstacle course. This obstacle course is alittle harder than the last one. On the right side isanother section of the cliff that looks out of place.

    Wait for the blade that moves left to right at theobstacle course's beginning to move left, then wait fo

    the blade running along the right side to move awayfrom you. Run to the breakable portion of the cliff. Staas close as you can to the cliff to keep safe from theblades. Break this section to reveal a chest containingthe torso piece for the Elder Gods Male Armor set.

    Stay where you are and watch the blades. When theblade closest to you and the blade in the middle aretoward the obstacle course's beginning, run past the fand out of danger. Turn around and wait for the bladeon the right and middle to move away from you. Waituntil they're in sync, so they are both moving away fryou at the same time. When this happens, run to thechest and open it, then move to the fire and out of

    danger. The chest contains 500 koins.Behind the fire is another section of cliff that looks o

    of place. Break this section open to reveal a koin.Move to the next section, where you enter another

    Konquest Kombat area. As you move through, enemiebreak out of the cliff's sides. Defeat the enemies andopen the chest at the section's end to obtain Rain'salternate costume.

    Move to the next objective point, where you enter acutscene with Rain. After the cutscene, you must fightRain in Mortal Kombat. Defeat Rain and proceed on to

    Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.

    when he stands up. This helps you regain lost healthand super energy.

    Take out the next closest enemy, which gives you


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