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Mortal Kombat Shaolin Monks - Official Guide

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Page 1: Mortal Kombat Shaolin Monks - Official Guide
Page 2: Mortal Kombat Shaolin Monks - Official Guide

Important:Prima Games has made every effort to determine that the infor-mation contained in this book is accurate. However, the publishermakes no warranty, either expressed or implied, as to the accuracy,effectiveness, or completeness of the material in this book; nordoes the publisher assume liability for damages, either incidental orconsequential, that may result from using the information in thisbook. The publisher cannot provide information regardinggameplay, hints and strategies, or problems with hardware orsoftware. Questions should be directed to the support numbersprovided by the game and device manufacturers in their documen-tation. Some game tricks require precise timing and may requirerepeated attempts before the desired result is achieved.

ISBN: 0-7615-5219-7Library of Congress Catalog Card Number: 2005906403

Prima GamesA Division of Random House, Inc.

3000 Lava Ridge Court, Suite 100Roseville, CA 956611-800-733-3000

www.primagames.com

Joe Grant Bell

Matt Van Stone

The Prima Games logo is a registered trademark ofRandom House, Inc., registered in the United Statesand other countries. Primagames.com is a registeredtrademark of Random House, Inc., registered in theUnited States.

Product Manager: Mario De GoviaEditor: Amanda Peckham

Mortal Kombat:® Shaolin Monks™ © 2005 Midway AmusementGames, LLC. Mortal Kombat® II © 1993 Midway AmusementGames, LLC. All rights reserved. MORTAL KOMBAT, thedragon logo, MIDWAY, the Midway logo, MORTAL KOMBAT:SHAOLIN MONKS and all character names are trademarks orregistered trademarks of Midway Amusement Games, LLC. Usedby permission. Distributed under license by Midway HomeEntertainment Inc. Midway Amusement Games, LLC and itsaffiliates do not monitor, endorse or accept responsibilityfor the content of any non-Midway website. “PlayStation" andthe "PS" Family logo are registered trademarks of Sony ComputerEntertainment Inc. Microsoft, Xbox, and the Xbox logos areeither registered trademarks or trademarks of MicrosoftCorporation in the U.S. and/or other countries and are usedunder license from Microsoft.

All products and characters mentioned in this book aretrademarks of their respective companies.

Please be advised that the ESRB Ratings icons, "EC," "E," “E10+,”"T," "M," "AO," and "RP" are trademarks owned by theEntertainment Software Association, and may only be used withtheir permission and authority. For information regarding whethera product has been rated by the ESRB, please visit www.esrb.org.For permission to use the Ratings icons, please contact the ESA atesrblicenseinfo.com.

®®

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table of kontents

The Portal ................................................... 59

The Evil Monastery ........................................60

The Living Forest .......................................... 64

Soul Tombs .................................................70

The Wasteland .............................................. 79

NetherRealm................................................ 86

The Foundry................................................ 89

Versus Mode ................................................ 97

Secrets........................................................ 99

Secret Koins ............................................. 99

Red Koin Locations .................................... 99

Secret Boss Battles..................................... 102

Unlockable Versus Characters....................... 105

Welcome to Mortal Kombat: Shaolin Monks™!................ 4

Introduction.................................................. 4

Basic Controls............................................. 4

The Warriors .............................................. 5

Tips, Notes, and Cautions.............................. 5

The Basics.................................................. 6

Kombat 101.................................................. 14

Liu Kang™.............................................. 14

Kung Lao™ ............................................. 24

Scorpion™............................................... 34

Sub-Zero™.............................................. 43

Goro's Lair.................................................. 50

Wu Shi Academy ........................................... 54

table of kontentstable of kontents

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The first Mortal Kombat tournament is over andShang Tsung™'s forces have been defeated. LiuKang™, representative of the Shaolin Temple, stoodvictorious alongside his comrade in arms, Kung Lao™,but the celebrations did not last long.

Shang Tsung™ has a new plan, formed in histwisted, evil mind, and he has already begun the firststeps of an invasion of the EarthRealm. The firsttarget of this invasion: the Shaolin Wu Shi Academy.Should it fall, hope for the EarthRealm is lost.

Now, Liu Kang™ and Kung Lao™ must again fightthe demonic forces of Shang Tsung™. Guided byRaiden™, the God of Thunder, they take the first stepsinto the Outworld, home of Shang Tsung™.

Whether they fail or succeed, is up to you…

Welcome to Mortal

Kombat: Shaolin Monks™

!

Welcome to Mortal

Kombat: Shaolin Monks™

!

Basic Controls

PlayStation 2

Introduction

l: Lock On/BlockR: ModifierLeft Analog Stick: Move CharacterRight Analog Stick: Camera ControlR,3: Change Camerap: Quick Attacksi: Launch Attackso: Power Attacksu: Jump/Evader: ThrowsL: Fatality Attackt: Pause Menus: Stats MenuD-Pad: Fatality Input/Minimap Control

7: Lock On/Block8: Modifierg: Move Characterk: Camera Control R,3: Change Camera3: Quick Attacks4: Launch Attacks2: Power Attacks1: Jump/Evade6: Throws5: Fatality Attack0: Pause Menu9: Stats Menus: Fatality Input/Minimap Control

XBOX

Welcome to Prima's Official Game Guide forMidway's Mortal Kombat: Shaolin Monks. Here, you'llfind all the info you need to defeat a multitudeof minons on the path to the final showdownagainst Shang Tsung™. Move lists, kombos, maps,and secret items will also be detailed, explained,and located.

Along the way, we show you how to deal withevery enemy and boss, as well as reveal advancedtactics and kombos to make you the true MortalKombat champion in both single player andVersus fighting modes. And with that, theKombat begins…

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Welcome to Mortal Kombat:

Shaolin Monks™!

The Warriors

Tips, Notes,

and Cautions

Liu Kang™ and Kung Lao™ aren’t the only ones with abone to pick with Shang Tsung™. Both Scorpion™ andSub-Zero™, trademark moves in tow, are playable inthe main walkthrough. Finish the game with LiuKang™ to unlock Sub-Zero™, and finish the gamewith Kung Lao™ to unlock Scorpion™. When you starta new game, all four characters will then be selectable.

Other Characters

Cautions are warnings that must be heeded, at allcosts, to save you from straying irrevocably off thepath of the Shaolin warrior headlong into the path ofthe Dead Shaolin warrior.

Tips share that extra bit of information about thegameplay that will keep you on the path to mastery ofthe ways.Mortal Kombat

Notes relay game-related information, but do notrelate directly to gameplay situations. They coverthings not related to actually punching, kicking, andengaging in kombat.

At the insistence of themonks of the ShaolinTemple, Liu Kang™

entered the first MortalKombat Tournament astheir representative. LiuKang™ was victorious andnow seeks to put an endto Shang Tsung™ andShao Kahn™'s plans toinvade the EarthRealm.

Liu Kang™

Kung Lao™ seeks onlyone thing, to honor hisancestors by defeatingthe murderous ShangTsung™ in battle.Though he was not ableto enter the firsttournament with theblessing of theShaolin monks,Kung Lao™ hasentered thetournament disguisedand now, no matter theprice, his ancestors willbe honored.

Kung Lao™

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The Basics

Standard Moves

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Attacks with weapons cannot be blocked.

Jump

The basic jump allows theplayer to gain new heights,execute air attacks, andreach areas of higherelevation. Moving the leftAnalog stick while in theair allows for limitedcontrol of the jump.

PS2: U/Xbox: 1

Throw

The throw is a quick grabthat leads to the targetbeing tossed away from youat a high velocity.

PS2:r/Xbox: 6

Block / Lock On

Essential to any Kombatant,blocking puts the playersguard up and protects themfrom taking damage froman attack. Take special carenot to block too manystrikes, as the Special Meteralso doubles as the BlockMeter and can be broken,leaving you at the mercy of whatever attack assails you.

PS2: l/Xbox: 7

Evade

Holding the block buttonalso locks onto a target,allowing for directedkombat and, when used intandem with U (for PS2)and 1 (for Xbox) and anydirection on the leftAnalog stick, performs theevade maneuver. When youneed to dive out of the way of an incoming attack, orbackflip to get some distance, the evade command isirreplaceable.

PS2: l+u/Xbox: 7+1

Quick Attack

The quick attack is thefastest strike in the game,but also the least powerful.Perfect for those momentsthat need multiple, rapidattacks.

PS2:p/Xbox: 3

Launch

A launch can result in thetarget being thrown intothe air. Launches also canset up air attack kombos.

PS2:i/Xbox: 4

Power

Like the name implies,power attacks are thestrongest attacks, but alsothe slowest. Although theytake time to land, they hitfor a devastating effect.

PS2:o/Xbox: 2

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Running Attacks

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The Basics

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Initiating a basic attack while in the midst of running leads to new and improveddamage levels and is a highly effective offensive technique.

Quick Running Attack

The quick running attack does more damage and, depending on the character, hasspecial properties. For instance, Liu Kang™'s quick running attack leaves the victimalight in flames for a few moments.

PS2:p While Running/Xbox:3 While Running

Launching Running Attack

Launching runnning attacks push the target into the air, setting up air attack kombos.

PS2:i While Running/Xbox:4 While Running

Power Running Attack

Power running attacks do the most amount of damage of any standard attack, so usethem early and often for victory.

PS2:o While Running/Xbox:2 While Running

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Throw Running Attack

Running throw attacks cause the enemy to be thrown much farther and much fasterthan a normal throw, resulting in more damage to the target.

PS2:r While Running/Xbox:6 While Running

Quick Air Attack

The quick air attack is arapid-fire attack that doesa moderate amount ofdamage and can berepeated multiple timesfor full effect. Use these tostart any air attack kombo.

PS2:p In Air/Xbox:3 In Air

Launching Air Attack (Air Juggle)

The launching air attacksperform a grab maneuverthat allows for a kombo tobe extended beyond itsnormal limit. Follow up aflurry of quick air attackkombos with the launchingair attack.

PS2:i In Air/Xbox:4 In Air

Power Air Attack

Power air attacks are astandard finishing movefor any air attack kombo.They cause the target to beslammed to the floor veryquickly, and with a solidamount of damage. Usethese to finish off an airattack kombo.

PS2:o In Air/Xbox:2 In Air

Air Throw

Air throws have a massiverange of attack and executevery rapidly, makingthem perfect for analternate finish to any airattack kombo.

PS2:r In Air/Xbox:6 In Air

Air Attacks

Air attacks are strikes that are landed while the player and the intended target areboth in the air.

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The Basics

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Wall Run

Possessing wall run ability gives the player the ability tobriefly run along a vertical wall, without worry offalling. It’s most useful to bypass pits and otherdangerous areas, and can lead to new locations.

PS2:R Into Wall/Xbox:8 Into Wall

Wall Climb

Like the name implies, wall climb ability allows theplayer to scale the side of specific walls, and is vital toaccessing specific areas of the game. PS2:u or Xbox:1can also be pressed when on the wall to jump to adifferent location or to initiate an attack.

PS2:u/Xbox:1

Wall Jump

The wall jump ability adds the ability to leap off walls,allowing for quick turns off a wall, air attacks, or fornavigational purposes.

PS2:u Toward Wall/Xbox:1 Toward Wall

Double Jump

The double jump ability extends the height of thestandard jump almost two-fold, by the simple executionof a second jump during any standard jump.

PS2:u,u/Xbox:1,1

Long Jump

The long jump ability vastly increases the distancecovered by the standard jump, allowing for easypassage across great distances, whether they be abroken bridge or danger-laden pit.

PS2:R+U/Xbox:8+1

Pole Swing

Pole swing ability enables you to grasp, then jumpfrom a pole, to gain new heights and explore previ-ously unavailable areas.

PS2:u/Xbox:1

Platform Moves

Platform moves are acquired in the game via koins,and yield abilities that make it possible to access areasthat were previously unreachable.

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Fist of Ruin

The Fist of Ruin has one purpose—to shatter statuesthat block areas, enabling you to gain access to previ-ously unavailable or secret areas. There are manystatues located throughout the levels, so take specialnote of their location and destroy them all as soon asthe Fist of Ruin ability is gained.

PS2:o/Xbox:2

Skill Moves

Ground Tech

When knocked down to theground, executing a groundtech will greatly increasethe recovery time andprevent any and all foesfrom using your downedbody as an attack target.

PS2:u On Ground /Xbox:1 On Ground

Get Up Attack

When you have beenknocked to the groundand cannot use a groundtech to roll out of the wayfast enough, the getupattack fills in the gap.Pressing any one of thethree buttons will executean attack that will damageany foe in the immediate vicinity and clear the way fora return to the standard fighting pose.

Air Tech

Air techs are mainly usedin Versus mode and preventyou from becoming thetarget of a sustained airjuggle. When in the airand under attack, executethe command, try an airtech to break the kombo.

PS2:u In Air/Xbox: 1 In Air

Evade

Evading is an absolutelynecessary part of anydedicated fighter's regimen.Projectile attacks, eitherbeam or weapons, do slightto moderate damage evenwhen blocked. Use anevade to move out of theway of projectile attacks.

PS2: Hold l+8,2,4,6+uXbox: Hold 7+t,b,f,h+1

Multi-Directional Attack

When surrounded byenemies, using the normalfighting stance to face oneenemy at a time just is notgoing to cut it. For thosetimes, the multi-direc-tional attack is needed. Bypressing the left Analogstick in any direction whileperforming an attack, the player will instantaneouslychange direction and attack. This can be done in rapidsuccession to disable multiple foes in a scant few seconds.

PS2: l+8,2,4,6+p,o,iXbox: 7+T,B,F,H+3,2,4

PS2: p,o,i On Ground/Xbox:3,2,4 On Ground

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The Basics

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Enemy Manipulation

Enemy manipulation allows for a multitude of options when grappling with a foe. Itcan be used to make the enemy a shield, causing them to take any damage andprotect the player. It can also be upgraded in the main game and unlocks furtherattack options.

Fatalities, Multalities, and Brutalities

No Mortal Kombat experience would be complete withoutFatalities, and Mortal Kombat: Shaolin Monks has them inready supply, as well as some new Fatalities to add toyour arsenal of pain. The Fatality Meter must becharged in order to perform any of the Fatality attacks(accomplished by damaging enemies), followed by thecorrect button presses to finish the move. Also, notethat performing any kind of Fatality attack will resultin less Experience gained.

PS2: R+r/Xbox: 8+6

Fatalities

The Fatality depicted above is Liu Kang™ executing the devastating Shaolin SoccerKick. These require one full level of the Fatality Meter to perform. When activatedcorrectly, they will instantly kill the single opponent they strike. Take note thatVersus opponents can only be killed via a Fatality when they are dizzy and level bossescan only be killed via a Fatality when indicated onscreen.

PS2: L Then Input Character-Specific FatalityXbox: 5 Then Input Character-Specific Fatality

If you fail to input the correct Fatality command, thecost of attempting the move is not replenished.

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Multalities

The above Multality is Liu Kang™ performing the vicious Fire Trails Multality.Multalities will kill any enemies in the immediate vicinity in one fell swoop. Theyrequire two full Fatality Meters, but will instantly dispatch a horde of foes and areperfect for those times when heavily outnumbered.

PS2: L Then Input Character-Specific MultalityXbox: 5 Then Input Character-Specific Multality

Brutalities

Brutalities are different from Fatalities and Multalities in that they are not used as afinishing move. Rather, the player enters a Rage Mode. During the time it takes forthe requisite three levels of the Fatality Meter to drain, the player is given unlimitedspecial attacks and can make short order of any enemies, whether normal or bosses,in mere seconds. Make sure to have the three levels of the Fatality Meter ready anytime you encounter a boss character.

PS2: L Then Input Character-Specific BrutalityXbox: 5 Then Input Character-Specific Brutality

Team Attack 2: Fireball RicochetPS2: R+p, R+i/Xbox: 8+3, 8+4

Useful for those times when you are overwhelmed by a multitudeof foes, Kung Lao™ initiates his Spin attack while Liu Kang™

launches his Fireball attack directly at Kung Lao™. The result isthat the fireballs bounce off of Kung Lao™, then strike the haplessfoes at an increased speed.

Team Attack 1: Shaolin SpinPS2: R+r Toward Kung Lao™/Xbox: 8+6 Toward Kung Lao™

The Shaolin Spin is a tough move to pull off, but well worth itwhen you see the damage and wide range of attack that it has.Kung Lao™ grabs hold of Liu Kang™'s arm, then spins himaround in a wide, circular motion and dispatches any enemies thathappen to be in the radius.

Team Moves

Team moves are moves that are done exclusively in Ko-Op mode. Though thetiming is precise, the damage caused by a successful team move is incredible.

All other character-specific Fatalities,Multalities, andBrutalities can befound in the CD-ROM Code Vault.

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The Basics

Enemy Experience

Team Attack 3: Blade InfernoPS2: R+r Toward Liu Kang™/Xbox: 8+6 Toward Liu Kang™

The Blade Inferno is Kung Lao™’s equivalent of the Shaolin Spin.In the Blade Inferno, Kung Lao™ and Liu Kang™ leap towardeach other and perform a variety of spin moves, clearing out anyenemies at close range. Meanwhile, Kung Lao™ sends his spinning,bladed hat out to weave circles around the duo, while Liu Kang™

contributes circling fireballs. The result is a room-clearingexplosion of gore that’s likely to leave your enemies in pieces.

Experience Rewards Per Enemy

To aid in your quest for the most amount of Experience points available, here is atable containing the amount of Experience rewarded for each enemy slain.

Environmental Hazards

There are deadly environmental hazards on every map. Common hazards includespikes, lava, and bottomless pits. Sometimes there are elaborate traps, such asspinning rollers that crush your foes, or catapults that fling them into oblivion, oreven monsters that will eat them. The rule of thumb: if something looks dangerous,it probably is. Try to knock or throw your enemies into it.

The best method of getting an enemy into a trap or hazard depends on thehazard. Use launch attacks to stick enemies to ceiling hazards, such as ceiling spikes.Launch attacks are also the preferred way to lob enemies onto floor traps. Powerattacks and throws work best when the hazard is on the wall.

Some hazards, like big rows of spikes, are very easy to kill enemies with; others, such as ceiling hooks, canrequire excellent aim (or luck). Before using hazards to finish off an enemy, remember that you won’t getExperience if the hazard gets the kill. Finish the job yourself when you want Experience, and use hazards whenyou’re just in a hurry to get the job done.

Kombo Kounter

In the standard game, getting the mostExperience out of every battle is ofparamount importance, given thatExperience is what unlocks new and morepowerful attacks. To make the most of this, ithelps to have a general understanding of howthe Kombo Kounter system works.

For every attack that lands in rapid succession, a single digit will be added to the running total. For every tenthsuccessive hit or enemy killed, a multiplier is added (X1 after 10 hits, X2 after 20 hits, and so on). When thekombo is finally completed, or an attack is not landed in the short window of time that the kombo requires, thetotal number of hits is multiplied to yield a final total of Experience gained. The better your kombo is, thegreater your Experience reward is. The multiplier also increases by 1 when you kill an enemy, further increasingyour Experience reward.

Enemy Experience Enemy Experience

The Trial Begins NowNow the battle for the survival of the EarthRealm begins. Turn the page to getstarted on your journey to ultimate victory over Shang Tsung™ and his evil minions.

Mask Guard 150 EXPShadow Priest 200 EXPOrochi Hellbeast 800 EXPOni Warlord 500 EXPSkull 10 EXPStone Johnny Cage 300 EXP

Dnight Handler 150 EXPTartaka Grunt 80 EXPOni 50 EXPRed Dragon Mercenary 120 EXPBrother Of Shadow 250 EXPPetrified Corpse 80 EXP

Clay Solider 75 EXPBloody Skeleton 100 EXPBlack Dragon Mercenary 150 EXPDnight Archer 75 EXPDnight Captain 100 EXPDnight General 150 EXP

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Now is the time to pick your warrior and start on thepath to victory, or defeat, fighting against ShangTsung™ and his henchmen.

Each fighter has his own strengths, such as LiuKang™'s projectile game, or Kung Lao™'s wicked airgame. No matter whom you choose, we've got themoves to help you maximize your grade in grossanatomy.

Liu Kang™ and Kung Lao™ are selectable from thestart, while Sub-Zero™ and Scorpion™ must beunlocked before you can select them.

Liu Kang™ Liu Kang™'s greatest asset is his ability to do serious damage from a

distance, then close that distance in an instant with a flurry of kicks.His punching and kicking speed are very good and these moves can bedone quickly enough to link several kombos together easily.

Liu Kang™'s Fireball attack is excellent in its basic form, withenough speed to quickly launch off a burst that damages even thetoughest enemies. When it is upgraded, it becomes unbeatable.High/Low Fireballs, Air Fireballs (easy to break out in the six-shot-per-jump variety), and the awesome Fireburst Fireball all make yourenemies writhe in pain as flames engulf them. After a double Fireballshot, a wall of flame engulfs, and temporarily stuns, its target.

If Liu Kang™ has any noticeable limitation, it's in his air game.While his Bicycle Kick is extremely powerful, it can also easily push anopponent well out of kombo range, which isn’t a good thing at all. Ithas a very limited height, and even the dreaded Air Fireball does notmake up for that shortcoming. Stay low to the ground and do as muchdamage as you can.

Kombat 101Kombat 101

Gentlemen, Start Your Bleeding

Any move with an "Exp Cost" means you must purchasethat move with experience earned by defeating foes.

Fire Ender

A quick, easy to pull off kombo that leaves the victim on the ground in flames.

PS2: i,p,p/Xbox: 4,3,3

Exp Cost: 5,000

1 2 3 4

Quick Launch Power GrappleAttack TypeJeet Kun Do Monkey Choy Lay Fut DragonAttack Style

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Kombat 101

Liu Kang™

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Run Ender

Need to push an enemy back a bit and set him up for a juggle kombo? Look no further than this reliable kombo.

PS2: i,o,(p,i,o, or r)/Xbox: 4,2,(3,4,2, or 6)

Exp Cost: 5,000

1 2 3 4

Auto Launcher and Fire Kick Ender

No need to jump up and start an air juggle kombo with this one—it does it all for you. Fire away, put the opponent inthe air, then do some real damage before he or she can even react.

PS2: P,P,O,I/Xbox: 3,3,2,4

Exp Cost: 5,000

1 2 3 4

Need some breathing room? Land this kombo and not only will you push the target back, but you'll dizzy theopponent in a hail of fire as well.

PS2: P,P,O,P/Xbox: 3,3,2,3

1 2 3 4

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Special Throw

Land this bad boy and you perform three quick jabs toyour enemy, grab his leg, and then fling your enemy faraway for a rendezvous with the wall.

PS2: p,p,p,r/Xbox: 3,3,3,6

Exp Cost: 5,000

1 2 3 4

5 6

Fireball

Liu Kang™'s standard projectile is fast to perform, fastto hit, and can be done multiple times on a fullEnergy Charge.

PS2: R+P/Xbox: 8+3

Exp Cost: None

1 2

More Air Kombo Hits

Liu Kang™'s standard air kombo hits five times for a solid amount of damage, and has the added benefit ofleaving the enemy burning in flames.

PS2: P,P,P,P,P/Xbox: 3,3,3,3,3

Exp Cost: 5,000

1 2 3 4

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Kombat 101

Liu Kang™

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High/Low Fireball

Each High/Low Fireball fires two blasts, a high onethen a low one, doubling your damage with almost notime added.

PS2: R+P,P/Xbox: 8+3,3

Exp Cost: 3,000

1 2

Air Fireball

For all your air attack needs, this move comes inreally handy. A full energy meter allows you to shootsix of these on a single jump, provided your fingerscan keep up.

PS2: R+P In Air/Xbox: 8+3 In Air

Exp Cost: 6,500

1 2

Fireburst Fireball

The ultimate in projectile attacks, this one hits threetimes, with the third hit engulfing the victim in a wallof stunning flame. Pay attention to the limited rangeof the third shot.

PS2: R+P,P,P/Xbox: 8+3,3,3

Exp Cost: 10,000

1 2 3 4

5 6

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Uppercut 01

This is the trademark Mortal Kombat uppercut. Use itwhen you want to give your opponents some frequentflier miles. You can use this move by itself or throw itin as part of a kombo, after knocking the enemy backon his heels with a series of other attacks. It’s also agreat way of launching an enemy into ceiling hazards.

PS2: R+i/Xbox: 8+4

Exp Cost: None

1 2

Uppercut 02

One is good, but 2 is better. Tack another uppercut on the agenda and watch the enemy fly. The first uppercutmakes the enemy fly sideways as well as up, so you have to move along with him for the second uppercut to hit. Oneeasy way of ensuring that both uppercuts hit is to pin the enemy in a corner. Now you can throw uppercuts to yourheart’s content, and he’ll keep landing in the same spot. No need to guess where to move for the next punch!

PS2: R+i,i/Xbox: 8+4,4

Exp Cost: 3,000

1 2 3 4

Uppercut 03

For those special occasions when you just don't want a foe to hit the ground. Drop this move on them and thedamage just keeps on coming. You’ll need impeccable timing and positioning to launch an enemy three times ina row, but the damage payoff is well worth it. Try not to steer your victim into a crowd of foes while you’rejuggling him, or you’re likely to get smacked—and your uppercut barrage will be interrupted.

PS2: R+i,i,i/Xbox: 8+4,4,4

Exp Cost: 6,500

1 2 3 4

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Kombat 101

Liu Kang™

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Uppercut 04

Great for those moments when you face a group of foes and you want to dispatch them quickly. The coup degrâce is the fourth hit, which makes anyone it lands on burst into flames. Ideally, you want to single out a singlevictim, uppercut him away from the others the first two times, and then punch him back toward the group withthe third uppercut. That way the fourth, flaming uppercut will deal damage to multiple foes.

PS2: R+i,i,i,i/Xbox: 8+4,4,4,4

Exp Cost: 10,000

1 2 3 4

Flying Kick

This very quick, very powerful jumping kick closes asizeable distance in the blink of an eye and strikes fearinto any opponent's heart. It works great when you wantto send an enemy flying off a ledge for a quick kill.

PS2: R+O/Xbox: 8+2

Exp Cost: None

1 2

Bicycle Kick

Though it takes two seconds to charge, this is the perfect move for taking your Kombo Multipliers to the nextlevel. It hits multiple times per second and does a fair amount of damage.

PS2: R+O Hold for 2 Seconds/Xbox: 8+2 Hold for 2 Seconds

Exp Cost: 3,000

1 2 3 4

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Bicycle/Flying Kick

Rack up the hits with the Bicycle Kick, then finish your foe off with a Flying Kick that sends them far, far away.

PS2: R+O Hold for 2 Seconds, O/Xbox: 8+2 Hold for 2 Seconds, 2

Exp Cost: 6,500

1 2 3 4

Dragon Grapple

The start of all the grapple khaos is right here. This move utilizes the enemy as a human shield, so that the enemytakes damage when others try to attack you.

PS2: R+r/Xbox: 8+6

Exp Cost: None

1 2 3 4

Run Off Back

Spring off the enemy's back to greater heights than is possible with the standard jump.

PS2: R+r,p/Xbox: 8+6,3

Exp Cost: None

1 2 3 4

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Kombat 101

Liu Kang™

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

Launchers are those attacks that send the enemyinto the air.

Flip Up

Liu Kang™ knows what's up—the enemy, after encountering this move. The best use for Liu Kang™'s Flip Upis as a Launching attack, then attack with a kombo. Once the enemy is airborne, jump up to meet them in the airand let fly with a flurry of quick punches, a throw, or a strong attack.

PS2: R+r,i/Xbox: 8+6,4

Exp Cost: 3,000

1 2 3 4

Power Slam

Sweep the leg and follow through with a fist to the dome. Liu Kang™'s Power Slam is a charging move, meaning thatthe longer you continue the strong attack, the more powerful the move becomes. For best effects, alternatebetween rapid and charged Power Slams to keep the enemy guessing.

PS2: R+r,O/Xbox: 8+6,2

Exp Cost: 6,500

1 2 3 4

Directional Throw

Turn your foe into a precision-thrown munition,ready to use its face attack on walls. The best use forthe Directional Throw is to toss the enemy into ahazard's way, such as a field of metal spikes or off theedge of a very high cliff. Once the grapple is started,aim in the direction you want them to go and pressr (PS2) or 6 (Xbox) to complete the move.

PS2: R+r+w or x or a or d/Xbox: 8+6+t or b or f or h

Exp Cost: 10,000

1 2 3 4

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Air juggles are kombos that are used after you havelaunched your opponent into the air.

Kombos that include “Jump” require you to jumptoward the target, then continue the beating.

Kustom Kombo 03

A quick, highly effective kombo that lands four hits and sets up a great juggle situation.

PS2: P,P,I,I/Xbox: 3,3,4,4

1 2 3 4

Kustom Kombo 04

Three leaping uppercuts punctuate this launcher, which does a good deal of damage to soften up the opponent for you.

PS2: P,O,I,I,I/Xbox: 3,2,4,4,4

1 2 3 4

Kustom Kombo 01

The trademark Mortal Kombat uppercut is the perfectkombo setup.

PS2: R+I/Xbox: 8+4

1 2

Kustom Kombo 02

Two quick launch attacks end with the victim flyingupward, out of control.

PS2:I,I/Xbox: 4,4

1 2

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Kombat 101

Liu Kang™

Air Kombo 01

Four quick punches and kicks lead into a flaming punch that slams the victim onto the floor.

PS2: Jump,p,p,p,o/Xbox: Jump,3,3,3,2

1 2 3 4

Air Kombo 02

This krushing kombo starts with a kick, then threepunches, a throw, and two more punches for goodmeasure.

PS2: i,i,Jump,p,p,p,p,i,p,pXbox: 4,4,Jump,3,3,3,3,4,3,3

1 2 3 4

5 6 7 8

9 10

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

Feeling extra lucky? Throw your foe into a wall, thentack on six Air Fireballs (PS2: R+p/Xbox: 8+3)for the ultimate kombo.

Kung Lao™

Kung Lao™'s effectiveness lies in one simple tactic: get in close and doas much damage as possible, as quickly as possible. Teleport in (or outif need be), land a launcher, then unleash the fury contained inthe Dive Kicks.

Dive Kicks are the bread and butter in Kung Lao™'s knucklesandwiches, and can turn the tide of any match against multiple foes.Use them often and boost the Kombo Multiplier score to new heights.

Kung Lao™'s Spin Attack is perfect for launching a falling foe backinto the air (and into harm's way) and, at Levels 2 and 3, becomes abrutal addition to his close-game arsenal. Kung Lao™ also has theunique ability to charge his Heavy Attacks, both on ground and in air,allowing for increased damage with minimal charge time.

Air Kombo 03

Perfect for those times when it's not enough to domultiple hits of damage in the air and you want tofinish it off by throwing the enemy violently into a pitof lava or wall of spikes.

PS2: i,i,Jump,p,p,p,p,i,p,p,rXbox: 4,4,Jump,3,3,3,3,4,3,3,6

1 2 3 4

5 6 7 8

9 10

Quick Launch Power GrappleAttack TypePraying Mantis Chinese Kempo Shaolin Fist White LotusAttack Style

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Kombat 101

Kung Lao™

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Stun Ender

A solid basic kombo that leaves the enemy spinning from the mayhem and open to further attack.

PS2: I,P,P/Xbox: 4,3,3

Exp Cost: 5,000

1 2 3 4

Auto Launcher

When you don't have time to stop and execute a launcher, this is the way to go. Run and gun, setting yourself upfor a massive air kombo.

PS2: I While Running/Xbox: 4 While Running

Exp Cost: 5,000

1 2 3 4

The cost for all three variations is a single purchasein the amount of 5,000 Exp.

Run Ender: Variation 01

Nothing follows up a single strong attack better than amassive, leaping uppercut.

PS2: o,i/Xbox: 2,4

Exp Cost: 5,000

1 2 3 4

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Run Ender: Variation 02

A quick, strong attack opens this kombo, and a powerful slide sends the enemy tumbling away in pain—simple todo and very effective.

PS2: O,P/Xbox: 2,3

1 2 3 4

Run Ender: Variation 03

While the first hit sends the foe tumbling, the second does serious damage.

PS2: O,O/Xbox: 2,2

1 2 3 4

Throw Ender

When three light attacks just won't get the job done, use this move to execute a couple more punches and a grabthat forcefully shoots the enemy away from you at a very high speed.

PS2: P,P,P,r/Xbox: 3,3,3,6

Exp Cost: 5,000

1 2 3 4

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Kombat 101

Kung Lao™

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More Dive Kicks

By far the most devastating attack in Kung Lao™'s arsenal, the upgraded Dive Kicks decimate and push yourKombo Multiplier to new heights. Don't be fooled by the simplicity—10 hits from the Feet of Fury await anyoneunlucky enough to get stung by this kombo.

PS2: P,P,P,P,P,P,P/Xbox: 3,3,3,3,3,3,3

Exp Cost: 5,000

1 2 3 4

Teleport

When you have to get out the way quick, and a dodge just won't do, this is the special move to use. In the blink ofan eye, Kung Lao™ teleports behind his target and can then unleash all kinds of mayhem.

PS2: R+P/Xbox: 8+3

Exp Cost: None

1 2 3 4

Double Teleport

Perfect for those times when you want to quickly dodge an attack, then jump back in the fray and apply a beatdown.

PS2: R+P,P/Xbox: 8+3,3

Exp Cost: 3,000

1 2 3 4

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

Once acquired, the Teleport Stun is tacked onto theend of any teleport Kung Lao™ performs.

Teleport Stun

Nothing throws off an enemy more than quicklyteleporting in, stunning them before they can react,then opening up a serious kombo on them.

PS2: R+P/Xbox: 8+3

Exp Cost: 6,500

1 2 3 4

Spin Attack

For when you aren't quite ready to let your opponent drop down to the ground, and you want to continue the kombo.

PS2: R+I/Xbox: 8+4

Exp Cost: None

1 2 3 4

Spin Repeat

When surrounded by impossible odds, this special not only saves Kung Lao™, it pushes every attacker around himto the ground.

PS2: R+I,I,I/Xbox: 8+4,4,4

Exp Cost: 3,000

1 2 3 4

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Kombat 101

Kung Lao™

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

When this move is bought, it replaces the standardHat Toss.

Pulse Spin

More power. More fury. More devastation. Both bosses and lowly underlings cringe at the thought of feeling thispowerful attack.

PS2: R+I,O/Xbox: 8+4,2

Exp Cost: 6,500

1 2 3 4

Hat Toss Straight

Kung Lao™'s standard projectile attack, this bladed hat inflicts solid damage and is fast enough to bang out inrapid succession for multiple hits.

PS2: R+O/Xbox: 8+2

Exp Cost: None

1 2 3 4

Hat Toss Ricochet

Perfect for enclosed areas, this upgrade allows KungLao™'s Hat to ricochet off solid objects and continueto hit enemies.

PS2: R+O/Xbox: 8+2

Exp Cost: 3,000

1 2

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

This move replaces the previous version with the new,upgraded version.

Hat Toss Spin

This quick charging attack circles around Kung Lao™

and introduces everyone in its radius to some serious pain.

PS2: R+O Hold for 2 SecondsXbox: 8+2 Hold for 2 Seconds

Exp Cost: 6,500

1 2

Hat Toss Spin 2

An upgrade of the Hat Toss Spin, the damage radius isincreased in proportion to the number of bleedingfoes who drop down in its wake.

PS2: R+O Hold for 2 SecondsXbox: 8+2 Hold for 2 Seconds

Exp Cost: 8,000

1 2 3 4

Hat Option

If you know you are going to be in harm's way, charge up and let loose with this. Kung Lao™'s hat circles him,affording him a bit of extra protection by damaging anything in his immediate area.

PS2: R+O Hold for 3 Seconds/Xbox: 8+2 Hold for 3 Seconds

Exp Cost: 10,000

1 2 3 4

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Kombat 101

Kung Lao™

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

Enemy Manipulation

Kung Lao™ grabs the target and sits on his or her head, setting up a multitude of possible attacks.

PS2: R+r,u To Release/Xbox: 8+6,1 To Release

Exp Cost: None

1 2 3 4

Head Smack

No bongo drums in sight? Fear not—with this attack, Kung Lao™ makes do with what's at hand…the enemy's head.

PS2: R+r,P/Xbox: 8+6,3

Exp Cost: None

1 2 3 4

Flip Up

A quick monkey roll and your opponent flies through the air with the greatest of ease.

PS2: R+r,I/Xbox: 8+6,4

Exp Cost: 3,000

1 2 3 4

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

Power Slam

Every bit as painful as it looks, Kung Lao™ jumps onto his opponent's back, then smashes his foot into his head.

PS2: R+r,O/Xbox: 8+6,2

Exp Cost: 6,500

1 2 3 4

Control Enemy Attack

Why use your own fists when another pair is ready to go? Jump on the enemy's head, then make him or herpunch anything you like.

PS2: R+r+w or x or a or d+r/Xbox: 8+6+t or b or f or h+6

Exp Cost:10,000

1 2 3 4

Kustom Kombo 01

This one's perfect for those times when you need to close a gap as fast as you can and then launch the target offthe ground.

PS2: O,I/Xbox: 2,4

1 2 3 4

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Kombat 101

Kung Lao™

33WWW.PRIMAGAMES.COM

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Kustom Kombo 02

Two quick uppercuts with this move and the stage is open for a serious air kombo.

PS2: I,I/Xbox: 4,4

1 2 3 4

Kustom Kombo 03

Four quick punches for you equals damage and a juggled death for your foe.

PS2: P,P,I,I/Xbox: 3,3,4,4

1 2 3 4

Kustom Kombo 04

When you want something that gives a little more in the pain department and still sets up the perfect launchposition, this three-button kombo is tough to beat.

PS2: p,o,i/Xbox: 3,2,4

1 2 3 4

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Scorpion™

Scorpion™'s true strength lies in his powerful juggle kombos, andhis ability to ignite opponents in flames with many different attacks.

His Spear Throw attack is best used to bridge the distance betweenhim and the enemy. The upgraded Inferno Spin Spear Attack leavesany and all foes unfortunate enough to be in its radius reeling in pain.

Scorpion™'s Warp Attack is a great way to mix up the flow of anybattle. His upgraded Flame Port stuns opponents with flames andmakes them open to attack.

Air Kombo 01

Four dive kicks, a quick backflip to keep them going, then a throw to send the opponent to parts unknown.

PS2: i,i,Jump,p,p,p,p,i,r/Xbox: 4,4,Jump,3,3,3,3,4,6

1 2 3 4

Air Kombo 02

It gets no easier, and no more lethal than this—seven Dive Kicks for eleven hits of damage. The best advantagethat Kung Lao™ has over every other character is his Dive Kicks. Any quick attack while Kung Lao™ is in the airsends him darting towards the enemy to land a single kick. What truly separates this from the other characters' airattacks is that when completed, the sheer speed of the Dive Kicks places Kung Lao™ very close to the enemy andallows for upwards of seven Dive Kicks in one kombo.

PS2: Jump,p,p,p,p,p,p,p/Xbox: Jump,3,3,3,3,3,3,3

1 2 3 4

Quick Launch Power GrappleAttack TypeJeet Kun Do Chinese Kempo Choy Lay Fut White LotusAttack Style

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Kombat 101

Scorpion™

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

This move replaces the Warp Attack.

Warp Attack

Scorpion™'s much-feared teleport move allows him to get out of harm's way and land a straight punch to thebefuddled foe in the blink of an eye.

PS2: R+P/Xbox: 8+3

Exp Cost: None

1 2 3 4

Air Warp

This Special is a must buy for the simple fact that it allows Scorpion™ to teleport out of a juggle kombo, thenappear on the enemy's other side to do another kombo.

PS2: R+P In Air/Xbox: 8+3 In Air

Exp Cost: 3,000

1 2 3 4

Flame Port

Since the flame only lands on a victim who is walkingtoward Scorpion™, use this as a defensive move. Letthe baddie come to you, light him or her up, thenbrutalize the victim.

PS2: R+P/Xbox: 8+3

Exp Cost: 6,500

1 2 3 4

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36 PRIMA’S OFFICIAL GAME GUIDE

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

This replaces the Uppercut.

Uppercut

The classic Kombat move. Duck down, then offer a risinguppercut to send the enemy staggering away in pain.The uppercut is a particularly deadly move, due to thefact that it creates a window of invulnerability whenperformed. It should be used mainly for two circum-stances: to set up an air juggle kombo or to launch anopponent into an environmental hazard.

PS2: R+I/Xbox: 8+4Exp Cost: None

1 2

Inferno Uppercut

This brutal move shoots a powerful flame at theenemy, igniting him in a health-draining blaze. It'sgot style, it's got grace, and it puts people into space.

PS2: R+I/Xbox: 8+4

Exp Cost: 3,000

1 2 3 4

Hellfire Fist

A perfect move to use when you are backed against a dangerous ledge or row of spikes, the Hellfire Fist throws theopponent behind you after launching him or her with an uppercut.

PS2: R+i,r/Xbox: 8+4,6

Exp Cost: 6,500

1 2 3 4

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Kombat 101

Scorpion™

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Spear Throw

Scorpion™'s trademark move performs double duty as a projectile attack or a distance-closing move. Pay specialattention to the limited range of the spear, if you want to drag enemies toward you and stun them.

PS2: R+O/Xbox: 8+2

Cost: None

1 2 3 4

Spear Kata

Better range than the standard spear and packing the ability to hit multiple opponents with one shot, this is aworthy addition to the Scorpion™ "Get Over Spear" line of projectile attacks.

PS2: R+O Hold for 2 Seconds/Xbox: 8+2 Hold for 2 Seconds

Exp Cost: 3,000

1 2 3 4

Inferno Spin

The three-second charge time makes this tough to land offensively, but perfect for those times when a crowd ofbaddies is attacking and you have no easy way out. Fire it off and watch as they flail in pain.

PS2: R+O Hold for 3 Seconds/Xbox: 8+2 Hold for 3 Seconds

Cost: 6,500

1 2 3 4

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Always throw in a Head Smack when possible. It doesnot cause Scorpion™ to leave his position and youcan still do a different Enemy Manipulation attack.

Enemy Manipulation

When it's time to get in close and you want the maximum amount of options for attacks, Enemy Manipulationcan't be beat.

PS2: R+r/Xbox: 8+6

Exp Cost: None

1 2 3 4

Head Smack

When sitting on the enemy's head just isn't enough,throw in a few shots to the mug and let the loser knowwho's in kontrol.

PS2: R+r,p/Xbox: 8+6,u

Cost: None

1 2 3 4

Flip Up

Need to set up a krushing juggle kombo? The Flip Up delivers enemy to sky and puts you in the perfect positionto kick one off.

PS2: R+r,i/Xbox: 8+6,4

Exp Cost: 3,000

1 2 3 4

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

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Kombat 101

Scorpion™

Power Slam

Hold O or 2 to charge up this attack and watch as Scorpion™ delivers even more damage to the back of your target's skull.

PS2: R+r, Hold o/Xbox: 8+6, Hold 2

Exp Cost: 6,500

1 2 3 4

Control Enemy Attack

Shao Kahn™'s forces tend to fight dirty, and in huge numbers. Even the odds by taking control of one of themand doling out a beatdown.

PS2: R+r+w or x or a or d+r/Xbox: 8+6+t or b or f or h+6

Exp Cost:10,000

1 2 3 4

Air Throw Ender

An opening for an air juggle kombo is only a hop, step, and flaming kick to the face away.

PS2: i,i,r/Xbox: 4,4,6

Exp Cost: 5,000

1 2 3 4

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

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

Take Down Ender

Introduce your enemy to some new friends: three punches to the face and a takedown to the floor. This is a great moveto use frequently, due to the relatively cheap cost, the ease to perform the move, and the high amount of damage itdoes. Best of all, it allows Scorpion™ a moment's respite when the enemy is recovering from a serious beat-down.

PS2: P,P,P,r/Xbox: 3,3,3,6

Exp Cost: 5,000

1 2 3 4

Flame Punch Stun

What is better than landing three punches that send the enemy flying? Three punches that send the enemy flying in flames.

PS2: P,P,O/Xbox: 3,3,2

Exp Cost: 5,000

1 2 3 4

Kustom Kombo 01

A quick punch, a hop kick, and a flaming kick lift the enemy off the ground.

PS2: O,I,I/Xbox: 2,4,4

1 2 3 4

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Kombat 101

Scorpion™

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Kustom Kombo 02

Three rapid-fire kicks initiate a hang time for the enemy. For situations that require quick strikes, look no furtherthan this staple of Scorpion™'s arsenal. Though only requiring two button presses, the Kombo 02 hits threetimes and is incredibly fast.

PS2: I,I/Xbox: 4,4

1 2 3 4

Kustom Kombo 03

Scorpion™ lives up to his namesake on this one and attacks quickly with two punches, then two kicks. It's overbefore it even began.

PS2: P,P,I,I /Xbox: 3,3,4,4

1 2 3 4

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Air Kombo 01

Leap in, land three quick jabs, then send the foe crashing down to the ground, thanks to a flaming fist.

PS2: i,i,Jump,p,p,p,o/Xbox: 4,4,Jump,3,3,3,2

1 2 3 4

5 6 7 8

Air Kombo 02

A variation of the first kombo, this one adds a backflip kick at the end, then finishes it off with a lofty throw for distance.

PS2: i,i,Jump,p,p,p,i,r/Xbox: 4,4,Jump,3,3,3,4,6

1 2 3 4

5 6 7 8

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Kombat 101

Sub-Zero™

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Sub-Zero™

Sub-Zero™ is a well-balanced character with the perfect mix of devas-tating offensive attacks and potent defense moves.

His Freeze Blast attack is downright nasty, encasing opponents in ablock of ice and leaving them at the mercy of any attack. While itcannot be upgraded, the Freeze Blast is plenty good enough to strikefear into the heart of any foe.

While limited in his air juggle attacks, Sub-Zero™'s SlideUppercut, Slide Grenade, and Winter's Flurry more than make him aformidable warrior.

Ice Dragon Uppercut

Easy to do, deals a good amount of damage, and finishes with a launching uppercut—the Ice Dragon Uppercut has it all.

PS2: P,P,P,I/Xbox: 3,3,3,4

Exp Cost: 5,000

1 2 3 4

Ice Kick

The beauty of this kombo lies in its unorthodox style. A quick backflip into a flying kick is tough to see comingand painful for the victim when it lands.

PS2: P,P,I,O/Xbox: 3,3,4,2

Exp Cost: 5,000

1 2 3 4

Quick Launch Power GrappleAttack TypePraying Mantis Chinese Kempo Choy Lay Fut DragonAttack Style

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

Freeze Blast

Though not upgradable in any way, this is the singlebest Special attack Sub-Zero™ has. The Energy cost isminimal, it's very fast and, when it connects, you'vegot a good couple of seconds to lay the smack down onyour helpless opponent in any way you see fit.

PS2: R+P/Xbox: 8+3

Exp Cost: None

1 2

Slide Attack

Not only does the Slide Attack dart in at amazing speed, it launches the helpless victim into the air and sets himor her up perfectly for some abuse of your choosing.

PS2: R+I/Xbox: 8+4

Exp Cost: None

1 2 3 4

Slide Uppercut

If you want to make sure that the target really catches some air, try this one and watch the helpless body tumbleup, up, and away.

PS2: R+I,I/Xbox: 8+4,4

Exp Cost: 3,000

1 2 3 4

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Kombat 101

Sub-Zero™

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

Slide Grenade

Though you lose the joy of a launching juggle when you choose this Special attack, you pick up a solid shot of icethat sends any enemy careening away at top speed.

PS2: R+I,O/Xbox: 8+4,2

Exp Cost: 6,500

1 2 3 4

Ground Freeze

More of a defensive move than anything else, a well-placed Ground Freeze can set up a vicious juggle kombo inyour favor. Lay one down, then jump over your enemy and push him or her back into it for that extra brutal kombo.

PS2: R+O/Xbox: 8+2

Exp Cost: None

1 2 3 4

Winter's Flurry

Best used when you are about to be engulfed by foes from both sides, Winter's Flurry stops them from advancingon you and attacking, and leaves you free and clear.

PS2: R+O Hold for 2 Seconds/Xbox: 8+2 Hold for 2 Seconds

Exp Cost: 3,000

1 2 3 4

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Blizzard Ring

When all else fails, and five Tartaka are closing in, charge up this monster and let fly. Anything in the blastradius is damaged and stunned, making easy pickings.

PS2: R+O Hold for 3 Seconds/Xbox: 8+2 Hold for 3 Seconds

Exp Cost: 6,500

1 2 3 4

Dragon Grapple

Sub-Zero™'s grapple attack lets him grab an enemy, move the victim around, and add more attacks to it.

PS2: R+r/Xbox:8+6

Exp Cost: None

1 2 3 4

Run Off Back

When you have to put some distance between you and the rest of the pack, Run Off Back lets you do that in just afew simple steps…off your target's back.

PS2: R+r,P/Xbox: 8+6,3

Exp Cost: None

1 2 3 4

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Kombat 101

Sub-Zero™

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Flip Up

Not kontent to let the fun stop? Break out the Flip Up attack and kontinue the damage in the air. This move addsyet another option to Sub-Zero™'s already formidable launching move list. By using the Flip Up attack, theenemy gets a maximum amount of hang time, leading to a maximum amount of pain coming their way.

PS2: R+r,I/Xbox: 8+6,4

Exp Cost: 3,000

1 2 3 4

Power Slam

Take enemies down to the ground and give them a kick in the head for good measure. This move certainly lives upto its name. It has the power to knock the target off balance and prevent them from blocking the strike. In addition,the Power Slam can be charged and does progressively more damage depending on how long the charge is held.

PS2: R+r,O/Xbox: 8+6,2

Exp Cost: 6,500

1 2 3 4

Directional Throw

Help your enemy get to know the wall spikes, acid pits, and concrete walls by throwing them in the direction you want.

PS2: R+r+w or x or a or d, r/Xbox: 8+6+t or b or f or h, 6

Exp Cost: 10,000

1 2 3 4

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Kustom Kombo 01

Best used when fighting in close, this kombo bouncesthe target off the ground before sending them flying.

PS2: O,I/Xbox: 2,4

1 2

Kustom Kombo 02

A rapid jab followed by an even faster jump kick sends your enemy squarely into juggle land. Don't let the factthat Kombo 02 has only two button presses prevent you from using it—for the job at hand, there is nothingbetter. The speed with which Sub-Zero™ punches, then launches the target, cannot be beat, and this move, morethan any other, will lead to more advanced kombos with much more damage.

PS2: I,I/Xbox: 4,4

1 2 3 4

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Kombat 101

Sub-Zero™

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Air Kombo 01

Two punches, two kicks, and enemies don't even knowwhat hit them until they hit the ground. This is asimple maneuver, but its beauty lies in the end result.Immediately after landing the final strike of the attack,the victim slowly spins to the ground, unable torecover. Take full advantage of the situation and bewaiting with another attack lined up for them.

PS2: i,i,Jump,p,p,p,pXbox: 4,4,Jump,3,3,3,3

1 2 3 4

5 6

Air Kombo 02

Mix it up a bit with this kombo and the reward is thatthe victim is thrown far into harm's way. The dreadedAir Kombo 02 has it all: launching attacks, air juggleattacks, a grapple, and a powerful throw. Though it doesinflict a high amount of damage, it isn't a complicatedmove to connect with, provided you keep in mind thatthe throw at the end needs to be performed immediatelyafter the air grapple move.

PS2: i,i,Jump,p,p,p,i,rXbox: 4,4,Jump,3,3,3,4,6

1 2 3 4

5 6 7 8

9 10

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Goro's Lair and

Wu Shi Academy

Goro's Lair and

Wu Shi Academy

Some koins are inaccessible without special moves—like wall running and long jumping. If you want tocollect every koin, you'll need to come back for some of them later.

The game starts as Liu Kang™ and Kung Lao™ escapefrom Goro's Lair. This level is where you'll learn mostof the basic moves.

Goro's Lair

Grab a blue koinfrom the center ofthe starting room.Kill a group of Onithat runs out to attack.

These starting rooms contain blue koins, many ofwhich simply explain how to perform basic moves.Grab them all.

Throw or punch an Oni intothe hanging skeleton at theback of the room to reveal asecret koin.

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Goro’s Lair & Wu Shi Academy

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Many times you can simply run past enemies insteadof fighting. However, some areas will keep spawningenemies until you have completed the puzzle in thearea. For example, once you complete a Fatality inthe Fatality Room, the enemies stop spawning.

Enter the next room.Perform a blockwhen one of the Onitries to attack.

Enter a big roomwith spikes. Dispatchsome Oni and jumpup the ledge on theother side.

Follow the ledgearound, jump up,and run across awall. Notice the hugemoon behind you.

Destroy the Oni andcollect blue koinsfrom the floor. Youmust collect them alland destroy all Onito open the next gate.

Jump across ledges tothe top of the room,and find a bridge.Run across thebridge, collecting thekoin you got fromshooting the moon.

There's a red koin above thedoorway where you entered.You cannot get it yet; returnwhen you can use wall run toreach the koin.

Shoot the moon with aprojectile. You can either dothis from the wall, or fromthe bridge you reach in justa moment. Shooting themoon makes a koin appearon the bridge.

When the Oni arefinished, collect twomore blue koins toreceive more tips andgenerate more Oni.Slay all the Oni tomake the gate open.

After crossing the bridge, dropdown on the left side (towardthe camera) to reach a hiddenledge with another koin.

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Move into the nextarea when all Oni aredefeated. Notice apair of trigger plateson the floor. If youhave two players, youcan activate thoseplates and grab asecret. See the "Goro'sSecret Room" sidebarfor details.

You do a Fatality to reach the next area.must

In the room with thetwo trigger plates,throw an Oni intothe far wall, breakingopen a hole. (It's onthe room's left side.)

Fill up your Fatalitymeter and do aFatality on one of theOni. Refer to theon-screen directions(or our moves list inthe Kombat 101chapter) for whichbuttons to press.

Knock one of the Oni up intothe chandelier, destroying it,to reveal a secret koin.

Exit the map. You'renow in Goro'schandelier room.Grab a koin frombeneath the chandelierto receive the ability toperform Fatalities.Oni appear after yougrab the koin.

Goro™'s Secret Room

Stand on the twotrigger plates to opena door in the backwall. (You cannot dothis in single playermode.) Go throughthe door.

You're now in a secretroom with moreOni. Notice the twobig bells. Throw anOni into each bell toring it. When bothbells have rung, apathway opens in theback wall.

Take the pathway.You're now back inGoro's chandelierroom, behind a gate.Grab the koin toopen the gate. Nowcontinue with thewalkthrough.

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Goro’s Lair & Wu Shi Academy

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Run through thebroken wall. You'renow outside, next toa save point and along bridge. Savethe game.

The long bridgecollapses. Dropdown into thecollapsed section,grabbing a sword ona pedestal. At thebase, fight severalOni, including ahuge Oni Warlord.

Run in and pound theWarlord with repeatedattacks, but get away when heraises his club. Some of hisattacks can hurt you even ifthey don't hit you squarely;it's safest to be far away, andin the air, when he bringsthe club down.

Aerial attacks are anothergood way of hurting theWarlord without gettingtrapped under his club.Kung Lao™'s quick aerialkicks allow him to scorehit after hit withoutreaching the ground.

When the Warlord isdefeated, grab a kointhat grants the longjump ability.

Jump up theplatforms. Longjump back to the savepoint, and then longjump across thebroken section of thelong bridge.

Go across a smallbridge with a waterfallbehind it. Defeat apair of Mask Guards.

On the far side of the bridgeover the Oni Warlord pit,move toward the camera andlook down. A platform isbelow you. Grab a secret koinfrom that platform.

After the MaskGuards fall, a portalopens. Take it, andyou're teleported tothe Wu Shi Academy.

The key to defeating Mask Guards is blocking, andthen counterattacking.

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Outworld forces haveattacked Wu ShiAcademy. It's up toLiu Kang™ andKung Lao™ torestore order.

Move forward anddestroy several Tartaka.

When the path forks,go right, onto awooden bridge. Acatapult stone fliesin, destroying thebridge. Keeprunning to avoidbeing hurt.

Wu Shi Academy

Watch the movie thatshows how you canfling enemies withcatapults. Jump acrossa barrier to a spot withtwo catapults. Destroythe Tartaka here.

Jump up some stonesteps, avoiding aflame jet. Turn rightand throw a Tartakainto a pile of rocks.The rocks tumbledown, clearing anobstacle down below.

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Goro’s Lair & Wu Shi Academy

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There's a lone catapult as you walk to your right.Knock an enemy into the catapult. This smashes abarrier back near the rock pile you tumbled earlier.Backtrack to the stepswith the flame jet,climb them, go left,and throw an enemyinto the spiked ballsto destroy a barricadeup ahead.

In Ko-Op Mode, you'll find a red koinup by the spiked balls. It does not appearin single player mode.

Go back down thesteps and head right.Jump across a seriesof platforms withflame jets. Alwaysjump to the nextplatform just as theflames die down.

Follow the wall to thefirst academy building.

Defeat a Mask Guardnear a wall. If youfired the third catapultearlier, you cancollect a koin here.Then jump up ontothe wall.

Go back down the stepsand proceed right.

Walk up to the third catapultyou discover on this level—it'sall by itself. Knock an enemyinto it. The catapult smashesopen a chunk of wall downthe road, revealing a koinyou'll grab later.

Drop down into thecourtyard and helpJohnny Cage fightseveral Tartaka.

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Follow Johnny Cageto another courtyard.Fight several Tartakawhile Johnny tries toopen a gate.

You meet up withJohnny again. FightTartaka while he triesto open anotherroute.

Jump up a gap in thewall, and run alongthe wall. Watch outfor spiked bouldersthat fly in from afar.

Backtrack along thewall and drop backdown into thecourtyard withJohnny. Defeat moreTartaka, then a dooropens to your right.

Run toward thecamera, and find apond. Behind thepond are stone steps.Jump up these stepsto a wall with flamingcauldrons. Use thesword to cut theropes holding up thecauldrons.

Take the door backto the first courtyard.A gate has dropped,revealing a green koinand a sword. Grabthe koin and sword,and go back to thecourtyard with Johnny.

Drop back down.You can now eitherkeep following thewalkthrough, or goto the secret areamentioned in thesidebar.

Notice a couple of floor plates in here. You'll usethem later, to collect some secret koins.

The green koin is a health upgrade, which perma-nently enhances your health bar. This extra bit ofhealth will help you survive tough battles later in thegame. Be sure to take it!

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Goro’s Lair & Wu Shi Academy

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Jump onto thatrooftop, and up tothe wall behind it.Go left and enter thetower. Activate thesecond Test YourMight switch there.

Go right along thewall. Enter a towerand activate thethird Test YourMight switch.

Take the path thatleads beneath aJapanese-style arch.Drop down somestone steps and goright, past three fire-spouting statues.

Activate the switch.This releases water,extinguishing the fireon a nearby rooftop.

You now enter thesecond academybuilding, which is onfire. Jump acrossfires in the courtyarduntil you reach a TestYour Might switch.

Secret Area in First Academy Building

There are two floorplates where you firstentered the building.If you're playing inKo-Op Mode, goback there and standon the plates to opena door to a secret area.

Beyond the door aretwo secret koins. Thefirst is in a tree. Youcan't get it yetbecause you can'tdouble jump. Returnhere when you can.

The second koin is lying on theground. Grab it tounlock Wu Shi Arenafor Versus Mode.

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Go right again. A stone statue (which you cannotdestroy yet) blocksyour path, but youcan move toward thecamera, droppingonto a lower wall.Follow the wall to thefourth Test YourMight switch, andactivate it.

Exit the academybuilding. Go backpast the three fire-spouting statues.You'll see a spotwhere you can dropdown, near a spikedwall with a red koinhovering above it.

Drop down next tothe spiked wall andfollow the path. Avoidthe swinging logs.

Keep going right, following the wall. You reach somerooftops overlookingthe courtyard whereyou entered. Jumpacross the roofs to ahigh tower, andactivate the fifth(and final) Test YourMight switch.

Fight Mask Guardsnear a catapult.(Launch them in thecatapult for fast kills.)When you defeatthem, a path is cleared.Follow the path.

The path leads to asave point and aswirling portal. Theportal leads to theEvil Monastery. Savethe game and jumpright in!

There's a convenient tree branchnext to the spiked wall. Later,when you have the pole swingingability, you can hop on the poleand swing across to get that out-of-reach koin.

After you gain wall run ability,stand at the base of the wallnext to the first Test YourMight switch in the Wu ShiAcademy. Run up the wall ofthe tower, as if you were tryingto reach the fifth Test Your Might switch. You canjump through a gap in the wall to get inside the tower,and grab a secret koin.

To the left of the save point,near the gateway to the Portal,is a set of high poles. Once youhave pole swinging ability,return to this place. Jump overto grab a pole, then swingacross to a ledge with a red koin.

To reveal a passage back to Goro™'s Lair, destroy anEvil Statue with the Fist of Ruin ability (that yougained after the battle with Kitana™, Mileena™, andJade™) and a secret portal appears.

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ThePortal,The Evil Monastery,

And The Living Forest

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The Portal, The Evil

Monastery, and

The Living Forest

The Portal, The Evil

Monastery, and

The Living Forest

The Portal

The Portal is exactly what it sounds like: a nexus orhub, from which many other planes may be reached.Though it offers connections to several locations, it’smost closely connected to the Evil Monastery. (Noticethat in our walkthrough maps, the Portal appears onthe same map with the Evil Monastery.)

Ko-Op Only Secret

You appear at thePortal. DefeatShadow Priests tomake a path back tothe Wu Shi Academyappear. (But don'ttake the path now.)

Go left from the WuShi gateway and up aramp. Stand on apair of floor plates.This makes a ledgeslide out from thepillar in front of you.

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Go right from theWu Shi gateway.Then, take a left(away from thecamera). Defeat apair of DemonGenerals and enterthe portal to the EvilMonastery.

The Evil Monastery

The Evil Monastery lives up to its name. Keep readingto learn about all its devious perils.

You appear at thebase of the monasterysteps. Run up the stepsand into the building.

Run upstairs andtake the exit you justopened. Keep goinguntil you reach anopen courtyard witha row of spikes alongthe back wall.

You emerge on theground floor of amultilevel chamber.Run up the stairs tothe second floor,and use a Test YourMight switch. Thismakes spikes shootup at two spots onthe ground floor.

Drop back down tothe ground floor.Launch enemiesonto the spikes.After you've impaledan enemy on eachspike, a door on thetop level opens.

Ko-Op Only Secret Cathedral

You enter a cathedral. Defeat several enemies (startingwith the Shadow Priest). Near the back of the cathedral

is an evil statue thatyou can only breakwith the Fist of Ruinability. Destroy it tomake a gate open,revealing a secretkoin. (Come backlater, since youdon't have Fist ofRuin yet.)

Two floor plates are inthis courtyard. Standon them to make astatue slide over. Gointo the space wherethe statue was.

Hop up the ledge tothe top of the pillar.Grab the secret koin.

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ThePortal,The Evil Monastery,

And The Living Forest

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Find the giant statue withclawed hands in the EvilMonastery. Knock enemiesinto each of its claws to make ared koin appear behind itshead. You'll see it after yourun up the first flight of stairs. Jump to grab it.

Knock an enemyonto the row ofspikes on the backwall. Then, jumponto the enemy anduse him as a platformto reach the upperlevel. Run upstairs tothe exit.

You enter a roomwith a giant statuewith spiked claws.Demon Generalspatrol this area.Run upstairs to exitthe room.

You appear outside.Grab a koin to gainthe Multality ability.

Beat up enemies untilyou can perform aMultality. Follow theonscreen directionsto pull it off. Asuccessful Multalitydrops the gate.

Go past a pair ofFist of Ruin statuesguarding a gateway,and start climbingthe tower. You haveto long jump acrossspike pits as you go.

There are three spotswhere gates blockyour progress. Eachtime you are stopped,destroy all enemiesto make the gate drop.Then keep going.

Avoid a rollingcolumn and save yourgame at a save point.Make your way to theroof. You encounterKitana™ up here.

Fight Kitana™ . She'snot too tough at thisstage; use distanceattacks and launchattacks to make thejob easier.

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After you've damaged Kitana™ to a certain point, acutscene plays and she runs through a gateway. Youautomatically followher. See the sidebarfor tips on winningthe next fight.Running attacks andquick throws are agood way to deal withdamage. Just be sureto stay on the move.

Kitana™, Mileena™,and Jade™ Fight

When you've damaged Kitana™ enough, you automat-ically throw her into a trap. She must stay in that trapfor about a minute. Mileena™ and Jade™ will try to freeher by running up to a pair of pedestals and activating

them. Whenever oneof them runs up tothe pedestals, youmust knock her away.(If you allow them tofree Kitana™ , thebattle starts over, andonce again, you mustfocus on damagingKitana™ .)

As the battle begins,all three women arefighting you.Concentrate ondamaging Kitana™ ;just avoid the othertwo. Running attacksand quick throws area good way to dealdamage. Just makesure to stay on the move.

After you follow Kitana™ through the gateway,Mileena™ and Jade™ (two Outworld assassins) showup, and you must fight all three at once. This is atough fight, but here's how to win it.

After the trap has worked its magic, Kitana™ is out ofcommission. You just have to worry about Mileena™

and Jade™ now.

Fight Mileena™ and Jade™ near the screen's right-handside, near the glowing pit. Use lots of launch attacks thatpop them into the air. Throws and power attacks workwell too. Be sure to keep blocking or moving wheneveryou aren't attacking,because Mileena™

and Jade™ can attackout of nowhere.Once you've loweredtheir health enough,you can knock theminto the pit.

If you manage toknock one of theminto a pit, a cage popsup around them. Runto the front of thatcage and use theTest Your Mightswitch there to inflictsevere damage.

Keep fighting, andkeep trying to knock them into those traps. Focus onthrows, launch attacks, and power attacks, as these givethe best odds of knocking an enemy into a trap.Eventually one of them runs out of health and is readyfor a Fatality. After that happens, ignore her and beatdown the other one.

When both assassinsare woozy, do theFatality outlinedbelow.

Damage dealt to Mileena™ and Jade™ during thisphase of the fight will carry over to the nextphase, so there's no reason to attack now—except toknock them away if they get too close.

not

Fatality Button SequencePS2 Kitana™ /Mileena™ Fatality ......x,x,x,a,pXbox Kitana™ /Mileena™ Fatality .....x,x,x,a,3

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ThePortal,The Evil Monastery,

And The Living Forest

Make your way backdown the tower.Whenever a gateblocks your path, useFist of Ruin (yourstrong attack) todestroy an evil statueand drop the gate.

Take the gateway backto the top of themonastery tower.

At the base of thetower, destroy thepair of evil statuesthat guards the gateway.Jump through thegateway to return tothe Portal.

You emerge on thelower level of thePortal. Run up aramp to your right.

From this point on, you'll automatically do your Fistof Ruin whenever you hit objects with your strongestbasic attack.

Back at the Portal (Briefly!)

There's a koin on the roof,above the spot where you firstdid a Multality. To get there,go right, near the spot wheretwo evil statues block a gateway.Double jump onto a brokencolumn to the left, and from there, double jump againonto the roof.

Approach the gateway to theLiving Forest; it's guarded by apair of Shadow Priests. Destroyboth Priests to unlock thegateway. Then, jump in.

Maybe you noticed a tall vertical shaft near the backof this area. You can only climb this shaft later, whenyou have the wall climbing ability.

After the fight, akoin appears on thedragon logo. Grab itto gain the Fist ofRuin ability. Also,grab experience koinsfrom this arena.

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The Living Forest

You emerge in theLiving Forest. Rundown the path andsmash an evil statuewith your Fist of Ruin.

Drop down into aclearing with PutridCorpses. There's aLiving Tree on thescreen's left side.Throw or punch aPutrid Corpse intothe tree, which eatsthe Corpse.

A wall of thorns at theback of this area dropsaway, revealing a savepoint. Go ahead andsave the game.

There are two sorts of Living Trees in the LivingForest. One kind has a huge mouth—this is the kindyou must "feed" with enemies. The other kind haslong, moving branches. This kind of tree cannot befed. Avoid it, or it will grab you and deal serious damage.

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ThePortal,The Evil Monastery,

And The Living Forest

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After feeding the Living Tree, go through the doorwayright next to it. Moveright and jumpacross the water; youfind a sealed tombwith clay statues infront of it. Throw aclay statue throughthat tomb door tobreak it open.

When the lastBrother of Shadowfalls, some thorns inthe backgrounddrop, revealing adoorway. Jump overthe thorns to thedoorway, and enter.

Move toward thecamera, then to theright. A group ofBrothers of Shadowappears. Finish offall of them.

Go left and jumpacross a small waterfall.Notice a secondLiving Tree here.Throw a Corpse intothe tree, feeding it.

Near the stone door leading toSmoke's area, there's a crudepillar made of piled stones.(It's across the water from theSmoke door.) Throw a claysolider into this pillar to makeit topple, cutting off the water. Now, go back to anearlier section of the Forest and look at a smallwaterfall you jumped over earlier. It has dried up,revealing a koin.

Keep going right,past the tombentrance. Jumpacross several rocksin a stream.

When you reach the base of a tallwaterfall, jump upthe platforms to thetop. Go inside.

You emerge in a clearing, surrounded by four giantsnakes. Throw orpunch PutridCorpses into eachsnake, to sate itshunger. A snakedisappears when ithas been fed. Youmay pass when allfour snakes are gone.

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Go left and enter thesnake-head door.This is the entranceto Reptile™'s domain.

Keep moving right,and save the game ata save point. Then goup and notice a thirdLiving Tree. Feed thistree a Putrid Corpse.Now you have fed allthree Living Trees,and a snake-headdoor opens.

Inside Reptile™'sdomain, one playermust stand in thecenter of the room.Two clay statuesperiodically slide backand forth. Destroyboth statues at thesame time to advance.

Next, four statuesappear. Have oneplayer take the lefttwo, and the othertake the right two.(Again, in singleplayer mode, youjust have to be fast.)

Use quick attacks. If you're playing solo, you must beextra-fast to hit both the statues.

Finally, five statuesappear. Have oneplayer take the lefttwo, and the othertake the right three.When all five aredestroyed at once, akoin appears. Grabit to gain theBrutality ability.

Corpses now appear.Beat them downuntil all three dotson your fatalitymeter are red, andthen initiate aBrutality. Followonscreen directionsto successfully executethe Brutality.

After beating Reptile™ (you'lldo this in a minute), return tothis room with sliding claysoldiers and stand in themiddle of the room for severalseconds. Another set of slidingsoldiers appears. Destroy them all to win a koin.

Reptile™'s Secret Chamber

Two floor panels areat the rear of thesliding statues room.Stand on bothsimultaneously inKo-Op Mode toopen a door.

When you get double jump or wall climb ability,double jump (or jump and then wall climb) up onthe right side of the screen, near the Living Tree.There's a health upgrade hidden on a high ledge.Health upgrades extend your health bar and increaseyour maximum health, which aids you in future battles.

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ThePortal,The Evil Monastery,

And The Living Forest

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Go through the doorinto a secret area.One koin is in plainsight, on a dais.Grab it.

The other koin isperfectly hidden,behind a boulder onthe screen's rightside. Jump aroundbehind the rocks tograb it.

Exit on the right sideof the sliding statuesroom. Run througha very long tunnelfilled with breakableclay statues, and up aramp into the heart ofReptile™'s domain.

Along the top of the longtunnel to Reptile™'s lair,there are eyes carved into thearches. One of the eyes isclosed. Shoot it with aprojectile to open it andmake a koin appear.

You're now in achamber with a giantsnake. Your goal is todestroy all fourcolumns that supportthe ceiling. You'll dothis by using Fist ofRuin on their weakpoints.

Climb up the rubbleand jump alongplatforms to the weakspot of the seconddamaged column.Avoid the snake;jump to a platformright after the snakehas cleared off of it.

You start outpointing toward thefirst column's weakspot. Wait for thegiant snake to clearaway, then dash upand use Fist of Ruinthree times tocollapse it.

Use Fist of Ruin onthe second columnthree times.

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Finally, long jumpacross a gap andmake your way to thefourth column.Punch it three times,and the entire roomcollapses.

You fall down into acellar. Now, it'sfinally time to fightReptile™. See the"Reptile™ Fight"sidebar for tips.

Keep following theplatforms, andavoiding the snake,to reach the thirdcolumn. Punch itsweak spot three times.

Reptile™ FightReptile™ starts out fighting hand-to-hand. Duringthis first phase of the battle, you can deal seriousdamage by getting in close, blocking Reptile™'s firstattack (which is often a sliding kick) and then hittinghim with a strong attack before he can recover. Followthis up with well-timed launch attacks to juggle himand deal serious damage.

If Reptile™ raises a glowing fist in the air, jump away.He's about to do an area attack that will hurt you ifyou're anywhere close.

After you've damaged Reptile™ enough, he no longergoes up to the perch. That's the good news; the badnews is that he turns mostly invisible.

If he creates aglowing ball ofenergy, be warnedthat he will fire atyou in a second. Beprepared to jumpover the projectile.

Every so often,Reptile™ flees to ahigh perch andshoots explosiveprojectiles. Stand inone of the cornersnearest the camera(away from Reptile™)and jump wheneverhe shoots at you.

Stay in the air a lotduring this stage.Jump around and useaerial attacks, alongwith the targetingbutton; sometimesthe targeting buttonwill help you eventhough you can't seeReptile™. Also, usevisual clues likesplashing water and the green energy of his attacks tolocate him. Once he shows up, use running attacks tocover ground and get to him quickly. Kung Lao™'sflying kick is an excellent way to close the gap.

If Reptile™ is obviously standing close to you, trythrowing him. You'll catch him a surprising amountof the time, despite his invisibility.

When you do find Reptile™, juggle him with launchattacks for as long as possible; this is critical not justbecause the launch attacks deal good damage, butbecause Reptile™ is visible as long as you keepknocking him into the air. Kung Lao™'s blue spinningattack works very nicely for juggling purposes.

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ThePortal,The Evil Monastery,

And The Living Forest

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Liu Kang™'s upgraded fire attacks are good too,because they set Reptile™ ablaze, letting you see himfor several seconds. Shoot these projectiles if Reptile™

is too far away to engage in melee combat.When you've whittled him down to nothing, do the

special Fatality listed below.

When Reptile™ 'sfinished, grab a koinfrom the floor. Thekoin grants you wallclimbing ability.

On the room's rightside, use Fist of Ruinto break a path in theremains of the deadgiant snake.

Fatality Button SequencePS2 Reptile™ Fatality ........a,d,x,d,pXbox Reptile™ Fatality........a,d,x,d,3

Jump onto the wallbehind the snakesection you justdestroyed, and wallclimb out of the cellar.

Backtrack all the wayback to the start ofthe level, where agateway leads back tothe Portal. Take it.

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Back at the Portal Again

When you emerge atthe Portal, go leftand run down aramp to the lowerlevel. Locate aclimbing wall nearthe back of thisdownstairs level.

Use your new wallclimbing ability toget up the wall.

If Green Skulls hit you while you're climbing,jump immediately to latch back onto the wall.Then keep going.

Destroy someShadow Priests at thetop. A bridgeappears. Take thebridge to thegateway, and jumpin. Next stop: theSoul Tombs.

Soul Tombs and

The Wasteland

Soul Tombs and

The Wasteland

Soul Tombs

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With a name like Soul Tombs, you know it can't benice— it isn't. There are beasties and obstacles galorein here—as well as tons of secret koins. Luckily, theSoul Tombs also feature many traps with which tocrush, impale, dismember, and otherwise perforatethe bad guys. Get ready for some serious action.

You emerge on aplatform. To yourright is an entryleading to the SoulTombs' central hub.

Enter the main hub,and save the game ifyou wish. Look for adoor with a redsymbol above it. Gothrough the door.

Just as you enter the level,look to the left of your platform.There's a gold koin hangingin the air. Shoot it with aprojectile to make a red koinappear on the platform.

In the central level hub, withthe save point and the doorswith red and green icons abovethem, look for the door thatleads to Baraka™. Wall run upthe side of the wall beside thedoor, and then double jump to collect a secret koin.

Fight a host of foesin the next room,then wall climb up astudded wall.

Notice three iron maidens.Knock a Tartaka into each ofthe three devices to make ared koin appear.

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There's an overwhelming supply of Tartaka in thehub, so don't bother trying to kill them all. You can,however, knock them into the spiked rollers for fun.

You emerge in a longchamber with threeiron maidens (spikedtorture devices) alongthe back wall. Go left,and exit through thedoor in the back wall.(Grab the secret koinfirst, though.)

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Take the exit on theupper floor. Youemerge in an outdoorarea with walkwaysgoing left, right,and forward. Runforward (toward thecamera), jumpingover the ripplinglines of spikes.

There's a Test YourMight switch on theplatform you reach.Activate the switchwhile the Mask Guard inthe background is close tothe gate. This causes thegate to drop and smashthe Mask Guard.

Go through the second dropped gate. Jump acrossspikes, and reach athird Test YourMight switch. Again,time it so you activatethe switch when aMask Guard is closeto the gate in thebackground.

Backtrack across the spikes, andgo through the gate you justopened. There's a second TestYour Might switch there.Again, use this switch while thenearby Mask Guard is close tothe gate. This drops the gateand crushes him.

After the third guardhas been crushed,you're free to crossthe entire area andleave through theother side.

Make your waythrough a room withhooks on the ceiling.(You don't have tofight all the Tartakain here.) For purebrutal satisfaction,toss a Tartaka up intoa hook. They have aparticularly satisfyingdeath sequence.

At the left side of this area,look for a trapezoid above theexit door. Double jump andhit the trapezoid with an attack,then go right and kill a ShadowPriest to make a koin appear.

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You appear outside.Grab a koin to gainthe Multality ability.

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You emerge in aroom with a spikedceiling. Fight theenemies in here.Utilize the spikes, asthey provide veryeffective kills.

Throw an enemy into therailing at the back of thisroom. If you hit the right spot,the railing collapses, revealinga floating gold koin. Shoot itwith projectiles to make a secret red koin appear.

There's a Test YourMight challenge inthis room. Successfullycomplete thischallenge to open adoor elsewhere.

Backtrack all the wayto the iron maidenroom. Go throughthe door on the veryleft side of the room.

Fight a host of theusual uglies in thenext room—andbeware of the flamesthat shoot out fromthe floor!

The next roomcontains someTartaka and anOrochi Hellbeast.Check out thesidebar for tips ondefeating theHellbeast.

The Orochi Hellbeast

Step one is to get ridof the Tartaka. Ifplaying Ko-Op Mode,one player should usean aerial attack anddistract the Hellbeastwhile the other killsthe Tartaka. Ifplaying single playermode, just keepmoving, and hit the Tartaka whenever it's convenient.(Use Fatalities to clear out the Tartaka quickly.)

The Hellbeast is big and bad, and the Tartaka justmake things worse.

With the Tartaka goneyou can concentrateon the Hellbeast.Aerial attacks andprojectile attacks arethe way to go.

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Be prepared to jump sideways when the Hellbeastshoots a gout of flame, or jump away when he rearsback and his body bursts into flame. Wait for theHellbeast to try a big attack. When he does, runbehind him, using long jumps for speed, and get somebig power attacks in.These will take offbig chunks of healthfrom the Hellbeast.Keep chipping awaywith aerial attacksand projectiles, andeventually you'llemerge victorious.

After killing the Hellbeast,stand on top of a broken pillarat the rear of the room. If youstand squarely on it for at leastfive seconds, a koin appears atthe center of this room.

When the Hellbeastis alive no more,backtrack all the wayto the central hub(where the savepoint is located).Save the game.

Go through the doorwith the green iconoverhead.

Make your way into aroom with a spikedceiling. You mustdestroy two waves ofTartaka to make thedoor on the otherend open.

Proceed into a longhall with movingchains in thebackground andforeground. Go toyour right.

Emerge in a long,open area where lotsof stuff is beingthrown and shot atyou. Platform yourway across this area,dodging projectiles.

A circular platform withseveral Tartaka lies in themiddle of the open area.Launch a Tartaka up into oneof the pterodactyls circlingoverhead to reveal a secret.

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Enter a room with adeadly, spinning fanoverhead. Launch aTartaka into the fanand keep moving.

The next room is abig area filled withlots of Tartaka.There's a spikedceiling near the back.Knock one of theTartaka up into theceiling to collapse it.

There's an evil statue alongthe back wall, to the left.Break it with Fist of Ruin.Grab a red koin from the shorthallway behind the statue.

In the same hallway behindthe evil statue mentioned inthe last secret, wall run up thewall. Atop the cell is a secondred koin.

Jump onto thecollapsed ceilingsection, and fromthere jump to theupper level. Take theexit up here.

Now you're above thegiant bladed fan yousaw earlier. Jumponto a platformabove the fan. WhenTartaka attack,launch them into thefan blades.

When enough Tartaka hit the blades, one of the bladesbreaks off and slamsinto the wall, creatinga platform. Jumpacross this blade to aledge, then run to aroom with a floorplate. Stand on thefloor plate to make asword drop elsewherein the level.

Backtrack all the wayto the room withmoving chains. Atthe extreme left edgeof this room, findthe sword you sawdrop earlier.

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Grab the sword andslice the two chainedprisoners flanking thedoor to the left. Whenboth prisoners havebeen disemboweled,the door opens.

You're now in thesoul collector room.Destroy a host ofenemies, and thenrepeatedly use Fist ofRuin on the glowinggreen soul collector.Eventually the deviceexplodes.

After destroying the soulcollector, exit the room andthen come back in. A red koinappears near the ruinedcollector.

Backtrack all the wayto the level hub. Savethe game once again.Then, take the newdoorway that hasopened on theeastern edge of theroom. This leads youto Baraka™.

Defeating Baraka™

The fight starts with a typical melee attack. Many ofBaraka™'s attacks can be blocked, so you can try ablock-counterattack style of fighting. Just be aware thatBaraka™ has a head-stab move that cannot be blocked,so it pays to keep on the move and jump away if itlooks like he's going to start that attack. As with manytough foes, the bestpolicy is to hitBaraka™ constantlyso he doesn't get achance to counter-attack. Use longkombos or series oflaunch attacks tokeep him airborneand helpless.

Baraka™ is a tough customer, but you can defeat himwith relative ease if you follow these instructions.

Next, Baraka™ throwssome flaming monksat you. Finish off themonks with projec-tiles before they runinto you. This will getyou a little health.Then go back topounding on Baraka™.

Next, Baraka™ jumps into the background and startshurling projectiles. Dodge these, and shoot him withyour own projectiles. He is most vulnerable when he'sin the middle of thescreen. After he'sshot at you from oneside or the other, getready for him tomove to the middle,and make sure someof your projectilesare there to meet him.

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Eventually, Baraka™

returns to your area.Two green swords areknocked to the floor.Grab one of theseswords and sliceBaraka™. (Multipleweak attacks seem towork best; jump awayand try again later ifBaraka™ seems to beblocking your slices.) Another good strategy is to sliceBaraka™ right after he attempts an attack—he isvulnerable when returning to his normal stance. Don'ttry to stand close and block during this phase of thefight, or you'll get hit with a nasty impale move thatwill make you drop your sword.

After slashing Baraka™

enough, a Test YourMight challengecomes up. Win it toknock Baraka™ backon his heels.

After winning theTest Your Mightchallenge, press thethrow button to throwyour sword intoBaraka™, impalinghim. The blade sticksin his head.

Now repeat thisprocess with thesecond sword: slash Baraka™, get to the Test Your Mightchallenge, and then impale him with the second blade.

At this point you can perform the Fatality listedbelow and finish off Baraka™.

Fatality Button SequencePS2 Baraka™ Fatality . . . . .a,d,d,x,iXbox Baraka™ Fatality . . . .a,d,d,x,4

Instead, go through agateway that leadsback to the Wu ShiAcademy.

With Baraka™ gone, akoin appears on a tallpedestal. But youcannot get to the topof the pedestal yet!

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Wall run back up tothe top of the academywall. Return to thegateway that leadsback to the SoulTombs, and take it.

Now you can wallrun up the pedestal,and grab the koinyou won by defeatingBaraka. This koingrants you the walljump ability.

Go all the way backto the Soul Tombs'central hub, and savethe game if you like.From here, climb thestairs and take thegateway that leadsback to the Portal.

Back at the Portal,drop down the bigclimbing wall. You'renow on the Portal'slowest level.

Back at the Soul Tombs

The Portal, Our Old Friend

You emerge in adifferent part of thePortal. The mainfeature in this areais a huge pair ofdoors with Chinesecharacters enscribedabove them.

These doors block the path to the Foundry. They won'topen until you have enough tournament victories. Youdon't yet have enough, so we'll ignore them for now.

Go left. At the endof a walkway is agateway; go through it.

Run past thedestroyed statue anddrop down into ahidden courtyard.Grab a koin here.This koin grants youwall running ability.

Back at the Wu ShiAcademy, jump onroofs to reach thewall. Run along thewall until you find anevil statue. Destroythe evil statue withthe Fist of Ruin.

Wu Shi Academy Revisited

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Do a Fatality while standingon the dragon logo, right infront of the door with Chinesecharacters (the one blockingthe path to the Foundry).

To the right of thelocked doors are twosets of jumping walls.Use the wall jumpability to climb upboth walls.

Remember that Shadow Priests can summon moreenemies, so you should take out the Shadow Priests .first

At the top of thisarea, on the right,is a gateway to theWasteland. You mustdestroy all enemiesup here to make apath to the gatewayappear. Do so, andmove through thegateway.

The Wasteland

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Grab a sword fromthe floor down here.Then, look for a wallyou can climb. It'sfairly subtle, so lookcarefully.

Run across a bridge.You find a doorwayblocked with piledbodies. Hack thebodies apart withyour sword to cleara path.

Move ahead to a largechamber filled withmercenaries. There'sa save point in thecorner of this room.

The Wasteland isn't as empty as its name suggests.You'll meet some interesting characters here—and foronce, not everyone is an enemy.

The next room contains a pool of blood with alightning rod in themiddle. Throw orpunch two waves ofElemental Knightsinto the pool. Iflightning hits thepool while they'rein there, they aredestroyed.

Climb up the wall.Upstairs, move rightand jump across a gap.

Red and Black Dragon Mercenaries will fight eachother, so sometimes you can leave them alone andthey'll ignore you.

There's a red koin in analcove, at the back of the gap.

You must destroy all Elemental Knights with theblood pool; you cannot kill them any other way.You can bait them into staying in the pool longer bystanding on the pool's opposite side. Don't stand inthe pool yourself; if lightning hits while you're inthere, you'll take damage.

There's a tall pole at the verycenter of this big room.Launch a Mercenary up andimpale him on the pole toreveal a red koin. (You'll needdouble jump ability to actually grab the koin, however).

Before actually going through the path you just cut,go left and explore the ledge. You’ll find a healthupgrade over there.

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When all ElementalKnights aredestroyed, use a TestYour Might wheel atthe right side of theroom. Then leavethe way you came,back to the roomwith the save point.

Re-enter the blood pool roomafter leaving. There's now anOni Warlord in here, as wellas several more ElementalKnights.

Ignore the Elemental Knightsand take down the Warlord.When he falls, a red koinappears in the blood pool.

Drop down to thelower level of the savepoint room, and takethe new doorway thathas opened.

In the next area youencounter Sub-Zero™. Guess what?It's time to fight!

Sub-Zero™

Sub-Zero™ is fairlytough. We recommendbeating him almostexclusively with long-range attacks. Thereare stones in thisarea, which you canpick up and throw,to supplement yourusual ranged attacks.

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When you defeatSub-Zero™, heagrees to help you.He uses his icepowers to fix theholes in a leaky boat.

Sub-Zero™ periodically shoots an ice projectile. Tryto jump or dodge it.If you're playing Ko-Op, and one playergets frozen, the othershould distract Sub-Zero™ to preventhim from beating onthe frozen player.

When Sub-Zero™ is at medium range, he oftendoes an icy slide kick. Jumping is the best way to avoid

the kick. Also, waitfor Sub-Zero™ toattack, then counter-attack with a combofor satisfying results.

Maintain yourdistance, and keepfiring. Eventuallyyou'll win the battle.

You now take a longboat ride with Sub-Zero™. BloodySkeletons climb ontothe boat as it movesforward. Keepbeating them down.

Eventually the boatreaches a dock. Getout, and approach alarge building.

Watch out for flamejets that spurt fromthe side walls. They'llroast you if you gettoo preoccupied withthe Skeletons.

Sub-Zero™ freezesthe front door. Useyour Fist of Ruin tobash the door,shattering it. Theaction now movesinside.

Huge lion statues flank thedoor that Sub-Zero™ freezeswith ice. Go left to find a redkoin on the back of one of thelions. You'll need doublejump ability to grab it.

Inside, Sub-Zero™

starts to freeze ablood waterfall.Meanwhile, startthrowing Mercenariesinto a huge, spikedwheel.

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When enoughMercenaries havebeen thrown into thewheel, Sub-Zero™

freezes the bloodwaterfall. Wall climbup the waterfall.

Take the exit up here.You emerge in a bigopen area. Move tothe right, and protectSub-Zero™ while hetries to make an icepath across a pit.

At the top of the bloodwaterfall, wall run diagonallyacross the top of the spikedwheel. There's a red koin onthe other side.

If Sub-Zero™ getsknocked into the pit,jump down and killall the Mercenaries.Then follow him out,and protect him again.

Go through thedoor near the savepoint. You mustnow fight Goro™.

Move toward the camera (anda bit to the right) from thesave point. You see a goldkoin spinning in the air.Shoot it to unlock a secret.

When Sub-Zero™

finishes the ice path,diagonally wall runacross it. You reach asave point.

You appear outside.Grab a koin to gainthe Multality ability.

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Goro™

Since Goro™ is strong enough to absorb most attackswithout being stunned or knocked down, fighting himstraight-up is a bad idea. You cannot block most of hisstrikes, so your bestoptions are to eitherhang back and shootprojectiles, or torepeatedly jump ordodge Goro™'s attacks,and then get in a fewquick counter-strikesor running attacksbefore he recovers.

Goro™ is tough but predictable: just what you'd expectfrom a four-armed brute.

Avoid over-using stand-still, strong attacks or longkombos when fighting Goro™. Normally, strongattacks and long kombos knock down the opponent—so even though you're vulnerable after doing them,you won't get hurt. Goro™ will not fall down whenyou hit him, though, so strong attacks often leave youvulnerable to a punishing response from Goro™. Afew quick attacks in rapid succession, followed by ahasty evade maneuver, usually work better.

At first, Goro™

fights with his barehands. Don't standnear him for long,or he'll hit you witha mighty punch. IfGoro™ starts toshoot projectiles,run sideways orblock. (You can block

his projectiles, but remember to hold the block forawhile because he always shoots several in a row!)

Another useful strategy for defeating Goro™ is tohave Liu Kang™ counter an attack with his uppercutupgrades two to three times, then immediately evadeor jump away. Goro™ will not be launched, which isan advantage in this situation, as the up and down hitsinflict massive damage. Also, Kung Lao™'s spin specialhas the same effect here.

Jump away when heprepares to bang thefloor; you'll bedamaged if you'reinside a short radius.Right after he'spounded the floor isan excellent time toinitiate an attack.

If Goro™ takes a swing, get back and then zip in to hithim with a couple fast attacks or a running attack.Then get away again—quickly.

It is possible to get into a Test Your Might grapplingsituation if you fight Goro™ up close. Win the TestYour Might challenge and you deal damage to Goro™,as well as temporarily stun him (so you can deal evenmore damage). This is fun but risky; the safest way to fightGoro™ is to keep moving rather than going toe-to-toe.

After you've damaged Goro™ considerably, he picks upa column and uses it as a weapon. This extends hispunching range andmakes him evenharder to deal with,so ranged attacksbecome even moreadvisable at thispoint. OtherwiseGoro™ will smack ahome run, with youas the baseball.

If Goro™ holds the pillar vertically above his head,he's going to smash it into the floor. Be prepared tojump before the pillar hits the floor. Right afterGoro™ bangs thefloor is a great timeto initiate yourprojectile volley.

Eventually youdeal enough damagefor the Fatality. Dothe following Fatalityto finish off yourfour-armed nemesis.

Defeating Goro™ yields Experience, plus a health pickup.

Fatality Button SequencePS2 Goro™ Fatality . . . . . . w,w,x,a,pXbox Goro™ Fatality . . . . . w,w,x,a,3

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Grab a koin thatappears over Goro™'sbody. This koin grantsyou the extremelyuseful double jumpability. Then leavethe arena.

Save the game at thesave point. Then,move back to the left,long jumping over thepit with Sub-Zero™'sice wall above it.

Leave the arena where youfought Goro™, and thenimmediately return to thearena. You'll find a red koinon the floor.

On the extreme leftof this area, noticethat a gateway hasappeared. Jump intothe gateway.

The Dead Pool

You appear in theDead Pool, a longroom with acid pitson each side, andhooks overhead.Throw or launch anenemy onto each ofthe five hooks.

The hooks are a little hard to see, but they're there.Look for their shadows on the ground for a hint ontheir location. Kung Lao™'s spin attack and LiuKang™'s uppercut are good ways to hook enemies.Use the Manipulate move to position the enemydirectly under the hook, then launch them upwards.

When all five hooksare filled, a koinappears. Grab it toreceive pole swingability.

Go left and poleswing up a series ofpoles to a ledge. Hopinto a gateway toreturn to the Portal.

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Back at the Portal

Now you're back atthe new area of thePortal—the one withthe Chinese characterson the door. Dropdown and go to thatdoor (which you stillcan't open).

To the left of the bigdoor is a set of poles.Pole swing up tothe top, and destroyall foes up there.This opens a path tothe NetherRealm.Jump inside.

If the path doesn't appear, you may have knocked anenemy down to a lower level—without killing him.Drop down and finish him off, and then return.

NetherRealm

NetherRealm and FoundryNetherRealm and Foundry

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You start out near asave point. Save thegame and take somestairs leading down.

Eventually you reacha circular area whereScorpion™ decidesto fight you. Startsmacking himaround; see thesidebar for details.

Keep going down.You encounterScorpion™, but heruns away. Keepmoving.

The NetherRealm is not a big area, but it's definitelyaction-packed. Prepare yourself for an epic battle.

Scorpion™: Round 1

Scorpion™'s favorite attacks are his spear (which reelsyou in close, as Scorpion™ shouts his famous "Get overhere!" tagline), and his powerful uppercut—whichoften follows the spear.

This first fight with Scorpion™ is easy, but since thenext ones are hard, it's crucial to escape this first boutwith minimal damage. However, if you find you do needto recharge your health, either destroy Bloody Corpsesas you platform through the NetherRealm, or break apile of skulls at the end of the platforming section.

A good strategy is tostay away. WhenScorpion™ shootshis spear, move tothe side andimmediately fire aranged attack back athim. If Scorpion™

leaps toward you,evade him until hegoes back to the spear.

By following this strategy you can get through thefirst chunk of the battle without taking damage.

Another strategy is exactly the opposite: stayextremely close to Scorpion™ at all times, keepingyour block up. Your block will counter all ofScorpion™'s melee attacks and his spear as well; just besure to hold the block an extra moment during thespear attack, because you can get hooked if you let uptoo early. Right after each successful block, initiate along kombo, a power attack, a throw, or a string oflaunch attacks.

This strategy is foolproof, but you have to watch outfor one thing. You cannot block the attack whereScorpion™ removes his mask and breathes fire. So,watch for this move. The instant you see the mask startto come off, run sideways and get behind Scorpion™.Then punish him with a powerful counterattack.

Jump to your left,across a series of highand low platforms.(If you fall to thelower level, you canwall run back up tothe top.)

After you've batteredScorpion™, he breaksa hole in some rocksand retreats to amore advantageousspot. Follow himthrough the hole inthe rocks.

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When you reach theend of the line, youmust fight Scorpion™

again. See the sidebarfor details.

Scorpion™: Round 2

At the start of your second bout with Scorpion™, hestarts out atop a high perch. Whenever he raises hishands, flames jet upfrom the floor. Simplystand in place andwatch the groundbeneath your feet.When it starts to glow,double jump withoutmoving sideways.

Scorpion™ periodically fires his spear into theground. Avoidstanding close to thespear when it initiallyhits. Then, run upto it and grab it withthe throw button.This starts a TestYour Mightchallenge.

If you succeed atthe Test Your Mightchallenge, you yankScorpion™ backdown to your level.When Scorpion™ isdown on your level,you can use either ofthe two strategiesyou used during thefirst round of the fight. Both work equally well inthis round.

Surely he's dead now, right?

Fatality Button SequencePS2 Scorpion™ Fatality ..........w,x,d,d,pXbox Scorpion™ Fatality.........w,x,d,d,3

Keep this up until Scorpion™'s life disappears. Theninitiate a Fatality, and press the correct buttonsequence (listed below) to finish Scorpion™ off.

Start moving awayfrom this area, andScorpion™ reappearsin another form:Inferno Scorpion™!

Inferno Scorpion™

Well, well: Scorpion™'s back. It certainly didn’t takehim long.

Inferno Scorpion™

likes to spin his spearin a deadly,glistening arc thatcan hit you even atmedium range. Healso removes hismask to spit flames ashort distance.

Furthermore,Inferno Scorpion™

can also raise flamesfrom the ground,scorching you if youaren't careful.

Once again, you have a choice of two strategies: a close-range strategyand a projectilestrategy.

The projectilestrategy is to stay far,far away. Watch theground beneath yourfeet, and doublejump in place if itbegins to glow.

Watch out for flames that blaze up suddenly fromthe platforms.

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Now Scorpion™'s gone for good.

Fatality Button SequencePS2 Inferno Scorpion™ Fatality .........x,w,a,a,oXbox Inferno Scorpion™ Fatality ........x,w,a,a,2

Make your way backto the entrance ofthe NetherRealm,and take the gatewayback to the Portal.

The Portal (Above the

Chinese-Character Door)

You appear back atthe Portal. Drop allthey way down to thedoor with theChinese characters.Well, what do youknow? It's open!Run through it andtake the gateway tothe Foundry.

The Foundry

Whenever Inferno Scorpion™ commits to either hisspear spin or his short-range fire spit, launch projectilesat him. Those attacks can't hit you because you're too faraway; you only have to worry about the ground flames.

The close-up strategy is more fun. Stick as close toInferno Scorpion™ as possible, blocking constantly.Your block will counter his spinning spear attack.Counterattack with throws, launchers, or long kombosafter blocking the spear spin.

You cannot block the ground flames or the flamespit. However, since Inferno Scorpion™ takes a whileto start these moves, it's not difficult to circle behindhim and smack him while he does them. Circlingbehind him always gets you away from the flame spit,and usually gets you just out of reach of the groundflames as well.

Use power attacks like Liu Kang™'s double uppercut,or Kung Lao™'s spinner, when Inferno Scorpion™ isspitting flames or summoning fire from the ground.

That's really all there is to it. Fight carefully and takeadvantage of Inferno Scorpion™ when he's doing hisshort and medium-range attacks. When you'veknocked Inferno Scorpion™'s health down to nothing,you get a second chance to do a Fatality. The correctbutton presses are listed below.

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Run into theFoundry's centralhub. There's a savepoint here; werecommend savingyour progress.

The Foundry is a fiery weapons factory where ShaoKahn™'s arsenal is forged. It's also the place whereyou'll meet the toughest challenges of the game. Take adeep breath and plunge in!

Foundry Secrets

There are two well-hidden secrets in the cavern withthe save point.

There's a ramp at the left edge of the room. Stand atthe top of the ramp,and notice that aramshackle platformis attached to the wallbehind you. Wall runup the wall beside thatplatform, and thendouble jump up to thetop to claim a koin.

Notice a beam oflight shining downon the floor, just tothe left of the savepoint. The secondkoin is located upabove, in the shaftthat the light shinesthrough. Go up theramp and get as closeas possible to the shaft. Double jump up into theshaft, and then wall jump from side to side until youcan get the koin.

Take a tunnel just tothe right of the savepoint. At the end ofthat tunnel, completea Test Your Mightchallenge. Then runback to the save point.

There's a ramp to theleft of the save point.Take it upstairs, thengo left, through a hallfilled with crushers.

Beat the Test YourMight challenge atthe end of thecrusher hallway.

You appear outside.Grab a koin to gainthe Multality ability.

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Return to the savepoint, and go throughthe tunnel just to theleft of it. (Move awayfrom the camera.)

You emerge in the cauldron room. Lava boils on thefloor to your right,and cauldrons slideon rails overhead.Jump diagonally toyour right, across acouple of platformsin the lava. Exit thedoor on the right.

Climb the wall in the cauldronroom and look toward thecamera. Cauldrons periodi-cally slide into view from leftto right. (Ignore the cauldronsthat appear from the back ofthe room.) Jump up and shootthe cauldron (not a fullone). Optionally, you may beable to double jump up toward the camera, to theentrance where the cauldrons appear, and punch thecauldron as it slides into view. Either way, a red koinappears down below, on a patch of stone amidst thelava. As an alternative, this koin can also be reachedfrom the left side of the map.

empty

The next roomfeatures a fireplace inthe background.Keep throwingenemies into thefireplace until you'reallowed to move tothe next area.

Exit to the right. Younow appear in aroom with a pair ofDemon Generals,and an OrochiHellbeast.

When both Generalshave been hooked,finish off theHellbeast.

Stay away from the Hellbeast, and knock the DemonGenerals into the pairof hooks in the ceiling.(More Generals keepappearing until youconnect with bothhooks.) This drops awooden column inthe back of the room.

In the room with the bigfireplace, jump into thefireplace and get behind thefire. There's a hidden koin ina secret alcove, on the left sidebehind the fire. Move arounduntil you hit it.

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Wall climb up thewooden pillar at theback of the room.

Go right and longjump across a lavapool. Perform a TestYour Might challengeat the edge of theroom. Then longjump back across thelava pool.

The next roomcontains a giganticpair of hammers thatperiodically striketogether. Slay a hostof Demons in here.

Go left and find a lava pool with spikes on the otherside. Wall run diago-nally up and to theleft, and doublejump just before youreach the spikes.This allows you tocatch the ledge andreach the next room.

There's a breakable wall inthe rear of this room, on theupper floor. Smash it to reveala gold koin. Shoot the goldkoin to make a red koin appear.

Throw a Demon up betweenthe hammers. If you manageto crush one, a red koinappears.

Exit through thedoor on your left.Now you're back inthe cauldron room.Drop to the lowerfloor (avoid the lava),and climb up theclimbing wall at theleft side of the room.Take the exit upstairs.

Go back to the savepoint near the levelstart. Go up the rampnear the save point,turn right, and keepgoing straight.

You're now in theaxe room. Completea Test Your Mightchallenge to make agiant axe drop tothe floor in theforeground. Grabthe axe and slay ahorde of Demons.

In the room where you get thegiant axe, break a couple ofpipes along the back wall ofthe room, using the axe. Thendouble jump to grab the redkoin that appears up above.

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Destroy the horde ofcreatures that appears.When they're gone,the doors slowly open.Take the doors to anoutdoor area, andrun up a fantasticallylong flight of stairs.

You reach a roomwith two huge crystals.Break these crystalswith a power attackusing your axe.

At the top of thestairs are prison cellsholding JohnnyCage™ and Kitana™.There is a save pointnear the left cell.

At this point you have a choice: you can either skipright to the final boss battle, or fight a secret bossbattle with Kano™. To skip right to the final battle,walk to the back of this room (away from the camera)and enter the arena.To access the Kano™

fight, walk up toKitana™ and interactwith her repeatedly.Keep doing thisuntil some guardsappear from the right.Slay all the guards.

After killing the guards, take the door they camethrough to access the Kano™ fight. (Fighting Kano™ isnot required, but you receive experience and a usefulhealth upgrade by defeating him.) See the Secret BossBattles section for specific strategy on beating Kano™.

When you’re throughwith Kano™, returnhere and enter thearena to begin theendgame. Your firstopponent is theshape-shiftingShang Tsung™.

This is the last place where you can save the gamebefore entering the endgame battle sequence. Sinceyou cannot keep playing and exploring once you'vebeaten the end bosses, you must return to this savepoint if you want to look around for secret koins youmissed on your first try.

Shang Tsung™

Among his shapesare Sub-Zero™ andReptile™, who you'vefought before. ShangTsung™ also fights asJohnny Cage™, andas himself.

Shang Tsung™ is a shape-shifter; he will morph into avariety of different opponents throughout the battle.

When posing asJohnny Cage™,Shang Tsung™ boastsa potent midrangeattack—the shadowkick. He can also tossgreen projectiles,though close fightingis his strength.

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When Shang Tsung™

fights as himself, hecan fire meteors atyou. Jump or evadeto avoid this attack;blocking reduces thedamage but does notcompletely eliminate it.

He can also cause aswarm of meteors tofly straight up from the ground in front of him. Thisattack covers a wide area, but it can't hurt you if you'remost of the way across the arena.

Fight a close-upbattle against ShangTsung™, staying asnear as possible andpounding him withlong kombos. He'scapable of counteringyour launch attacks,so avoid using those.Instead, use quick

attacks to get an opening, and then seal the deal withpowerful attacks or throws. Then get close again, toprevent Shang Tsung™ from using his projectiles. (LiuKang™'s flying kick or bicycle kick work great to closeto gap whenever you're too far away; Kung Lao™'steleport move is effective as well.)

When Shang Tsung™ morphs into a different enemy,use whatever strategy you prefer to beat that enemy. Welike to hang back, dodge incoming projectiles, andthen fire our own projectiles in return. This is aconservative strategy, but it's very safe if you want topreserve your health. Just remember to switch back toclose-in fighting when Shang Tsung™ morphs back tohis original form.

You should be able to defeat Shang Tsung™ withoutputting a major dent in your health bar.

As usual, follow the instructions below to correctlyperform the Shang Tsung™ Fatality.

Fatality Button SequencePS2 Shang Tsung™ Fatality .......a,w,w,x,oXbox Shang Tsung™ Fatality ......a,w,w,x,2

After you defeatShang Tsung™,Kintaro™ shows up.It's time to teach hima lesson, too.

Kintaro™

Like Goro™, Kintaro™ is a four-armed bruiser who'shard to knock downand impossible tothrow. Don't tryfighting him toe-to-toe; strong attackswon't faze himmuch, and many ofhis attacks cannotbe blocked.

Kintaro™ usuallytries to get close, butsometimes he shootsa few fire projectiles.Be prepared to jumpor move sideways toavoid these.

Moving attacks are a key to beating Kintaro™. Inparticular, moving attacks that don't cause you to stopin front of Kintaro™

(and get slugged) aregreat. Liu Kang™'srolling attack is aperfect way of stayingon the move anddealing substantialdamage to Kintaro™.

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Having seen enoughbumbling, ShaoKahn™ himself nowjumps into the area.This is your final—and toughest—fight.

If you have completed the Kano™ battle, pick up thehealth left behind by Jax™ in the back-right cornerof the arena.

If you get desperateand are having troublewith this fight, long-range attacks will savethe day. Keep yourdistance and keepmoving until Kintaro™

launches an attack;then counterattackwith projectiles. Ifyou always wait to fireyour projectiles after Kintaro™ has committed to amove, this is a very safe strategy that will get you pastthis fight.

Eventually you'll deal enough damage to incapacitateKintaro™. Follow the instructions below to correctlyperform the Fatality.

Occasionally Kintaro™ will strike a pose, or will do ashort hop forward, followed by a short hop backward.These are good times to unleash a power attack, suchas Liu Kang™'s uppercut or Kung Lao™'s spinner.Just don't get greedy and try for extra attacks; do yourdamage and get away.

After taking a beating, Kintaro™ launches himselfinto the air several times in a row. If you get caughtbeneath him when he lands, he crushes you, dealingsevere damage. Constantly move sideways, watchingKintaro™'s shadow, to avoid getting squashed.

Shao Kahn™

Shao Kahn™ is big, but not clumsy. He's got an arrayof quick moves and jumps that let him close the gapwhenever you're atmedium range. LikeKintaro™, ShaoKahn™'s best movesare close-in, so it'sdefinitely to youradvantage to eitherfight from a distanceor constantly stay onthe move.

Don't try to blockShao Kahn™'s attacks.While some can beblocked, he frequentlyuses a shoulder ramthat is unblockable,and you'll take a lotof damage this way.Instead, stay back,evade, or keep circling.

Moving attacks are agreat way of dealing with Shao Kahn™. Once, again,you'll find that Liu Kang™'s rolling attack deals gooddamage while keeping you out of harm's way.

The very safest (if not the most interesting) way toattack Shao Kahn ™ is from a distance. When fightingat long range, Shao Kahn™ fires a green projectile.Dodge this if you can, and then counterattack. A fewprojectiles may hit you, but don't sweat it. It's Kahn™'smelee attacks that deal the real damage.

Notice that there'san object lying in thearena—it's Kintaro™'shead. You can pick itup and throw it atShao Kahn™ overand over—but becareful not to exposeyourself to attackswhile picking it up.

It can do you more harm than good if you continuallyget smacked as you try to grab it. Wait until ShaoKahn™ has committed to a move before snatching itoff the floor. Use Kintaro™'s head repeatedly, as it isquite strong to use in attacks.

Fatality Button SequencePS2 Kintaro™ Fatality ...........x,a,x,d,oXbox Kintaro™ Fatality ..........x,a,x,d,2

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After you've dealtserious damage toShao Kahn™, hegrabs a hugehammer. This is thepoint where youneed to be twice ascareful as before.Not only can heswing and smash withthe hammer, but he has a particularly deadly spinningmove that can hit you again and again, dealing massivedamage. Avoiding this move is the key to victory. Uselong jumps to get away quickly. If Shao Khan™ is tooclose, use evades or double jumps to stay in the airuntil his spinning attack is over.

Though avoiding the hammer spin is easier said thandone, the key—as always—is keeping on the move andkeeping your distance. If Shao Kahn™ is getting tooclose, jump away, or rapidly evade, and don't stopmoving until you're in a good spot to shoot at him.

Once the hammer spin starts, double jump or evadelike mad to stay out of its path. If you get hit, do yourbest to get up and away quickly. It's the repeated hitsthat really get you.

Projectile attacks become more appealing when ShaoKahn™ pulls out his hammer, because he's particularlygood at catching you in this phase of the battle. You'llfind that moving attacks are not as safe at this point.Make good use of Kintaro™'s head!

After his hammerspin, Shao Kahn™ ismomentarily winded,so take the oppor-tunity to bash him acouple times. Pullout your very bestpower moves forthese occasions. LiuKang™'s double

uppercut, or Kung Lao™'s spin or circling hat move,are good choices. You've got to make the most of thisopportunity.

Ultimately, yoursuccess or failurecomes down to twothings: your health atthe battle's start, andyour ability to avoidthe hammer spin. Ifyou managed toenter this fight withgood health, and youkeep moving, you'll eventually prevail. If you fail, tryagain, and try to be more efficient in your first coupleof battles. Any extra health you bring into the ShaoKahn™ fight can be a real lifesaver.

Here's the Shao Kahn™ Fatality.

Fatality Button SequencePS2 Shao Kahn™ Fatality .......d,a,w,w,oXbox Shao Kahn™ Fatality......d,a,w,w,2

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Versus Mode

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The KombatantsNow it is time to put your kombat to the ultimate test against afriend. Fighting one on one in a best of three round fight, pityourself against another player to go at it, arcade style.

There are eight playable fighters in the Versus mode of MortalKombat: Shaolin Monks. Liu Kang™ and Kung Lao™ are playablefrom the start, while the remaining six characters must beunlocked via specific methods.

Versus mode gives more than ample opportunity to see who isthe best kombatant, with fifteen unique arenas to slug it out in. Bewarned—a fighting arena just wouldn’t be a Mortal Kombat fightingarena if it lacked the requisite trademarks of lakes of molten lava,high altitudes to fall from, innumerable sharp spikes, and variousimpaling devices.

We've got you covered with the lowdown on what you need to watchout for (and force your enemy into) in each of the kombat arenas.

Versus StrategyThe key to winning in Versus Mode can be distilled into a fewkey strategies.

The value of Air and Ground Techs cannot be overstated in theVersus Mode, due to the fact that you are not likely to see anopponent from the main game break out a multi-hit air kombo.With a human opponent, the need to break out of the receivingend of a particularly heinous combo or throw is a skill that must bemastered. If an opponent starts to throw you, perform a groundtech out of the throw, and harm's way. Completing a Ground Techout of a air or ground kombo can be performed by pressing eitheru (PS2) or 1 (Xbox).

Attacking while running is always preferable to standing toe to toewith a foe. The major advantage is that you will not be a statictarget and potential punching bag. It is best to dictate when thefight begins and on what terms, so run in and alternate quick,powerful, launching attacks with throws. Any throw performedwhile running is going to be much more powerful, sending themhurling away at top speed, and mixing up attacks which have to beblocked and throws which must be escaped with a Ground or AirTech keeps your enemies guessing long enough to secure yourvictory. Running attacks and air throws are also excellent ways toknock an opponent out of an arena. In addition, in Versus mode,when you both perform a throw at the same time, you will performa tech throw.

Versus PowerupsThe following list includes all the powerups that are available inVersus mode. Take advantage of every powerup you can to fullymaximize your kombat advantage over your opponent.

•Double Damage •Large Energy•Double Jump •Small Health•Shield •Large Health•Small Energy •Long Jump

Arena Strategies

At first glance, the Rooftops seems to be a fairly straightforwardbattle in a temple on top of a mountain. However, the obviousdanger of falling to one’s doom is compounded by a hidden wallof deadly spikes that lays in wait for anyone unfortunate enough tobe thrown into them. Utilize throws any time that you can to sendyour foe off the rooftop and inflict some serious damage.Kombatants with air projectiles, such as Liu Kang™ and Kitana™,are also wise choices.

It doesn’t take long to notice that the major hazard of the Portal isthe tremendous power of the swirling vortex itself. Ready to pullmassive rocks, or simply drag players, into a very high fall formassive damage, this is one arena that needs constant attention inorder to be able to fight effectively. An odd, yet effective,technique is to use a character that has the Dive Kick ability,specifically Kung Lao™ or Kitana™. Land a solid kombo on yourfoe and finish it off by throwing them off the side of the plateau,then jump off with them. In exchange for the slight amount ofdamage you take from the fall, you get the full range of Dive Kicks,an eleven-hit kombo.

The Ice Falls adheres to one principle: damage anyone on the levelas much as possible. Whether it’s the ice-laden river, the multiplebundles of spikes, the open flame, or the Waterfall of Doom, deftand sure footing is required to prevent an early demise. Playersthat can use multiple projectiles, such as Liu Kang™ and JohnnyCage™, have a major advantage. Due to the fact that there reallyisn’t a lot of land to move about on, this is prime projectile targetpractice. Make sure to use any attacks that stun the opponent, sothat you have enough time to position your character and groundyour footing.

The Pit presents a single danger, which doesn’t sound that intimi-dating, until you see row upon row of razor sharp spikes ready toimpale anyone and everyone. A wise player will make use of theopen ground away from the spikes, then force their opponent totake advantage of some metallic death. Kombatants that can stunfoes in the air, which makes it easier to dispatch them via metalspikes, rule supreme in the Pit, so give Baraka™ or Kitana™ a try.a

Shao Kahn™’s arena is a circular area for use by kombatants, andhas no environmental hazards at all. However, Shao Khan™ hasplaced two of his indestructible Elemental Warriors in the arena,

In Versus mode, all skills, kombos, and upgrades areautomatically present and at the maximum level.

The Rooftops

Air and Ground Techs

Running Attacks/Air Throws

The Portal

The Ice Falls

The Pit

Shao Kahn™’s Arena

Versus ModeVersus Mode

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who will attack anyone they can. Maneuver very carefully lest youfind yourself on a defensive battle against both the ElementalWarriors and your foe.

Situated in the belly of the weapon-creating Foundry, the Armoryfeatures row upon row of weapons to swing, throw, or impale youropponent with. Take care not to linger too long over the brokentiles, as liquid hot magma is only one vent away from giving you apermanent suntan. With the plumes of fire jutting up constantly,the best kombatants to use here are those that will do a highamount of damage and end the fight as rapidly as possible, such asReptile™ or Scorpion™. Always head instantly for the weapons anduse them on your enemy any way you can.

Amidst statues of the greatest kombatants ever lies the forbiddingWarrior Shrine. Those that choose to fight here must take specialcare to avoid the two ton boulders that continually drop from thesky. Quick fighters are the call for the day on this one, so be sureto look at those characters that can teleport, such as Kung Lao™ orScorpion™. When the boulders fall down, teleport out of the wayand leave your foe to deal with it.

Only the very brave or the verystupid look forward to fighting onthe Kombat Krag arena. Lackingmany walls, this mountaintopplatform forces players to fight tothe death with little between themand the risk of a fall that inflicts ahigh damage. Make sure that youropponent is the one taking that fall.Few walls and high altitudes meanthe kombatants that can throw quickattacks are the masters of thisdomain. Liu Kang™ and JohnnyCage™ are tough to beat, but don’tneglect Kung Lao™ and Kitana™ fortheir air supremacy as well.

Goro’s Lair is a small, square arena, with a few locations for cratesand one thing in particular that is worth remembering: Goro™.

The four-armed Shang Tsung™ minion himself stalks his lair,ready to beat any player indiscriminately or use projectile attacks todo some damage. Any kombatant with a solid air game is a wisechoice, such as Kung Lao™ or Kitana™, but whomever you chooseneeds to have the speed and agility to get out of the way of Goro™’spouncing attacks, or the battle will be over before it starts.

The Wu Shi arena is one of the most technically difficult arenas tomaster. Situated in this bastion of refuge for the Shaolin Monks,Versus mode battles take place on a circular platform that lackswalls and is held aloft by massive statues.

The ability to perform well in close quarters, as well as beingable to close distance rapidly, will make the difference betweenvictory and defeat, so use Reptile™ or Sub-Zero™. Both of thesefighters have slide moves that can close any gap and put the enemyinto flight, ensuring the win.

Situated high in the hills, this arena throws in a few familiarthings, with one nearly-forgotten friend from the past. There aretwo walls and two cliffs, as well as patches of fire burning on theground—watch your step!

Take special note of the Oni Warrior Boss roaming the level,with a massive weapon in tow. He’ll strike at anything he canhit, so make sure that he’s swinging at your opponent and notyou. Choosing a kombatant that’s good with projectiles, such asLiu Kang™ or Johnny Cage™, will go a long way toward aidingthe battle.

The Evil Monastery lends this locale, known as the Tower. Itfeatures a “T”-shaped map, with one wall on top and massive fallsto depths unknown on every other side. There are no inherentdangers aside from the height, so take your time and focus on thebattle at hand.

A solid air-based attack game, featuring lots of throws anddownward strikes, is needed, so look at Kitana™, Kung Lao™, oreven Baraka™ to make the grade.

Based on the dreaded area from theSoul Tombs, the Kombat Tomb is avery small, rectangular, enclosedarena with death at every turn. Thetop and the bottom of the arenafeature drops off the edge of theworld—for high damage, a bed ofspikes awaits any kombatant withcareless footing.

Any character that can quicklyattack and knock the opponent intothe air, not to mention the spikes,is going to have a major advantagehere. This means Sub Zero™ andReptile™, slides in tow, or KungLao™ and Scorpion™ with theirteleport attacks are going to be solid

choices for the win.

Here among the Living Trees, which live to sap fighters' strength,lies the Living Forest, with all its hazards in tow. The requisiteitem boxes are present, as are the environmental dangers thatpepper the arena, so a deft and sure plan of attack is required.

Air-based attacks are particularly effective, so try either Kitana™

or Kung Lao™, who can shoot projectiles from the air, or Kung Lao™

who has the incredible Dive Kicks. Put these players to good useand the fight could well be over in your favor in the blink of an eye.

Another blast from the Soul Tomb past, the Dead Pool is notablefor one particular reason—the green lake of acid. It doesn’t takemuch to lose a lot of life in that deathtrap, or any of the otherhazards on the level, so be very deliberate in your movements andsure of your footing.

Characters that can stun easily, such as Baraka™ with his triplequick attack, Sub-Zero™ with his freezing capability, or LiuKang™ with his rapid-fire kicks, are going to have a leg up on thecompetition, so take the wise path and give them a try.

The Armory

The Warrior Shrine

The Tower

The Kombat Tomb

The Kombat Krag

Goro’s Lair Living Forest

Wu Shi Arena Dead Pool

The Wastelands

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Secrets

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SecretsSecrets

The Secret KoinsSecret koins are scattered around the zones, with everylevel having at least one secret. There are several typesof koins to find, and each yields a very specific reward.

Koin Types

Gold Dragon Koin

The Gold Dragon koin yields platforming abilities,such as the long jump and wall run abilities.

Boss Koin

A reward for defeating a boss character, this koin givesplatform abilities that are needed to progress tofurther levels in the game.

Yellow, Green and Blue Koins

Yellow, green, and blue koins give the player a boostof either Experience, Special Energy, or Health,respectively.

Gold Koin

Gold koins yield concept art and must be shot with aprojectile attack to claim.

Special Koin (Red)

Special koins give a Fatality finishing move when acquired.

Koin Locations

Finding every koin is going to take patience, time, andthe right abilities. To get you started, we've compiled alist of the hidden concept art koins and their locations.

Secret koins (denoted in the following lists by theword Platform) require specific platform abilities,such as double jumping and wall running.Retrieving them may require backtracking, oncethese specific abilities are gained.

Ko-Op koins (denoted in the following lists by theword Ko-Op) require two players to stand onswitches to unlock the koin.

Red Koin Locations

1. Break the skeleton against the back wall tomake the koin appear.

2. Platform: wall run and jump above the left entrance to grab the koin.

3. Shoot the moon with a projectile attack from the top center bridge to make a koin appear.

4. Destroy the chandelier by performing an uppercut to send an enemy crashing into it for the next koin.

5. Ko-Op: stand on the switches to unlock the gate, then follow the path and the koin is yours.

6. After passing the first bridge, drop down onto the platform on the left-hand side.

Goro™'s Lair

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1. Launch a Tartaka into the third catapult to reveal a koin.

2. Ko-Op: stand on the two switches near the entrance to the Wu Shi Academy.

Wu Shi Academy

1. Ko-Op: stand on the two buttons southwest of the Evil Monastery entrance to activate a platform that leads to a koin.

2. Do a Fatality on the dragon logo directly in front of the door to Shang Tsung™'s lair.

Evil Monastery

1. Throw a clay soldier through the doorwayto discover a koin.

2. Standing on the platform, shoot the koinon the right.

3. Defeat Mileena™. 4. Ko-Op: activate the switches with two

players to gain access to a hidden area, koin included.

5. Ko-Op: another koin lies waiting behindthe rocks in the Ko-Op Only room.

Living Forest

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1. Wall run, then double jump to get a koin on the platform.

2. Wall jump up the main shaft to find a koin.3. Hidden inside the furnace, a koin lays

behind a small wall of fire, waiting for those brave enough to retrieve it.

4. Two massive hammers clang together in the background. Make sure a foe issmashed between them when they collide,and this koin is yours.

The Foundry

1. Impale any enemy on the pole in the center of the ground level.

2. Re-enter the Elemental Knight room.3. After climbing up the blood wall, wall

run over the grinding wheel to grab another koin.

The Wasteland

1. Perform an uppercut on any enemy and send him into the pterodactyl.

2. Re-enter the soul collector room and a koin spawns on the floor.

3. Platform: wall run up pillars to get a koin.4. Stand on a block in the right rear of the

Orochi Hellbeast room for at least 5 seconds.5. Send three enemies to their deaths via

the iron maiden.

Soul Tombs

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Behind the Stone Statue (Warrior Shrine)

If you go left at the fork instead of right, and longjump over a spike pit, you reach a stone statue. This isthe first of several evil statues that require you to havethe Fist of Ruinability to destroythem. You can'tdamage the statuenow, but if you comeback later (when youhave the Fist ofRuin), you can getpast it.

Once you have Fist of Ruin, come back and smash thestatue. Walk forwardand stand on thebridge. Notice agiant wooden gatethat will not open.(As an aside: you'llneed to stand righthere, on this bridge,to complete SmokeMission 2.)

Backtrack somewhat and jump up a wall to the left.Locate a series ofbamboo poles, andjump up the poles toa ledge. (You needpole leaping ability.)Activate a stoneBuddha on the ledgeto open the gate,then drop down.

Enter the gate.You're now in theWarrior Shrine.Activate the leftmoststatue three times tobring him to life.This is Ermac; youmust fight him.

After a cutscene plays, Ermac levitates stones, and willcrush you if you staytoo far away. Stayclose to Ermac andaway from the stones.Keep juggling himwith launch attacks,and don't wanderaway, or the stoneswill crush you.

It's a tough fight. Inthe first stage, Ermacuses deadly long-range attacks, so getclose and juggle himas much as possible.Don't let up. Longsuccessions of launchattacks work best;either use standardlaunchers, or special ones like Liu Kang™'s uppercutor Kung Lao™'s blue spinning attack. Try to catchErmac with a new attack each time he's about to hitthe ground.

Another cutscene plays, in which Ermac brings a stoneJohnny Cage to life. Ignore Ermac and beat on thestone Johnny Cage.Running attacks arebest for finishing offCage, because theykeep you moving andyou need to dodgetwo foes' attacks atonce. You'll getsome life back whenyou destroy it.

Secret Boss Battles

When Cage is gone, get back to pounding on Ermac.Step away when he starts to glow green; that signals thestart of a radius attack.

When he's out ofhealth, use the Fatalitystunner and finishhim with this specialFatality move. Lethim do the attackand then move backin for a succession oflaunch attacks.

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Fatality Button SequencePS2:Ermac Fatality . . . . . . . . d,x,d,w,iXbox: Ermac Fatality . . . . . . . d,x,d,w,2

Kano™

If allowed a clearshot at you, Kano™

often attacks bylaunching himself likea cannonball whichcannot be blocked, sobe prepared to dodgeor evade. He also iscapable of throwinghis deadly knives.

You fight Kano™ with the help of Jax™. While Jax™

won't deal too much damage to Kano™, he distractsKano, and sometimes knocks him down. This allowsyou to get in lots of easy shots on Kano™, making thefight relatively easy.

Over-strategizingthis fight is pointless,because Kano™ hasno special tricks uphis sleeve, and youhave Jax™ to assistyou. Just methodi-cally beat away untilKano™'s health isdepleted, focusingon launch attacks and long kombos. Then follow theinstructions below to perform a Fatality. After youdefeat Kano™, Jax™ gives you a health upgrade.

Return to the areawhere Kitana™ andJohnny Cage™ areimprisoned. Werecommend that yousave your game here.

Fatality Button SequencePS2 Kano™ Fatality ..............d,d,d,a,iXbox Kano™ Fatality.............d,d,d,a,4

Rescue Kabal™

After jumping across the gap with the secret koin, butbefore crossing thebridge, look to theright of the bridgefor a recess in the wallthat you can jump up.(You can onlybounce up this wallonce you have walljumping ability.

Wall jump up and hack through a pile of bodieswith your sword. Go through the doorway. You'renow in an area with rolling boulders. Jump over

boulders and climbup a series ofladders. (Hint:Change to Panoramicview, and noticethat this area bearsa striking resem-blance to a certainclassic arcade game!

At the top you'll findKabal™, who isimprisoned in acage. You free him,and collect lots ofexperience for yourtrouble, as well asKabal™'s hookswordsfor you to use. Grabthe experience andget out of this area.

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Smoke Missions

Go through thetomb door and talkto Smoke. He givesyou the first of fivespecial missions.(After completingeach Smoke mission,return to Smoke andhe will give the next.)

To complete Smoke Mission 1, go to the Soul Tombs.There's a room marked "Smoke Mission 1" on ourmap. Throw enemiesinto the back walluntil you have brokenit in four places. Themission is completewhen all four spotsare broken.

Return to the Soul Tombs for Smoke Mission 3. Gothrough the door with the skull above it, off thecentral level hub.You're now in thetorture chamber.Throw enemies intoeach of the three trapsin this room (they'reup high, on thewalls) to completethe mission.

For Smoke Mission 4, return to the Portal and throwan enemy into eachof the two purplegateways. Onegateway is near theentrance to the EvilMonastery, and oneis near the base ofthe climbing wall(the one leading tothe Soul Tombs).

For Smoke Mission 2, return to Wu Shi Academy andbreak the evil statue that blocks the path to the WarriorShrine. (You cannot do this until you have the Fist

of Ruin ability.)Walk onto thebridge in front ofthe Warrior Shrinedoors to completethe mission.

For Smoke Mission 5, enter the gateway to the right ofSmoke himself. This takes you to The Pit II. Fight several

waves of demonsuntil it says you'vecompleted themission. (You canknock them off thebridge for easy kills.)Now return toSmoke. As a reward,Mortal Kombat 2 isunlocked.

Mileena™ 's Hideout

Once you have obtained both the wall climb, swing,and double jump abilities, return to the Living Forest.Swing on thebranches high abovethe save point, untilyou can swing to aledge. Climb up thewall beside the savepoint, and doublejump the rest of theway up.

You appear outside.Grab a koin to gainthe Multality ability.

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At the end of thewalkway is Mileena™'shideout. FightMileena™ and herMask Guardhenchman. (Get ridof the henchman first.)Congratulations! Youhave dealt withMileena™… for now.

You're now on aseries of woodenwalkways. Follow thewalkways. Abouthalfway across thisarea is a golden koinspinning in the air;shoot it with aprojectile to make asecret red koin appear.

At the start of the Mileena™ fight, block constantly,counterattacking only after a Mask Guard attacks.Juggle the Mask Guard with launch attacks as long asyou can, and then block and repeat the process. Focuson the Mask Guards first, and deal with Mileena™

only after they are gone. You'll undoubtedly get hit afew times in the process, but you'll recover somehealth when you kill off the Mask Guards.

Mileena™ moves around constantly and does a lotof fast moves, but all of her attacks are easilycountered if you hold your block and then strike herbefore she recovers. This is not a hard fight if youfollow the block-and-counterattack pattern.

If you get injured, wall jump up to grab the twohealth power-ups at the back of the arena.

There is no Fatality at the end of this fight. Justknock Mileena™ down to zero health and you've won.

Johnny Cage™

Johnny Cage™ is a formidable foe, but doesn’t excel in any one field. He’swell-rounded, with fast projectile attacks and a plethora of high damagemoves. However, true to his character, he’s a bit more style than substance.

His arching Quick Draw projectile attack is among the fastest in the game,but, sadly, both his Elbow Uppercut and Shadow Kick are nearly impossibleto turn into Launchers.

The Nut Punch Kombo is highly effective in setting up Kombos, due to itsstunning power, as is the Launching variation of the Run Ender Kombo. Useboth of these moves to gain the upper hand and ensure victory.

Johnny Cage™ is most effective in close quarters, where he can do a fairamount of damage in minimal time due to his rapid pace. He can set upeither his Elbow Uppercut or Shadow Kick to finish off his opponent.Should you be forced into a long range projectile attack using Johnny Cage™,fire off a couple of Quick Draws, then close the gap and show them what painis all about.

Unlockable Versus Characters

Quick Launch Power GrappleAttack TypeJeet Kun Do Monkey Shaolin Fist White LotusAttack Style

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Basic Moves

Projectile Attack

Johnny Cage™'s standard projectile attack is a fast bolt of green energy that’sshot out in a parabolic arch. It doesn’t do a great deal of damage compared toother projectile attacks, but its relative speed makes it a solid addition to theCage™ attack repertoire.

PS2: R+p/Xbox: 8+3

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Quick Draw

When one projectile attack just won’t cut it, step up to the brave new world of threeprojectile attacks. Quick Draw is so fast that it’s possible to launch all three shots (orjust two if need be) before the first has even hit the opponent. While the damageisn’t enough to slay any opponent outright (since they are nearly impossible toblock), the true masters use Quick Draw to gain a bit of space or buy some time topick up a weapon.

PS2: R+p,p,p/Xbox: 8+3,3,3

1 2 3

Shadow Uppercut

The patented Cage™ Elbow Uppercut does a moderate amount of damage andworks for those times when you'd like to help your opponent increase theirfrequent flier mileage.

PS2: R+i/Xbox: 8+4

1 2 3

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Throws

Head Smack

No bongo drums in sight? Fear not—with this attack, Johnny Cage™ makes do withwhat's at hand…the enemy's head.

PS2: R+r,P/Xbox: 8+6,3

1 2 3

Enemy Manipulation

Johnny Cage™ grabs the target and sits on his or her head, setting up a multitude ofpossible attacks.

PS2: R+r,u To Release/Xbox: 8+6,1 To Release

1 2 3

Shadow Kick

Another Cage™ hallmark, the Shadow Kick is back and better than ever. The rangealone makes this a very potent attack. The force with which it slams the victimbackward, and hopefully into harm's way, is nearly unbeatable. When you want togive the close-up game a break and put your enemy through a bed of spikes 50 feetaway, this is the move to use.

PS2: R+o/Xbox: 8+2

1 2 3

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Ground Slam

Johnny Cage™ leaps into the air, then slams the foe into the ground and finisheswith a powerful foot slam on their head.

PS2: R+r,o/Xbox: 8+6,2

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Flip Up

With one quick monkey roll, your opponent flies through the air with thegreatest of ease.

PS2: R+r,I/Xbox: 8+6,4

1 2 3

Nut Punch

Nothing accentuates a beatdown like two rapid punches to the body, followed by athird right to the groin. True enough, it doesn’t rack up the largest amount ofdamage, but the stun effect makes it a move that should be used often.

PS2: P,P,O/Xbox: 3,3,2

1 2 3

Follow up a successfulNut Punch with anElbow Uppercut orLaunch Run Enderfor maximum damage!

Extra Combos

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Run Enders

Run Enders are simplekombos that take onlytwo buttons tocomplete, yet can turnthe tide of any fight.Each Run Ender hasthree variations, whichare described below.

Run Ender Launcher

The Launch variant has one major advantage over other attacks—it can be charged.The first attack sends the foe reeling, and the second attack can either hit quickly forlittle damage, or hit slowly for massive damage, depending on how long the circlebutton is held. Alternate between the two to keep your opponent guessing.

PS2: O,I/Xbox: 2,4

1 2 3

Light Run Ender

The Light variant is generally a poking move, something that is done to pushthe opponent back to create some breathing room, or to send them headlonginto an environmental hazard. It doesn’t do much damage, but the speed of thetwo hits makes it very tough for the opponent to see it coming, and is nearlyimpossible to block.

PS2: O,P/Xbox: 2,3

1 2 3

Roundhouse of DOOM!

The beauty of the Roundhouse of Doom lies in its ability to lead into a juggleKombo. Also, simply pushing the target back 100 feet at maximum speed is athrill. Two quick kicks bounce them off the ground, then a third sends them up,up, and away. Try alternating this attack with and without the final hit to keep theopponent guessing.

PS2: I,I,O/Xbox: 4,4,2

1 2 3

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Heavy Run Ender

The Heavy variant is formidable, indeed. Not only will it push the victim back, but itis also the easiest way to launch the foe into the air and then drop a sustainedKustom Kombo on him. This is a very quick move, but make sure you check out theKustom Kombo section below for some great followups to ensure a krushing victory.

PS2: O,O/Xbox: 2,2

1 2 3

Kustom Kombos

Kustom Kombo 01

Start with the Launching Run Ender, then jump forward and plant three puncheson the victim. Before both of you fall to the ground, grab ahold of your opponentwith a throw, then deliver the last two hits of the Kombo.

PS2: o,i,Jump,p,p,p,i,p,o/Xbox: 2,4,Jump,3,3,3,4,3,2

1 2 3 4

5 6 7 8

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Kustom Kombo 02

Three quick strikes start this move off, then launch the enemy off the ground afterthe second hit. Follow that up with a standard throw before they hit the ground, thenleap forward and land the standard air kombo to finish it off.

PS2: p,i,i,Jump,r,9+u,p,p,p,i,p,pXbox: 3,4,4,Jump,6,Y+1,3,3,3,4,3,3

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Kitana™

The only female fighter to make the cut, Kitana™ definitely brings enoughstrength to represent her gender well. She’s quick enough to get multiplepunches and kicks in for moderate damage, and has some of the most potentspecial attacks in the game.

While her Fan Toss is one of the weaker projectile attacks in the game, the FanLift compensates for that and can start or continue many a Kombo. Rare is theopponent that does not tremble at the thought of getting captured in the FanLift's sonic waves of destruction.

To be truly effective, Kitana™ is going to have to get up close and personal,and slug it out at point blank range. Her Fan Flurry and Wind Wave bothrequire zero distance to perform, and they also strike for multiple hits.Alternate between these two, with some Fan Lifts thrown in to put the hurt onthe enemy.

The key to using Kitana™ effectively is to make generous use of her specialabilities, while watching her Energy meter to make sure she has enough juiceto let fly. Avoid using her Fan Toss—the recovery time isn’t really up to snuff.Instead, lure the enemy in close and open up with a Fan Lift. The defense-minded players will take special note of her Teleport as a defense against ajumping opponent.

Quick Launch Power GrappleAttack TypePraying Mantis Chinese Kempo Choy Lay Fut White LotusAttack Style

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Basic Moves

Teleport (Level 1)

Kitana™’s Teleport is one of the top tier teleports in the game. It can be used to gether out of harm’s way if she should find herself with a bevy of spikes behind her. Shecan jump up, then zip over the opponent's head and land behind him. In essence,Teleport allows her to transition from defense to offense with little time.

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Fan Lift (Level 1)

Kitana™’s signature move, the ever feared Fan Lift, is nothing that anyone wants tobe the target of. Using her fans to create a lifting wind, Fan Lift sends the victim intothe air and leaves him temporarily stunned. While it does very little direct damage,the fact that it stuns the target and can be used to start a Kombo or to keep onegoing makes it the most popular, and effective, move that Kitana™ has.

PS2: R+i/Xbox: 8+4

1 2 3

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Air Fan Toss (Level 1)

The Air Fan Toss does exactly what the name implies—it takes the standard Fan Tossand allows Kitana™ to throw it when airborne. Air Fan Toss has the same pros andcons that Fan Toss does—it deals high damage, has unlimited range, and is slow torecharge, so be wary of its limitations.

Throws

PS2: R+o In Air/Xbox: 8+2 In Air

1 2 3

Enemy Manipulation

Kitana™ takes hold of her victim and vaults up on top of his or her head, putting thetarget in a very vulnerable position.

PS2: R+r,u To Release/Xbox: 8+6,1

1 2 3

Fan Toss (Level 1)

Kitana™’s standard projectile attack incurs a large amount of damage and has a nearlyunlimited range. Smart foes on the other side of an arena know they are only a fewscant seconds away from having to dodge a bladed fan coming their way. The tradeoff isthat Kitana™ cannot toss multiple fans in a row, and it takes a fair amount of time torecharge. Use Fan Toss only when at a distance and you know you have time to recover.

PS2: R+o/Xbox: 8+2

1 2 3

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Head Smack

Kitana™ delivers a devastating attack to her victim and mercilessly beats on thetarget's head.

PS2: R+r,P/Xbox: 8+6,3

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Flip Up

This nimble roll launches the enemy into the air—whether you're looking for a littleroom to maneuver, or you've spotted a nasty environmental hazard to sabotage youropponent with, this throw definitely puts you at an advantage.

PS2: R+r,I/Xbox: 8+6,4

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Power Hit

Kitana™ delivers a jumping strike to the opponent's back, then lands a vicious footto the head.

PS2: R+r,o/Xbox: 8+6,2

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Wind Wave

The Wind Wave is another great variation attack. It can be deadly in its normalform or changed slightly to set other Kombos up. Two quick punches launch theenemy into the air. Then, the followup move has Kitana™ doing a jumping leap

that sends her crashing down on the victim with the fury of a fan in tow. It does asolid amount of damage and pushes the foe backward, riding a wave of pain.

PS2: i,i,o/Xbox: 4,4,2

1 2 3

Kombo Upgrades

Fan Flurry

Any time you can do four moves and get a solid six hits out of it, you’re not doingbadly at all. Such is the case with Kitana™’s Fan Flurry, which lands rapid punches,followed by a spinning kick that sends the target shooting off at high velocity.

PS2: P,P,P,O/Xbox: 3,3,3,2

1 2 3

Mix things up and alternate between using thethird hit, or avoiding it and launching the victiminto a Kustom Kombo.

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Kustom Kombos

Quick Draw Double Backflip (Back attack Mantis Combo)

Two quick punches and a spinning back fist into a sliding attack punctuate thispotent plethora of pain from Kitana™. Though not the best as far as amount ofdamage caused, the fact that it makes seven quick hits ensures that it's a reliable movethat will create some space, send the enemy backward at speed, and drain the enemy'slife in the process.

PS2: P,P,P,I/Xbox: 3,3,3,4

1 2 3

Kustom Kombo 01

The middle part of this Kombo has tricky timing. After the Fan Toss lands, you mustbe quick on the forward jump in order to get the first Dive Kick to land. Once thatlands, it’s a simple matter of pressing the button three more times for the fulldamaging effect.

PS2: p,i,R+i,Jump,p,p,p,p/Xbox: 3,4,8+4,Jump,3,3,3,3

1 2 3 4

5 6 7 8

9

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Kustom Kombo 02

Kitana™'s Kombo 02 is purely ground-based, but gets the job done. Start it off witha quick strike, followed by a launching attack, then follow up with three rapid-firequick attacks. End the sequence with two hits of launching strikes. The beauty of thiskombo is that it launches the enemy into the air more than once, so further kombosand juggles are easily possible.

PS2: p,i,p,p,p,i,i/Xbox: 3,4,3,3,3,4,4

1 2 3 4

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Reptile™

Reptile™ is definitely one of the stronger fighters in the game, with solidprojectile attacks, vicious Kombos, and special attacks that can truly destroyan opponent in no time. He has above average speed and few obvious gaps inhis abilites.

While his Slide is tough to effectively set up as a juggle launch attack, theOrb more than makes up for that fact. Many a foe has been dispatched by thatglowing, green ball that hits, then knocks them forward into the waiting fistsof Reptile™.

He’s got a solid Kombo game, due to the fact that most of his Kombos startwith launch attacks. Use this to your advantage and mix them up, alternatingbetween standard and Kustom Kombos.

Reptile™ can be effective in both close and long range fighting, whichmakes him a solid choice for a starting character. He’s also got enough toplevel Kombos to keep most players sticking with him. Use his Orb attack formaximum effect and the battle will be over sooner than your opponentswould like.

Quick Launch Power GrappleAttack TypePraying Mantis Monkey Shaolin Fist DragonAttack Style

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Basic Moves

Acid Spit (Level 1)

Even though Reptile™’s Acid Spit attack doesn’t burn the enemy over time, it’s stillone of the best projectile attacks in the game. With a full Energy bar, Reptile™ canlaunch five Acid Spits in a row, which can eradicate a third of the opponent's Healthbar in no time. The recharge time between shots is minimal, and two successive hitswill drop any foe to his knees.

PS2: R+p/Xbox: 8+3

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Slide (Level 1)

Much like Sub-Zero™’s sliding attack, Reptile™'s Slide covers major distance inminimal time with maximum damage. The result is that the enemy goes flyingthrough the air and becomes a ripe target for a juggle Kombo.

PS2:R+i/Xbox: 8+4

1 2 3

Quick Orb (Level 1)

Reptile™’s Quick Orb has an effect that’s just brutal on two levels. First, the ball ofenergy strikes the target and does moderate damage to him. Second, it launches theopponent into the air and causes him to float toward Reptile™, setting up juggleKombos with a minimal amount of effort. Hit an opponent with this and lie in waitbeneath him with a couple of launching uppercuts. And added bonus—the QuickOrb is unblockable.

PS2: R+o Then Release/Xbox: 8+2 Then Release

1 2 3

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Slow Homing Orb (Level 2)

The upgraded version of the Orb adds one massive improvement: it will zero in onthe enemy and chase him down. The tradeoff is the two seconds it takes to charge forthis move—that isn’t easy to come by in a fight, so a wise player will block and dodgeas they charge up. Release the Slow Homing Orb and watch as your foe runs away,desperately trying to avoid the energy ball of doom that tracks him down. Anotherbonus: the Slow Homing Orb is unblockable.

Throws

PS2: R+o Hold for 3 Seconds/Xbox: 8+2 Hold for 3 Seconds

1 2 3

Dragon Grapple

The start of all the grapple khaos is right here.

PS2: R+r/Xbox: 8+6

1 2 3

Run Off Back

This variation on a jump allows you to spring off the enemy's back to greater heightsthan is possible with the standard jump.

PS2: R+r,p/Xbox: 8+6,3

1 2 3

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Extra Combos

Double Kick

The Double Kick is a double threat to foes because the target is stunned andvulnerable after the third hit. While not a lasting stun, it’s long enough to tack onthe Heavy kick that closes the Kombo. The resulting kick sends the opponentsprawling at high speed.

PS2: P,P,P,O/Xbox: 3,3,3,2

1 2 3

Flip Up

Reptile™ knows what's up—the enemy after encountering this move.

PS2: R+r,i/Xbox: 8+6,4

1 2 3

Power Attack

Reptile™ sweeps the enemy's leg to throw them off balance, then punches them inthe head as they tumble to the ground.

PS2: R+r,o/Xbox: 8+6,2

1 2 3

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Acid Summon

When you need that extra protection of a massive wall of acid to shroud yourself, thisis the move to use. Two quick Launchers send the enemy flying, followed byReptile™ striking the ground and causing a massive dome of acid to encircle him.When used offensively, the timing of the third hit does take some practice, so get inthe habit of doing the first two moves, then adding in the final Heavy over time.

PS2: i,i,o/Xbox: 4,4,2

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Lizard Rush

For a simple multi-hit Kombo, look no further. When done correctly, the LizardRush scores a minimum of ten hits. The sheer amount of ground this Kombocovers makes it serious trouble for any foe that is unfortunate enough to be on thereceiving end.

PS2: I,P,P,O/Xbox: 4,3,3,2

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Green Lunge

If you want to do well with Reptile™, learn to master the Green Lunge. The firsthit is a Launching strike (making Kustom Kombos possible) and the secondstrike is a leaping front kick that covers a large distance in no time at all. Ideally,it should be used to close the gap between the opponent and foe in order to startan offensive attack.

PS2: i,o/Xbox: 4,2

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Make sure to use theLizard Rush onarenas with environ-mental hazards, forthose extra hits.

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Kustom Kombos

Kustom Kombo 01

A very easy and effective kombo to use, Kustom Kombo 01 is ground-based andrequires nothing beyond four sucessive Launching attacks, followed by a GreenLunge. Make sure to use it often on an environmental hazard map—the Green Lungekick will send the victim flying away at top speed. However, note that any player canget out of this Kustom Kombo by air teching after the second button press.

PS2: i,i,i,i,i,o/Xbox: 4,4,4,4,4,2

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Kustom Kombo 02

This kombo is a bit advanced due to the timing requirements, but well worth theeffort, as it does a massive amount of damage when landed. Start out with twolaunching attacks followed by two quick attacks, then transition into a slide attack.When that lands, it will re-juggle the opponent, so keep the kombo going by addinganother two launching attacks, then leap forward into one final set of air-basedattacks that culminate with a throw.

PS2: i,i,p,p,R+i,i,i,e+u,p,r/Xbox: 4,4,3,3,8+4,4,4,y+1,3,6

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Basic Moves

Blade Spark (Level 1)

Baraka™’s projectile attack is a straight spark of energy, released after he strikes hisarm spikes together. The range is unlimited and the damage is good, but be aware ofthe predictability of the move.

PS2: R+P/Xbox: 8+3

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Baraka™

Baraka™ is one of the top-level characters, as far as sheer strength goes,buthe's not an easy character to master. To truly get the most out of him,you'regoing to have to use almost every move that he has, alternating them for fulleffect.

Most players will abuse Baraka™'s Blade Chop and use it exclusively as adefensive attack, but it is also highly effective when battling up close. Push theenemy back into a wall or a hazard, and they'll have only two options: jumpforward into a Blade Chop or get punched backward into the hazard.

Baraka™'s two throws, the Blade Flip and the Blade Throw, are vastlyunderrated. Both of them start out with a standard attack, making them toughto recognize and defend against. Mix them into a standard assault filled withextra Kombos and you'll soon have your foe in full panic mode.

If there is any limitation to Baraka™'s fighting style, it lies in his lack ofsustained airborne Kombos. He has a few powerful moves to finish an air-based juggle, but no moves that can actually sustain one on the level of aKung Lao™ or Kitana™ Dive Kick attack. Still, between the powerful specialattacks and gound Kombos, you have plenty of moves in your arsenal for Baraka™.

Quick Launch Power GrappleAttack TypePraying Mantis Chinese Kempo Shaolin Fist DragonAttack Style

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Jump Spark (Level 2)

The perfect addition to the Blade Spark, the Jump Spark adds a second shot thatBaraka™ launches from the air. The second shot also fires three bolts instead of asingle one, increasing the radius of the attack.

PS2: R+P,PXbox: 8+3,3

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Blade Slam (Level 1)

A simple, yet highly effective attack, Baraka™’s Blade Slam brings an overhand armslam down on the opponent, bounces them off the floor, and leaves the victimbegging for mercy.

PS2: R+i/Xbox: 8+4

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Blade Chop (Level 1)

The deadliest move in Baraka™’s arsenal, the Blade Chop is the old standby and ahighly effective defensive move. Wait for the target to either jump toward you or getin close, then let fly with the Blade Chop and watch the swirling blades of deathdeliver some intense damage.

PS2: R+o/Xbox: 8+2

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Blade Spin (Level 1)

The Blade Spin is Baraka™’s airborne move and is particularly effective whenjumping toward opponents. Wait until just before you are in range of the target,then do a Blade Spin and witness their life bar tick away rapidly.

PS2: R+i In Air/Xbox: 8+4 In Air

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Throws

Dragon Grapple

Baraka™'s advanced grapple sets up multiple options for attacks. Use this move toput a foe in a vulnerable position, and follow up with a devastating finishing move.

PS2: R+r/Xbox: 8+6

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Run Off Back

Baraka™'s Run Off Back throw is the perfect move for when you want to get thatlittle extra height on a jump, or simply leave a foe temporarily stunned as you boltoff to pick up a power-up or a weapon.

PS2: R+r,p/Xbox: 8+6,3

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Extra Combos

Blade Flip

The Blade Flip is one of Baraka™’s more visually stunning, as well as health sapping,moves. Land the third hit of the Blade Flip and your opponent will be unable toblock or move until the carnage is over.

PS2: i,r/Xbox: 4,6

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Flip Up

Why let the fun end with just one throw? Use Flip Up and start a kombo that will putyour enemy well into the territory known as “severely beaten."

PS2: R+r,i/Xbox: 8+6,4

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Power Slam

Baraka™ takes away the footing of the enemy, then brings his great fist of justicedown on their skulls, via the brutal Power Slam technique.

PS2: R+r,o/Xbox: 8+6,2

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Baraka™ Rush Down

The Rush Down is a charging move, meaning that one of the specific attacks in theKombo can be held a bit longer and made much more powerful than normal. Inthis case, it’s the final hit, a forward leaping stab, that delivers an extra powerful blow.

PS2: P,P,O,O/Xbox: 3,3,2,2

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Blade Throw

Want a particularly brutal Kombo? Look no further—when this Kombo hits andBaraka™ punches his enemy a couple of times, then impales them with his massivearm spikes, you’ll know that you've just witnessed a seriously vicious move.

PS2: p,p,p,r Any Direction/Xbox: 3,3,3,6 Any Direction

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Baraka™ Slash

The Blade Slash is one of the better moves to use, since it runs the gamut of attacktargets. First, it delivers a hit to the face, followed by a swipe to the legs, and is concludedwith a leaping forward dive, blades extended, straight into the belly of the enemy.

PS2: P,I,O/Xbox: 3,4,2

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Kustom Kombo 02

Baraka™'s final Kustom Kombo is a simple series of attacks that hits for moderate-to-high damage. Open with three quick attacks, which leave the opponent stunned.Before they recover, land two launching attacks, followed by three more quick attacksand a final launching strike. Use this move often and early to ensure victory.

PS2: p,p,p,i,i,p,p,p,i/Xbox: 3,3,3,4,4,3,3,3,4

Baraka™’s Kustom Kombo 01 starts out great, due to a stun move on the thirdhit. After the first three hits, the opponent won’t be able to block what follows.Practice linking the flying knee into the throw—the timing is precise, but it canbe absolutely brutal.

PS2: p,p,p,i,i,i,i,r/Xbox: 3,3,3,4,4,4,4,6

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Kustom Kombo 01

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Kustom Kombos


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