-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Mortal Kombat: Deadly Alliance FAQ/Move List -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Version 5.0 So Brutal... So Evil... So Deadly... Genre: Fighting -=-=-=-=-=-=-=- Rating: Mature (Blood and Gore, Violence) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Players: 1 or 2 -=-=-=-=-=-=-=- Platforms: PlayStation 2, Xbox, GameCube, and Game Boy Advance -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Developed and Published by: Midway -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Released: November 22nd, 2002-"Fatality Friday" -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Verion Histories: -=-=-=-=-=-=-=-=- Version 1.0: Just started the FAQ based on information released from the first playable version at the Electronic Entertainment Expo in May. Had some story elements, and some of the features to be found in the game, including the fighting style element explained, and the buttons for the varying systems. Had the History of Mortal Kombat section completed as well. Version 2.0: Started the actual FAQ a couple days before the game came out, getting almost every character's move-sets complete, and all the descriptions of the characters, and the fighting styles. Finished my review, and added descriptions of the fighting arenas. Other random pieces were added as well i.e. character descriptions, and descriptions of Fatalities and alternate costumes. Version 3.0: Finished some character's Konquest missions, and fixed many a typo. Added some more fighting style descriptions to finally complete that section. I am currently working on getting all of the character's Konquest missions completed. Boss strategies, and the Krypt will be next after that. Version 4.0: Simply completed everyone's Konquest modes, including every secret character. The Krypt is next, along with some kombos, and endings for characters. Boss strategies are also next on the table. Version 5.0: The Krypt is completed, along with extra Krypt items people might take more of an interest in. I decided to scrap the Kombos section, as I have no time to include that. The Boss strategies are also completed, as is the Kodes and Secrets section. I might add the combos in when I find more time. This FAQ/Move List was written by Mike Zielinski. My E-Mail address is globalops21@yahoo.com. E-Mail me with any questions, comments, spelling, grammatical, or punctuation errors as well, please. This FAQ was started on Monday, May 27th, 2002. -=-=-=-=-=-=-=-=- Table of Contents -=-=-=-=-=-=-=-=- I. The History of Mortal Kombat II. The Story of Mortal Kombat: Deadly Alliance III. My Mortal Kombat: Deadly Alliance Review IV. PlayStation 2, Xbox, GameCube, and Game Boy Advance Default Controls V. Basic Weapon and Hand-to-Hand Moves VI. Fighting Style Explanation VII. Fighting Style Descriptions VIII. Modes of Play and Mini Games IX. Arena Descriptions X. Individual Character Stories/Stats and Moves/Fatalities XI. Boss Strategies XII. Individual Character Endings XIII. The Krypt XIV. Konquest XV. Kodes and Secrets XVI. Kredits -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- I. The History of Mortal Kombat -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- When Mortal Kombat launched into arcades nationwide in 1992, it shocked and amazed fighting game fans. From it's excessive blood and gore to the amazing motion-captured moves, Mortal Kombat was born. The basic premise of this new and advanced fighter, was to choose a character and battle it out to the death with another human opponent or the CPU. What set this game apart from inferior fighting games, *cough* Street Fighter *cough* was, as stated earlier, its excessive use of blood and gore. After a match concluded, the announcer screamed "Finish Him!" At this point the player had the opportunity to input a series of directional button presses to hopefully perform the desired, what was then known as, Finishing Move, on his or her opponent. Finishing Moves were often very bloody and gory, somehow reigning death upon the opponent. Some Finishing Moves included Sub-Zero's infamous spine rip, where he would rip off his opponent's head with the spinal cord still attached, along with Kano plunging his hand deep into his fallen opponent's chest, and violently ripping out his or her heart. Mortal Kombat was amazingly popular for its time, drawing huge crowds to various arcades nationwide. A sequel was therefore, inevitable. The sequel to this rapidly growing and popular fighter was aptly named, Mortal Kombat II. Mortal Kombat II launched into arcades in 1993, a year after its predecessor. This new and improved Mortal Kombat brought what the original title had brought to the table, plus more. The new Mortal Kombat introduced seven (7) new playable characters to the series, as well as returning favorites. Each character also had two (2), now what came to be known as Fatalities, as opposed to the original one (1). Each fighter also possessed a Babality and a Friendship. These new "Finishing Moves" were implemented because of the series' negative media response, claiming it was harming America's youth with its excessive violence. They were added to give the Mortal Kombat series some comic relief, and rid it of some of the game's violence. The Babality was simple. A character would transform his fallen opponent into a baby, complete with a diaper. The Friendship, on the other hand, was humorous in it's own right. One example of a Friendship was Baraka's present giver. Baraka held out his finger, and then reached behind him and brought out a present for his opponent. Another very humorous Friendship was Liu Kang's. During Kang's Friendship, a disco ball would lower, and the player would see Liu Kang dance under the ball to disco music. Mortal Kombat II was a massive success, and is revered by many Mortal Kombat fans as the best of the series. Because of Mortal Kombat II's success, Mortal Kombat 3 was on its way. When Mortal Kombat 3 finally hit arcades in 1995, it was met with critical acclaim. It had been two years since the last iteration in this storied series and fans were getting restless. Most fighting game fans had moved on to the new 3-D fighter, Namco's Tekken. The Mortal Kombat elite returned for Mortal Kombat 3 though, but were left with a mediocre sequel that offered more of the same. The now traditional Fatalities, Babalities, and Friendships made a return, along with an all-new -ality, the Animality. The Animality was simple. The character would transform into some sort of animal and maul/kill his or her opponent in various ways. Some favorites include Cyrax's Great White Shark. Cyrax morphed into the shark, went under the screen, and came up on his victim with a huge chomp, devouring his opponent in one bite. Sub-Zero's polar bear was also popular. Sub-Zero transformed into a polar bear that would then proceed to fall on his victim and maul them to death. Mortal Kombat 3 was not well-received, so Midway set out to expand Mortal Kombat 3 with an "expansion pack" of sorts to MK3, Ultimate Mortal Kombat 3. Ultimate Mortal Kombat 3 launched later in the same year as Mortal Kombat 3 (1995). It offered players five (5) returning favorites, who missed the cut in Mortal Kombat 3: Scorpion, Reptile, Kitana, Mileena, and Classic Sub-Zero, as well as offering players two (2) characters new to the franchise, Jade and Ermac. Ultimate Mortal Kombat 3 also offered plenty of new fighting arenas, including the popular Jade's Desert. Some Mortal Kombat 3 characters received move upgrades, balancing everyone's move sets. UMK3 was mildly successful. The Mortal Kombat development team was fresh out of new and innovative ideas. However, they did come up with a "new" Mortal Kombat game. The game would be a compilation of sorts, combining almost every Mortal Kombat character into one game. This game came to be named Mortal Kombat Trilogy. Mortal Kombat Trilogy launched in 1996 only on home consoles. This "new" Mortal Kombat allowed players the chance to play as three (3) returning favorites in, Johnny Cage, Baraka, and Raiden, not seen since Mortal Kombat II, and two (2) brand new characters in Noob Saibot, and Rain. Mortal Kombat Trilogy was merely a compilation of all the previous games in one. Nothing new and innovative was introduced unfortunately. The only real addition to the game not seen in previous interations, was the Brutality. The player would input a series of nine (9) button presses, having the character perform a massive overlaying combo, eventually leading to the opponent exploding. It was mildly entertaining, but offered nothing new to pique casual gamers' interest. John Tobias, the lead storywriter for Mortal Kombat set out to create a side-story to MK. This game featured Sub- Zero, chronicling his adventures outside of the Mortal Kombat Tournament. The game came to be known as Mortal Kombat Mythologies: Sub-Zero. Mortal Kombat Mythologies: Sub-Zero debuted for the Nintendo 64, and the Sony PlayStation in 1997. As mentioned above, the game followed Sub-Zero on his journeys outside of the Tournament. It was an action/RPG side-scrolling game. As Sub-Zero defeated enemies, he gained experience points which were used to upgrade Sub's move-set. Mortal Kombat Mythologies: Sub- Zero was received to an open-armed audience as many Mortal Kombat fans were eagerly anticipating John Tobias' foray into the action/RPG market, as Tobias is/was revered as a great storywriter. Ed Boon, one of Mortal Kombat' founders, then set out to produce another brand-new Mortal Kombat game. No more "expansion packs," no more compilations, an all-out new MK game, Mortal Kombat 4. Later on in the year 1997, Mortal Kombat 4 was launched into arcades across the United States. MK4 even had a road trip, which spanned the country previewing the new Mortal Kombat game at arcades everywhere. Mortal Kombat 4 was the first title in the series to play in "full" 3-D. There were a handful of new characters in this game, including: Reiko, Jarek, Fujin, Quan Chi, Kai, Shinnok, and Tanya. Mortal Kombat 4 was a return to the series' darker roots. The game featured dark storylines of revenge, deceit, and hatred. The game returned to only two (2) Fatalities per character. No more of those other "-alities" that brought comic relief to the series. A unique twist on the traditional hand-to-hand combat was the inclusion of character specific weapons. At any point during the match, the player had the choice of pulling out a deadly weapon. Some weapons included Scorpion's massive broadsword, Jax and Reiko's spiked clubs, Sonya's spinning blades, and even Tanya's boomerang. Weapons added a whole new layer of strategy to Mortal Kombat 4. The weapons were able to be thrown and dropped when hit, and the weapons even had their own move-set. Mortal Kombat 4 implemented some new ideas, but these innovations were overshadowed with the arcade releases of Namco's Soul Calibur, and Tekken 3. Mortal Kombat 4 will always be remembered as the first 3-D Mortal Kombat game. Not to be outdone, Ed Boon and company decided to release another "expansion pack" coinciding with the release of Sega's new Dreamcast system. In September of 1999, Midway released Mortal Kombat Gold. Mortal Kombat Gold closely resembles Ultimate Mortal Kombat 3, content-wise. It added five (5) returning characters to Mortal Kombat 4's already meaty fighter lineup. The characters added were Cyrax, Mileena, Baraka, Kitana, and Kung Lao. This new iteration added nothing new to the series gameplay-wise unfortunately. Mortal Kombat Gold did not fare too well on the Dreamcast because of the lack of gameplay additions, all of its bugs and glitches, and most importantly, its main competition, Soul Calibur, the top fighting game by far, at the time. A year later in 2000, John Tobias decided to undertake another action/RPG clone, a la Mortal Kombat Mythologies: Sub- Zero. This time the game was to be in full 3-D, chronicling the adventures of Jax on his adventures in trying to capture his arch-nemesis, Kano. The game came to be called Mortal Kombat: Special Forces. The game featured a level-up system much like MKM:SZ. Instead of learning new moves, Jax learned new combos. Halfway through development, John Tobias left Midway completely, for undisclosed reasons. This occurrence all but ensured Mortal Kombat: Special Forces would grow only to become a complete failure. Mortal Kombat: Special Forces was a failure because of its lack of innovation, poor graphics and gameplay. This game tarnishes Mortal Kombat's record as the storied fighting game franchise everyone thought of it as. Two and a half years later, Ed Boon and his development team in Chicago now embark upon an entirely new MK, Mortal Kombat: Deadly Alliance. Shedding the number "5" at the end of it's title, to seem more as a rebirth of the series, rather than a sequel, Mortal Kombat: Deadly Alliance seeks out to regain the top spot Mortal Kombat once held. Mortal Kombat: Deadly Alliance is going to feature fully 3-D digitized characters, with 5000 to 6000 polygons each. The game also features full 8-way movement with multiple fighting styles per character, rarely, if ever seen in a fighting game to date. This game has been in development for a couple years now and looks to regain the top spot as the best fighting game around. This FAQ/Move List will inform you of EVERYTHING one needs to know in order to become the master of Mortal Kombat: Deadly Alliance. From it's full 3-D movement to multiple fighting styles per character, including hand-to-hand and weapon, and a return to the series' darker roots, prepare to step into the tournament known as Mortal Kombat once again. Mortal Kombat has been reborn. Are you ready? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-= II. The Story of Mortal Kombat: Deadly Alliance -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- With the aid of the thunder god known as Raiden, Earth's mightiest heroes have repelled all invasions from other-worldly forces through a tournament known as Mortal Kombat. Although there has been relative peace for many years, a new threat to Earthrealm has emerged. And this time, the threat of evil has two faces. In an attempt to seize control of the realms, the sorcerers Shang Tsung and Quan Chi have joined forces and are preparing to revive the lost army of the mythological Dragon King. Should they succeed, they will be unstoppable. Once again, Earth's heores must venture to Outworld and kombat the forces of evil. They must act now. They must stop this Deadly Alliance. *Opening FMV* The opening FMV of the game is so great, I am going to give you, the reader, the most detailed account of what goes on. Without anymore interruption, I present to you the opening cinema of Mortal Kombat: Deadly Alliance: The FMV starts off showing Liu Kang practicing his moves in the Wu Shi Academy arena, with Kung Lao looking on. It then pans to a tunnel with lava littering the bottom, and Raiden narrating some of the history of the Mortal Kombat tournament. Raiden talks about how the forces of good and evil have been locked into an eternal battle for Earthrealm. They then show portraits of Quan Chi, and Shao Kahn with Raiden telling us that some of the participants entering the tournament want to stop all that is good. They show a picture of Scorpion with Raiden saying that some enter for vengeance. Pictures of Kano and Shang Tsung are then shown with Raiden saying that they are in the tournament for power, and eternal life respectively. Once again pan to Kang practicing, with Raiden saying that time after time, the evil has been vanquished. Back to the lava filled tunnel, with Raiden saying that there is concern that Earth is once again in peril. This time the threat of evil has two faces. We are then shown the evil sorcerer, Quan Chi, running across a bridge with lava flowing under it, jumping through a portal, thus escaping Outworld. Since his escape, Chi has unlocked the secret of the Ancient Runestone, and discovered the ancient undefeatable army of the fallen, forgotten Dragon King. We are then shown Quan Chi and Shang Tsung shaking hands, as they have formed an alliance. With their combined power, they set out to overpower the only two things that could prevent their total domination of the two realms. We are shown Quan Chi and Shang Tsung walking down a walkway toward a throne containing Shao Kahn. After showing a false sense of allegiance, they spring their attack. Shan Kahn's bloody helmet tumbles down the stairs, signifying Kahn's death. Tsung and Chi then travel to Earthrealm through a mystical portal, only sorcerers and deities can travel. We are shown Liu Kang practicing once again at the Wu Shi Academy. Kung Lao is walking behind Kang, and a split second later, he morphs into Shang Tsung. It is revealed that it has been Tsung's desire to dethrone Kang as Mortal Kombat's champion. The fight between them begins. Liu kicks Tsung twice in the stomach, then blocks a punch, and comes down on Tsung's head with a fist of his own. With Shang Tsung down, Quan Chi comes up from behind and fires a glowing green skull into the back of Liu Kang. With Liu Kang on the ground recovering, Tsung walks up behind Kang, and proceeds to snap his neck in a very gruesome manner. A trickle of blood runs down Kang's left cheek as he falls to the ground...dead. Tsung proceeds to absorb Liu Kang's soul from his fallen corpse. Tsung and Chi return to Outworld to use the souls of conquered warriors to fuel their resurrection of the Dragon King's Army. With the resurrection of this army, they will be unstoppable. We are then shown Raiden and the rest of the mortals: Sonya, Sub-Zero, Johnny Cage, Frost, Kung Lao, and Jax sitting around a campfire. Raiden reveals he has relinquished his status of Elder God, to once again return to Earth and lead all the mortals into battle, against two of their most hated adversaries, Shang Tsung and Quan Chi. They must act now. They must stop this Deadly Alliance. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= III. Mortal Kombat: Deadly Alliance Review -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Let me start this review off by saying "WOW!" I have waited many a year to finally get my greedy hands on this title. Now with my fingers wrapped tightly around the controller and with many, many hours poured into the game already, I can finally review what could possibly be the best fighting game available. It has everything it needs in order to become the best fighting game around. It offers many innovative ideas, ridiculous amounts of unlockables, many DVD extras, and a fighting style so deep, it makes my head spin thinking off all the kombo variations. I can't even begin to explain all of the nuances that make this game so great. So without further ado, I present you with my personal Mortal Kombat: Deadly Alliance review for the PlayStation 2, Xbox and GameCube. (*NOTE* I will have a separate review up for the Game Boy Advance edition when it becomes available *NOTE*) When you first boot up the game, the player is treated to a smooth FMV sequence chronicling Shang Tsung and Quan Chi's quest for power. They have happened upon the great Dragon King's long lost army of the dead, and strive to breathe life back into it, literally. In order to do this, they need souls, and many of them. Their quest is to seek out as many people as possible and steal their souls to fuel their army. Their first stop is Shao Kahn in Outworld. They double team him, and steal his soul, which is "flown" straight into the chest of a soldier in the Dragon Army. If they can kill Shao Kahn, boss of Mortal Kombat II, III, UMK3, and MKT so easily, who is to stop them? Another one of Mortal Kombat's beloved characters is also killed off, which I detail in the "The Story of Mortal Kombat: Deadly Alliance" section. With the defeat of Shao Kahn,and Liu Kang, all hope seems lost to stop this Deadly Alliance. All hope is not lost, as Raiden relinquishes his status as Elder God to once again lead the mortals into battle against Shang Tsung and Quan Chi. The battle starts with twelve (12) immediately selectable fighters. The "default" characters should not disappoint, as there are many returning fan favorites including: Sub-Zero and Scorpion, as well as newcomers: Bo Rai Cho, Li Mei, Kenshi, and Mavado. Likewise, there are nine (9) secret characters that appear on the select screen, but are blacked out. One must unlock them in the Krypt using earned kurrency. Each character possesses three fighting styles unique to that fighter; they have two hand-to-hand styles along with a weapon style. This approach to the genre is not only the most innovative thing since the Fatality, but it also adds bottomless depth to an already huge move arsenal. Anything is possible with the amount of moves each character has at his or her disposal. I was overwhelmed with how much each character is capable of. It is very fun to come up with your own personal kombos spanning all three fighting styles. The kontrol in this game is top-notch, with responsive button commands, and a great deal of very impressive moves to pull off. It is the most fluid and polished Mortal Kombat yet. Fans of Soul Calibur beware, Mortal Kombat has stepped into the ring and is set to strip you of the title of fighting game king. The most noticeable improvement to the series is the graphics engine. I was in awe at how much detail went into, not only the characters, but the backgrounds as well. There is so much detail, I notice something new going on in the arena almost every time I play. The characters' clothing moves swiftly behind them as they walk about the arena, hair flows in the wind, and they even leave bloody footprints in their wake. The most impressive character detail I think, is the mist that radiates from Sub-Zero's mouth as he breathes, and the mist coming from his hands as he fights. It is a very cool effect, and adds to the realism that he is a very cold fighter. The blood is also by far, the best blood in any fighting game to date. You can actually see the red stuff slowly dripping down characters' bodies as they fight; as it flings off them, it splatters on the ground leaving a puddle. The coolest thing of all, is that the blood litters the ground throughout the entire match, not just a round, but the entire match. It is very cool to survey your surroundings noticing bloody footprints, and trails of blood littered throughout the arena. After each match the camera gets a close-up of the character as he/she perform their winning pose, and then you can actually see bloody noses, tears and gashes in their face and so on. Fatalities are back, but are also one of the drawbacks this game has. The Fatalities are good, but just not original enough. I was expecting very gory (which some of them are) and violent deaths. What we are treated to are unoriginal, uninspired death animations that aren't as impressive as they could have been. The graphics in this game are some of the best, if not the best, I have ever seen in a fighting game. Midway took their time to perfect this engine, from the impressive blood effects, to the constantly evolving backgrounds, Midway gets huge props from me. The booming announcer from Mortal Kombat 4 is back in this sequel, and I am not complaining. I thought he was the best announcer since MKII, and I was elated when I heard his voice the first time. It is very loud and echoes throughout the room, when you choose your character or start a match. Nothing is more satisfying than hearing him scream "Finish Him" after a match concludes. The background music to the game is a blast from the past. It mostly resembles Mortal Kombat II's somewhat mellow soundtrack, mixed in with Mortal Kombat 3's techno music. The music is varied enough that one won't sicken of it right away. Dan Forden comes through again with a great mix of techno and mellow music to compliment an already impressive announcer. The sound effects are equally as good. From the grunts and groans of the male and female fighters, to the clanging of weapons, it is a real treat to the ears. The soundtrack to this game is very good, and just adds to the fun of the game as you kick the hell out of someone. Once again Dan Forden is the man, as he has been since Mortal Kombat II, coming up with brilliant background music to fight to. Toasty! Mortal Kombat: Deadly Alliance is the deepest fighter on the market today. It has enough unlockables to keep a player playing for months. The Krypt, one of the coolest features I have seen in a fighting game, is an enourmous room filled with 676 different koffins that contain secret characters, alternate costumes, fan art, designer pictures, extra fighting arenas, etc. The koffins can only be opened by spending the appropriate number of koins earned in the Arcade and Konquest modes. Each koffin has a price value, and a kurrency type. The more expensive koffins, obviously have the good stuff, while the not so expensive koffins might contain nothing. Not only that, the Konquest mode spans 218 separate missions for the player to engage in. The Konquest mode follows the player through eight (8) introductory missions. After those eight (8) are completed, the game allows you to select a character and "train" through ten (10) additional missions specific to that character. Along the way, your selected character's backstory is revealed, and you earn kurrency used to open koffins in the Krypt. The game also contains a very helpful training mode, allowing you to practice the deadliest of kombos, also providing the player with a very detailed move list for each character. As one can tell, the sinlge player experience is very satisfying in MK:DA. The Versus mode is equally as exciting. It is a one-on-one fight to the death, but Midway ups the ante one more time, as they have included a new wager aspect. Before each player selects his or her character, they have the option of putting up some of their kurrency against the other player. If they win the match they win their opponent's kurrency. It is time to see who can put their money where their mouth is in this game. Nothing is more satisfying than beating a buddy who brags about how good he is, but then goes on to lose 1,500 gold koins to his opponent. Brilliant. As stated many a time in the above paragraphs, Mortal Kombat: Deadly Alliance simply excels in every category, that makes a video game fun. It has one of the best, if not the best, graphics engine in any fighting game, featuring spectacular blood effects, clothing effects, and insanely detailed backgrounds. It couldn't look much better than it does. The sound is equally as impressive as the announcer from Mortal Kombat 4 has a made a triumphant return to "narrate" this entry into the series. The single player experience is VERY rewarding as the game provides the player with so many unlockables, you don't even know where to start. Incredibly deep replay value is presented in this new edition of Mortal Kombat. The fun factor cannot be denied. Every time I play the game, I find something new that I grow to love. Fighting games cannot get much better than this. I applaud Midway's valiant efforts of trying to regain the crown as the top fighter in town, and I believe wholeheartedly, they have accomplished just that with the release of Mortal Kombat: Deadly Alliance. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= IV. PlayStation 2, Xbox, and GameCube Default Controls -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Mortal Kombat: Deadly Alliance's control setup is much different than the previous entries in the series. You have four basic attacks, two punch, and two kick, replacing HP,LP,LK, and HK. They are now just called Attack 1,2,3, and 4. There is also a special move button, which, when pressed, allows the character to Power Up, Taunt, perform a throw, or stab your opponent with some of the weapons featured in the game. There is still the traditional Block button, but the addition of a fighting style button is the real meat of this game. Unfortunately, the run feature of past games has disappeared with a more traditional dash back and forth, in and out manuever set into place. I go more in-depth on the fighting style, hand-to-hand, and weapon combat in the "Basic Weapon and Hand-to-Hand Moves" section. -=-=-=-=-=-=-=-=-=-=-= PlayStation 2 Controls -=-=-=-=-=-=-=-=-=-=-= Walk Forward - Directional Button Right Walk Backward - Directional Button Left Walk Out -Directional Button Up Walk In - Directional Button Down Jump Forward - Directional Buttons Up and Right Jump Backward - Directional Buttons Up and Left Attack 1 - Square Attack 2 - Triangle Attack 3 - X Attack 4 - Circle Special Attack - R1 Block - R2 Change Fighting Style - L1 -=-=-=-=-=-=- Xbox Controls -=-=-=-=-=-=- Walk Forward - Directional Button Right Walk Backward - Directional Button Left Walk Out - Directional Button Up Walk In - Directional Button Down Jump Forward - Directional Buttons Up and Right Jump Backward - Directional Buttons Up and Left Attack 1 - X Attack 2 - Y Attack 3 - A Attack 4 - B Special Attack - Black Button Block - Right Trigger Change Fighting Style - Left Trigger -=-=-=-=-=-=-=-=- GameCube Controls -=-=-=-=-=-=-=-=- Walk Forward - Directional Button Right Walk Backward - Directional Button Left Walk Out - Directional Button Up Walk In - Directional Button Down Jump Forward - Directional Buttons Up and Right Jump Backward - Directional Buttons Up and Left Attack 1 - B Attack 2 - Y Attack 3 - A Attack 4 - X Special Attack - Z Block - R Change Fighting Style - L -=-=-=-=-=-=-=-=-=-=-=-=- Game Boy Advance Controls -=-=-=-=-=-=-=-=-=-=-=-=- Walk Forward - Directional Button Right Walk Backward - Directional Button Left Jump - Directional Button Up Duck - Directional Button Down Jump Forward - Directional Buttons Up and Right Jump Backward - Directional Buttons Up and Left Attack 1 - A Attack 2 - B Block - R Change Fighting Style - L -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= V. Basic Weapon and Hand-to-Hand Moves -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Hand-to-hand fighting in Mortal Kombat: Deadly Alliance has made a big leap over previous games. The two hand-to-hand fighting styles per character have around 25-30 moves each. All of the moves for the different styles are totally different. They each have their own unique set of combos to go along with them. It is very fun to switch in and out of the styles at will creating new combos every minute. Weapons have made their return to Mortal Kombat: Deadly Alliance. When a player takes out his/her weapon, their fighting style changes to suit the weapon they are currently wielding. The weapons also have their own unique set of moves, a la the hand-to-hand fighting styles. Some of the weapons included in the game are: Kali Sticks, various Swords, Butterfly Swords, Machetes, and a Kori Blade. Unlike Mortal Kombat 4, the weapons in the game cannot be dropped,nor can they be thrown. Another nuance new to the series is being able to stab your opponent in the thighs, or stomach. For example, Li Mei's weapons are a pair of sais, which can be stabbed into her opponent, causing them to stay imbedded, for the duration of the round. As the opponent moves around, blood spurts out, and the player gradually loses health. It is a very cool new feature. The Power Up is also a neat new addition. At just about any time during the fight, the player can hit the Special Move button, and the player will grow in size for about 1 second, shrinking back down to normal size. This allows the player to move a little faster, and inflict more damage per hit. This adds a new layer of strategy to the game. The Taunt is the other new addition to the actual combat of this game. When the Special Move button is pressed, and when the character is in a certain fighting style, he/she taunts their opponent. This isn't just for show either, as when a taunt is successfully completed, the character regains a little lost health. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-= VI. Fighting Style Explanation -=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Mortal Kombat: Deadly Alliance allows characters to switch between three different fighting styles per character at will. Each fighter possesses two hand-to-hand fighting styles, as well as one weapon style. The fighting styles add a whole new and innovative idea to the Mortal Kombat franchise. The differing styles will allow for some very high combo strings, as players will be able to initiate a combo in one style, then switch to another fighting style to finish up the combo. Some of the fighting styles include: Hapkido, Kenpo, Muay Thai, Tae Kwon Do, Lui He Ba Fa, Shaolin Fist, Crane, Aikido (which is ALL throws!) as well as a host of others. In some fighting styles, what would be a punch, will be a kick, in another. Players will have to know their character pretty well in order to be successful in using his or her fighting styles to their advantage. As in the previous Mortal Kombats, the number of combo hits, and the percentage of damage dished out, pops out of the corner of the screen. Also, as in Mortal Kombat 4, the MAXIMUM DAMAGE feature returns, thus denying players the ability to dole out over 50% damage combos. When the fighting style button is pressed, your character switches in and out of one of his/her three fighting styles. For example, Quan Chi has the Tang Soo Do, and Escrima fighting styles. He starts out in the Tang Soo Do style, and when pressed switches to Escrima. When the button is pressed again, he goes into his Broadswords style, taking out double broadswords. As one can tell, MK:DA's control setup and fighting style switching is very involved, and offers the player a near unlimited number of combo variations. Each fighting style in Mortal Kombat: Deadly Alliance has a special attack associated with it, unique to that style. The special attack these fighting styles possess is performed by tapping the SM Button. The special attacks these styles entail are: -=-=-=-= Escapes: -=-=-=-= The Escapes in MK:DA serve only to get one out of harm's way. When you hit the SM Button and you are in a certain fighting style, the character performs either a Backflip or a Slide of sorts, and in Mavado's case, a Grappling Hook Escape. The Escapes "pull" characters back and out of harm's way. Use them when you are either too close to a character for your comfort, or when you want to back off and give your opponent a breather. -=-=-=-=-= Reversals: -=-=-=-=-= Reversals are a GREAT way to counter your opponent's attack and follow it up with a high hitting combo before they know what hit them. When your opponent goes to strike you, and you hit the SM Button in some fighting styles (I will explain which fighting styles contain which special attacks in the "Individual Character Story/Stats and Moves/Fatalities section of this FAQ), your character will grab a limb, be it an arm or leg, and leave your opponent vulnerable for any attack or combo you choose. Reversals can change the tide of battle in a hurry if you are not careful. -=-=-=- Throws: -=-=-=- Every character in Mortal Kombat: Deadly Alliance has one or two Throws depending on which fighting styles they possess. Throws are in fact blockable this time around, so one must be careful in attempting Throw, as if you miss, it leaves you open for an attack. Some fighting styles are based on Throws like Jax's Jude style, and Kano's Aikido styles. They have more than one Throw and one must learn how to use them effectively. -=-=-=- Taunts: -=-=-=- Some of the characters possess the ability to Taunt their opponent. The Taunt is more than just show, as it regenerates some lost health if performed successfully. The Taunt usually takes a couple of seconds to pull off, so one must make sure their opponent is a good distance away before performing one of these useful features. Never attempt a Taunt with your opponent in a sort of close proximity as it leaves you WIDE open for a high hitting attack. -=-=-=- Neijin: -=-=-=- The Neijin or "Power-Up" some characters have in their arsenal is a very effective way of reducing your opponent's health very quickly. When one performs a Neijin, their character grows in size for a second, shrinking back to normal size seconds later. The Neijin lasts for a couple seconds, and allows the character to dish out more damage per hit, which can be very helpful when in a heated battle. As with the Taunts, performing a Neijin takes time, and if performed next to an opponent, be prepared for a nice ass kicking. -=-=-=- Shoves: -=-=-=- The Shove is a good way to take your opponent off the Block button and let their guard down. When the SM Button is pressed and your opponent has the ability to Shove, it can be very useful. If you have an opponent, who continually blocks, walk up to them and tap the SM Button to have your character push them and have them become disoriented for a second or two, allowing for a quick follow up attack. -=-=-=-= Impales: -=-=-=-= Some characters in Mortal Kombat: Deadly Alliance have the option of impaling their opponents with their weapons. Only certain weapons are capable of Impaling, so one must know if it is possible with their weapon or not. Shang Tsung's Short Sword, Li Mei's Sai, Sub-Zero's Kori Blade, Kung Lao's Broadsword, Frost's Daggers, Kitana's Steel Fans, Reptile's Kirehashi Blade, and Cyrax's Pulse Blade are the weapons that have the option of Imapling someone. When the weapon is lodged into the opponent's stomach/chest, it cannot be removed, and their health slowly decreases throughout the round. After the round has come to a conclusion, the weapon is removed from the opponent. -=-=-=-=-=-=-=- Sidestep Swing: -=-=-=-=-=-=-=- Some of the weapons in MK:DA have the ability to perform a Sidestep Swing, meaning the character with the specific weapon, has the ability to step out in 3D and come back with a massive swing of his/her weapon sending their opponent across the screen. This move is excellent on someone who is in Danger, and they perform an easily dodgeable move, you just tap the SM Button to Sidestep Swing them to Hell. *NOTE* All of these fighting style special attacks are unique to certain fighting styles. In order to master these attacks, one must use them to their advantage, and pick a character with a balanced set of fighting style special attacks. Good luck in mastering these new attacks/moves in Mortal Kombat: Deadly Alliance. *NOTE* -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= VII.Fighting Style Descriptions: -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Each character in Mortal Kombat: Deadly Alliance possesses two hand-to-hand and one weapon style. These unique fighting styles actually exist in the world today. They each have a rich backstory that is told through the Konquest Mode. Help from the Official Mortal Kombat: Deadly Alliance Strategy Guide Signature Series, by Brady Games, and the actual game itself, was taken in the compilation of these descriptions. Below, I will list each characters' three styles as well as their history. =-=-=-=-=-=- Shang Tsung: =-=-=-=-=-=- >Snake: The Snake Style is hard to trace historically, because it is incorporated into so many Chinese systems, including Shaolin and Many Chinese family styles. >Crane: Although taught and included in many Chinese systems, the Crane originated in Tibet. Crane is considered one of the oldest "classical" styles and is incorporated into the Shaolin system of styles. It's considered to be an internal style. >Straight Sword: Chinese straight sword is incorporated into a number of Chinese styles including Tai Chi, Wushu, and others. =-=-=-=-=-= Bo Rai Cho: =-=-=-=-=-= >Drunken Fist: There are many varities of "drunken" style kung fu. There are both northern and southern version of "eight immortals drunken kung fu," "drunken monkey," and "drunken kung fu" and many others. The earliest reference to any drunken style is in the Sung Dynasty to "Lu Chi Shen Drunkard Kung Fu." >Mi Zong: Translated as Lost Track created by Ceng Juxiao a Northern Long Fist Style, which utilizes both hard and soft movements and many changes, turns and reversals. >Jojutsu: Jojutsu is the Japanese art of the short staff (4 ft. staff). Muso Gonnosuke developed it in the early 1600's after his loss to Miyamoto Musashi (a very famous swordsman). He had been using a long staff (6 ft.) and subsequently developed a style with a shorter staff. He then beat Musashi in a second duel. =-=-=-=-= Quan Chi: =-=-=-=-= >Tang Soo Do: Tang Soo Do is a relatively modern Korean martial art developed by Hwang Kee. It is a combination of several arts, which Hwang Kee studied during his life. These arts undluded Soo Bahk Do (Korean), Tae Kyun (Korean), Tang Method (Northern Chinese) and Southern Chinese (unspecified). >Escrima: Escrima is a martial art of the Philippines. The terms Escrima, Arnis and Kali are used to describe the many "stick" arts native to the Philippines. Because of the jungle-like environment on the islands, the development of arts that utilize sticks and/or long knives (i.e. machete) was natural. >Broadswords: The double broadsword is similar in use and history to the single broadsword. The use of two weapons was generally considered more advanced and provides some combat advantages. =-=-=-= Li Mei: =-=-=-= >Baji Quan: Baji Quan is a 500 year old Chinese art, having been handed down through various groups over the centuries. Baji Quan is actively being taught to the Taiwan Military Police. Baji Quan means "eight extremitites fist" and is primarily a close range style. As a result, Baji Quan uses all eight extremities, namely the head, shoulders, elbows, hands, feet, back, hips, and knees. >Lui He Ba Fa: Chen Tuan, a native of Po-chou in Anhui, is a famous Taoist who lived on Mount Hua, one of the five sacred mountains of China in Shensi, during the Later Choi and Sung Dynasty. He's credited with the creation of the kung fu system - Liu Ho Pa Fa - six harmonies and eight methods. >Sai: The Sai was originally a farming tool used for planting seeds, and was later adopted as a weapon. Prior to 1870, special units of the Okinawan police carried the Sai. The Sai is not unique to Okinawa; it undoubtedly migrated there from China, India, Malaysia or Indonesia, where it is also used. =-=-=-=-= Scorpion: =-=-=-=-= >Hapkido: Hapkido is the martial art of Choi, Yong Sul. Mr. Choi was born in Korea, but was brought to Japan as a young boy. Eventually he was adopted into the household of Takeda Sokaku, head to Daito-Ryu Aikijutsu. Mr. Choi lived and studied with Takeda Sokaku until Sokaku's death. At the end of World War II, Mr. Choi returned to his native Korea and supported himself and his family by teaching a "new" martial art, Hapkido, which was based on the Daito-Ryu Aikijutsu he learned in Japan. Later elements of traditional Korean arts were incorporated into the style. >Pi Gua: Pi Gua means "armor wearing boxing" and was originally beleived to be a subset of Tong Bei QUan (white ape). The style is usually attributed to Wu Zhong of the Hebei Province of China. Baji Quan and Pi Gua have long been closely associated and are often taught together. >Ninja Sword: A favored weapon of the Shinobi, it's similar to the katana but with a straighter blade. It was made more for piercing the armor of samurai than slicing. =-=-=- Sonya: =-=-=- >Kenpo: Kenpo is a western style modern variation of Japanese Karate. Kenpo was originally introduced to the Hawaiian Islands as kenpo jujutsu and later adapted into wnat is now called Kenpo or Kenpo Karate. Currently, Kenpo is popular in Hawaii, Europe, New Zealand and the Americas. >Tae Kwon Do: Japan occupied and heavily influenced Korea from 1910 through the end of WWII. At that time, Korea gained its independence and began reclaiming its martial culture. Several kwans arose, which were later combined into Tae Soo Do in 1955. In 1957 the stlye was renamed Tae Kwon Do. Japanese occupation influenced Tae Kwon Do through the introduction of Shotokan. Initially taught to the military, Tae Kwon Do is now a widely practiced sport. In many respects, Tae Kwon Do is the Korean equivalent of Karate, with more emphasis placed on kicking. >Kali Sticks: Kali Sticks is a martial art of the Philippines. The terms Escrima, Arnis and Kali are used to descrive the many "stick" arts native to the Philippines. The jungle environment on the islands leads to the natural development of arts which utitlize sticks and/or long knives. =-=-=-= Kenshi: =-=-=-= >Tai Chi: The literal translation of Tai Chi Chuan is "supreme ultimate fist." Chang San-Feng is credited with developing the 13 postures that form the basis of all modern Tai Chi. From his developments sprung the various derivatives of the Chinese art of Tai Chi which are seen today. >San Shou: San Shou translates as the "unbound hand." Often fought on a raised platform, this Chinese martial art is a true free fighting style. Developed bu thje Chinese military, it was created from the study of various Chinese traditional martial arts and incorporated modern methodologies in training and health. In recent years, this martial art has become a style in and of itself and has evolved into one of the most deadly styles known. >Katana: The Katana is the traditional Japanese long sword used by the samurai. Many styles of swordsmanship utilized these swords. Modern martial art forms that use the Katana are broadly referred to as kenjutsu, kendo, and iaido. =-=-=-= Mavado: =-=-=-= >Long Fist: Long Fist dates back to the Sung Dynasty. Long Fist is a composite style built from elements of various other northern styles of kung fu. Historically, Northern Chinese tended to be taller, with longer limbs. As a result, most martial arts of the north, including Long Fist, evolved in a way that made use of their longer reach. This manifested itself in attacks that tended to be longer in range than those found elsewhere. >Wing Chun: Wing Chun was invented by a senior kung fu master and Shaolin "nun" named Ng Mui. Her objective was to combine the best elements of the other Shaolin styles into one master style. The style draws heavily from Tiger Dragon, Snake, and White Crane. >Hookswords: Sometimes called the "Tiger's Head Hooked Swords," the hooked swords date from the Warring States period in China. This is a "Northern" style weapon and had been adopted by a large number of Chinese training styles. =-=-=-=-=-=- Johhny Cage: =-=-=-=-=-=- >Karate: Karate is a named used for a group of martial arts developed on Okinawa, before the island was integrated into Japan. Historically, Okinawa enjoyed a great trade economy based on shipping, which exposed the locals to martial arts from many parts of Aisa, including Japan and China. Significant styles of karate include: Shotokan, Shorin-ryu and Goju-ryu. Karate was introduced to Japan in the early 20th century and later to the rest of the world, where it continues to include many other martial art forms. >Jeet Kune Do: Bruce Lee developed Jeet Kune Do in 1967. The literal meaning of Jeet Kune Do is "the way in the interceptin fist." Wing Chun, Tai Chi Chuan, Hung Gar and Chin Na heavily influenced Jeet Kune Do among others. >Nunchaku: This weapon is most often associated with Okinawan Kobudo (weapons arts), but is also seen occasionally in Chinese, Philippine, Korean and Japanese arts. The nunchaku were originally a horse bit used for farming. During the 1500's the local government outlawed the ownership and use of weapons so locals turned to farm instruments to protect themselves. =-=-=-=-= Sub-Zero: =-=-=-=-= >Shotokan: A style of Karate, Shotokan has its roots in Okinawa. Master Funakoshi Gichin founded Shotokan karate in 1936 in Tokyo. It is more linear and can be a very aggressive and devastating style. >Dragon: A number of kung-fu "styles" make use of the term "Dragon Form" or "Dragon Style." The Dragon form is one of the "Shaolin ten-animal form" of Kwan Tak Hing. It's also one of the "five-patterns" of Xing Yi. The Dragon form can be found in many other Chinese systems of combat. >Kori Blade: Using a technique perfected by Grand Masters of the Lin Kuei, Sub-Zero forms his Kori Blade by flash freezing surrounding water vapor. The sword is forged of solid unbreakable ice. A masterful weapon, it's hevay and extremely sharp. It can be used to either bludgeon an opponent into submission or cut them into ribbons. =-=-= Kano: =-=-= >Xing Yi: Meaning "mind form," Xing Yi is a simple and practical style of kung-fu which originated in the San-Shih province of China. This is a northern Chinese system which relies on short basic forms of training. This art has long been associated with Ba Gua and the two are often taught together. >Aikido: This is a Japanese martial art developed in the first half of the 20th century by Morihei Uyeshiba. Aikido is a distillation of arts learned by Uyeshiba over the course of his life, including Daito Ryu Aiki Jujutsu, Kito Ryu Jujutsu, Shinkage Ryu Jujutsu, Yagyu Ryu Kenjutsu, Yarijutsu, and military training. >Butterfly: The Butterfly Knives are a Chinese weapon with a 200- year history as part of the Shaolin system. It is the primary weapon of Wing Chun and also taught in Hung Gar, as well as other styles. =-=-=-=-= Kung Lao: =-=-=-=-= >Shaolin Fist: The Shaolin Buddhist temple was established in China about 500 A.D. In about 539 A.D. a holy man named Bodhidharma left his monastery in Southern India to spread the Buddhist faith to China. During his travels, he visited a Shaolin monastery. The monks there were in such bad shape physically that they could not meditate properly, so Bodhidharma developed an exercise program to get them into shape. The program included several Indian fighting style elements. Over time, a Kung Fu style grew out of this training, aided by the fact that many of the priests were retired soldiers and generals. >Mantis: This is a newer martial art, developed in 1600 A.D. by Wang Lang in the Ming Dynasty in Northern China. Wang Lang based this martial art on observations he made of a praying mantis fighting a cicada. The art later splintered into a number of different variations including Seven-Star, Plum Blossum, Six Combinations, and Secret Door. For the most part, Seven-Star is a hard style avoiding direct opposition to the opponent's energy. This style is part of the Shaolin system of martial arts. >Broadsword: The Broadsword is known as the marshall of weapons, the arm of foot soldiers and Manchurian officials. Broadswords vary in length, but should generally reach the user's eyebrow when held upright along the arm. It's categorized as a short weapon. It usually has a two-edged blade and is designed for slashing rather than thrusting. -=-=-=- Nitara: -=-=-=- >Leopard: The techniques simulate those of a Leopard, stressing the importance of free movement and quick actions. Not as strong as the Tiger style, but it is superior in its swiftness and jumping ablility. >Fu Jow Pai: With an emphasis on balance and technique, Fu Jow Pai mimics the vicious movements of the rare Black Tiger. In fact, the original name was Hark Fu Moon, or Black Tiger System. It was renamed by Wong Bil Hong in 1934 and was hidden for many years. However, many years later, the knowledge, and training, of the system was brought to the public's attention where it has become a legitimate and recognized style in China. >Kama: The Kama is a farm implement used for rice harvesting and was adopted as a weapon in China, Okinawa and Japan. In China and Japan the Kama was often used in conjunction with a chain, to encircle the opponents, while the Okinawans preferred to use two Kama together. The Kama is one of the five principle weapons of the Okinawan art of Kobudo/Kobujutsu. -=-=-=-= Drahmin: -=-=-=-= >Netherealm: From the little that is known of the Netherealm, one can say that it's a deadly, torturous, and evil place safe for no one. Anyone who spends time there will be hard-pressed to create a barrier powerful enough to keep the forces of Netherealm at bay. Those that succumb to the incredible powers and tortures that the 5th plane of the Netherealm contains - and live - become incredible warriors that possess newfound concepts in battle and fighting. Of course, all of these ideas focus on pain and destruction. >Oni: The term "oni" means "demon" or "ogre" in the Japanese language. Truly, this fighting style was derived from Drahmin's time spent among the denizens of the Netherealm and the loss of his humanity to forces beyond his control. The power of the Oni Style comes from a built-in rage that is difficult to suppress once it's been unleased. Much like a dam, once a crack's been created in the facade, ther's no power on earth that can hold the flood of rushing water, or in this case, the flood of burning hot rage. >Iron Club: Much less than a true fighting style, the Iron Club offers nothing more than the ability to pummel an opponent to a pulp of flesh. True, this is an incredible weapon, and when the right hand is encased within the confines of this Iron Club, it can be used to completely crush an opponent to dust. Drahmin, apparently, is not only right for this weapon, but the perfect choice to wield it. -=-=-=-= Hsu Hao: -=-=-=-= >Shuai Chiao: Shuai Chiao is the oldest martial art in China. It has a history of over 2,000 years - although some claim that it dates back much farther. >Wrestling: Perhaps the oldest martial art in the existence of western culture, it was initially developed by the Romans and Greeks as a method to display one's strength and fighting prowess. Eventually, it turned into its own form of self-defense and branched into multiple styles. Fighters grapple and try to attain a position of advantage over one another. They learn to control their center of gravity, how to take their opponent to the ground, react to an opponent's actions, and take advantage of their mistakes. Greco-Roman and Freestyle are two of these that are still used in the best known world-wide competition, the Olympics. >Sun Moon: An exotic weapon of the Chinese martial arts, the Sun Moon Spears originated in Mongolia. As a pair, these bladed weapons can be extremely efficient when used in combat. When one hand blocks an incoming attack, it can catch the weapon and keep it from attacking, or be used to disarm the opponent totally. However, the true beauty comes into play when one notices that the other hand is left free to attack. This is when the versatility of the Sun Moon Spears really shines. With the ability to thrust, stab, slash, or rake an opponent, the Sun Moon Spears' deadly qualities are easy to see. -=-=-= Frost: -=-=-= >Tong Bei: The name Tong Bei, or Tong Bei Quan, can be translated as: "fist of spreading power from the back." The origin of this fighting style is unclear. One legend claims it originated in the 3rd or 4th century B.C. by a man named Yuan Gong. Another says it was created in the mid 900's A.D. by a daoist named Lu Yunging. Modern history attributes this style to the Zhejiang province in China in the 1900's. The style is based on the five types of palm strike, each associated with one of the five elements: earth, metal, water, tree, and fire. >Yuan Yang: Yuan Yang Quan, or Mandarin Duck Fist, is aa art rarely seen outside of China and as such, information is scarce. Although there is little available material on the Mandarin Duck style as a whole, there are a number of references to the kicking methods it employs. A number of other Chinese styles adopted "Mandarin Duck Legs" of this style as they were reputed to be very effective. >Daggers: By flash freezing water vapor, Frost can form intricate solid objects. She doesn't have the same subtle control and mastery over her ice powers as Sub-Zero does, so she chooses to use the simple deadliness of the Double Daggers. Armed with these blades of ice, Frost can slice an opponent to ribbons. When a kombatant feels the burn of a cut from one of Frost's daggers, it's not from the rending of their flesh, but from the cold edge of the blade ripping into their muscle. -=-= Jax: -=-= >Muay Thai: Thai kickboxing is one of the oldest martial art forms. Muay Thai's origin along with much of Thai history was lost during the invasion and sacking of the archives by Burmese army. Muay Thai was originally the close quarters combat skills used by the Thai army. During times of peace, memberso fthe army were "kept busy" by being encourage to participate in Muay Thai competitions. Later the art grew into a popular sport. Today it's considered a very practical, effective boxing style. It has developed the same sporting interest in many counties today that boxing enjoys in the US. >Judo: Around 1882, Jigoro Kano developed Judo based on Japanese jujutsu with an emphasis on self-defense and sport competition. In Judo, opponents use balance, body weight, with minimal physical effort, to throw or pin each other or hold one another in a lock. Submission holds also play a key role in Judo. One's gi can often be used against them or an opponent as a choke. Judo has become an extremely strategic martial art in recent history and has many practicioners. >Tonfa: The Tonfa was originally the handle of a hand-operated grain mill used on farms. Seen on the belts of police officers across the US, the Tonfa has also been adopted by Police agencies around the world. -=-=-=- Kitana: -=-=-=- >Eagle Claw: The Eagle Claw system of kung fu originated in southern China during the Sung Dynasty. Eagle Claw began as the "108 Fighting Techniques" taught by Ngok Fei. Sometime between 1368 and 1644, a monk named Lai Chin, combined Eagle Claw with Faan Tzi into what was the basis for modern Northern Eagle Claw. >Ba Gua: Ba Gua Zhang, translated to Eight Trigram Palm, is a relatively new Chinese martial art, having been developed in the late 1800's. Dong Hai-Chuan, a Taoist monk of Lung Men Sect, developed Ba Gua Zhang. The circular movements of the art are attributed to the circular chanting meditations done by the Lung Men Sect. Starting in the early 1900's, Ba Gua Zhang has been associated with Hsing-I. Currently, there are five major branches of the style: Cheng, In, Ma, Song, and Lui. >Steel Fans: Also known as "Ogi," Kitana's weapon of choice is the deadly Steel Fan. While many martial arts masters use a single fan, Kitana's prowess is such that she uses one in each hand. They're easily concealable and can be used in their open and closed states. Kitana's fans are tipped with sharpened daggers to add to the deadly finesse with which she wields them. -=-=-=- Raiden: -=-=-=- >Nan Chuan: Nan Chuan is a composite style built from elements of various other southern styles of kung fu. Historically, Southern Chinese tended to be shorter, with shorter limbs. As a result, the martial arts of the south evolved in a way that accommodates their shorter reach. This manifested itself in attacks that are most effective at short to middle range. Nan Chuan contains a greater number and variety of hand techniques, and fewer leg techniques. >Jujutsu: Jujutsu is a term used to refer to unarmed Japanese combat. Historically there are more than 750 documented varieties of Jujutsu. In general, Jujutsu tends to be comprehensive in the sense that they teach hand and foot strikes, throwing, joint-locks and ground fighting. Today Jujutsu is most commonly associated with throws, joint-locks and ground fighting. >Staff: The cudgel (long staff) has existed as a weapon since man first started fighting with hand weapons. -=-=-=-= Reptile: -=-=-=-= >Hung Gar: Hung Gar, namely "Tiger Fist," is the synthesis of Southern Shaolin styles of Chinese kung fu, and is based on the movements of the tiger and the Crane. Hung Hei Goon is believed to have been the original developer of the style. He began openly teaching it about 1813. >Crab: Taught to Reptile by his ancestors, the style imitates the side movements and claw attacks of the crab. >Kirehashi: Much like a typical Broadsword, the Kirehashi has some minor differences that allow it to be used more efficiently by Reptile. Its weight and balance are changed from the sleek and slim blade of Kung Lao, to a more hefty and cruel instrument. Still, it retains a sharp edge with which it can be used to slash an opponent to shreds. -=-=-= Cyrax: -=-=-= >Ninjitsu: Translated as The Art of Stealth, Ninjitsu is a term used to describe all the arts taught to a ninja warrior including armed and unarmed combat, as well as camouflage and espionage. It is still a widely debated subject, but the term ninja has many possible histories. Some think that they were mercenaries who trained in stealth and martial arts and were employed as spies, saboteurs, and assassins. Others counter this argument and state that they were actually samurai warriors who needed to cover their faces to take such drastic action and hide who they really were. Whatever the derivation, ninja has become a word that instills fear and an appreciation for their talent. >Sambo: Sambo is a style of wrestling developed by the Soviets in the early 1930's, originally conveived as a means of unarmed crowd control for the police. The art is a distillation of over 20 folk arts native to the Soviet Union as well as Greco-Roman Wrestling, Judo, Jujutsu and Free Style Wrestling. >Pulse Blade: This weapon is standard issue for the Lin Kuei cyborg Ninjas and is a deadly instrument in and of itself. The Special Forces tech department further modified Cyrax's Light Sword into a Pulse Blade, which now has more power and has become a truly devastating weapon. =-=-=-=-=-=-=-=-=-=- VIII. Modes of Play: -=-=-=-=-=-=-=-=-=-= -=-=-=- Arcade: -=-=-=- "Face opponents across Outworld to defeat the Deadly Alliance." The player faces off against other CPU controlled players at varying difficulty levels, earning kredits to be spent in the Krypt. As you progress through Arcade Mode, you unlock the character's ending. -=-=-=- Versus: -=-=-=- "Play against a friend...........or enemy." This mode is the standard 1 on 1 battle between you and a friend. A new addition to this mode is the gambling aspect. The game allows you to create a profile for yourself. It keeps track of EVERYTHING: how many times you've won/lost, how many kredits you currently own, etc. The kredits you build up on your profile allow the player to gamble them on a fight. For example, my friend and I are playing versus mode. I have 1,000 kredits, and he has 1,500. I can bet him any amount of my kredits against his. If I win the battle then I win his kredits to be spent in the Krypt. This idea is something the fighting game genre has never seen. It is very innovative, and it adds much replay value to the Versus Mode. -=-=-=-=- Practice: -=-=-=-=- "Learn the moves that will make you a master kombatant." The Practice mode is like any other. It allows you to practice your selected fighters special moves and kombos. It also features a hand move list for every fighting style. -=-=-=-=- Konquest: -=-=-=-=- "Travel on a long journey, earning kurrency as you face hundreds of challenges and obstacles." This mode most closely resembles Soul Calibur's Mission Mode, where you are required to overcome certain objectives to earn what is being dubbed as kurrency. There are eight (8) introductory missions. After those are completed, the game allows you to choose a character and go through ten (10) more missions specific to that character. There are 218 Konquest missions for the player to overcome. -=-=-=-=-= The Krypt: -=-=-=-=-= "Buy characters, arenas, and extras with your earned kurrency." This is a shop of sorts. The Krypt is a VERY large room, containing 676 different koffins. Each koffin has a price on the front of it. You can spend your kurrency on these koffins to unlock bonus material in the game. Some of the unlockables are secret characters, additional character costumes, fighting arenas, concept art, character renders, funny snippets of the fighters, like "Kooking with Scorpion," and numerous other goodies. Some of the koffins do not contain anything, so be careful and choose wisely. -=-=-=-=-=-=-=- Player Profile: -=-=-=-=-=-=-=- "Create a Profile. View Profiles. Erase a Profile." This is where you store stats for your characters, including number of battles won and lost, as well as the number of Fatalities you have performed. Profiles can be saved to memory cards (or in the XBox's case, the hard drive) and taken to a friend's house. -=-=-=-= Options: -=-=-=-= "Game settings. Sound Settings. Control Setup." This is where players can toggle with various settings in the game including controller configurations, volume of sound, as well as turn the timer on and off, ect. Game Options: -Difficulty Level: Choose from Novice, Easy, Medium, Hard or Max difficulty depending on your personal skill level. -Rounds to Win: You can decide how many rounds you'll need to win in order to determind the winner of a match. Choose 2 or 3 rounds. -Round Time: Rounds are timed at 60 seconds. You can choose to turn the timer Off completely, or select specific times between 10 and 90 seconds (in increments of 10). -Mini Game: Decide how many matches you'll fight before a Mini Game is available. You can choose to take them out completely by selectin Off or select a specific number between 3 and 10 matches. -Blood Level: You can select the amount of blood spilled during the course of a match. You can also select Max, Low, Medium or turn it Off completely. Sound Options: -Make volume adjustments to Game Music, Environment, Announcer, Effects and Fighter Speech. Controller Options: -The Controller Setup menu allows you to configure the controller the way you like. -=-=-=-= Kontent: -=-=-=-= "View purchased Krypt items, unlocked endings and exclusive videos." This is where all of your unlocked materials will be located. The unlocked materials are separated into categories. They are: Characters- "View Character biographies and costumes purchased in the Krypt." Endings- "View unlocked character endings earned from completing fighters in Arcade mode." Arenas- "See Arena images and stories purchased in the Krypt." Koncept Art- "View sketches, renders and videos you've purchased in the Krypt." Extras- "View team photos and other items purchased in the Krypt." They also have the Adema music video, "Immortal" here for viewing, as well as a History of Mortal Kombat package, along with various developer interviews, including one with the man himself, Ed Boon. >>>>>>>>>>> Mini Games: <<<<<<<<<<< -=-=-=-=-=-=-=-= Test Your Might: -=-=-=-=-=-=-=-= As many of you probably remember, the original Mortal Kombat featured a mini-game aptly title, "Test Your Might." The "game" happened before a match was to begin, and the point was to mash the buttons as fast as possible to raise a green meter on the left side of the screen. After the meter passed a pre-designated marker, the player would have to hit the Block button in order for their fighter to attempt to break the item. The items consisted of basic wood, stone, ruby, and all the way up to diamond. It was a very fun little diversion from the main game. Test Your Might makes a very welcomed addition to Mortal Kombat: Deadly Alliance. The main concept is still intact; one has to break a certain item in a given time by mashing buttons wildly. There are about 7 or 8 different items to break in this new iteration. They range from bamboo all the way up to diamond again. There is not really much to say other than the fact you have to again mash buttons wildly to raise the meter past the pre-designated spot and hit the Block button to break the item. If you were to stop mashing buttons, the meter will suddenly drop, and you will have to regain its momentum back up to the marker needed to break the item. Test Your Might rewards the player with Onyx and Platinum Koins to be spent in the Krypt. Remember, Onyx and Platinum Koins are the hardest to obtain because you only receive them from Test Your Might/Sight. -=-=-=-=-=-=-=-= Test Your Sight: -=-=-=-=-=-=-=-= Test Your Sight is a new addition to the Mortal Kombat franchise. The basic premise is that of a "which nutshell is the quarter under" type game. You initially start off with 3 "cups." As the difficulty rises, you are presented with more possible "cups" the symbol can be hidden under. Before the action begins, the game shows you a Mortal Kombat Dragon symbol, and crossbone symbols. There is only one Mortal Kombat Dragon symbol. That is the one you need to pay attention to. The symbols then disappear under their cups. They then begin to move around the table in a rather unorthodox motion so as to throw your eyes off the one containing the MK Dragon symbol. They eventually stop, and you have to guess which one it is under. If you guess correctly, you receive Onyx or Platinum Koins to be spent in the Krypt. -=-=-=-=-=-=-=-=-=-=-=-= IX. Arena Descriptions -=-=-=-=-=-=-=-=-=-=-=-= *NOTE* The arenas listed here are from the official website of MK:DA, and from the Kontent mode section under "Arenas." There are nine on the website, but there are definitely more to be seen. The nine featured on the website are the starting arenas. The rest of the arenas must be unlocked in the Krypt. All the arenas are accompanied by a "story" of sorts explaining what the levels are all about. *NOTE* >>>>>>>>>> Acid Bath: <<<<<<<<<< "Having regained Shao Kahn's favor, Shang Tsung was allowed to freely roam the Outworld. As a base of operations, he constructed a small dwelling. In the center of the dwelling lays a courtyard surrounded by acid where he would defeat and consume the souls of his captive enemies." "This place of sacrifice is where Shang Tsung once resided. Tournaments were held here and the loser would be sprayed by the four Acid Buddhas surrounding the ring." Arena Description: <<<<<<<<<<<<<<<<<< This arena features a courtyard with a circular platform in the middle surround by four "Buddha" statues with acid flowing in their stomachs. They can actually "throw-up" the acid at you during the matches, causing your character damage. The circular platform is surrounded by a "moat" of acid. The sun is setting in the background, with a Shaolin Temple and random pillars adorning the countryside. Two massive doors on either side of the platform are apparently the way into this arena. The doors belong to another massive temple with ancient carvings and lights in the front. >>>>>>>>>>>>>>> Wu Shi Academy: <<<<<<<<<<<<<<< "Suspended above a symbolic abyss, warriors hone their martial art skill on this stretched canvas arena. "Five Masters" Academy has trained many of Outworld's heroes." "Wu Shi Academy. Five great masters founded the school dedicated to fighting the forces of evil. The center practice area is used to evaluate tests as the teachers watch from the tower." Arena Description: <<<<<<<<<<<<<<<<<< Five massive Shaolin Monk statues, each holding a very thick rope, are stretching a large canvas featuring the Mortal Kombat Dragon symbol in the middle. There is a body of water under the stretched canvas. In the background is the actual "Five Masters" Academy with Asian symbol flags on the sides, and many monks wandering around outside. >>>>>>>>>>>>>> Kuatan Palace: <<<<<<<<<<<<<< "Matters of great importance to the Shokan Race are brought before the pillars of Ancient Heroes in Goro's throne room." "The Throne room of Kuatan Palace is decorated with the heads of ancient great rulers of the Shokan race. Prince Goro ruled here as one of the most feared half human, half dragon Shokan warriors." Arena Description: <<<<<<<<<<<<<<<<<< Apparently another underground level. A walkway with a red carpeting extends to another circular platform surrounded by lava on all sides, featuring the Mortal Kombat Dragon symbol in the middle once again. In front of the fighting area is a throne with a ying yang symbol above it overlooking the outside of the palace. On the walls are two huge draperies also featuring ying yang symbols. There are six pillars, each featuring a different member of Goro's Shokan race. One has a scar similar to Sub-Zero's, and an eye patch. >>>>>>>>>>> Drum Arena: <<<<<<<<<<< "The cliff people of Makeba hold their trials here. The giant drummers beat their drums as the fighters beat each other up. It is said that in the event of a tie, Konga, the biggest drummer, will challenge both of the warriors." Arena Description: <<<<<<<<<<<<<<<<<< The arena is a vast desert plain. They fight along a mountaintop overlooking an endless abyss. There are temples along the sides of the fighting arena with many, many monks walking and watching as the fight progresses. There are also gongs with the Mortal Kombat Dragon symbol adorning their faces being beat by drummers. There is also one very big drummer, apparently Konga, beating the biggest drum in the background. >>>>>>>>>>>>>>>> Lin Kuei Temple: <<<<<<<<<<<<<<<< The Lin Kuei Temple has no attached story currently. Arena Description: <<<<<<<<<<<<<<<<<< The Ling Kuei Temple is basically a frozen pond/lake. There are around four or five massive ice pillars which can be shattered as the fight rages on. The Temple is surrounded by other "frozen" buildings along with a green portal swirling out of one of the walls. Snow contiues to fall throughout the entire match without remorse. A bridge leads over a frozen river to one of the temples. There is a MASSIVE waterfall in the background along with some smaller ones to the side of it. >>>>>>>>>>>>>>>> Lung Hai Temple: <<<<<<<<<<<<<<<< The Lung Hai Temple has no attached story currently. Arena Description: <<<<<<<<<<<<<<<<<< The Lung Hai Temple is a massive wooden platform floating in an enclosed body of water. There are four "oarers" who continued to paddle the "Temple" to who knows where. There are numerous walkways surrounding Lung Hai along with water shooting out of massive stone pillars with the Mortal Kombat Dragon symbol adorning them. >>>>>>>>>>>>>> The Lost Tomb: <<<<<<<<<<<<<< "The Lost Tomb is located in the Golden Desert inside a pyramid near the Sarna Ruins. The entrance was buried for thousands of years until a great earthquake created an opening. The Dragon King's army was entombed here until his second coming. An unknown keeper maintains the tomb and its portal. This pyramid was once thought to be a solid structure." Arena Description: <<<<<<<<<<<<<<<<<< This arena is essentially a giant pyramid. On the fighting floor are four Buddha statues, that can be shattered during the heat of battle. On one side of the arena, one can see the hole the earthquake created. In the middle of the arena toward the back, is a giant circle like portal with a green mist swirling inside it, with stairs leading up to it, and two massive pillars on either side. The Dragon King's army watches on, surrounding the entire fighting arena. >>>>>>>>>>> The Portal: <<<<<<<<<<< "The Portal lies hidden in a blanket of fog. Only a few know of the location, and fewer know how to use the power of the Portal Sphere. The Portal is a gate to The Realms." Arena Description: <<<<<<<<<<<<<<<<<< The Portal is surrounded on all sides by a body of water. Shang Tsung's Nethership floats nearby. The Portal is surrounded by massive stone structures, that resemble pillars that flow all around the arena. The sky is a dark purplish/pink and lightning flashes every couple of seconds. There are floating stone heads in the middle of the arean, as well as a clear orb placed directly over the middle of the arena. >>>>>>>>>>>>>>>>>>>> Quan Chi's Fortress: <<<<<<<<<<<<<<<<<<<< "The interior of Quan Chi's stronghold (upper level) is based on the phrase "omnipotence is at the boundary between opposites." It features the fighting arena on the right and Quan Chi's inner sanctum in "centerfield." The inner sanctum is a place, protected by magical runes, where Quan Chi leaves his body as he astroplanes to other spheres of existence." Arena Description: <<<<<<<<<<<<<<<<<< You fight along a massive walkway extending up from the bottemless depth of Chi's fortress. Along the walls are massive stone pillars coming up from the darkness of below. There is a circular platform to fight on, and "waterfalls" that jut out of some of the walls. There is a massive "window" behind the circular fighting arena that overlooks the outside of the fortress. Quan Chi's fortress does not seem to have a roof, as one can see the darkened clouds overhead. >>>>>>>>>>>>>>>>>>>>> Shang Tsung's Palace: <<<<<<<<<<<<<<<<<<<<< "Recently built by Li Mei's people under the threat of death, Shang Tsung's Palace is not only the base of operations for the Deadly Alliance, but it also serves as the new location for housing the Dragon King's mummified army." "In return for reviving the mummified army of the Dragon King, Quan Chi unlocked the ancient portal to The Heavens for Shang Tsung. The result is a green swirl of tortured souls. Shang Tsung will now have access to an unlimited number of souls to sustain his life force forever." Arena Description: <<<<<<<<<<<<<<<<<< The fighting arena is a circular area in the middle of the main palace floor. The Soul "Soulnado" is twisting and twirling in the background as the faces of lost souls contort in agony as they swirl helplessly with the hundreds of thousands of trapped souls. There is a set of two massive snake staircases on either side the Soulnado. There are massive pillars going down the huge walkway leading to the fighting arena. As the fight progresses, souls are seen flying all the way down the walkway and into the Soulnado from afar. *NOTE* The following arenas featured in Mortal Kombat: Deadly Alliance are locked away in the Krypt. They must be unlocked before one can access them in the VS Mode or engage in kombat withing their confines. *NOTE* >>>>>>>>>>>> Lava Shrine: <<<<<<<<<<<< *The Lava Shrine becomes playable only after unlocking koffin "II" costing 1,843 Gold Koins.* "In this hidden underground shrine, holy men incubate the egg of the last Great Dragon. Legend tells that upon its return, the Dragon King will rule Outworld once more." "The Last Dragon Egg incubates in an underground Lava Shrine. A secret group of priests cares for and protects the egg, waiting for it to hatch." Arena Description: <<<<<<<<<<<<<<<<<< This level is situated in an underground lair with two massive statues of demon heads with huge ears spilling lava out of their mouths. The fighting plain features hundreds of cobblestone blocks together surrounded entirely by lava, with a huge dragon egg atop a shrine, with dragon wings on either side of the gigantic egg. >>>>>>>>>>> Nethership: <<<<<<<<<<< *The Nethership becomes playable only after unlocking koffin "DS" costing 1,472 Ruby Koins.* "Ages ago, Shang Tsung used this transport to cross the Lost Sea to the Celestial Portal of Outworld. It was also used to bring warriors from the mainland to Shang Tsung's island fortress. In ancient times, vessels like these were referred to as ghost ships." "This vessel is mainly used a a crago ship for Shang Tsung to transport the Dragon King's Army from the Lost Tomb to his palace. At times, Shang Tsung will carry prisoners in the ship's cages, further torturing their souls as they await their executions." Arena Description: <<<<<<<<<<<<<<<<<< This arena is quite simply a massive sail boat, with two enormous sails jutting out on either side of the ship. It has a dragon head on the mast jutting out over the water, and a huge cabin/deckhouse at the back of it. Puddles of water litter the boat as two warriors fight to the death. Massive waves cascade over the sides of the boat as it makes it deadly journey to Shang Tsung's Palace. >>>>>>>>>>>>>>>> House of Pekara: <<<<<<<<<<<<<<<< *The House of Pekara becomes playable only after unlocking koffin "HP" costing 2,093 Onyx Koins.* "The House of Pekara was a place of worship built upon a tomb of ancient warrior kings. It was in the labyrinth below this structure that Shang Tsung fooled Kenshi into releasing the souls of the kings." Arena Description: <<<<<<<<<<<<<<<<<< The House of Pekara resembles a massive church/steeple. It is enclosed with Gothic looking architecture and a huge stained glass window in the front of the arena featuring the Mortal Kombat Dragon symbol prominently in the center. There are statues littering this place, as well as ghosts of long dead kings that rise up and out of the ground as you fight. A massive hail storm is occurring inside this place as well. As you fight, hail drops in from the ceiling in a very violent manner. >>>>>>>>>>>>>>> Palace Grounds: <<<<<<<<<<<<<<< *The Palace Grounds becomes playable only after unlocking koffin "KR" costing 4,222 Sapphire Koins.* "Recently built by Li Mei's people under threat of death, Shang Tsung's palace is not only the base of operations for the Deadly Alliance, but it also serves as teh new location for housing the Dragon King's mummified army." Arena Description: <<<<<<<<<<<<<<<<<< The Palace Grounds extend from a mountain leading up to Tsung's almighty Palace. There is a massive bridge jutting out from the mountain, with a huge walkway leading to the entrance. The entrance greets you with two massive dragon statues on either side of a massive set of stairs. The Soulnado swirls through the top of this massive palace reaching to the sky. Souls fly toward the screen and into the Soulnado as the fight rages on outside of Shang Tsung's Palace. >>>>>>>>>>>> Sarna Ruins: <<<<<<<<<<<< *The Sarna Ruins becomes playable only after unlocking koffin "PW" costing 2,006 Sapphire Koins.* "The Sarna Ruins were located just outside of the pyramid of the Dragon King. After the king's death, it was hoped taht the last dragon egg could be incubated here. But with growing instability in the land, the Dragon King's holy men were forced to hide the egg in an underground molten cavern far from this location." Arena Description: <<<<<<<<<<<<<<<<<< The Sarna Ruins are located in the desert pretty much. Tornadoes swirl around in the background as the fighter's fight. They start small and graduall pick up speed and size. There is also a pyramid in the background, leading to the entrance of the Lost Tomb arena. The massive stone structures surrounding the Sarna Ruins are adorned with MK Dragon symbols. Dust and sand flow freely as the match progresses. >>>>>>>>>> Dragonfly: <<<<<<<<<< *The Dragonfly becomes playable only after unlocking koffin "WT" costing 1,400 Jade Koins.* "The Dragonfly is the fastest form of transportation across the vast expanses of Outworld, aside from sorcery. There are many of these flying transports, each with its own set of destinations." "The Dragonfly transport is the fastest mode of transportation in Outworld next to an actual dragon or celestial teleportation." Arena Description: <<<<<<<<<<<<<<<<<< The Dragonfly is a massive wooden flying mode of transportation. An enormous dragon head adorns the front of this "plane." It has two wings on either side of it, and a huge circular center platform where the fight takes place. There are also two flaps for wings located in the back of the Dragonfly. It is very windy atop the Dragonfly, and one can hear the creaks and groans of the wood as they progress toward their destination. >>>>>>>>>>>>>>> Mocloch's Lair: <<<<<<<<<<<<<<< *Moloch's Lair becomes playable only after unlocking koffin "ZD" costing 98 Ruby Koins.* "Located deep below Shang Tsung's Palace this lair serves as a place of torment. Moloch the Oni destroyer consumes the flesh of mortals in this sancuary of death." Arena Description: <<<<<<<<<<<<<<<<<< Moloch's Lair is a underground arena that is circular in nature. Four massive stone pillars litter the ground. A door is apparently the only entrance, which features an MK Dragon symbol above it. In the back of the arena, a massive fire rages on, covered by a gate with another enormous Mortal Kombat Dragon symbol in the center. Torches litter the walls, and there is a huge gaping hold in the ceiling from which light pours through. *As one can tell, Mortal Kombat: Deadly Alliance's arenas are very detailed with rich backstory's accompanying each. I just hope all of you enjoy to kombat your opponent's in them as much as I do, if not just to admire the detail that went into every aspect of their creation.* -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- X. Individual Character Stories/Stats and Moves/Fatalities -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Character Select Screen has a new setup, not seen in the series, and looks great. It is 3x7, with the character portraits situated in the middle of the screen. When you highlight another character, his/her 3-D render is displayed to the left or right, depending on if your are player 1 or 2. In single player, when a character is highlighted, his/her profile is displayed. The characters from left to right are: Shang Tsung - Bo Rai Cho - Quan Chi Li Mei - Scorpion - Sonya Blind Kenshi - Mavado - Johhny Cage Sub-Zero - Kano - Kung Lao Nitara - Drahmin - Hsu Hao Frost - Jax - Kitana Raiden - Reptile - Cyrax I will list each character's Special Moves, their two hand- to-hand fighting style move sets, and their weapon move list. Regular kombos will also be contained in this section, with the more advanced kombos located in the actual "Kombos" section of this FAQ. I will have the characters' stats, story, endings, and Fatalities with very good detail in this section as well. -=-=-=-=-=-=-=-=-=-=-= Performing a Fatality: -=-=-=-=-=-=-=-=-=-=-= At the end of a best 2 out of 3 round match, you will hear the announer scream: "Finish Him!" This means that it is time for a Fatality. You can hit the CS Button to swtich to the Fatality style, or you can input the command without the Fatality style locked in. Input the given button commands to perform the desired Fatality. Most, if not all, of the Fatalities featured in this game DO NOT require your character to be a certain distance from you fallen opponent. Just make sure you are not right up next to them, so as to not accidentally hit them while trying to perform a Fatality. Enjoy the gruesome ways Midway has come up with to further brutalize the human body. Watch the blood and bones fly. Fatality! =-=-=-=-=-=- Shang Tsung: =-=-=-=-=-=- Stats: Status: Sorcerer Alignment: Evil Weight: 200 lbs. Height: 5'11" Styles: Snake and Crane Weapon: Straight Sword Difficulty: 3 >Snake Special Attack: Escape - Shang Tsung performs an acrobatic Backflip to create distance between him and his opponent. >Crane Special Attack: Reversal - Shang Tsung grabs his attacking opponent's arm or leg, and leaves them vulnerable for an attack. >Straight Sword Special Attack: Impale - Shang Tsung thrusts his sword straight into his opponent's stomach and watches them bleed. >Throw Description: Shang Tsung very quickly jumps onto his opponent's head and comes crashing down on it smashing them to the ground. Description: He has much longer dark brown hair, with a flowing goatee. He is dressed in a long red robe with gold trim, that flows behind him gracefully. Gold tassles come off the sleeves of his robe. He wears red gloves, and whitish/silverish boots. Alternate Costume: Shang Tsung's alternate costume resembles his attire from Mortal Kombat II. He wears a red vest with no shirt underneath. His hair is also tied behind his head in a ponytail. He has an oriental hat on his head. He wears no gloves, and has gold wristbands on. A light colored belt, and red pants, with oriental symbols adorning the front and back round his costume out. (Shang Tsung's alternate costume is in koffin "ML" and costs 1,170 Gold Koins). Story: The sorcerer Shang Tsung was imprisoned in the depths of Shao Kahn's fortress, punished for failing to win the Mortal Kombat tournament in Earthrealm. Periodically he was released to perform tasks for the emperor, until he eventually regained Shao Kahn's favor and was given his freedom. He remained in Outworld risking his life to drain the souls of kombatants in order to sustain his youth. All this changed the day the sorcerer Quan Chi returned from the Netherrealm. =-=-=-=-=-==-=-= Snake Move List: =-=-=-=-=-==-=-= >Bai She Tu Xin: 1 >Cross Fang: Back - 1 >Low Palm: Down - 1 >Viper Strike: 2 >Gut Buster: Back - 2 >Twin Fang: Down - 2 >Qing She Chu Dong: Up - 2 >High Snap Kick: 3 >Twin Cobra: Down - 3 >Mid Kick: 4 >Quick Bite: Down - 4 >Eagle Pecking: Back - 4 >Back Flip: Special Move (SM) >Throw: Toward - SM Kombo Chains: >Spiritual Snake Tail: 2 - 3 >Blinding Strike: 2 - Back - 1 >Soul Catcher: 2 - Back - 4 >Serpent Touch: 4 - Back - 2 >Thrusting Fang: 1 - 1 - 1 >Rattle Snake: 1 - 1 - 3 >Hissing Strikes: 1 - 1 - 2 - 3 >Cold Blooded: 1 - 1 - 2 - SM >Poisonous Snake: 1 - 1 - 2 - 2 >Lethal Venom: 1 - 1 - 2 - Back - 4 >Snake Eyes: 1 - 1 - 2 - Back - 1 >Cobra Revenge: 1 - 1 - 4 - Back - 2 =-=-=-=-=-=-=-=- Crane Move List: =-=-=-=-=-=-=-=- >Chin Punch: 1 >Crane Neck: Down - 1 >Crane Wing: 2 >Strong Knee: Back - 2 >Back Fist: Down - 2 >Flapping Wing: 3 >Hop Sidekick: Back - 3 >Low Peck: Down - 3 >Spinning Sidekick: 4 >Spinning Crane Kick: Up - 4 >Sweeping Crane: Down - 4 >Reversal: SM >Throw: Toward - SM Kombo Chains: >Crazy Wings: 3 - 3 - 2 >3-Hit Wings: 3 - 3 - 3 >Sidewinder: 3 - 3 - 4 >Triple Chin Punch: 1 - 1 - 1 >Death Bed: 1 - 1 - 1 - Change Style (CS) >Raging Beak: 1 - 1 - 1 - Up - 4 >Final Withdrawal: 3 - 3 - 3 - 1 - 1 - 1 - CS >Hunt Down: 3 - 3 - 3 - 1 - 1 - 1 - Up - 4 =-=-=-=-=-=-=-=-=-=-=-=-= Straight Sword Move List: =-=-=-=-=-=-=-=-=-=-=-=-= >Front Swipe: 1 >Lifting Swing: Up - 1 >Shin Slash: Down - 1 >Rising Slice: 2 >Lunge: Toward - 2 >Low 2-Hit Swipe: Down - 2 >Back Hand Lunge: Up - 2 >Foot Sword: 3 >Cross Strike: Back - 3 >Chest Slice: Down - 3 >Spinning Slice: 4 >Low Stab: Back - 4 >Sweeping Strike: Down - 4 >Impale: SM Kombo Chains: >Deadly Blade: 1 - 1 >Ancient Strike: 4 - 2 >Soul Sucker: Toward - 2 - 1 >Pain: 3 - Back - 3 >Master's Edge: 4 - 2 - 3 - Back - 3 =-=-=-=-=-=-=-=-=-= Special Moves List: =-=-=-=-=-=-=-=-=-= > 3-D Fire: (Far) Back - Toward - 1 > 3-D Fire: (Close) Toward - Back - 1 > Straight Fire: Down - Back - 1 > Soul Steal: Down - Back - 3 Fatality: Up - Down - Up - Down - 2 Description: Shang Tsung emits a green energy beam from his hand that "strikes" his opponent. With the beam still being emmited, Shang then brings his hand in the air and down again, levitating his fallen opponent and then smashing them to the ground, leaving a huge puddle of blood, and "bloody popcorn." Shang does this two more times, and proceeds to jump on top of his fallen opponent's corpse releasing a green mist from the opponent. Shang then raises his arms in triumph as 5 or 6 "souls" escape from the fallen cadaver and are absorbed into Shang Tsung's body. Ending: The Deadly Alliance was successful in reviving the mummified remains of the Dragon King's undefeatable army. Shang Tsung, however, began to realize that his relavance in the partnership had evaporated once his talents for soul transplantation were no longer needed. The balance of power within the Deadly Alliance had seemingly been undone. Fearing betrayal, he secretly instructed Kano to steal Quan Chi's amulet in an attempt to gain control of the army. Since part of the soul-transfer spell included the command to obey 'He who possesses the amulet,' the army would obey only Shang Tsung, and not Quan Chi, once the amulet was in his possession. Amulet in hand, Shang Tsung revealed his betrayal to Quan Chi, and commanded the army to destroy the sorcerer. Shang Tsung would succeed where others had failed. He would conquer the realms. He would conquer Earth. =-=-=-=-=-=- Bo' Rai Cho: =-=-=-=-=-=- Stats: Status: Trainer Alignment: Good Weight: 375 lbs. Height: 5'11" Styles: Drunken Fist and Mi Zong Weapon: Jojutsu Difficulty: 3 >Drunken Fist Special Attack: Taunt - Bo' Rai Cho raises one leg, and crashes it to the ground creating a shock wave of sorts thus boosting his energy. >Mi Zong Special Attack: Shove - Bo ' Rai Cho approaches his opponents and Shoves them causing them to become disoriented and open for attack. >Jojutsu Special Attack: Sidestep Swing - Bo' Rai Cho sidesteps 3D style, and comes back swinging his Jo as hard as he can, sending his opponent flying. >Throw Description: Bo' Rai Cho runs at his opponent, and smashed them into the ground, belly flopping them as he gets back to his feet. Description: Bo' Rai Cho is an overweight fighter, with a "sack" of alcohol strapped to his back. He is in very baggy clothes, and staggers around aimlessly. He has long gray hair pulled back in a ponytail, and a fat face. Alternate Costume: Bo' Rai Cho wears a vest with a thick strap going around his chest. He also has spiked arm braces on his wrists. On his back, is his "sack" of alcohol. He has his hair tied back in a ponytail, and his gut hangs out of the vest. He wears baggy red and gold pants, with thick brown boots. (Bo' Rai Cho's alternate costume is in koffin "PH" and costs 1,200 Onyx Koins). Story: During the years that Shang Tsung sponsored the Mortal Kombat tournaments on Earth, The Outworld master Bo' Rai Cho was secretly training warriors for competition. It was even speculated that it was he who brought the fighting style of Drunken Boxing to Earthrealm. After many years, he finally discovered the Shaolin monk Liu Kang and taught him the martial arts moves he needed to defeat Shang Tsung. Later, with the tournament securely in the hands of the Shaolin, his teachings were no longer needed and he returned to Outworld. =-=-=-=-=-=-=-=-=-=-=-= Drunken Fist Move List: =-=-=-=-=-=-=-=-=-=-=-= >Spinning Backfist: 1 >Cross Strike: Back - 1 >Serving Fist: Down - 1 >Drinking Punch: 2 >Twisting Flask: Down - 2 >Battle Punches: Up - 2 >Lazy Leg: 3 >Sweep Kick: Back - 3 >Drinking Wine: Down - 3 >Drunken Leg: 4 >Spinning Kick: Back - 4 >Monkey Kick: Down - 4 >Taunt: SM >Throw: Toward - SM Kombo Chains: >Kreepy and Jugs: 3 - 2 >Twist of Lime: 1 - 1 - 1 >Crushing Grapes: 3 - 3 - 3 >Staggering Steps: 2 - 3 - 2 - 2 >Zero Tolerance: 3 - 3 - 2 - 2 >On the Rocks: 2 - 2 - 1 - 1 - 1 >Bottoms Up: 2 - 2 - 1 - 1 - CS - 2 - CS >Last Call: 2 - 2 - 1 - 1 - CS - 2 - Back - 4 >Drunken Fury: 2 - 2 - 1 - 1 - CS - 2 - Up - 4 =-=-=-=-=-=-=-=-=- Mi Zong Move List: =-=-=-=-=-=-=-=-=- >Hook Fist: 1 >Low Strike: Down - 1 >Staight Punch: 2 >Low Knife Hand: Down - 2 >Roundhouse: 3 >Sweep Kick: Back - 3 >Tripping Sweep: Down - 3 >Side Kick: 4 >Step Kick: Down - 4 >Lift Kick: Back - 4 >Smashing Kick: Up - 4 >Shove: SM >Throw: Toward - SM Kombo Chains: >Critical Strike: 2 - 2 - CS >Lost Track: 2 - 2 - Up - 4 >Iron Broom: 2 - 2 - Back - 4 =-=-=-=-=-=-=-=-=- Jojutsu Move List: =-=-=-=-=-=-=-=-=- >Overhead Strike: 1 >Strong Overhead Strike: Back - 1 >Reverse Low Strike: Down - 1 >Two-Handed Thrust: 2 >Vertical Smash: Back - 2 >Leg Sweep: Doon - 2 >Homerun Swing: 3 >2-Hit Strike: Toward - 3 >Low Foot Poke: Down - 3 >Straight Thrust: Up - 3 >Mid Reverse Strike: 4 >Leg Poke: Back - 4 >High Reverse Strike: Down - 4 >Sidestep Swing: SM Kombo Chains: >Homerun: 2 - 3 >Dancing Stick: 2 - 4 - 1 >Splitting Bamboo: 2 - 4 - Back - 1 >Rolling Wind: 2 - 4 - 4 - Up - 3 =-=-=-=-=-=-=-=-=-= Special Moves List: =-=-=-=-=-=-=-=-=-= > Puke Puddle: Back - Toward - 2 > Flip Flop: Down - Back - 1 > Ground Stomp: Toward - Back - 3 > Belly Bash: Toward - Toward - 4 Fatality: Back - Back - Back - Down - 4 Description: Bo' Rai Cho takes three sumo steps backward from his defeated enemy. He then proceeds to run at his opponent, and jump into the air. He belly flops onto his opponent twice, crushing their body, and bounces back to his feet. Both of his opponent's arms and legs become dismembered, and the opponent is left lying in a puddle of their own blood and "bloody popcorn." Ending: Bo' Rai Cho looked gruff, but beamed inwardly. With their victory over the Deadly Alliance complete, he and Kung Lao had liberated Outworld from its greatest threat. Despite the years that had past since training his last student, his skills had proved useful once more. He was elated, but it would be inappropriate to express such emotions in front of his newest apprentice. Kung Lao invited his master to return to Earthrealm to teach more warriors at the Wu Shi Academy. The success of his apprentice gave him renewed confidence in his training skills and for the first time, a clear purpose in life. Bo' Rai Cho offered only token resistance. He accepted the offer because the defenders of Earthrealm could certainly use his help, but more importantly because Earthrealm's rice wine put Outworld's liquor to shame. =-=-=-=-= Quan Chi: =-=-=-=-= Stats: Status: Sorcerer Alignment: Evil Weight: 210 lbs. Height: 6'7" Styles: Tang Soo Do and Escrima Weapon: Broadswords Difficulty: 4 >Tang Soo Do Special Attack: Reversal - Quan Chi has the ability to grab an attacking opponent's arm or leg, leaving them open for a high hitting combo. >Escrima Special Attack: Neijin - Quan Chi has the ability to Power-Up his character allowing him to inflict more damage per hit. >Broadswords Special Attack: Sidestep Swing - This Special Attack isn't so much a Sidestep Swing as it is a sideswipe sword attack. Chi uses his wrist to flick the side of his sword at his opponent's head sending them flying. >Throw Description: Quan Chi pounces onto his opponent's kness, and proceeds to clasp both hands together and bash his opponent's head 4 times. Description: Quan Chi looks very much like he did in Mortal Kombat 4/Gold. He now has many tatoos on the top of his head. He has a strap going across his chest, and he wears the Amulet on his belt, like a belt buckle. He has thick boots, and a piece of cloth flowing in front and behind him. Alternate Costume: Quan Chi's alternate costume is a replice of the one he wore in Mortal Kombat 4. It is dark blue, with spikes running down the shoulders of it. His pants are also a dark blue/black. Instead of wearing the amulet like a belt buckle, Chi wears it in the middle of his chest. His boots are the same as his regular costume. (Quan Chi's alternate costume is in koffin "AA" and costs 1,556 Gold Koins). Story: Stranded in the Netherealm, Quan Chi was persistently tormented by the ninja spectre Scorpion. But with assistance from Moloch and Drahmin, Quan Chi discovered the truth about the amulet he had stolen from the fallen Elder God Shinnok. An ancient Rune Stone bearing the likeness of his amulet revealed new information that would enable Quan Chi to traverse the realms through a network of ancient gateways. Narrowly evading Scorpion's wrath, he escaped the Netherealm through one of these gateways and emerged in an ancient tomb in Outworld. =-=-=-=-=-=-=-=-=-=-=- Tang Soo Do Move List: =-=-=-=-=--=-=-=-=-=-= >Open Palm: 1 >Knee Chop: Down - 1 >Downward Elbow: Back - 1 >Forward Open Palm: 2 >Low Spearhead: Down - 2 >Front Ball Kick: 3 >Low Parallel Punch: Down - 3 >Inside Crescent Kick: Toward - 3 >Spinning Sidekick: Back - 3 >Sweeping Knife Hook: 4 >Low Foot Strike: Down - 4 >One Knuckle Fist Punch: Back - 4 >Reversal: SM >Throw: Toward - SM Kombo Chains: >Face Breaker: 2 - 2 >Path Maker: 3 - 3 >Nightfall: Back - 1 - 4 >Rushing Palm: 1 - 1 - 1 >Running Stream: 2 - 3 - 4 >Walking Dead: Back - 1 - 3 - 3 >Strong Wind: 1 - 1 - 2 - 2 >Internal Power: 1 - 1 - 3 - 3 >Green Mountain: 1 - 1 - 2 - 3 - 4 >Pain Killer: 1 - 1 - 2 - 3 - CS - 4 - CS =-=-=-=-=--=-=-=-= Escrima Move List: =-=-=-=-=--=-=-=-= >Pinasaka: 1 >Pintok: Down - 1 >Lightning Strike: Back - 1 >Backhand Strike: 2 >Planchada: Down - 2 >Chest Strike: 3 >Piercing Elbow: Down - 3 >Deadly Palm: Back - 3 >Rising Knee Strike: 4 >Straight Fist: Toward - 4 >Cutting Elbow: Down - 4 >Neijin: SM >Throw: Toward - SM Kombo Chains: >Double Pinasaka: 1 - 1 >Hit and Run: 3 - 1 - 1 >Rushing Knee: 4 - 4 - CS >Slitting Hand: 3 - 1 - Toward - 4 >Ice Pick: 2 - 4 - 4 - CS >De Cadena: 3 - 1 - Back - 1 =-=-=-=-=--=-=-=-=-=-= Broadswords Move List: =-=-=-=-=--=-=-=-=-=-= >Piercing Thrust: 1 >Double Edged Blow: Down - 1 >Decieving Strike: 2 >Dual Blade Swing: Back - 2 >Winged Strike: Down - 2 >2-Hit Strike: 3 >Half Moon Slice: Down - 3 >Dual Side Slash: 4 >Circular Slash: Down - 4 >Strong Slice: SM >Doom Blade: 3 - 4 =-=-=-=-=--=-=-=-=- Special Moves List: =-=-=-=-=--=-=-=-=- > Skull Fireball: Down - Back - 1 > Rising Star: Back - Down - 4 Fatality: Back - Back - Toward - Back - 3 Description: Quan Chi pounces onto his opponent's shoulders. Using his legs as leverage, he proceeds to pull up on his opponent's neck. When the neck is extended about 5 feet in the air, Quan Chi hops off their shoulders. The opponent stumbles around for a bit with the elongated neck, falling face-first to the ground seconds later. Ending: The Deadly Alliance was successful in reviving the mummified remains of the Dragon King's undefeatable army. It would appear that nothing could stand in the way of Shang Tsung and Quan Chi as they began their domination of the realms. For Shang Tsung however, Quan Chi had no further need for the partnership. Once Shang Tsung had finally revived the last of the mummified warriors, Quan Chi closed the portal to the heavens, and effectively shut off Shang Tsung's endless supply of souls. Quan Chi then instructed Kano to assassinate Shang Tsung in a surprise weapon attack. With their captor cut wide open, the thousands of souls Shang Tsung had consumed in the past, spewed forth and swirled around the room. Quan Chi came to the realization that if Kano could so easily turn on Shang Tsung, he could easily turn on Quan Chi himself. Quan Chi used his sorcerey to drain the life from Kano and left his body where it fell. Immediately, one of the lingering souls shot into Kano's body. To Quan Chi's surprise the man standing before him was no longer the Black Dragon thug known as Kano. Kano's body now contained the soul of the Shaolin Monk know as Liu Kang. =-=-=-= Li Mei: =-=-=-= Stats: Status: Student Alignment: Good Weight: 120 lbs. Height: 5'8: Styles: Baji Quan and Lui He Ba Fa Weapon: Sais Difficulty: 3 >Baji Quan Special Attack: Taunt - Li Mei waves her hands and legs in an intimidating manner all the while gaining some lost health for performing her Taunt. >Lui He Ba Fa Special Attack: Shove - Li Mei has the ability to Shove a blocking opponent leaving them vulnerable and open for attack. >Sai Special Attack: Imaple - Li Mei brings her Sai back and violently stabs them into her opponent's thighs. >Throw Descrption: Li Mei brings her foot into her opponent's crotch and proceeds to lift them over her head and onto her other side. Description: Li Mei has a very open pink and purple shirt. Along with matching silky pants, with oriental designs flowing down the sides, with a very thin silky belt. She wears sandals and is very quick. Alternate Costume: Li Mei is very scantily clad wearing a reddish/pink sports bra, that zips up the middle. She has a chain that hangs on her chest. She wears see-thru stocking, and high, thick, dark boots. Around the bottom of her outfit, hang dark tassles. (Li Mei's alternate costume is in koffin "KX" and costs 1,406 Sapphire Koins). Story: The Deadly Alliance commanded Kano and his troops to force a small population of people to construct a palace fortress. One of those enslaved was Li Mei, who rebelled against the invaders and attacked Kano himself. Recognizing the warrior spirit she possessed, the sorcerer Quan Chi offered to free her people if she could win the Deadly Alliance Tournament. If she did not win, however, she would be forced to serve the Alliance and her people would remain slaves forever. Li Mei had no choice but to accept the offer. =-=-=-=-=--=-=-=-=-= Baji Quan Move List: =-=-=-=-=--=-=-=-=-= >Wing Arm: 1 >Low Scooping Arm: Down - 1 >Upward Palm Strike: Toward - 1 >Thrusting Fingers: 2 >Scooping Arm: Down - 2 >Circling Hand Strike: Back - 2 >Scraping Kick: 3 >Low Kick: Down - 3 >Lifting Kick: 4 >Rising Elbow: Down - 4 >Nailing Kick: Back - 4 >Taunt: SM >Throw: Toward - SM Kombo Chains: >Setting Sun: 4 - 4 - 4 >All Natural: 4 - 4 - 4 CS - 4 >Rising Sun: 4 - 4 - CS - Back - 1 >Linked Strength: 4 - 4 - CS- Back - 1 - CS =-=-=-=-=--=-=-=-=-=-=- Lui He Ba Fa Move List: =-=-=-=-=--=-=-=-=-=-=- >Sideward Palm: 1 >Hammer Palm: Back - 1 >Halting Palm: Down - 1 >Heel Palm Strike: Up - 1 >Open Fist Strike: 2 >Low Jab Fist: Down - 2 >Back Kick: 3 >Sweeping Kick: Back - 3 >Back Sweep: Down - 3 >Spinning Elbow: 4 >Lifting Knee: Back - 4 >Low Sideward Palm: Down - 4 >Shove: SM >Throw: Toward - SM Kombo Chains: >Lost Rose: 2 - 4 >Pink Dragon: 3 - 3 >Extreme Fists: 1 - 1 - 1 >Unleashed: 2 - Back - 1 >Explosive Strength: 1 - 1 - Back - 4 >Rejuvenation: 1 - 1 - 2 - 4 >Coiled Dragon: 1 - 1 - 3 - 3 >Golden Path: 1 - 1 - 2 - Back - 1 >Flower Blossom: 1 - 1 - 2 - Back - 1 - CS =-=-=-=-=--=-= Sai Move List: =-=-=-=-=--=-= >Forward Thrust: 1 >Overhead Smash: Back - 1 >Low Swipe: Down - 1 >Gut Stab: 2 >Rising Sai: Up - 2 >Low Thrust: Down - 2 >Foot Spike: 3 >Knee Poke: Down - 3 >Side Swipe: 4 >Sweeping Sai: Back - 4 >Hooking Stab: Down - 4 >Impale: SM =-=-=-=-=--=-=-=-=- Special Moves List: =-=-=-=-=--=-=-=-=- > Flying Fists: Toward - Toward - 2 > Kartwheel: Down - Back - 4 > Klock Kick: Toward - Down - 3 > Sparkler: Down - Back - 1 Fatality: Toward - Toward - Down - Toward - 4 Description: Li Mei readies herself for the Fatality, by doing a little warm up. She then proceeds to kick her opponent in the chest with her left foot. Her foot goes all the way through the opponent's body. She extracts her left leg, as blood pools around her victim. She then sizes up her fallen opponent, as she then superkicks her opponent's head off with her right foot. The decapitated corpse falls to its knees, and then face- first to the ground, with blood shooting from the neck, and pooling. Ending: Li Mei had been promised that her people would be freed from enslavement if she could win the tournament held by the Deadly Alliance. Now that she had emerged victorious, the true purpose behind the tournament was finally revealed to her. Her soul would be the last one Shang Tsung needed to completely revive the Dragon King's lost army. Her people would never be freed and Li mei herself would remain trapped inside the mummified remains of a dead soldier... cursed to serve the Deadly Alliance... forever. =-=-=-=-= Scorpion: =-=-=-=-= Stats: Status: Ninja Spectre Alignment: Neutral Weight: 210 lbs. Height: 6'2" Styles: Hapkido and Pi Gua Weapon: Ninja Sword Difficulty: 1 >Hapkido Special Attack: Taunt - Scorpion stops fighting and does the "Just Bring It" thing with his hand, while screaming "Come here!" >Pi Gua Special Attack: Shove - Scorpion has the ability to Shove a blocking opponent leaving them vulnerable to attack. >Ninja Sword Special Attack: Sidestep Swing - Scorpion has the ability to sidestep an incoming blow, and follow up with a swing so devastating, it knocks the opponent halfway across the screen. >Throw Description: Scorpion jumps onto his opponent's thighs, and with both hands together, bashes his opponent in the face. Description: Scorpion sports a much different look than past games. He now resembles more of a samurai. His ninja mask is the same, only covering his nose and mouth. He wears a gold karate gi, with a skull belt buckle around the waist. He has gold and black thigh and shin guards along with two sword holsters strapped to his back. His spear dangles "harmlessly" at his side. Alternate Costume: Scorpion's alternate costume looks much like his regular costume, except for a few differences. He wears no shirt under his gi, and has two chains crossing his chest. He also has his mask off, revealing his skull. His skull is on fire, and burns the entire match. He also wears bandages around his forearms. (Scorpion's alternate costume is in koffin "UH" and costs 1,660 Jade Koins). Story: The ninja spectre Scorpion had assumed for many years that Sub-Zero killed his family and clan, only to later discover that the true murderer was the sorcerer Quan Chi. After revealing his treachery, Quan Chi then attempted to send Scorpion to the 5th plane of the Netherrealm. Thinking quickly, Scorpion grappled with the sorcerer at the last moment and they were both transported to that forbidden realm. This turn of events boded well for Scorpion as his strength increased the longer he reamained there. Quan Chi's powers, however, proved to be useless against him. =-=-=-=-==-=-=-=-= Hapkido Move List: =-=-=-=-==-=-=-=-= >Back Hand Strike: 1 >Face Strike: Back - 1 >Twisting Fist: Down - 1 >Neck Chop: 2 >Open Palm: Down - 2 >Axe Kick: 3 >Knee Knockdown: Toward - 3 >Hop Sweep: Back - 3 >Back Sweep: Down - 3 >Snap Kick: 4 >Front Sweep: Down - 4 >Backside Kick: Back - 4 >Front Thrust Kick: Up - 4 >Taunt: SM >Throw: Toward - SM Kombo Chains: >Sinking Leaf: Toward - 3 - Back - 3 >Flowing Water: 2 - 2 - 1 >Inner Power: 2 - 2 - 4 >Spectre Blast: 3 - Back - 1 >Lethal Legs: 4 - Back - 4 >Liftoff: 4 - Up - 4 >Burning Soul: 2 - 3 - Up - 4 >Doombringer: 2 - 3 - Back - 1 >Painless: 2 - 2 - CS - 2 - 3 >Undead Rush: 2 - 2 - CS - 2 - 1 >Knightmare: 2 - 2 - CS - 2 - CS - 4 >Darkness: 2 - 2 - CS - 2 - CS - 3 >Infernal: 2 - 2 - CS - 2 - CS - 1 - 1 - 3 =-=-=-=-=-=-=-=-= Pi Gua Move List: =-=-=-=-=-=-=-=-= >Ridge Hand: 1 >Knife Hand Chop: Back - 1 >Low Knife Hand Chop: Down - 1 >Spear Hand Strike: 2 >Wing Chop: Toward - 2 >Spear Hand Sweep: Back - 2 >Chest Strike: Down - 2 >Stepping Heel Kick: 3 >Open Palm Strike: Down - 3 >Low Heel Kick: 4 >Low Knife Hand Strike: Down -4 >Double Knife Hand Chop: Back - 4 >Shove: SM >Throw: Toward - SM Kombo Chains: >Stone Breaker: Back - 1 - 3 >Falling Tree: 2 - 2 - 3 >Rushing Ridge Hand: 2 - 2 - 1 >Nuisance: 2 - 2 - CS - 4 >Deranged: 2 - 2 - CS - 3 >Hell Bound: 2 - 2 - CS - 1 - 1 - 3 =-=-=-=-==-=-=-=-==-=- Ninja Sword Move List: =-=-=-=-==-=-=-=-==-=- >Spinning Slash: 1 >Upward Slash: Down - 1 >Reverse Stab: 2 >Edge Slash: Down - 2 >Rising Slash: 3 >Charging Slash: Toward - 3 >Piercing Blade: Down - 3 >Crescent Blade Strike: 4 >Sweeping Blade: Down - 4 >Sidestep Swing: SM Kombo Chains: >Turning Dragon: 1 - 2 >Rising Dragon: 1 - 3 >Demon Slice: 4 - 3 >Moon Strike: 4 - 4 >Edge of Pain: 4 - 1 - 1 - 3 =-=-=-=-==-=-=-=-= Special Moves List: =-=-=-=-==-=-=-=-= > Spear: Back - Toward - 1 > Summon Hellfire: Down - Back - 2 > Backflip Kick: Toward - Back - 3 Fatality: Back - Back - Down - Back - 4 Description: Scorpion hurls his spear at his opponent's head. The spear lodges itself through their skull. Scorpion proceeds to tug on the spear three times as the spear remains through his opponent's head. He gets fed up with this, and yanks on the rope with all his might. The spear rips the opponent's head off, sending it flying toward Scorpion. The opponent falls face first to the ground, with blood spilling out of their neck. Ending: The hunt for Quan Chi had led Scorpion to the palace of Shang Tsung. Scorpion entered the palace through a hidden passage. As he made his way through the lower levels, he was discovered by the two Oni he had previously encountered while in the Netherealm. Shang Tsung had secretly allied with Moloch and Drahmin as a backup defense against Quan Chi. The two Oni had been hidden in an underground chamber and were periodically fed mortals to keep them satisfied. Scorpion fought well but was overpowered by Moloch and Drahmin. Although the could not consume the ninja spectre, they devised another means for eliminating their foe that would satisfy their cruel nature. The Oni brough Scorpion before the portal to The Heavens that Shang Tsung had tapped as a source of limitless souls. They hurled him into the Soulnado and his hellspawn body was ripped apart by the purity of that realm. =-=-=- Sonya: =-=-=- Stats: Status: Special Forces Operative Alignment: Good Weight: 140 lbs. Height: 5'10" Styles: Kenpo and Tae Kwon Do Weapon: Kali Sticks Difficulty: 1 >Kenpo Special Attack: Neijin - Sonya has the ability to Power-Up and attack her opponent using moves that inflict more damage. >Tae Kwon Do Special Attack: Shove - Sonya can Shove a blocking opponent leaving them open for an attack. >Kali Sticks Special Attack: Sidestep Swing - As with Quan Chi's Double Broadswords, this isn't much of a Sidestep Swing as it is a sidestep bash. She 3D steps out and bashes her opponent with her sticks. >Throw Description: Sonya jumps onto her opponent's chest and proceeds to extend her leg and kick them hard in the chest sending them backward. Description: Sonya wears a very thin T-Shirt under a dark vest/coat. She has long dark pants, with black boots. She has bullets strapped around her waist, and a belt buckle. Her black gloves have the fingers cut off as well. Alternate Costume: Sonya's alternate costume is a Special Forces outfit. It is light gray on the top and bottom. She wears a dark beret much like Jax's. Her gloves have the fingers cut off like before, and she wears very dark, high boots. (Sonya's alternate costume is in koffin "SH" and costs 1,834 Ruby Koins). Story: Agent Sonya Blade and her team had finished their mission of demolishing any known ancient inter-realm portals when she received word from Jax that the Agency's portal chamber had been destroyed. With no means for traversing the realms, Sonya realized that there were now two agents lost in Outworld. The first was the ninja cyborg Cyrax, whom the agency had lost contact with some time ago. And now Agent Kenshi, originally sent to find Cyrax, was lost as well. She would have to find a way to get to Outworld and bring them home. =-=-=-=-=-=-=-=- Kenpo Move List: =-=-=-=-=-=-=-=- >Knife-Hand Strike: 1 >Double Hammer Fist: Down - 1 >Spinning Elbow Strike: Back - 1 >Eye-Gouger: 2 >Knife-Hand Chop: Back - 2 >Low Punch: Down - 2 >Standing Uppercut: Up - 2 >Back Kick: 3 >Leg Sweep: Back - 3 >Low Heel Kick: Down - 3 >Rising Axe Kick: 4 >Shovel Kick: Back - 4 >Low Step Punch: Down - 4 >Neijin: SM >Throw: Toward - SM Kombo Chains: >Conscious Mind: 3 - 3 >Cutting Edge: 1 - 3 - 3 >Big Guns: 1 - 1 - 4 >Warfare: 1 - 1 - CS - 4 - CS =-=-=-=-=-=-=-=-=-=-=- Tae Kwon Do Move List: =-=-=-=-=-=-=-=-=-=-=- >Side Kick: 1 >Hook Kick: Back - 1 >Double Hammer Fist: Down - 1 >Downward Axe Kick: 2 >Twin Fist Punch: Down - 2 >Spinning Heel Kick: 3 >Rolling Strike: Down - 3 >Ankle Smash: Back - 3 >2-Hit Axe Kick: 4 >Nitro Kicks: Back - 4 >Spinning Back Kick: Down - 4 >Reversal: SM >Throw: Toward - SM Kombo Chains: >Clearness of Mind: 4 - 4 >Take Out: Back - 3 - 3 >Blitzkrieg: Back - 4 - CS >Peaceful World: 1 - 1 - Down - 3 >Special Forces: 4 - Back - 3 - 3 =-=-=-=-=-=-=-=-=-=-= Kali Stick Move List: =-=-=-=-=-=-=-=-=-=-= >Straight Snap Strike: 1 >Low Snap Strike: Down - 1 >Overhead Strike: Toward - 1 >Circular Strike: 2 >Low Scissors Swipe: Down - 2 >Low Swinging Strike: 3 >Spinning Strike: Back - 3 >Low Strike: Down - 3 >Wrist Snap Strike: 4 >Chin Jab: Down - 4 >Circular Power Strike: Back - 4 >Stick Smash: SM Kombo Chains: >Multi-Level Strikes: 2 - 4 - 3 >Show-Off 2 - 4 - Back - 3 >Furious Blows: 4 - 2 - 4 >Live Hand: 4 - 2 - Back - 3 =-=-=-=-=-=-=-=-=-= Special Moves List: =-=-=-=-=-=-=-=-=-= > Kiss of Death: Down - Back - 1 > Fly Kick: Toward - Toward - 3 Fatality: Back - Toward - Toward - Down - 2 Description: Sonya blows a kiss to her opponent in the form of a pink mist; a heart floats out for effect. The opponent immediately falls to their hands and knees vomiting. They then start to choke and cough up blood. As the opponent is lying on the ground vomiting and coughing, Sonya leaps onto their back, causing their head to explode, leaving a huge pool of blood. The opponent's headless corpse lays there, with the red stuff gushing from the neck. Ending: After the destruction of the Deadly Alliance, Sonya searched for the missing Special Forces agent Kenshi. She finally discovered him badly beaten and near death apparently from hook- like wounds in his ribcage. She managed to return him to the rendezvous point where I transported them back to Earthrealm. Upon her return, Sonya was promoted to General and given her choice of command. She hand-picked a team to deal with new terrorist threats located on Earth. While in Outworld, Special Agent Kenshi had learned of a new threat to peace. The Red Dragon had awakened. =-=-=-= Kenshi: =-=-=-= Stats: Status: Rogue Swordsman Alignment: Unknown Weight: 185 lbs. Height: 6'11" Styles: Tai Chi and San Shou Weapon: Katana Difficutly: 4 >Tai Chi Special Attack: Taunt - Much like Li Mei's Taunt where she waves her hands and legs in an intimidating manner, all the while gaining a little lost health. >San Shou Special Attack: Neijin - Kenshi can use a Neijin to make his attacks more powerful for a short period of time. >Katana Special Attack: Sidestep Swing - Kenshi sidesteps in 3D and comes back into the screen with a massive swing of his Katana sending his opponent across the screen. >Throw Description: Kenshi runs up to his opponent and does a backflip off of them sending them backwards, with him landing on his feet. Description: Kenshi wears what almost looks like dark green and black army camouflage. He has a strap across his chest with an Oriental symbol adorning it. He has red knee pads and high, think boots. The red bandanna covering Kenshi's eyes is his trademark. Alternate Costume: Kenshi sheds his "army" gear in favor of a traditional white karate gi. He no longers wears the red bandanna over his eyes. His karate gi is white, with many tears and gashes; he is wearing a black belt holding his pants up. He goes barefoot. (Kenshi's alternate costume is in koffin "YM" and costs 1,435 Platinum Koins). Story: Serving the cries of his captured ancestors, Kenshi made a vow to slay Shang Tsung in order to free them from his grasp. When he learned of Shang Tsung's escape to Outworld, Kenshi agreed to help the Special Forces search for the missing agent Cyrax as a means of gaining access to that realm, which allowed him to act as both rescue party and spy. Shortly after discovering the sorcerer's whereabouts, the Agency was destroyed and with it his only means for a return to Earth. Kenshi now finds himself facing the Deadly Alliance on his own. =-=-=-=-=-=-=-=-=- Tai Chi Move List: =-=-=-=-=-=-=-=-=- >Palm Strike: 1 >Rising Spade Hand: Back -1 >Pushing Hands: Toward - 1 >Dual Fist Strike: Down - 1 >Chopping Strike: 2 >Quick Uppercut: Back - 2 >Rising Uppercut: Down - 2 >Straight Kick: 3 >Low Lean Kick: Down - 3 >Spinning Roundhouse: 4 >Low Spin Kick: Down - 4 >Standing Sweep: Back - 4 >Taunt: SM >Throw: Toward - SM Kombo Chains: >Empty & Full: 1 - 1 >Blind Justice: Back - 2 - 3 >Play By Ear: 2 - 2 - 2 - 3 >Dark Fists: 2 - 2 - 2 - 1 - 1 >Fading Light: 2 - 2 - 2 - Back - 1 >Nightfall: 2 - 2 - 2 - CS - 1 - 3 >Out of Sight: 2 - 2 - 2 - CS - 1 - CS >See No Evil: 2 - 2 - 2 - CS - 1 - Back - 3 =-=-=-=-=-=-=-=-=-= San Shou Move List: =-=-=-=-=-=-=-=-=-= >Hook Punch: 1 >Long Range Fist: Back - 1 >Low Jab: Down - 1 >Face Strike: 2 >Knee Knocker: Toward - 2 >Rising Elbow: Down - 2 >Side Kick: 3 >Low Sweep: Down - 3 >Propelling Hook Kick: Back - 3 >Rising Toe Kick: Toward - 3 >Snapping Roundhouse: 4 >Spinning Roundhouse: Back - 4 >Shin Kick: Down - 4 >Neijin: SM >Throw: Toward - SM Kombo Chains: >Don't Blink: 4 - 4 >Natural Way: 2 - 1 - 3 >Near Sight: 2 - 1 - CS >All Ears: 2 - 1 - Back - 3 =-=-=-=-=-=-=-=-= Katana Move List: =-=-=-=-=-=-=-=-= >Spinning Slash: 1 >Upward Slash: Down - 1 >Reverse Stab: 2 >Edge Slash: Down - 2 >Rising Slash: 3 >Charging Slash: Toward - 3 >Piercing Blade: Down - 3 >Crescent Blade Strike: 4 >Sweeping Blade: Down - 4 >Sidestep Swing: SM Kombo Chains: >Day Break: 1 - 2 >Rising Dragon: 1 - 3 >Blind Slice: 4 - 3 >Moon Strike: 4 - 4 >Edge of Pain: 4 - 1 - 1 - 3 =-=-=-=-=-=-=-=-=-= Special Moves List: =-=-=-=-=-=-=-=-=-= > Telekinetic Slam: Back - Down - Back - 1 > Telekinetic Toss: Down - Back - 4 > Telekinetic Push: Toward - Toward - 2 Fatality: Toward - Back - Toward - Down - 3 Description: Kenshi puts his hands to his head in deep thought. The fallen opponent's eyes then proceed to pop out of their head, and roll toward the screen. The opponent's eyeless body then proceeds to contort in non-human ways in mid-air. Their arms bend up and backwards, as do their legs. When Kenshi is done using his telepathic powers on the defeated opponent, they fall to the ground shaped almost like a pretzel. Ending: Kenshi had finally caught up with Shang Tsung in Outworld. Years ago, Kenshi had been manipulated into releasing the souls of his warrior ancestors. Shang Tsung had consumed those souls and left Kenshi to die in the tomb. The ordeal left Kenshi blinded, but the sword of his ancestors led him out of the depths. Kenshi had finally caught up with Shang Tsung in Outworld. To redeem himself, Kenshi had vowed to free his ancestors from their captor. He cut Shang Tsung down with his ancestral sword and a blast of souls was instantly released. The spirits of the warrior kings reentered the sword as Kenshi held it above his head. His duty fulfilled, he could now return to Earthrealm. =-=-=-= Mavado: =-=-=-= Stats: Status: Red Dragon Alignment: Evil Weight: 175 lbs. Height: 5'9" Styles: Long Fist and Wing Chun Weapon: Hookswords Difficulty: 5 >Long Fist Special Attack: Shove - Mavado can Shove a blocking opponent to open them up for an attack. >Wing Chun Special Attack: Escape - Mavado plants his Grappling Hooks into the ground behind him, and pulls himself backwards and out of harm's way. >Hooksword Special Attack: Sidestep Swing - Mavado does a 3D dodge maneuver and trips up his opponent with his Hookswords. >Throw Description: Mavado plants his Hookswords into the ground in front of his opponent, rears back into the air, and comes crashing forward into their face/chest sending them backwards with great force. Description: Mavado wears a long black trenchcoat with silver shoulderpads. On the back of his trenchcoat is the Red Dragon symbol. He wears long black pants with spiked metal boots. Under his trenchcoat are grappling hooks, used for planting in the ground and striking his opponent. Alternate Costume: Mavado's alternate costume resembles that of a knight in shining armor. He has a red "mouth mask," and armored plating on his chest that looks like chain mail. His pants are the same way. His boots are metallic like his regular costume. (Mavado's alternate costume is in koffin "RD" and costs 1,455 Jade Koins). Story: The Red Dragon had existed for centuries as a secretive criminal organization. Members such as Mavado were highly skilled and disciplined warriors. But in the last century, many of the more reckless members became dissatisfied with the restraints the code of the Red Dragon placed on them and broke away to form their own gang. Since then, it has been the Red Dragon's number one priority to completely eradicate the infidels known collectively as the Black Dragon. =-=-=-=-=-=-=-=-=-=- Long Fist Move List: =-=-=-=-=-=-=-=-=-=- >Flat Punch: 1 >Knee Strike: Back - 1 >Ducking Claw: Down - 1 >Long Straight Fist: 2 >Crane Strike: Back - 2 >Low Strike: Down - 2 >Heel Kick: 3 >Ducking Fist: Down - 3 >Cutkick: 4 >Floor Kick: Down - 4 >Spinning Crane: Back - 4 >Shove: SM >Throw: Toward - SM Kombo Chains: >Longfist Blast: 1 - 1 - 2 >Forklift: 1 - 1 - Back - 2 =-=-=-=-=-=-=-=-=-=- Wing Chun Move List: =-=-=-=-=-=-=-=-=-=- >Outside Whip Punch: 1 >Low Punch: Down - 1 >Hammerfist: 2 >Low Whip Jab: Down - 2 >Sidekick: 3 >Shin Kick: Down - 3 >Front Heel Kick: 4 >Sweep Kick: Down - 4 >Dragon Tongue: SM >Throw: Toward - SM Kombo Chains: >Mavado Surprise: 4 - 3 >Lin Wan Kuen: 1 - 1 - 1 >Determination: 2 - 4 - 3 >Storm Kicks: 4 - 4 - 3 >Rolling Hands: 1 - 2 - 4 - 3 >Red Dragon: 2 - 4 - 4 - 3 >Empty Shadow: 1 - 1 - Up - 1 >Control of Power: 1 - 2 - 4 - 4 - 3 >Chainsaw: 1 - 2 - 4 - CS - 4 - 2 >Sacred Band: 1 - 2 - 4 - CS - 4 - Back - 3 >Downfall: 1 - 2 - 4 - CS - 4 - Back - 2 =-=-=-=-=-=-=-=-=-=- Hooksword Move List: =-=-=-=-=-=-=-=-=-=- >Chest Strike: 1 >Low Reverse Blow: Down - 1 >Downward Hook Strike: 2 >Twin Overhead Strike: Back - 2 >One Hook Sweep: Down - 2 >Low High 2-Hit: 3 >Twin Overhead Slam: Back - 3 >Scissors Swipe: Down - 3 >Stepping Chest Strike: 4 >Upward Cross Strike: Down - 4 >Dual Hook Strike: Toward - 4 >Sidestep Swing: SM Kombo Chains: >Kabal's Torment: 4 - 4 - 2 >Strength and Balance: 4 - 4 - Back - 3 >Hook N Bash: 4 - 4 - Back - 2 >Blazing Fury: 2 - 4 - 4 - 2 >Brutal Revenge: 2 - 4 - 4 - Back - 3 >Kabal's Return: 2 - 4 - 4 - Back - 2 =-=-=-=-=-=-=-=-=-= Special Moves List: =-=-=-=-=-=-=-=-=-= > Grapple Hook Strike: Toward - Toward - 4 > Change Sides Hook: Down - Up - 2 Fatality: Back - Back - Up - Up - 1 Description: Mavado plants both of his grappling hooks into the ground on opposite sides of his defeated opponent. He then proceeds to walk backwards, pulling the rope as taut as possible. He then raises his left boot, as spikes protrude out the bottom. He then "jumps" into the air with his legs extended, letting the grappling hooks propel him forward and into his opponent. He impales them in the chest, and steps out of their body with organs attached to his boots, while the opponent lays in a pool of blood. Ending: For many years Mavado's Red Dragon clan had been secretly engineering the destruction of their rivals, the Black Dragon. Through careful manipulation, Mavado had used the Special Forces to unwittingly aid them in this task. In return for eliminating Kenshi for the Deadly Alliance, Mavado was finally granted his battle with the last known member of the Black