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Quan Chi can't go there himself, not being on good relations with Raiden and the other gods of Earthrealm, nor can he get past them with his demon mage powers and he certainly can't get into the Temple while they're still alive. Apparently they have anti-demon perks. Sub-Zero on the other hand stands a better chance.

Quan's narration continues as we fade to Sub-Zero having made his way to Nepal and begun his climb up the mountain to the Temple itself. Its quite a distance from China to Nepal last I checked too. So either Bi-Han went on the hike of the century Lin Kuei style or he had a really awkward plane ride there, full Lin Kuei gear and everything.

Now I know the MK2 prequel comic shows the Lin Kuei had airships and all that but the same comic has Kuai Liang state Bi-Han rejected modern tech. Makes you think, huh?
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BTW, about this shot of Bi-Han climbing a mountain (why why is he climbing a mountain). There's a bit in MK vs DC Universe's story mode where Sub-Zero (Kuai Liang in that game) is climbing up to Raiden's house to talk to him. People swear up and down its a reference to this FMV in Mythologies, though personally I don't exactly see it. Well okay maybe it is a reference but not an exact duplicate. View it here, judge for yourself: https://youtu.be/QdGDw8uqhsQ?si=MbDj4O9KmXQ3u8WR&t=2715

Anyway, Sub has made it to the magical Temple of Elements, where the game begins proper.
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And an ominous thunderbolt lets us know Bi-Han might have attracted a certain hat wearing man's attention.

But will Sub-Zero actually make it through?

That's for tomorrow to decide. See you!
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Welcome to the Wind Temple, the first and supposedly worst of the Temple of Elements level set. This level's infamous among those who played this game for reasons you'll see why. Though I'd hesitate to call it "the worst" considering its got stuff you can talk about compared to the upcoming Water Temple (that's not til Thursday.)

This is also the first level to feature the "Bi-Han Plummets To His Death" FMVs that play when you throw the Chinese Ninja Warrior down a bottomless pit. Almost every level with such a pit features one. You can get this one right at the start by just tossing Subbie off to the pit to his left. If you're on RetroAchievements there's even a chievo for it.
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As far as enemies go we're still dealing with Shaolin Monks. Any new varieties I'll bring up as they show up but we still got bare fisted and sword fighters. Of course here's a new variety of monk right now, guys with escrima sticks. Riveting. But the main danger in this level is jumping across platforms where one mistake is a lost life. I'm very grateful for the auto ledge grab, at least provided you remembered to hit that turn button.

Another Mercy (pun intended) is that, much like the pounding pillars in the last level, you can push enemies into the windy abyss that can take your life too. A good way to skip enemies is to freeze them and push them off the platforms. Though, as insane as I am to say this, you'd probably be better off farming EXP with the Kuai Kombo at least, I'll explain why later.

Some platforms are unstable and will collapse, taking Sub-Zero with them if he lingers. And if not that then some platforms require he waits til a massive updraft can carry his jump high enough to reach. Seems rather pedestrian for a platformer level, yeah. To the modern observer its about Super Mario Bros 1-3 or Super Mario Land World 1-2, a bit much for the MK3 engine but not horrible.
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As I said, hitting enemies off of platforms still comes in handy. Also be sure to grab items, but don't just grab everything you see. I forgot to say yesterday but the game has a limited inventory space system right out of Resident Evil. This includes combining healing items and the fact that key items take up space. Which, given our level objective, isn't too bad yet, but its later levels you start to feel the pain.

Anyway here's the Wind Spoons. This is what got everyone almost psychotically hating this game, and to be fair its easy to see why. You have to jump across smallass spoons that rotate, and its rather tough to actually get Sub on those spoons, their hitbox is...not very nice. And you have to do so across multiple spoons in succession too. And sometimes it looks like you made the jump but it didn't register, or it looks like you can walk onto them when you simply can't.

Though after that is a nice bit of 3D where the walkway curves and the camera turns as you make your way across.
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Keep note of these little green pots too. They're extra lives, you see. This one's a freebie too. Couldn't hurt to pick some up if you're playing by the rules. As for those ropes there, they're easy to handle. Just hit left or right to get off them when you're done climbing. There's another updraft after the last rope but I wanna use it to double back real quick, to the floating platform holding these ropes up. That's because one of those keys mentioned in the loading screen is back there. A nice circular biscuit, guarded only by a stick fellow whose sticks somehow block pure ice. But he is still of no consequence.

"A bridge where there was none?" Yeah, that's coming up soon, not that there's any indication a key was up here, to be fair.
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And that something is this platform with a big circle on it. If you already got the key, I think this is a bit of a giveaway what to do. If not...go back and get it ya schmuck! Using the key summons a giant perfectly straight-ish whirlwind. This big boy takes Bi-Han upward, faster if you hold the button, or downward if you hold down. You could jump in and out to descend faster but, uhh...not really recommended. Remember, fall deaths. If Sub-Zero starts wiggling limbs mid fall, he's a goner.

A little higher up is a corridor blocked off by a door with a triangle mark next to it. We don't have the obvious key for it so let's head back downward to find it. Again, play it safe. Otherwise you get more goofy speech bubbles from me.

At some point there's a bridge you can run across, that suddenly...sort of explodes. I can't say it crumbles, the pieces fly upward and do damage. Not serious damage but it is a blow to Bi-Han's pride, you understand. The good news is the triangle key is down that way, for the "door which exists on the highest plane." Someone say backtracking?
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Well, going back up that funnel, to that door from before, we use the triangle key to open a corridor leading to another door, with a suspicious looking floor switch outside of it. Oh and another goon.

The switch of course opens this other door to a featureless grey ventilation area. The third and final key awaits us, but I think you got a pretty good idea of what that fan is for.

So grab the key and RUN LIKE FUCK. Because if that door closes and there's no one around to open it, it will suck for Bi-Han and that room will get very messy. Also the Monks here must be blessed by Fujin as they don't get sucked in and mulched the way Sub does. Lucky bastards.

The slide helps of course.

(BTW I don't apologize for that pun.)
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But provided you do escape, now we have all three icons of the Wind. Spiffy. So back down that funnel one last time and across some more hop skips and jumps.

Until we reach these see-sawing platforms that move in and out of the screen. Along with the spoons, these babies here also pissed everyone off who played this game, for similar reasons to the spoons. You gotta time a jump onto them real good or else, well, you got a good idea. I'd say the best moment is when each platform is at the "peak" of their swing. Succeed and waiting for you is the door requiring the key we snagged from the fan room. I mean, hopefully you picked that up. You wanna travel down that long road again? C'mon, I won't tell. Why don't you just give up?

Its funny too, after this is more harmless platforming, only one seesawing platform and a goon or two. Like it kinda ran out of steam.
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There's one final updraft you gotta take that seemingly leads to nowhere. Except it actually leads to this level's boss, who just so happens to be...

Meet our old friend Fujin! Granted in this game he's just "Wind God" but he's wearing the colours, he has the look, he's Fujin in later games so fuck it I'm calling him Fujin here. And yes, I gave him a telop and that bit about him being a selfie enjoyer is not a lie. Also he was played by Tony Marquez in this game, who also portrayed Kung Lao in MK2 and 3. Pretty cool huh?

Its ironic too, Fujin has a spin special and a divekick much like Kung Lao does. Makes you wonder...

Anyway Fujin does fight you on the ground sometimes, but primarily he'll fly upward and try to pick you off with, usually, a divekick. Any attempt to hit him he usually repels with the spin.

Thoguh during this level I unlocked an anti-air Ice Blast, which is what it sounds like. Fujin likes to either repel this with the aforementioned spin or just fly away...though of course you time it right and he'll get frozen.

Its just trying to freeze him on the ground so you can Kuai Kombo him is a ballache.
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Also, a two-fisted upward flight that can blow you away, har har. If not that then a straight flight to knock you down a peg. Where was half of this in MK4 or 11?

Another of Fujin's favourite moves mid flight is where he descends toward you, and if he gets close, he grabs you and flies upward. Wherein he'll either just toss you straight downward (bad) or worse, punch you away back down to earth. The latter is real bad because Bi-Han ground-bounces from that punch, and very likely will do so off the platform to his doom.

Finally, he can summon a small updraft that lifts Subbie upward and leaves him helpless, during which Fujin can pound your ass something fierce.
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And no you can't kick him off the platform. Much like Night Terror, Fujin will just fly back into the arena. He's the god of wind so if you thought a ring out like this would put him down, well frankly its your own fuckin' fault.

Usually an ice blast while he's in the post-spin recovery anim will stop him, though that does mean slowly picking him off with jump kicks. If you do get lucky and freeze him on the ground though, a Kuai Kombo gets the results.

Eventually you'll empty his whole lifebar. But that's not it for him, because another infamous moment from this game is coming your way.
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See, Fujin doesn't take a loss lying down. When you empty his health bar, suddenly he floats to the center of the ring and after a moment of intense focus, summons a giant tornado. Unlike the one we summoned earlier, this thing lifts Bi-Han up and slams his ass down for an instant kill.

Yeah the game pulls a "fuck you" trap after you beat Fujin. Its the only time it does so too. So how do you avoid said move? Well, this is something the game completely fails to telegraph to you and understandably people do get pissed about it.

You move to the left or rightmost edges of the platform and crouch down (hold down on the D-Pad.) That way when the wind kicks in, Sub-Zero hangs on for dear life while Fujin...inexplicably blows himself up. Did he lose control of his powers? Did the shame of his desperation move being foiled by something so simple yet so obscure cause him to commit Hara-Kiri? Well either way, the victory is yours.

Also its easy to spot on an emulator and PC screen but yeah Fujin explodes into blatant Sub-Zero gibs. Hey its a mark of respect!
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The level ends with Sub for some reason convulsing and disintegrating- I mean teleporting, as shown here where this inexplicable warp takes him from the Wind stage to tomorrow's upcoming episode the Earth Temple. As in the animation from the prior level plays in reverse for the latter. Though no reason why it looks so painful for him in the final game...
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There's a reason for that, however. Originally this animation was part of an unused "failure" cutscene where Sub-Zero returns to the Lin Kuei having bollocksed things up. Maybe it was an elaborate Game Over scene? They made such a thing for Mortal Kombat 4 after all. Or maybe you could fail the Shaolin Temple level somehow? Either way, Subbie fucks up and an irritated Grandmaster has him executed.

The scene itself isn't on the Mythologies disc. It was an unlockable extra in, of all games, Mortal Kombat Deception. Weird flex but okay. I imagine it might show up in the Legacy Kollection if Digital Eclipse and NRS are smart.

In the end the animation of Subbie writhing was used for the level-to-level transition scenes.

Yeah the scenes look ropey here but I took them from a video by good ol' MKSecrets.net which you can watch here: https://www.youtube.com/watch?v=ZjeoCEc8OFU

I even transcribed them for old times sake. This being something I never covered in full for the original Twitter thread. So don't say I never do anything nice.
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As for Fujin, well he's kinda dead in this, and keep this boss fight in mind for a generation or two later.

If Fujin's own MK Armageddon bio is to be believed, Fujin more or less respawned elsewhere with no memories, a fresh new start. Either way after this game, Fujin was a playable character in MK4 dealing with Shinnok's little revenge insurrection. Yet he missed out on MKDA and Deception, only showing up for Armageddon since that was the original "EVERYONE IS HERE" game.

Then Fujin failed to show up for MK9, only being an unused announcer soundbite I'm more than convinced Ed Boon added to troll people, something the MK team loved to do to dataminers back in the day.

He WAS in MKX...as a story mode only NPC, never made playable unlike Bo Rai Cho later on. It wasn't until, ugh, Mortal Kombat 11 that he FINALLY escaped Jape Jail.

Although he looks FANTASTIC in that game so I'll take what I can get. Actually Fujin as a whole in MK11 was a bright spot in that shitpile next to good ol' Shang Tsung. Not only does he epically burn the single worst version of Kabal in the entire series, but he cracks a dad joke. (BTW thanks to MKIceAndFire. I wasn't about to install MK11 all over again just for two lines.)
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And no that telop about Fujin enjoying selfies wasn't bullshit.

MK Onslaught, god rest its soul, had its own self-contained story, and one particular image of it was Johnny Cage taking a selfie with Fujin, who actually didn't seem all that bothered about it. Thanks to Murdoink and MK Warehouse for the image, its gold.

Couple that with Fujin being a self-professed watcher of Cage movies and this is one Wind God I can actually see having a good time at the arcades with. Also plushies probably too.
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Anyway, tomorrow's the Earth Temple. Excited? I might be. I got things to show off. See you!
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The Earth Temple! Its where things get kinda dirty! You know because its a mineshaft basically. Credit to the game it makes all the Temple of Elements locales nice and varied. Even if they get mazelike. Insidiously so in the next level but right now its Earth time.

Immediately we begin with a bo staff monk running right at us. He's nothing, thankfully. But this level does introduce a new enemy that pisses me off, but we'll get to him in a bit. For now...
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We'll be careful of random holes that suddenly open up in the floor without running, naturally catching you off guard if you decide to just leg it through the level. Usually one trip down this hole is a one way trip to a big spike up the bum.

In addition, these springs, placed on the floor and ceiling. They clash together every so often and if you jump through them with poor timing or just plain linger, you'll be a crushing disappointment. (Reptile pun by me hey remember when Mortal Kombat fan comics had Reptile spam puns a lot?) If you're off center, they'll at least clip you for a bit of damage.

Conversely though, after those we get a setup where only one spring activates, shooting Bi-Han upward. But the ceiling's spring has longer spikes, and this trap still instakills you. After all, suddenly having your head shoved into sharp objects stings.
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Weirdly not all suddenly spawning holes are created equal. Some lead to goodies, like this one offering up a herb, an Extra Life and another item, the Dit Dow Formula. It heals and provides a brief defensive buff! How nice. I didn't actually use it but uhh...well I'm not THAT smart.

After that, good ol' swinging pendulum blades block your way a little further forward. If they hit you they'll deal some heavy damage. Unless you're hit in the dead center, in which case they flat out gib you. The gimmick of this level, basically, is traps. Not pitfall traps but regular dungeon traps out of your average D&D session, only the Lin Kuei don't train their agents in Find Trap spells. That's for ninjas.
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But after the pendulum blades comes the single meanest trap in this level. See this shaft? Obviously the rope is there because its too tall to safely jump down, so you try climbing down to see what's there, except whoops there's a locked door, now the rope is too high to climb and the Lin Kuei also don't teach their assassins the Triangle Jump/Wall Jump. That's ninja shit.

And to add to that your punishment for going off track is a large pillar comes down on you, and now Bi-Han fits nicely into a sandwich.

There's no warning this is gonna happen. I give this game a fair shake but this is actually kinda bullshit.
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So we ignore that rope for now and head on just a bit further, past more pressers and blades to where the key we need lies. A nice solid square. Though I feel like calling it a key for a door "leading to a longer life" is just rubbing it in.

Also the pillar comes down whether you have the key or not so when you open the door, maybe go through it or else one thing's for sure, Sub-Zero'll be a hell of a lot thinner.
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Past that is walls lined with skulls. Remember, this is a holy place and the Shaolin still study peace and passive ways. Maybe I'll talk about the ALLEGED Temple of Elements that shows up in Battle of the Realms but right now I wanna point out that after thrashing these guys I got Sub's Ice Puddle special. I always liked it, if only because in games like Armageddon it made even the likes of Shao Kahn and Onaga slip about like morons. Its very disappointing that MK9 onward just made it pin your feet to the ground.

A spring nearby bounces us upward to the next area.
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Just up this shaft is another good hole granting us a couple of herbs, but to the right is that piece of shit enemy type I mentioned before.

Asshole monks floating in a meditative position. You can't get close because they're protected by a magic bullshit force field, but also they like to zap you without warning, especially when you're mid jump. There's almost no way to get the little shits, and you bet they're gonna zap Bi-Han down into a death hole. Fuck these guys, I swear to fuckin' christ.

The only way to kill is to wait until they start up a teleport, upon which you have a brief window to throw an ice blast to instantly wipe them out. Yeah good luck figuring that out. And why does that work? No idea. Ice powers are just that special.

This prick in particular was guarding a door leading to this level's deity boss, BTW.
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It does feel like you suddenly face this boss a bit early in the stage, yeah. Defeating him does not actually end the stage, there's still a bit more to go.

Anyway here he is, the Earth God, no name given. Only Fujin got a proper name. Back in the old Shitter thread I called him "Ben Grimm", then Koranot (like the Castlevania boss) before finally just settling on Ben "Koranot" Grimm.

You'll notice he's a 3D CG model, turn of the century graphics and all, instead of a live actor. Obviously golems are hard to come by in real life.
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Movewise he has a small kick, a hammer punch, sometimes he'll make like the Three Dirty Dwarves and pound the earth causing debris to bang you on the head. Or he can just throw your ass down.

Now, he can't be frozen, and Sub's attacks don't do much in the way of damage, so how do you effectively beat this boss?

Well, there's a switch on the otherwise of his arena. It lowers an elevator, no idea why its there in universe, but...

The best way to get to it is to try sliding under Grimm. I mean if he doesn't kick you out of it.

Lure Ben "koranot" Grimm to the drop point and the elevator will drop right on his head for a nice chunk of damage. Downside is it takes a while for the elevator to head back up and become usable.

But basically you beat him by invoking the old Animaniacs "anvil on head" gag. SO...

That platform's brown and grubby!
It's very heavy too!
So watch out my rocky friend,
or it will fall on you!
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Seriously, I love how you just go full Looney Tunes on this guy to get the best results. And there's not much intelligence needed to this fight either. Just rinse and repeat...

It's made of solid granite!
It weighs a ton or two!
We know you'd like to meet it!
It wants to meet you too!
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After a few repetitions he goes down. No last ditch effort fuck-you attacks like Fujin though, Ben "koranot" Grimm falls over and explodes in the same turn of the century fashion as he was made from.

BTW, call that elevator one more time after for the next key, a segmented square that promises to open "passageways to uncharted regions."

Oh and for gods sake don't just run out of the room. If the orb prick hasn't respawned, a careless Bi-Han might just trip over his own dick and fall into the spike pit, which is still there and right outside Ben's bedchamber.
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I feel bad for Grimm though. Nobody ever remembers him, its all about fuckin Tremor, and THAT loser debuted in fucking Special Forces and only got on by on looking like Scorpion but brown. It took til MKX to be DLC and by MK12 he's relegated to a fuckin' Kameo. Screw him.
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Right, still a ways til the end of the level.

Elsewhere we use the segmented key on this area. Don't mind the shiny orb, that just replenishes Sub-Zero's ice meter, which already regenerates relatively briskly. Some people are just impatient.

The key opens up that one long spiked ceiling from before, ensuring that now the spring isn't a one way ticket to death.

That ceiling in the first pic also raises up so Subbie can climb the rope. Just a bit upward? More pressers, and also an item I never use, an "Eye of Invisiblity." No idea how that makes sense, but it does what it says. I suppose it makes enemies not aggro?
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Well anyway, a long bit of backtracking back to that aforementioned headbanger spring. Now that the passage is open, it now just catapults us upward, to a shaft where a set of spikes closes to keep us from falling. Those spikes can spike you in other shafts if you're descending a rope but otherwise pay it no mind. Just past that ledge is the final key and a hole taking us a little backward so we can find where the key goes.

More importantly we also get the Aerial Ice Blast. A move Kuai Liang was gonna get in MK2, even having unused sprites for it. Funny how that works. Take note how here it completely halts Bi-Han's aerial momentum. Keep that in mind now.
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Anyway here's where we use that triangle key. It lowers this last pillar to the next corridor...where the level actually ends.

Yeah it just suddenly cuts to the end of level transition. It doesn't feel like the level ends it just kinda...stops.

Odd.

Though I can respect it for not going on too long or going too far, unlike the next level. Seriously the next level might drain what respect anyone has for this game, and I'm the sad fuck that played through it all.
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But like I say, the next level, the goddamn Water Temple, is not til tomorrow. Til then!
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I don't like this level. Not because its bad but because its a large, terminally dull maze. Like all sewer levels and I guess like perennial whipping boy the Ocarina of Time Water Temple.

From the off, you'll be seeing those huge shafts with climb ropes. Take a wild fuckin' guess if you can just jump down them, smartass.

Oh right, no changes to the monk enemies here either.
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And of course, junctions. Its a level begging for an FAQ.

Although to make it a bit spicy, there's streams with electric eels swimming about them. I like those because when you touch them Bi-Han makes a "YIPE!" noise. Well, there's other pain noises too but the "YIPE" one stood out to me.

A little down the way and forward is a large chamber. Fall death obvious, so we need to fill it up. Of course a cheeky fuck smacked me upside the head while I was investigating this room so he fuckin' got annihilated.
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For flavour, some corridors see you ride these upsidedown basins, occasionally jumping over bars to avoid landing in the eel pools.

Along the way I also pick up an important item, the Urn of Vitality. I actually stockpile these for a very specific reason, which you'll see probably next Monday or whatever. They of course refill Sub's health and ice meters which is handy.

Though my smile goes away seeing how a few ways are blocked, one of which requires an asshole smile key.
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More climbing. It keeps tickling me how Sub-Zero doesn't use his legs to hang onto the ropes, just madly hoisting himself up solely by his arms. Those ropes are fuckin' rigid man. Then again who am I to question the ways of the Lin Kuei?

Another Urn lies in a corridor blocked off requiring a key.

One rope however takes Subbie down to an interesting place: a chamber filled with running water. Whether or not its actively running or a whirlpool, for some reason simply jumping into it is a bad idea and an instant kill. What, you think the Lin Kuei teach their guys how to swim? Nah, water bad for Bi-Han.

(Yeah this level annoyed me that I tried spicing it up with sprite silliness.)
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Though it is worth it to see this level's abyss fall FMV, where Bi-Han gets flushed down the toilet.
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Thankfully I do find one key. Another segmented square.

BTW, reminder that the aerial ice blast halts your aerial momentum. So while its annoying dealing with this fuck that waits for you to jump off the rope so he can kick you to death, well who's laughing now, jackass?

Less happy is the herbal booster I find later on reminds me of the game's inventory management piss. Its straight out of Resident Evil, the silver lining being unlike Chris Redfield, who only has 6 inventory slots in his vest and trousers full of pockets, Bi-Han can carry a decently meaty 10 items. Sadly, healing and key items do not have their own inventory slots. I was lucky here and could combine the booster with a herb for a better herb and to free up a slot for the next key.

But if you filled up your slots by taking every item not nailed down and need a key, well you gotta waste an item to get that key, and you can't just pop a herb at full health. Whats even sillier is the N64 version actually let you just discard items. What's this version's excuse?
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Having separate inventories would go a real long way.

Anyway, I use that key on the door to find an empty chamber not unlike what I found a while back, with a basin sitting in the middle. Turns out once you get in here though, the place starts filling up with water. Again, linger too long and not only is that basin out of reach but you'll be reminded that Lin Kuei do not swim, unlike those ninja losers.

Rain would ace this place tho.

Anyway jump on that sodding basin.
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Oh man I think it was around this time Rain was revealed to be playable in MK12, but unlike every other game where he was a water-and-weather themed ninja, now he was a water-and-weather themed wizard, staff and everything. Albeit with a hood instead of a hat but hey, it was new, it was intriguing and it was a sign maybe MK12 had new ideas in mind. So much for that, really.

Remember Hydro? That one water ninja from the Malibu Comics? yeah people went mad for him. They made versions of Hydro for those MK Mugen fullgames (where I learned for some reason they insisted it was pronounced Hee-dro. Go the fuck back to primary school) and he got a surprise starring role in one episode of MK Legacy Season 1 (where he jobbed to Sektor and Cyrax.) Then he actually showed up in...MK11. As merely an item used in the Towers mode. Yeah never mind, obscurity was kinder.

My point is with Rain now a sorcerer instead of a ninja, theoretically nothing would stop Hydro from popping up to take his place...well except MK12 being as disappointing as it intended to be.

Well that and near the end of MK12's life suddenly Floyd took all the thunder for a bit.
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The basin goes from right to left. The left hand side holds a key so snag that.

It goes to a door we saw earlier, though it does warn that it opens a door "overflowing with danger." As soon as you use said key, notice the water bursting through the cracks. Staring slackjawed at it is inadvisable.

Oh hey there's Hydro right there

Funny thing, the Sub-Zero for most of the Malibu Comics' runtime was Bi-Han, as his canonical death at Scorpion's hands in MK1 (spoilers btw) didn't happen til way later, by which Bi-Han had already become a major character. And Hydro was his brief co-worker til Scorpion killed him.

Still a lot better than the dumbshit writing Bi-Han got in Khaos Reigns I suppose.
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Anyway when the water starts bubbling, turn around and run like fuck to the other side before the door there closes and traps you. You might have to use the slide just in case.

Our reward is another chamber, the first one we saw ages back, filling up and providing a basin. Yeah, another knock against this level is the backtracking. Though we're inching ever so close to the end.
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Said basin now takes us to another eel pool, the end of which hides the asshole smile key we need. Had to inventory manage to get it tho. "A door leading to the beginning of the end" translates to "Boss room key lol."

To keep you invigorated I'll at least admit some parts of MK12 I liked were that instead of Kung Lao suddenly becoming an irritating fuckhead in the fight intros, now he's consistently a dipshit in both intros and story, while still being a bit of a jock. Mortal Kombat 12 making Raiden and Kung Lao its own Nerd and Jock is pretty charming. Also Shang Tsung remains a goddamn highlight, and it fixed Sindel. Sadly it died before it could fix Kabal and because nobody raised a fuss over him, he's probably destined to remain shittified like in 11.

So back to this game, how about that Water God eh?
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And here he is. We're back to live actors, in this case Brian Glynn (Shao Kahn's physical actor in MK2 and 3) with a watery makeover. On the plus side, as he has no official name I'm going to ignore the usual fan names and call him O'Shin from one of those old sprite comics by tabmok99 (I'm sure you'll find him if you google him.) Its an ancient nickname, known only to sorcerers and deities.

O'Shin CAN be frozen and shattered if hit. Though, while an understandable thought, if you thought the battle is that easy, you're sadly still wrong. As ice melts into water and O'Shin can easily reform from that.
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For moves, O'Shin has the obvious water blast that goes forward or upward, one he summons from the ground to blast you up, and a tidal wave upper. There's water warping too, so be careful.

At least AI wise he isn't too bad. So you can usually get away with freezing him and giving him the Kuai Kombo.
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I also like how he breaks apart in his damage sprites. It tickles me when that much effort is put in.

Oh and I also got the Ice Klone special mid battle too, which can come in handy.

Before long you empty his life bar. Again, no last ditch fuck-you attack. He bubbles up and...I guess loses integrity and pops. Either way, another god down, the worst level done.
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Tomorrow is the Fire Temple and is what Dr. Kleiner would call a red letter day. Not only is the Fire God the last barrier between us and the magic Amulet, but we'll be back in funny FMV land too!

I know, I'm hyped too.
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Here we go, Fire Temple and more importantly, FMVs to follow!

The fact it starts by giving you a booster for free is pretty funny tho.

Though it might be because it throws another new enemy type at you. This monk has super speed a la Kabal (also played by Rich Divizio funnily enough), and prefers to hit-and-run. He pokes you and speeds off, giggling. The Ice Klone helps with him. He's much more tolerable than the orb bitch from the Earth stage.

Less nice is that there are some floors that hurt you if you stand on them (denoted by Bi-Han going "YIPE") that you have no choice but to tread over, either jumping repeatedly or just gunning it...provided you don't smack into the barbed rotisserie bars. Some also spout fire anyway, and on an ice assassin, well yeah.
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And I'd be foolish not to take note of the abyss fall FMV, where one false step and Bi-Han is a deceitful Mazinkaiser episode card.
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So as you saw, the order of the day is switches that lower platforms for a bit. This level is far less mazelike than the previous and is thus automatically better. Couple that with fairer platforming and less fuck-you traps and this is probably the best of the elemental temples.

Also yes, still collecting keys to progress. The game basically giving you Urns of Vitality at this point to make up for some of the level's negatives. Although if you got some of that Dit Dow Formula, that helps a bit.

Also meet the second of this level's unique enemies: BIG monks who fight exactly like Jax. As in this guy has Jax's multislam and even the GOTCHA Grab. Still, freezable as ever so no big deal, right? Right.
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Also extra lives that the game just kinda gives you at this point.

Anyway the second key (I got the first one a post or so ago) is an equals sign. This level is brisk! I wonder why that is. Lol.

Although we got platforms that go up and down, which aren't the same as the swingers from the Wind Stage but might still trigger PTSD from that level so.
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Also my regular ice blast got enhanced. The Icon didn't make it clear but this means you can freeze someone twice so that the next attack shatters them, skipping a fight entirely. See normally in older MK games if Sub-Zero tries to freeze someone already frozen he gets a Double Ice Backfire as punishment where he gets frozen instead. MK2 added a Fatality-exclusive Deep Freeze to really keep them frozen. I guess this is how MKMSZ implements that.

Still I don't mind Komboing people for EXP.

More switches, more elevators. At this point I might just go on a tangent about the ALLEGED Temple of Elements "seen" in Battle of the Realms.

I mean I got the third key and all but...
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Fuck it, tangent time.

So Battle of the Realms, being a stupid overpacked film for no reason other than "HEY ANNIHILATION DID IT AND SUCCEEDED RIGHT?" featured the Temple of the Elements as a location. In that film it contained the Earthrealm Kamidogu (A Deception macguffin) rather than Shinnok's Amulet...which in the MK Legends series was inexplicably changed to a key for no reason whatsoever.

The temple is now on a remote island for some reason instead of the HImalayan mountains and there's a big comfy front door instead of a perilous mountain that Bi-Han had to scale. Also because of shit that happened in the first movie, Scorpion has the Shinnok Key inside him now.

Oh right and the inside of the temple...I guess the fourth pic is meant to be the Wind Temple, which you can tell by the generic cavern walls, lack of wind funnels, spoons and swinging platforms and it not being in open air.

To make no mention of none of the other areas in this supposed call back showing up. Just another knock against this movie.
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So of course that didn't stop TV Tropes from going "OHMYGOD ITS THE TEMPLE OF ELEMENTS FROM MKMSZ" despite looking absolutely fucking nothing like it. Because what the fuck is research when you can just make it a meaningless checklist item without even verifying, and falling for out right keyjangling with a name taken solely for I CLAPPED value. Fuck off, TV Tropes.
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Well at least I guess Snow Blind and Cage Match are better, though there not being any more MK Legends movies planned so far makes me wonder.

Anyway I got the final key in the ACTUAL Temple of Elements. You can tell because the Wind Temple is in open air, the Earth area is a mine, the Water temple is terrible and the Fire Temple is basically Lower Norfair.

Speaking of Lower Norfair I gotta say its funny that just being in this area doesn't automatically drain Sub's health. Does cryomancy powers help keep him cooled down? Is his Lin Kuei suit actually a Varia Suit or derive its weaving from Varia Suit tech? Is Samus just not doing it right? At least he's prepared for SOMETHING, Aran.
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The three keys make a surprisingly coherent symbol. No corny flavour text this time though. They're keys to the fire boss and thats all it was.

Speaking of...
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Here he is, and yes I tried to identify his actor and couldn't.

All that matters is, he's the god of fire. Some call him Kaijin or Hinoka (wow really?) But I like to stand out from the crowd.

Thus, I call him Little Johnny T. Why? Because he has a battle cry that sounds like he's screaming "THEY CALL ME LITTLE JOHNNY T!" So that's what he is.

Obvious out of the way, he cannot be frozen. That's because he's building body temperature to cook up that dumb bitch that said UK homes don't need air conditioning because something something environment. #askastupidquestion

Specials: A typical fireball, a ground fire spread, a fiery teleport and a fiery swing. Only the fact that he obviously can't be frozen makes Little Johnny T trickier than Fujin, Ben "koranot" Grimm and O'Shin before him.

Also note Little Johnny T's Raiden hat. He's the only elemental god to have a hat, even.
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He doesn't break apart when hit but I still gotta admit I do like his design. Every elemental has their main element in their design. Fujin with his cape and wavy white hair, O'Shin being blue and bubbling apart when hit and Ben Grimm being a giant fuck-off golem. Little Johnny T REALLY wears his element on his sleeve.

Sadly, even with ice powers not affecting him, Little Johnny T's been a comfy couch potato god and is out of practice. Its not long before Bi-Han beats him down like all the rest. You'd think a fire god would be an apt place to put a loud explosive final fuck-you desperation move, but again, only Fujin gets that honour.

Instead Little Johnny T flails about, explodes...and then keels over. Okay man you do you.

But you probably saw that magic Amulet in the background floating on a perilous platform. Now that Little Johnny T is gone, nothing stands in our way!