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I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS
Characters...................................................... CHRC
Supporting...................................................... SPRT
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01) CONTROLS
[CNTR]
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______ ______
LEFT --> /_____/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\_____\ <-- RIGHT
SHOULDER / ____________________________ \ SHOULDER
BUTTON | _ | | | BUTTON
| _| |_ | | |
D-PAD --> | |_ _| | SCREEN DISPLAY HERE | (A) | <-- A BUTTON
| |_| | | (B) | <-- B BUTTON
| | | |
START --> \ O |____________________________| /
SELECT --> \_ O _/
\__________________________________________/
.----------.-----------------------------------------------------------------.
| D-Pad | Moves characters [field] / moves cursor [menus] |
| Start | Un/pauses game |
| Select | --- |
| A Button | Attack |
| B Button | Attack [or other move] |
| R Button | Supporting character uses his/her attack |
| L Button | Switches primary characters if applicable |
'----------'-----------------------------------------------------------------'
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II. TH' BASICS
[THBS]
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Sadly, this game has better gameplay but shorter dungeons, making it not too
hard to get through, and giving it an aura of less substance. =/
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CHARACTERS [CHRC]
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.-----------------------------------------.----------------------------------.
| • Air Blast - B Button | Repels projectiles/damages foes |
| • Dash - D-Pad + B Button | Quickly moves in a direction |
| • Dash Drive - A Button (while Dashing) | Powerful kick to enemies |
'-----------------------------------------'----------------------------------'
KATARA
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The cutie-pie waterbender from the South Pole, she aids Aang with her bro
Sokka. She's a foundling bender but has gotten quite good as the series has
progressed, and appears in numerous levels to help Aang.
.-----------------------------------------.----------------------------------.
| • Water Spin - B Button [up to 4 times] | Damages foes, nulls projectiles |
| • Freeze - A Button | Freezes water spouts or enemies |
'-----------------------------------------'----------------------------------'
SOKKA
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Sokka is Katara's bro, often reckless but strong-willed and eager to help
out...if he's not hungry. Did I mention he makes wisecracks a lot? Yeah, he
rocks. Not too much time in-game, but still fun to play as.
.-----------------------------------------.----------------------------------.
| Club - Tap B | Physical attack on enemy |
| Club Rush - Hold B | Numerous attacks while moving |
| Rang - Tap A | Stuns enemy(s) in front of him |
| Rang (Circle) - Charge A, release | Used to hit far-off switches |
'-----------------------------------------'----------------------------------'
TOPH
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The 'Blind Bandit' girl, she's an earthbender who teaches Aang the ropes.
Although she can't see, her ability to sense vibrations makes her a powerful
ally. She only appears in one level, but she's fun just the same. Too strong
almost... By sending an underground pillar, she can make it surface at will
and attack multiple times, often a OHKO!
.-----------------------------------------.----------------------------------.
| Earth Pillar - Tap A/B [and to surface] | Earthen spire attacks enemy(s) |
'-----------------------------------------'----------------------------------'
ZUKO
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Zuko is the archnemesis of Aang, and wants to capture the Avatar to restore
his honor and return to the Fire Nation again. He fails numerous times, and
isn't such a bad guy at heart. It's the circumstances!! He's a firebender,
and although his attacks are a little less stellar than what the show says
he's capable of, he's fun to play and all-around awesome.
.-----------------------------------------.----------------------------------.
| Fire Strike - Tap B [up to 3 times] | Firebending combo on nearby foes |
| Fireball - Charge A, release | Shoots small projectile straight |
| Big Fireball - Charge A more, release | Piercing projectile for switches |
| Block - Tap B [when attacked] | Nulls damage if done correctly |
'-----------------------------------------'----------------------------------'
IROH
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Zuko's wise uncle who enjoys tea and hot springs, he's more kind-hearted
than his Firebending kin. He looks out for Zuko and has quite a reputation
as a warrior. In battle he's fearsome, but his Dragon Breath attack takes a
little time to recover from. Fun guy but not fleshed out enough here.
.-----------------------------------------.----------------------------------.
| Dragon Breath - A/B [hold for stream] | Fiery stream to incinerate! Hehe |
'-----------------------------------------'----------------------------------'
*- use the d-pad to control stream's direction; also cancels out projectiles
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SUPPORTING [SPRT]
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Supporting isn't exactly new but works better than the previous game. Someone
who is in 'support' is the character not being controlled by the player, but
still has attacks to use with the R-button. They are the following:
.---------.------------------------------------------------------------------.
| Aang | Dash Drive is immediately used, sending an enemy flying |
| Toph | Sends an Earth Pillar ahead at once, hitting enemies if possible |
| Zuko | A quick-release fireball [small] is shot out |
| Iroh | Uses Dragon Breath in the direction opposite Zuko is facing! |
| Sokka | Quickly throws boomerang straight in the direction Aang's facing |
| Katara | Freezes enemies/fountains at Aang's position [frontal] |
'---------'------------------------------------------------------------------'
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01) OMASHU
[WK01]
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After the opening dialogue, the game asks if Aang and Katara's tutorials want
to be played. For newcomers, this is a good introduction into the controls &
abilities -- it makes this walkthrough easier to follow, even. For reference
on the skills, see the 'Characters' portion.
Anyway, since the last time I've written an Avatar guide, I've learned my
lesson to make it easier to follow, given all the puzzle-solving. I'll make
the areas more palatable for readers. :p
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SCREEN 1 - OMASHU STREETS
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NOTE: The green timer DOES NOT END THE GAME IF IT HITS ZERO! It's just makes
the bonus score rise.
Just inside the city, some soldiers assault the party. Use the B-button to
destroy them, or if you make Katara the lead (with L Button), use R-Button
to make Aang do Dash Drives in the direction she's facing. There's a green
bottle nearby that increases the bonus score and the time limit as well.
Follow the small stairways, avoid the spikes and the ore cart, and approach
the first switch. Slap it with any character's ability and the gate falls.
The adjacent area has ore carts going on a set path, and if you're in the
wrong spot, they'll push Aang and Katara into a floor pit. Move 'upstream'
by ducking into the alcoves along the path.
At the next two switches, switch to Katara and use her Water Spin to hit 'em
both at once, dropping the gate. Some soldiers are beyond and can be beaten
up with the b-button, or have their fireballs deflected with the Air Blast
ability. A spearman will show up and has a reach that pierces the techniques,
so flank him to avoid the -10 damage!
The next switch is timed, so hit it and get past before it pops back up. The
exit's right there.
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SCREEN 2 - OMASHU STREETS II
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Use Aang's Dash Drive to knock the box onto the floor switch. Some soldier
crowds will attack in the walkway to the right, so Water Spin to get them
out en masse. Avoid the spikes nearby and collect the green bottles until
the box puzzle comes into view. Air Blast the box west to make the path open
to an herb [doubles points from enemies temporarily]. Two firethrowers will
be past there -- remember, Water Spin can be done four times consecutively
and neutralizes the fireballs as well!
Avoid the carts and move east, zig-zagging through the incoming cart lane by
the spikes. Sokka will arrive at the next puzzle and replace Katara. He has
a boomerang (B-button) that flies straight ahead of him. Hit both switches,
exit the screen.
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SCREEN 3 - OMASHU STREETS III
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Play Sokka's tutorial at this point, if you don't know his capabilities. He
can throw his 'Rang in a straight line (B button) or a circle (charge until
he resonates slowly). Hold A to do a 'Club Rush', a furious attack with his
primary weapon.
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Grab some green bottles, beat up more soldiers, and then get more bottles!
There's a 4-switch puzzle here that has a short timer. Stand at the leftmost
one and do a Club Rush across all four -- this should barely make the gate
go down in time. Beat up some more soldiers and approach the red switch. This
type of switch must be hit repeatedly to make its gate descend.
A bunch of soldiers are beyond -- do the boomerang + Dash Drive combo to send
them flying. The next 4-switch puzzle calls for Sokka to throw his boomerang
in an arc. Just east is another box-on-switch puzzle. Air Blast it east,
south, and west to solve. Exit east.
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SCREEN 4 - OMASHU STREETS IV
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Throw the 'Rang in a circle to hit the next switch. The next gate-'n'-switch
puzzle has three apiece. Hit the 2nd and 3rd to make all gates depress. Here,
the heros will find Bumi tied up by Azula. He'll knock the old geezer down
and start surfing down a mail chute, with the fiery girl following inside a
cart.
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SCREEN 5 - OMASHU MAIL CHUTE
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BOSS: Azula
Azula will be in a cart on the top chute, and slings fireballs at the Avatar.
Use Air Blast (b-button) to repel them back at her. When her health's been
about halved, she'll jump into the other track and prepare a large fireball.
Use the R-button to leap over it harmlessly [does -20 damage]. She'll still
throw smaller ones intermittently, so keep firing them back until the pattern
changes a bit -- she does rapid-fire small ones and two big ones back-2-back.
When she finally jumps behind Aang's craft, wait for her to fire a 'ball and
the rock pillar made by jumping will slow her down permanently.
---
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02) FUGITIVES
[WK02]
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In this level, Zuko and his uncle Iroh are on the run from Fire Nation after
escaping from Azula. In the previous game they weren't playable characters,
so this is quite exciting! Make sure to play their tutorials when offered,
now! Zuko can do a 'Fire Strike' by repeatedly hitting B [x3], charge up a
Fireball projectile by holding A-button, and an even bigger Fireball by
holding A-button even longer. Holding A can also block, and if done at the
moment an enemy strikes, it stuns the attacker!
With Iroh as support, use R to fire his 'Dragon Breath' in the opposite
direction Zuko's facing. Hold longer for a continuous stream, although it'll
drain the bending meter (that fiery oval-shaped thing in top-middle). With
Iroh as a primary, A/B-button will use Dragon Breath and the d-pad controls
the stream's direction. If Zuko's the support, R-button throws a fireball at
once.
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SCREEN 1 - VILLAGE STREETS
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Iroh's a good support if you want your back covered, and Zuko's good support
if you want a leadoff projectile in the same direction. Pick wisely! There's
some enemies right at the start. Once deep-sixed, shoot 2 fireballs at the
switches and go east.
At the next puzzle, fire a 'ball at the switch, approach the 2nd gate, and
hit the switch again to open the east path. Defeat some more soldiers, avoid
the earthen spike clusters, collect the green bottles, and continue toward
the red switch. Remember, these have to be hit multiple times to open the
gate they command!
Defeat the fireball-thrower by the trench, and Fire Strike the grunts who
approach. Three hits is a OHKO combo, y'know. The next gate reopens when the
3-4 enemies are killed. The straight line of three switches needs a powerful
fireball from Zuko to penetrate 'em all, remember.
Beat the crap out of the next set of enemies [watch out for spearman] and
use the Dragon Breath to hit the two switches near the outer trench. There
is one more wave of enemies before a cutscene.
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SCREEN 2 - THE FOREST
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Avoid the earthen spikes and approach the two switches. One's across a ditch
and one's right by. A fireball has to be used in conjunction (at same time)
as Iroh's Dragon Breath. Obviously, the old firebender has to be supporting.
Beat up the next enemies walking the street, hit the red switch a few times
with Dragon Breath, and beat up the fireball-slingers. The next 3 switches're
at the 3:00, 6:00, and 9:00 positions. Dragon Breath has to be used to get
them all in one go before the timer expires.
The next set of enemies is the same as before, except one has a shield icon
above his head. This means he's an armored enemy that takes more hits than
usual to destroy. His armor gradually returns to normal, so a barrage of
Fire Strikes/etc. is needed to destroy.
At the next puzzle, hit the red switch with Iroh's Dragon Breath to make the
timer switch go down. Then, quickly shoot a fireball with Zuko (R-button) to
hit the next crystalline switch. Continue east, my fiery friends! There's a
few fireballers and a spearman, but 'sides that, nothin'.
Hit the switch by the earthen spikes and beat up the enemies near the east
end of the dual ditches.
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SCREEN 2 - CLIFFSIDE II
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Ooh, autumnal scenery... O___O
In the first cliff area, grab the bottles and herb -- enemies will start in
all directions, so make the use of that double-point bonus given and let Zuko
wail on all oncomers! Go east to exit. :p
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03) APPA SWAMP
[WK03]
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Appa, the Avatar's flying bison, draws near a swamp and senses something. In
this airborne level, use the d-pad to steer Appa and the A-button to block.
There's no time limit here, by the way.
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Dodge the tornado's thrown trees, which can be visually identified before
they're slung straight left across the screen. Gradually, more trees end up
getting thrown at once, but the same dodging technique applies. Dodge the
roots and the tornado will approach the left side of the screen, where Appa
must dodge the same items from his aft. [If you block while the tornado is
near, you can evade all damage!] If you need to gain health back, block when
a tree/root approaches and get points for the near-miss.
Toward the end, there is rapid-fire tosses as well. Just block as best as y'
can and it'll all end soon. Relatively short level overall.
NOTE: For more bonus points, you need to collect many near-misses. A +10 will
show up when done correctly.
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04) THE BLIND BANDIT
[WK04]
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The Blind Bandit should be obvious for aficionados of the t.v. show, but I'll
be mum on it. Anyway, Sokka's recklessness doesn't help anything, so when it
is Aang's turn to assault the bandit, he recommends Dash Driving her. [This
is done by moving + B + A when dashing].
The blue-colored rings will that surround 'her' are pillars underground, and
if touched, will emerge and do 10 damage. They don't attack if standing still
though, so Dash Drive when possible. She can also send earth waves [x7] when
Aang reveals his location. Make sure you attack her when the red ring about
her's receded a bit, otherwise you'll be stonewalled by a...well, stone wall.
o__O
Keep kicking her east until she falls into a pit, which ends the battle. It
is now possible to play her [Toph's] tutorial! As Support, she fires an Earth
Pillar with R-Button, which travels in the direction Aang's facing. This can
bridge ditches, as well, making it very useful. As the main character, she's
able to use Earth Pillar with A/B, and select where it emerges with A/B to
boot.
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SCREEN 1 - THE CLIFFS
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Toph will agree to teach Aang. First things first, move Toph to boulders by
using [D-Pad + B], sending them barreling in the direction chosen. Get past
the enemies by bowling 'em over this way. Past them, evade the spikes, hit
the switch, and send the rockcube east to its floor tile. Destroy enemies
by having Toph make an Earth Pillar from far away, so it OHKO's them as it
grows larger.
When you get to a ditch with lots of dog enemies, don't waste time and keep
going -- they can't get the duo! Beyond are a bunch of Fire Nation soldiers,
so do the Earth Pillar + Dash Drive [with R Button] to clean their clocks in
record time.
There are two switches behind a ditch at this point. Just send a 'Pillar from
afar and when near, press A/B to make several come up and trigger both. The
next switch puzzle is easy as well -- use multiple Earth Pillars to trigger
both switches, raising a gate in the rockcube's movement track. Shove it west
and north, then east to the floor tile. Eastward, brave soldierz!
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SCREEN 2 - THE CLIFFS 2
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Beat up a few soldiers inside the screen's first canyon, and see the first
puzzle. Knock the block up, hit the switch, go south. Then, move the block
east, do a faraway Earth Pillar and hit both crystal switches behind the li'l
ditch. Simplistico!
Beyond, collect green bottles and move to the boulder, waiting for all three
enemies to line-up before hitting them like bowling pins. Past some fireball
throwers, hit the two switches touching shoulders by firing an Earth Pillar
west from faraway. Next, by the dingo [??], fire an Earth Pillar to lower a
gate and square off with more fireballers. [If you want the three bottles
behind the gate, fire an EP east towards it and use A/B to make one sprout
up behind the rocks!].
The next switch placement has two far away. One needs to make Aang Dash Drive
in one direction, while a pillar is thrown in the opposite. There's little
time to do this in, so it can be tricky. Fight your way to a crossroads with
a bunch of enemies who come straight up the screen's middle -- have an EP
waiting for them! Spearmen come from the aft [west] as well, so watch out.
Now, here's the final block puzzle -- 2 blocks, 2 switches. Do the following:
- Move the SW block north and east, onto the floor tile
- Move NE block south and west [to SW] corner
- Move block on the tile south once
- Move new SW corner block east onto the switch
- Move other block north onto switch!
Now, move Block #3 out of the way and trigger the exit switch!
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05) ZUKO ALONE
[WK05]
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Zuko has quit traveling with his uncle [as goes on the TV show], and now he's
got to fend for himself...
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SCREEN 1 - THE FOREST I
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Fight through the mass of soldiers & spearmen and collect all the bottles
that are found by the grassy path/spikes. Trigger the three switches with a
large fireball and kill the enemies beyond. At the next gate puzzle, stand
on the floor tile and throw a fireball east to open the 2nd path east.
At the switch trio, sling a large fireball west to get them all within the
timer's confines.
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SCREEN 2 - THE FOREST II
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After killing some soldiers, there's a switch puzzle beyond. Stand on the
switch and send a large fireball east to hit the easternmost switch. Get off
the switch [raises gate between 2 & 3], send a large then small fireball to
get those. Beyond more enemies...
...another switch puzzle, imagine that. Hit the switch and quickly run the
u-shaped path to get to the open gate within the :03 timer. There are FIVE
switches at the next part. To solve, fire a large fireball east, then one
from the south. Let the timer expire because the middle one has to be lit.
Then, repeat the same thing. Remember, you can charge large fireballs while
running!
Past some soldiers is a three-gate/switch puzzle. Step on the floor panel and
careen a ball at Switch 1, then step on the panel by Switch 1, and his Switch
2 right between the particles. Exit south and murder some soldiers, where
armored types are getting more plentiful... Here's how to solve this:
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SCREEN 3 - THE VILLAGE
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BOSS: Azula
Zuko's sister will throw three fireballs and immediately after a larger,
which can't be blocked by Zuko's firebending. Azula must be close to her
bro to fire this, however, meaning you can sidestep it and probably get in a
Fire Strike combo before she recovers. When her health's depleted, follow her
east for Round 2 [no updated strategy].
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06) THE JOURNEY
[WK06]
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While at the research library, someone's swiped Appa and pawned him off. Now
the team has to locate the flyin' buffalo before something happens...
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SCREEN 1 - CLIFFSIDE
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This time, Aang/Sokka are used. Watch out for falling rocks and head through
the small mountain pass, and defeat the huge group of enemies that appears
for awhile. At the gate switch, throw Sokka's boomerang in a circle to hit
the switch out of reach. To do the six switches here, quickly toss the Rang
at the solitary one and Club Rush the other 5 from the east. Make it through
the canyon with falling rocks and collect all bottles found.
Destroy the huge army of soldiers here and make for the red switch. Hit it
to capacity and quickly fire a boomerang at the other switch while it's
protective gate's down. Next, step on the floor switch and send the Rang in
an arc to hit the switch. Go east, busta!
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SCREEN 2 - CLIFFSIDE II
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There's a whole bunch of enemies to tango with here. Rang + Dash Drive is a
good way to send them flying and maybe cut the ranks quicker. The next switch
puzzle can seem hard, but it's not -- throw a boomerang at the lone eastern
switch while Club Rush-ing west to hit the other two. The timer 'fuse' is
remarkably short, so it can be annoying. :p
Puzzle #2 has two crystalswitches beyond a curvy ditch. Stand against the
rock partition nearest the western and throw the Rang in in an arc, hitting
both in one go. Rush through the huge amount of boulders and avoid earthen
spikes as usual.
For the next part, have Aang move the stone cube and use the R-button to
throw the boomerang. Rush through the twisty spike path to get out in time
[0:06 timer].
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SCREEN 2 - CLIFFSIDE III
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Hit the red switch to lower the gate, then use an arcing Rang shot to hit
all three switches outside the ditch [stand north of gate, along northern
wall]. Get past some boulders, fight enemies [Rang + Dash Drive!!], and more
boulders to sidestep. Bottles are along the way, scoop 'em up, yo. The exit
to Ba Sing Se is just beyond!
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07) TO BA SING SE
[WK07]
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Fight some enemies and approach the first puzzle. Charge a large fireball at
the two switches while Iroh [supporting] attacks the other. Approach the 2nd
puzzle. Use Iroh's Dragon Breath to hit the three switches by the ditch's
curvature, then stand on the floor panel nearby and sling a fireball at the
far switch to make passage.
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SCREEN 2 - GRASSY CLIFFS II
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There are some ponds here, and fireball-slingers will be standing there. Use
Dragon Breath to kill them, switching to Zuko when foot soldiers approach.
At the ensuing puzzle, Dragon Breath in a half-arc by the ditch and proceed
east. Dodge the rocks to another switch puzzle, needing a Dragon Breath in
another full-circle formation while Zuko [supporting] shoots a fireball east
with the R-button.
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SCREEN 3 - GRASSY CLIFFS III
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Fight through the spikes and soldiers to the first switch puzzle in this
screen. Charge up a large fireball and send it east, while quickly switching
to Iroh and using Dragon Breath on the four in the NW corner. Beyond, more
rocks to dodge and an herb appearance before a large number of enemies comes
from both sides. Wrastlin' time! <nyuk>
End of level!
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08) THE DRILL
[WK08]
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Ba Sing Se's gigantic wall is being assaulted by a Fire Nation drill, and it
is up to the kids to destroy it from the inside-out! One of the better arcs
in the television show, actually.
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SCREEN 1 - DRILL INTERIOR
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Katara/Aang is used for this one. Move east to see a scene where Katar talks
about cutting through a brace. They'll try to saw through the thing with a
waterbending saw. [Press B when the water reaches Aang to send it back to
Katara, using the d-pad to move]. When it's cut all the way through, trek
east again.
Our friendly waterbender is a good primary here as her Water Spin repels all
attacks, fireballs, and damages enemies in a circle. Plus, Aang's Dash Drive
is more useful as a supporting R-button move. After a soldier rendezvous, go
east still and cut the second structural brace. Northward!
Evade the slow-moving piston-things to a water spout. Freeze it and make Aang
shoot the block left/right to the crystal switches. Remember to use Dash
Drive or it will go diagonally! Destroy some fireballers and exit to the
north.
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SCREEN 2 - DRILL INTERIOR II
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This area's good for making Fire Nation cubes [with Freeze] and sending them
around to bowl over the other comrades. When they're on a slab, move to the
water fountain. Freeze it, Dash Drive it from the north, and when it's level
with the bottom wall, Dash Drive it east to hit the switch. Past pistons &
some soldiers is another fountain. Like before, freeze, Dash Drive it south,
and when level, Dash Drive it west.
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SCREEN 3 - DRILL INTERIOR III
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Go north past the pistons and at the first chance, go west to the third
brace. Cut that sucker like it's a 5-foot high lawn! At the switch puzzle,
move the wooden crate north of its starting point to reveal a fountain. Move
the box to the NE corner, freeze the cube, and have Aang use Air Blast from
a position southwest of the cube. If done right, it hits the box, then all 3
switches in the east. Quickly hit the one near the fire-symbol door to do
this annoying puzzle. :p
South is another switch puzzle. Freeze the block as Katara and have Aang
[supporting] Dash Drive the cube east to the pipe-side switch. Quickly, as
it's moving, hit the other two switches around to open the door. Maneuver
west to the 4th structural brace and slice it with the watery scalpel. ^__^
Flush some enemies down the drain, move past the pistons, and get to another
waterspout. Freeze a cube and Dash Drive it east; as this occurs, move with
it and when it bounces back, Water Spin to make it hit the north switch of
the gap, bounce at the door [open if timer's counting], and ricochet at the
southern switch. This will open a door to a whole bunch of green bottles.
DOING THIS IS COMPLETELY OPTIONAL HOWEVER, so if you can't get it, don't
sweat it!
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SCREEN 5 - DRILL INTERIOR V
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Kill some grunts and Dash Drive one of the two boxes north. A small path by
the spikes leads to another box, which should be DD'd east. Evade the spikes
(which are hard to do, actually) and cut the 5th structural support in the
east. This time a fireball-thrower will be above, so move Aang back and forth
to evade the projectiles.
Destroy enemies in the north and get to the 6th support, also having a foe
with attacks to evade. Not sure if this was meant to be, but it's possible
for Aang to go back farther than the screen shows, making the enemy unable
to shoot its faster-moving projectiles.
At this point, Aang will let Sokka and Katara escape while he goes into the
next room...
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SCREEN 6 - DRILL EXTERIOR
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BOSS: Azula
Isn't she just a trooper? Now her blue fireballs have homing abilities, so
use Air Blast to repel them. This time, her blue fireballs have homing
abilities -- the trick is to let two follow and send them both back, making
one hit Azula and the other get blocked. Don't get in close unless Aang has
a deathwish! Eventually, the drill will start burrowing through the wall and
Azula gets more aggressive, chasing Aang around, doing a huge fireball kick
attack [move out of the way to evade, duh?] and mini homing 'balls. It's not
too hard to evade the large fireball and Dash Drive at her -- in fact, that
is the recommended strategy.
As her health decreases, she starts sending rapid fireballs. Dash away and
let lots come at Aang, and repel them all, many of which hit Azula in her
smug face (^___^).
---
When she's defeated, Aang uses a boulder wedge to turn the drill into a
large sand-eatin' machine. And...that's the end of the game. Short and sweet,
and still kinda fun. Hope you enjoyed!
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09) LAKE LAOGAI [SCRL]
[WK09]
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NOTE: This mission only opens up if an A-rank has been obtained on all of the
previous missions!
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SCREEN 1 - LABYRINTH
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Aang/Toph will be the lineup this time. Some earthbender soldiers will appear
and can be quickly dispatched by using Toph [supporting] for Earth Pillar
shots. To open the 4-switch puzzle, use Air Blast on each pair before the
timer runs out. At the next conundrum with a doggie in it, use Earth Pillar
to hit it, which sets off the chain reaction to get the switch triggered.
Beyond is a movable block in a floor groove. Move it east and south [into the
SE corner], then hit the nearby switch to raise a gate. Move it north, un-hit
the switch, move it west onto the sensitive tile. The eastern passage now is
clear.
Do away with the soldiers who now throw earthen blocks [Air blast nulls 'em]
Keep going east, now and the exit's in sight...after one of those freaks with
a grabber-claw. Don't let him getcha!
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SCREEN 2 - LABYRINTH II
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Here, the two switches must both be flipped on to make the gate descend. Get
them both into an 'off' state, then fire an Earth Pillar from afar to bypass.
Past the horde of Earthbender soldiers who try to fry the duo, proceed to a
switch out of reach. Switch Aang to supporting and make Toph line this one
up, then forcibly plow the spire from underground to hit the switch.
Move east past some baddies to a red switch. A few more bumrush near there,
so be ready to shoot an Earth Pillar/Dash Drive at the 4 foes. Attack the
switch to fill it up, opening the north gate.
---
The next floor groove puzzle is simple. Move the block east and south, then
hit the switch that prevents it from going north all the way. Kick it north,
deactivate the switch, kick is west. Finally, hit the switch again, kick the
block east, then south onto the switch. Voila! The gate nearby is controlled
by two other switches. Simply use Earth Pillar to get them all in an 'off'
position, then fire from afar to hit them both. Kekekeke, easy, aye?
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SCREEN 3 - LABYRINTH III
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Kill all approaching enemies and get to the two-switch puzzle. Fire an Earth
Pillar from afar and manually make them come up. When the timer starts, do
the same thing again before it ends, making the gate drop. Continue around
to where two earthbenders chuck rocks; using an Earth Pillar, an automatic
combo of +20 health can be achieved! Kill foes until the next block puzzle,
this time with three!
OK, to solve... The wooden box can't move, so that helps. Move all blocks
counterclockwise, and when they get to the position under the wood box, move
them west. Eventually the setup goes where a block will be underneath that
position and one to the west; just move the latter east!
At the block puzzle down the way, there's a lot of moving around to do. The
basic 'object' is to get a block north one space of the lowest switch, and
east one space like this:
img.photobucket.com/albums/v242/Shotgunnova/therightposition.png
Just move one block up, and the other block over. The gate to the north drops
to allow access to a green bottle, while doubling as a way for Toph to fire
an Earth Pillar from afar, hitting the exit gate in the east.
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SCREEN 4 - LABYRINTH IV
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Argh, the evil right-hand! Too bad his inner yellow cowardice shows, and he
runs away a few times, leaving some 'grabber' enemies to deal with the duo.
Dispose of them in the normal fashion [Toph supporting is best for quickfire
Earth Pillars]. In the end, this 'boss fight' is nothing more than Long Feng
turning tail. Haha, what a doofus. Level over!
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10) LAKE LAOGAI II
[WK10]
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Will Aang ever retrieve Appa? The suspense is killin' me, folks! Too bad it's
time for Zuko to take center stage as he hunts his archnemesis. ;p
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SCREEN 1 - LABYRINTH
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Zuko can murder enemies rather easily, so don't be surprised if the puzzles
require less brainwork than normal. The first one is simply firing a 'large'
fireball west at the three switches. Proceed east, trounce some meatbags, and
find the 6-switch puzzle. It's rather easy -- simply use large fireballs to
turn on the furthest of the three switches [per pair], use a large one that
goes 'vertically' on the two middle ones, and weak ones on the westernmost.
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SCREEN 2 - LABYRINTH II
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Another 6-switch puzzle, 'cept this one's simple. The 3rd switch in the top
row has two gates that can protect it. Use it to block the 4th, turn on the
3rd, protect the 3rd, flip the first two on. When all switches are triggered,
gate open. WHAT YOU SAY? All your gate are belong to...yeah, that gets old...
For the next switch puzzle, there are two floor panels side-by-side. Step on
the one that lowers the nearest gate, charge up a large fireball. Fire it
east, and step on the other pressure pad to lower the switch gate before the
'ball lands. The next switch down the line is just navigating a spikefield
before the timer runs out -- y'know the drill: move diagonally when possible,
etc. etc.
Nearby, a gate will lock Zuko in with two earth-throwing ruffians. Charge up
a fireball to hit the two far-off switches, then get around the side and beat
'em up. At the crossroads, be prepared to put a bunch of enemies six feet
under. East afterward...
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SCREEN 3 - LABYRINTH III
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Zuko finds Appa... What sinister things is he planning??? Iroh gives him a
talkin' to, and the young firebender decides setting the bison free is best
instead of havin' BBQ ribs. Run around and attack all the stakes strapping
Appa down...mission over!
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11) APPA ASSAULT
[WK11]
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Another Appa level! As it turns out, the Avatar just doesn't know what 'no'
means, and he's breakin' into the palace by any means necessary. And who can
blame him!? Anything to avoid more switch puzzles, I say.
WAVE 1 - Barrels are thrown from the left side of the screen in an arc, so
our flyin' bison can dive under them. They come in a stream and at
differing heights. Easy stuff.
WAVE 2 - Earthen chunks fly vertically, with big yellow arrows showing where
they will come up. One has to be no-sighted [as opposed to near-]
in order to fail most of this part. :p
WAVE 3 - Elephant statues fall from the sky [vertically]. Again, big arrows
denote the fall path and it's simple sidestepping to avoid. These'll
inflict -20 damage, so be careful not to be smushed.
WAVE 4 - Barrels fly faster, but still in a stream. Oscillating Appa's flying
helps prepare for quick avoiding.
WAVE 5 - Multiple blocks fly from the ground. The arrows are still there, so
it's not as big a deal. It's still one at a time basically, and if
you pay attention, you'll see no arrow repeats itself immediately.
The last part has 2 blocks at once, though.
WAVE 6 - More falling elephant statues. These big suckers can only fit three
on a screen, which means there's less leeway for Appa to maneuver.
Still, the pattern is simple and you can probably guess how it goes
before it occurs.
WAVE 7 - Grab bag! Barrels, vertical blocks, falling blocks -- a whole mix
to deal with, and not necessarily one after another. Sometimes they
come in tandem, so be on your best guard. It does speed up after a
while, however.
Now that the stage is set, let's find that dang Earth King an' show him a
thing or two, huh?
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SCREEN 1 - GROUND ASSAULT
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A whole bunch of enemies on this ground assault. Since they surround the duo
[Katara/Aang], they're basically asking to get waterspun into the afterlife!
Sokka takes Katara's place after this.
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SCREEN 2 - GROUND ASSAULT
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A crapload of enemies to fight through -- Dash Drive > Club Rush works rather
well. After fighting a Civil War-size fight, Club Rush the four switches that
protect the gate. East from there...
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SCREEN 3 - GROUND ASSAULT
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SCREEN 4 - ELEVATOR... !?
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Toph will be controlling the elevator and enemies will fall down onto the
platform, skidding off. Aang will have to move out of the way [Toph can't be
damaged] as the pairs fall. Stand near the southern edge of the lift as it's
easier to evade most of them -- there IS a pattern to the movement after all.
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SCREEN 5 - G. ASSAULT II
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He'll have an armor symbol above his head, meaning that part has to be taken
off before he can be 'actually' hurt. Since it regenerates, this means that
fighting this doofus can take a long time. Luckily, there's no flash attacks
in his arsenal -- just a simple close-range earthbender rock spire like the
normal soldiers have. Do not enter any of the four grooves at the top/bottom
of the screen, as it traps the protagonists in them and Long Fen can simply
bash away. Actually, it only takes a few hits without the shield to subdue
the evil adviser. Actual damage is shown when he blinks red and flinches, so
that's the indicator.
---
Afterwards, everyone sees the king. There's also a 13th mission that requires
all A-rankings (called 'Single Run') but it's only all the missions strung
together in one go. Here's the password if you want it:
Enjoy!
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V. UPDATES AND CONTRIBUTIONS
[UPDT]
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THANKS TO
- Chicklet at GBXEmu
- Ari Levi, for some corrections. Thx!
- Ananthu R.A, Luciano Sch, Eckehard Kirmas for the Lv 13 Password!
---
Anyone who has the password to the 13th mission is welcome to send it my way
so I can give a write-up of it. Much obliged in advance. ^__~
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VI. LEGALITY
[LGLT]
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This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (P. Summers). It cannot be hosted, edited, or distributed for profit,
and may not be given away as an add-in/gift to bought items. All rights are
reserved to respective parties, even those not explicitly stated herein. Those
who find this document on sites not listed below should e-mail the author
(me).
Thanks for reading this, and thanks for respectin' FAQ authors.
* Gametalk.com * cheatcc.com
* GameFAQs.com
* MyCheats.com
* Neoseeker.com
* Supercheats.com
* Honestgamers.com
* Cavesofnarshe.com