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FAQ/Walkthrough

by Shotgunnova

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 | |     / _  |/___)  _)    / /\ \| |/ ___) || \ / _  )  _ \ / || |/ _  )/ ___)
 | |____( ( | |___ | |__   | |__| | | |   | |_) | (/ /| | | ( (_| ( (/ /| |    
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                FAQ & WALKTHROUGH by SHOTGUNNOVA (P. SUMMERS)
                        shotgunnova[at]gmail[dot]com
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00) Characters and their Skills  . . . . . . . . . . . . . . . . . . . . . CHR1
01) North Pole . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . NTPL
02) Ice Caves  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ICCV
03) Waterbender Village  . . . . . . . . . . . . . . . . . . . . . . . . . WTRB
04) Prison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . PRS1
05) Prison, Part II  . . . . . . . . . . . . . . . . . . . . . . . . . . . PRS2
06) Prison, Part III . . . . . . . . . . . . . . . . . . . . . . . . . . . PRS3
07) Prison, Part IV  . . . . . . . . . . . . . . . . . . . . . . . . . . . PRS4
08) Prison, Part V . . . . . . . . . . . . . . . . . . . . . . . . . . . . PRS5
09) Omashu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . MSH1
10) Omashu Sewers  . . . . . . . . . . . . . . . . . . . . . . . . . . . . MSH2
11) Four Paws Island . . . . . . . . . . . . . . . . . . . . . . . . . . . FRP1
12) Four Paws Ruins  . . . . . . . . . . . . . . . . . . . . . . . . . . . FRP2
13) Sacred Caverns . . . . . . . . . . . . . . . . . . . . . . . . . . . . SCR1
14) Fire Nation Fortress . . . . . . . . . . . . . . . . . . . . . . . . . FNF1
15) Boss Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . BSS1
16) Frequently Asked Questions . . . . . . . . . . . . . . . . . . . . . . FAQ1
17) Updates  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . UPD1
18) Other Stuffs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . THS1

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01) Characters and Their Skills                                          [CHR1]
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There are three characters in the game (yes, ONLY three) for you to harness.

o-----------------o
| AANG THE AVATAR |
o-----------------o

[AIR STRIKE]

His initial attack. This does damage to enemies enclosing on him and is his
main way of hittin' stuff. You'll use this quite often.

[AIR BLAST]

This skill is obtained in the Fire Nation Prison. It allows Aang to shoot a
ball of air forward. This is useful in stunning some enemies, but even more
useful in knocking spiked containers and bombs in a direction.

[AIR VENT]

This skill is obtained in Omashu. It allows Aang to shoot air down one vent and
have it come out the other. This is used to flip over crates, defeat tanks that
shoot at the party, and also for one boss. This is used fairly often in the
later levels.

o-------------------o
| SOKKA THE WARRIOR |
o-------------------o

[BOOMERANG]

This handy-dandy skill is used in attacking enemies (most notably the rock-
-throwing machine) and also for hitting switches. It only goes in one direction
in this instance.

[CIRCLE THROW]

This skill is gained in Omashu. It allows Sokka to throw the boomerang in a
circular trajectory, hitting faraway switches as well as switches that are in
or behind some fences. It's also used to defeat a certain boss in the later
levels. Takes a little getting used to, though.

[CLUB]

Sokka's Club mangles enemies' faces, to be sure. It's kind of slow but does a
lot of damage, often more than Air Strike. Spearmen are weak to this skill and
really crumple when Sokka swings it.

o------------------------o
| KATARA THE WATERBENDER |
o------------------------o

[WATER WHIP]

This skill lets Katara use her waterbending skills to whipcrack enemies. It's
not going to be your main way of attacking and honestly doesn't really come
into play until the very late chapters. Still, kinda cool. o___o

[WATER SHIFT]

A.k.a. Waterbending. This allows Katara to move water from one source to 
another, whether it's from containers or ponds/rivers. This is going to be the
main draw to Katara, and its use will be put into play quite a lot. If you fail
to get this stuff down, it won't be pretty. In the guide, "waterbending" often
means the same thing as this skill

[ICE BRIDGE]

This skill is gotten in the latter part of the Fire Nation Prison area, and has
upgrades that allow for three- and four-panel bridges. Using this skill lets
the party walk on water where they normally wouldn't be able to, and can be
used in zig-zag ways to get around whirlpools. This skill is employed countless
times in the journey.

[HEAL]

This skill is obtained in the Fire Nation Prison. It allows Katara to refill
the party to full health, so long as everyone's chi (blue bar) is completely
filled up. It's...well, always useful. Obviously, it can only be used when all
three members of the party are in one spot.

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01) North Pole                                                           [NTPL]
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ITEMS: ---
ENEMY: ---

Start a new game and you'll see Aang and Appa (sky bison) in the North Pole.
The Avatar will say he's going to go Penguin Sledding with Katara, and you'll
be able to move him around. Currently, he only has one skill (Air Strike).
Head south twice and you'll be told how to use a Save Stone (stand in front of
it, press "A"; also heals team).

From the save stone, head into the right screen to find Katara. She'll say the
Elder wants to see you, so no-go on the sledding. Find the older man by the
stairway at the right part of the village to learn Hiryu's gone hunting...and
also missing. Apparently, the braggart liked to go to the Ice Caves.

Enter north from the village to get a tutorial on moving containers -- hold A
and use the d-pad to move around. You'll see a faint ice depressing around 
where the container is, meaning that's its range of movement. Push it out of
the way and enter the Ice Caves.

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02) Ice Caves                                                            [ICCV]
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ITEMS: Water Pouch
ENEMY: Wolf

You'll see pieces of ice falling around here, and they'll damage Aang if he's
underneath them (obviously). The show up as circular shadows on the floor, so
you can avoid them easily.

Head down the path and you'll have to walk under the deluge of ice. Wait for
it to disappear and proceed. Eventually you'll find three balls of ice that
fall almost consecutively. When the first (nearest) one falls, start walking
and you'll get by unscathed.

Just down the walkway is a large cluster of snow falling; avoid it like the
others and you'll be able to exit south, back into the sunlight. There's a
box blocking the stairway, so jump off the ledge where the railing doesn't
exist and push the box against the wall.

The other stairway is blocked, also, so go down and around it to get a tutorial
on High Jumping. When you see a swirly mark on the ground, that's where Aang
can execute High Jumps by pressing the d-pad in the direction of the wall he's
to vault up to. Do so and move the box out of the stairway's path.

Up the stairway you'll be told about Air Strike -- press/mash "B" three times
to unleash a flurry of staff strikes. One of the pots at the left contains a
healing leaf -- take it if you've already incurred damage.

Run down to where the wolves are and start disposing of them -- two hits from
Aang's staff does 'em in. They crouch before they lunge, so you've a hefty 
amount of time to get out of the way. Smash the pot to the right of the wolves'
grounds for another healing leaf.

Down the way, Aang finds a [WATER POUCH] that Hiryu must've dropped. Master
Wei (the older man at the village) would be interested in the item, so exit to
the south and push the block away. You'll be back by the save stone! Heal up
and go back to the village.

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03) Waterbender Village                                                  [WTRB]
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ITEMS: Sokka's Club
ENEMY: Fire Claw

Talk to Master Wei and he'll clear the way to the staircase behind him, where
Sokka is waiting for you. When you exit right, Aang sees Sokka struggling to
continue in the maze-like course, and wants to help him.

Head up the northern stairs and drop off the ledge. Use the swirly High Jump
marker to get up to a switch -- hit it to make the path below clear up. Go to
Sokka and he'll join your team. Now that you have two members, use the R Button
(Shoulder) to switch to Sokka. He has a Boomerang that will be useful later.

Push the heavy container out of the way and use Sokka's boomerang to trigger
the far-off switch. Head south through the newly-opened gate and flip the next
switch, letting you go left. There's a third boomerang switch that lets you
go left again. Continue and the two boys will hear a frightening roar. Push
the heavy container to the left out of the way and head back to the village.

Back in the village proper, you'll find the Fire Nation has invaded. Move it
to the save stone screen to find the large marauder ship drawing out. Continue
towards Appa (up one screen) and you'll find a large enemy blocking your way.
For the sake of not knowing what it's called, let's dub it...Fire Claw!

---------------
BOSS: FIRE CLAW
---------------

This baddie is mounted into the path by two huge claws and has a penchant for
shooting fireballs at the party. Use Sokka's Boomerang to dislodge its claws
from the ice, then when it's flashing white (such a vulnerable color!), use
the Avatar's Air Strike skill to slap it around. This thing can eat a lot of
attacks, so it shouldn't take Aang more than three go-'rounds to turn this
automaton into mulch...err, scrap.

---

When you're done, head up and get your friend will give you [SOKKA'S CLUB].
Press "A" to swing Sokka's Club. When you're ready to leave, approach Aang
and confirm it. You'll get an automatic save point prompt.

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04) Prison                                                               [PRS1]
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ITEMS: Air Blast Scroll
ENEMY: Fire Nation Guard, Fire Nation Archer

After tailing the Fire Nation boat, you'll end up on a tropical island. Let's
get a move on!

Head south and you'll find a tree blocking the path -- smush it with the club.
You'll have to do the same thing to the bridge at the left, which bars the exit
path. Talk to the man in this screen to learn Katara's been taken to one of the
Firebending Prisons! Aww. =(

In the south, move the container and club the tree to open up the route. South
again, you'll have to club the tree and THEN move the container. Such difficult
logic to the puzzles. :p

Head down and left, pushing the heavy container up until you can move around
right. Club the tree and push the container as far north as it can go. South
around the bend, now.

You'll encounter your first Fire Nation Guard here -- one full Air Strike or
three hits does the enemy in, and Sokka's Club only takes two to down'im. Not
really a step up from the wolf, these guys also time their swing and you can
dodge out of the way with little effort. Kill them, then head left to the dock
to find some healing leaves (x2). Exit to the right of the screen.

Now in the fourth screen, take out the guard and you'll encounter your third
enemy type -- a Fire Nation Archer. They have projectiles (obviously) and can
hit you from afar, but it's easy to dodge them as well. Four Air Strike hits,
three Boomerang hits, and two clubbings kills this precious flower. :p   Keep
on keepin' on in the southern manner. If you wanted that green vial, you'll
have to hold your horsed. :p

This fifth screen has a gate puzzle, solved by moving the heavy container one
space to the left. Head left to get a tutorial on pressure switches -- they
need different weights on them to activate. Light ones need wood, medium ones
are stone, metal ones are heavy. So, here, move the light one out of the way
and push the heavy container onto the switch to retract the gate.

For this next switch puzzle, move the wooden one diagonally left and the heavy
one diagonally right. When both are in place, the way opens to the right. Take
out the guards and archers you find while proceeding right, and you'll find a
container with spikes on it. If you touch it, you take damage. Ignore it since
you can't move it and head north to the village. Head up the street and there
is a fork to the north and east; go the latter.

You'll get a tutorial about levers here -- use "A" with Sokka to trigger them
and Aang will be able to move separately. If you need to regroup, press "A"
by Sokka. So, have Sokka hold the gate open while Aang moves the container in
the fenced-in part. Reground, go right, and move the heavy container north and
out of the way. Take out the guards and archers and continue north.

You'll come to a prison gate. What to do...? Use the swirly High Jump point to
get up by the switch. The game notifies you that other party members are left
behind when Aang performs this. Trigger the switches on both sides of the gate
and you'll be able to enter. Take out the archers and the guard, then collect
the healing leaf in the pot by the fence. Exit into the fenced-in region and
continue left.

Have Sokka control the lever and move Aang south to the switch. You'll be told
that pressing the Select button lets you switch back and forth between the two
members, so do so and move Sokka away from the switch. Have him club the tree
in the other part and shoot the switch with his boomerang; then, move Aang down
and have him trigger the switch so Sokka can go south more.

Have Sokka destroy the guard, which opens another gate. Go back up and shoot
the switch with the boomerang to open Aang's southern route. Head down to the
pressure pad (stone) to be told that you need two or more people to trigger it.
Have Aang High Jump up by the grove of trees and jump down on the other side by
the wooden pressure pad. Switch back to Sokka and have him move south, where 
the two rejoin. Whew.

Club the trees and go to the stone pressure pad, having Sokka boomerang it when
the gate lowers. Go into the newly-opened gate right above it and raid the 
treasure chest for an [AIR BLAST SCROLL], which makes Aang learn a new skill.
Press "A" with Aang to use Air Blast, which can blow things from a distance or
move empty containers. Yes, this is how you're going to get by those tricky
li'l spiked containers.

Speaking of which, head south and Air Blast the spiked container out of the
way, moving left into the next screen and you'll be back in the village. Recall
the green vial you saw awhile back? Head south from the village and go right to
the spiked container, and collect the [HEALTH POTION] with the character whose
HP you want extended. Go back to the village.

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05) Prison, Part II                                                      [PRS2]
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ITEMS: Soldiers Uniforms, Health Potion
ENEMY: Fire Nation Guard, Fire Nation Archer, Fire Nation Spearman

Man, what a long sucker.

Go to the upper-left part of the village and Air Blast the spiked container
out of the way. Exit left by a treasure chest, but you can't get to it just
yet. Head up the path to a empty and a heavy container. Air Blast the lighter
one south and move it out of the way, heading left.

Kill the two guards and the archer, and go south. Air Blast the light container
down, push the heavy one up, move the lighter one right, and move left once 
again. Up the path, find the whirly High Jump point and get on the other side
of the boxes, Air Blasting the lighter ones into place. Rejoin Sokka and head
south.

Do away with the regular guards and you'll find a new one -- a Spearman. Nine
Air Strikes, eight Air Blasts, and 1 hit from Sokka's Club do these newbies in.
The Boomerang is ineffectual and is a stupid offensive tool anyway, so use the
club, folks. Also, make sure you club the tree to the left and find the second
[HEALTH POTION]! 

Continue down and southeast from your first Spearman encounter to find the
enemy barracks. Of course, there will be a lot of enemies here. Fight your way
through and at the very end, you'll find a chest with [SOLDIERS UNIFORMS] in
it. Move the heavy container out of the way and enter the village once again.
Save/heal, and exit the village to the north.

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06) Prison, Part III                                                     [PRS3]
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ITEMS: Silver Key, Gold Key, Healing Potion
ENEMY: Fire Nation Guard, Fire Nation Spearman, Fire Nation Firebreather

Approach the prison gate to get a prompt about entering. Choose the affirmative
answer to be let in and locked in. Good thing you can ditch those disgusting
Fire Nation shells and switch back, huh? Also to your advantage, there's a save
stone by the upper door. Enter it when you're ready.

Kill the two guards and go right and up. Find the crystal and switch it on, an
action which opens the gate before you and closes the one behind you. Head up
and take out the spearman/guard combo. Go right and take out the two spearmen
there, then go up until you get to a down-stairway with another guard. Keep
going left towards another stair and spearman, then head north to a staircase
that takes you to the next screen.

Destroy the two guards and head north to a "monster box" room -- you cannot
escape until all enemies in the room are dead. When they are, the way right
appears. Hit the crystal switch and head north again. Enter the antechambers
on either side of the room for a bunch of healing leaves; the left one also
contains a doorway out, so take it.

########################################################
# PEOPLE HAVE TROUBLE WITH THIS PART SO PAY ATTENTION: #
##############################################################################
Head left and dispose of the two Fire Nation baddies. Go up and position Sokka
on the switch, then move Aang north and step on the wooden pressure pad. Take
Sokka left to the boomerang switch, then switch to Aang. Take him right and
up to a light container he can move with Air Blast. Have him rejoin Sokka once
it's moved, then go into the southern room and enter the newly-opened
downstairs path. Follow the under-floor path north.
##############################################################################

There are three switches here. Once you trigger the first, you have three
seconds to get the other two. It's a little hard, but not so hard -- fire and
then go to the next one! The path opens to the right when you complete it, so
go that way -- if you haven't moved the light container with Air Blast yet,
you'll have to do that! Stand on the stone pressure pad and fire the boomerang
at the crystal to open the southern gate.

Take care of the three enemies and the gate will fall, letting you access the
room with a [SILVER KEY] chest. You can now open any Silver Doors inside the
prison! To start with, exit south through the silver door and come to the floor
right below where you already where.

Use any healing leaves here and enter the silver door by the flaming door, and
you'll rescue Katara! She mentions "the Maker," a girl forced to make machines
for the Fire Nation, and she'll have to be rescued as well. Katara joins your
party (use L Shoulder to access) and has the Water Whip and Water Shift skills.
Water Whip is self-explanitory, while Water Shift moves the liquid that makes
heavy containers heavy into light containers. Basically...a water shift! :D

Leave the silver room and use Water Whip on the fiery door nearby. Enter to
find a Fire Nation Firebreather. Use Water Whip on him three times to kill him
and get the [GOLD KEY] from his carcass! What...too explicit? ;_;  Anyway, Gold
Keys let you open any gold doors in the room. Simple 'nuff, eh? Before you go
into the gold door above you, enter the one to the right of Katara's holding
chamber for the third [HEALING POTION]. NOW, you may enter the one behind the
Firebreather.

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07) Prison, Part IV                                                      [PRS4]
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ITEMS: Healing Scroll, Healing Potion
ENEMY: Bomb Samurai

Geez, a fourth part? Shouldn't be that long. =/

As you enter, you'll find a save stone for you. Yay. Head into the right room
to find the Maker, and also another boss. Let's call this guy...

------------------
BOSS: Bomb Samurai
------------------

It looks rather tough, but this guy has a big soft spot...for his own bombs!
And by soft spot, I mean a spot that can be blown up! He'll throw bombs in the
center of the room and the third one will be a larger one and take longer to
detonate. Air Blast it into him to make him see stars, then Air Strike him to
deal the real damage. After the first successful Air Strike on him, he throws
more bombs, but the strategy is basically the same. Avoid his bomb blasts and
show him who's the bomb. >___>

When the samurai's gone, follow the right path to a crystal. You'll flee the
Maker, but she splits without a kind word. That's gratitude for ya. Sokka looks
at a map left behind and sees it was made in Omashu, the Earthbending Nation.
Aang suggests seeing Bumi about some armor. Take the [HEALING SCROLL] from the
chest while you're at it. To use the Heal skill, switch to Katara and hold down
"B" until Katara is blinking, then release. Everyone needs full Chi gauges to
make it work, though.

Heal/save and exit south. Back in the large room, head left and you'll find the
gate blocking further progress south is gone. Push the heavy container onto the
switch and go to the stairway. Once you approach the spiked container, you'll
learn about Katara's "Water Shift" skill. Select water and where you want it to
go. Press "A" to Shift it and "B" to cancel. Use the d-pad to move the cursor.
In this case, shift the water from the spiked container to the empty one, then
Air Blast the spiked container out of the way.

Go south to find two switches and two containers. Shift the water into the
empty container and push both of them onto the switches. Easy-peasy! Head 
south and at the first right branch, head all the way to the right and enter
the gold door for another [HEALING POTION]. Go back all the way to the left
and go upstairs.

Use any healing leaves you find and exit into the rain. Drop off the side of
the ledge and then split into the forest.

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08) Prison, Part V                                                       [PRS5]
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ITEMS: Ice Bridge Scroll
ENEMY: Fire Nation Firebreather

Go up to the water container and bend the water out of the stream and into the
container, so it's plum full and can trigger the metal pressure pad. Get the
chest for a [ICE BRIDGE SCROLL]! Press "B" when near a stream (as Katara) and
use the d-pad to draw the path. Press "B" again to create the path of ice up to
two blocks long. One ice bridge can exist at any time, and if anything is on
the ice bridge, a new one can't be made.

That said, make an Ice Bridge south from the chest and go left to the up/down
stream. Find the bridging path south of the li'l whirlpools and make your way
left, north, then left again. Find the small dock part and connect the bridge
to it, then go left once more.

There will be a bunch of whirlpools in the next part. Make a Ice Bridge that
goes down twice to the nearest dock plank and walk across that way. Kill the
Firebreather with Water Whip and continue left. Ice Bridge your way across and
head north to Appa. Do you want to leave the Fire Nation Prison, the prompt
asks. I know I sure do. =p

DIEDIEDIEDIEDIE FIRE NATION PRISON!

You'll end up in Omashu after the save prompt.

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09) Omashu                                                               [MSH1]
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ITEMS: ---
ENEMY: ---

The team lands in Omashu, the Earth Capital, seeking information about Armor.
Exit south from the Appa screen and go down the stairs. Ignore the stairs that
go up to the north and head to the right, then start north again. Katara will
run into Haru, who says that Earthbending Machines attacked his training camp
and one of the Earthbenders (Yuan) is missing. Aang suggests going to see
King Bumi and Haru bolts.

Keep heading north and you'll eventually get to the palace where Bumi is. Talk
to the king who directs you to the Royal Library, where you can find info on
ore that is strong as the armor the machines are made out of. Some bratty
retainer talks about some crap like "traditions," but who cares about that
junk? To the Library!

Exit the palace and go back down to where you encountered Haru. Head right and
a man stops you, telling you that only an Earthbender can enter the Royal
Library. Haru is an Earthbender, so you'll have to get him to get the scoop on
things. Coincidentally, a guard leaves his post and you can get into the ladder
behind him! Odd! Amusing! Kekekeke! To the sewers!

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10) Omashu Sewers                                                        [MSH2]
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ITEMS: Ice Bridge Upgrade, Air Vent Scroll, Ice Bridge Upgrade, Weird Island
       Map, Circle Boomerang Throw Scroll, Healing Potion
ENEMY: Fire Nation Guard, Fire Nation Spearman, Fire Nation Firebreather,
       Fire Nation Archer

No doubt about it, this place is large and in charge. For convenience, I'll
split the section by down-ladders and you take and other markers.

[FIRST DOWN-LADDER]

Bend some Ice Bridges as you continue south, coming to a half-full container.
Push the container right and bend the water into the gap nearby, then IceBridge
yourself over it. When you get to the room with two more containers -- a full
one and a barely-full one -- waterbend all the liquid into the gap, then Ice
Bridge it. Enter the second screen.

Ice Bridge yourself up to the save stone, then use the same technique to get
to the upper-left room. Head north and waterbend the water into the stream,
then Air Blast the empty container and push it onto the pressure pad. This
opens a way to a crystal nearby. BEFORE you do that, though, go to the left
and waterbend the liquid out of the lefternmost spiked container, then Air
Blast it left. Hit the switch and you'll have twelve seconds to make it all
the way up before it closes. To make it in time, you'll probably take some
damage from the spiked containers in the bend of the path -- oh well! Once
you make it, head upstairs.

You'll be back in broad daylight, so head north. You'll see a bunch of mail
carts here, which can damage you should you walk not-so-carefully. Head south
across the traffic line and then right around the "orbiting" cart. Head up
and around the next orbiting cart, then right, down, and around for the next.
Cross the two lines of mail traffic here and head back into the underground.

[SECOND DOWN-LADDER]

Head down and right to the spiked container. Ice Bridge upwards to the downed
gate and Air Blast the spiked container south. By the crystal, Ice Bridge out
towards it and hit it with the boomerang, which makes one gate rise and the
other fall. Ice Bridge down to where the spiked container once was and use the
same technique to get to the newly-lowered gate. Head up and Ice Bridge to the
chest to get an [ICE BRIDGE UPGRADE], letting you make three-panel bridges now!

Make it back to the southern part of the room (by spiked container) and use the
upgraded Ice Bridge to continue and exit to the south. You'll be back in the
save point room. Ice Bridge down to it, save/heal, and Ice Bridge three panels
to the left of the save stone platform. Exit left.

You'll be back in the room with the ladder taking you by the Royal Library.
Ice Bridge left of the platform and continue on. There are whirlpools here that
you will need to bend around. Make an Ice Bridge going two over, one down; veer
south towards some more switches and containers. Move it onto the wooden press
pad and exit south.

Follow the drop-down ledges until you can come to a High Jump marker. On the
right side, use the boomerang to trigger the switch, then go to the right side.
Waterbend the container water into the stream, and use the boomerang to hit the
nearest switch, lowering the gate. Use the High Jump marker to push the empty
container right, and raid the chest for a [AIR VENT SCROLL]. Press "A" when
atop an air vent to blast air into it. Yeehaw!

Drop back down to the others and head up the stairs. Push the box onto one of
the vents and blast air into the other, flipping it over to show its container
side. Waterbend the water out of the current holder and Air Blast it north
before exiting right. Drop back down and you'll be by the stone pressure pad
and such you encountered before.

And, like before, use the air vent to container rightside-up, then fill it to
the brim so it can trigger the stone pressure pad. Go south to a whirlpool
pond. Ice Bridge your way to the northern "island" and then Ice Bridge right
so you can hit the switch with your boomerang. This lowers the gate. Get down
to the southern "island" to access the gate via Ice Bridge and you will come
to another ladder up.

There's another mail-dodging course here. When one passes by on the conveyor
belt, follow it and head down. There will be three "orbiting" mail carts here
with an exit in the very southeast corner. Avoid them as best you can and go
to the tunnel shooting out multiple carts. Follow them on the track and duck
into the path that comes out of a break in the railing. Head up the stairs to
the flat surface.

Ugh, another multi-lane mail traffic place. When a cart comes out of the east
side, follow it and cross north when you're out of harm's way. There's a third
down-ladder here...

[THIRD DOWN-LADDER]

There is a water fountain here, and as the tutorial says, Katara can walk thru
it and be split from the team in the process. Again, use Select to switch from
group member to member. Here, have Katara walk through and step on the wooden
pad, then move the two boys through the gate. Use Ice Bridge on the lefternmost
pillar in the water to get to the middle one, then get to dry land from there.
Switch to Aang and Sokka.

Move the upside-down spiked container to the southwesternmost point it can go,
then Air Blast once to the right. Air Blast it north from there to open the
gate. Go through, step on the pad, switch to Katara. Ice Bridge to the middle
panel, left, north, then to the chest platform. Open it for a [ICE BRIDGE
UPDGRADE], which lets you make four-panel ice bridges. Yay x 2! Ice Bridge to
the right, collect Aang and Sokka, then go back to the chest platform. From
there, Ice Bridge left to find a stone pressure pad. Step on it, fire Sokka's
boomerang at the crystal, exit left. Congrats, you're back at the save stone
room.

Ice Bridge north to the giant stairway and exit. The next path is one-way, but
you'll come to a pond next. Form an "L"-shaped Ice Bridge to get to the other
side, then use the ladder to head back up into daylight. Continue left under
the overhead walkway.

Move the spiked container to the right, then head up and under the overhead
walkway. Shift the water into empty spiked container and Air Blast the hollow
one left. Flip the switch so you have a way back, and you'll find Haru lazing
around. He agrees to help and will meet you at the library.

Now you have to walk all the way back through the sewers! ...Just kidding. The
gigantic stone doors that served no purpose other than to impede your progress
are gone by the ladder. Exit south and you can get to Haru lickety-split. Talk
to him and tell him you want to enter the library. Head up and find the ladder
in the southeastern part of the room.

[FOURTH DOWN-LADDER - LIBRARY]

Do a mini-Ice Bridge and head up to the pressure pads. Waterbend into the half-
-full container and push it onto the pad to open the way to a ladder up. The
dopey guard doesn't even notice (regardless if you talk to him!) -- trigger
the switch and leave once again down into the sewers.

This time, waterbend all the water into the floor gap and Ice Bridge across.
The trick here is to make the bridge in a 2x2 shape so you can push the empty
container across and trigger the switch. Once you do, exit to the ladder.

Here, club the tree (for old time's sake!) and boomerang it to lower the stone
door. Retrace your steps back to the main library area and enter the new door.
Inside, you'll find out that there's an Ore Mine on the island. Aang takes the
[WEIRD ISLAND SCROLL] map, so move him out the upper-left door.

Take the [CIRCLE BOOMERANG THROW SCROLL] from the chest. Press and hold "B"
to throw Sokka's booomerang in a trajectory. As such, stand in front of the
obstacle in front of the nearby crystal and use the new skill to open the left
gate. The new path leads to a locked gate, so use the Circle Boomerang Throw
on the two crystal switches you find to open it. Use it once more to exit left.

Here, you'll find a switch where you can only throw on one side. Since Sokka
throws it counterclockwise, stand by the depressed railing and chuck it. Head
down the southern stairs and Haru tells you Zuko and the Fire Nation are on the
warpath here!

Go to the palace and talk to Bumi to learn the ore is on Four Paws Island.
The Consul takes you to the secret exit and rudely ditches you -- KILL!!!!!!

[PALACE - SECRET EXIT]

Anyway, use the save stone. Waterbend the container water into the floor gap
and make a 2x2 Ice Bridge. Push container across but leave half of it off of
the pad -- this way you can waterbend into it from the other side and open the
gate. Enter up.

This switch is a little tricky, and it took me awhile to get the right aiming
in order. From the northern wall, the mini-blocks go down six panels. Stand to
the left of the sixth panel and use the circle boomerang to flick the switch.
The gate goes down and you can enter the third room in the series.

Go up to the left of the spiked container and Air Blast it, then use the swirly
High Jump point to get up the stairs past it. There will be some sort of a
machine creature here that attacks at Aang. You can't get past it until you
defeat it, which you do by waiting for it to go on a floor vent and you use the
Air Vent skill to flip it over. Trigger the crystal and jump down to the party,
where you can head right.

Use Sokka to command the lever, then move the other two to the wooden pressure
pad. Move Sokka up and he'll have his own battle with a small machine monster
that lobs rocks. Simply attack it repeatedly with the boomerang and it breaks
down into junk metal. Go back to your party and exit the down-ladder.

[FIFTH DOWN-LADDER - SECRET EXIT]

Move Katara into the water fountain and head up, where you'll fight a drill
creature. The trick to this one is you have to take the water from it and bend
it into the floor gap to the right. Ice Bridge across and step on the pressure
pad, then switch back to the boys. Join back up with Katara and take the ladder
behind the heavy container.

You'll end up back in the sunlight (how many times have I said that?). Take out
the spearman, guards, and archer, then head up the stairs. The Firebreather up
the stairs can use a good Water Whipping. Continue down the path to exit.

Here, use the High Jump marker and head to the mail-cart conveyor belts. You
have to swim upstream, so to speak, so be on your toes as you dodge the carts
that fly at you. You can take cover to the left, right before you get to the
crystal. Flip it and the gate by your comrades lowers. Head back to 'em and
exit north.

There are some Fire Nation goons here, but not enough to really swarm you. Go
north to find a Spearman and Firebreather, both of which you have to beat to
continue on your way. Use the healing leaves in the pots around before you
split.

Head right (not through northern gate) and you'll come to some Firebreathers
and a Spearman. Kill them and head north to fight some more Firebreathers, the
first you've seed paired together. North of them is three MORE Firebreathers,
and once you kill them, you can get the [HEALING POTION]. Go left, boomerang
the crystal, and head left to a crossroads. Go south for some healing leaf 
pots, then go north to the screen exit.

Head right to find another mail-centric part of the level. Cross right when
the coast is clear, break the pots, then head north when the coast is clear.
Head north again, then cross west, waiting for a chance to go down along the
west conveyor. When one passes, follow it down and 'dismount' south where you
can find a save stone at the end of the path. Save/heal and exit north...

The Consul is here and he's hoppin' mad...about something... Oh, well, DIE!

----------------------
BOSS: Consul of Omashu
----------------------

This goofus makes rock spires come up from under the ground and can shoot big
rocks (that look like stone washers) at you. For his third trick, he tries to
stomp you with a big rock. Lure him onto an floor vent and have Aang use Air
Vent to knock him off. Slap him around with Air Strike [etc.] and he'll start
running around the rock in the base of the room, not letting you get near. Use
the Boomerang's trajectory and fire, then move so the Consul moves into the
course of his own volition. Slap him around again, and he'll jump back onto the
rock and repeat his previous antics. Since this fight can be long, don't forget
to use Katara's Heal ability! The Consul takes more damage from the Club, it
seems, so knock him around with that if you choose.

When you're done, exit north to Appa and you can leave this insanely long and
boring level. Yip yip!

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
11) Four Paws Island                                                     [FRP1]
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

ITEMS: Bombs, Healing Potion
ENEMY: Wolf

The team lands at Four Paws near what seems to be a village. Head south to that
village, save/heal, exit south, then go east. You'll see a bunch of hog monkeys
running around, but in a mail-cart fashion -- you can dodge them and they don't
attack you any. On the other side, destroy the wolves and head up to the lever.
Deposit Sokka there, and get on the stone panel just inside the gate. Have the
lever-man run up north and drop down to the chest for some [BOMBS]. Press and
hold "A" with Sokka to drop a bomb. Blow up the big rock and throw another bomb
by the one blocking Aang and Katara's way. Go around the left bend and switch
back to Sokka.

Push the empty container down and use the circle boomerang to flip the switch,
lowering the gate. Rejoin with your comrades and waterbend the water into the
empty container, lowering the northern gate. Head right to a [HEALING POTION],
then double back and find the left exit that's blocked by some bombs. Blow 'em
up and leave.

You'll end up in the eastern part of the village. Blow up the rocks and head
south once again. This time, keep going south and find the ugly obsidian-type
statue by the boulder. Blow up the boulder and Air Blast the hideous statue
off of a stairway down...

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
12) Four Paws Ruins                                                      [FRP2]
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

ITEMS: Sacred Caverns Key
ENEMY: ---

In an effort to not make this a huge wall of text, I'll try to divvy up the
sections a little more frequently. ^^

---

Anywho, blow up the boulders and move the heavy container out of the way. By
the next boulder, you'll have to drop a bomb to its left and Air Blast towards
it to free up the path. Push the heavy container up and get the [SACRED CAVERNS
KEY] from the chest. Drop over the southern ledge and exit. Go back to the 
village and take the left entrance, which comes to a giant locked door. Aang
can open the door to the cavern beyond, now.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
13) Sacred Caverns                                                       [SCR1]
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

ITEMS: Healing Potion x 2
ENEMY: RockLobber, GunnerTank, Wolf, GunnerTank, Dual Drill Tank

[INSIDE FIRST CAVERN]

Enter and head down either stair, coming to a RockLobber machine. It's just
the one you fought as Sokka before -- use the boomerang for a slaughter. Go
south to find a GunnerTank, which you need to defeat by luring it onto an air
vent and then using the Air Vent skill. Push the fallen machine onto the stone
pad and exit left to the outside world.

Destroy any wolves you see and go south, where you'll encounter oncoming hog
monkeys. Evade them like mail carts and head towards their source, where you'll
be able to walk north again, to a switch puzzle.

Waterbend all the fluid out of the box until it's empty, then drag it down to
the left pond. Ice Bridge the entire left side and push the empty container up
it to the switch. Exit into the cavern to the north.

[INSIDE SECOND CAVERN]

Bomb the boulder and Ice Bridge your way north. To the east side of the
platform, make an Ice Bridge (one-panel) and throw a bomb to the boulder, then
go northeast and make a 2x2 Ice Bridge to blow up the boulder. Continue through
that path and trigger the switch; go back to the large center platform. Use
Ice Bridge to the east and push the container out of the way, then trigger the
second switch to lower the gate. Go north.

Here, make a 2x2 Ice Bridge north of the pushable container and move it onto
the li'l island in the pond. Ice Bridge your party to the other li'l island
and make an "L"-shaped Ice Bridge that curves around the dock to make another
path for the block to move on. Once you can't go any further, get on the other
side and push. Ice Bridge your party to the north and make a 2x2 Ice Bridge
for the container to be pulled on. Do so and it'll go onto the switch; then,
exit north.

Here, you'll meet your "Maker" who then leaves. Save/heal at the stone and go
down the stairs. You can either head west, south, or east; I chose west.

[WESTERN PATH FROM SAVE STONE ROOM]

Bridge your way across to the platform just right of the container. Empty it
and drag it across a 2x2 bridge to the central platform. Drain the flooded
floor gap (the one you just came over) by waterbending into the container,
then push it back left (once it's full) to the metal pressure pad. Exit north
and Air Blast the spiked container out of the way.

There is a crystal switch to the right, which starts a six-second timer for you
to get the other two to the left. You'll need to boomerang the right one to cue
the timer, then circle-boomerang the other two. If you can't get it right away,
practice on the other two 'cause it's a weird trajectory. The key is to charge
up while you run to the left. Once it's open, go south and Air Blast the spiked
container back right, then exit south and head left to some ponds.

Here, make a backwards "L"-shaped Ice Bridge so Sokka can boomerang the switch.
On the other side, circle boomerang to get the other switch and drop the gate.
Ice Bridge south to the water drill Katara fought all by her lonesome not so
long ago. Too bad it doesn't work. Also too bad you have to make it work... =/
Waterbend water into the thing, lure it south to the pond by the three gates,
then waterbend out of it to fill up the pond. Ice Bridge to your right.

There will be a pond with three switches here, and when any one is triggered,
it starts a 2-second timer. Needless to say, there's only one way to do this.
Ice Bridge towards the middle switch four panels, and circle boomerang to hit
all three. Exit south.

Here, waterbend back into the drill creature (twice!) and lure it southwest,
to the empty receptical. Waterbend into the container (twice!) to trigger the
metal pressure pad. Exit south.

Find the lever and plop Sokka on it. Enter with Sokka and Katara up and head
right (don't bother with spiked container) and Ice Bridge south. You'll find
another GunnerTank, but you use the same tactics as before to defeat it. Once
it's dead, drag it to the west river and then across an Ice Bridge, to the 
pressure pad. Use Air Blast on the spiked container to push it onto the switch,
then stand on the switch through the dropped gate. 

Bring Sokka around, now, and bomb the boulder at the foot of the stair. Push
the overturned container onto the air vent, then as Aang/Katara, Air Vent it
and flip it over. Use Katara to waterbend into it to and Sokka can exit south;
then, waterbend out of it and go back to the west river as the other two.
Go through the still-unlocked gate to the south and collect Sokka with an Ice
Bridge.

Make your way south and do a zig-zag shaped Ice Bridge to meander around the
whirlpools. Cross and do a straight four-panel one, then exit south. Bomb the
rock and rock out of there into the outside world once again. Too bad you have
to do an IceBridge/crate puzzle...

Waterbend out of the crate to make it empty and IceBridge an "L" shape on the
water south of it. Push it south so it touches the li'l post. Make another
"L"-shaped IceBridge (three left/right, one up) so that you can move the box
to the center isle. From there, make another Tetris-type block by making an
ice bridge from the isle's southeastern point: up two, right, up one. If you
do this right, you can make a bridge to the southern part of the land. Air
Blast the crate into place from the left and pull it down. Take the [HEALING
POTION]. Head back into the cave.

[THIRD CAVE PORTION]

Ice Bridge (x2) back up to the foot of the stairway and head left to the metal
pressure pad. Trigger the switch and you can exit right to another annoying
floor puzzle. :p

Air Blast the empty container (use left stairs) right, and go up the right
set of stairs to where the boulder and empty box are shoulder to shoulder. Set
a bomb and time it right (lasts about 7 seconds) so that you can Air Blast it
past the boulder and catch it in the explosion. This takes some practice, but
you can get it eventually, I'm sure; just make sure it's close enough to the
rock! Air Blast it left when you make it and waterbend from the full container
into the empty one, then pull the empty one south and hit the switch. Rejoin
the party and head right and up through the new gate.

Head up and trigger the switch, and you'll be back in the main room with the
save stone. One of the large door switches will be down now, so heal/save and
go east this time around (south leads to boss battle :P). 

[EASTERN PATH FROM SAVE POINT ROOM]

Waterbend out of the container and do an Ice Bridge on the southern side of the
li'l path that separates the two bodies of water (two down, two right). Push
the empty container as far as it can go and Air Blast it right to push it some
more. Move it onto the stone switch and waterbend into it to trigger the gate.

Move Katara through the fountain and onto the switch; move the two guys through
the open gate. As Katara, on the northern side of the river, make a four-panel
Ice Bridge through the whirlpools so that there is a frozen panel in front of
the boulder. Have Sokka throw a bomb near there and move Katara to the large
pond.

'Kay...have Katara go to the northern edge and do a full (four-panel) bridge
to the right of the little platforms. Do a full bridge right and get on that
panel, then do another one south (from left side of initial to right side of
destination tile). Ice Bridge south to the next tile, then bridge a path to the
northwestern tile. Go left and down to be on land.

Now that you're on land, you can be near Sokka and Aang...sort of. There will
be two whirlpools ('vertical') that separate you. Ice Bridge over three and
up one so that you can have a walkway for the boys. Use Katara and go south to
the boulder across the way. Do a 4-panel Ice Bridge so that it connects to the
boulder. Switch back to Sokka and fire a bomb, then Air Blast it to the boulder
to clear the path. Move the boys south to the gate and move Katara around and
down to the switch, letting the two of you join up once again. Go south to be
back outside.

There's hog monkeys here, so avoid their hectic traffic and cross south. Find
the High Jump marker at the end of the path and move Aang back up to some more
hog monkey traffic. Go with the flow and find the northern path which leads to
a skyway to another switch. Hit it and the gate by where you started falls. Go
back down to your party the long way (Heal if you need to). If you want the
[HEALTH POTION] by the spiked container, its gate is down too -- you just have
to brave the monkeys to get it.

When you're ready, go right through the gate and you'll come to a wolf pack
of sorts. Past them is some oncoming hog monkey traffic. Use IceBridge to give
yourself some breathing room and you can make it upstream fairly easily. Heal
if you need to and go left and up into the caves once again.

Here, waterbend the container water into the floor gap to fill it up, then do
a 2x2 Ice Bridge and push the container onto the pad. Waterbend into the
container to fill it up and trigger the switch, then use Sokka's boomerang to
hit the switch through the gate that just opened. This opens the gate right by
you, so head up. Follow the path up and around, jump down the ledge, and go
through the gate by the crystal switch, coming to a water fountain for Katara.

Move Katara into the fountain and Ice Bridge her onto the first floating tile.
Go left, north, and bend a zig-zag path around the whirlpool to the north and
head up there. Go up, waterbend from the container into the floor gap, IceBridg
across it and get the switch, and go left through the newly-opened gate. Move
the empty crate to the southwestern part.

Have Katara go down to the gap and waterbend from the crate (you can make it!)
into the floor gap. Ice Bridge across and go down to the left side of the big
pond. Ice Bridge left, right, and south twice to get onto dry land once again.
Make an "L"-shaped IceBridge so that the bomb can be Air Blast'd into the rock.
Move Katara south and use a 4-panel vertical bridge, then have her bridge the
path to the switch, where she can join back up with the rest of the gang. Go
back across the ice bridge and head left.

Have Katara make a four-panel horizontal Ice Bridge so that a bomb can be sent
onto it, and so that it'll fly near the boulder. Do a timed Air Blast so that
it blows up on the rock and you can move the container south. Past it is a
spiked container.

Make a zig-zag "s"-type Ice Bridge so that it connects from one side of the
river to the other with the single tile. Waterbend out of the spiked container,
then Air Blast it right and south, then once north. It'll be in line with the
bridge. Air Blast it left all the way, then waterbend into it so the switch can
be pressed. Exit left and you'll be in the main room again. Hit the switch to
exit into it, then hit the two behind the dropped gates to the north. Only one
more left! Go south, but only after you save/heal first! :p

[SOUTHERN PATH FROM THE SAVE STONE ROOM]

Head south and you'll be confronted by...

------------------
BOSS: Fire Claw II
------------------

Yes, this star-crossed machine is about to get another whipping. Once again,
use the boomerang to hit its claws out of the wall, although you'll have to use
the circle boomerang to get its right one. Once they're out, Air Strike it on
its metal face a few times and repeat. L-A-M-E! ^___^  The easiest spot to hit
its right claw is by where the nearest "swirly" thing is in the boulders in
front of it. Let'er rip! When it's dead, head north.

There's nothing in this screen, luckily, so head left under the skyway and
find the stairs, which exit south after a little run-around. Hit the switch
to open the door (if you've done it in the walkthrough's order) and the door
in the save stone room opens. Retreat back there and enter.

[FROM THE THREE-SWITCH DOOR IN SAVE STONE ROOM]

Head north to another save stone room (ominous!) and use the High Jump marker
to get up. You'll come up to a bunch of pushable empty containers. To do this
without a lot of work... Air Blast the southwestern crate (in the fenced-in
part with three by each other) north, then circle around north and go to the
two containers that are touching. Air Blast the leftern one down, then circle
to where the two containers in close proximity are. Drag the rightmost one left
once and loop around north of it, hitting the switch to lower a gate back down
by the party members. As you try to leave back to them, something happens! Go
down right of the gate and drop down to fight...

---------------------
BOSS: Dual Drill Tank
---------------------

Eek, this thing is huge. Its drills come from all sorts of directions, but
always from one wall at a time. Dodge them and wait until the rightmost drills
kick a few rocks out of the left wall. Air Blast them into the drill. After it
backs up, HURRY and run to the little alcove in the wall where you can find a
High Jump marker or you'll get murdered. Quickly use the markers to get on top
of the drill and use the Air Vent skill to attack it. After three times, the
drill dies. Head up the path and you'll find Appa, who'll take you out of this
place.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
14) Fire Nation Fortress                                                 [FNF1]
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

ITEMS: ---
ENEMY: RockLobber, GunnerTank, Water Drill

Go north from Appa to be in a large fortress gate scene. Head left and avoid
all the bosses you can't beat (w/o Katara & Sokka) and flip the switch at the
High Jump point. Use the left High Jump spot and get up to a GunnerTank, which
you _still_ beat by using Air Vent. Flip the switch behind it when you're done
and get back down to ground level, where you can enter the main door.

[INSIDE FORTRESS]

You'll have to GunnerTanks here that you'll need to lure onto the vents, then
use Air Vent to beat. Sound familiar? You just did it. The gate to the north
opens once they're both on their backs.

Head left and up the long grate path to the northern side of a room. Drop down
and make your way to a switch; flip it and your view will change to Katara. Use
her to stand on the nearby pressure pad and have Aang come and join back up w/
her. Push the nearby heavy container out of the way, take a breath. Word of
advice: go under option and switch change swap type to 'Toggle'. This will be
far easier to deal with. Drop down to where you'll fight...

---------------------
BOSS: Dual Drill Tank
---------------------

This idiot thing is back, and you'll have to outrun it if you want to stay
breathing. Quickly go right and push the switch that lets you go through the
gate. I'll do this strat in parts, 'cause you'll bite the big one quite a few
times doing this, I guar-an-tee.

[PUZZLE ONE]

Air Blast the spiked container north and flip it over. Air Blast it east, Ice
Bridge across the water, then fill up the container and exit right. Continue
to...

[PUZZLE TWO]

You're lucky time "stops" while you IceBridge, huh? Either way, make a zig-zag
path near the spiked container and cross. Make an Ice Bridge up the thin line
of water by the spiked container and quickly Air Blast it across onto the pad.
Now, posthaste, IceBridge across (right) from the southern part to the opened
gate.

Congratulations! You've gotten past that part...for now. =(

Head up the stairs and walk across the drill's top, down one of the previous
corridor's you've been in. Ice Bridge right and continue north to another
(suspicious =( ) trench -- this time you get to walk over it. Drop down and
find a switch, using Water Whip to trigger it. This opens Sokka's jail cell.
Have him run south and boomerang the switch, then have Katara make a Ice Bridge
along the right side of the spiked container so it can slide east more. Move
Aang and Katara around to the newly-opened gate. Have Sokka bomb the boulder
south (or Air Blast it into it) and have Aang blast the newly-moved container
south into the groove -- this frees up Katara to make a four-panel Ice Bridge
for Sokka to walk over. Have him bomb the boulder at the other side and he'll
join back up with you. Move back around to the lowered gate, push the container
left, start praying, and jump down to face...

-------------------------------
BOSS: Dual Drill Tank - Part II
-------------------------------

Another puzzle series. Hit the switch with the boomerang and head left.

[PUZZLE ONE]

Ice Bridge the water between the broken dock so it forms a perfect 2x4 path.
Air Blast the spiked container south, right, up, then right across to the
switch. Waterbend into it and the switch depresses, letting you continue right
into...

[PUZZLE TWO]

Push the water container up once and continue right. This buys you some time.
As you run, switch to Sokka.

[PUZZLE THREE]

Bomb the boulder and club the three, then quickly switch to Aang and Air Blast
the eastern upside-down crate onto the Air Vent. Waterbend the water from the
spiked crate into the empty one, then Air Blast it north. QUICKLY go down to
the water's southern edge and do a "L"-shaped block rotated 90 degrees
clockwise and pull it. You can actually pull it as the drill comes and still
beat it, so don't worry (I think the game goes a little slower then). Pull it
east until it's on the switch and hightail it through the gate. Congrats, the
drill is history.

Head east and up the stairs to the save point. YAYAYAYAYAYA! Man, that drill
sure was a wet blanket. If you made it past it, you're incredible. :p     Go
north and move Katara through the water fountain and continue until she drops
down a ledge, opening a gate. Move Sokka and co. to the gate and leave him at
the switch, which opens a gate nearby. Move Aang onto it, take Sokka north 'til
he drops off a ledge, opening the gate in front of Aang. Take Aang north and
drop him off the ledge, at which point the Maker comes in on some kind of
mobile boiler-room thing (XD).

----------------------
BOSS: Maker's "Avatar"
----------------------

If even one person dies here, it's game over -- try to go slow and steady!

[AANG'S PORTION]

This bad boy is an elemental control center, and can shoot fire and ice beams
at you. One side arcs towards you, then the other side arcs towards you, then
they do a combined attack -- stay in the middle for the former. To defeat the
furnace part, use Aang to Air Blast into its open "mouth" pipe. In fact, you
can keep Air Blasting into it during all attacks but the fireball it shoots
from its furnace. After awhile, its boilerplate covers the furnace and you'll
switch to Katara.

After enough damage, the arcs will shoot farther across the screen -- take
refuge in the lower left and right corners. When Aang's part is the only one
left, the beams will move in an arcing fashion in tandem -- dodge it like you
have been doing and watch out, folks. Also, it will make an "X" with the beam
duo in the middle of the screen, so stick to the extreme side of either wall
to dodge.

[KATARA'S PORTION]

Katara will have a continuous air blast on her, pushing her left. You'll need
to go right, dodging the rocks tosses at you (easily dodged) and make an Ice
Bridge towards it fiery exhaust pipe. Water Whip it and you'll switch to her
brother.

After enough damage, two rocks will fall in a pattern. Move all the way to
the bottom, all the way to the top, then middle and make the Ice Bridge. Wait
for the opening and Water Whip the exhaust pipe to switch off. Katara's part
ends when the pipe crumples inward.

[SOKKA'S PORTION}

Boomerang the closed exhaust pipe here and dodge the simplistic falling 
boulder set: three on top, three on middle, three on bottom. After enough
damage, you'll switch back to Aang.

After enough damage, the boulders fall in a pattern that circles the peremeter
of the small field Sokka occupies. Still easy to dodge. Sokka's portion ends
when the closed pipe crumples inward.

---

The party wins when all three pieces are destroyed. Watch the ending scene
and the credits roll! Game: over. Congrats!

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
15) Boss Guide                                                           [BSS1]
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

This the order of the bosses in the game.

o-------------------------------o----------------------------o
| BOSS: Fire Claw               | Found: Waterbender Village |
o-------------------------------o----------------------------o

This baddie is mounted into the path by two huge claws and has a penchant for
shooting fireballs at the party. Use Sokka's Boomerang to dislodge its claws
from the ice, then when it's flashing white (such a vulnerable color!), use
the Avatar's Air Strike skill to slap it around. This thing can eat a lot of
attacks, so it shouldn't take Aang more than three go-'rounds to turn this
automaton into mulch...err, scrap.

o-------------------------------o----------------------------o
| BOSS: Bomb Samurai            | Found: Fire Nation Prison  |
o-------------------------------o----------------------------o

It looks rather tough, but this guy has a big soft spot...for his own bombs!
And by soft spot, I mean a spot that can be blown up! He'll throw bombs in the
center of the room and the third one will be a larger one and take longer to
detonate. Air Blast it into him to make him see stars, then Air Strike him to
deal the real damage. After the first successful Air Strike on him, he throws
more bombs, but the strategy is basically the same. Avoid his bomb blasts and
show him who's the bomb. >___>

o-------------------------------o----------------------------------o
| BOSS: Consul of Omashu        | Found: Omashu Palace Secret Exit |
o-------------------------------o----------------------------------o

This goofus makes rock spires come up from under the ground and can shoot big
rocks (that look like stone washers) at you. For his third trick, he tries to
stomp you with a big rock. Lure him onto an floor vent and have Aang use Air
Vent to knock him off. Slap him around with Air Strike [etc.] and he'll start
running around the rock in the base of the room, not letting you get near. Use
the Boomerang's trajectory and fire, then move so the Consul moves into the
course of his own volition. Slap him around again, and he'll jump back onto the
rock and repeat his previous antics. Since this fight can be long, don't forget
to use Katara's Heal ability! The Consul takes more damage from the Club, it
seems, so knock him around with that if you choose.

o-------------------------------o-----------------------------------------o
| BOSS: Fire Claw II            | Found: Four Paw Island - Sacred Caverns |
o-------------------------------o-----------------------------------------o

Once again, use the boomerang to hit its claws out of the wall, although you'll
have to use the circle boomerang to get its right one. Once they're out, Air
Strike it on its metal face a few times and repeat. The easiest spot to hit its
right claw is by where the nearest "swirly" thing is in the boulders in front
of it. Let'er rip!

o-------------------------------o-----------------------------------------o
| BOSS: Dual Drill Tank         | Found: Four Paw Island - Sacred Caverns |
o-------------------------------o-----------------------------------------o

Its drills come from all sorts of directions, but always from one wall at a
time, at least to start off. Dodge them and wait until the rightmost drills
kick a few rocks out of the left wall. Air Blast them into the drill. After it
backs up, HURRY and run to the little alcove in the wall where you can find a
High Jump marker or you'll get murdered. Quickly use the markers to get on top
of the drill and use the Air Vent skill to attack it. After three times, the
drill 'splodes.

o-------------------------------o-----------------------------o
| BOSS: Dual Drill Tank         | Found: Fire Nation Fortress |
o-------------------------------o-----------------------------o

You'll have to outrun this thing to "win," so just listen up. Hit the switch
and head around through the gate.

[PUZZLE #1]

Air Blast the spiked container north and flip it over. Air Blast it east, Ice
Bridge across the water, then fill up the container and exit right. Continue
to...

[PUZZLE #2]

You're lucky time "stops" while you IceBridge, huh? Either way, make a zig-zag
path near the spiked container and cross. Make an Ice Bridge up the thin line
of water by the spiked container and quickly Air Blast it across onto the pad.
Now, posthaste, IceBridge across (right) from the southern part to the opened
gate.

o-------------------------------o-----------------------------o
| BOSS: Dual Drill Tank, Pt. II | Found: Fire Nation Fortress |
o-------------------------------o-----------------------------o

This boss is back for a chase. Hit the switch with the boomerang and go left.

[PUZZLE #1]

Ice Bridge the water between the broken dock so it forms a perfect 2x4 path.
Air Blast the spiked container south, right, up, then right across to the
switch. Waterbend into it and the switch depresses, letting you continue right
into...

[PUZZLE #2]

Push the water container up once and continue right. This buys you some time.
As you run, switch to Sokka.

[PUZZLE #3]

Bomb the boulder and club the three, then quickly switch to Aang and Air Blast
the eastern upside-down crate onto the Air Vent. Waterbend the water from the
spiked crate into the empty one, then Air Blast it north. QUICKLY go down to
the water's southern edge and do a "L"-shaped block rotated 90 degrees
clockwise and pull it. You can actually pull it as the drill comes and still
beat it, so don't worry (I think the game goes a little slower then). Pull it
east until it's on the switch and hightail it through the gate. Congrats, the
drill is now history and you can put it behind you.

o-------------------------------o-----------------------------o
| BOSS: Maker's Avatar          | Found: Fire Nation Fortress |
o-------------------------------o-----------------------------o

If even one person dies here, it's game over -- try to go slow and steady!

[AANG'S PORTION]

This bad boy is an elemental control center, and can shoot fire and ice beams
at you. One side arcs towards you, then the other side arcs towards you, then
they do a combined attack -- stay in the middle for the former. To defeat the
furnace part, use Aang to Air Blast into its open "mouth" pipe. In fact, you
can keep Air Blasting into it during all attacks but the fireball it shoots
from its furnace. After awhile, its boilerplate covers the furnace and you'll
switch to Katara.

After enough damage, the arcs will shoot farther across the screen -- take
refuge in the lower left and right corners. When Aang's part is the only one
left, the beams will move in an arcing fashion in tandem -- dodge it like you
have been doing and watch out, folks. Also, it will make an "X" with the beam
duo in the middle of the screen, so stick to the extreme side of either wall
to dodge.

[KATARA'S PORTION]

Katara will have a continuous air blast on her, pushing her left. You'll need
to go right, dodging the rocks tosses at you (easily dodged) and make an Ice
Bridge towards it fiery exhaust pipe. Water Whip it and you'll switch to her
brother.

After enough damage, two rocks will fall in a pattern. Move all the way to
the bottom, all the way to the top, then middle and make the Ice Bridge. Wait
for the opening and Water Whip the exhaust pipe to switch off. Katara's part
ends when the pipe crumples inward.

[SOKKA'S PORTION}

Boomerang the closed exhaust pipe here and dodge the simplistic falling 
boulder set: three on top, three on middle, three on bottom. After enough
damage, you'll switch back to Aang.

After enough damage, the boulders fall in a pattern that circles the peremeter
of the small field Sokka occupies. Still easy to dodge. Sokka's portion ends
when the closed pipe crumples inward.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
16) Frequently Asked Questions                                           [FAQ1]
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

[Q] - How do I beat those tanks that shoot at me!?
[A] - Lure them onto vents and use the Air Vent skill to topple them over.

[Q] - How do I beat that water drill thing as Katara?
[A] - It runs on water, so waterbend OUT of it into the pool and kill it.

[Q] - How do I beat that thing that shoots rocks at Sokka?
[A] - Boomerang it. 'Nuff said.

[Q] - Is there any type of New Game Plus mode or something?
[A] - Nope.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
16) Updates                                                              [UPD1]
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

10-18-06              +Added to GameFAQs
                      +Walkthrough complete

01-18-07              +Updated Prison Pt. III

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
17) Other Stuffs                                                         [THS1]
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

First, thanks to the ASCII Generator for makin' my words cool. :p

Since I haven't watched the show as much as I like, some of the names are off,
as you can probably guess. If anyone knows the names of bosses and enemies in
the show, drop me a line and tell me and I'll change 'em. 

Also, given that this game is almost wholly puzzle solving and directions and
whatnot are bound to be boring/nebulous, if anyone has any trouble figuring out
what I mean, tell me and I'll try to change it. Thanks for reading, folks!

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
LIGHTS OUT!                    Guide (c) Shotgunnova, 1997-2006 (and countin')!
                 Avatar namesake is (c) respective owners. All rights reserved.