Avatar airbender pc game walkthrough
Return to the southeast corner of the map; a cave has appeared. The boss battle is in the easternmost part of the cave. Defeat them to rescue the hogmonkeys. This time the bet is 20G. Rubyfruit Available after Haru has joined your party. Speak to the herbalist and she will tell you about the Rubyfruit that grows nearby. But she needs to get a basket, so she leaves Momo to guard the fruit from mice. Reward: Rubyfruit — two if you save all of them, one if you missed a few. Not sure how many you miss before you fail.
What to do: Smash the boulder by attacking at the right time with X. Round 3: Fire as the boulder slows down the first time.
Run away from the machine until it jumps and hits the ground again, then turn around and hit it. Boss Battle: Spirit Bear Its main attack is a swipe that knocks away characters standing close in front of it, so try to stay to its side. Go to the palace and talk to King Bumi. As Momo, return to the door and play the minigame to open the lock.
See the section below for solutions. Sneak past the guards. Head back to the palace, and speak with Bumi again.
The shopkeeper will ask you for an egg, nuts and powdered herb, and direct you to the market. To get the egg, first speak to the Fruit Shop trader, then go to the Tea House and speak to the owner.
Return to the shop, and get the paste. Haru leaves the party for now. Return to the palace. Haru will rejoin you here, and Bumi will tell you about the secret exit in the east of the city. Make your way there. The boss battle begins when you enter the arena. It's on the northern wall, to the right of the storehouse when the camera is pointing north.
It contains G. Thanks to Alfred Rottmeier and mitchdragoon for letting me know about each of these. Pressing a button will change the buttons surrounding it but not the one you pressed from red to green or vice-versa. The starting pattern of lights is random, but here are some possible combinations. What to do: Smash the boulders as they appear. The pass mark is As you head east from the entrance to the market, the cabbage cart will yet again go flying.
What to do: Use the stylus to tap the falling cabbages and catch them. Reward: A cabbage. In the final chapter it can be sold for G. He also warps quickly and often, and defends if you get close to him. Haru is alone for this battle. Use your bending for defence — especially for the four-rock attack. Head for the northeast end of the island, and find the stairs leading underground.
Fight the machines, then keep heading down. High Jump up and then down on the other side of the ledge. Move south and Air Blast the two empty crates over. Rejoin Sokka and head south. A soldier and another new Fire Nation guy, the spear-wielder, will be here. The spear guys are jerks. They'll charge you and can just stick their spears out to harm you. Always be careful around them.
Continue south for two more spear guys. A good strategy is to lure them into charging, side step, and whack 'em out of the charge with Aang's staff. Keep going around and you'll enter a little screen with a soldier and a spear guy. Down them both. Another soldier and an archer are nearby. And then a soldier and another spear guy. Head north and access the new treasure chest to receive Soldier Uniforms - you need these to infiltrate the prison. Push the watery crate out of the way and go back into the town.
Heal and save if you want, then go north out of town. Head along and it'll eventually ask if you want to enter the prison. The dipstick guards will let you in and you'll change back to normal. Another Save Stone is just outside the prison doors. Use it and then enter. Not gonna list every guard in the place, because it's pretty much crawling with Fire Nation goons.
Take out the two in front of you and head east a little, then north when you can. There's a crystal switch nearby. Hit it. Head north through the newly opened gate and hang a right. Head to the far east end then go north. Go down the stairs, under the grating, and back up the other side.
Now go down the stairs leading to the second floor. Bypass the Fire Nation guys and continue around. You'll get into an arena-style battle with a pair of spear guys and a soldier. Once you beat them, the gate to the east lowers. Go through it and strike the crystal switch.
Go back and head north. Can't go TOO far north, because a doorway's on fire. Okay, now head west. Heal if you need to, then go into the door to the north.
A spear guy and a sword guy should be dispatched before getting into the meat of this puzzle. Ignore the silver door and head west. Kill the two Fire Nation guys I mentioned, then go back and head north. There's a lever for Sokka to throw nearby. Head throw the newly-opened gate as Aang and stand on the next switch. Change back to Sokka and take him over to that crystal switch you lowered the gate by.
Boomerang it to open the way to the underside of the area. Head north and into this new area. To the east, you'll see a floor switch you can't trigger alone. But you can Air Blast the nearby crate to the north. Do so, then head as far back to Sokka as you can. Have Sokka operate the lever again to let Aang come back.
Throw it once more to open the gate south. Now you can get Aang to the lower level - under the grating. Rejoin with Sokka and do just that. You'll come across a trio of crystal switches - this is your first timed puzzle. You have to Boomerang the three in any order in under three seconds. It's not as hard as it sounds. This will lower the nearby gate and, if Aang Air Blasted the crate out of the way, you can go stand on that floor switch now.
Boomerang the crystal and head south. Take out the soldier and spear guys to open the next gate, which leads to a treasure chest containing a Silver Key. Now you can open the silver doors.
Do just that, opening the silver door to the south. Now head south and into the previous area. Head to the right, past the fire door, and open the silver door.
Huzzah, we've found Katara! You're a three man team now - Katara operates just like Sokka, only using the L button to activate. Just read the game text, it explains! Ah, but we're not outta here yet.
Someone else is locked up, too. This 'The Maker' person that Katara speaks of. Head back over to the fire door, activate Katara, and hit B to use her Water Whip to extinguish the flames. Beyond the door you'll meet the final type of Fire Nation soldier - an actual Firebender. They can throw flames at you or use a devastating firey jump kick on you. Hit them, run off to avoid the splash damage, and then repeat to beat them easily. This one's a bit tougher than the average ones. Once he dies, you'll get the Gold Key.
Before heading north, go back south and east, past the silver door that led to Katara's cell, and enter the gold door beyond it. You'll get another Health Potion. Now return to where you were and keep going north.
In the next area, use the Save Stone before heading right. He holds twin hammers and throws bombs at you. To start, just run up and down to avoid the regular bombs he throws. When you see him lob a red bomb that's larger than the others, prepare to attack. Air Blast the bomb back at him. When it explodes, be careful, as the explosion is absolutely massive in size run up and start slashing away at him. Be careful, though, as when he recovers, he'll start spinning around and around, hammers out.
He'll follow where your group is, and his range is large, so run around the edges of the room to avoid him. He'll end up on the left side of the room and start his pattern over.
Just repeat until he's dead. Head back and you'll find that The Maker has buggered off! Some thanks we get, huh? But it's not a total waste. Sokka scopes a funky map that shows some markings of various places. You'll get the map and, before you leave, open the treasure chest. This will give you your most useful ability - the ability to heal. When everyone's blue meters are full, you can heal everyone using Katara.
Once you get the scroll, the gate leading back opens. Now heal - via the Save Stone or Katara - and get out of that ship. Head west once back in the main area - a new gate has opened. Push the full crate up onto the grey floor switch to drop the gate. Head south and up the stairs. Head south when you get back upstairs and you'll be told how Katara can move water around.
Empty the spiked crate of water by using her Water Shift powers. Transfer the liquid to either crate on the sidelines. Once empty, Aang can Air Blast it out of the way. For the next puzzle, transfer the water from the crate on the right to the one on the left, then push them onto the floor switches. Before continuing south, head all the way east and through another gold door for another Health Potion.
Everyone should have the same amount of HP now. Head back and go up the stairs. Smash the pots for herbs if you'd like, then head outside. Jump down off the ledge there - ahhh, freedom! Head south and leave to the west. Head west here, then go north through the lowered gate. Tug the half-full crate south a bit so Katara can fill it the rest of the way.
Then push it over onto the floor switch to open the gate to another treasure chest. This time, you'll gain Katara's Ice Bridge powar. You can only make them 2 spaces wide right now.
Head south and Ice Bridge back across the water, then continue west again. This area is straightforward - use your new power to cross the little islands. Once across, you'll fight another Firebender. Leave west. Then continue north. Here, you'll find Appa. It's off to Omashu! It's very Go down all the stairs and head northeast-ish.
You'll run into Haru. Remember him? He got his ass captured and was all mopey afterwards. We get him instead of Toph. Anyway, Haru wanders off. Keep going north. On the next screen, go all the way north until you enter the Palace. Head up and talk to Bumi. He suggests the Royal Library, but his buzzkill Wormtongue assistant tells him that's not possible.
And, while they must keep traditions alive, we aren't THEM. Head out of the Palace and back down all the stairs until you reach the city's center again. Head right and you'll find a conveniently-placed citizen who tells you that the door there leads to the Library. But only an Earthbender can open them. So now we need to find Haru. And, conveniently-enough again, the guard blocking the entrance to the sewers decides to go have a sammich or something.
Head down into the sewers. Earthbender poo gas. Ice Bridge to the south, as it's the only way you CAN go. Ice Bridge again at the next water source.
You'll then have to drag the watery crate towards the third little pool of water, then transfer it from the crate to the pool so you can Bridge that, too.
Ditto for the next one, though it'll require water from both crates in the area. Head through the door to the north. Cross the little island to get to another Save Stone.
Just to give you an idea of how short the game is My in-game timer as I write this is 36 minutes. Anyhow, head up the little path to the left and you'll see that if you use an Ice Bridge, you can get to the northwest door.
Do so. In this new area, go forward under the grating. Take the water out of the crate and Air Blast it onto the switch. Before you hit the crystal switch, though, we need to do some prep work. When you hit that switch, a 12 second timer will appear. You have that long to get through the area before it resets. Go over to the spiked crates. Take the water from the left one and put it in the upper one, then Air Blast the left one over. And it would probably help if you then transferred all the water over to the one you just moved so you can Air Blast the upper crate too.
NOW go hit that switch. You'll probably barely just make it, and you'll need to move diagonally to help. Cut it as close to the spiked crates as you dare.
Heal if you need to, then go up the ladder. Head north and then go down the stairs at the end. You'll be crossing over Omashu's famous transportation system. It's a straightforward area, you just have to take note of the empty containers and move accordingly. When you reach the end, you'll be given another ladder to go down. Down in the sewers, go south as far as it lets you, then west. You'll reach a spiked crate near some whirlpools. There's an open gate north, so Ice Bridge across.
You'll see a crystal switch to the west, but Sokka's Boomerang can't reach it. The other gate will drop this time. Unfortunately, it raises the one we just went through. Air Blast the spiked crate away and make your bridge there. Cross BACK over and go through the gate you just lowered. Now you can Bridge over to the treasure chest - it has an Ice Bridge upgrade!
Head back across the river and keep going south using your upgraded Ice Bridge power. Head south out of the area. You'll wind up in the sewer's central hub, where the Save Stone is. Use it if you want, then head southwest out of the area, using your new 3-space bridge to get over there. Another familiar area - keep heading west.
Finally, a new place to play! You'll want to take the southern of the two options - the other one doesn't lead anywhere. Make your way along the winding path until you reach the next crate puzzle. Push it onto the left switch - the only one it'll be heavy enough to flip - then go through the gate. Jump down the ledge in the next area and continue west. Before letting Aang High Jump, go up the nearby stairs and Boomerang the crystal switches.
Then have Katara drain the water from the crate. Finally, have Aang Air Blast the crate over onto the switch. Now go up and take your new power - the Air Vent. This lets you flip things on vents. Rejoin the group and take the eastern set of stairs. Flip the crate onto one of the vents on the ground. Stand over the other and hit A to use your new power.
Now transfer water from one box to the other. Get the now-empty crate out of your way and head on. Back in this area, head east and south to return to the crate puzzle from earlier. Flip it over using the vents, push it onto the grey switch, and transfer enough water to trigger the panel. Go through the gate.
You'll be faced with a choice of north or south islands to Bridge to. Take the north. Ice Bridge out again so you can Boomerang the crystal switch. Now go back and take the southern route. Cross over and up the ladder you go! Another Save Stone. Use it if you wish then head east. A guard blocks the eastern route, so it's back onto the conveyor belts we go. It's another very straightforward area, so there's no need to tell you the exacts.
When you get to the end, head north and jump back into the sewers. Head east and you'll get a notice telling you Katara can walk through water fountains but hitting A when she's against one.
Do as the game tells you and stand on the switch on the other side. Change to the boys and take them through the next part. You'll need to Air Blast the spiked box so that it lands on the switch. Get on the right side and blast it left once. Then down. Then left again. Then right once.
And then you can get it up and onto the switch from there. Continue north and stand on the floor switch. Change back to Katara and Ice Bridge across the water take the western of the two possible little islands. Go up the stairs on the other side. This time you have three island choices. Take the middle. Then go to the left one from there. Then you can go north again.
You've got the last Ice Bridge upgrade - you can make paths 4 panels now. Bridge to the right and have the boys rejoin Katara, then head left. Stand on the grey switch and Boomerang the crystal. Continue out the western exit. Bridge out to the center - oh look, it's the central hub again. Use the Save Stone if you want. We're heading straight up from it this time. Go up the stairs and into the next area. Cross over the grating, go down the stairs, and exit west in that area.
Finally, cross over the water hazard and head up the ladder. Make your way west, under the walkway, and out via the only exit available to you. Move west, Air Blast the spiked crate, and head north. Go under the walkway and keep going west. Have Katara Water Shift the liquid from the regular crate to the spiked one, then Air Blast the empty one out of the way. Now flip the switch and head to the west to run into Haru again.
He hasn't found who he was looking for, but maybe he can help us. We're to meet him in front of the library. You'll be back by the save stone! Heal up and go back to the village. 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! Use Sokka's Boomerang to dislodge its claws from the ice, then when it's flashing white such a vulnerable color!
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 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. 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! South again, you'll have to club the tree and THEN move the container. Such difficult logic to the puzzles. 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.
If you wanted that green vial, you'll have to hold your horsed. 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. Club the trees and go to the stone pressure pad, having Sokka boomerang it when the gate lowers. 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? Go back to the village. 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. The Boomerang is ineffectual and is a stupid offensive tool anyway, so use the club, folks.
Continue down and southeast from your first Spearman encounter to find the enemy barracks. Of course, there will be a lot of enemies here. Move the heavy container out of the way and enter the village once again. 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. 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.
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. 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. Water Whip is self-explanitory, while Water Shift moves the liquid that makes heavy containers heavy into light containers.
Enter to find a Fire Nation Firebreather. Simple 'nuff, eh? NOW, you may enter the one behind the Firebreather. Shouldn't be that long. Head into the right room to find the Maker, and also another boss. Let's call this guy 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.
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.
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. 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. 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. 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. 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. He will not fight back. When he gets up, repeat the same process until there is a short intermission sequence. He will then use attacks such as curling up in a ball and swinging his bat in a figure eight style on both sides.
Wait until he is done and then hit him. Repeat this until he is defeated. Have a saved game file from Avatar: The Last Airbender on your memory card to unlock the 3rd Appa flight mission.
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