Avatar the last airbender the burning earth game boy passwords
WK04 05 Zuko Alone WK05 06 The Journey WK07 08 The Drill WK08 IV. WK10 11 Appa Assault WK11 12 Earth King WK12 V. In the game, he's got attacks dealing with airbending, naturally. She's a foundling bender but has gotten quite good as the series has progressed, and appears in numerous levels to help Aang. Did I mention he makes wisecracks a lot? Yeah, he rocks. Not too much time in-game, but still fun to play as.
Although she can't see, her ability to sense vibrations makes her a powerful ally. She only appears in one level, but she's fun just the same. Too strong almost By sending an underground pillar, she can make it surface at will and attack multiple times, often a OHKO! He fails numerous times, and isn't such a bad guy at heart. It's the circumstances!! He's a firebender, and although his attacks are a little less stellar than what the show says he's capable of, he's fun to play and all-around awesome.
He looks out for Zuko and has quite a reputation as a warrior. In battle he's fearsome, but his Dragon Breath attack takes a little time to recover from. Fun guy but not fleshed out enough here. Someone who is in 'support' is the character not being controlled by the player, but still has attacks to use with the R-button.
They are the following:. Aang Dash Drive is immediately used, sending an enemy flying Toph Sends an Earth Pillar ahead at once, hitting enemies if possible Zuko A quick-release fireball [small] is shot out Iroh Uses Dragon Breath in the direction opposite Zuko is facing! For reference on the skills, see the 'Characters' portion.
Anyway, since the last time I've written an Avatar guide, I've learned my lesson to make it easier to follow, given all the puzzle-solving. I'll make the areas more palatable for readers.
It's just makes the bonus score rise. Just inside the city, some soldiers assault the party. There's a green bottle nearby that increases the bonus score and the time limit as well. Follow the small stairways, avoid the spikes and the ore cart, and approach the first switch. Slap it with any character's ability and the gate falls.
The adjacent area has ore carts going on a set path, and if you're in the wrong spot, they'll push Aang and Katara into a floor pit. Move 'upstream' by ducking into the alcoves along the path. At the next two switches, switch to Katara and use her Water Spin to hit 'em both at once, dropping the gate. Some soldiers are beyond and can be beaten up with the b-button, or have their fireballs deflected with the Air Blast ability. A spearman will show up and has a reach that pierces the techniques, so flank him to avoid the damage!
The next switch is timed, so hit it and get past before it pops back up. The exit's right there. Some soldier crowds will attack in the walkway to the right, so Water Spin to get them out en masse.
Avoid the spikes nearby and collect the green bottles until the box puzzle comes into view. Air Blast the box west to make the path open to an herb [doubles points from enemies temporarily]. Two firethrowers will be past there -- remember, Water Spin can be done four times consecutively and neutralizes the fireballs as well!
Avoid the carts and move east, zig-zagging through the incoming cart lane by the spikes. Sokka will arrive at the next puzzle and replace Katara. He has a boomerang B-button that flies straight ahead of him. Hit both switches, exit the screen. He can throw his 'Rang in a straight line B button or a circle charge until he resonates slowly. Hold A to do a 'Club Rush', a furious attack with his primary weapon.
There's a 4-switch puzzle here that has a short timer. Stand at the leftmost one and do a Club Rush across all four -- this should barely make the gate go down in time. Beat up some more soldiers and approach the red switch.
This type of switch must be hit repeatedly to make its gate descend. The next 4-switch puzzle calls for Sokka to throw his boomerang in an arc.
Just east is another box-on-switch puzzle. Air Blast it east, south, and west to solve. Exit east. The next gate-'n'-switch puzzle has three apiece. Hit the 2nd and 3rd to make all gates depress. Here, the heros will find Bumi tied up by Azula.
He'll knock the old geezer down and start surfing down a mail chute, with the fiery girl following inside a cart. Use Air Blast b-button to repel them back at her. When her health's been about halved, she'll jump into the other track and prepare a large fireball.
Use the R-button to leap over it harmlessly [does damage]. She'll still throw smaller ones intermittently, so keep firing them back until the pattern changes a bit -- she does rapid-fire small ones and two big ones backback. When she finally jumps behind Aang's craft, wait for her to fire a 'ball and the rock pillar made by jumping will slow her down permanently.
Oh well! In the previous game they weren't playable characters, so this is quite exciting! Make sure to play their tutorials when offered, now! Zuko can do a 'Fire Strike' by repeatedly hitting B [x3], charge up a Fireball projectile by holding A-button, and an even bigger Fireball by holding A-button even longer. Holding A can also block, and if done at the moment an enemy strikes, it stuns the attacker! Hold longer for a continuous stream, although it'll drain the bending meter that fiery oval-shaped thing in top-middle.
If Zuko's the support, R-button throws a fireball at once. Pick wisely! There's some enemies right at the start. Once deep-sixed, shoot 2 fireballs at the switches and go east. At the next puzzle, fire a 'ball at the switch, approach the 2nd gate, and hit the switch again to open the east path. Defeat some more soldiers, avoid the earthen spike clusters, collect the green bottles, and continue toward the red switch. Remember, these have to be hit multiple times to open the gate they command!
Defeat the fireball-thrower by the trench, and Fire Strike the grunts who approach. Three hits is a OHKO combo, y'know. The next gate reopens when the enemies are killed. The straight line of three switches needs a powerful fireball from Zuko to penetrate 'em all, remember. Beat the crap out of the next set of enemies [watch out for spearman] and use the Dragon Breath to hit the two switches near the outer trench. There is one more wave of enemies before a cutscene.
One's across a ditch and one's right by. A fireball has to be used in conjunction at same time as Iroh's Dragon Breath. Obviously, the old firebender has to be supporting. Beat up the next enemies walking the street, hit the red switch a few times with Dragon Breath, and beat up the fireball-slingers. The next 3 switches're at the , , and positions. Dragon Breath has to be used to get them all in one go before the timer expires. The next set of enemies is the same as before, except one has a shield icon above his head.
This means he's an armored enemy that takes more hits than usual to destroy. At the next puzzle, hit the red switch with Iroh's Dragon Breath to make the timer switch go down. Then, quickly shoot a fireball with Zuko R-button to hit the next crystalline switch. Continue east, my fiery friends! There's a few fireballers and a spearman, but 'sides that, nothin'. Hit the switch by the earthen spikes and beat up the enemies near the east end of the dual ditches. Go east to exit.
In this airborne level, use the d-pad to steer Appa and the A-button to block. There's no time limit here, by the way. Gradually, more trees end up getting thrown at once, but the same dodging technique applies.
Dodge the roots and the tornado will approach the left side of the screen, where Appa must dodge the same items from his aft. Toward the end, there is rapid-fire tosses as well. Just block as best as y' can and it'll all end soon. Relatively short level overall.
NOTE: For more bonus points, you need to collect many near-misses. Anyway, Sokka's recklessness doesn't help anything, so when it is Aang's turn to assault the bandit, he recommends Dash Driving her.
The blue-colored rings will that surround 'her' are pillars underground, and if touched, will emerge and do 10 damage. They don't attack if standing still though, so Dash Drive when possible. She can also send earth waves [x7] when Aang reveals his location. Make sure you attack her when the red ring about her's receded a bit, otherwise you'll be stonewalled by a It is now possible to play her [Toph's] tutorial!
This can bridge ditches, as well, making it very useful. Get past the enemies by bowling 'em over this way. Past them, evade the spikes, hit the switch, and send the rockcube east to its floor tile. When you get to a ditch with lots of dog enemies, don't waste time and keep going -- they can't get the duo!
There are two switches behind a ditch at this point. The next switch puzzle is easy as well -- use multiple Earth Pillars to trigger both switches, raising a gate in the rockcube's movement track. Shove it west and north, then east to the floor tile. Eastward, brave soldierz!
Knock the block up, hit the switch, go south. Then, move the block east, do a faraway Earth Pillar and hit both crystal switches behind the li'l ditch. Beyond, collect green bottles and move to the boulder, waiting for all three enemies to line-up before hitting them like bowling pins. Past some fireball throwers, hit the two switches touching shoulders by firing an Earth Pillar west from faraway.
Next, by the dingo [?? The next switch placement has two far away. One needs to make Aang Dash Drive in one direction, while a pillar is thrown in the opposite. There's little time to do this in, so it can be tricky. Fight your way to a crossroads with a bunch of enemies who come straight up the screen's middle -- have an EP waiting for them!
Spearmen come from the aft [west] as well, so watch out. Now, here's the final block puzzle -- 2 blocks, 2 switches. Do the following: - Move the SW block north and east, onto the floor tile - Move NE block south and west [to SW] corner - Move block on the tile south once - Move new SW corner block east onto the switch - Move other block north onto switch!
Now, move Block 3 out of the way and trigger the exit switch! Trigger the three switches with a large fireball and kill the enemies beyond. At the next gate puzzle, stand on the floor tile and throw a fireball east to open the 2nd path east.
More enemies to stick in the cemetary [including 1 armored] leads to the next switch puzzle. Hit all three in any order to make the passage east safe to cross. Then, hit the one y' skipped to go east. Send the enemies home in a bodybag, first, though. At the switch trio, sling a large fireball west to get them all within the timer's confines.
Stand on the switch and send a large fireball east to hit the easternmost switch. Beyond more enemies Hit the switch and quickly run the u-shaped path to get to the open gate within the timer.
There are FIVE switches at the next part. To solve, fire a large fireball east, then one from the south. Let the timer expire because the middle one has to be lit. Then, repeat the same thing.
Remember, you can charge large fireballs while running! Step on the floor panel and careen a ball at Switch 1, then step on the panel by Switch 1, and his Switch 2 right between the particles. Exit south and murder some soldiers, where armored types are getting more plentiful Here's how to solve this: - Step on floor panel, fire large fireball west - By three-switch row, fire large fireball east - Back by two switches, mini-fireball at nearest - Large fireball at three-switch row - Mini-fireball at two-switch row - Mini-fireball at three-switch row The way to the village opens now.
Azula must be close to her bro to fire this, however, meaning you can sidestep it and probably get in a Fire Strike combo before she recovers. When her health's depleted, follow her east for Round 2 [no updated strategy]. Now the team has to locate the flyin' buffalo before something happens Watch out for falling rocks and head through the small mountain pass, and defeat the huge group of enemies that appears for awhile.
At the gate switch, throw Sokka's boomerang in a circle to hit the switch out of reach. To do the six switches here, quickly toss the Rang at the solitary one and Club Rush the other 5 from the east.
Make it through the canyon with falling rocks and collect all bottles found. Destroy the huge army of soldiers here and make for the red switch. Hit it to capacity and quickly fire a boomerang at the other switch while it's protective gate's down.
Next, step on the floor switch and send the Rang in an arc to hit the switch. Go east, busta! The next switch puzzle can seem hard, but it's not -- throw a boomerang at the lone eastern switch while Club Rush-ing west to hit the other two. The timer 'fuse' is remarkably short, so it can be annoying.
Stand against the rock partition nearest the western and throw the Rang in in an arc, hitting both in one go. Rush through the huge amount of boulders and avoid earthen spikes as usual. For the next part, have Aang move the stone cube and use the R-button to throw the boomerang. Rush through the twisty spike path to get out in time [ timer]. Bottles are along the way, scoop 'em up, yo.
The exit to Ba Sing Se is just beyond! Password for "Mission 13 unlocked": aang zuko toph aang toph toph zuko momo iroh. Shotgunnova 14 years ago 5. Got the password for that? Yes, the final mission 13 from the above password gives you mission with all previous levels glued together, so no breaks. SiegmundFretzga 14 years ago 8.
A on 'Single Run' unlocks nothing aang empty iroh katara momo sokka toph zuko empty. Shotgunnova 14 years ago 9. Bump n' stuff. Shotgunnova 13 years ago Bump n' stuff II. Ask A Question. Browse More Questions.
Keep me logged in on this device. Forgot your username or password? Shotgunnova 14 years ago 2 Wish I knew. SiegmundFretzga 14 years ago 3 Password for "Mission 13 unlocked": aang zuko toph aang toph toph zuko momo iroh Picross FC Shotgunnova 14 years ago 5 Got the password for that?
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