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FAQ/Walkthrough by Andrew Testa

Version: 1.0 | Updated: 10/26/14


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                    The Legend of Korra FAQ/Walkthrough
                          Version 1.0 (10/24/14)
                          Written by Andrew Testa
                  Email Address: andrew.c.testa@gmail.com
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    This document is Copyright (c) 2014 Andrew Testa. All Rights Reserved.


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       1. What's New?................................................[100]
       2. Introduction...............................................[200]
       3. Basics.....................................................[300]

       4. Walkthrough................................................[400]
             Chapter One: A New Era Begins...........................[401]
             Chapter Two: Powerless (Back Alley).....................[402]
             Chapter Three: Battle for Air Temple Island.............[403]
             Chapter Four: Counter Attack............................[404]
             Chapter Five: Fire and Ice..............................[405]
             Chapter Six: The Spirit World...........................[406]
             Chapter Seven: The Tree of Time.........................[407]
             Chapter Eight: The Edge of Chaos........................[408]

       5. Naga Running...............................................[500]
       6. Bosses.....................................................[600]
       7. Credits....................................................[700]
       8. Contact Information........................................[800]
       9. Legal Disclaimer...........................................[900]

Quick Navigation: Use Control+F and type the code in the [brackets] to
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                            1. What's New? [100]
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Version 1.0 (10/26/14): First posted version of guide.

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                            2. Introduction [200]
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Welcome to my strategy guide for The Legend of Korra! After writing an Item 
List for this game, I decided that a complete FAQ/Walkthrough might be fun to
write to help gamers complete this difficult game. This guide contains a
complete, beginning-to-end walkthrough for LoK; a basic section covering all
things Bending; information on Pro-Bending; and finally a section on Naga
Running. I hope you enjoy this guide!

ABOUT THE GAME
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The Legend of Korra is based off of the famous TV series. The game was 
released on October 21, 2014 by PlatinumGames for the PS4, PS3, XONE, X360, 
and PC. Reviews of the game have not been good; the MetaScore for the PS4 
version is 55, while the MetaScore for the XONE version is 52. I personally 
enjoyed this game, but I went into it not expecting anything, thanks to the 
reviews. But I found the combat to be really fun, particularly later in the 
game when you have all the Bending styles.

WHY A GUIDE FOR LoK?
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This game just came out, and there are no guides! What's worse, this game is 
actually pretty difficult. It's not super super hard, but there are a lot of 
places in the game, particularly the boss fights, where a guide can help. 
And, I hope with this guide, you will hopefully find LoK just a little less 
tough! :)

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                               3. Basics [300]
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LoK has a unique gameplay; you choose a  Bending style and it affects the 
moves that you do in combat. There are four Bending styles: (1) Waterbending, 
(2) Earthbending, (3) Firebending, and (4) Airbending. Each has a unique 
playstyle, and you can seamlessly change from one to the other.

Waterbending
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This is the first Bending style you get back. The main feature of this style 
is range; that is, it's the best (and really, only) style for ranged attacks. 
Towards the beginning, you will also be using it for normal combat situations 
because it is the only style you'll have. Later in the game, you'll use it 
almost exclusively for ranged combat.

Earthbending
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This is my second favorite Bending style. You receive it in the middle of 
Chapter Three, so you get it somewhat early. It is HEAVY damage, but the 
slowest of the styles. Once you acquire it, I recommend using Earthbending 
over Waterbending for normal combat situations.

Firebending
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Firebending looks really cool. It does good damage and also is pretty fast. 
It's particularly good for single target combat. I tend to use Earthbending 
over Firebending for most situations, however. At least, until...

Airbending
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Airbending is overpowered. Airbending is the end of the difficulty level of 
this game. Up until you get Airbending, this game can be HARD. After you get 
it, the game is relatively easy. Airbending is, in my opion, far and away the 
best Bending style in the game. The combos that you perform can clear whole 
entire rooms. The AoE is just incredible. And it's a quick Bending style to 
boot. I highly recommend using it for the rest of the game when you get it at 
the end of chapter six.


Along with Bending styles, there are some unique enemies in LoK.

Green Chi Blockers
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These are the easiest enemies in the game. They only attack with normal 
physical attacks. The only thing you have to worry about with these guys is 
if they hit you in the back and end your combo. :)

Blue Chi Blockers
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These are the most annoying of the Chi Blockers. They have bolas which tie 
you up; to get out of the bolas, you must wiggle left and right. Your best 
bet is to simply dodge the bolas, however. In addition to bolas, they also 
have an electric whip. Sometimes, they can use this whip for a ground smash 
unless you press the prompted button on top of your head quick enough. I just 
don't like these guys, and I recommend taking them out first.

Red Chi Blockers
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They are like a green-blue hybrid. The attack that makes them stand out is an 
electric ball attack. This hurts and also stuns you. Other than that, they go 
down just as easily as the other two.

The Triad
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Throughout the game, you will have to repeatedly defeat the Triad. I have 
strategies for each member in the walkthrough below.

Mecha Tanks
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There are three variants, and the best way to defeat them is to counterattack 
their punches. I have strategies for defeating them in the walkthrough.

Spirits
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These shadowy fiends are like the Chi Blockers of late game. They mostly do 
just physical attacks and, overall, are easy to defeat, especially with 
Airbending.

COUNTERING IS KEY!
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I list this last so if you've scrolled by this section to the walkthrough, 
hopefully you'll read it. Counterattacking is the best way to victory. Aside 
from normal mobs, like Chi Blockers and Spirits, you want to counter the heck 
out of everything you come across. This is especially true for bosses. So, if 
you're facing a tough enemy, try to counter him by blocking right before his 
attack hits!

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                            4. Walkthrough [400]
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This section contains a complete walkthrough for The Legend of Korra. It 
covers all parts of the game, including where to find those pesky hidden 
treasure chests, where to pounce on those elemental walls, and how to defeat 
those tough bosses. And Naga Running and Pro-Bending, because we all love 
those! :)

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                     Chapter One: A New Era Begins [401]
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After the introductory cutscenes, you are thrust into battle against a 
plethora of shadowy foes. Don't worry, though; this is simply a tutorial for 
fighting in the game. You should practice your Light Attacks, Heavy Attacks, 
and Jumping while you combo the enemies. They really won't even attack you, 
making for great punching bags.

You start with Waterbending, which is more useful for ranged attacks, but it 
helps to see how to combo at close-range, nonetheless. After that, you get to 
play the powerful Earthbending, which literally raises the earth when you 
attack. And once you've done a bit of Earthbending, you get to try 
Firebending, which has powerful, fast attacks. And finally, you get to try 
the most overpowered of the elements, Airbending, which is basically combo 
heaven by mashing the Light Attack button.

Unfortunately, you shouldn't get used to Bending. After this chapter, you 
have NO bending, and you don't get Airbending until late in the game. 
Nonetheless, it's good to see a "taste" of the real combat, although it will 
take quite a while before you have them all. After playing all four bending 
styles, there is a cutscene, and then we get to try out Pro-Bending.

PRO-BENDING IN CHAPTER ONE
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Pro-Bending can actually be really frustrating for people just starting the 
game, and you have to complete it to continue the story. However, note that 
you are not required to Pro-Bend again for all eight chapters, so if you 
don't like it or find it hard, you won't have to do it again.

Pro-Bending is basically a sport. You have to knock your three opponents off 
the ring, but you can only knock them back one row at a time, and you only 
have a set time to do it. Basically, you know all three opponents back a row, 
and you move up a row. Or, if you get knocked back, you move back a row, and 
since it's only you, they only need to knock you back to advance a row!

This can be frustrating, especially if you simply mash the attack button. You 
have to do more than that here: you have to both dodge and counterattack. Of 
those two, countering probably gives you the best bang for your buck, because 
you have a chance to ricochet the projectile back at the enemy. And you can 
smack back any element, even fire.

So, you should try to counter as much as you can. Primarily, though, you will 
be dodging around the court. You can "chain" dodges, basically making you 
unhittable until you stop dodging. So, dodge around until projectiles cease 
being bombarded at you. Then, you have a small window to unleash some attacks 
on the enemy before they start up again.

You can target an enemy, and you will want to focus on one enemy at a time, 
lowering their health to zero before you go onto the next. It's also best to 
knock back the nearest foes, so when you've knocked back one guy, go onto the 
other two. This is because if you get knocked back, you basically lose all 
your progress.

But, the key is to dodge around, counter when you can, and spam attacks when 
you have an opening. Even with these strategies, it will still be frustrating 
to knock enemies off within the allotted time, so you'll have to be on top of 
your game to get past this part. Pro-bending so early in the game can be 
extremely frustrating, but just keep at it and dodge attacks as much as you 
can.

After the battle, you will receive a medal depending on how well you did. You 
will receive medals when you finish each fight in the game, and at the end of 
a chapter, you will receive a Chapter Medal. Two factors contribute to what 
type of medal you obtain: (1) time, and (2) combos. Do not worry too much 
about just getting bronze medals; after you get Airbending, you can go back 
and easily get gold on everything.

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                  Chapter Two: Powerless (Back Alley) [402]
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For this mission, you must traverse the city while defeating enemies. You 
have NO bending abilities, so you will have to rely on just your fists to 
defeat enemies. Even so, throughout the level you mostly encounter the 
easiest enemy: Green Chi Blockers. These guys have no special attacks and 
simply fight with their fists, just like you right now.

Note that changing Bending styles will change the speed and damage of your 
attacks. This is a good time to experiment with the strength and speed of 
each style, but I wholeheartedly recommend sticking with the Airbending 
style, because it is quick and has a neat combo at the end of its Light 
Attack flurry.

At the beginning of the chapter, head down the alley and you will be ambushed 
by Green Chi Blockers. At the end of the alley, the way will get blocked off 
by a purple barrier; you cannot advance in the level before you defeat the 
Green Chi Blockers behind you. And yes, you will receive a medal for how you 
did against them after you defeat them. There is no special way to go about 
it; simply hit them with light attacks and try not to let another hit you 
from behind.

After the battle, head down the alley and go on the street. You will notice 
objects through the levels, such as barrels, jars, and crates. All of these 
objects can be broken, and when you break them, you will receive Spirit 
Energy. You can use this Spirit Energy has currency to buy powerful items at 
the Spirit Shop, so you will want to break all objects you come across to get 
that Spirit Energy. I will not tell you to break these objects in the guide, 
because they are obvious to spot and it would seriously bog down the writing. 
So, even though I don't tell you to throughout the guide, please break those 
objects for some Spirit Energy!

Go down the street and into another alley. Here, you will again need to face 
three Green Chi Blockers. It is the same fight as before; combo into each one 
and try not to get hit in the back. After defeating them, you will reach an 
area with vehicles scattered around it. Similar to the small objects, if you 
break these vehicles, you will receive Spirit Energy. They take a lot more 
punishment than, say, a barrel, but you will receive more Spirit Energy when 
you destroy them. And, again, I will not point out every vehicle in the game 
as you can clearly see them on the streets.

At the vehicle area, go behind the vehicles and you will find a small alley 
alcove with a chest. But before you can go get the chest, you get ambushed by 
Green Chi Blockers again, this time four of them. After defeating them, hit 
the [TREASURE CHEST] in the alcove to open it. You receive vanity items for 
opening chests. These are simply collectibles. For these smaller chests, it 
just takes one hit to open them, and the item that you get is random.

After opening the chest, head back to the (hopefully) vehicle-less area, and 
go up the other alley this time. Follow the straightforward alleys to a lone 
Green Chi Blocker; it's just one, and no more spawn, so he's easier to 
defeat. After that, go left into another alley, defeat the four Green Chi 
Blockers here, and head halfway down this alley. On your left, you will see a 
small area with wood platforms. Jump up these platforms to find a [TREASURE 
CHEST] at the top one.

Further down this alley, you will find a [WATER WALL] on the right. You 
CANNOT open this until you get Waterbending, so just pass by it. But, when 
you do get Waterbending, you can head back and break this wall. There is a 
Water Chest behind it which contains random vanity items. But, these items 
are normally better than the smaller chests we have found. So, file this 
Water Wall in your head for later, if you want to collect vanity items and 
you like this level.

Down the alley, you will be back on a street. This street has two big semi 
trucks. But before destroying them, go right, and you will see a wall 
blocking the street. You can destroy this wall, so hit it until it finally 
falls. Behind the wall, you will find a bigger [TREASURE CHEST]. How fast you 
open it will determine the rank of vanity item that you receive, so open it 
fast, with combos, to get the best item.

When you try to go back down the street, you will encounter four more 
ambushing Green Chi Blockers. After defeating them, head down the street, 
destroy the two semi trucks if you haven't already. Behind one of the semi 
trucks, you will find a small [TREASURE CHEST].

Go down the alley to the right, and this time you get ambushed by five Green 
Chi Blockers. This is a slightly more difficult fight, especially if they 
surround you. If this happens, you can simply jump over them. After defeating 
them, head down the alley to the left to find a [TREASURE CHEST]. And when 
you try to go back to the main alley, you will need to kill two Green Chi 
Blockers. The space is more confined, but you should have no trouble 
demolishing just two of them.

Head down the alley and on the right side, you will see wood platforms. Jump 
up on them, and follow them to an [AIR WALL]. You can't open this right now, 
but there is Spirity Energy right before the wall. Jump back down and go down 
the alley. You will see an enemy, but he will disappear in a cloud of smoke.

Go down the alley further, and walk up against the rubble. Korra comments on 
the streets here. You have two choices now: you can go right or left. Go left 
and follow the pathway to a [TREASURE CHEST]. Now head back and go right to 
reach a street. Here, you will find a lot of breakable objects in the 
alcoves.

When you go down this street, you get into another battle, this time with 
Four Chi Blockers. And just as before, you want to combo them down without 
getting hit to get a better medal. Once they are defeated, go down the 
pathway to the left; more Chi Blockers appear, but these guys have no medal 
attached to them, so you can be sloppy here if you like.

After defeating them, head down the street. On the left, you will a big 
chasm; if you fall into, you die! But you need to get to the wood platforms 
up top to get a chest. To reach it, go up the street and destroy the big 
vehicle on the left. This will open up an entry that leads to a breakable 
wall. After destroying it, you will reach the other side of the chasm. Jump 
up the wood platforms to reach the big [TREASURE CHEST].

Go down the street to reach the big street that Korra was talking about 
earlier. On this street, you will have to face two Chi Blockers on bikes. The 
best thing to do here is to simply dodge them while they make passes at you. 
Hurting them while they are zooming on the bikes is really hard, so just jump 
over them when they ride past you.

Soon, they will crash their bikes and become normal enemies. But, 
unfortunately, a TON of Green Chi Blockers spawn now. To defeat them, use 
this big street area to your advantage; either lure one away from the back, 
or combo one away from the group.

After you defeat this big group, you will get ambushed by even more Chi 
Blockers. Do not attempt to defeat them, because the game will quickly cut 
off to a scene with Naga. Instead, just jump around to avoid them, until the 
scene with Naga occurs.

NAGA RUNNING IN CHAPTER TWO
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Naga Running is pretty simple to pick up and a lot easier than the Pro-
Bending mini-game. Basically, in Naga Running, you're constantly moving 
forward and you can change between three lanes. There is Spirit Energy 
everywhere, but you are not required to get X amount to complete the level. 
Nonetheless, you should try to acquire as much Spirit Energy as possible.

While Naga Running, you also need to avoid a lot of obstacles, or else you'll 
die and have to restart from the last checkpoint. Here is a list of the 
obstacles:
  - The wall when you reach a corner. This is not an "obstacle" per se, but 
    you need to turn or else you will run into it!
  - Vehicles. They are scattered through the levels, and you need to go 
    around them.
  - Walls. You have to slide under them. Sometimes, you have to slide under 
    wall after wall, so be ready right after you slide!
  - Chasms. Just like in normal levels, you can fall into them and die. 
    Luckily, you can easily jump over any chasm.

That's it as far as obstacles in this level. You also have a few "choices" 
while you are running, namely whether to turn left or right at forks, and 
whether to jump up on wood platforms. For the latter -- turning left or right 
-- it usually does not make that big of a difference either way you go. And 
for the wood platforms, you should always try to go on them, because you'll 
obtain more Spirit Energy on the wood platforms than on the ground.

This is basically a tutorial run. Before each obstacle in the beginning, the 
game will stop and you'll be prompted to press the appropriate button, to 
either turn, slide, or jump. After that, and for a majority of the level, 
you're on your own. For a beginner, I advise focusing on just finishing the 
course; you can get a ton of Spirit Energy from each Naga Running course, but 
it is kind of not worth it when you're just starting because you're getting 
to used to Naga Running in general.

After you complete the course, the chapter ends. At the chapter selection 
screen, a few things open up: (1) the shop, (2) Korra's Room, and (3) the 
collection screen. In the collection screen, you can see all of the vanity 
items that you have collected so far. In Korra's Room, you can equip items 
and look at the current combos you can do.

The most important screen right now is the shop. Here, you can buy items to 
help you, and because this game can be hard at first, you should definitely 
consider buying a few consumables. In addition, you can also buy different 
types of Talisman, but most Talisman have tradeoffs.

One of the best Talisman is Talisman: Shadow Fist. It adds extra hits to your 
attacks, which basically doubles your damage. And it's free! YAY! All you 
have to do is input the following code while it is highlighted on the shop 
screen: Right, Right, Left, Left, Square on PlayStation, and Right, Right, 
Left, Left X on Xbox.

"Buy" the item for 0 Spirit Energy and equip it in Korra's Room. This 
Talisman will help you out profusely -- it makes fights tons easier and go by 
tons faster.

When you're ready, begin Chapter Three: Battle for Air Temple Island.

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             Chapter Three: Battle for Air Temple Island [403]
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In this chapter, you need to find the four jars of Spirit Water, get 
Waterbending back, and head up to the temple has you battle the triad. It's 
really cool to get Waterbending back; it will definitely make the gameplay 
more interesting. And although the chapter is called "Battle for Air Temple 
Island," you get back Waterbending, and not Airbending, in this chapter. 

To begin, you'll need to kill the four Green Chi Blockers rushing you. After 
defeating them, look backwards, towards the ocean, to find a small [TREASURE 
CHEST].

As far as enemies in this area, you have to face Blue Chi Blockers now. These 
guys are way more annoying than the green variety. They have a move that ties 
your arms, and you have to wiggle left and right to get out of it. In 
addition, they have an electric attack that really makes you ride the 
lightning. If this attack hits, you need to press the appropriate button or 
else you will banged against the ground for even more damage. In the end, to 
defeat these enemies, do a lot of dodging and be mindful of the locations of 
all of the enemies so they don't back-attack you.

As for the story mission itself, you must first find four jars of Spirit 
Water. These are located throughout this first area, and you can clearly 
distinguish them from normal jars because of the watery effect that they 
emit. Here is a quick-list of the locations of each jar:
  1. This jar is simply up the stairs from the beginning of the area. It's 
     hard to miss!
  2. In the right part of the area, jump on each small platform and you'll 
     reach a bigger platform that has the jar. There are two Blue Chi 
     Blockers here, but they have low health and can be killed rather easily.
  3. In the left part of the area, go up the small mountain with the Blue Chi
     Blockers at each level. When you reach the top, you'll find the jar in 
     the center of this small upper area.
  4. Very near Jar 3, there will be a drop-down area to left. This area 
     contains the jar. If it's your last jar, be sure to grab it first before
     you kill the enemies, because they're easier to kill with Waterbending.

Once you have Waterbending, you can open the [WATERBENDING TREASURE CHEST] in 
the northern part of this area. To open it, make sure you are currently set 
to Waterbending, and then simply pummel the chest until it opens. Just as 
with other big treasure chests, the faster you open it, the better the rank 
of the vanity item.

Head over to the Water Wall that blocks your way up to the temple. Before you 
can get to it, you have to face your very first mini-boss.
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|  Mini-Boss: Traid Member One                                              |
|  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                                              |
|      Style: Earthbending                                                  |
| Difficulty: Medium                                                        |
|    Attacks: His attacks are the same as when you get Earthbending back.   |
|    ¯¯¯¯¯¯¯¯ Since you haven't gotten them back yet, here's a list of his  |
|             attacks:                                                      |
|              o Light Attack: a punch that makes the ground right in front |
|                of him go up.                                              |
|              o Heavy Attack: a ground kick that makes a pillar go up from |
|                the ground. He uses this mostly at range.                  |
|              o Aerial Attack: he jumps and hits you with both of hands    |
|                clasped together.                                          |
|  Strategy:    He is no pushover by any means. His attacks hit hard, but   |
|  ¯¯¯¯¯¯¯¯¯  they are also really slow. I have not been able to counter any|
|             of his attacks; I tried for like ten minutes, but I was never |
|             able to counter in this fight. Instead, you should dodge his  |
|             slow attacks. After each of his attacks, he has a moment where|
|             he's not doing anything, because, well, the dude's slow. This | 
|             is your time to let loose a flurry of Waterbending combos.    |
|             So, that's basically the fight: dodge his attacks and attack  |
|             him after he's done his slow attacks.                         |
|               Range might seem like a good idea in this fight, because    |
|             Waterbending is primarily a ranged style. But, for this fight,|
|             it's NOT recommended because his heavy attack raises a pillar |
|             below you, which hurts for any damage and has a big range. He |
|             will mostly perform this heavy attack when you are at range.  |
|             You can dodge it if you jump early enough.                    |
|               I advise staying near him, so he does his Light Attacks, and|
|             then attacking him after you dodge one of his attacks.        |
|               A few other things: his combos hurt hard, so try to dodge   |
|             right away if you get hit, or else he'll combo you into the   |
|             purple wall. And also, if you get hit enough, you are dazed   |
|             and need to wiggle left and right to regain consciousness.    |
|               Basically, the fight goes like this: stay near him, dodge   |
|             his attacks, and hit him after you dodge.                     |
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After the victory, go up the steps to the Water Wall and break it by using 
Waterbending. You can simply combo into it with Light Attacks while near. 
Continue up the steps, and you'll reach a fight with three Blue Chi Blockers. 
These guys are definitely easier now that you have Waterbending, so just 
dodge their ranged attacks and combo into them.

Continue up the steps, kill the two already weakened Blue Chi Blockers, and 
enter into the square for the second mini-boss fight.
 ___________________________________________________________________________
|  Mini-Boss: Traid Member Two                                              |
|  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                                              |
|      Style: Firebending                                                   |
| Difficulty: Easy                                                          |
|    Attacks: Just like Triad Member One, his attacks are the same as when  | 
|    ¯¯¯¯¯¯¯¯ you get Earthbending back. Since you haven't gotten them back |
|             yet, here's a list of his attacks:                            |
|              o Light Attack: a quick fire punch. Hurts and is fast!       |
|              o Heavy Attack: he puts both hands together and lunges       |
|                forward, emitting fire from his hands. He usually does this|
|                while you are at range.                                    |
|              o Combo: the same Light Attacks but ends with a Chuck Norris |
|                Roundhouse Kick. It will daze you.                         |
|  Strategy:    He is actually much easier than Triad Member One. He has    |
|  ¯¯¯¯¯¯¯¯¯  Firebending moves, which are quicker but do less damage than  |
|             Earthbending moves. However, the big thing is that it is      |
|             relatively easy to counter his attacks.                       |
|               When you counter, you have a little QTE; if you do the QTE  |
|             (which is mostly just moving the joystick in the direction    |
|             that is prompted) you will hit him for some serious damage.   |
|               So, just stay close and counter his attacks. Counter is     |
|             overpowered against this guy.                                 |
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After the fight, go up the steps again. There are some enemies on the ledges 
of the hill to the right; they are Blue Chi Blockers, but they have weak 
health and go down with just a few ranged hits max. When you reach the next 
level area in the steps, you will have to fight a lot of Chi Blockers this 
time. This time, you must fight both Blue and Green Chi Blockers. Take out 
the Blue ones first, as they are stronger than the Green ones.

Once you've defeated them and before you go up the steps, drop down on the 
side of this level, toward the chasm below, and you will find a little secret 
area with a [BIG TREASURE CHEST]. This chest takes a lot of hits before it 
opens, so just keep at it to get the vanity item.

Go up the steps now; halfway, you will find a small [TREASURE CHEST] near a 
breakable rock. Now head up the steps, the whole way, to start the big boss 
fight.
 ___________________________________________________________________________
|       Boss: All Three Triad Members                                       |
|       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                                        |
|      Style: Earthbending, Firebending, and Waterbending                   |
| Difficulty: Medium/Hard                                                   |
|    Attacks: The first two you have already faced, so look above for their |
|    ¯¯¯¯¯¯¯¯ attacks. For the Waterbender, he has the same attacks as you  |
|             with Waterbending, including some heavier-duty ranged attacks.|
|  Strategy:   All three Triad members, at the same time, might seem a bit  |
|  ¯¯¯¯¯¯¯¯¯ unforgiving in this game. But, remember, you've already had    |
|            "practice" on two of them, and the third is a Waterbender      |
|            whose biggest annoyance are his ranged attacks.                |
|              You want to take out the Triad members *one at a time.* This |
|            is essential to victory. Do not target one, get him to half    |
|            health, and go onto the other. This will just make the battle  |
|            more tough. When you knock out one Triad member, he is         |
|            completely out of the fight. And after each is defeated, two   |
|            Chi Blockers will tag in for him, but they are super easy to   |
|            defeat.                                                        |
|              Both the Firebender and the Waterbender can be countered. So,|
|            stay at close range with them and counter their attack. You    |
|            will do massive damage, particularly if you have any Talisman  |
|            that raise your damage.                                        |
|              I recommend taking out the Firebender first. Because he is   |
|            the fastest, he will get up in your face first. You can easily |
|            counter his attacks and defeat him without a scratch.          |
|              Next, I would kill the Waterbender. His ranged attacks are   |
|            annoying, so get close to him and counter his Light Attacks.   |
|              As for the Earthbender, you need to use the same dodging     |
|            strategy as before. Since you're taking him out last, this part|
|            of the fight should play out identically to your first battle  |
|            with him.                                                      |
|              Bring healing items if you have trouble! But, above all else,|
|            focus on one Triad member at a time!                           |
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You will complete the chapter after the fight. I recommend that you buy some 
items between chapters. It's up to you as to how you spend your Spirit 
Energy, but I wholeheartedly recommend Talisman: Healing. There is no 
tradeoff to getting it, and the extra health will help you during fights.

If you are particularly good at avoiding damage completely, you might 
consider one of the 1/2 HP Talisman. The POW x2, HP 1/2 Talisman is a big 
bonus to damage, but half health can be really, really bad if you get hit a 
lot.

As far as scrolls and books, I *do not* recommend buying the Water Scrolls 
and Water Books. This is because you will probably switch to Earthbending 
completely when you get it on the next chapter, and after you receive 
Firebending and Airbending, Waterbending is only particularly good for ranged 
attacks. But, if you enjoy Waterbending, then by all means bulk up your 
moveset by buying scrolls and books.

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                      Chapter Four: Counter Attack [404]
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Walk down the street and you will be ambushed by Chi Blockers. This is your 
first encounter against Red Chi Blockers, who have a powerful and unblockable 
electric attack. Other than that, you can defeat them just like any other Chi 
Blocker, and as a whole, these enemies are much weaker now that you have a 
level-able Bending style.

After the fight, go to your left and you will see a wooden platform. Jump 
from the mid-level platform and up to the top one to find a [TREASURE CHEST]. 
When you get near it, some weakened Chi Blockers spawn that you can easily 
kill with ranged Waterbending.

Go back down and follow the road. You'll see more wooden platforms; get on 
the right platform and take out the Chi Blockers with Waterbending at range, 
as you go down the street. On the right, you will find a [WATER WALL] that 
contains a [WATER CHEST] through it.

Head back to the street and go down it further. You'll reach a blocked-off 
area and two of the Biker Chi Blockers appear. Unlike before, you can easily 
damage these guys with Waterbending; just fire at them from range. After 
defeating them, more Chi Blockers, of the Blue and Red varieties, come out to 
play. Use Waterbending to defeat the Red Chi Blocker on the higher platform, 
and dispose of the Blue Chi Blockers on the ground however you see fit.

To get over the wooden wall that is blocking the street, jump up on the 
wooden platforms behind you and loop around to the wall. You'll need to fight 
some weakened Chi Blockers along the wall. At the wooden wall, drop down, use 
Waterbending to kill the two Red Chi Blockers on the catwalk above, then go 
right at the fork in the road.

Down this street, you'll need to fight a variety of Chi Blockers. You 
probably want to take out the Blue Chi Blockers first, since they are the 
most annoying, followed by the Red Chi Blockers and finally the Green Chi 
Blockers.

With the area clear, use the wooden platforms to loop around so you're on top 
of the wall obstructing the treasure chest. Kill the three Chi Blockers on 
the wall, then jump down and grab the vanity item in the big [TREASURE 
CHEST].

Head back to the fork. Along the way, you'll need to face a few weakened Blue 
Chi Blockers and a pair of Green Biker Chi Blockers, both of which you should 
be well-versed at defeating by now. After that, go down the street and you'll 
have a big fight.

First, take out the Chi Blockers on the wooden platforms on the sides of the 
buildings. There are four of them. And after that, the worst happens: you'll 
need to defeat the whole entire Triad again. They seem weaker this time, 
though; either by design, or because you are stronger than you previously 
were if you equipped some Talisman.

After defeating them, get on the wooden platforms by jumping on the lowest 
one, then follow them around to the wooden wall. Drop down, then follow the 
street until it becomes an empty black hole. Go up the narrow wooden 
platforms, head across them, and go over to the square.

Here, you will need to face NINE Chi Blockers, all of which are located on 
the wooden catwalks to the sides. You must use ranged attacks in 
Waterbending, just as before, and try to take out the side farthest away fro 
the other two first.

Over the next wooden wall, you will be on a street with little wooden 
platforms -- almost like wooden boxes -- on the sides. As you walk down the 
street, enemies spawn behind the boxes and on top of them. Take out the ones 
behind the boxes first, and then use this as cover to take out the ones 
farther away.

Head up to the road which runs adjacent to the river. Destroy the train, and 
then follow the wooden catwalks across the chasm. You'll have to kill Chi 
Blockers along the way, but they are all weakened. And, at the end, loop back 
around and grab the [TREASURE CHEST] back at the beginning but on a higher 
level.

At the other side of the chasm, you will encounter a difficult boss, the 
Mecha Tank.
 ___________________________________________________________________________
|       Boss: Mecha Tank                                                    |
|       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                                                    |
|      Style: Mecha, so no Bending style                                    |
| Difficulty: Medium                                                        |
|    Attacks:  o A punch with his left hand. During this, he might lift you |
|    ¯¯¯¯¯¯¯¯    up into the air, starting a combo.                         |
|              o A swipe -- it will hit the ground as well as you. This is  |
|                easy to counter.                                           |
|              o He charges at you when you are at a distance. THIS IS THE  |
|                BEST AND EASIEST ATTACK TO COUNTER. Countering this move   |
|                is your key to victory!                                    |
|              o At range, he will fire a projectile from his hand at you.  | 
|                This can easily be dodged. If it hits, it will tie you up. |
|              o Sometimes he will punch the ground and his electric hand   |
|                will punch up at you from the ground. It will do this two  |
|                times when he's normal, and three time when he's red (mad).|
|              o He can do a mini-charge if you're at a medium distance     |
|                from him.                                                  |
|  Strategy:   The name of this chapter is "Counter Attack," and these Mecha|
|  ¯¯¯¯¯¯¯¯¯ Tanks are why. Basically, this Mecha Tank sucks if you don't   |
|            counter. If you simply combo into him, it won't be very        |
|            effective and he will, in all likelihood, simply bat you across|
|            the room with his hand.                                        |
|              After a little bit of fighting, you will have to counter four|
|            attacks. The best attacks to counter are the charge or the     |
|            swipe. I prefer the charge because you know it's coming; that  |
|            is, the Mecha Tank will *always* charge following his          |
|            projectile attack. Dodge the projectile attack, or it will tie |
|            you up, and counter the charge when he gets close. Do this four|
|            times and you get Earthbending!                                |
|              Switch to Earthbending and continue the same process to      |
|            defeat him. Stay at range, dodge his projectiles, and counter  |
|            his charge. The boss gets real mad at 1/4 HP, even turns red.  |
|            From there, he does an extra attack for some of his attacks,   |
|            but he is otherwise the same.                                  |
|              So, the tl;dr -- stay at range and counter his charge.       |
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After the fight, the camera pans to a Earth Wall back down the street. First, 
though, go down the road you're currently on. After defeating the horde of 
Chi Blockers -- they should be easy with Earthbending now -- you will find an 
[EARTH TREASURE CHEST] behind the wooden wall in a little alcove.

After grabbing the chest, go up the wooden platforms nearby. They will loop 
back around to the Earth Wall eventually. While you are on the wooden 
catwalks, be sure to double-back when you are given the chance (usually other 
platforms) because you can find a lot of Spirit Energy, and a [TREASURE 
CHEST], if you go up and back.

There is also a [FIRE TREASURE CHEST] at the end, but you can't open it right 
now. And overall, it might be better to switch to Waterbending while 
platforming, because you are able to kill enemies from a distance. Finally, 
watch out for the Red Chi Blockers -- if they stun you mid-air, you can fall 
to your death.

At the Earth Wall, skip it for now and go back on the wooden platforms. If 
you keep jumping up on them, you will find a [WATER TREASURE CHEST] and an 
arrow pointing down made of Spirit Energy. Once you've gotten that, head back 
to the Earth Wall and pummel it open.

Through it, you'll have to go down another street with a lot of wooden 
catwalks. Just cross them and kill all the enemies that spawn. Use 
Waterbending for when you're on the wooden platforms and Earthbending when 
you're on the ground.

Down the street, walk on the town square and you'll have to face the Triad 
again. They have definitely gotten better than last time, but they have the 
same attacks, and the same strategies as before apply here now. I recommend 
Earthbending for when you're countering, and to take out the Earthbender last 
because I find him the hardest.

After that, we have another Naga Running minigame.

NAGA RUNNING IN CHAPTER FOUR
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This one is very similar to the one in chapter four. It has the same exact 
gameplay -- three lanes, dodge stuff, collect Spirit Energy -- only now you 
have two Bending moves you can do while racing. Waterbending gives you a 
shield, allowing you to run into smaller stuff without going kaput, and 
Earthbending allows you to effectively double-jump. They're both fun to try 
out here.

As for the course itself, it is remarkably similar, maybe even easier, than 
the course in chapter two. I recommend the same advice for new players: do 
NOT try to get all the Spirit Energy and just focus on getting past the 
obstacles.

This 'track has more semi trucks, and instead of plain chasms, we have chasm-
wall combos in which you need to go on a catwalk and then promptly slide. 
Other than that, the track is pretty much the same. Avoid the vehicles, slide 
under the walls, jump over the chasms, and remember to turn at corners.

After the race, we have to fight another Mecha Tank. This one is new and 
improved, a little tougher, and a lot more electric.
 ___________________________________________________________________________
|       Boss: Mecha Tank (Second Time Around)                               |
|       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                               |
|      Style: Mecha, so no Bending style                                    |
| Difficulty: Medium/Hard                                                   |
|    Attacks:  o A punch with his left hand. During this, he might lift you |
|    ¯¯¯¯¯¯¯¯    up into the air, starting a combo.                         |
|              o A swipe -- it will hit the ground as well as you. This is  |
|                the best move to counter! COUNTER THIS MOVE!               |
|              o He charges at you when you are at a distance. Unlike the   |
|                previous model, I had no success countering it.            |
|              o At range, he will fire a projectile from his hand at you.  | 
|                This can easily be dodged. If it hits, it will tie you up. |
|              o Sometimes he will punch the ground and his electric hand   |
|                will punch up at you from the ground. It will do this two  |
|                times when he's normal, and three time when he's red (mad).|
|                He does this A LOT MORE this battle.                       |
|              o He can do a mini-charge if you're at a medium distance     |
|                from him.                                                  |
|              o He will use a magnet to grab a car and then throw the car  |
|                at you. You can counter this, too.                         |
|  Strategy:   This battle is much tougher than the first, but the same     |
|  ¯¯¯¯¯¯¯¯¯ basic strategy applies: counter, counter, counter. Only now,   |
|            the move is counter is not charge; I've had no success at      |
|            countering his charge. I don't know if I'm doing it too late or|
|            if the electricity component makes it harder, but I wouldn't   |
|            recommend countering charge.                                   |
|              Instead, the strategy to victory is to simply walk up right  |
|            in front of him and wait for him to swipe/punch at you. When   |
|            he does, counter that -- it's easy to counter -- and blast him |
|            into oblivion.                                                 |
|              The Mecha will actually WANT to get range in this fight, so  |
|            you'll constantly have to keep moving to be close to him. He's |
|            an annoyance at range; he can tie you up with a projectile and |
|            then charge you, throw a vehicle at you, and do the electric   |
|            hand under the ground thing, just like before.                 |
|              So basically, dodge everything -- you can easy jump to avoid |
|            most of his attacks -- and counter the normal punches.         |
|              After countering an attack, you should have a small window   |
|            open to damage him while he's regaining his composure. Take    |
|            this time to put in a few more punches on him, but don't go    |
|            crazy and play it safe, as your primary damage output is the   |
|            counter itself.                                                |
|              At 1/3 health, he goes red, which basically means he does    |
|            one more of his attacks, like the electric ground punch or     |
|            projectiles. But, the same strategy applies here too: counter  |
|            his normal punch.                                              |
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After defeating the Mecha Tank, the chapter ends. In between chapters, I 
recommend picking up some items from the 'shop. If you like Earthbending, the 
scrolls/books are the obvious choice. For Talisman, I would recommend the 
Healing one and the Movement one for a first-time playthrough. If you're 
feeling a little more powerful, you can try the 1/2 HP ones. And, if you want 
to farm, definitely pick up the 2X XP and 2X SP ones.

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                       Chapter Five: Fire and Ice [405]
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This chapter starts quickly. You begin by facing a Triad member and about a 
dozen Green Chi Blockers. Focus on the Triad member. After defeating him, you 
will be prompted to get a 40 Combo to get your Firebending back. This can 
EASILY be one of the most frustrating parts of the game!

It can be hard to get a 40 combo on these four Chi Blockers, but there is a 
little "trick" to it. Basically, you want to gimp your power so that you do 
not do much damage. After all, a combo is not determined by the strength of 
your attack, but whether it hit.

If you go in too powerful, you will defeat the four Chi Blockers and four 
more will spawn. Why is this bad? Because you need good positioning or they 
scatter, and when they are scattered, there is a good chance that, sooner or 
later, one will hit you in the back.

There are three Green Chi Blockers and one Blue Chi Blocker. The Blue Chi 
Blocker is the super annoying one, as his ranged attacks can kill your combo. 
The Green ones can also ruin combos with just a simple punch to your back, so 
watch out for all back attacks and ranged attacks.

Basically, what I did to get past this area was gimp the heck out of my 
strength, so I was at like 1/4. Then, I used Earthbending, and did the Aerial 
Heavy Attack repeatedly, while over all over of them. If done properly, you 
should get +6-8 each time you do it, making it easy to get to 40. You still 
have to worry about that pesky Blue Chi Blocker, though, because he can throw 
a projectile at you while you are in the air.

Other than that, though, you should be able to get to 40. The jumping evades 
most of the Green Chi Blockers, and you get a lot added to your combo if you 
hit all of them at the same time.

After you finally get Firebending back, go behind you to find a [FIRE 
TREASURE CHEST]. Now go back and head into the canyon. Grab the small 
[TREASURE CHEST] here -- you can ignore the ambushing Chi Blockers if you 
want -- and continue to the hill. Go up it, collecting all the spirit energy 
on each ledge, and at the top, you will find a [WATER TREASURE CHEST]. 
However, you will have face some Chi Blockers and the Firebending Triad 
Member first, but it's nothing you haven't faced before.

Also in this area you will see a rock wall. This is breakable, and behind it, 
you will find a [GREEN TREASURE CHEST] guarded by a Mecha Tank and some Chi 
Blockers. The Mecha Tank should be easier at this point in the game, but it's 
worth mentioning that if you had a horror experience with them before, you 
are not required to get the chest.

With all items acquired, head into the opposite canyon. It's another 
platformer -- in the middle, you can find a breakable rock that leads to a 
cavern room with a [RED TREASURE CHEST]. But, when you try to leave, you have 
to face the whole Triad again. It's good XP, and they aren't as hard the 
umpteenth time around.

Anyway, on the other side of the canyon, you'll see a lone Mecha Tank. When 
you get near it, you need to defeat it as well as a few Chi Blockers. This 
Mecha Tank can go down FAST with Earthbending leveled a little, so just 
pummel it with Earthbending attacks. As for the Chi Blockers, you'll need to 
destroy the pillars that two are on before you can kill them.

In the next canyon, there are a few goodies to be found. First, if you look 
down, you will see a ledge with a [TREASURE CHEST]. And very near that, you 
will see a cave entrance. Before you can enter, though, you'll need to clear 
two Chi Blockers to lower the purple wall. And inside this cave, you will 
find a chest as well as four walls of each element; inside each wall, you'll 
get lots of Spirit Energy. You only have three of the Bending styles right 
now, so you won't be able to open the Air Wall. But all of the others are 
fair game. :)

At any rate, after traversing this canyon, you find another flat area. This 
time, there is a line of Chi Blockers with a Mecha Tank behind it. You only 
have to face the Chi Blockers first. I recommend using Earthbending to take 
them out.

After taking out the line of Chi Blockers, walk up to the machine to fight 
it!
 ___________________________________________________________________________
|       Boss: Mecha Tank (Red Variant)                                      |
|       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                                      |
|      Style: Mecha, so no Bending style                                    |
| Difficulty: Medium                                                        |
|    Attacks:  o The swipe makes the return! This time, though, he can      |
|    ¯¯¯¯¯¯¯¯    swipe while he's moving around.                            |
|              o The Mecha Tank's swipe while he is stationary is your      |
|                counter of choice. Counter that while dodging everything   |
|                else.                                                      |
|              o He charges at you when you are at a distance.              |
|              o At range, he will fire a projectile from his hand at you.  | 
|                This can easily be dodged. If it hits, it will tie you up. |
|              o Sometimes he will punch the ground and his electric hand   |
|                will punch up at you from the ground. It will do this two  |
|                times when he's normal, and three time when he's red (mad).|
|                He does this a little less this battle.                    |
|              o He can perform more attacks while moving around, such as   |
|                the swipe or punch.                                        |
|  Strategy:   This variant of Mecha Tank is similar to the others, but it  | 
|  ¯¯¯¯¯¯¯¯¯ has enough of a twist to warrant its own boss section. Most    |
|            notably, the Mecha Tank can swipe while moving around now. It  |
|            also does the 'electric punch in the ground' less, because that|
|            was more of an exercise of dodging than anything else.         |
|              This Mecha Tank likes to move around a little more,          |
|            especially at medium range.                                    |
|              Just as before, the best strategy is to counterattack. This  |
|            time, you're looking for the swipe, so stay at close range.    |
|            After you counter, you'll want to hit him while he's stunned.  |
|            And preferably, you want to do all this with either Earth-     |
|            bending or Firebending.                                        |
|              And that's it. Counter his swipe and dodge everything else.:)|
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After the fight, we have some more Naga Running to attend to...

NAGA RUNNING IN CHAPTER FIVE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This is fairly similar to the past two runs. The only difference is that 
you're in the snow and not in the city. But the main difference here is that 
vehicles are now rocks, and semi trucks are now pillars. Aside from that, 
it's your normal run.

There are a few "tricky" parts. First, sometimes you will have to slide right 
after you jump a chasm. And sometimes, after you jump over a wall, you will 
have to immediately slide. The trickier parts all have to do with chasm-wall 
combos, so just be on your toes when you see them.

After the Naga Run, we have another difficult and sometimes extremely 
frustrating battle, this time against all three variants of Mecha while on 
your Naga!

 ___________________________________________________________________________
|       Boss: All Three Mecha Tanks (Naga Run)                              |
|       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                              |
|      Style: Mecha, so no Bending style                                    |
| Difficulty: Hard                                                          |
|    Attacks:  o All Mecha swipe, but each swipe is slightly different:     |
|    ¯¯¯¯¯¯¯¯  o The normal Mecha has the traditional swipe.                |
|              o The Mecha with the magnet hand does a rotation thing; if   |
|                you're on the ground, it won't hurt you.                   |
|              o Red Mecha does a slide swipe.                              |
|              o All Mecha fire some sort of projectile at you while they   |
|                are in the center lane and at range. These can easily be   |
|                dodged.                                                    |
|              o The most infuriating is toward the middle and end of the   |
|                battle, the Mecha will start to lay pillars and rocks on   |
|                the ground. You can't run into the pillars, or else it's   |
|                game over. So, when they're in that mode, jump jump jump!  |
|  Strategy:   This is probably the hardest boss fight in the game, mainly  |
|  ¯¯¯¯¯¯¯¯¯ because you have to fight THREE Mecha while on Naga. And       |
|            because you're on Naga, you are drastically limited in combat  |
|            capabilities. Naga can swipe, duck, dodge, and jump, while you |
|            have the three elements, although only one is an actual attack;|
|            Waterbending gives you a shield, Earthbending makes you jump   |
|            higher, and Firebending throws a fireball.                     |
|              The main trick here is that when you're swiping -- and this  |
|            is basically your only damage output, sans a fireball every    |
|            know and then -- that when you're swiping, you need to         |
|            alternate back and forth. Naga swipes MUCH faster if you       |
|            alternate between left and right swipes.                       |
|              You will spend a lot of your time dodging attacks. Each Mecha|
|            has a swipe that they do when they're close; dodge it and swipe|
|            yourself. Then, they will go back and fire ranged at you --    |
|            there's not much you can do here besides dodge and the         |
|            occasional fireball -- and then they will switch to the next   |
|            Mecha.                                                         |
|              The good thing is that you only have to face one Mecha at any|
|            one time, although the swapping out means that you will        |
|            probably defeat all of them around the same time.              |
|              The worst part about this fight is that when the Mecha get   |
|            low on health, they will go to range and start creating        |
|            obstacles. The pillar is public enemy number one; laid on the  |
|            ground, if you hit it, you have to restart. So, at this point, |
|            you need to jump like you have ants in your pants. Or Naga's   |
|            pants, as it were.                                             |
|              But basically, dodge everything and swipe when you have an   |
|            opening. Play conservatively and beware of the pillar dropping!|
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
After that battle, I'd just like to congratulate you on beating the most 
frustrating parts of the game! :)

You still need to get Airbending, which is in my opinion far and away the 
best Bending style. You get it here! So you are finally rewarded for all your 
hard work.

First, though, kill the Triad member; it's the same member as before. After 
that, you will need to dodge 13 attacks -- although unlike with combos, you 
can get hit and it won't reset your tally. Just dodge back and forth while 
you avoid the Red Chi Blocker's electric projectiles. Remember that if you 
dodge three times in a row, Korra does this annoying dodge-jump that ends 
with you standing still for a little bit. This can open you up to a 
projectile, so dodge twice, then wait a second or two, and dodge again.

You will need to dodge Red Chi Blocker's electric projectiles, then Blue Chi 
Blocker's bolas, and finally Green Chi Blocker's melee attacks. Dodge around 
and you will have no problem getting to 13 with each of them.

Now that you have the amazing Airbending, it's time to take it for a spin. 
Basically, all you have to do with Airbending is button mash Light Attack. 
Korra's flurry of attacks quickly develops into several mini-tornadoes, which 
are absolutely devastating for groups of enemies. This attack gets even 
better as you level Airbending and buy scrolls and books for it.

Speaking of which, now that the chapter's over, this is a great time to buy 
the lower-level Airbending Scrolls/Books, as well as any Talisman you wish to 
try out. I wholeheartedly recommend the Airbending items; as a whole, 
Airbending absolutely destroys the rest of the game!

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                      Chapter Six: The Spirit World [406]
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Here is a general overview: in this chapter, you are basically going up the 
area; it's much of the same scenery throughout. There are breakable walls 
with chests behind them as you go up. They are all pretty easy to spot. And 
at each level gradient, you'll need to fight a horde of shadowy enemies and 
sometimes a mini-boss.

Anyway, after the introductory cutscene, you need to kill a lot of shadowy 
enemies. With your trusty Airbending, you can basically combo the whole area 
into the ground. After a little fighting, you are prompted to stun five 
enemies; basically, just fight them as you normally would and you'll get to 
five. If you kill them while they are stunned, the counter will go down, 
obviously. ;)

After the cutscene with the shadow spirits, head up the area now, toward the 
beam of light far off. At the first circular area, you need to fight another 
horde of shadow spirits; anhd up further, you will find two breakable walls, 
one of which contains an Air Wall and a chest.

Up further, another purple walls pops up at the level plane, and you'll need 
to destroy more shadow spirit. After that, a mini-boss arrives.
 ___________________________________________________________________________
|  Mini-Boss: Shadow Spirit                                                 |
|  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                                                 |
|      Style: Physical Attacks; no Bending Style                            |
| Difficulty: Easy                                                          |
|    Attacks:  o He swipes with his arms. This is your best chance to       |
|    ¯¯¯¯¯¯¯¯    counter him.                                               |
|              o Pounds the ground with his feet. Watch out for this        |
|                because it's AoE. You can also counter this attack.        |
|              o At mid-range, he'll kick you by lunging the lower half of  |
|                his body forward.                                          |
|  Strategy:   This is one of the easier battles in the game, in large part |
|  ¯¯¯¯¯¯¯¯¯ thanks to the fact that you finally have Airbending, but also  |
|            because he's a very simple boss to counter. All you have to do |
|            to succeed in this fight is counter his swipes. After that, get|
|            a few hits in with Airbending, and repeat the process. It's as |
|            simple as that!                                                |
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
After the battle, head further up the area and you'll find three of the old 
man, aka your arch-nemesis! They throw projectiles at you, and there is a 
whole horde of spirits between them and you. First, you need to "defeat" the 
three old man mirror images, which simply means punching them. Yes; they 
disappear after just one hit.

After that, clear the area as normal, and continue further into the level. 
You will soon come across an area with three circular elevations in it. When 
you go in the middle here, the purple wall blocks you off and some weird dark 
purple stuff starts oozing up from the ground.

Stay on the three circular elevations and take out the spirits. Additionally, 
do not step in the purple ooze; it is akin to quick-sand. After defeating the 
enemies, continue further in the area. It is here that you can find lots of 
chests if you go off the path either way; simply go off and return to the 
center when you've gotten all the vanity items you want.

Soon, you'll come across an identical fight as the last one with the purple 
ooze, and then yet another of the same fight, only this time, you have to 
face another mini-boss. Well, two actually; it's simply two big Shadow 
Spirits. The same strategies as what I outlined above apply here. You 
shouldn't have much trouble countering one of them, and you can Airbend into 
both of them for damage also.

After the fight against the two big Shadow Spirits, continue in the area. 
You're pretty close to your destination now. Purple ooze spots will start to 
form on the ground, so run around them and over to the top area. After the 
cutscene, the quest ends.

During chapter selection, go to the store and at least buy some Airbender 
Scrolls/Books. It should be a much higher level after the previous chapter if 
you've been using it as your default style.

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                     Chapter Seven: The Tree of Time [407]
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After a gaggle by the old man, you are zapped into an alternate world. This 
is the same area as chapter three -- it's the Air Temple Island. Make your 
way to the top -- you can destroy all the crates and jars for Spirit Energy 
if you wish.

At the top level, you will need to fight a few waves of normal enemies. 
Mainly just Green Chi Blockers, and nothing you haven't encountered before. 
After clearing them, you are warped back to reality, and then we get another 
gaggle from the old man -- and poof!

This time, you're at your favorite place in the whole wide world: a Pro-
Bending match. Yep, as far as nightmares, this is probably the worst for some 
of you. Anyway, this match is very similar to the match at the beginning of 
the game. Put an emphasis on countering their projectiles and you should win 
rather quickly.

But for this match, there's a "round two." In this match, you're fighting the 
contestants, as you would in a normal part of the game. They are basically 
the triad all over again; one's Fire, one's Water, and one's Earth. Use some 
nasty Airbending combos to quickly defeat them, in conjunction with, of 
course, counterattacks!

After one is defeated, a larger-than-life version of the old man appears off 
the stage. You need to defeat the other two enemies while avoiding the old 
man's rain of purple projectiles. This is a little tougher as you need to 
dodge his rain sometimes, but other than that, it's the same fight.

With all of the contestants defeated, you are warped yet again -- this time, 
you must fight the three Mecha Tanks as Giant Korra. You have no Bending 
styles here, so you'll need to rely on plain ol' physical attacks. 
Thankfully, the Mecha aren't too hard and mostly melee too.

You are warped back to the present area and you need to kill two Giant Shadow 
Spirits. This is the same battle as Chapter Six, only you should have an even 
higher Airbending ability now. So, Airbend these guys to the moon! After 
that, you're swamped by some regular spirits.

As you down them, the background goes dark, and then a cutscene occurs in 
which Korra finally gets her full powers back! You have to face EVERYTHING 
here, but you are in Avatar state, meaning all you have to do is mash the 
attack button while looking at the enemies. You're basically a demi-god now 
and should have no trouble mashing the button! :)

After the ascended state, there is a cutscene that concludes this chapter.

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                    Chapter Eight: The Edge of Chaos [408]
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This is the last chapter of this short game. Most of this chapter is just 
fighting the old man. It's a very traditional final boss fight for a video 
game, replete with different "phases" and forms.

Before that, though, you need to clear the platform of spirits. High level 
Airbending makes this very easy -- simply mash the attack button, and Korra 
will do the rest. After clearing them, the main fight begins.
 ___________________________________________________________________________
|  FINAL BOSS FIGHT!                                                        |
|  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                                                        |
|      Style: Everything under the sun                                      |
| Difficulty: Hard                                                          |
|  Strategy:   Looks like the "old man" isn't so feeble after all. To begin |
|  ¯¯¯¯¯¯¯¯¯ this battle, you need to lower the old man's first health bar  |
|            to around half. As with every other part of this game, the best|
|            way to do that is to counterattack his punches and charges.    |
|            Airbending also works, but is a little more risky. You will    |
|            also get an Avatar State that can blow him away here.          |
|              With half his health gone, he summons some spirits, which    |
|            can easily be Airbended into oblivion. But, still focus on the |
|            old man -- he is your main target while he is still on the     |
|            platform! And yes, this is a precursor to the next "stage" of  |
|            this fight, which is a really annoying one!                    |
|              See, you have to hurt him while he's on the floating         |
|            platforms on the outer limits of your platform. This means     |
|            ranged attacks and -- yes -- it means Waterbending. Basically, |
|            he will summon mirror images of himself here. Hit each of the  |
|            mirror images to find the real old man, and then throw as much |
|            Waterbending ranged damage at him as you can.                  |
|              While he's on the platforms out in space, he can summon      |
|            purple fire down on you, which is similar to the Pro-Bending   |
|            second match last chapter. He will also throw a huge boulder at|
|            you in between his rains of fire. Your job here is to simply   |
|            hurt him as much as you can while avoiding all that stuff. It's|
|            rather simple, especially if you have Airball.                 |
|              After that, he goes back to the main platform, and you're    |
|            left to infinitely repeat this process. Well, sort of --       |
|            depending on your luck with counterattacking his charges, you  |
|            could be here for a little while. But, with a few counter-     |
|            attacks and Avatar States, the battle can end quickly at any   |
|            time.                                                          |
|              That's about it as far as the final battle. The most         |
|            difficult part is the ranged combat when he's on the outside   |
|            platforms. Other than that, counterattack his charges and      |
|            Avatar State him into oblivion.                                |
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The credits to LoK roll while you play Pro-Bending with your teammates. This 
was the way the match should have gone at the beginning of the game, and it 
certainly gives you a nice sense of completion as you watch the credits roll.

Congratulations on beating The Legend of Korra!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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                           5. Naga Running [500]
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Chapter Two: Naga Running
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Naga Running is pretty simple to pick up and a lot easier than the Pro-
Bending mini-game. Basically, in Naga Running, you're constantly moving 
forward and you can change between three lanes. There is Spirit Energy 
everywhere, but you are not required to get X amount to complete the level. 
Nonetheless, you should try to acquire as much Spirit Energy as possible.

While Naga Running, you also need to avoid a lot of obstacles, or else you'll 
die and have to restart from the last checkpoint. Here is a list of the 
obstacles:
  - The wall when you reach a corner. This is not an "obstacle" per se, but 
    you need to turn or else you will run into it!
  - Vehicles. They are scattered through the levels, and you need to go 
    around them.
  - Walls. You have to slide under them. Sometimes, you have to slide under 
    wall after wall, so be ready right after you slide!
  - Chasms. Just like in normal levels, you can fall into them and die. 
    Luckily, you can easily jump over any chasm.

That's it as far as obstacles in this level. You also have a few "choices" 
while you are running, namely whether to turn left or right at forks, and 
whether to jump up on wood platforms. For the latter -- turning left or right 
-- it usually does not make that big of a difference either way you go. And 
for the wood platforms, you should always try to go on them, because you'll 
obtain more Spirit Energy on the wood platforms than on the ground.

This is basically a tutorial run. Before each obstacle in the beginning, the 
game will stop and you'll be prompted to press the appropriate button, to 
either turn, slide, or jump. After that, and for a majority of the level, 
you're on your own. For a beginner, I advise focusing on just finishing the 
course; you can get a ton of Spirit Energy from each Naga Running course, but 
it is kind of not worth it when you're just starting because you're getting 
to used to Naga Running in general.


Chapter Four: Naga Running
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This one is very similar to the one in chapter four. It has the same exact 
gameplay -- three lanes, dodge stuff, collect Spirit Energy -- only now you 
have two Bending moves you can do while racing. Waterbending gives you a 
shield, allowing you to run into smaller stuff without going kapoot, and 
Earthbending allows you to effectively double-jump. They're both fun to try 
out here.

As for the course itself, it is remarkably similar, maybe even easier, than 
the course in chapter two. I recommend the same advice for new players: do 
NOT try to get all the Spirit Energy and just focus on getting past the 
obstacles.

This 'track has more semi trucks, and instead of plain chasms, we have chasm-
wall combos in which you need to go on a catwalk and then promptly slide. 
Other than that, the track is pretty much the same. Avoid the vehicles, slide 
under the walls, jump over the chasms, and remember to turn at corners.


Chapter Five: Naga Running
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This is fairly similar to the past two runs. The only difference is that 
you're in the snow and not in the city. But the main difference here is that 
vehicles are now rocks, and semi trucks are now pillars. Aside from that, 
it's your normal run.

There are a few "tricky" parts. First, sometimes you will have to slide right 
after you jump a chasm. And sometimes, after you jump over a wall, you will 
have to immediately slide. The trickier parts all have to do with chasm-wall 
combos, so just be on your toes when you see them.

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                              6. Bosses [600]
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This section contains the strategies for defeating each boss in LoK. The 
bosses are listed in chronological order of when they are fought while doing 
the story.
 ___________________________________________________________________________
|       Boss: Traid Member One                                              |
|       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                                              |
|      Style: Earthbending                                                  |
| Difficulty: Medium                                                        |
|    Attacks: His attacks are the same as when you get Earthbending back.   |
|    ¯¯¯¯¯¯¯¯ Since you haven't gotten them back yet, here's a list of his  |
|             attacks:                                                      |
|              o Light Attack: a punch that makes the ground right in front |
|                of him go up.                                              |
|              o Heavy Attack: a ground kick that makes a pillar go up from |
|                the ground. He uses this mostly at range.                  |
|              o Aerial Attack: he jumps and hits you with both of hands    |
|                clasped together.                                          |
|  Strategy:    He is no pushover by any means. His attacks hit hard, but   |
|  ¯¯¯¯¯¯¯¯¯  they are also really slow. I have not been able to counter any|
|             of his attacks; I tried for like ten minutes, but I was never |
|             able to counter in this fight. Instead, you should dodge his  |
|             slow attacks. After each of his attacks, he has a moment where|
|             he's not doing anything, because, well, the dude's slow. This | 
|             is your time to let loose a flurry of Waterbending combos.    |
|             So, that's basically the fight: dodge his attacks and attack  |
|             him after he's done his slow attacks.                         |
|               Range might seem like a good idea in this fight, because    |
|             Waterbending is primarily a ranged style. But, for this fight,|
|             it's NOT recommended because his heavy attack raises a pillar |
|             below you, which hurts for any damage and has a big range. He |
|             will mostly perform this heavy attack when you are at range.  |
|             You can dodge it if you jump early enough.                    |
|               I advise staying near him, so he does his Light Attacks, and|
|             then attacking him after you dodge one of his attacks.        |
|               A few other things: his combos hurt hard, so try to dodge   |
|             right away if you get hit, or else he'll combo you into the   |
|             purple wall. And also, if you get hit enough, you are dazed   |
|             and need to wiggle left and right to regain consciousness.    |
|               Basically, the fight goes like this: stay near him, dodge   |
|             his attacks, and hit him after you dodge.                     |
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 ___________________________________________________________________________
|  Mini-Boss: Traid Member Two                                              |
|  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                                              |
|      Style: Firebending                                                   |
| Difficulty: Easy                                                          |
|    Attacks: Just like Triad Member One, his attacks are the same as when  | 
|    ¯¯¯¯¯¯¯¯ you get Earthbending back. Since you haven't gotten them back |
|             yet, here's a list of his attacks:                            |
|              o Light Attack: a quick fire punch. Hurts and is fast!       |
|              o Heavy Attack: he puts both hands together and lunges       |
|                forward, emitting fire from his hands. He usually does this|
|                while you are at range.                                    |
|              o Combo: the same Light Attacks but ends with a Chuck Norris |
|                Roundhouse Kick. It will daze you.                         |
|  Strategy:    He is actually much easier than Triad Member One. He has    |
|  ¯¯¯¯¯¯¯¯¯  Firebending moves, which are quicker but do less damage than  |
|             Earthbending moves. However, the big thing is that it is      |
|             relatively easy to counter his attacks.                       |
|               When you counter, you have a little QTE; if you do the QTE  |
|             (which is mostly just moving the joystick in the direction    |
|             that is prompted) you will hit him for some serious damage.   |
|               So, just stay close and counter his attacks. Counter is     |
|             overpowered against this guy.                                 |
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 ___________________________________________________________________________
|  Mini-Boss: All Three Triad Members                                       |
|  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                                       |
|      Style: Earthbending, Firebending, and Waterbending                   |
| Difficulty: Medium/Hard                                                   |
|    Attacks: The first two you have already faced, so look above for their |
|    ¯¯¯¯¯¯¯¯ attacks. For the Waterbender, he has the same attacks as you  |
|             with Waterbending, including some heavier-duty ranged attacks.|
|  Strategy:   All three Triad members, at the same time, might seem a bit  |
|  ¯¯¯¯¯¯¯¯¯ unforgiving in this game. But, remember, you've already had    |
|            "practice" on two of them, and the third is a Waterbender      |
|            whose biggest annoyance are his ranged attacks.                |
|              You want to take out the Triad members *one at a time.* This |
|            is essential to victory. Do not target one, get him to half    |
|            health, and go onto the other. This will just make the battle  |
|            more tough. When you knock out one Triad member, he is         |
|            completely out of the fight. And after each is defeated, two   |
|            Chi Blockers will tag in for him, but they are super easy to   |
|            defeat.                                                        |
|              Both the Firebender and the Waterbender can be countered. So,|
|            stay at close range with them and counter their attack. You    |
|            will do massive damage, particularly if you have any Talisman  |
|            that raise your damage.                                        |
|              I recommend taking out the Firebender first. Because he is   |
|            the fastest, he will get up in your face first. You can easily |
|            counter his attacks and defeat him without a scratch.          |
|              Next, I would kill the Waterbender. His ranged attacks are   |
|            annoying, so get close to him and counter his Light Attacks.   |
|              As for the Earthbender, you need to use the same dodging     |
|            strategy as before. Since you're taking him out last, this part|
|            of the fight should play out identically to your first battle  |
|            with him.                                                      |
|              Bring healing items if you have trouble! But, above all else,|
|            focus on one Triad member at a time!                           |
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 ___________________________________________________________________________
|       Boss: Mecha Tank                                                    |
|       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                                                    |
|      Style: Mecha, so no Bending style                                    |
| Difficulty: Medium                                                        |
|    Attacks:  o A punch with his left hand. During this, he might lift you |
|    ¯¯¯¯¯¯¯¯    up into the air, starting a combo.                         |
|              o A swipe -- it will hit the ground as well as you. This is  |
|                easy to counter.                                           |
|              o He charges at you when you are at a distance. THIS IS THE  |
|                BEST AND EASIEST ATTACK TO COUNTER. Countering this move   |
|                is your key to victory!                                    |
|              o At range, he will fire a projectile from his hand at you.  | 
|                This can easily be dodged. If it hits, it will tie you up. |
|              o Sometimes he will punch the ground and his electric hand   |
|                will punch up at you from the ground. It will do this two  |
|                times when he's normal, and three time when he's red (mad).|
|              o He can do a mini-charge if you're at a medium distance     |
|                from him.                                                  |
|  Strategy:   The name of this chapter is "Counter Attack," and these Mecha|
|  ¯¯¯¯¯¯¯¯¯ Tanks are why. Basically, this Mecha Tank sucks if you don't   |
|            counter. If you simply combo into him, it won't be very        |
|            effective and he will, in all likelihood, simply bat you across|
|            the room with his hand.                                        |
|              After a little bit of fighting, you will have to counter four|
|            attacks. The best attacks to counter are the charge or the     |
|            swipe. I prefer the charge because you know it's coming; that  |
|            is, the Mecha Tank will *always* charge following his          |
|            projectile attack. Dodge the projectile attack, or it will tie |
|            you up, and counter the charge when he gets close. Do this four|
|            times and you get Earthbending!                                |
|              Switch to Earthbending and continue the same process to      |
|            defeat him. Stay at range, dodge his projectiles, and counter  |
|            his charge. The boss gets real mad at 1/4 HP, even turns red.  |
|            From there, he does an extra attack for some of his attacks,   |
|            but he is otherwise the same.                                  |
|              So, the tl;dr -- stay at range and counter his charge.       |
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 ___________________________________________________________________________
|       Boss: Mecha Tank (Second Time Around)                               |
|       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                               |
|      Style: Mecha, so no Bending style                                    |
| Difficulty: Medium/Hard                                                   |
|    Attacks:  o A punch with his left hand. During this, he might lift you |
|    ¯¯¯¯¯¯¯¯    up into the air, starting a combo.                         |
|              o A swipe -- it will hit the ground as well as you. This is  |
|                the best move to counter! COUNTER THIS MOVE!               |
|              o He charges at you when you are at a distance. Unlike the   |
|                previous model, I had no success countering it.            |
|              o At range, he will fire a projectile from his hand at you.  | 
|                This can easily be dodged. If it hits, it will tie you up. |
|              o Sometimes he will punch the ground and his electric hand   |
|                will punch up at you from the ground. It will do this two  |
|                times when he's normal, and three time when he's red (mad).|
|                He does this A LOT MORE this battle.                       |
|              o He can do a mini-charge if you're at a medium distance     |
|                from him.                                                  |
|              o He will use a magnet to grab a car and then throw the car  |
|                at you. You can counter this, too.                         |
|  Strategy:   This battle is much tougher than the first, but the same     |
|  ¯¯¯¯¯¯¯¯¯ basic strategy applies: counter, counter, counter. Only now,   |
|            the move is counter is not charge; I've had no success at      |
|            countering his charge. I don't know if I'm doing it too late or|
|            if the electricity component makes it harder, but I wouldn't   |
|            recommend countering charge.                                   |
|              Instead, the strategy to victory is to simply walk up right  |
|            in front of him and wait for him to swipe/punch at you. When   |
|            he does, counter that -- it's easy to counter -- and blast him |
|            into oblivion.                                                 |
|              The Mecha will actually WANT to get range in this fight, so  |
|            you'll constantly have to keep moving to be close to him. He's |
|            an annoyance at range; he can tie you up with a projectile and |
|            then charge you, throw a vehicle at you, and do the electric   |
|            hand under the ground thing, just like before.                 |
|              So basically, dodge everything -- you can easy jump to avoid |
|            most of his attacks -- and counter the normal punches.         |
|              After countering an attack, you should have a small window   |
|            open to damage him while he's regaining his composure. Take    |
|            this time to put in a few more punches on him, but don't go    |
|            crazy and play it safe, as your primary damage output is the   |
|            counter itself.                                                |
|              At 1/3 health, he goes red, which basically means he does    |
|            one more of his attacks, like the electric ground punch or     |
|            projectiles. But, the same strategy applies here too: counter  |
|            his normal punch.                                              |
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 ___________________________________________________________________________
|       Boss: Mecha Tank (Red Variant)                                      |
|       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                                      |
|      Style: Mecha, so no Bending style                                    |
| Difficulty: Medium                                                        |
|    Attacks:  o The swipe makes the return! This time, though, he can      |
|    ¯¯¯¯¯¯¯¯    swipe while he's moving around.                            |
|              o The Mecha Tank's swipe while he is stationary is your      |
|                counter of choice. Counter that while dodging everything   |
|                else.                                                      |
|              o He charges at you when you are at a distance.              |
|              o At range, he will fire a projectile from his hand at you.  | 
|                This can easily be dodged. If it hits, it will tie you up. |
|              o Sometimes he will punch the ground and his electric hand   |
|                will punch up at you from the ground. It will do this two  |
|                times when he's normal, and three time when he's red (mad).|
|                He does this a little less this battle.                    |
|              o He can perform more attacks while moving around, such as   |
|                the swipe or punch.                                        |
|  Strategy:   This variant of Mecha Tank is similar to the others, but it  | 
|  ¯¯¯¯¯¯¯¯¯ has enough of a twist to warrant its own boss section. Most    |
|            notably, the Mecha Tank can swipe while moving around now. It  |
|            also does the 'electric punch in the ground' less, because that|
|            was more of an exercise of dodging than anything else.         |
|              This Mecha Tank likes to move around a little more,          |
|            especially at medium range.                                    |
|              Just as before, the best strategy is to counterattack. This  |
|            time, you're looking for the swipe, so stay at close range.    |
|            After you counter, you'll want to hit him while he's stunned.  |
|            And preferably, you want to do all this with either Earth-     |
|            bending or Firebending.                                        |
|              And that's it. Counter his swipe and dodge everything else.:)|
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 ___________________________________________________________________________
|       Boss: All Three Mecha Tanks (Naga Run)                              |
|       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                              |
|      Style: Mecha, so no Bending style                                    |
| Difficulty: Hard                                                          |
|    Attacks:  o All Mecha swipe, but each swipe is slightly different:     |
|    ¯¯¯¯¯¯¯¯  o The normal Mecha has the traditional swipe.                |
|              o The Mecha with the magnet hand does a rotation thing; if   |
|                you're on the ground, it won't hurt you.                   |
|              o Red Mecha does a slide swipe.                              |
|              o All Mecha fire some sort of projectile at you while they   |
|                are in the center lane and at range. These can easily be   |
|                dodged.                                                    |
|              o The most infuriating is toward the middle and end of the   |
|                battle, the Mecha will start to lay pillars and rocks on   |
|                the ground. You can't run into the pillars, or else it's   |
|                game over. So, when they're in that mode, jump jump jump!  |
|  Strategy:   This is probably the hardest boss fight in the game, mainly  |
|  ¯¯¯¯¯¯¯¯¯ because you have to fight THREE Mecha while on Naga. And       |
|            because you're on Naga, you are drastically limited in combat  |
|            capabilities. Naga can swipe, duck, dodge, and jump, while you |
|            have the three elements, although only one is an actual attack;|
|            Waterbending gives you a shield, Earthbending makes you jump   |
|            higher, and Firebending throws a fireball.                     |
|              The main trick here is that when you're swiping -- and this  |
|            is basically your only damage output, sans a fireball every    |
|            know and then -- that when you're swiping, you need to         |
|            alternate back and forth. Naga swipes MUCH faster if you       |
|            alternate between left and right swipes.                       |
|              You will spend a lot of your time dodging attacks. Each Mecha|
|            has a swipe that they do when they're close; dodge it and swipe|
|            yourself. Then, they will go back and fire ranged at you --    |
|            there's not much you can do here besides dodge and the         |
|            occasional fireball -- and then they will switch to the next   |
|            Mecha.                                                         |
|              The good thing is that you only have to face one Mecha at any|
|            one time, although the swapping out means that you will        |
|            probably defeat all of them around the same time.              |
|              The worst part about this fight is that when the Mecha get   |
|            low on health, they will go to range and start creating        |
|            obstacles. The pillar is public enemy number one; laid on the  |
|            ground, if you hit it, you have to restart. So, at this point, |
|            you need to jump like you have ants in your pants. Or Naga's   |
|            pants, as it were.                                             |
|              But basically, dodge everything and swipe when you have an   |
|            opening. Play conservatively and beware of the pillar dropping!|
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 ___________________________________________________________________________
|  Mini-Boss: Shadow Spirit                                                 |
|  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                                                 |
|      Style: Physical Attacks; no Bending Style                            |
| Difficulty: Easy                                                          |
|    Attacks:  o He swipes with his arms. This is your best chance to       |
|    ¯¯¯¯¯¯¯¯    counter him.                                               |
|              o Pounds the ground with his feet. Watch out for this        |
|                because it's AoE. You can also counter this attack.        |
|              o At mid-range, he'll kick you by lunging the lower half of  |
|                his body forward.                                          |
|  Strategy:   This is one of the easier battles in the game, in large part |
|  ¯¯¯¯¯¯¯¯¯ thanks to the fact that you finally have Airbending, but also  |
|            because he's a very simple boss to counter. All you have to do |
|            to succeed in this fight is counter his swipes. After that, get|
|            a few hits in with Airbending, and repeat the process. It's as |
|            simple as that!                                                |
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 ___________________________________________________________________________
|  FINAL BOSS FIGHT                                                         |
|  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                                                         |
|      Style: Everything under the sun                                      |
| Difficulty: Hard                                                          |
|  Strategy:   Looks like the "old man" isn't so feeble after all. To begin |
|  ¯¯¯¯¯¯¯¯¯ this battle, you need to lower the old man's first health bar  |
|            to around half. As with every other part of this game, the best|
|            way to do that is to counterattack his punches and charges.    |
|            Airbending also works, but is a little more risky. You will    |
|            also get an Avatar State that can blow him away here.          |
|              With half his health gone, he summons some spirits, which    |
|            can easily be Airbended into oblivion. But, still focus on the |
|            old man -- he is your main target while he is still on the     |
|            platform! And yes, this is a precursor to the next "stage" of  |
|            this fight, which is a really annoying one!                    |
|              See, you have to hurt him while he's on the floating         |
|            platforms on the outer limits of your platform. This means     |
|            ranged attacks and -- yes -- it means Waterbending. Basically, |
|            he will summon mirror images of himself here. Hit each of the  |
|            mirror images to find the real old man, and then throw as much |
|            Waterbending ranged damage at him as you can.                  |
|              While he's on the platforms out in space, he can summon      |
|            purple fire down on you, which is similar to the Pro-Bending   |
|            second match last chapter. He will also throw a huge boulder at|
|            you in between his rains of fire. Your job here is to simply   |
|            hurt him as much as you can while avoiding all that stuff. It's|
|            rather simple, especially if you have Airball.                 |
|              After that, he goes back to the main platform, and you're    |
|            left to infinitely repeat this process. Well, sort of --       |
|            depending on your luck with counterattacking his charges, you  |
|            could be here for a little while. But, with a few counter-     |
|            attacks and Avatar States, the battle can end quickly at any   |
|            time.                                                          |
|              That's about it as far as the final battle. The most         |
|            difficult part is the ranged combat when he's on the outside   |
|            platforms. Other than that, counterattack his charges and      |
|            Avatar State him into oblivion.                                |
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_____________________________________________________________________________
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                              7. Credits [700]
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  *  CJayC for creating GameFAQs.
  *  Sailor Bacon, Devin Morgan, and Krystal for continuing, maintaining, and
     administering GameFAQs.
  *  You! For reading this guide, of course. :)

_____________________________________________________________________________
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                       8. Contact Information [800]
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¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
If you have any questions, comments, suggestions, inquiries, spam, additions,
grievances, hate mail, and general overall concerns, please email me at:

"andrew.c.testa(at)gmail(dot)com" <andrew.c.testa@gmail.com>

All I ask is that you put "Legend of Korra" or "Korra" or "LOK" in the 
subject line so I know what the email is about. I don't mind if u talk liek 
dis 2 me or whatever, so long as I can understand you.

Some FAQ statistics:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Pages: 30
Words: 16,161
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Lines: 1,704

Therefore, please do not print this guide! It's way too many pages to print!
           ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

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                         9. Legal Disclaimer [900]
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This document is Copyright (c) 2014 Andrew "TestaALT" Testa. All Rights
Reserved. This document may not be reproduced under any circumstances except
for personal, private use. It may not be sold, altered, or published in any
way without the advanced permission of the author. It may not be placed on
any website or otherwise distributed publicly without advance written
permission. Use of this guide on any other website or as a part of any public
display is strictly prohibited, and a violation of copyright. All trademarks
and copyrights contained in this document are owned by their respective
trademark and copyright holders. All sources, which have contributed to this
document, are cited and/or credited in some form. The only sites that I
allow this document to be viewed at are GameFAQs <http://www.gamefaqs.com>,
IGN <http://www.ign.com>, and Neoseeker <http://www.neoseeker.com>. If this 
document is found on another website, please contact me and I will promptly 
DMCA the host of the website on the legal grounds of copyright infringement. 
Under 512(c) of the U.S. Copyright Law, it is illegal to host this document
without advanced permission.

                                    ---

Thanks for reading this guide! :) You can see some of my other work at:

        <http://www.gamefaqs.com/users/TestaALT/contributions/faqs>

_____________________________________________________________________________
                                             Copyright (c) 2014 Andrew Testa

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