- This article is about the video game based on the animated series. For other similar uses, see The Last Airbender (disambiguation).
| I am a 400 foot tall purple platypus bear with pink horns and silver wings.
The following information is not considered canon.
|This article has multiple quality issues.|
Avatar: The Last Airbender, known as Avatar: The Legend of Aang in Europe, is a 2006 video game developed by THQ and released for Game Boy Advance, Microsoft Windows, Nintendo GameCube, Nintendo DS, PlayStation 2, PlayStation Portable, Wii, and Xbox. The game is loosely based on the series, with the storyline set between Book One and Book Two. Gameplay for the Microsoft Windows version consists of a series of mini games based on the events of Book One.
A sequel, Avatar: The Last Airbender – The Burning Earth, was released in the autumn of the following year.
The game begins with an overview of the events preceding the game with Katara narrating. It opens in the Northern Water Tribe, where Aang excitedly talks about his plans to go penguin sledding with Katara. Once he arrives at the village, Katara tells Aang that Master Wei is looking for him. He tells Aang to investigate the disappearance of a waterbender named Hiryu.
Aang goes to a cave where he finds a waterbender's pouch, much like Katara's, and a gear near a large hole. He returns to the village and returns both to his master. Not long after that, the Fire Nation launches an attack led by Prince Zuko, who wants Aang captured unharmed. Aang goes to help Sokka, who is struggling as he is surrounded by firebenders, leaving Katara to help Master Wei keep Zuko from getting any further into the city.
During the battle, Katara is captured, and Zuko retreats with her in tow in order to lure Aang out to come after him. Before Aang and Sokka leave to chase after Zuko though, they encounter a machine blocking their way to Appa. They are able to defeat it, but they discover the machine was made by the Fire Nation, which means that they are becoming more powerful and dangerous than ever.
Aang and Sokka follow Zuko's ship on Appa to a village in the Earth Kingdom, where they learn Katara is being held in prison. They steal two Fire Nation soldier's uniforms and sneak into the prison disguised. While there, they help a village struggling with poverty and a shortage of food and supplies, by locating stolen food and defeating Fire Nation soldiers.
While rescuing Katara from prison, they discover that a person called "The Maker" is being forced to create machines for the Fire Nation, and so they attempt to free her. They defeat the jailer guarding her, but they cannot find her in her cell. However, they find a clue of another supposed attack on an earthbending training camp.
Team Avatar arrives at the camp, where they find Tyro and Haru are being attacked by machines. The trio intervenes and saves the earthbenders. Tyro reveals to Aang that their own village member, Yuan, has also disappeared during the fight. Haru decides to join the team in the hopes of finding his friend. Once they reach a magical grotto, they encounter a bear-like creature and are forced to fight it. Once they defeat it, it transforms into the forest spirit, who tells them to go to Omashu and tell Bumi about the machines.
Their journey takes them to Omashu, where Bumi gives them directions to a secret hidden island. Before they leave, though, the Fire Nation attacks the city, leading Haru to leave the group to help his fellow earthbenders defend the city.
When they finally reunite and reach a secret entrance out of the village, they are stopped by the consul, stating he will not let them go. Katara and Sokka tell him that if he lets them go, the Fire Nation will follow, but he cares little for that, telling them he is part of a plan that will ensure the safety of the Earth Kingdom and will make sure all of them die.
They manage to defeat him and realize the machines they have encountered before Omashu are meant to replace benders. They leave the city relatively unscathed when the Fire Nation invaded. Zuko appears seconds after they exit and interrogates the consul, who refuses to answer and just smiles instead. At that moment, the prince notices something in front of him and prepares to fight it.
While investigating the mysteries behind the secret island, the gang finally finds the Maker, Lian. She reveals her plans to use her machines to end the war, believing that Aang will not make it in time to finish his training when Sozin's Comet arrives. She offers Aang the chance to work with her and her machines, but he declines, having witnessed the damages the machines have done to the other villages. An angered Lian sends a giant machine to attack them, while she makes her escape. After defeating the machine, Aang miraculously knows where she plans to strike next leading to the team pursuing her.
They go to an inhabited caretakers' village near an air temple, where Aang goes to the air temple sanctuary while the others stay to protect the village inhabitants. Aang defeats the machines Lian sent to destroy the Avatar statues, but his friends are captured during that time. He returns to the village and follows the tunnel the Geo-Tunneler left behind to an underground village. There, he reaches a fortress where all of Lian's machines are and Aang's friends are held captive. He breaks them all out, and they explore the fortress, yet are met briefly by Zuko, who is also held captive there. Aang tries to help him escape, but Zuko attacks him leading to the pair almost falling into a stream. Even when Aang grabs Zuko to pull him up, he lets go and is washed away.
In the deepest level of the fortress, Aang faces Lian to make her stop her creations. Lian voices her contempt for benders in general, saying "thinkers should be in charge, not magicians." Believing that division of the elements is the real reason behind the war, her machines would be used to "even the playing field". Sokka, the nonbender in the group, voices his disagreement to her opinion, to which Lian calls out the missing benders, including Yuan and Hiryu, who reveal themselves apparently willing to aid her by powering the Ultimation a war machine capable of controlling fire, earth, water, sound, and air.
Team Avatar's united attacks managed to put down the machine. As Aang gets distracted to help Haru, the Ultimation bursts to life and tries to attack him from behind. Katara gets in the way, trying to protect him, but doing so knocks her unconscious. Enraged, Aang enters the Avatar State and defeats the machine once and for all. Lian is killed by the machine when it falls on to her. Haru reconciles with his friend, and the team leaves the place behind on Appa. Haru asks if Sokka never liked benders as he said with Lian, in which the latter commented that he finds them all right, to which Katara and Aang begin to tease him, much to his aggravation.
Meanwhile, on the bank of the stream, Zuko pulls himself out of the water. Grumbling, he exits the scene.
Level summary: NDS version
After the well-known intro finishes, Aang is telling Appa that he wants to go penguin sledding with Katara. He states that both Katara and him should rest for a while. Afterward, Katara arrives and tells Aang that Master Wei—Master Pakku in other versions—would like to see him and that he should go back to the town. She wonders about Sokka's absence, too. Aang seems to be disappointed because he cannot go penguin sledding now.
In the town, a little girl tells Aang that her mother is sick and that she needs herbal medicine to get better. Aang promises to help her and search for the medicine. After curing her mother with a herb he has found outside, the girl rewards Aang with a STR source.
Master Wei tells Aang that a waterbender called Hiryu got lost somewhere west of the town. He begs Aang to look for him. When Aang arrives at the place where Hiryu has gotten lost, he finds a strange shiny metal thing lying on the ground, and in addition a water skin. Aang heads back to town and shows Wei the items he has found and how devastated the place there was. Wei advises Aang to search for Katara and Sokka, because he is afraid that the same could happen to them.
When Aang finds the two outside of the town, Katara is angry about Sokka because he has not done the laundry. Sokka replies that this was woman's work, what makes Katara even more angry. As they notice Aang, he tells them about the missing waterbender and that they should go back to the town. There is also a place where Katara can catch a fish, but Sokka firstly doubts that Katara is able to do that. After catching the fish, Katara rectifies him stating "Bending is a skill of physical and mental strength which comes from the Chi inside", but Sokka still rather relies on his weapons.
Back in town, they get frightened about a big vibration, which comes from an arriving ship. Zuko steps out of this ship and searches for the Avatar whom he wants to have captured alive. Several soldiers come out of the ship as well. Katara, Aang, and Sokka hurry to Master Wei, who bravely fights against three Fire Nation soldiers. Katara stays with Master Wei helping him to defend these soldiers, and Aang and Sokka fight against other soldiers to protect the endangered tribe. While they are fighting, Zuko appears at the former place and attacks Master Wei. Zuko wants to use Katara as a bait to capture Aang, otherwise he would injure Wei. Zuko returns to his ship, and two soldiers bring Katara on it, too. Meanwhile, Sokka and Aang find Wei, who tells them what has happened to Katara. He tells Aang to rescue her and learn waterbending from her. They head to Appa but find a Fire Nation machine blocking their path, which attacks them. After Aang has defeated it, Sokka boasts himself as the "conqueror of all kitchen utensils". On a more serious tone, he says that things are getting more dangerous and that they must find Katara.
The end card of the chapter explains they are crossing the ocean and find finding Zuko's ship anchored at an island occupied by the Fire Nation with a military base built on it.
Among the enemy
Somewhere in the Earth Kingdom, Sokka tries to make plans what to do next. He decides that he should be the leader because he is the oldest. Aang replies that both him and Appa were more than hundred years old. Nonetheless, Sokka determines "as the voice of youth" that they have to save Katara. He wants to go to the port to look around and to observe Zuko's ship. He proudly states that Zuko was no match for him.
As Aang and Sokka reach the harbor and see the docked ship, they determine that Katara has already been brought away. They go into the local town and speak to the people there to find out where Katara could be. From a person at the north gate of the town they find out that a girl wearing Water Tribe clothes and a boy were taken to a prison in the north. So they decide to head to this prison.
On their way, a man at the coast tells them that the goods on his ship have been disappearing for a while. He supposes that foreign merchant ships like his one might be targeted. He makes a strange announcement that a certain "he" could tell them something.
When they arrive arrive at the prison, they see that it is strongly guarded, so they go back to the town. Aang suggests stealing uniforms from the barracks in the south to sneak into the prison undetected. Sokka firstly does not want to wear their uniforms because of the Water Tribe pride, but Aang convinces him showing him there is no other way. Sokka puts his pride aside and says they also have tolerance.
Since the barracks are guarded as well, they turn around and try infiltrating them from the other side. They overlook the terrain and do not see any guard though but a lake, which cannot easily be crossed. Aang calms Sokka down telling him he will bring him over the see with airbending. Poor Sokka, he gets thrown right against the wall of the barracks, while Aang lands softly behind him.
Inside the barracks, they auscultate a session of Fire Nation soldiers. Their chief tells his soldiers that they were old enough to take care of themselves. Suddenly, he asks them how often they bathed. The soldiers insure that they took care of their hygiene at least once a day. The chief is pleased to hear this and delivers a sermon about the inexcusable offense which an unwashed soldier would be. The chief and the soldiers finally leave the room.
In a room at the far end of the barracks, they find two uniforms which seem to fit. They stink terribly, but they have no other choice than wearing them. Aang even says that his nose was melting. Now they want to talk to the real soldiers to get information about Katara. One soldier tells them that Katara is imprisoned, along with Zuko and a strange other prisoner. When they leave the barracks, they take the uniforms off and head to the prison. To get over the lake again, Sokka, this time, clutches Aang and flies with him. Anyway, Sokka slips off and falls straight to the ground, hurting his nose again. With the uniforms, they can also access a certain place at the harbor, which looks like a store with tents for Fire Nation soldiers.
When they arrive at the prison, they put on the uniforms and investigate the building. The guards at the door tell them that they would have to search for the escaped Zuko. Sokka and Aang shall guard the door. On the first floor inside the prison, they take their uniforms off, believing they are save there. In one of the soldiers' sleeping room, they find a key for a prison cell.
In the basement, there are cells. One of them holds a man, who identifies Aang as the Avatar and begs him and Sokka to break him out of there. In the cell at the very back, the two find Katara. They are happy to see each other. Aang and Sokka feel guilty because they did not stop the soldiers from taking her away, but Katara forgives them. Sokka opens the cell with the key they have found and reunites with his sister, who quickly notices the bad odor the boys are emitting. The boys want to leave, but Katara tells them that a certain girl, Lian, who has something to do with machines the Fire Nation intends to use to win the war, is locked away there as well. Sokka does not want to rescue her, because he is afraid of her machines, but Katara reminds him that Lian is forced to build them.
In the next room, they find Lian in another cell and want to help her, but suddenly a man with a fire lance appears. After defeating him, the threesome notices that Lian is not in her cell anymore. They find a note instead, which tells them about an Earth Kingdom village. They believe the citizens could be in danger and hurry to help them. Aang and Katara also worry about Lian.
The end card reveals that the group heads to this village in the center of the Earth Kingdom. Around this village there is a forest with "mysterious air about it".
When they arrive in the village, they hear someone screaming for help. A heavily wounded man limps into the village and tells the three children about an attack of mechanical monsters in his village and two brave men, Haru and Tyro, leading the fight against them. The man worries that they do not have much time before the machines win, and a woman begs the Avatar to help them. Aang accepts, and he, Sokka, and Katara head for this village.
On the way there, they come to a collapsed bridge. Katara sees this as a good practice and bends the water under to bridge to fill the gap and freezes it to form a passageway. Sokka, however, runs over the ice, slips, and falls.
When they arrive at the village, they see Haru fighting against four machines. In turn, Haru is surprised to see his three friends. Sokka tells him that he is safe now, and the threesome joins Haru in his fight against the machines. After winning the battle, Haru joins the team as their fourth member. They are told that Haru's father and other earthbenders are still fighting machines.
At the east of the village, they find three earthbending men fighting against four machines, different from the ones they encountered before: these machines are equipped with flamethrowers and are capable of shooting bullets, as opposed to being able to jump and jet gas. The foursome immediately joins the fight, tipping the scales of the battle in their favor. Tyro thanks them and tells them they would be in their debt. After a short conversation, Katara announces that they were trying to find more information about the machines. Tyro tells them that an earthbender called Yuan was captured by the machines and suggests that Haru goes with Aang, Sokka, and Katara to find Yuan and bring him back. Tyro asks the four to go back to the other town, tell the village leader of their recent victory, and return.
Back in the village where they had arrived at first, Haru tells the village leader of their successful fight and that they now were going to hunt the machines down. The leader gives the team a letter, which should be brought to a training camp in the south. Back in Haru's village, Tyro tells them about the wise spirit of the forest, who will help them. The spirit is hard to track down but will likely find them instead.
In the south, they meet an earthbending trainer who, after they give him the letter of the village elder, teaches Haru a new earthbending move. After a short training session, Haru gains experience, which will help him during fights.
When they come to a place deep in the forest, the team gets a strange feeling. When they find a cavern, they go inside, believing it to be the home of the spirit. Sokka is skeptical at first, but Aang persuades him. At the back end of the cave, Haru hears a noise. Sokka is skeptical again but turns into a believer as he sees the spirit. The foursome engages in battle with the spirit.
After the spirit is defeated, it transforms into a levitating white shining man. He says that the Avatar had proven his strength, his wisdom, and his spirit gave everyone hope. Sokka replies that wisdom was not going to help them against the machines. Haru asks the man about where origin of the machines. The man answers that they already know: they just need to plant it at the core of Earth, and they will find what they sought. The man disappears, leaving the team frustrated with the cryptic message. However, Aang seems to know that they have to find a king.
The end card reveals that the core of Earth refers to Omashu and its king is the person whom they have to ask for help.
In Omashu, Katara tells Haru about the friendship between Aang and Bumi. They directly head to him.
At the east of the town, they watch an altercation between the cabbage merchant and an Omashu guard, who tells the former his food was rotten and earthbends it off the wall. The team catches the falling cabbages and bring them to the owner. They each get a cabbage in return and leave.
Later, they also meet a guard who informs them that he is an earthbending trainer, just like his brother, whom they have met before in the forest. The guard trains Haru, who learns another move.
When they finally arrive at the king's palace, Aang and Bumi are glad to see each other. Bumi, like every time, makes jokes with them, but Sokka reminds him why they came: the machines. Bumi initially tells them about a play called "Blossom the Dancing Warrior" before striking a more serious tone and indicates his desire to help them. Aang informs him about the machines, and Bumi suggests investigating the Omashu Royal Library. However, the consul declares that Earth Kingdom traditions dictate that only earthbending masters can access the library, and he does not want to deviate from the rules. Bumi, however, announces that non-Earth Kingdom citizens like Aang do not need to respect their traditions.
When they arrive at the library, the guards refuse to grant them access, forcing them to head to the back of the building to find another entrance. They discover a door, but it is locked. Not discouraged, Sokka searches for another way to get in and spots the ventilation. Aang motivates Momo to go through the small hole and open the door from the inside. Inside, Momo discovers that door needs to be opened by solving a puzzle.
After opening the door, Katara and Aang praise Momo, which makes Sokka a little bit jealous, as it had been his idea. As they want to search the back of the library for information, Haru decides to stay behind, as he, as an Earth Kingdom citizen, does want to respect his country's traditions.
Throughout the next rooms, Aang, Sokka, and Katara sneak past the guards of the library. When they reach the last room, Sokka checks it for guards, while Aang and Katara spot a big scroll, depicting symbols and a statue, lying on the table. Katara notes that the scroll seemed to be a record of battles in which there were machines involved, but they cannot decipher the actual meaning of the symbols.
Intending to find a way to read the scroll's contents, Katara points to an island on a map, asking Aang if he knows about it. Not having heard about it, he suggests to ask Bumi. At that moment the guards recognize them, however, and they are forced to flee. They quickly escape through a small passageway, and despite struggling to navigate the small and dark path, they manage to exit the library.
Aang removes the dust on their bodies with airbending, and they return to Haru, who has waited for them. Reunited, they go back to the palace in order to talk to tell Bumi what they have discovered. The king pretends to be confused about the fact that Aang found a hidden island though wants to show it to them with a mollifying paste. Bumi advises them to head to a shop in the east of the palace.
When the team arrives at the shop, the owner tells them that he has not made any of the paste for years. Nonetheless, he wants to make them some of it but lacks several of the ingredients: a platypus egg, nuts, and a powdered medicinal herb. They are given the herb from the shop owner but need to talk to the herbalist to get it powdered. The nuts can easily be fetched from a nearby nut tree.
After they have collected the nuts and got the medicinal herb powdered, the fruit shop owner tells them that he sold his last platypus egg to the tea house owner. After telling the shop owner that it was the King himself who requested the mollifying paste to be made, the businessman hands over his egg.
Having collected all the necessary ingredients, the team returns to the shop at the east of the palace and present its owner with the products. The man immediately gets to work and mixes the ingredients into the mollifying paste Bumi requested. Just as they intend to leave, they hear people scream that the Fire Nation is taking over Omashu. The team splits up once again: Haru heads out to defend the city, while the others go bring the paste to Bumi.
Pleased with the work of the children, Bumi takes the paste and applies it to his lips, revealing, much to the trio's annoyance, that the concoction was nothing more than a lip balm. Bumi continues to tell them that the island on the scroll is called "Four Paws Island" and shows them its location. At that moment, Haru comes rushing into the room and tells them through labored breaths of the army standing at the gates of Omashu. Bumi informs the team about a secret passageway, which will lead them safely out of the city, past the Fire Nation.
As the foursome arrives at the passageway, an Omashu guard and the consul are waiting for them. The guard wants to guide them out of the town, though the consul closes the passageway, explaining that Aang has endangered the town with his layover. The corrupt man reveals that he does not really support Bumi as Omashu's king and mentions a mysterious proposal that is more of value than the Avatar or the Fire Nation. The consul wants to fight the four children, but Haru insists on a duel in order to preserve the Earth Kingdom's honor, which is stained by the consul's actions.
After Haru has defeated his enemy, he opens the passageway himself. The team flees Omashu, and Haru closes the exit behind him. Shortly after, Zuko arrives and angrily asks the consul where the Avatar went. Before he receives an answer, he is surrounded by the machines that have seized control of Omashu.
The end cards reveals that the team heads to the island "Four Paws", a place nobody knows.
The sacred caverns
The four have landed on Four Paws Island, with Sokka still being astonished that he cannot find the island on the map. As Katara makes fun of her brother, Haru announces that he has a strange feeling about their new surroundings. He mentions the stone statue that the other three had found in the library and suggests looking for it.
At the northwest end of the island, they find strange ruins with two blue stones in a wall and a hole between them where another stone could fit.
As they continue their exploration of the island, the group encounters an animal that looks like Bumi's pet, Flopsy, but with brown fur. Sokka, Katara, and Haru hide behind one of the many statues scattered on the island while Aang tries to talk to the animal. The creature attack, however, forces Aang to subdue it. After the fight, they find a waterbending scroll in a chest, which Katara uses to learn how to heal people.
At the northeast end, the group stumbles upon ruins similar to the ones they discover before, though now they also discover stairs leading underground and, next to the stairs, a statue looking just like the one in Bumi's library. They venture down the when suddenly a machine falls down, right in front of Katara. They make quick work of the machine, however, and continue their descent into the cave. In the belly of the cave, they find a 3D-model of the island.
At the far side of the model, there is a blue sparkling stone, just like the two they have seen before. As Aang takes the stone out of the model, a ray of sunshine falls onto the northwest end of the island on the model, highlighting the location where the two other blue stones are. Aang also discovers a pattern on the stone, but as he fails to decipher it, the team heads to the local village to find one of the elders who might be able to read the pattern.
On the way to the village, they meet a fisherman at the coast, who is unlucky with catching fish. Katara shows compassion and gives the man the fish, which she caught at the beginning of their adventure. Grateful, he gives her a stamina source in return.
In the village, they meet a little boy, who seems to like Sokka's boomerang and asks if he could hold it. Sokka does not want to give it to him, and the child begins to cry. Sokka indulges and hands it over to the boy, who readily runs away with it. Sokka runs after him and finds the child being threatened by a machine. He saves the boy and gets the boomerang back. Back in the village, they play the game "Four Nations", like several times before, against an elder woman.
They later on meet an old man, the elder of the village. He deciphers the pattern on the stone as ancient writing and realizes that it tells the history of the island. The writing reads that the people on Four Paws Island are descendants of an ancient group of earthbenders, and the elder concludes that they have to learn the bending style of their ancestors. He sees themselves in the debt of the foursome, because they are now given a purpose in the world. The elder also tells them that the stone is the key to a cavern, and the team is reminded of the place with the two other blue stones and heads there.
At the wall, Aang puts the blue stone into the hole, and the wall splits to reveal a cave. Inside, they find two more walls, which are still locked, though display a similar opening mechanism as the first wall with the blue stones. At the eastmost path, they find a Red Ore, with which they manage to open one of the walls. Walking along the newly-revealed path, they find a Blue Ore, enabling them to open the last wall.
1. Waterbending Village
Aang is meditating on the outskirts of a waterbending village in the North Pole. He excitedly remembers that Katara had previously promised to go penguin sledding with him after training that day and hurries off with Momo to find her. He meets Katara at the entrance to the village. She tells him that Master Pakku is looking for him and he should go find out what he wants.
Master Pakku informs Aang that a waterbender named Hiryu has gone missing. Aang hurries to the ice caves to the north of the village. On the way he meets a Water Tribe citizen who needs ice crystals that Momo can find.
Aang investigates the ice caves, fighting off Arctic wolves as he does so, and finds two items next to a large hole in the ground: a waterbender pouch and a machine part. He brings the items back to Master Pakku, who tells him that he will investigate further and that Aang should see if he is needed around town.
Aang meets an old lady, Ming, who needs lamp oil and candle wick to warm her up. She sends Aang to Fisherman's Float, a location west of the village, to get the oil and gives him some copper to buy candle wick from the local merchant.
After he returns and gives the items to her, Prince Zuko and a force of firebenders arrive in a warship and attack on Zuko's orders, searching for Aang. Aang, on Master Pakku's orders, fights his way through the village to help an outnumbered Sokka on the outer wall. There, Aang sees Zuko capture Katara and retreat from the village.
Aang and Sokka race to get Appa, but a massive machine blocks their path. The machine uses firebending to attack them, but they eventually overpower it. Aang states that the machine had the most powerful firebending he had ever seen. They get on Appa and fly away.
- Colossal Inferno
- The Jailer
- Ancestral Bear
- Earthbender Consul
- Prototype Dreadnought
- Lian and the Ultimation
- Waterbending Village
- Amongst the Enemy
- The Forest
- The Hidden Island
- The Air Temple
- The Fortress
Not for DS.
The following codes have been written in Extras Menu:
- Unlimited Copper: 23637
- Unlimited Chi: 24463
- Double Damage: 34743
- All Treasure Maps: 37437
- Neverending Stealth: 53467
- One Hit Dishonor: 54641
- Unlimited Health: 94677
- Concept Character Gallery: 97831
Hints and tips
- Equipping items in the inventory can make characters stronger:
- Katara's waterbending abilities improve when she wears items with life.
- Aang's airbending is more powerful when he wears items with agility.
- Haru becomes much stronger when he wears items with focus.
- Sokka is more powerful when he wears items with strength.
- Items in a set appear with an orange glow. Equip them all for an extra bonus.
- The items labeled under these titles are exclusive to each character in making them stronger:
- Aang - Four Winds
- Katara - Lifebender
- Sokka - Soul Iron
- Haru - Core
- Hidden chests often contain rare items and can be found in every level.
- Keep an eye on the minimap to see approaching enemies.
GameSpot gave the game an average score across all versions of 6.4 out of 10, which corresponds to "mediocre" or "merely average", saying the gameplay was too repetitive but the sound effects and music were soothing and simple. IGN gave a slightly lower average rating of 5.4 with similar reviews, as did a handful of analogous gaming sites. Nintendo Power rated the game somewhat higher, giving the GameCube version a 7 out of 10. Despite the mainly negative and mixed reviews, the game had commercial success, finishing 2006 as THQ's top-selling Nickelodeon property.
|GameSpot||DS: 5.7 out of 10|
GBA: 7.0 out of 10
GCN: 5.9 out of 10
PS2: 5.9 out of 10
PSP: 6.9 out of 10
Wii: 5.6 out of 10
Xbox: 5.9 out of 10
|IGN||DS: 7.0 of 10|
GBA: 6.0 of 10
GCN: 5.1 of 10
PC: 5.0 of 10
PS2: 5.1 of 10
PSP: 5.1 of 10
Wii: 5.1 of 10
Xbox: 5.1 of 10
|Nintendo Power||DS: 6.5 of 10|
GCN: 7.0 of 10
|X-Play||Wii: 2 out of 5|
- In the level "The Fortress" of the PS2 version, the four nations player there awards a set item for Aang: the Four Winds Headband. However, this item can be found earlier in the game from a hidden chest, and the item is not actually given here. That level even reports set items possible to find as zero, not even reflecting this goof.
- As noted above; the set item Soul Iron Band for Sokka cannot be found in the PS2, but is given by the old man who wanted the soap.
- Omashu is stated to be the capital of the Earth Kingdom and is in the normal location for Ba Sing Se.
- In the cave where she is first confronted, The Maker refers to bending as "magic", the same way Sokka did in the "The Boy in the Iceberg".
- In the PS2 and NDS version, the waterbending master is Master Wei, but in the PSP version, the waterbending master is Pakku.
- The game features a mini-game called Four Nations, in which items are won from villagers. It is played similar to dominoes, with the numbers replaced by the symbols of the four nations and a special Avatar tile as a wild card.
- This game is the only Avatar game to feature Haru as a playable character, as Toph was not introduced at the time.
- Ba Sing Se had been mentioned in "The Great Divide" as the capital, but it was never stated where it was.
- The air temple is located at the Southern Air Temple.
- Penguin sledding is referenced, a nod to "The Boy in the Iceberg."
- The player can find items that are under the "Unagi" label, a reference to the creature of the same name in "The Warriors of Kyoshi".
- This is the only Avatar game in which Aang cannot bend any elements other than air.