Version 1.8 8/22/06
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Prince of Persia: Warrior Within Walkthrough
by The Lost Gamer (ilovecartoonssomuch@yahoo.com)
http://the_lost_gamer.tripod.com/
Copyright 2006
For the latest version of this guide, check
http://the_lost_gamer.tripod.com/guides.html
Table of Contents:
001. General information
002. Story
003. Characters
004. Walkthrough
004a. Pirate Ship
004b. Wreckage
004c. The Ruined Fortress
004d. First Steps in the Past
004e. The Fortress Rebuilt
004f. Chasing the Girl in Black
004g. A Damsel in Distress
004h. Fate's Dark Hand
004i. A Helping Hand
004j. The Key and the Lock
004k. The Water Maiden
004l. Water and Gardens
004m. The Second Tower
004n. Clockworks and Gears
004o. The Door is Open
004p. The Empress
004q. The Long Way Home
004r. You Cannot Change Your Fate
004s. A Throne and a Mask
004t. The Face of Time
004u. A Second Chance
004v. The Path of the Sandwraith
004w. Mirrored Fates
004x. The Race to the Throne
004y. The Death of a Prince
004z. The Warrior Within
005. Credits
001-General Information
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This is a walkthrough for Gamecube game called Prince of Persia:
Warrior Within. It's the sequel to Prince of Persia: Sands of Time.
You can contact me at ilovecartoonssomuch@yahoo.com, but make the
subject blank if you do.
This game is rated "M" for "Mature". That means you can get it only
if you're 18 or older. This guide, being a description of how to
beat the game, contains descriptions of stuff in the game, and since
you have to be 18 to play the game, you probably shouldn't read this
guide if you're under 18, just to be safe, due to the descriptions of
the naughty things that take place in the game (those of you who are
offended by naughty stuff might also want to think about not reading
this guide). That's your warning, so don't complain if you're
offended or anything, because I warned you.
Thanks to Sxmetro2 for information on a quicker way of getting back
to the central hall after getting the last life upgrade.
002-Story
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Most of the backstory occurred in Prince of Persia: Sands of Time.
It goes like this:
The Persians attack an Indian city under control of the Maharajah.
The Persians win, because they have the help of the Vizier, who
pulled a Benedict Arnold on the Maharajah.
Prince, our hero who wants honor and glory, decides to try to be the
first to the Maharajah's treasure vault, and bring back a treasure to
honor his family name with.
The treasure chamber is empty, save for two treasures: the hourglass
of time and the dagger of time. He takes the dagger, which can
rewind time for about ten seconds.
The Vizier, who wanted the dagger in return for his help, is mad, but
King Sharaman lets Prince keep it as it's his first battle. And when
Vizier can't get the hourglass (the king wants to give it as a
present to the Sultan of Azad), Vizier gets doubly mad.
When they reach the Sultan's palace, Vizier talks about the
hourglass. He says that it can only be opened by the Prince's
dagger. Prince sticks the dagger in the hourglass, letting the sands
loose.
Bad idea. The sands aren't ordinary sand; they are the sands of
time. They burst out and change the palace, turning everyone into
monstrous sand creatures. Which is what the Vizier wanted, because
he's an evil bad guy who wants immortality or something like that.
Prince, luckily, doesn't get turned into a monstrous sand creature,
and neither does Farah, the maharajah's daughter. The two of them
work together and fall in love (aw...) on their quest to save the
day. Unfortunately, Farah dies near the end. Prince, angrily,
stuffs his dagger in the hourglass and uses the sands to rewind time
to the beginning of the story.
Once there, Prince sneaks into the Indian city and gives Farah the
dagger of time. The Vizier shows up, and Prince fights and defeats
him. So everything has changed; now that Vizier is dead, he doesn't
trick Prince into letting the sands of time loose, so it's like it
didn't happen. Of course, Farah hasn't learned to love the Prince
this way, but oh well. At least things are back to normal.
OR SO HE THOUGHT (play ominous music). Prince changed his fate by
making it so he never opened the hourglass. Well, you can't change
fate. Fate is fighting back.
The Dahaka, a big mean nasty monster that cannot be killed, is on a
mission to kill Prince, thus preserving the timeline. Or something
like that. Prince isn't exactly spending his time with the Dahaka
learning its motives; Prince is getting the hell out of there before
he dies. After all, the Dahaka is indestructible.
So after a few years of this (not being able to rest because a giant
monster is chasing you) is where the story picks up. Prince's plan
is to do another "change time so that didn't happen" trick. He'll go
back in time to where the sands of time were created, and stop that
from happening.
But he cannot escape his fate. He will die.
---
Small note that may be of interest: In this game, Prince has Farah's
medallion, the one that prevented her from becoming a sand creature
in Sands of Time. Prince uses the medallion for all his time/sand
powers-related needs.
003-Characters
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Prince: The Prince of Persia the main character. He's trying to
change his fate and make it so he won't die a horrible death at the
hands of some time/sand-related creature, so he can live a normal
life.
Shahdee: She has three names: Shahdee (Prince learns this in
passing), the woman in black (a section title), and the
ever-affectionate Bitch. She's sent by the Empress of Time to kill
Prince.
Dahaka: The big nasty monster that cannot be defeated and has been
chasing Prince for a while. It cannot pass the water leading to
time-warp rooms.
Kaleena: She's a woman who wears red. Prince saves her life, and she
helps him (somewhat) on his quest, although she thinks he won't
succeed.
Empress of Time: Prince seeks an audience with her, so as to stop the
sands of time from being made. She apparently is having trouble
dealing with her fate, just like Prince.
Sandwraith: The Sandwraith is a fellow Prince sees from time to time,
but the two never get a chance to talk.
Old Man: He tells Prince about the Island of Time (in a flashback),
but is never met in the game.
004-Walkthrough
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Start up the game and wait for the main menu to pop up. Select new
game to start a new game.
Note for the queasy: if you don't like seeing blood spurt all over
the place when battles are fought, select display, then turn blood to
off. Now the enemies will collapse into sand rather than spurt
blood. That's much nicer, isn't it? If only there was some way to
change the voice acting in the game...mine's currently set on
"horrible".
The game has three difficulties, easy, normal, and hard.
004a-Pirate Ship
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The game starts off in Babylon, which is a cool-looking town. Prince
is going through the town, running away from the Dahaka. When it
seems he's cornered...
The game switches to Prince on his ship. He's sailing to the island
of time or whatever the name of the island where the sands of time
were created is. Sailing, sailing, over the deep blue sea...
The weather is stormy. Prince yells some nautical nonsense like
"reef the mainsail!" to his men.
Another ship comes by. It has an undead crew and shoots flaming
arrows at you. That can mean only one thing...pirates. Yar!
The undead pirates (actually sand creatures, which is indicated by
the glowing of Prince's sand medallion) stand and look menacing.
Then a woman comes up from their ship.
This woman doesn't feel the need to wear that much clothing. Her
name is Shahdee, but Prince prefers to call her "bitch" because she
gives him a scar (later on). I'm going to call her "bitch" because I
feel like it. If you don't like it, that's too bad, because I
already put a disclaimer about naughty things in the "general
information" section to save my ass.
Speaking of asses, we get a nice view of hers. She gives Prince and
his crew a good looking-over and says, "Kill them." Then the pirates
attack.
The game then starts. The pirates are destroying your crew, who
apparently suck at fighting. Prince jumps at two pirates and the
fight starts.
Press B to swing your sword. Press Y while heading at an enemy to
vault over him. Follow this up with B to hit the enemy, or with X to
strangle the enemy (this is slow, and you must press X repeatedly, so
I'd recommend using it to finish off the last enemy that is around),
or with Y to throw the enemy off in a direction (supposedly indicated
by the control stick...if you do nothing with the control stick, you
kick the enemy so it goes forward. Try kicking an enemy into those
flaming barrels over by you), or with A to jump off from the enemy.
More fighting. Press A to vault over someone, follow up with B to
hit the enemy with your sword, follow up with Y to kick the enemy,
and follow up with X to slash the enemy, and follow it up with a
double X to steal the weapon (cool move).
In addition to this, there is also the back flip (A + control stick
in direction opposite of an enemy), or the roll (A + control stick to
the side...useful for ducking and getting around to an enemy's
unprotected side). You can block with R, and follow this up with B
(counter-attack) or Y (counter-kick).
Kill the pirates that attack. If you start moving along the ship,
things will explode. Head to the other end of the ship (length-wise)
and a cutscene that involves someone falling from the crow's nest and
an explosion, which makes Prince falls down below deck.
You're in water. Jeez, what a poor-quality ship; it's leaking. What
kind of crappy ship starts leaking, just because it's being attacked
by pirates and the crew is getting slaughtered? These guys need
higher standards; I remember a day when a ship never leaked, even if
the crew was killed by pirates. Anyway, press R to refill any
missing health. Say, that's nifty. Go through the ship and you run
into some pirates near a pillar. Like the tutorial says, press B and
the control stick at a pillar to swing around the pillar with your
sword out. Try it because it's cool. You can also do this with Y,
except then you swing your body out. Less cool.
Look back at the water you fell it by standing with your back to the
pole. Go through the right passage. The other ship rams yours, and
Prince makes it back to the deck. Someone tries to attack Bitch, but
she kills him easily.
You have to fight pirates now, so you can get to Bitch and kill her
for attacking your ship. You can just run past the pirates to get
to her, or you can have fun killing the Pirates.
Either way, get to Bitch. She says, "You will never reach our shores
alive!" Prince answers with a much more menacing, "For your sake,
you'd better hope I don't."
Boss fight time. Right off the bat, she tries to get in a quick hit.
Prepare a vault and hit, using A + B + B, immediately.
This fight is no fun. Use R to block, as it blocks all of her
attacks. Your attacks involving X do not work on her, because she
can't be left weaponless.
When she's at a quarter health, she slices Prince, giving him a scar.
"You bitch!" he yells. See, that's where I came up with her name.
She can do the multiple combos in a row thing, which isn't cool.
Block this with R. Her combos end with her doing an uppercut with
both hands at the same time, and then a slash downwards with her left
sword. Hold R the whole time she does this combo, not mistaking the
brief break in the middle as the end of the combo.
I recommend doing vault attacks the whole time, as I like them best.
As soon as she has finished a combo, vault attack her then
immediately press R to block the combo that follows. Repeat the
process, as it's very safe. Slow and steady, that's my overall
strategy for beating bosses in this game.
You may get into a sword tangle with her, where both of you push on
your swords. Press B repeatedly as fast as you can, as if you were a
hummingbird flapping your wings.
When she's down the 1/4 of her health, she takes your sword away and
says, "It seems the Empress overestimated your abilities." "The
Empress?" Prince asks. Bitch then smacks you around for a while and
tosses you overboard. While Prince floats in the water, he remembers
why he was there, on a boat, trying to reach the Island of Time. It
was because of a conversation with an old man...
The old man says, "The Island of Time...the place where the sands
were created, the place from which the maharajah stole the
hourglass." Prince asks, "And what if I could reach this island?"
The old man says, "They say the maharajah found portals there, where
one could pass backwards through time." Prince says, "Back through
time...to the birthplace of the sands...something terrible happened
when our army went to the maharajah's palace." The old man says,
"You found the sands of time." Prince says, "Worse! I opened them."
The old man says, "Whosoever shall open the sands must die..."
Prince says, "I was forced to kill those who I fought beside, those I
had loved." The old man says, "But now an unstoppable beast chases
you." Prince says, "For the first time in my life, I am afraid."
The old man says, "And you will die." Prince says, "I used the sands
themselves to reverse time, making it as if the hourglass was never
opened." The old man says, "The beast, the Dahaka is the guardian of
the timeline. You were supposed to die, so it will catch you and see
to it so that you meet your fate."
Prince says, "It is better to try than to wait here for death." The
old man says, "Madness! Even if you reach the island, you'll still
have to face the empress of time!" Prince ignores this and says, "I
will travel back in time and prevent the sands from ever being made!
If there are no sands, the Dahaka will have no quarrel with me!"
The old man says, "Go then, my Prince. But know this: your journey
will not end well. You cannot change your fate...no man can."
Prince wakes up on the beach, being attacked by crows. "My
swords...gone" he says. He picks up a piece of wood on the beach to
use as a weapon.
Lucky for Prince, he's on the Island of Time. So much for "you will
never reach our shores alive, huh?" Go across the shore for more
crows to fight and to hear Prince say, "My crew...all are lost. I
will find the one that did this, and she will pay."
At the other side of the shore are some stairs, adorned by torches.
Walk toward the ledge, and Prince automatically climbs it. Oh, by
the way, you can now move the camera around by using the C stick.
Go up the stairs. There will be a break in the stairs. Press A to
jump over the gap. Then use A to jump to the ledge above, and use A
to jump over another gap. You're by a fountain. Use R to drink from
the fountain. Fountains give you the opportunity to save your game.
Do so.
004b-Wreckage
---------------------------------------------------------------------
Go to the ledge to the right of the fountain. Press A to jump onto
it. Likewise, press X so you're hanging off of it. Move right along
the ledge. At one point, you must drop down with X so you can move
past a low-hanging rock. Move right past this rock, then get up with
A to be on normal ground.
Walk along this ground, and make a jump over a gap. Time to fight
some crows. When they're dead, jump up to ledge above this platform
(diagonally opposite from the tree). Climb on this ledge and move
left across it.
At the end, press A and the control stick left to jump to the ledge
on the other side. Go right across this ledge and jump the ledge
above. Move right across this ledge to get back to normal ground.
Here you learn to press down on the control pad to see things in
landscape view.
The wall that blocks your way is too high to jump to. Hold R while
moving towards the wall to R-run up it. Once you've on the wall,
keep going along, until you reach the end of the stairs, which is
done shortly.
Drop to the platform to the right, if you were on the stairs and
looking up. Once there, you want to go right, but there's a big gap
that you can't jump.
The solution: R-run. Instead of running directly at the wall, run
along the wall at an angle, to R-run across it. It looks so cool.
R-run across the gap, then continue going along. You learn that you
can go into first-person mode by pressing up on the control pad, and
the look around with the C-stick.
You're by some columns. Press A while pointing the control stick at
a column to jump on it. Move up or down the column with the control
stick, and around the column by moving left/right.
Climb up this column and jump to the next column, then to the next
column, then climb up and jump off to the ledge. The game simplifies
column jumping, so you can point the control stick in the direction
you want Prince to jump and press A, rather than spend time
positioning yourself. Unless you like positioning yourself. Either
way works.
There's a treasure chest tucked in the corner here. Hit it to unlock
some artwork. Um, yay? Move to the torches and switch to landscape
view to see a big door. There's a hole in the bottom. Roll through
it with A.
Time to fight two enemies. Did I mention when you have an enemy
lying on the ground, you can use B to stab him in the chest? No, I
didn't. Also, you can use X to pick up a weapon dropped by an
enemy and use X again to throw it (hold X so the throw causes more
damage).
Or, you can double-weapon. All of your Y attacks will be replaced by
swinging the secondary weapon. You'll probably want to do that here,
because your main weapon is very weak.
Once the enemies are dead, go along this room/corridor thing. Use A
to reach a higher level, and at the gap, R-run along the left wall to
cross it (the gap). Climb to the next level, then R-run along the
right wall, jumping off at the end (with A) to reach the other side.
Two more enemies to fight. Kill them and go through the open door.
Go along this area, R-run up the wall, and continue going along. You
reach a gate. When you're at it, you learn you can press Z to see
the map, which shows you where you are, when you are, what your goal
is, and where the goal is.
Stand on the stones left of the gate, then R-run up the wall. Fall
over to reach the other side of the gate. To your side is a locked
door. Strange. No matter, go through this room, towards those
stairs in the distance.
Crows fly up and Prince sees the fortress entrance, the stairs to
which are broken. Dang. Prince says, "Come on, I know you're out
there. Show yourself! Where I come, we face our opponents. And if
our enemy is un armed, we offer them a sword!" He was speaking to
Bitch, and at the last part ("a sword!"), he turns around and hits
Bitch, who was trying to sneak up on him, with a sword.
Bitch yells, "Kill him!" and four enemies attack. Prince kills them
easily, getting the Spider Sword in the process (by stealing it from
an enemy). Bitch runs off, leaving you to deal with four enemies.
Kill them. Remember the door I mentioned a short while ago? It was
locked, but Bitch went through it, so it's open now. Go through it,
and a fountain is inside. Save your game there.
004c-The Ruined Fortress
---------------------------------------------------------------------
Jump across the gap, then turn right and jump across another gap.
Turn left and go to the next room, which is big and open. Here you
meet the Crow Master, a guy who seems to be made out of crows. He's
good at blocking your attacks, but you can easily vault/roll to pass
his defenses. And he is quite vulnerable to multiple attacks in a
row.
When you defeat him, he flies off somewhere. Turn to face the door
you entered this room from. Left of it is a wall you can climb.
R-run up it, then R-run and jump off to a platform above.
Go across this platform, and R-run across the wall and jump off at
the end to reach a column. Jump from that column to another column,
and from that column to where the Crow Master is. Beat him and he
flies off again. You see where he is.
R-run in the direction of him to reach a platform, then R-run back to
where you were to reach a ledge. Jump to the ledge above (it's above
the left part of this ledge), and jump off that ledge to a column.
Jump off that column to where the Crow Master is.
Beating him this time kills him for good. Hoo-ray! Since there are
walls here, you can try the wall rebound (press B and towards the
wall) and wall jump (press A and toward the wall).
See the orange thing on the wall? That's a switch. R-run up the
wall to press down on it, opening a door. Go through the door
before the switch depresses and the door closes again.
This room looks crappy, huh? R-run across the wall to the banner.
At the banner, press A, B or X to slide down it. Four enemies are
waiting for you. Luckily, there's a pillar in the middle of this
room, so you can just B-swing around it to kill them easily.
There's a big stone pillar in this room, and it is sort of "L" shaped
in that the lower part of the "L" faces the pillar in the middle of
the room. Climb onto the lower part of that L and then R-run to the
top of the pillar. Move left along it to a platform with rubble on
it, then climb on the platform.
Kill the enemy waiting for you at the end of the platform. Then
R-run along the wall to a ledge. Move left along this ledge (as far
as you can go), then drop down a few times to reach the floor.
Go along this hallway, R-running along the right wall to cross a gap.
Keep going through the hallway. Some spiky logs pop up, but do
nothing. At the end of the hallway is a doorway made of...water?
Go past it and walk into the room.
Bitch is here, but she disappears. Prince says, "Madness! What
magic is this?" Prince falls under the same magic...the room changes
and he lands. Bitch hits you and runs off.
Prince now has recall, the ability to rewind time with the L-button.
You can rewind it for ten seconds, or at least that's how long you
could in the last game. I've heard that it's been shortened to eight
seconds in this game. I haven't timed it.
Save the game at one of the fountains here.
004d-First Steps in the Past
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Apparently, the old man was right about the time portals. Now he's
in the past, before the sands of time were created. Those portals go
forward or backward in time (if you're in the past, you go forward,
if you're in the present, you go backward), and are always are in
these water-doorway rooms. They're all identical, so the same
cutscene works for all of those rooms.
Prince says, "It seems I've discovered one of the time-traveling
portals the old man spoke of." when you exit the room. Go out of the
room, and hey, remember those spiky logs that did nothing? Well, now
that you're in the past, they're doing something: moving back and
forth. Slip past them and don't get hit (if you do, rewind time with
recall to undo the damage).
Past the spiky logs is the gap in the floor you have to R-run past.
There are saws on the walls, now, though. R-run across the right
wall when the saw is at the bottom of its run. Kill the enemy on the
other side.
Go down the hall here to reach a big room. You get to see where the
exit is. Kill the four enemies who are waiting for you inside. Then
you want to locate a square pole (there are two in this room; if
you're standing in the doorway you entered this room from, it's on
your left). Climb up this pole and a ledge to jump to comes into
view (if it doesn't, perhaps you have the wrong pole). Jump to the
ledge.
Climb onto this ledge, and then onto the ledge above, which is a
platform. Get the chest on there for some artwork, then turn left at
the corner. R-run to the thingy that is hanging against the wall
(directly over the entrance to the room) and Prince holds onto it.
Move left around this thing and climb up, then jump off to reach
another corner of this room. Go along this platform, and R-run along
the wall at the end. You hit a switch while doing so and end up at a
banner. Slide down the banner and go through the exit.
Hey, it's the room where you fought the Crow Master! Go right
through it to the exit on the other side. Once inside again, go past
three spiky poles (the third one, which is going up and down,
requires you to roll (with A) to dodge it).
Then you have two spiky poles blocking your way. The one on the
right is faster, so go past the one on the left, past its left side.
There's a fountain past those spiky poles, so save your game there.
The next room is the room that leads to the fortress, which you
couldn't access in the present. There are shadows here. These guys
are annoying. They throw stuff at you (four things in one go, block
them and you'll be fine). The annoying thing is that they zoom
around so much, so it's hard to catch up to them.
When you do reach one, hit it with your sword and it quickly dies.
Throwing a secondary weapon really hard at a shadow also kills it
quickly. Luckily, there's a wooden rack that is holding a secondary
weapon for your convenience. Don't forget the shadows drop secondary
weapons, too.
Kill the two of them and go up the now-unbroken stairs to enter the
fortress. Waiting for you at the top is a shadow and four enemies (I
need to come up with names for these guys). Kill them, then enter
the fortress and go left.
Past the stairs is a spinning knife. You need to go past when the
knife is on the other side. Rolling past helps, because you roll
under the swathe of the blade.
Past the knife, jump to the ledge against the far wall. Climb up the
ledges here as high as you can go, then go right as far as you can
go. Drop down two ledges and jump over the spike pit to normal
ground (with an enemy). Say, did you know you can toss enemies into
spike pits to hurt them? It's true. Might wanna try this out with
the Y + Y throw right here.
Kill the enemy, then go past two spinning blades and turn left to
reach the central hall. This is the main room of the fortress, I
believe. Kill the enemies who are waiting for you here. Save your
game at the fountain by the exit of this room, directly opposite from
the entrance.
004e-The Fortress Rebuilt
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Jump to the platform in the center of the room. On your right you
can see some easily climbable stone platforms that aren't part of
this center platform. Climb up all three of them with A to be level
with the pillars in the center of the room.
Looking across the room, past the pillars, you can see platforms much
like the ones you just climbed up. Jump across the pillars to reach
these platforms. Get to the higher of the two platforms (that you
can reach) with an R-run (if you landed on the lower platform).
See the balcony above the entrance? R-run along the wall towards it
and jump off to reach it. Go past the curtain to reach an enemy.
Kill it and keep going.
There are two spiky poles here, as well as two pits. Dodge past the
first pole and jump across the pit. Do the same for the second pole
and pit. Slide down the ladder here and drop off with X.
Kill the enemy here. You've got spiky poles here, but they're going
up and down. To avoid confusion, I'll call them spiky logs when
they're going up and down, and spiky poles when they're going left
and right.
R-run along the left wall when the spiky logs are at the top of their
run to get to the other side of the pit. Get on the ladder and slide
down past the spiky logs, trying not to get hurt, obviously. Do this
when the spiky logs are at their round black holes (you'll see what I
mean).
At the bottom of the ladder, jump off to reach a ledge. Go right
along it and jump off to reach a ladder going down. Go down and kill
the enemies waiting for you. Enter the hallway.
See the holes on the floor? That's because the floor has spikes.
They pop up if you step on the floor. Quickly run down the hall and
save your game at the fountain there.
004f-Chasing the Girl in Black
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Down the hall you'll see a spiky log and spiked floors. Go down this
hall when the spiky log is at the bottom of its run (roll under the
spiky log at the end). Turn left at the corner and weave between the
three spiky poles to reach a room that Bitch is in. She beats you to
the exit.
Prince says, "I best find that woman...she's probably gone for
reinforcements." Then the enemies which are crawling around the
room, show up.
A new enemy is here, and she is a strong contender for the most
annoying enemy. She says stupid stuff and blocks any A-runs over
her. Y-vaults work, though. "I'm not here to hurt you..." she likes
to say. KILL HER!!! They are so annoying that I want them dead more
than I want Bitch dead. Hmmm...I think I'll call them mini-Bitches.
Kill the shadow and enemies and mini-Bitches. It's not an easy fight
as there's a lot of them. Try throwing enemies off the platform. I
recommend strangling the mini-Bitches, which can be done safely if no
other enemies are nearby.
In the center of the room, the columns have small rectangular
supports you can climb on. Get on one and jump up to reach a bar
(if you reach no such bar, try the other one). Press R to swing on
the bar, and left/right to move left/right along the bar (you can't
do this while swinging) and up/down to switch direction on the bar
(you can do this while swinging).
Swing to the next bar. A platform comes in view. Move along the
bars here and swing onto this platform. A thin beam connects this
platform to another like it. Go across the beam to this platform.
Kill the enemies on this platform. On the wall parallel to the beam
you just crossed is a bar. Jump to it and swing to another bar.
Swing from this bar to a wall, then jump off the wall to reach a beam
that is broken. Jump left off this beam to a platform.
A mini-Bitch is waiting for you. Get rid of your secondary weapon if
you have one, then strangle her with the Y vault + X (repeatedly)
move to ensure a slow, painful death.
Look towards the center of the room to see some beams. Flip over the
railing so you're hanging off this platform, then jump off at the
beams. Climb up them and go across them, then, at the end, jump to a
platform with an enemy and a shadow on it. Kill them and pick up a
weapon from them.
Flip over the railing here. You'll see a banner leading down. Jump
to it and slide down, and near the bottom, jump off to reach a
platform just below the one you were just on.
A beam goes off of this platform, leading to another one. A
mini-bitch drops onto the beam. Throw your secondary weapon (with X)
to kill her, then go across the beam in peace.
The proper way to kill the mini-Bitches on bars is to go towards
them. They run at you and then trip you. When this happens, jump to
avoid a trip, then hit them. A quick A + B maneuver.
A mini-Bitch waits for you on the platform at the end of the beam.
Kill her. On the wall parallel to the beam you crossed is another
beam, near the end of this platform. Jump to and on it, then jump
away from the corner towards another beam.
Jump in the same direction, towards a wall, and jump off at the wall
to reach a beam above. Jump to a platform from this beam, and a
shadow and a mini-Bitch wait for you. Kill them.
Look at the beams in the center of the room. Flip over the railing
and then jump to them. A mini-Bitch is on the long beam. Kill her
and get on the beam facing the banner on the wall. Jump to pull a
lever above (it opens the exit door), then swing towards the banner,
slide down it, and exit the room.
Go down the stairs. When they end, look down and there's a banner
below you at the edge of the stairs. Hang off this ledge and drop
down onto the banner, slide down it, and jump off at the end to reach
a beam.
Move down the beam (to the wall) and jump down the hall (away from
the stairs) to another beam. Jump to the beam on the opposite side
of the room, move against the wall, then jump down the hall again.
From this beam, jump to the hall with the spiked floor. Move quickly
past to the safe area past the spikes. Hit the vases and stuff here
for some sand, then save at the fountain.
004g-A Damsel in Distress
---------------------------------------------------------------------
Enter the doorway. Way above you is the Sandwraith, who is leaving
the room. Then you notice that Bitch is fighting a woman in red.
The woman in red says, "You! Help me!" Prince has to consider this,
as it was a bad job of voice acting. But then he reflects upon, "It
is as they say: The enemy of my enemy is my friend." Just as Bitch
is about to kill the woman in red by stepping on her (she is hanging
off the ledge), Prince says, "Leave her alone! You and I have
unfinished business."
Fight time. This time, you have more room to move about on, so you
can move far away from her, then she'll get distracted and try to
kill the woman in red again, which is a good time to move in and
sneak attack her.
Bitch has the exact same moves as before, so remember the blocking
thing I told you. As soon as she does the two swords up at the same
time (Rah!) then brings her left sword down, her combo is over.
Since there is more room in this fight, you can just go away instead
of blocking the combos.
The fight isn't too hard, except that she somehow got more life since
the last time you met. But you have the experience of beating her in
the last fight and overall fighting experience and the ability to
rewind time so if you're killed or hurt badly, you can rewind time so
it doesn't happen.
Slow and steady is the strategy again. You can slip in, hit her a
few times, then slip out before she counter-attacks, and repeat this
until she dies.
If you die, you can use A during the cutscene to fast-forward through
it. That's useful.
When you win, Prince stabs her, then helps the girl in red come up.
She starts to walk off. Prince says, "Wait! Please...I must speak
with you." She turns around and asks, "What do you want from me?"
Prince says, "I seek an audience with the Empress."
She laughs a little and says, "The empress meets with no one. Who do
you think you are?" Prince informs her, "I am the Prince of Persia."
She brushes this aside and says, "I see. Today is a very important
day...She cannot be disturbed." Prince angrily says, "I don't
think you understand how important this is!"
Bitch, who still isn't dead, leans up and weakly says, "Fool! Don't
you know...you cannot change your fate!" She then explodes, turning
into sand. Or something like that. It doesn't really make sense.
Prince voice-overs, "You cannot change your fate...was she speaking
to me? How could she know my mission?"
Due to the explosion, this place is now turning crappy with stuff
falling from the ceiling and stuff like that. Prince calls, "Watch
out!" and tosses the woman in red aside. When the dust settles, she
is on a platform that Prince is not on.
Prince quotes his last game and says, "Stay there! I will find my
way to you!" But this woman is no Farah (boo!). She says, "No,
Prince. Leave this place and never return. The empress has no love
for the world of men. She will kill you when she learns of your
presence."
Now you're all by yourself in this room, and all the characters have
gone, including the woman in red, Bitch, and the Sandwraith. Say,
were you wondering how Bitch suddenly got more life? Let's find out!
Go to the altar at the edge of this platform and pull it back all the
way to open the wall. Go through the opening and down the stairs.
Go past the spiky floor and the spiky poles at the end to reach safe
ground (go along the right wall as soon as the closer spiky pole is
at the left wall).
Now you need to go past a spiky log over spiky floors, ending with a
two-bladed spinning knife. Fun! Start running when the log is at
the bottom of its run and move along the left wall.
Stay along the left wall. Now you have to get past a buzzsaw to a
spiky floor and a two-bladed spinning knife. R-run along the left
wall when the buzzsaw is at the bottom of its run. Be careful to go
straight and not turn left.
When you're safe, look left to see to spiky logs. Oh boy! When the
two of them are at the point where they're closest together, run at
them. Roll under the first one as it comes towards you, and roll
under the second one if necessary (it shouldn't be).
You end up at the end of this passageway. A weird door. Prince puts
his medallion in the door and becomes uh, possessed? Anyway, you
have more life now! Sweet! That's how Bitch managed to get more
life!
Get back to where you fought Bitch (all the traps have deactivated.
I saw some spikes that were up, but that was just a glitch). There's
a treasure chest in this altar area.
If you're standing at the altar, looking at where you fought Bitch,
you'll see on the left there is some rock you can climb up. Climb up
to the top of the rocks here, and jump to the ledge on the wall.
Move right along the ledge and jump to a bar. Turn around so you're
facing the ledge you jumped from, then swing and jump to the ledge
above.
Move left along this ledge, and jump left to reach a bar. While
facing left, swing on the bar and jump off towards the wall, then
jump off at the wall to reach the bar above. Then swing/jump to
reach the ledge to the left.
There's a rope on the wall. R-run up to reach it. The thing with
ropes is that you can climb up or down them, or just hold R and
Prince runs back and forth. If you want to R-run off of a rope
swing, just press A and Prince R-runs for you. Do this now,
R-running off the rope, away from the corner nearest you. Prince
runs onto a bar.
Jump off this bar in the direction you were headed to reach a
platform. Save your game at the fountain on this platform.
004h-Fate's Dark hand
---------------------------------------------------------------------
Break the jars here for some sand. Get to the edge of this platform,
the one you didn't jump from. The camera angle switches, showing you
a bar below. Drop down to it.
Jump to the other bar, away from the direction of the fountain. Move
right along this barrish platform, and get to the end of it, which
would be the end sticking out from the column.
Jump to the wall, and towards that ledge hanging off of it. Move
left along this ledge and jump off it to reach a bar. Swing on this
bar and jump in the same direction as your last jump. Climb onto the
platform you land on and walk at the wall.
Jump to the ledge above, and to the ledge above that. Move right
along it and climb up onto the platform you come to. Don't worry.
The floor here only LOOKS broken. Climb onto those rocks there and
R-run up the wall to reach a rope.
Climb up the rope to the top and jump off to reach a lever/bar. You
pull it down, closing some doors. Swing back to the rope, climb down
it and drop down.
R-run off this platform, towards the corner you haven't been in yet.
You R-run across those doors you closed (had they been open, you
couldn't have R-runned across them).
R-run up the wall to reach a rope, and R-run off this rope towards
that corner I mentioned (the one you haven't been in yet). Once
you're there, enter the small circular room to fight off a horde of
mini-Bitches. Now you'll really start to hate them for being so hard
to kill and having bad dialogue. Since this room is small, wall
jumps (B + direction of the wall) seem to be the best way to kill
them.
Outside of the room is a switch on the wall nearby some spikes. If
you R-run up the wall and hit the switch, the spikes pop up. The
spikes hurt enemies, so you can lure them on the spikes and then hit
the switch to harm them.
Once they're dead, R-run up the wall to reach the ledge in this room
(use landscape view to see it). Climb to the ledge above that and
jump off it to a bar. Swing from that bar to another bar, then turn
around and swing to another bar, then swing to a platform.
This room has spikes on the floor. You'll notice there's a ledge on
the far end. Run to the wall and R-run up it to reach the ledge.
Jump to the ledge above it, and jump off it to a bar.
Turn towards the wall. Swing/jump off towards it and jump off from
it to reach the bar above. Turn towards the wall and swing towards
it to reach a ledge.
A spiky log is around here. Hang off of this ledge instead of being
on top of it. Move left to the edge of this ledge. When the log has
passed you while going to the wall, climb up on the ledge, jump to
the ledge on the other side of the room, then drop down to avoid
being hit by the log.
Move right along this ledge to reach a platform. Climb up onto it
and go down the hall. You end up in a room with buzzsaws on the
wall. When the buzzsaw is near the top of its run, R-run along the
right wall to reach a rope.
Jump from this rope to the rope on the other side of the room. When
the buzzsaw is at the top of its run, start R-running along the rope.
Then it's easy to time an R-run past the buzzsaw.
Keep going down the hall. You run into four spiky poles. Weave
through them (the two closest to the wall don't move) and go down the
hall to reach one of those rooms that let you travel through time.
Hey! It's not working! See the four switches on the walls? Light
them up in the correct order to get the time portal going. This
order is randomly determined, so you're on your own for this.
When you light all four of them up, you can travel back to the
future, or more accurately, back to the present. You gain "Eye of
the Storm", which is the ability to slow time down for everyone
except you. Tap L to turn it on and tap L again to turn it off.
It's cool.
Save your game at the fountain here, then exit the room. Floor
spikes now accompany the spiky poles. Run along the right wall when
closer spiky pole is on the left hand side.
Stand on the ledge and go down it (the ledge is on the left hand
side). When you're at the corner, drop to the ledge below. Move all
the way right on this ledge, then drop down two ledges. R-run across
the wall to another ledge. Drop down to the ledge right of this one,
and drop down off of that ledge.
You're in a small area with some pots. Drop out of this area to be
in a hallway. Phew, those ledges sucked! Not that they were hard to
get past, but hard to describe. Really boring.
There's a switch on the floor, which opens the door on the other side
of the room. Try it out, but you can't get to the door in time. So
you'll have to use your new Time-Slowing power! Press L and then hit
the switch and run to the door.
Two enemies await you here. Kill them. The switch on the wall opens
the door from this side, so just ignore it. Instead, drop down to
the area below.
Prince hides behind something as a strange, ugly creature walks
nearby. This is the Dahaka, the unstoppable creature that has been
hunting Prince. It breaks open the wall and storms off.
R-run along the wall (the one that that doesn't have the thing Prince
hid behind by it) to reach a bar. Climb on it, and jump in the same
direction you R-ran. You land on another bar.
Walk to the end of the bar (the end not against the wall) and jump to
the rope, a jump in the same direction as your last one. R-run with
the rope, away from the corner, to reach a bar. Swing from the bar
to another bar, and swing from that bar, to a platform in the corner.
Get on the bar sticking off the left edge of this platform. Jump
straight ahead off it to reach a bar. Climb up it and walk to the
end of the bar (away from the wall). Jump straight forward to grab a
ledge of a column.
Move right along the ledge, then jump off it to a banner. Slide down
it and jump off to reach a dirty gray bar. Move to the end of the
bar (the end not touching the column) and jump straight ahead. You
reach another bar that is L-shaped.
Move to the end of the bar (the end not touching the column). Swing
forward from this bar to reach a platform. Look around and you'll
see a platform in the middle of this big room. Some enemies are on
it. Jump to the platform and kill them.
Go to the end of this platform (the side with all the rubble). Climb
to the platform to the right of it, and you see a cutscene showing
you where to go. There's a column close to the wall here. R-run up
the wall and jump off to the column, then to the wall. Jump back and
forth between the wall and column until you reach the second ledge on
the column.
Move left to the other side of the column and jump off to reach a
bar. Jump from this bar towards the wall. Jump up to the ledge and
save your game at the fountain.
Turn right (if you're facing the fountain) and go down the hallway.
R-run along the right wall to cross a gap in the floor and Prince
exits the building.
Prince reflects about how he saw the Dahaka. Specifically, he says,
"The Dahaka! It has found me here." Then the Dahaka shows up and
walks menacingly and slowly towards you.
Everything turns black and white. I'm not sure why. But I'm pretty
sure that you should get away from the Dahaka.
Start running down the balcony. Follow it along the corner. At the
end where there is nothing else to the balcony, R-run along the wall.
You make it to another balcony, and the Dahaka destroys the wall as
soon as you pass over it.
Keep going along the balcony. Vines might come from nowhere (these
are the Dahaka's tentacle things). At the end of this balcony (you
don't follow this one along any corners), turn right and R-run along
the wall to a flagpole. Don't waste time; swing to another flagpole,
then another and then to some normal ground.
Prince looks relatively safe from here, because the Dahaka is far
away. Then the Dahaka makes a gigantic leap all the way to where
Prince is. Ah! Prince rolls through a hole in the ground to avoid
being landed on.
There's a break in the action here. Go down this hallway and break
the barrels in your way. Turn right and go up the stairs. At the
top of the stairs, turn right and kill the enemy who is waiting for
you.
The enemy was protecting an exit to the building. Drop out of the
exit. If you look left (with your back to the exit you came out of),
there is a flagpole. R-run along the wall and jump off to reach the
flagpole. Climb up the flagpole and jump off it to reach a balcony.
Enter the building from here. You're in a room you've been in
before, and the exit that leads to the room where you change time is
pointed out, in case you forgot where it was.
R-run along the wall (counter-clockwise) to the banner, and slide
down to the floor. Remember this place? Climb up the sort of "L"
shaped pillar and move along the platform with rubble on it. At the
end of the platform, R-run along the wall to a ledge, and climb all
the way left along the ledge.
Drop down until you reach the floor. The Dahaka shows up, ready to
hurt you. Dang. Hurry up down the hallway, R-running across the
wall to avoid a gap in the floor. Keep going and Prince manages to
make it to the time-changing room, diving past the water. The Dahaka
shoots its tentacles after Prince, but roars in pain when it comes in
contact with the water.
"What's this?" Prince asks. "It cannot cross the water...This is
certain to come in handy."
Travel back to the past and save at one of the fountains. Now you're
going to go to the throne room. Why? The map says so, that's why.
Around this time, Prince says, "I have managed to lose the
Dahaka...for now. Best I stay alert. It will return. It always
does."
004i-A Helping Hand
---------------------------------------------------------------------
Exit the room and go down the hallway. Go past the spiky logs to
reach the buzzsaws. R-run across the right wall when the saw is at
the bottom of its run. Yeah, yeah, you've done all this before.
Go down the hall to reach the big room. Prince sees the Sandwraith.
"What kind of beast is this?" he wonders. Sandwraith takes out an
axe and throws it at you,
It takes out an axe and throws it at you. Woah! That's...not good.
Sandwraith runs off. Hmmm...weird.
Now you have to open the exit to the room again. Climb up a pole (if
you're standing in the doorway you entered this room from, it's the
one on your left) and jump to the ledge.
Climb up the ledge(s) to the platform. Turn left and go down the
platform, then turn left at the corner. Jump to the thingy hanging
over the entrance to the room. Drop so you're hanging off it (if
you're not already) and move all the way left so you're on the other
side of this thing. Climb up and jump off from it to reach another
corner of the room.
Get to the end of this platform and R-run along the wall to hit the
switch that opens the exit door. Slide down the banner and go
through the exit to reach the room where you fought the Crow Master.
The exit is straight across from you, but before going through it,
you'll want to get the life upgrade around here. R-run up the wall
left of the exit (if you're facing the exit), then R-run and jump off
from the wall there.
R-run along the wall, away from the wall you just jumped off of.
Kill the enemies who are waiting for you here, and go to the stairs.
Go up the stairs. See the grate by the switch on the wall? You need
to press a switch to open it.
Go back down the stairs and turn to the right. Hit the barrels
there. They obscure a switch. Hit the switch to open the grate, but
you can't get to it in time. Try it again, using the "tap L to slow
down time" move, and you can make it past the grate in time.
The hall here is full of traps, including spikes, spinning blades and
big blocks that come out of the wall. Notice how the blocks will
squish you if you're in that area when they come out. R-run across
the right wall to reach the corner, timing it so you aren't hit by
the big block. All your R-runs here are made against the right wall.
The next bit of hallway has the same sort of problem, except you
can't do the R-run due to a nearby spinning blade. Roll past the
blade and then do an R-run across the wall (this way you move quickly
past the big blocks), timing it so you don't get hurt, of course.
The spikes are the least dangerous trap, so it's lucky they're at the
end.
The next hallway is the same thing, except it's short to try to mess
you up. Roll past the spinning blade and then R-run past the
blocks/spikes, but before reaching the end of the wall (which leads
straight to another spinning blade), jump off to reach the other wall
and quickly roll past the spikes to safety.
You're home free now! Roll under the spinning blade and go across
the spikes to reach the door. Prince puts the medallion in and
becomes possessed again, which means you've got more life.
Go back through all the now-deactivated traps. At the end, R-run up
to left wall to hit the switch there, which opens the door. Roll
through it.
You're back in, well, this big area where you fought the Crow Master.
R-run up the wall to hit the switch by the entrance you just rolled
through. This opens a door nearby. Go through it.
R-run along the wall in a clockwise direction, then slide down the
banner. Remember this room? If not, you JUST went through this
room; it's the one where the Sandwraith just threw an axe at you.
Anyway, go through this room like you did last time (if you need
instructions, they're located above, in this section). Once you go
through the exit, go straight across this area to enter another
building, with spiky poles at the beginning, waiting for you.
You've been through here before, but in case you forgot how to get
through, just dodge past the spiky poles, then roll under the spiky
log, and go left past the left spiky pole (which is the slower one,
which gives you more time to go past it).
Go through the empty halls here and you reach the big set of stairs
that lead to the fortress. Go up them and enter the fortress. At
the top of the stairs is a spinning blade.
Roll past the spinning blade and jump to the wall. Climb up it to
top, then go right across the ledge. Drop down two ledges, then jump
off to reach another hallway. R-run along the wall past the spinning
blades. Bleh...it's kind of boring doing this when you've already
done it before.
Go through this hallway to reach the central hall. It's just like it
was last time, except the big door at the other end is open now. Oh,
yay! Go across the main platform and jump to ledge where the door
was. Save at the fountain there.
Go up the stairs. Some spiky logs block the next set of stairs;
simply go past them when they're at the top of their runs. Roll past
the spinning blade at the top of the stairs and turn right.
There are spiky logs going up and down the walls here. R-run across
the left wall, timing it so you don't get hit by the spiky logs (just
start running when the two spiky logs are at the same level and
you'll be fine).
Roll past a spinning blade and go up a flight of stairs...in this
next area, spiky logs are activated by you stepping on the gray tile.
Do so, and then R-run along the left wall and jump off to reach the
area with the spiky logs.
There are two ledges here. Climb onto the top one and move left
along it. A spiky log gets in the way. So what you have to do is
drop down so you're hanging off this ledge and move left all the way
to safety. The problem is the other spiky log might hurt you, so
time your run carefully (ie. do it when the other spiky log is to
your right).
Okay, almost done, by which I mean, you're almost at the throne room,
which the map says you should do. Roll past two spinning blades, go
up the stairs, and roll past another spinning blade.
Climb up the ladder and then jump off it to reach some sort of lever
thing. Drop down so you're hanging off of it. When the lever thing
reaches the bottom, the door to the throne room opens. Drop down and
run at the door, rolling underneath it to get past it before it closes.
Go in this room. The room has an hourglass (not with sand inside,
but rocks), a barred door, and a circle of circles on the floor. The
woman in red climbs down a ladder and she and Prince have a cutscene.
The woman says, "This is a dangerous place. You should not have come
back." Prince says, "I don't have the...luxury. I must see the
Empress." She simply says, "Impossible." Prince says, "My
mission...it is very urgent. I must see her."
By this time, the woman in red has gone down the ladder and walked up
to Prince. She says, "You don't understand. When the last grain
falls from this hourglass, the Empress will create the sands of time.
No business of yours could be more important than that."
Prince says, "I have come to stop the Empress from creating the
sands." She says, "Then yours is a fool's errand. The creation of
the sands was foretold in the timeline. It cannot be stopped."
Prince is getting sick of her not bothering to help him. He says, "I
just saved your life. Twice. All I'm asking for is some
information. Tell me where the sands will be created."
She points out the barred door and says, "In there...But the room has
been sealed. You cannot enter." Prince muses, "There must be a
way." She says, "Hah! You'd have to do the very fortifications of
the castle. An impossible task."
Prince gets a little philosophical on her and says, "When a man is
faced with his own death, he finds the impossible less of a barrier.
Tell me how." Fortunately for Prince, she does.
"Very well. The gate is controlled by an elaborate clockwork system
located inside the mechanical tower. Even assuming you can reach the
device and activate it, the machine still needs power. As water
passes through the moat, the machine will receive power. But first,
you'll have to fill the moat from the supply in the garden tower.
Activate both towers and the door will open."
We see the things she talks about. Then she hands Prince a sword and
says, "You'll need this. It's more than just a weapon. It also
serves to activate a system of bridges which will grant you access to
the other towers. It won't make a difference, though..."
"What do you mean?" Prince asks. "Succeed or fail -- the outcome is
the same. You will not stop the sands from being created. What it
written in the timeline cannot be changed." Like Prince hasn't heard
that a thousand times already. Prince says, "Thanks for
the...advice."
Prince now has the Serpent sword. Besides being a better sword, it's
a key that lets you get into the two tower things that the woman in
red mentioned. Basically, you're going to go to the garden-themed
tower to get water to go through a moat, then you're going to go to a
mechanical-themed tower to get the barred door to the throne room
open. Jeez, what a pain.
Get the chest hidden left of the left staircase for some artwork.
Then notice the thing on the floor which is a circle made up of eight
circles. Note how two of the circles are lit...this is because
you've gotten two life upgrades. Will something special happen if
you get all the life upgrades and come here? Duh, of course it will!
But what will it be? You'll have to wait and find out.
In the meantime, save your game at one of the fountains here.
004j-The Key and the Lock
---------------------------------------------------------------------
There's not much to do here in the hourglass chamber besides go to
the barred door and here Prince say, "The throne room is so
close...and yet I cannot reach it from here. I'll have to find
another way." So exit the room the same way you came in: by pulling
on the lever thing by the door.
Time to head back to the central hall, which is where the switch
thingy that your new sword activates is. Go down the halls here,
rolling past the spinning blades to reach the two spiky logs.
Jump up so you're hanging off the ledge on the left wall. Move right
along the ledge when the lower spiky log is going right, and as soon
as you are right on the upper spiky log, climb up on this ledge. Go
right to the end of this ledge, and when the lower spiky log is not
in the way, drop so you are hanging off of the ledge below the one
you're on now.
Go right along this ledge, all the way. Climb up and jump off from
the wall to reach another ledge. Jump to the ledge above this one,
and jump to the ledge above that (which you can only hang off of).
Move all the way right across this ledge, then drop down to another
ledge, and then drop down to the floor.
Go down the stairs and roll past the spinning blade at the bottom of
the stairs. R-run along the left wall to get past the spiky logs
(start the run when the two spiky logs are level), then roll past a
spinning blade and under two spiky logs on your way down the stairs
to reach the central hall. Save at the fountain.
Head for the circular metal thing on the other side of the room (if
you were to draw a line connecting the two exits to the room, it
would go straight through this thing), which is the lock or something
like that. Prince sticks in his sword in the lock, making a torch
attached to a lever come up.
Four enemies come up. Now that you have a new sword, they die more
quickly. Kill them.
Okay, you can use the lever/torch to make various platforms rise and
fall in this room. Push the level twice in the same direction
(clockwise or counter-clockwise), which makes the platform leading to
the water fountain go up. It also makes platforms leading to one of
the life upgrade places come up. You might want to save at the
fountain again, because, in case you haven't noticed, getting the
life upgrades is usually tricky.
All right, if you head from the fountain to the lock, you'll notice a
platform lower and to the right of the platform the rock is on.
There's more than one such platform; you want the one closest to the
lock. Get on this platform. Drop so you are hanging off this
platform, and your back is facing the fountain.
Jump off this platform, and you'll reach a wall. Using A, jump back
and forth between these two walls. They're far apart, so Prince is
going down while jumping between them. When he's jumped down as far
as possible, drop to the platform beneath this one (you can use the
down button on the D-pad to see which platform I'm talking about).
R-run along the wall (the jagged one), and at the end (ie. past the
second brown vertical line), jump off to another wall. Here, jump
back and forth between the walls again, except this time, you're
going up.
When you've reached top of the right wall, climb up. If you look
around with C, you can see the door you're aiming for. R-run along
the wall that leads to the wall the door is on, and at the end,
you're going to jump off and again jump back and forth between the
walls, going down.
There are ledges at the bottom of these two big column thingys. Jump
to the ledge that's by the column by the door if you're not there
already, then move right along the ledge to reach the door.
You've got spikes and spiky poles/logs to deal with for the first
trap. When the spiky log (that would be the one going up/down)
starts going down, start going down the hallway, dodging left/right
to avoid hitting the spiky poles.
The next hallway is easier. You've got spiky logs and a spinning
blade. When the last spiky log starts going down, go past the
spinning blade and R-run along the wall past all three spiky logs.
Turn the corner, and get the life upgrade, which still looks pretty
freaky.
Leave the halls here and head back to the door. When you exit it,
climb onto the platform to your left (if you're standing with your
back to the door). Jump off this in the general direction of the
lock. Here, jump back and forth between the close-together walls to
get all the way up to the platform with the lock on it.
Go to the lever and pull it clockwise to get the platforms leading to
the water tower to rise. You can go to either tower now, but seeing
as the woman in red indicated that you should do the water thing
first, that's the one I decided to do first.
Climb up on the newly-raised platform that's closest to you and move
along it to find a smooth wall. R-run along the wall, and then jump
off at the end to reach a ledge. Move right along the ledge and jump
so you're on the ledge above. Jump across to another ledge, and
climb to the ledge above that one. Move left along this ledge, then
jump across to another ledge, and jump to the ledge above to reach
the top platform.
Before going through the door on this platform, climb up the ledges
left of the door to get one of the chests that unlock artwork. Then
go through the door and kill the two enemies who are waiting for you.
Go through the hall, rolling past the spinning blades. You go
outside. Step on the switch to make platforms appear. Go across the
platforms.
Uh oh, they retract too quickly, and you fall! Keep going across the
floor anyway to reach a chest with hidden artwork, and some
sand-containing jars. Get them (if you need the sand, that is) and
then go back to the switch by climbing up some ledges.
This time, tap "L" before hitting the switch to go in slow-mo. This
way there is enough time for you to get across the platforms. You
wind up stuck on a wooden platform.
Press down on the D-pad to see some poles. R-run up the solid wall
and jump off to reach a pole. Move along the pole so you are facing
the switch on the wall. Swing to another pole and then swing to the
switch, then let Prince fall down to the platforms that pop up.
As soon as Prince hits the switch, quickly hit "L" to go slow-mo and
then race to the end. Depending on the timing, you may have to jump
to get around the last corner. If you mess up, you can go back and
try again, and there are two more sand-filling jars for you on this
side of the wooden platform. You may want to try R-running across
the wall, as it's faster than normal running.
Once you make it, save your game at the fountain.
004k-The Water Maiden
---------------------------------------------------------------------
Go along the passageway to reach the garden hall, which is a big,
gardened area. Prince says, "So Babylon is not the only place in the
world to discover the wonder of hanging gardens. Ours, however, do
not provide sanctuary to monsters."
Kill the enemies who are waiting for you, who are new enemies, as you
might suspect, who are more resistant to your new sword. It's not
too tough of a fight, because there's water all around, and you can
drink it to refill your health.
Once you're done fighting, head back to the entrance of the room.
Hey, there's a ladder near the door! R-run up the column right of
the doorway (if you're looking at the doorway), then jump off to
reach the ladder. Flip to the other side of the ladder and climb up.
Hey, it's the Crow Master! We haven't seen him for a while, have we?
Well, he certainly didn't spend his time away from Prince training,
as he is as easy as ever to beat. Beat him and he flies away.
Climb up the ladder here to reach the Crow Master. Gee, he didn't
fly too far away, did he? Beat him again, and he flies off again.
You can see where he is by looking around in first person view.
Instead of going to the Crow Master, let's get some hidden artwork.
Look in the direction of the ladder you just came up to see a
platform that is level with the one you're on. Jump to it, then get
to the far corner of this platform. R-run right along the wall here
to reach a rope.
Continue R-running along the wall, in the direction you were going
before, and jump off when you're over the banner. You reach a small
area with crows and a hidden artwork chest.
Jump to the banner and slide down it to reach a ledge. Move all the
way right along it, then drop down. Get the artwork chest that is
hidden in the grass here. Then go back to the platform where you
fought the Crow Master for the second time.
Now we're going to finish off the Crow Master. R-run along the wall
to a rope, then R-run along the wall in the same direction and jump
off to reach the Crow Master. Kill him.
R-run along the wall towards that big statue there, and jump off near
the end to reach a bar. Swing from the bar to a doorway and go
through it (that's really the only thing you can do from the bar).
This room is pretty boring. Jump across to the ledge, and move left
across it. Drop to the ledge below, and move left across it. Then
drop down multiple ledges until you reach the floor.
Kill the enemy on the floor that is waiting for you, then get to the
opposite side of the room. Now you have to do the same thing, but in
reverse. R-run up to the first ledge, then jump up two ledges.
Move right along this ledge and jump up to another ledge. Move right
along this ledge, then jump up to another ledge, and then jump across
to reach the exit.
Save your game at the fountain, and go outside. You'll see where
your general destination is for this point. Move the torch counter-
clockwise so it faces the door you didn't just come out of, and the
door opens. Go through it and go through this area to reach an
enemy. Kill him.
Fight time isn't over, though. Go up the stairs, and fight four more
of these enemies (officially, they're "raiders", and I guess they're
upset because they never win the super bowl). When they're dead, you
get to fight four shadows. Yay! You can, if you're sneaky, head
back to the fountain for a life refill (rotate the torch to open the
door to get to the fountain) and then continue the fight.
Once all the enemies are dead, it's time for a life upgrade. Move so
you are standing in the archway that led to this room. Turn left and
go along the wall. In the corner, the railing is missing. Go off
edge, so you are hanging from where the railing should be.
Drop down so you are hanging off the ledge below and move all the way
right along this ledge. Drop to the ledge below and drop off it to a
platform. R-run right along the wall to another platform.
Go through the entranceway, and down the hall. At the big gap, get
to the end of the ledge against the right wall. Drop to the ledge
below, and move left across it. Jump across the room to another
ledge, then drop down to the ledge below. Move all the way left
along this ledge, then drop down to the ledge below, and drop down
from that ledge to the floor.
Turn so you're facing the gap in the floor. See the pole sticking
out of the right wall? Jump to it, then swing off it to reach the
other side of the room, where there are sand jars if you need them.
More ledge fun. Turn towards the big gap, then get to the end of the
ledge against the right wall. Drop to the ledge below, and move left
across it. Jump across the room to another ledge, then drop down to
the ledge below. Move all the way left along this ledge, then drop
down to the ledge below. Move all the way left along this ledge and
drop to the ledge below. Drop from this ledge to the floor.
Now for the trap-filled hallways. The first hallway has a spiked
floor, with knives that pop out of the wall and come at you. Go
across the floor, and roll to go underneath the knives.
The next hallway has spiked floors, a spiky log, and a spinning
blade. Start down the hallway when the spiky log is headed towards
you, then roll under it when it comes and roll past the spinning
blade.
The next hallway has spiked floors, spiky poles and the walls with
knives coming out. Dodge past the spiky poles on either the right or
the left, then roll under the knives when they come for you. Start
the run when the pole closest to you hits the black circle. As an
alternative, you can use the slow-mo power to get through these
areas with less trouble.
The last hallway has a spinning blade, spiky log and spiked floors.
Roll past the blade and the log when necessary to get to the end,
where you can get the life upgrade. It works, and Prince is just as
freaky as ever.
Get back to the area where the fight was, by going up the various
ledges, which is too boring for me to want to detail. See the big
stone column that is facing the archway you entered this area from?
Good. Go around this archway to find a hidden artwork chest.
Go back around this archway, and R-run up it to reach one of those
levers you used to get into the hourglass chamber. Hang off this
lever, start slow-mo by pressing "L", then run to the platform that
is slowly going back down, R-run up it to get on top of it, then
R-run up the wall to a ledge.
Climb up the ledge and jump away from the wall to reach a branch.
Climb all the way down the branch, in the direction of the archway.
Jump from this branch to a stone thing coming out of a column.
Go across this thing, so you are left of the column (ie. inside the
archway). Jump off to a pole, and swing from the pole to another
column. Move left along this thing, across a railing. Hey, you can
see a ship in the distance! Cool. Anyway, move all the way along
this thing to reach a beam.
Jump off this beam to a pole, and swing off it to reach a branch.
Move to the end of the branch (the end furthest from the tree trunk).
Jump off from here to reach a rope on the wall.
R-run with the rope in the direction of a pole in the wall (towards
the big stone column thing that had the hidden artwork chest behind
it). Swing from the pole in the same direction to reach a column.
Move all the way right along this column, then jump off to reach a
beam. Go to the platform the beam is hanging off of to meet the Crow
Master again. Beat him and he flies off.
If you look up, there is a platform above, but only three columns
supporting it (hmmm...). Climb up the column that is closest to the
ship in the distance. Jump to the ledge above, move left along it,
then jump to the platform on top.
The switch here opens a door, but you can't get through it (yet)
because the door closes too quickly for you to get to it, even if you
used slow mo.
Look around for the Crow Master, who is on a platform with a lever.
Jump to this platform and fight the Crow Master, then R-run up the
wall and jump off to reach the level to pull it down and lower a
bridge.
Jump back to the platform with the switch, and go across the
recently-lowered bridge. There's a box there. Use R to grab a hold
of the box (like you do with levels) and then push or pull the box
onto the switch to keep the door opened.
Go back down to where the Crow Master is (where you fought him first)
and kill him. Then go along this area, through the now-open doorway
to reach a torch/lever, which is your destination point. Hoo-ray!
Push it clockwise to let water start flowing freely, not through the
moat like you want to (to power the machine that is the second
tower), but into the garden hall. Dang. Looks like you have more
work to do in this tower.
Drop down to where the water is flowing, and jump up to reach the
ledge at the end of the wall. Move left all the way along it, then
drop down to reach a platform.
Go onto the beam leading off of this platform. Hey, the doorway on
the other side of the platform looks suspicious. When you get the
sword that breaks walls, you probably can break through that doorway
for something secret. But you can't do it now, so go onto the beam
that faces towards the wall with a rope on it.
Jump to the rope and slide down it, then drop off of it. Push the
torch/lever clockwise to open the door to let you back inside the
fortress.
Save your game at the fountain here.
004l-Water and Gardens
---------------------------------------------------------------------
Okay, time to head back to the garden hall. Jump across to the ledge,
and move left across it. Drop to the ledge below, and move left
across it. Then drop down multiple ledges until you reach the floor.
Kill the enemy on the floor that is waiting for you, then get to the
opposite side of the room. Now you have to do the same thing, but in
reverse. R-run up to the first ledge, then jump up two ledges.
Move right along this ledge and jump up to another ledge. Move right
along this ledge, then jump up to another ledge, and then jump across
to reach the exit.
No, you're not feeling deja vu, which is a game I wrote a guide for
(both Deja Vu One and Two), I repeated those instructions from last
time you went through the room, the room is symmetrical (which is a
geometric palindrome), so those instructions get you through the room
no matter which end you enter from.
Now you're at the exit, so drop so you're hanging off the ledge that
leads to the garden hall. Move left along this ledge, then drop down
and slide down the banner to the floor.
Hey, you've got some more enemies to fight! Yay. More importantly,
there are four torch/levers here that control the water flowing
through this room. Kill the enemies, and then it's torch-movin'
time.
There are two big statues in this area. Here's a map of the room,
with S for statue and T for torch/lever, and Entranceway being the
entranceway to the room (the one with the ladder nearby it).
S S
T T
T T
Entranceway
Note: Map is not to scale.
Using the map to locate the torches, move the upper/left torch
clockwise once and move the lower/left torch clockwise twice. Water
flows to a statue, and will flow out of the statues mouth to lower a
platform.
Move the two torches on the right clockwise twice so the same thing
happens; that is, water flows through to the other statue, and it
will flow from the statue's mouth onto a platform, lowering it. This
opens an exit to the room, located directly opposite of the
entranceway.
Go through the newly-opened exit. You reach a hall with weird black
holes in the walls. Are those mouse holes for gigantic mice? I'm
not sure what they are...Anyway, at the end of this hall is a
bottomless pit.
Simply press down on the D-pad to see some ledges. R-run up to reach
the first ledge, then climb up on it. Move left along this ledge and
jump to the ledge above.
Move all the way left along this ledge, then climb up it and jump to
the ledge above. Crows attack you right about now. Kill them, then
jump across to another ledge, then jump up to another ledge, jump up
to another ledge, then jump off of the ledge to reach a hallway.
Go down the hall to reach a water doorway, which means you've reached
a Time-Warp room. I'm sure the Time Warp Trio is jealous of you.
Anyway, activate the time-warp power by pressing the four switches in
the correct order. Then travel to the present.
You get a new move, Breath of Fate, which is a ground attack used to
hurt enemies, most effective when you're surrounded by more than one
enemy. All you have to do is press and hold L while you're blocking
with R to use it.
Now that you're back in the future, save your game at a fountain.
Exit the room and go down the hall, killing the two enemies who are
there along the way. At the end of the hall, jump to the ledge on
the other side.
Move all the way left along this ledge and drop to the ledge below.
Move all the way right along this ledge and drop to the ledge below.
Jump across to another ledge, move right along this ledge, drop to
the ledge below, drop so you're hanging off this ledge, move all the
way right along this ledge, drop to the ledge below, move all the way
right along this ledge and drop to the ledge below. Basically,
you're just going down the various ledges until you reach solid
ground.
Go through the hall to reach the garden hall. There are five enemies
here for you, but some of them don't come to you. Kill the ones who
do.
Prince notes that, "It seems the vegetation has taken its toll on
this part of the tower...it's completely overgrown."
Locate the stone block in this area. If you're standing on the
stairs which lead to the hall that leads to all the ledges you went
down (with your back to these stairs), it's against the left-hand
wall. It's rectangular and not covered in moss.
Climb on this block, then R-run up the wall and jump off to reach a
beam/archway thingy. Climb up it and get to the end of it (the end
leading towards the entranceway of this area), and jump off in that
direction (towards the entranceway) to reach another beam. Get to
the other end of this beam and jump in the same direction.
Walk along this beam, going along the curve. At the end, jump off
towards the entranceway to land in the area where you fought a Crow
Master. An enemy attacks you.
Drop off so you're hanging off this platform (hanging off on the side
leading to the entranceway, not the side you reached this platform
from). Move all the way right, then climb up two ledges. Move all
the way left along this ledge to reach a platform with enemies on it.
Climb up and kill the enemies.
Some of the enemies are new. They're shimmery enemies, and they're
basically just mini-Bitches, but mostly invisible. You can throw
them and the other enemies off this platform with a Y + Y throw.
When the enemies are dead, R-run along the wall to reach a branch
(only one wall to do this off of). Climb on top of the branch and
walk to the other end of the branch. Jump off the branch to the
ledge on the wall (this jump is made away from the wall the branch
you're on touches).
Move to the right end of this ledge and drop down onto a branch.
Move to the end of the branch and drop down onto a beam/archway.
Go to the end of the archway, traveling towards the statue. At the
end of the archway, jump up and onto the platform at the base of the
statue (the one the statue used to drop water onto).
Walk towards the statue and jump to the branch that's hanging above
you. Climb on it, and get to the other end of the branch. Jump up
to reach the platform that leads to the symmetrical hallway.
Jump to the ledge on the other side of the room, move left along this
ledge and drop down to the ledge below. Move left along this ledge
and drop down to the ledge below. Move left along this ledge and
drop down two ledges.
Jump off of this ledge to a branch. Follow the branch along to the
end, then jump up to reach a ledge. Move all the way left along this
ledge and drop down onto a branch. Follow the branch all the way
along to the end and jump off to reach a ledge on the wall.
Hmmm...isn't it odd that the tree grew in such a manner that it
retained the symmetricality of this room? And isn't it odd I used
symmetricality, even though it's not really a word? No matter. Move
left along this ledge and jump up two ledges. Move right along this
ledge and jump up a ledge. Move right along this ledge, jump up a
ledge, then jump across to exit this room. Save at the water
fountain.
Go through the entranceway to see that, hey, an entranceway is now
open! It leads to the waterworks, which is where you want to go, to
get the water going to the moat. So that's our general destination
for now.
Kill the enemies who are waiting for you. Since this platform is so
small, it's easier to fling the enemies off the platform than it is
to fight them (remember, you can fling an enemy with Y + Y + a
direction to fling them in).
Once the enemies are dead, drop to the ledge below (directly opposite
the doorway). Drop so you're hanging off this ledge, then move right
along it. At the end, drop to the platform below. Drop so you're
hanging off this platform, and go all the way right across it. Then
jump off this ledge to reach a platform. Climb onto this platform
and drop to the platform below for another enemy fight, with a raider
and two mini-Bitches.
There are two grass-covered platforms connected to and higher than
this platform that you're on now. Climb onto the higher one, then
onto the ledge against the wall, and onto the ledge above that one.
Move all the way left along this ledge, then climb up. Walk straight
forward to climb onto what appears to be part of a broken bridge. At
the end, R-run along the wall, and jump off at the end to grab onto a
ledge. Climb up the ledge to reach a platform.
There are enemies on the platform, the shimmery ones, but who wants
to fight them? Climb onto the small platform left of the ledge you
just climbed up, and the enemies are unable to attack you. Climb to
the ledge on the wall above this platform (R-run up to reach it, as
Prince might be facing the enemies, which means the usual A-jump to
reach the ledge will instead be an A-jump at the enemies).
Jump off the ledge to reach a tree trunk. See the branch sticking
out of a tree? Jump to it. In case you don't, just move left once
along the trunk and then jump off.
Climb on to the branch if you're not on it already, and jump right
off it to reach a branch that works as a bar. Swing off it in the
same direction as the jump to this branch, and you reach an archway.
Climb on it, and move to the other end of it. Jump off directly
ahead to reach a ledge at the bottom of a column.
Move all the way right along this ledge and drop to the platform
below. Get on the beam sticking out from this platform, and jump off
it to reach a branch. Swing from this branch in the same direction
to reach the top of another column.
If you look left, you'll see enemies off in the distance. Jump to
the branch in between the platform you're on and the platform they're
on, then swing to the platform they're on. Kill the enemies, which
are three raiders and a mini-Bitch. You can spin around the stump on
this platform to make short work of them.
There are two walls you can R-run off of here; one R-run would be to
the right and the other would be to the left. Do the R-run that
leads left, which takes you to a beam.
Climb onto the beam and you reach a platform with some sand in jars
and a water fountain. Get the sand and save at the fountain. If
necessary, quit your game and start it again so the sand jar is back
and then break it for more sand. You can repeat this trick as many
times as you like, but you really only need to do it until you have
all the sand you can hold, which is three things of sand for now.
R-run up the wall right of the fountain (the side of the fountain
that doesn't have the sand jars). Get to the end of this beam thing
(the end away from the wall) and jump to Prince's left to reach a
tree trunk. Here, jump from tree trunk to tree trunk, and at the
fourth tree trunk, jump to a branch.
Climb onto the branch and walk along it to a platform, which has some
enemies on it. Kill them. R-run left along the wall towards the
exit to this place. You reach a ledge. Move left along it and climb
up, and go through the exit, which is actually a hallway.
At the gap in the hallway are the big crushing blocks. As soon as
they pop out, jump to the first one, then jump to the second one and
then jump to the other side of the hall where there's a save
fountain. Save your game and exit the hallway.
There are two more crushing blocks to jump on. As soon as they pop
out, jump to the first one, then jump to the second one. Then R-run
along the left wall to reach a rope. R-run with the rope in the same
direction as your last R-run and jump off at the end to reach a tree
trunk. See the spiky log? Jump off in the direction of the spiky
log (when it is at the bottom of its run, of course, so you don't get
hit) to grab a pole.
Slide down the pole and go through the doorway, where you get to
fight the Crow Master and one of shimmery enemies. Beat them, and
then exit the room, along the beam that sticks out from the exit.
Jump straight ahead to a pole. Climb up it and spin around so Prince
is facing the exit he came out of, then jump off to reach a platform.
R-run left off this platform to reach another platform, higher than
this one. Jump off this platform to reach a pole, in the same place
the other pole was relative to the platform. Climb up the pole and
jump off to reach a beam leading inside the building.
Fight the two shimmery enemies who are waiting for you inside, then
exit the building. Prince looks around and says, "I've found the
right place...but at the wrong time. I'll need to return to the past
if I want to activate this tower." Crow Master makes a mean face at
you from the distance.
Stupid Crow Monster. We'll show him what for. R-run along the wall
(the wall with green stuff growing on it) to reach a platform. Jump
from this platform to a pole. Jump from this pole to a tree trunk.
Now you might think you have to jump to a pole next, but turn around
so you are directly opposite that pole to see that you are actually
going to jump to a bar. So slide down this trunk and jump off to the
bar.
Swing from this bar to a pole. Climb up the pole and jump off in the
direction of your last jump to ream a beam. Climb on it and walk to
the platform. Get on the other beam on this platform, and jump to
the bar. Swing from the bar to the other platform to face off
against the mean old crow master.
Unfortunately, you don't get to fight the Crow Master. The Dahaka
shows up, grabs the Crow Master, and knocks you to the side.
Even though he throws you aside, the Dahaka is still going to kill
you. Time for a big chase sequence. If you don't run fast enough,
he'll kill you! But don't worry because you can always try again.
First, R-run left to reach a ladder. Slide down the ladder and jump
off it to reach a bar. Quickly swing to another bar and to another
bar and to a platform.
Climb onto the next platform (go towards the wall) and head towards
the corner. The floor breaks off, so R-run along the wall and you
enter the building. R-run along the same wall at a gap in the floor,
and at the next gap in floor, you guessed it, R-run along the wall,
and you reach an exit.
Go out the exit, and R-run right along the wall to reach a ladder.
Slide down the ladder and R-run left along the wall to reach an
entrance to the building, directly below the exit you just came out
of.
Break the barrels in your way (don't worry about breaking both, just
break a barrel so you can get through because the Dahaka is still
chasing you. Run forward and R-run up to the next platform. Turn
the corner and R-run up either wall at the gap.
A barrel is in your way, so move towards the center of the room past
the barrel and climb up and continue running. Break a barrel
blocking your exit and run through the hallway.
After you make your first left turn of the hallway (when the walls
stop being the same distance apart), R-run along the right wall to a
rope, and continue the R-run to a platform on the opposite side.
The Dahaka gets made and breaks a wall, but the chase isn't over yet.
Go down the hall and jump at the end to reach a ladder. Slide down
the ladder and fall off at the end.
Run down the hall to reach a warp room. Get through the water and
the Dahaka's plans of killing you are foiled. Hit the four switches
in the right order, then travel back to the past.
You get a new sand tank, which is nice. More importantly, you're in
the past, and if you remember, Prince found the right place at the
wrong time. So now that you're at the right time, it's time to get
back to the right place.
But first, save your game, because you probably don't want to do that
big Dahaka chase again. Besides, there will be more chases to come.
Exit the room and head down the hallway. Two raiders are waiting for
you. Climb up the ladder at the end of the hallway, then jump off to
reach another ladder (this would be the ladder you slid down). Climb
up to the top and jump off it.
Hey, Crow Master is back! Didn't the Dahaka kill him? Well, that
was in the present, and now you're in the past, so it's okay for him
to still be alive! Beat him to change that.
R-run along one of the walls to a rope, and R-run with the rope to a
platform. You see your destination. Start heading right, and flip
over the rail to your right. Jump off it to a bar, then swing from
the bar to another bar, then swing from the bar to a platform with
two raiders on it.
Kill the raiders and go through the exit to this platform, which is a
boring hallway. The exit of the hallways is closed off, except for a
levered door, so climb up the ladder, jump off, depress the lever and
then quickly go through the door.
Go through the hallway, which has two raiders in it, then exit the
room. You're back outside. Go along the ledge to the right, and at
the end, jump up two ledges. Move right along this ledge and pull
yourself onto the platform. Climb up the ladder to reach a platform.
You need to R-run left past the three buzzsaws. Start the R-run when
the buzzsaw furthest from you is at the top of its run. Go inside
the building. You've got more buzzsaws to deal with. R-run along
the right wall when the buzzsaw closest to you starts going up, and
jump off at the end to reach a fountain. Save your game.
R-run up the wall here and climb up. Go through the doorway to reach
the garden waterworks. Yay! We're where we're supposed to be now,
right? Right. All we have to do get the water flowing through the
moat, and we're done with this tower!
The door shuts behind you. Kill the enemies, which are a pair of
raiders and a pair of shimmery enemies on each side of the room.
Kill them, and get the hidden artwork chest, near a corner of this
room (directly opposite the door).
Now you have a puzzle to get the water going, but it's not too hard.
Turn the torch/lever twice in the same direction (either direction)
and two things will point left now. Approach the taller of these two
things (it has a thing you can climb up on at the bottom). R-run up
it.
Walk onto the beam that is facing left, and jump off it to a pole.
Climb up the pole and jump off it towards the crack in the wall.
Move left along this, and drop down. Then R-run along left along the
wall to a rope. R-run with the rope to reach a torch/lever.
Move the lever clockwise once, and two things point in that direction
(the smaller one points straight at a tree). Get on the beam leading
off this platform and jump forward to a platform. Get on the long
beam leading off this platform, and jump off it to an archway.
Get on the other side of the archway (yes, this room is symmetrical
as well), and jump from the beam on that side to the long beam of a
platform. Jump off the right beam of this platform towards a lever.
Move the lever twice in any direction so two things point at the wall
with circles (pipes) coming out of it. R-run left along the wall to
a rope, then R-run with the rope to the circular alcove in the corner
of this room.
R-run up to the ledge on this alcove, and move left across it. Jump
off from it to reach a pole, then jump left off the pole to the long
beam of a platform.
Jump from the long beam right at the wall with the circle/pipe.
Climb up and get the hidden artwork chest. Drop down to the tiled
floor and roll underneath the door.
You reach a torch. Push it clockwise, and water starts to flow.
Yay! But you're not done yet! Boo! See, the platforms you moved
were part of the water flow path, so you need to move them back into
their proper places to get water to the moat.
But let's get a life upgrade first, okay? Climb onto the platform
with plants, then R-run up the wall to see a higher platform. Climb
up to it, and climb to the platform higher than that. Then go
through the entranceway to find the trap-filled hallways.
Um, these trap-filled hallways are...lame. Not a lot of effort put
into this one. The first hallways has spiked floors and a spiky log.
That's it. Start going through when the spiky log is at the top of
its run, and you'll be fine.
The next hallway has spiky floors and three spiked logs, which are
running the same way. Start running when the spiky log closest to
you is at the bottom of its run.
That's all the traps, so go get the life upgrade, and it is still way
freaky. Now exit the hallway and get back to the torch/lever you
pulled to get water flowing. Roll under the doorway again, and climb
up to the platform above.
While over the circular pipe, jump to the platform with the long
beam. Notice how water comes out of the long beam, so whatever
direction the beam points it, that's the direction water flows.
You're going to basically retrace your steps to get back to the
ground here. Jump to the pole, to the ledge in the wall, move right
along the ledge, drop down, R-run right along the wall to a rope,
R-run with the rope to a torch/lever.
Move the lever twice in the same direction (either direction), which
gets water flowing into a pipe on the floor, so now water comes out
of the small thing, but the small thing is not dropping water onto
the pipe by it. Oh, gee, what a shame.
Get onto the beam and jump to a platform. Jump from the long beam on
this platform to the archway. Hey, did you notice that if water was
going into the platform you just jumped out of, it would flow out
into the pipe leading to the moat?
Get to the other side of the archway, and some enemies come in. Get
on the beam on the other side of the archway and jump forward to the
platform. Jump from the left beam of this platform (towards the
tree) to reach a platform with a lever/torch.
You might think you should pull the lever/torch, but it's facing the
same direction as the torch opposite on the other side of the room,
so it's okay. R-run along the wall to a rope, and R-run with the
rope to the circular alcove in the corner.
R-run up to the ledge on the right side of the alcove, and move right
along it, then jump off it to reach a column. Slide down the pole,
and jump off onto a platform thing with water flowing out of it
(flowing out of the wrong side, oh no!).
Kill the enemies who are waiting for you (four raiders, a shimmery),
and move the torch/lever in the center of the room twice in either
direction. Water will now flow freely though the pipes to the moat.
We see a locked door and a chest, but we can't get to it yet. More
importantly, we see that one of the bars on the door to the throne
room is unlocked.
Now that we're done here, exit the room and drop down to the fountain
below and save your game.
004m-The Second Tower
---------------------------------------------------------------------
R-run up to get back on the platform above, then R-run along the left
wall to a small circular platform in the corner. R-run along the
wall past the buzzsaws when the buzzsaw closest to you is at the
bottom of its run.
You reach an exit to the building, guarded by two raiders. Boy,
these guys don't know when to give up, do they? Kill them and the
two shimmery enemies who follow, then exit the building.
You need to R-run past those three buzzsaws again. Start the R-run
when the buzzsaw closest to you has just passed being level with your
platform, going down. Then slide down the ladder and drop so you're
hanging off this platform. Move left across it, then drop to the
ledge below.
Drop to the ledge below this one, and move left to an entrance to the
building. Kill the raider who is waiting for you, then enter the
hallway.
The door is one of the doors controlled by a lever, so climb up the
ladder, jump off to a lever, depress it, and quickly get through the
door before it closes.
Go through the hallway and kill the raiders at the end. Flip over
the railway, and jump off to a pole. Swing from this pole to another
pole, and swing from that pole to another railway. Flip over it, and
you get to see the way to the entranceway (you're in the garden hall,
in case you didn't know).
Kill the raiders who are waiting for you, and get to the area
directly opposite this in the room (it's the only place here where
there is partial railing, that is, there's railing, but it is not
complete).
R-run along the left wall, using the break in the railing to do so.
You R-run to a rope, R-run with the rope to a platform with a
raider on it. Kill the raider and get the hidden artwork chest.
There's a symbol on the wall; R-run up the wall to light it, which
makes a platform come out of a wall. R-run back along the wall to
the rope and R-run with the rope (don't waste time by running back
towards the switch and then to the platform that comes out of the
wall again) to where the platform that is out of the wall is.
Run this platform and R-run up it. Then R-run up the wall and jump
off to reach a pole. Move all the way to the end of this pole, the
end that is touching the wall.
Swing towards the ledge on the wall, and climb up it. Move all the
way to the other side of this ledge, then jump across to another
ledge. Move all the way to the other side of this ledge, and jump
across to another ledge. Move all the way to the other side of this
ledge and drop down to the floor.
Slide down the ladder here, which must have been newly installed.
Drop off this platform to the platform below, which has the Crow
Master on it.
Climb down the ladder going off this platform and drop to the ground.
Go through the entranceway to this room, which is the exit you're
nearby and start heading down the halls. Save at the fountain if you
want to, and continue going down the halls, past the area with the
retractable floors you had to go slow-mo across.
When you're back inside, roll past the spinning blades to meet some
enemies. These old enemies are so easy to kill now, compared to the
raiders. Then go through the exit to reach the central hall.
The woman in red is waiting for you. Cut-scene time!
She says, "Oh...it's you." Prince notes that, "You seem surprised to
see me..." She says, "Surprised only that you insist on prolonging
the inevitable."
Prince asks, "Why...did do you help me? Over anyone else? How
should I react? These things happen to other people...they don't
happen at all, in fact." Okay, not really. All he says is
"Why...did you help me?"
The woman says, "I...don't know. I guess half because you remind me
of the Empress, or who I wish she could be." "What do you mean?"
Prince asks. She says, "Like you, she knows her own fate. She's
seen it in the timeline. But where you fight it, she has submitted.
She accepts it. They say knowledge is power, but I say it is a
poison. Knowing the date and manner of her own death torments her.
The closer it draws, the greater her pain."
Prince asks, "And you wish she would fight her fate, like me?" The
woman says, "Maybe it would give her something to live for."
There is a pause, and Prince says, "You said there was only half the
reason. What's the other half?" She says, "I have known my whole
life that what is written in the timeline cannot be changes. Yet
something inside me wants you to succeed."
Prince asks, "And do you think I will?" She says, "No. But I admire
you for trying." She gives Prince a new sword.
"Thank you," he says. As she turns away, he says, "Your name...I
haven't even asked you your name. I've been so..." She interrupts
and says, "It's Kaileena. You should go. The hourglass is more
than half empty...You should go. You haven't much time."
So now we know her name (Kaileena) and that she thinks you should go,
seeing as she repeated that twice (although I think that might have
just been my copy of the game messing up).
You have the lion sword, you can hold B for charged attacks. Sweet.
Turn the lever/torch in the center of the room twice in any direction
so it is now over the gear drawn on the floor.
Jump to the platform with the fountain on it, and R-run left off this
platform and jump off at the end to reach another platform. Then
R-run along the right wall to a ledge.
Jump to the ledge above (if you landed on the lower ledge), then move
left along this ledge and climb to the ledge above. Move to the left
end of this ledge (moving towards Kaileena) and jump off to a
platform.
R-run up the wall here to reach another platform and jump to the
doorway. This is a hallway with a lever activated door. Pull the
lever down, then tap L to start going in slow-mo, then roll past the
spinning blades and under the door.
Once past the door, R-run along the wall to get to the wall with
candles (directly opposite the door). Jump back and forth between
the two walls here to get to the platform above.
There are two buzzsaws in front of a ladder. The buzzsaws move back
and forth, but pause for a moment when they reach the sides of the
room. During one of these pauses, run past the buzzsaws to the
ladder.
Climb up the ladder to the top, and move left along the ledge until
you're over the buzzsaws, then jump off the ledge onto a platform.
Move past two crushing blocks (which is easy) to make it to a
fountain. Save your game here.
Go down the stairs and kill the three enemies here, who are way too
easy now. At the end of the room, there is a ledge that is against
the wall. Walk all the way along this ledge, and drop so you're
hanging from the ledge below.
Shimmy all the way left along this ledge, and drop down two ledges.
Drop so you're hanging from this ledge, move right along it, and
then drop to the floor.
Kill the ten enemies who are waiting for you in this open area here,
and a big bad guy comes out. This guy is known as a brute. Besides
from being big and nasty, he's got heavy armor, which makes him hard
to kill.
Brute likes to stomp around and smash things. Fortunately, he's not
too fast, so you can roll around him to avoid getting hit.
To defeat Brute, you want to hit the back of its legs, which are not
too well-protected. After you hit its legs enough, it collapses onto
one knee. Run up its back by pressing A while running towards it.
Now that you're on Brute's back, start pressing B to whack at its
helmet. If you do this enough times, you break the helmet and Prince
stabs his sword into Brute's head, killing it. A good plan is to use
slow motion so you can get in as many hits as possible.
When Prince is on Brute, it will try to throw you off by grabbing you
with one arm. When it starts to grab for you, quickly stop hitting
Brute and move to the other side (ie. away from the arm) so it
doesn't grab you.
Killing Brute opens a door and releases two more of the lame enemies
to fight you. Kill them and go through the door. Inside is another
door, which is shut, strangely. Get the hidden artwork chest that is
to the right of the stairs leading to this door.
Head left past the door down the halls here, and you find a switch on
a wall. R-run up the wall to activate the switch, which raises a
platform. R-run up the platform, then R-run up the wall to a ledge.
Climb on this ledge, move left along it, then climb to the platform
above, which has a fountain on it. Save your game at the fountain.
004n-Clockwork and Gears
---------------------------------------------------------------------
The exit to the room is right across from the fountain, on a beam
leading out of the room. Prince says, "I've never seen such a large
clockwork mechanism like this before. It is as if the entire tower
was some tremendous machine. But to what purpose? I wonder..."
There's some sort of revolving thing blocking your way, but jump
ahead anyway. If it blocks your way, you drop back onto the beam, so
try and jump again.
Once you make it, you get a random look at this place, and some
enemies realize you exist. Hurry up and kill the three of them.
Directly opposite of the beam you jumped to are some poles that are
moving up and down, along with the clockworks. Jump to the first
pole, and when it is down, jump right to another pole. Jump right to
another pole, when that pole is down.
When the pole is up, jump right to another pole, and jump from that
pole to the wall. Prince lands on some wooden thing. Jump right off
of it to a platform with an enemy on it.
Kill the enemy, then R-run up the wall to activate a switch, which
moves the wooden thing to the left. R-run along the wall to the
wooden thing, then drop so you're hanging off of it. Move left to
the other side of the wooden thing, then climb up and jump off it,
before it moves back to where it originally was.
When you jump off the wooden thing, you reach a bar. Swing from the
bar to the corner of the room, where there is a torch/lever. Push
the lever counter-clockwise, which moves the position of the bar.
Jump to the bar, and swing on it.
A bar that moves up and down is ahead of you. When it is down, jump
to it, then ride it up, and when it is up, jump off to a wooden
railway. Flip over the railway to a platform.
A new enemy, the Spike Beast, is waiting for you. These are strange
beasts that pounce on Prince. It takes about three hits to kill
them. When they are about to die, they glow orange/yellow. When
they do die, they don't die in the normal fashion, but instead
explode, which hurts you. Get away from them when they explode.
Kill the three spike beasts, then jump up to grab the lever that is
hanging over the doorway. This lifts the platform in the middle of
the room up to your level. Jump to this platform and fight three
more spike beasts.
On the upper/left corner of this platform (if your back is to the
doorway where the lever you just pulled was) is an incomplete beam.
Jump/climb up it, and get to the end of the beam closest to the pole.
Then jump towards the wall.
You land on a beam sticking out of a strange structure. Climb up on
it and move towards the structure, then move right along the ledge.
Jump to the ledge above, and then jump so you're hanging off the
ledge above. Move all the way left along this ledge, that's right,
all the way, then drop down and you barely avoid plunging to your
death by grabbing onto the end of this platform.
Climb onto the platform, and kill the enemy waiting for you. Get
the hidden artwork chest, then climb up the ladder that is against
the wall. At the top of the ladder, move right so you're hanging
off the top of this strange structure, then climb up it.
Move along this strange structure to the end, ignoring the beam that
sticks out to the left. Then jump towards the wall, at the ledge.
Drop so you're hanging off the ledge, then move left to the end of
the ledge, climb up, then jump off from the wall to a bar.
Move along the bar so you're against the wall. See the rotating
thing in the corner? It stops for a bit halfway every rotation.
Swing to it when it's stopped to reach the ledge on it. Stay on it
while it rotates, and jump off when it stops again to reach the
corner of the room, which has a torch/lever.
Push the lever clockwise once to change the rotation of some gears.
Jump from this platform to a bar (it is in the direction opposite of
the one the lever is pointing at). See the rotating gears? Jump to
them when they're not moving.
Ride the gears left, and on the other side (or at the second stop in
the rotation), jump to a bar and swing from the bar to the corner.
Step on the switch on the floor, which makes some wooden thing come
towards you.
R-run left along the wall (the wall you didn't come to the corner
from) towards the wooden thing and jump off at the end where you kill
the spike beast. You don't have to worry about the spike beast,
because Prince holds out his sword while running in a manner so that
it is impossible not to kill the spike beast.
Wait a while, and the wooden thing moves back to the left. Jump
towards the wall to reach a ledge, move left along the ledge and then
drop down to a platform with two spike beasts on it.
Kill the spike beasts and go through the doorway to a room with a
lever inside. Break the containers for sand, then R-run up the back
wall and jump off to reach the lever. Pulling it raises the platform
in the middle of the room to your level, again.
Get to this platform, where there are three spike beasts waiting for
you. Kill them, then climb up onto the full beam that goes between
two of the corners of this platform. Go onto the beam that sticks
out from this beam, and jump past the rotating thing to another beam.
Since it doesn't matter if you mess up the jump 'cause you land back
on the beam, feel free to do the jump as many times as necessary
before you make it. You can use slow-mo to help you if you need to.
Once you jump past the rotating thing, jump right to another beam.
Get to the end of the beam that is against the wall and jump up to
the ledge above. Move left along this ledge and jump so you are
hanging off the ledge above.
Move all the way left along this ledge, past the doorway and then
drop down to reach a platform with an enemy, a hidden artwork chest
and two sand containers. Kill the enemy and get the sand and artwork
chest. Climb back onto the ledge and move right along it, then at
the doorway, climb up and go through it.
Traps ahoy! Roll past the spinning blade, and look down the next
hallway. There's a crushing block in front of two spiky logs. Note
how there's a ledge on the wall the crushing block is crushing into.
Climb onto this ledge, timing it so you aren't crushed.
Climb to the ledge above and move right across it. At the end, drop
down to the floor and move past a crushing block to a corner that
leads to another hallway.
Two spiky poles are blocking your way onward. Move along the left
wall past them when the pole further from you hits the rightmost part
of its run.
Go down the stairs, moving past the two spiky logs when they're at
the top of their runs. At the bottom of the stairs, climb up the
cabinet thing against the left wall and jump to the ledge above.
Move right along the ledge to hit a switch that opens a door. Drop
down and go through the door.
Go down the hall to reach a fountain. Save your game and keep going
down the hall to reach the mechanical pit, which is another part of
the tower, I guess. The more powerful enemies make a comeback, but
they are quite susceptible to your sword's new charged attack power.
Kill the three of them.
R-run up the wall to hit a switch, which raises a platform, which
then goes down too quickly for you to get on it. Activate slow-mo,
then activate the switch and get on the platform that comes up.
R-run up the wall to a rope, and R-run left with the rope to reach a
platform.
Go across the bridge and kill the two enemies who are waiting for
you. Head to the left and kill the two spike beasts there, then go
through the archway to find some more hallway traps.
First off are is a very low spiky log in front of a crushing block.
Watch these for a while to see that there is a time when the spiky
log is at the top of its run, while the crushing block is retracting.
When this happens, roll under the spiky log and run past the crushing
block. This is kind of hard to do.
Next are two spiky logs above some stairs. When the first spiky log
is going up, roll twice down the stairs. In the corner is a spinning
blade. Time carefully and go past it to reach a hallway with a
crushing block. Again, time carefully and go past it. Step on the
switch to open a door, then go through.
This room is empty except for some empty pots. Climb the ladder on
the opposite side of the room, and jump off at the top to reach a
platform with a hidden artwork chest on it. Wait, I went through all
that work for a hidden artwork chest, not a life upgrade?! Lame.
Jump back to the ladder and slide down, then step on the switch to
open the door. Time to go back through the traps. Slip past the
crushing block and spinning blade when the time is right, and roll
under the two spiky logs while you're going up the stairs.
To get past the final traps, climb onto the crushing thing and jump
over the spiky log. Time this so the spiky log is at the bottom of
its run.
You're probably low on life now, so when you get past the archway,
just go straight off the end of the platform here, and drop to the
platform below, by the fountain. Go to the fountain to refill your
life, then get back up to the bridge.
This time, go right instead of left. Way up above, Prince notices
the Sandwraith is hanging around. "What do you want from me?" he
asks. The Sandwraith doesn't answer, but instead runs off.
R-run along the wall to reach a platform. There's a water wheel in
this wall, so time it so you don't run into a spoke of the water
wheel when you R-run along the wall (which would mess you up).
Kill the enemies here so you can get some sand. The next water wheel
is fast, so use slow-mo to R-run past it, then jump off at the end of
your R-run to grab onto a pole. Climb to the bottom of the pole and
jump to reach the pole near the corner.
Jump off to the pole to your right, then jump to the pole right of
that. Jump from this pole to a small room in the corner with a
torch/lever. Push it clockwise to make a platform in the distance go
up and down continuously.
R-run along the wall to the platform when it is down, and ride it up.
When it is at the top, R-run in the direction opposite of your last
R-run to reach two close-together walls. Jump from wall to wall
(there is no break in between your R-run and the jumping) to reach
the top of them, and climb onto top of the left wall.
Get to the end of this platform, killing the spike beast that is
waiting for you. Break the hidden artwork chest at the end of this
platform, then turn around and go back to the two close-together
walls. Jump over the gap into the small room there.
A Brute shows up. Kill it, then grab a secondary weapon from one of
the secondary weapon stands (in case you don't have a secondary
weapon already). Get the artwork chest that's hiding behind a wall
there, then exit through the doorway to this room that has a
retractable gate at the top of it (the gate is already retracted,
thanks to the Sandwraith, I believe).
R-run along the wall here, and Prince kills the spike beast waiting
for him with the secondary weapon, so you get to a rope with no
trouble. Run towards the corner and jump off to reach a small pit of
water (where all the water for the water wheels you went past earlier
comes from). Take a drink of the water to refill your life.
Flip over the railing to the main part of the waterway. Roll under
the paddles that swing towards you, and move along the waterway. At
the middle part of the waterway, flip over the railing to reach a
lever. Jump up to pull it down and open a door.
Get back on the waterway and keep going past the paddles to the end,
where a pole is hanging out from the wall. Jump up to grab ahold of
it, then swing away from the waterway to reach another pole. Swing
on this one in the same direction to reach the platform with the door
you just opened.
Kill the enemies waiting for you, and go through the doorway to find
more traps. Dang. Run along the left hand wall over the spiked
floor (you also avoid a spiky pole, which is on the right hand side).
Turn right and go past another spiked floor.
Turn left and the hallway floor goes away. There are buzzsaws on the
wall here; R-run past the first buzzsaw when it passes you, heading
up. You reach a rope, run off it past the second buzzsaw when it
passes you, heading down (this happens every third swing or so).
The next hall has a spiky pole, crushing block and spiky pole that go
slow, so you can simply go on past them without much trouble. Past
them is a crushing block and a spiky log that doesn't move. Climb on
the crushing block and jump forward over the spiky log. Then dodge
past the next crushing block and spiky pole to finish the hallway.
The next (and last, yay!) hallway has two spiky logs. R-run along
the wall past them when they pass each other, then go through the
water doorway to reach another time warp room. Cool! Set off the
four switches in the right order to get to the present.
You learn a move called "Ravages of Time", which lets you win fights
easily. Block with R, then tap L to use it. Unfortunately, you
won't get to do so any time soon. Save your game, then go back to
the trap-filled halls.
One of the two spiky logs is now broken, so R-run along the wall past
them when they pass each other, when the non-broken spiky log is
heading upwards. Turn left. The spiky log in this hall now
completely blocks your way. Climb onto the crushing block, then
R-run along the left wall to pass over it (keep moving when the run
is over, though, to avoid the second crushing block).
Dodge past the next two spiky poles and crushing block, which is no
big problem and turn right to reach the hallway with a buzzsaw.
R-run along the left wall past the buzzsaw to reach a rope. Don't
run on the rope, but instead jump off to a ledge on the other side of
the wall.
Drop so you are hanging off of this ledge, then move left across it
to the other end of the hall. Go past the two easy hallways here to
reach the mechanical pit again.
It appears the door you have to go through is the one that had the
secret chest inside (the one that was extremely well protected).
And you're as far away from it as possible! Yay!!! Kill the enemies
here, then hang on the end of this platform (do this before the spike
beasts come, as they don't harm you when you're hanging off the end
of this platform).
Locate the banner, and slide down it to land on a platform. Does it
look familiar? R-run towards the corner, timing it so the
slow-moving water wheel doesn't impede your progress. Jump off at
the end of the R-run to reach a pole.
Jump from pole to pole here, and then jump to the torch/lever. The
platform you activated in the past is still going up and down
continuously. R-run to it when it's down, ride it up, and R-run to
the two close-together walls. Jump from wall to wall, and get on
top of the right wall to enter the room where you fought a Brute.
Hmmm...the exit is boarded up. Who did that, I wonder? Kill the
various enemies here to get spike beasts to show up. Have one of
them explode by the boarded-up exit to blow away all the boards.
You're probably hurting by now, so it's time to refill your life.
Head up the stairs in this room to see a small hallway. Drop down
to find the floor is full of water. Drink from to refill your life.
Notice that there's a blueish crack in one of the walls, almost as if
there is a hidden item hiding there...
Hidden item or not, we can't break walls by ourselves yet, so climb
out of the water and go through the doorway that was opened by the
exploding spike beast. R-run along the left wall to a rope, and
R-run with it to the corner. Jump off near the end to reach the
waterway.
Flip over the railing to be in the waterway. Roll under the paddle,
and jump across the gap in the waterway. Roll under the next paddle
to reach the middle part of the waterway. Jump to the platform where
the lever was (and where an enemy is).
Drop off the right hand side of this platform to land on a ledge.
Move right along the ledge, then drop down two ledges to another
platform with an enemy on it. This is where the bridge was. Kill
the enemy, and jump over the gap in the bridge (or, towards the
waterway if you don't remember the bridge).
Kill the enemy here, and jump over the gap in the floor. Head to the
doorway and go through it. The traps are broken, and a Shadow is
waiting for you. Kill it and go through the hallway.
The spiky logs over the stairs on the next hallway aren't working too
well, so roll under them easily. Go down the next empty hall and
step on the switch to open the door.
Go through the door. Hey, this room is working now! There are
enemies here, but you don't have to fight them in you don't want to.
Climb up the ladder on the opposite side of the wall.
Jump off when the hole in the rotating ceiling comes around, and you
reach the next level of this rotating room. R-run up the left wall
and jump up until you're standing on the wooden ledge.
There's a wooden ledge on the pole in the center of the room. Jump
to that ledge when you can. Then jump to the ledge on the right wall
and climb to the wooden ledge.
Jump to the wooden ledge onto the rotating pole in the center of the
room when you can. Jump to the ledge above that, and move left or
right so you're on the other side of the spinning pole. Jump up to
the ledge through the hole in the floor, and move right, then climb
up to the next level of the rotating room.
R-run up the right wall and jump to the grate. Jump off it to the
ledge on the pole in the middle of the room when you can. Jump to
ledge on the left hand wall when you can, and jump up so you're
hanging off of the grate.
Jump to the ledge on the pole in the middle of the room. Jump to the
switch to open the door, and jump back off of it to the pole in the
middle of the room. Then jump through the now-open doorway to get
out of this boring room.
There's a fountain here, so save your game. Go up the stairs to the
small room. Kill the enemies here, and spike beasts show up. Use
them to blow up the wall on the right, the wall that is not solid.
When you do, Prince goes through to the Mechanical Tower's Activation
Room. All right! All we need to do is start the tower and...oh,
crap. Everything's broken.
Prince says, "This machine...it must activate the mechanical tower.
I need to find a portal and hope that whatever disaster befell this
place has not yet come to pass!" Prince conveniently notices the
exit that leads to a portal.
You're on a stone platform. Head to the wall and jump back and forth
between the two stone walls to reach a platform with enemies, and
what appears to be a broken weight (you know, like the kind that hang
off of cuckoo clocks that you have to reset every day or so). Sadly,
the Mini-Bitches are back. Damn!
Kill all of the enemies, then R-run up the wall to the right (the one
with a wooden checkerboard pattern). Turn around and jump onto the
big stone weight.
Look around to see what looks like yellowish trees growing through
the wall. Jump to them to reach some ledges. Climb up them to the
top, where you reach a triangular corner.
R-run along the left wall to reach another triangular corner, then
R-run along the left wall again to reach a ladder. Climb up the
ladder and kill the enemies who are waiting for you.
Flip over the only railing in this area here and drop to the ledge
below. Move all the way left along this ledge, then jump off to a
platform.
Mini-Bitches drop down, but you don't want to fight them, do you?
Just get to the ladder (facing the ledge you just jumped from) and
climb down it. Flip around on the ladder and jump to the bar, timing
it so the moving clock gear doesn't block you.
Jump left, to the platform there. R-run along the right hand wall,
timing it so the buzzsaws don't hurt you.