()===========================================================================()
|| ||
|| P R I N C E of P E R S I A ||
|| The Sands of Time ||
|| ||
|| Copyright 2003-2006 Graham Holden ||
|| (aka 'cthrag yaska' on GameFAQs) ||
|| www.AldursLair.com/faqs ||
|| Version 1.2 (final) June 2006 ||
|| ||
()===========================================================================()
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
This document is for the Gameboy Advance version of Prince
of Persia; specifically (if it matters) the UK release.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
()===========================================================================()
|| ||
|| LAYOUT of the WALKTHROUGH ||
|| ||
()===========================================================================()
-------------------------------------------------------------------------------
Overview
...............................................................................
This document will of course contain spoilers for the game. However, I have
tried to organise it so you can find the information you need to get past a
particular sticking point without seeing too much else.
Throughout this document, there are references to other sections, hopefully
all in double-quotes. To locate a section, refer to the Contents Page
(immediately below) where you will see a short, upper-case LABEL against most
sections. Search for this to go directly to the section concerned.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Press "Ctrl-F" in most browsers or text viewers to search
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
o The first main section, "Prince of Persia: About the Game", shouldn't give
too much away that either isn't in the manual or can't be picked up from
the introduction and playing the first few rooms. The descriptions of
some abilities that are acquired during play are postponed to after the
main Walkthrough so as to avoid spoilers.
o The bulk of the document, "Prince of Persia: The Walkthrough" takes you on
a step-by-step guide through the game, and so will contain spoilers.
However, it is designed so that you can go directly to the information you
need without reading through any more than necessary. The beginning of
this section describes how to use it in more detail.
o After the main walkthrough, the section "How Did I Miss That? or Item
List", lists the locations of all objects and (scoring) enemies in the
game; refer to this towards the end if you've not found all seventy-five
enemies or are missing Potions etc.
o The next section, "Baddies, Beasties & Bosses", lists accumulated wisdom
(?) about all enemies you will encounter, and as such should be
selectively read where possible. Again, the beginning of this section
tells you how.
o The section "Advanced Controls" is the last for "normal" play; more of a
reference section that describes how to use the extra abilities that the
Prince acquires during the game. As such, it contains spoilers if read
out of turn.
o The section "Minimum Item/Enemy Game" gives some notes on a much harder
version of the game, where -- in complete contrast to the main Walkthrough
-- the objective is to collect as little as possible, and to level-up as
little as possible.
It is much terser than the main Walkthrough; more or less assuming you've
beaten the game "normally", and as such does not try to avoid spoiling
things.
o The final section, "Odds and Sods", contains acknowledgments, revision
history and any other interesting things I've found about the game.
Little, if any, attempt has been made to avoid spoilers here.
-------------------------------------------------------------------------------
Contents
...............................................................................
Layout of the Walkthrough
Overview
Contents
Introduction
Legal Notices
About this Walkthrough
Prince of Persia: About the Game
Background BKGND
Basic Controls CON101
Game Screens GAMSCR
Sands of Time SOT
Enemies You Will Meet NMEZE
Something to Read -- Scrolls 2READ
Something to Drink -- Potions 2DRINK
Coloured Flares COLFLA
Special Rooms SPECRM
Medal Pieces and Medal Gates MPMG
Linking to the GameCube Version GCLINK
Prince of Persia: The Walkthrough
How to Use the Walkthrough WALKHOW
Introductory Section
Section One S1MAP
Section Two S2MAP
Section Three S3MAP
Section Four S4MAP
Section Five S5MAP
I've Been Here Before... HEREB4
The Final Encounter FINENC
How Did I Miss That? or Item List FINDIT
Baddies, Beasties and Bosses BBB
Scoring Enemies SCNME
Sand Enemies SANME
Boss Battles BOSSBAT
Advanced Controls CON201
Minimum Item/Enemy Game MINNME
Odds and Sods ODDSOD
Acknowledgements BIGTA
Interesting Things NODULL
Nearly Sequence Breaking SEQBRK
Revision History REVHIS
To jump to the beginning of one of the sections, search (Ctrl-F in most
browsers or text-editors) for the string in the right-hand column.
()===========================================================================()
|| ||
|| INTRODUCTION ||
|| ||
()===========================================================================()
-------------------------------------------------------------------------------
Legal Notices
...............................................................................
General
-------
This entire Work is Copyright 2003-2006 Graham Holden, and all rights are
reserved except as specifically permitted in this section or authorised in
writing by the Author.
The moral right of Graham Holden to be identified as the Author of this Work
has been asserted by him in accordance with the United Kingdom Copyright,
Designs and Patents Act 1988.
Nobody is permitted to make derivative Works based on this Work, nor to
incorporate this Work into any other Work, not to create compilations
including this Work.
Personal Use
------------
Everybody is permitted to view, download and print copies of this Work, in
whole or in part, for their own personal use. Nobody is allowed to charge you
to view or download such copies. Other than minor reformatting to aid
readability of locally stored or printed copies, no changes may be made to
this Work.
Physical Distribution
---------------------
Providing NO CHARGE of any kind is made (including any Postage, Packing or
Handling fee), you may pass unmodified printed copies of this Work to others.
Personal Electronic Distribution
--------------------------------
Individuals may pass individual electronic copies of this Work to others
through direct contact (for instance via floppy disk, USB Memory Stick). Any
form of mass distribution to any potentially unknown recipients is strictly
prohibited.
Hosting
-------
Without prior written permission of the Author, nobody may make this Work
available to others through any other means, electronic or physical, including
(but not limited to) hosting the Work on a Website or FTP Server, uploading
the Work to a Website or FTP Server, or by posting the Work to a Usenet
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Anybody wishing to host this work on a Website or FTP Server MUST ask first.
Anybody granted permission to host this Work must accept that permission may
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happen.
Linking
-------
In general, you are not permitted to link directly to any copy of this Work,
only to a Website where it is hosted. Specifically, you may not use any
technology (for example "frames") that give the appearance that this Work is
part of the site containing the link.
If any permitted host imposes their own rules about how they are linked to,
you should comply with these as well.
Permitted Hosts
---------------
Currently, the following Websites are allowed to host this Work:
My Website This is the official home and will always contain the
latest version.
www.AldursLair.com
GameFAQs This is the only Game Site I normally visit and should
also always contain the latest version:
www.gamefaqs.com
Other Sites The following sites have been granted permission to host
my work, but I don't routinely visit them:
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If you wish to direct visitors of your site to this Work, the following links
may be used:
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providing it is obvious that the content is not part of your own website.
Any other Website, FTP Server or other facility hosting this Work, or any
Website providing direct links to this Work, is doing so in violation of the
terms of my copyright. I would appreciate notice of any such infringements
(see www.AldursLair.com/faqs).
All Trade Marks and Registered Marks within this Work are the property of
their respective owner(s). This Work is not endorsed by Nintendo, Ubi Soft
nor anyone else connected with the game.
-------------------------------------------------------------------------------
About this Walkthrough
...............................................................................
"Prince of Persia: The Sands of Time" probably doesn't need a walkthrough to
the same extent as some other games, but I decided to write one for a number
of reasons:
o On my first play through, I ground to a halt at the second Boss.
Replaying while making a walkthrough seemed a good way to make sure I
hadn't missed anything (I hadn't, but got better at the game and was able
to kill some enemies that I'd bypassed the first time round).
o It's the first GBA game I've come across where GameFAQs didn't already
have at least one walkthrough written for it.
o It seemed like a good idea at the time.
o er.. that's it.
You can contact me via my website (www.AldursLair.com/faqs) or by email (use
"faqs" and "AldursLair.com", joined by the "@" sign; please put "Prince of
Persia" or "POP" in the subject line so that it is easier to find amongst the
junk). I normally read and reply to all messages, but please bear the
following points in mind:
o Corrections to facts are welcome, as are specific suggestions for
improvements.
o Critical comments are fine, but just saying "it sucks" isn't very helpful;
please keep criticism polite and positive.
o Incomprehensible messages (i.e. those with appalling grammar or in "leet
speak") are likely to be sent to the trash folder.
I keep all GameFAQs Boards for which I've written Guides on my "Favourites"
list, so I should spot (and usually reply to) any messages within a day or so.
For "Prince of Persia", the board is:
http://boards.gamefaqs.com/gfaqs/gentopic.php?board=915023
All contributions used in future versions will be suitably acknowledged
(unless you want them to be anonymous).
Having completed my "Minimum Item/Enemy Game" notes at about the same time as
tidying up the last of the "normal" sections, I think this version covers
pretty much everything that needs to be covered, with the exception of what
can be unlocked when linking to the GameCube version of Prince of Persia.
Apart from a possible GameCube-update, I don't expect to release a new version
(except to correct typos or spelling mistakes), unless I get a spark of
inspiration or cracking idea from one of you lot.
()===========================================================================()
|| ||
|| PRINCE of PERSIA: About the Game ||
|| ||
()===========================================================================()
-------------------------------------------------------------------------------
Background BKGND
...............................................................................
From the manual:
"Amidst the scorched sands of medieval Persia, there is a
legend spun in an ancient tongue. It speaks of a time borne
by blood and ruled by deceit.
"It is within this war-torn land that a young Prince discovers
a magic dagger. Drawn to its dark powers, he is led to
unleash a deadly evil upon the reaches of his father's vast
kingdom.
"Aided by the wiles of a seductive princess and the absolute
powers of the Sands of Time, the Prince stages a harrowing
quest to reclaim the Palace's cursed chambers, and restore
peace to the very fabric of Time itself. He must tread these
dangers carefully, however. Because in this world, there is
only one rule: Master the Sands... or be buried."
During the introduction, the Prince, who you control, finds a magic Dagger,
and is tricked into unleashing the powers of the Sands of Time by the Vizier
of the Maharajah whose Palace he and his father are visiting. The main part
of the game follows the Prince's quest to put right the wrongs caused by this
act, and, ultimately, to seek revenge on the Vizier...
What this means in practice is to journey through five labyrinthine levels of
the Maharaja's Palace, defeating strange beasts and freeing Persian soldiers
from their possession by the powers of the Sands of Time.
As the Prince journeys deeper into the Palace, he will encounter many
obstacles, and will pick up new abilities to help counter them.
On completion of his explorations, he will have to defeat the Vizier, whose
hunger for power has caused all the trouble, before the world can return to
normal.
-------------------------------------------------------------------------------
Basic Controls CON101
...............................................................................
Game-play in the Prince of Persia is essentially that of a side-scrolling
platformer, although the Prince can also jump or climb up and drop down. You
control the Prince in the following basic ways:
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
NOTE
This section only details the controls that are active at
the start of the game. As the Prince advances through the
game, he will pick up additional abilities. To avoid
spoiling things, these are not described here.
Instead, they are described both in the main Walkthrough
as they are acquired, and in the "Advanced Controls"
Section towards the end.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Floors and Ledges
-----------------
o Use LEFT and RIGHT to move the Prince back and forth.
o Use DOWN to make the Prince crouch down; this allows him to avoid missiles
and obstacles.
o Use 'A' to make the Prince jump; he can perform a standing jump, or you
can use LEFT or RIGHT to make him jump in a given direction.
If the Prince is facing or running left, press RIGHT and 'A' to make him
perform a BACK-JUMP (or LEFT if facing or running RIGHT). This achieves a
greater height than a normal forward jump, and is particularly useful when
jumping enemies or certain obstacles.
o Holding DOWN and pressing 'A' will cause the Prince to roll forward --
this allows him to pass under low walls or some obstacles without getting
hurt.
o Holding the 'R' Shoulder Button down while pressing LEFT or RIGHT will
allow the Prince to creep left or right without turning around -- useful
for advancing on enemies without exposing his back.
o Pressing UP, or holding DOWN, will shift the centre-of-view so you can see
hazards above or below.
o If the Prince is at the edge of a normal ledge, and facing away from the
edge, you can press DOWN and 'A' to make him climb down and hang from the
edge. Pressing UP and 'A' will make him climb back to the ledge; DOWN and
'A' will cause him to drop from it.
Ropes, Hanging Cloths and Pillars
---------------------------------
o Use UP and DOWN to make the Prince climb or descend.
Some Pillars are slippery -- after clinging to them for a moment, the
Prince will begin sliding down. Tap UP occasionally to keep him more-or-
less stationary. You can keep the Prince at the top of a Pillar by
keeping UP pressed.
o On Pillars, hold LEFT or RIGHT and press 'A' to switch the Prince from one
side to the other.
o To jump from a rope, cloth or pillar, press LEFT or RIGHT and 'A'.
o Pressing LEFT, or RIGHT on a rope, cloth or pillar will shift the centre-
of-view so you can see hazards to either side.
In the Air
----------
o When the Prince jumps, or if he drops or jumps from a ledge, rope, cloth
or pillar, you can guide him through the air using LEFT and RIGHT. This
can be particularly useful to avoid enemies or obstacles below.
Attacking
---------
o Use 'B' to make the Prince swing his Scimitar in the direction he's
facing. If facing right, the swing goes from approximately ten o'clock
behind through to about four o'clock. If facing left, it goes from two
o'clock behind through to eight o'clock.
o The Prince can also attack when on ropes, hanging cloths or pillars. On
ropes or cloths, he always attacks to the right, but because the attack
includes a partial back-swing, he can hit some obstacles on the left. On
pillars, the Prince will attack away from the pillar.
Narrow Ledges
-------------
o Narrow Ledges are much thinner (vertically) than normal ledges. Normally,
the Prince will hang from these. Pressing UP and 'A' will pull the Prince
up so that he stands (precariously) on top. You will need to keep UP
pressed, otherwise he will lose his balance and drop down again.
o LEFT and RIGHT will move him appropriately, whether he's hanging from, or
standing on top off, a Narrow Ledge.
o More detailed controls are provided when you first meet such ledges (in
S3R2), and in the "Advanced Controls" section.
Metal Rods
----------
Sticking out of the back-wall in some places are Metal Rods that the Prince
can grab hold of. Once on a rod, the Prince will continually swing round and
around in circles.
o When swinging around a Metal Rod, if you press 'A' during the quarter-
circle from the six o'clock position upwards, you will somersault through
the air quite a way.
o If you press 'A' during the quarter-circle descending to the six o'clock
position, or press DOWN on the D-pad at any time; you will drop from the
rod.
o When you are at the very top of the spin (i.e. at twelve o'clock), you can
change direction by pressing LEFT or RIGHT on the D-pad. This allows you
to switch between clockwise and anticlockwise swinging.
Sands of Time
-------------
o The 'L' Shoulder Button allows the Prince to use Sands of Time -- see the
section "Sands of Time" below for more details.
Other Controls
--------------
o In certain areas of the Palace, when there's an icon in the lower-left of
the screen, SELECT will switch the character you control between the
Prince and Farah (the daughter of the Maharajah).
o The START button brings up the status screens; see the section "Game
Screens" for more details.
o During Dialogue Scenes, you can press 'A' to complete the current screen
of text (rather than waiting for it to appear bit by bit); you can skip
the entire Dialogue Scene by pressing START.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Remember -- more controls are described in the "Advanced
Controls" section towards the end.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Continuous Attack
-----------------
If you hold DOWN, "A" and "B" all at the same time, the Prince will enter
"continuous attack mode". In this state, he will swing his Scimitar as fast
as possible, while creeping forward slightly. Once he's started, you can
release DOWN, but need to keep both "A" and "B" pressed.
[Thanks to "Zhi jia ng" for this trick, who suggests it can be put to good use
against the first four Bosses, although I've not tried this.]
Super Jump
----------
I think I had stumbled across the manoeuvre in a couple of places without
really working out the mechanics of what I'd done (S1 R10, getting to S1 R13
immediately after beating the first Boss; S5 R3 when grabbing the bottom of
the Cloth on the left without defeating the Genie). Thanks are due to Frej
Bjon for explicitly specifying how it works.
Basically, if you jump left or right, and IMMEDIATELY press the opposite
direction (RIGHT if you jumped left, LEFT if you jumped right), then you will
do a Super Jump and get higher than you could normally. However, you do have
to change direction almost as soon as you press "A" to jump. When, after the
first Boss Battle, you enhance your jumping ability, the two can be combined
for Super-Duper Jumps!
-------------------------------------------------------------------------------
Game Screens GAMSCR
...............................................................................
Main Screen
-----------
The main game screen shows a side-view of the Maharaja's Palace. At rest, the
Prince will be centred vertically; to the left (if facing right), or to the
right (if facing left).
In the upper-left corner of the screen is the Prince's Health Bar (in red).
This shows the state of the Prince's health -- as he is hit, this will
decrease. It is slightly deceptive, since the "loop" part only represents
about a quarter health -- if the bar gets towards the loop, you need to start
looking for Health Flares or a Save Room pretty quickly, or consider using a
Life Potion.
Below the Health Bar is a hollow circle that fills with blue. This represents
the amount of Sands of Time held by the Prince's Dagger.
When you collect items such as Potions or Medal Pieces, a message will appear
in the lower-right corner.
During part of the game, you are in control of both the Prince and Farah; when
this happens, an icon appears in the lower-left corner to indicate that you
can switch control by pressing SELECT. Note, you can only switch when the
current character is in certain positions; usually near exits and puzzle
elements.
Press START at any point in the game to bring up the Status Screen (see
below). You can cycle through the other information screens by repeatedly
pressing the 'L' or 'R' Shoulder Buttons.
Press 'B' or START again to return to the game (or select CONTINUE from the
System Screen).
Status Screen
-------------
The first screen shows you the status of the Prince. Along the bottom of the
screen, from left to right are the current Level of the Prince, the number of
Persians he must free to get to the next level, and the total number of
Persians he has freed so far (out of a maximum of 75).
In the middle of the screen you can see the Prince's current Health (and the
present Maximum Health), and below that the current amount of Sands of Time
held in the Prince's Dagger (out of a maximum of 128).
The right-hand side shows the Prince's current Attack and Defence ratings. As
these rise, he will inflict more damage with each hit, and be less susceptible
to damage from others.
Inventory Screen
----------------
This screen shows which items the Prince has picked up on his travels through
the Palace.
The first two slots are for the Freeze Ring and the Slowdown Ring. These need
to be found before the Prince can use the corresponding power of the Sands of
Time. Highlight one of the rings (using the D-Pad) and press 'A' to activate
it.
To the right are icons for the four types of Potion to be found in the Palace.
These are Life Potions (restore full health), Sands of Time Potions (restore
full Sands), Elixirs (none found; restore Health and Sands) and Antidotes
(remove the effects of poisoning). To use one, highlight it with the D-Pad
and press 'A'.
Below these are representations of the Medal Pieces (see below) that the
Prince has collected. There are a total of eight Medals, each formed of three
pieces.
Map Screen
----------
The next screen shows a map of the current Section (there are five sections in
total). -- only rooms that the Prince has visited are shown. The Prince's
current room is shown flashing, and any room that contains an (uncollected)
Medal Piece is outlined in a different colour.
Unfortunately, there does not appear to be a way of viewing maps for sections
other than the one the Prince is currently in.
Scroll Screen
-------------
This screen shows how many of the fifteen scrolls to be found throughout the
Palace the Prince have been collected, and allows you to re-read them
(highlight a scroll with the D-Pad and press 'A').
Freed Persians Screen
---------------------
This screen shows the eight different types of Scoring Enemy the Prince will
meet, and how many of each type he has freed from the powers of the Sands of
Time.
When you get to the end of Section Five, you can use this screen to check
whether you've missed any enemies (refer to "How Did I Miss That? or Item
List").
System Screen
-------------
This last screen allows you to CONTINUE your game, enter SLEEP mode, or QUIT
the current game.
Sleep Mode puts your GameBoy Advance into a special low-power mode; the screen
and sound are turned off, and the main unit uses minimal power. This is
especially useful if you need to pause your game between Save Rooms.
NOTE To come out of Sleep Mode, hold both the 'L' and 'R' Shoulder
Buttons and press SELECT; the GameBoy Advance power back up and
displays the System Screen again.
Quitting a game will abandon the current game and return to the main menu.
You can then start a new game, load a different game, or restart the current
game from the last Save Room you visited.
NOTE If you Quit a game, any Temporary Save Flares (see "Coloured Flares"
below) you may have used will be forgotten; if you restart, it will
be at the last Save Room visited.
TIP If you've made a mistake and want to "try again", you're probably
better off letting yourself die (just drop into any gap in the
floor, or take a long fall). That way, you'll return to any
Temporary Save Flare you've passed through.
-------------------------------------------------------------------------------
Sands of Time SOT
...............................................................................
The Sands of Time are at the heart of "Prince of Persia". As well as being
the source of the evil unleashed on the world, their powers will aid the
Prince in restoring things to normal.
Although the power of the Sands of Time is unlimited, the Prince can only
exploit a limited amount of this power at any one time by storing it in the
Dagger that he finds during the Introduction.
Defeating the possessed enemies he meets will siphon off the Sands of Time
that has possessed them and help to refill the Dagger. Additionally, there
are certain Coloured Flares (see below) that the Prince will encounter; these
will completely refill the Dagger.
There are three principle ways that the Prince can use his accumulated Sands
of Time: Reversing, Slowing, or Freezing Time.
o Reversing Time allows the Prince to "play the film backwards" -- for as
long as his reserves of Sand last. He can even do this for a short time
after he dies, potentially allowing him to undo the action that caused him
to die.
If the Prince's Dagger is full of Sands of Time, he will be able to
reverse Time for up to two four-second bursts (after the first four
seconds, Time will continue normally; a second burst is needed to replay
the previous four seconds).
Note that Time, not the Prince's movement is reversed -- if you let the
Prince stand still for three seconds before reversing Time, he will stand
still (although backwards in time) for those same three seconds before
anything noticeable happens.
Personally, I've found very little use for reversing Time, other than for
collecting Medal Pieces (see below).
o Slowing Time allows the Prince to move at normal speed while obstacles and
creatures move much more slowly. This allows him to deal more damage to
enemies in a given time, or to get past fast-moving obstacles without
getting harmed.
With a full reserve of the Sands of Time, the Prince will be able to slow
Time for just over four seconds.
o Freezing Time is a more drastic form of the above: the Prince can still
move, but obstacles and creatures around him freeze totally.
With full Sands of Time, the Prince can freeze Time for slightly over two
seconds.
At the beginning of his journey, the Prince can only reverse time; as he
progresses through the Palace, he will find two Rings that, when activated
(from the Inventory Screen), allow him to slow or freeze time.
All three abilities are activated by pressing the 'L' Shoulder Button; the
latter two also need the corresponding ring to be selected first.
Both reversing time and slowing time only have effect while the 'L' button is
kept pressed -- you can have anything from a fraction-of-a-second burst to a
sustained four-second barrage. On the other hand, time is frozen when the 'L'
button is pressed, and will stay frozen until the Prince's Sands run out,
whether or not you keep the button pressed -- you cannot freeze time for just
a brief period.
NOTE There is a way of only using the Freeze Ring for a short period:
once frozen, press START and go to the Inventory Screen, then
deactivate the Ring there. [Thanks to Sander for this tip.]
-------------------------------------------------------------------------------
Enemies You Will Meet NMEZE
...............................................................................
Throughout the game, you, as the Prince, will have to battle many enemies;
some will be human and some will be beasts. Nearly all fall into two
categories: Scoring Enemies and Sand Enemies. The exceptions are "Bosses".
Scoring Enemies
---------------
These come in eight different flavours, all either human or human-like, with a
total headcount of seventy-five throughout the course of the game.
When the you kill a Scoring Enemy, it will collapse, leaving a corpse on the
ground. If the you don't deal with this reasonably quickly (within about two
or three seconds), it will reanimate and you'll have to fight it all over
again.
To get rid of these enemies permanently, you need to drain the corpse of the
Sands of Time that possessed it. You do this with the Dagger you obtain
during the game's introduction: stand close to the corpse and hold down the
'B' Button -- the Prince will sweep the Dagger down into the corpse and it
will glow blue. After a few seconds, the corpse will dissipate and some Sands
of Time will be restored (see the Scroll of Gathering you find during the
introduction).
Once a Scoring Enemy has been killed and drained, it is gone for good -- it
won't reappear if you re-enter a room later.
After the first kill (which takes you to level two), every second Scoring
Enemy you kill and drain will raise the Prince one level (later in the game,
when you get to Level 13, this will rise to every three kills for the next
level). Higher levels boost the Prince's Attack and Defence abilities, as
well as his Maximum Health.
Sand Enemies
------------
These come in eleven different types, and are mostly non-human (there are a
some of exceptions).
When killed, they either disappear in a puff of blue smoke, or collapse to the
ground as a corpse. Unlike Scoring Enemies, you don't need to do anything to
the corpse, it will dissipate into blue smoke after a few seconds. Sand
Enemies also restore some of the Prince's Sands of Time.
In contrast to Scoring Enemies, Sand Enemies are not "single-shot" -- if you
re-enter a room, any Sand Enemies that had previously been killed will be
present again. This can be very useful for restoring a lot of Sands of Time:
find a Sand Enemy near an exit, kill it, leave and re-enter, and repeat as
often as needed.
Common Features
---------------
Both types of enemy will flash an electric-blue colour when you successfully
deal them damage.
Although there are only a handful of basic enemy types, as you progress
through the sections, you will often meet the same basic type of enemy as
you've seen before, but with enhanced powers. For instance, Bats, the first
enemy you meet, pop-up later with the ability to fire missiles at you.
Boss Battles
------------
At the end of each Section of the Palace you will have to prevail against a
Boss Enemy. Additionally, towards the end of the game, you will encounter --
and have to defeat -- the villainous character behind the Prince's troubles.
-------------------------------------------------------------------------------
Something to Read -- Scrolls 2READ
...............................................................................
There are a total of fifteen Scrolls that the Prince can collect. You get the
first during the game's introduction; the remaining fourteen are scattered
throughout the Palace. Scrolls can be divided into two broad categories:
Ability Scrolls
---------------
Some of the Scrolls you will find will give the Prince extra abilities that he
didn't have before. Typically the Scrolls you find after battling a "Boss"
fall into this category.
Collecting these Scrolls -- and gaining their abilities -- will allow the
Prince to explore deeper into the Palace and reach areas that he wouldn't
otherwise be able to get to.
Information Scrolls
-------------------
Other Scrolls, by contrast, will not bestow any new abilities on the Prince,
but will just tell you about an ability that he already possesses -- if you
knew about the ability, you would be able to use it even without collecting
the Scroll. In a sense, they are an in-game hint/tutorial system.
Scroll Numbering
----------------
I have numbered each Scroll the Prince finds according to its position on the
Scroll Screen (reading left to right, top to bottom).
-------------------------------------------------------------------------------
Something to Drink -- Potions 2DRINK
...............................................................................
During the Prince's travels through the Palace, he will encounter a number of
Potion Bottles that he can collect (by passing over them). In times of need,
he can use these to restore Health and/or Sands of Time, or to remove the
effects of poison. To see how many potions the Prince has collected, go to
the Inventory Screen; to use one, highlight it on that screen and press the
'A' button.
In all, there are four types of Potion, although I've only found three (I
believe the last, Elixirs, only appear when linked to the GameCube version of
"Prince of Persia").
Some Potions are in plain view; others are inside Large Urns that must be
smashed with the Prince's Scimitar before they can be collected.
Life Potions
------------
Drinking one of these will fully restore the Prince's health. To get maximum
benefit during a tough battle, you should wait until his health is fairly low
before taking one (though obviously, you shouldn't wait TOO long!)
Sands of Time Potions
---------------------
Drinking one of these will fully restore the Prince's reserves of Sands of
Time. As before, you shouldn't take one too early if you want to maximise
their benefit.
Antidote Potions
----------------
Drinking one of these will remove the effects of Poison that some enemies can
inflict. If you don't take an Antidote, the effects of poison will wear off
after time, but not before inflicting a steady stream of damage.
Elixirs
-------
Drinking one of these will completely restore both the Prince's Health AND his
reserves of Sands of Time. As yet, I've not found any of these; I think they
are only accessible when you link to the GameCube version of the game.
-------------------------------------------------------------------------------
Coloured Flares COLFLA
...............................................................................
Throughout the Palace, you will encounter a number of Coloured Flares --
swirls of colour that have different effects on the Prince. Most Flares are
already present in a room, although some only appear when you kill a certain
enemy (or the last one in a room). The effect that they have depends on their
colour.
Red Health Flare
Walking through one of these restores some of the Prince's Health.
All Health Flares disappear when used; but some can be used again if
you re-enter the room (which is a good way of fully restoring health
if they're near an exit). If a flare only appeared while you were
in the room (e.g. some will appear as the exits open), then these
can usually only be used once, and they don't reappear.
Blue Sands of Time Flare
Walking through one of these fully restores the Prince's Sands of
Time.
Sands of Time Flares can be used multiple times without having to
leave the room.
Green Temporary Save Flare
Walking through one of these will temporarily save your game. If
you die in the current game, you will return to the last Temporary
Save Flare you passed through, with the same Health and other
settings you had when you first walked through it.
However, if you turn the power off, or quit the current game, you
will restart from the last Save Room you visited.
A Temporary Save Flare cannot be used twice in a row -- if you use
one, it will disappear until you use a different flare (or a Save
Room); if you then come back to the first flare, it will be active
again.
Purple Invisibility Flare
Walking through one of these will make the Prince invisible (there's
a VERY faint outline). Some exit gates will drop as the Prince
approaches if he is visible; this type of Flare allows him to get
through.
The duration of an Invisibility Flare is limited, but they can be
used multiple times.
Dark Blue Musical Flare
Walking through one of these will cause musical notes to rotate
around the Prince's head. While active, certain obstacles in a room
will react differently as the Prince approaches.
The duration of a Musical Flare is limited, but they can be used
multiple times.
-------------------------------------------------------------------------------
Special Rooms SPECRM
...............................................................................
Among the ordinary rooms of the Palace (assuming "ordinary" means "filled with
monsters and fiendish traps..."), you will also find a number of special rooms.
Save Rooms
----------
These consist of a large stone block in the middle of the room below a large
circular stone on the back wall.
If you jump on to the middle of the stone block, your current game will be
saved permanently to the GamePak -- if you switch the power off or quit the
game, you can return to it later and carry on playing from the same point.
If you die, you will return to the last Save Room you used (unless you have
passed through a Temporary Save Flare since using the Save Room, in which case
you will return there).
Using a Save Room (or resuming a game at one) will fully restore the Prince's
Health. His Sands of Time, however, will not be affected -- it will remain at
the same level as when you saved.
Life Fountains
--------------
These rooms -- a central column of sparking light within a gazebo reached by
one or two rope bridges -- will restore the Prince's Health at a rate of about
25 points per second when you stand within the central area.
Medal Gates
-----------
These rooms control access to certain parts of the Palace. See the section
"Medal Pieces and Medal Gates" below for more details.
-------------------------------------------------------------------------------
Medal Pieces and Medal Gates MPMG
...............................................................................
Certain areas of the game are protected by one of eight Medal Gates, each of a
different type. To get through these, you need to be carrying the complete
Medal of the same type. Throughout the game, you will find Medal Pieces of
one of the eight types -- when you have collected three pieces of the same
type, you will have a complete Medal, and will be able to open the
corresponding Medal Gate.
Collecting Medal Pieces
-----------------------
Medal Pieces are fairly easy to spot for a number of reasons:
o If you look at the Map Screen, a room containing a Medal Piece is outlined
in a different colour (yellow, green etc).
o On the main screen, the Medal Piece is outlined quite distinctly against
the background.
However, they do tend to be stuck in somewhat out-of-the-way corners of rooms,
so you may have to do a little hunting.
When you've found a Medal Piece, you then have to collect it. Early in the
game, you will find the Scroll of Secret Medals. This tells you that you need
to "rewind time" to collect a Medal Piece. In practice, this means:
o Walk, fall or jump over the Medal Piece you want to collect;
o Press the 'L' Shoulder Button to reverse time -- you will fall up or move
backwards until you pass back over the Medal Piece, at which point a
message in the lower-right will tell you that you have collected it.
There are a couple of tips when collecting Medal Pieces:
o Reversing time uses up your Sands of Time, of which you only have a
limited quantity. To minimise the amount used, try to press 'L' as soon
as you pass over the Medal Piece; you don't have to wait until you land.
o In many cases, you can release the 'L' button as soon as you've collected
the Medal Piece (watch for the message); time will flow normally again,
and you'll carry on with your original fall. In most cases, this drops
you harmlessly (or nearly so) to a ledge below.
You can check which Medal Pieces you've collected by referring to the
Inventory Screen.
Medal Gates
-----------
These are instantly recognisable when you come across them -- two relief
statues stand either side of, and each raises an arm above, a large carving of
a Medal in the centre. You enter on a balcony on one side of the Medal Gate,
but are blocked from crossing the gap to the other side by a raised, wooden
drawbridge.
If you currently have no Medal Pieces that match the Medal Gate's type, then
there is no indication as to which type the Medal Gate is.
If you have one or two Medal Pieces of the correct type, then a combined image
of them will appear in the top-centre of the screen above the gap. You can
check the Inventory Screen to see which type of Medal is required (although
some are a little ambiguous).
If you have all three Medal Pieces, then as you enter the room, the drawbridge
on the other side of the gap will lower. After a few seconds, you are then
free to cross. Once opened, a Medal Gate remains open for the rest of the
game.
-------------------------------------------------------------------------------
Linking to the GameCube Version GCLINK
...............................................................................
TO DO I will fill in the details when available...
()===========================================================================()
|| ||
|| PRINCE of PERSIA: The Walkthrough ||
|| ||
()===========================================================================()
-------------------------------------------------------------------------------
How to Use the Walkthrough WALKHOW
...............................................................................
Prince of Persia starts with a couple of introductory scenes, and then the
game proper. The game map naturally divides into five sections, and this
walkthrough is similarly subdivided. Each section corresponds to one screen's
worth of the in-game map, and ends with a Boss Battle.
Early on, and again towards the end, there are cut-scenes of dialogue, and
these are reproduced at the appropriate points.
At the beginning of each section, I show the map of the whole section, with
rooms numbered in the order visited in the walkthrough. Each room then has
its own subsection in the walkthrough.
All these subsections are labelled to help you find the bit you need without
seeing more than you want:
o Dialogue transcriptions are labelled "SxDLG"; e.g. "S9DLG".
o Maps of the sections are labelled "SxMAP"; e.g. "S9MAP".
o Individual rooms are labelled "SxRy"; e.g. "S9R7".
o Boss rooms are labelled "SxBOSS"; e.g. "S9BOSS".
If you're stuck in a particular room:
o First note which section you're on -- this will be one more than the
number of Boss Battles you've had (e.g., if you've had two Boss Battles,
you will now be on Section Three [or possibly the very very end of Section
Two]).
o Search (press Ctrl-F in most browsers or text-editors) for that Section's
map (e.g. "S9MAP").
o Compare your in-game map with the Section Map to find which room you are
in.
o Search (Ctrl-F) for that room (e.g. "S9R7").
Exit Conditions
---------------
Many rooms throughout the Palace have Metal Gates that descend once you are
fully inside the room. To open these gates, and move on to the next room, you
will have to fulfil certain "Exit Conditions".
In most rooms, this requires killing most, if not all, enemies within (both
Sand and Scoring). In some rooms, you will need to step on one (or more)
Pressure Pads, and/or hit one or more Brass Gongs.
At the top of each room's section in the Walkthrough, the necessary exit
condition(s) are listed. If you're having problems getting out of a room,
look at these and check that you've killed everything necessary.
In several rooms, you will not be able to get to all the exits until the
Prince has gained abilities from Scrolls found later in the game. The Exit
Conditions for these are listed as "Scroll 4", "Scroll 5" etc. The numbers
refer to the required Scroll's position on the Scroll Screen.
Other rooms' exits are blocked by Wooden Doors, or lead to Medal Gates for
which you won't have all the required Medal Pieces (see "Medal Pieces and
Medal Gates" in the previous section). You won't be able to pass these until
much later in the game, so don't spend a lot of trouble trying!
TIP Gates don't close until you are all of the way into the room, so you
can stand in the doorway and still return to the previous room.
This is particularly useful in some rooms which have a Health Flare
by their exit -- heading to the next room and returning will re-
kindle the flare and allow you to top-up your health to its maximum.
Section Maps
------------
On the Section Maps, some types of room aren't given room numbers, these are:
o Boss rooms are just labelled "BOSS!".
o Save Rooms (where you can permanently save your game) are labelled "SAVE".
o Life Fountains (where you can restore your health) are labelled "LIFE".
o Medal Gates (block progress until later in the game) are labelled "xG"
(where "x" depends on the medal).
Other notes about the maps:
o When you first play through the game, there are some rooms that you won't
be able to access yet, either because they are blocked by Medal Gates,
Wooden Doors or GameCube Gates. The links to these rooms are marked with
equals signs ("=") instead of dashes ("-").
o Some areas of certain rooms will not be accessible at first; where map-
space permits, I have tried to "cordon-off" these areas with dots ("...").
As you progress through the game, the Prince will gain new powers that
will permit access to these "locked-off" areas.
o In each section there is one exit marked "LAST CAVE" -- you won't be able
to use these initially since they're behind Wooden Doors (that you cannot
open). Towards the end of the game (hence the name), you will be able to
make use of these, so just ignore them for the time being.
Checkpoints
-----------
As you progress through the game, you will collect various potions, scrolls
and other items; and kill Scoring Enemies. Whenever you collect something or
kill such enemies, I will insert a "Checkpoint" in the Walkthrough, showing
what's changed (indicated by "<<"). Additionally, at the end of each section
there will be an enlarged Checkpoint showing all your current statistics.
An example of a full Checkpoint is:
...............................................................................
: Status Level 1 For next level 1 Total killed 0/75 :
: Max. Health 60 Attack 10 Defence 6 :
: Potions Life -- Sands of Time -- Antidote -- :
: Medals --- -- --- -- --- -- :
: Other Slowdown Ring [.] Freeze Ring [.] Scrolls -- :
...............................................................................
When you collect something, or kill a Scoring Enemy, only the relevant line
(or lines) will be shown.
()===========================================================================()
|| ||
|| Introductory Section ||
|| ||
()===========================================================================()
-------------------------------------------------------------------------------
Dialogue S0DLG
...............................................................................
Prince:
Most people think Time is like a river,
that flows swift and sure in one direction.
They are wrong.
Sit down and I will tell you a tale
like none that you have ever heard.
Know, first, that I am the son of
Shahraman, a mighty King of Persia.
On our way to Azad, we passed
through India...
Where the promise of Honor and Glory
tempted us to our doom.
Vizier:
Your Majesty, I am the Maharajah's
Vizier. I can help you capture his
palace, if you will promise me a
reward...
-------------------------------------------------------------------------------
Introductory Room 1 S0R1
...............................................................................
You now get your first chance to control the Prince... essentially a bit of a
practice ground to get used to the controls. Be careful though; any health
you lose here will carry over to the beginning of the game proper, so if
you've lost anything substantial, you might want to start over.
Also, since this is the introduction, the Map option doesn't work.
You appear in front of a relief of an Indian figure with a rope and a pillar
to your right; armed with a Scimitar and the ability to jump short heights or
distances.
First, jump on to the rope, and then from here to the pillar, where you clasp
the left-hand side. Switch to the other side (press LEFT on the D-pad and the
'A' button), then climb level with a square plate that has a Metal Rod
sticking out.
CONTROLS When swinging around a Metal Rod, if you press 'A' during the
quarter-circle from the six o'clock position upwards, you will
somersault through the air quite a way.
If you press 'A' during the quarter-circle descending to the six
o'clock position, or press DOWN on the D-pad at any time; you will
drop from the rod.
When you are at the very top of the spin (i.e. at twelve o'clock),
you can change direction by pressing LEFT or RIGHT on the D-pad.
This allows you to switch between clockwise and anticlockwise
rotation.
Jump right from the rod and you will find yourself swinging round and around
the rod. Just as you start swinging up from the lowest point, press 'A' to
jump to the ledge on the right. Exit through the door on the right.
As you pass through the door, you lose control of the Prince. He walks right
and collects the Dagger of Time, then continues right and plunges the Dagger
into a giant Hourglass, which fills up your 'Sands of Time' (the blue circle
under your Health Meter).
The Prince then continues to the right, where he is hit by falling rocks.
Using the power of the Dagger and the Sands of Time, the Prince reverses time
and recovers. The rocks rise back up, and he is free to continue across the
room.
Safely past the rocks, he finds the first of fifteen Scrolls that you will
encounter:
()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()
| Scroll of Liberation (15) |
| |
| Hold B Button to retrieve sand |
| from a defeated Sand Persian. |
()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()
...............................................................................
: Other Slowdown Ring [.] Freeze Ring [.] Scrolls 1/15<< :
...............................................................................
Once he has read the Scroll (don't worry -- you can read it again after you
regain control) the Prince demonstrates this ability by plunging his Dagger
into the body on the ground, refilling some of the Sands of Time.
-------------------------------------------------------------------------------
Dialogue S0DLG
...............................................................................
Maharaja:
Well done, my son! You may keep that
dagger as a souvenir of your first
battle. As for that Hourglass, it will
make a fine gift for the Sultan of Azad
when we pass through his kingdom...
Vizier:
...
Maharaja:
My friend, I bring you gifts from India!
Behold the Sands of Time!
Sultan of Azad:
The sand... Why does it glow?
Vizier:
Excuse me, Your Majesty. But only the
Dagger of Time can unlock the
Hourglass. Perhaps our young Prince
will oblige...?
Farah:
No! Stop!
[You are tricked into releasing the Sands of Time]
The Sands of Time spread like a plague
through the Sultan's palace,
transforming everyone they touched.
Prince:
And I, who had unleashed the
cataclysm, was spared...
()===========================================================================()
|| ||
|| Section One ||
|| ||
()===========================================================================()
-------------------------------------------------------------------------------
Map S1MAP
...............................................................................
+-------+ +--+ +--+ +-------+ +--+ LP - Life Potion
| | | | | | |. | | | SP - Sands of Time Potion
| | |16+=+CG+-+. +-+ 9|
| | | +=+ +-+. +-+ | CM - Copper Medal Piece
| | | | | | |. | |SP|
| | +--+ +--+ | | +--+ CG - Copper Medal Gate
| 15 | | 8 | TG - Tagua Medal Gate
| | +--+ +-------+ +--+ | | +--+ +--+
| | | | | . | | | | | |S | | | ... - Inaccessible
| +-+TG+=+ . +-+ 7+-+ +-+ A+-+ | = - areas or exits
| +-+ +=+ . +-+ +-+ +-+V +-+ |
| | | | | . | |SP| | | | E| | |
+-------+ +--+ | . | +--+ +-------+ +--+ | |
| . 6 | | |
+--+ | . | +--+ +--+ +-------+ | | +-------+
|CM| | . | |S | | | | | | | | |
|14+=+ . +-+ A+-+ 5+-+ | | | | |
| +=+ . +-+V +-+ +-+ | | | | |
| | | . | | E| |CM| | | | | | |
+--+ +-------+ +--+ +--+ | | | | | |
| 4 | |10| | BOSS! |
+-------+ +-------+ | | | | | | +--+ +-------+
| | | | | | | | | | |S | | |
| +-+ +-+ | | | | +-+ A+-+ |
| +-+ +-+ | | | | +-+V +-+ |
| | | | | | | | | | | E| | |
| | | | +-------+ | | +-------+ +--+ | |
| 2 | | 3 | | | | 12 |
+--+ +--+ | | | | +--+ +--+ | | +-------+ +--+ | |
| | |S | | | | | |L | | | | | | | | | | |
LAST=+ 1+-+ A+-+ | | +-+ I| |13+-+ +-+ LIFE +-+11+-+ +- Section
CAVE=+ +-+V +-+ | | +-+F | | +-+ +-+ +-+ +-+ +- Two
| | | E| | | |LP | | E| |CM| | | | | |LP| | SP|
+--+ +--+ +-------+ +-------+ +--+ +--+ +--+ +-------+ +--+ +-------+
-------------------------------------------------------------------------------
Room 1 S1R1
Exit conditions Pressure Pad
W: Wooden Door
...............................................................................
...............................................................................
: Status Level 1 For next level 1 Total killed 0/75 :
: Max. Health 60 Attack 10 Defence 6 :
: Potions Life -- Sands of Time -- Antidote -- :
: Medals --- -- --- -- --- -- :
: Other Slowdown Ring [.] Freeze Ring [.] Scrolls 1/15 :
...............................................................................
You begin in front a canopied archway, but as this is a 2D platform game, this
is just 'background', and you can't enter. To the left is a Wooden Door --
you'll see a few of these throughout the game, but you won't be able to do
anything with them until well over half-way through, so just ignore them for
now.
You will notice some Bats flying around -- kill them with your Scimitar (press
the 'B' button) -- which also recharges your Sands of Time. Proceed to the
right, watching out for the gap you have to jump over just off-screen (press
the 'A' button), and you'll find your first obstacle -- the exit gate out is
down!
Hopefully though, you will have noticed the piece of cloth hanging just before
the gate -- so jump on to this and shimmy up. On the left, just under a wall
hanging, you should see a ledge. From about level with the ledge, jump on to
it and move toward the left-hand edge. You'll see another Scroll, floating in
mid-air, with another ledge (and some Bats) beyond.
You'll need to time your jump so that (a) you don't land on a Bat, and (b) you
pass through the Scroll as you leap.
()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()
| Scroll of Rolling (2) |
| |
| Press Control Pad DOWN + |
| A Button to roll. |
()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()
...............................................................................
: Other Slowdown Ring [.] Freeze Ring [.] Scrolls 2/15<< :
...............................................................................
CONTROLS If you press DOWN on the D-Pad, the Prince will duck down; if you
keep it pressed, and press the 'A' button, he will roll along the
floor a short distance. This will allow him to roll under certain
obstacles that either he wouldn't fit through when standing, or
would cause him damage if standing.
NOTE This is an example of an ability that the Prince has always been
able to do. Later Scrolls will give the Prince abilities that he
wasn't previously capable off.
Continue left along the Bats' ledge and you'll see two things: a Wicker Basket
and another length of hanging cloth. Unfortunately, the bottom of the cloth
is out of reach; fortunately, you can push the basket to the left, jump on it,
and then reach the cloth.
Climb up the cloth, past the stain-glass window, and jump to the small ledge
on the right. From here, jump to the larger ledge, further right and slightly
up. Here we have another problem: there is a Stone Beam sticking out of the
wall, reaching nearly to the floor and preventing further progress.
It's time to use the newly learnt Roll Manoeuvre (you could have performed it
before you found the Scroll if you had wanted). Hold DOWN on the D-pad and
press 'A' -- you should roll under the Stone Beam and emerge the other side.
Moving to the right you'll see the final obstacle (for this room) -- a
vertically mounted Circular Saw -- and beyond this, a Pressure Pad that will
release the gate below (you do still remember the gate, don't you?)
There's no great trick to the saw, just edge close to it and make your dash
just as it clears your head on the way up. Once you're passed, step on to the
Pressure Pad -- as you do, the view will switch to show you the gate below
opening.
As you make your way back down, just be careful to start the roll under the
Stone Beam from a little way back (the beam should not be more than halfway
across from the left). If you get too close before rolling, you'll roll right
off the edge of the ledge! The drop won't kill you, but it will cause you
some damage.
TIP If you look like you're going to fall off the end of this or any
ledge, quickly press RIGHT on the D-pad, and you should be able to
catch the edge with your fingertips. If you succeed, you can hang
around like this forever; use UP on the D-pad and the 'A' Button to
climb back up, or DOWN and 'A' to drop.
Once you're back at the gate, go through and you'll see a large block of stone
with a circular design behind it -- this is a Save Room. Jump on to the block
and you'll rise into the air, saving your position and refilling your Health
Meter.
NOTE There are two types of save-point in the game. The one here will
permanently save you position: if you turn off the power you'll
resume from the last Save Room you saved at.
Later in the game you will also find 'Temporary Save Flares' --
these only remember your position while the power is on: if you die,
you'll restart at the last such point, but if you turn the power
off, or quit the current game, you will start back at the last Save
Room.
Another difference is that Save Rooms will restore you to full
health (as you save), whereas Temporary Save Flares will remember
your current health -- you will be at this level if you restart.
-------------------------------------------------------------------------------
Room 2 S1R2
Exit conditions Giant Beetle + Persian Archer
...............................................................................
Leave the Save Room to the right and enter Room 2. Carry on to the right, but
watch out for a Giant Beetle that emerges from the different-coloured ground
about one screen-width across. Attack it with your Scimitar and you'll soon
kill it (adding to your Sands of Time); however, it will spawn a couple of
Small Beetles as it dies.
TACTICS Because of their small size, to kill Small Beetles, you'll need to
crouch down when you attack (hold DOWN on the D-pad while pressing
'B' to attack).
You can also kill them by rolling over them (press DOWN and 'A').
[Thanks to Carter Chung for this tip.]
The path to the room's exit is straight along and up the pillar, but again the
gate is down, so don't bother going there yet. Instead, head up the now
familiar piece of cloth that hangs in the centre of the room until you see two
balconies. Jump to the one to the left, then across the next gap.
Now get ready to duck (DOWN on the D-pad) -- there's a Persian Archer over on
the left-hand side, and he wants to use you as target practice! After the
first arrow passes overhead, run up so you're just short of his bow and duck
again. You can now attack in safety.
NOTE When he dies, his corpse will remain on the floor. If you leave it
alone for too long, it will come back to life and he will attack
again.
To dispatch him completely, press and hold the 'B' button -- the
Prince will swoop the Dagger overhead and into the corpse, which
will turn a sort of "electric blue". Keep the button pressed for a
few seconds and the corpse will dissipate in blue smoke, also
restoring some of your Sands of Time.
This applies to all Scoring Enemies, so remember: Drain corpses by
holding 'B'.
...............................................................................
: Status Level 2<< For next level 2 Total killed 1/75<< :
: Max. Health 66<< Attack 10 Defence 6 :
...............................................................................
Once he disappears, don't panic because you can't move -- in this room,
getting rid of the last enemy is also the trigger to open the gate, as the
view-switch shows. Jump back across to the cloth, descend and head right.
Jump on to the pillar, climb up and cross to the other side (hold LEFT and
press 'A'). You will see some moving red swirls in front of the now opened
gate -- a 'Health Flare'. Passing through this will restore some of your
health.
NOTE You will encounter a number of similar Flares as you progress; the
colour of each determines what they do. See the section "Coloured
Flares" in the chapter "PRINCE of PERSIA: About the Game" for more
details.
-------------------------------------------------------------------------------
Room 3 S1R3
Exit conditions None
...............................................................................
You enter on a balcony, and before you you'll see another scroll, a climbable
Pillar and a new obstacle -- a Flame Jet mounted on the wall.
NOTE You'll get to see a lot of these Flame Jets that can shoot flames in
up to eight directions. Many, like this one, will change where the
flame shoots every couple of seconds -- if you wait for the right
moment, you can usually get close enough without getting burnt to
either get past or smash them with your Scimitar.
Jump on to the Pillar, picking up your third scroll on the way:
()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()
| Scroll of Rewind (7) |
| |
| Press L Button |
| to turn back time. |
()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()
...............................................................................
: Other Slowdown Ring [.] Freeze Ring [.] Scrolls 3/15<< :
...............................................................................
CONTROLS Pressing the 'L' Shoulder Button will reverse time for as long as
you hold it, provided you have sufficient Sands of Time stored in
the Dagger. A full Dagger is sufficient for two four-second bursts
of time-reversal.
If you feel in a destructive mood, you can go round smashing all the Flame
Jets, but most of them can be ignored.
Go to the top of the first pillar and switch sides. Jump to the second
pillar, switch sides and smash the top Flame Jet. Jump across to the third
pillar, watching out for the upward jets; wait for the jet on the far side of
the pillar to not be shooting towards you, then switch sides and smash it.
Jump to the fourth pillar and switch sides, ditto with the fifth pillar. You
should now be on the right-hand side of the room.
Descend past the first ledge on the right, until you're level with the jet and
then smash it. Jump across to the ledge and pick up a Life Potion -- these
can be used at any time to restore your health.
...............................................................................
: Potions Life 1<< Sands of Time -- Antidote -- :
...............................................................................
Exit to the right to find a Life Fountain -- walk across the bridge and enter
the central area to have your health bar restored (if you need a lot of health
restoring, you may have to wait for a few seconds; if you just need a top-up,
you probably won't need to stop).
Return to the main room (you'll need to smash the Flame Jet again), jump back
on to the pillar and climb back to the ledge you ignored earlier. Exit right
to the next room.
-------------------------------------------------------------------------------
Room 4 S1R4
Exit conditions 2 x Lion Statue
...............................................................................
Here you'll find your first Temporary Save Flare -- walk into it, and if you
die in the current game, you'll return here (but if you turn the power off,
you'll return to the Save Room between Rooms 1 and 2).
Head to the right and be ready to encounter your next enemy -- a Lion Statue
that spits balls of flame at you. Even if you could get close enough to hit
the thing, it wouldn't do any good -- they're invulnerable to ordinary
attacks. Instead, you'll need a different tactic -- when it spits a fireball,
knock it back with the Scimitar (anyone for tennis?). Do this three times and
it will explode.
NOTE If you get too close to a Lion, it will turn its back on you. Just
back away and it will turn around again and carry on firing. (Don't
bother trying to hit it from behind; it won't do any good).
Also, don't bother trying to jump over a Lion Statue -- even with
enough height you will not be able to get past a "force field" that
extends straight up from the head.
Jump the gap to the remains of the Lion, and jump again to another pillar. As
you start to climb, you'll see some spikes blocking your way, so simply switch
sides a couple of times to bypass them. Jump across to the main ledge and
you'll see another Lion Statue blocking the exit.
This one's slightly different, in that it rises up to spit its fireballs -- no
problem, just jump up yourself and time your Scimitar swipes to knock the
Fireballs back.
-------------------------------------------------------------------------------
Room 5 S1R5
Exit conditions None
...............................................................................
If you look at the Map Screen after you enter this room, you'll see it's
outlined in yellow -- this indicates that there is a Medal Piece to be found --
see the section "Medal Pieces and Medal Gates" for more details.
As you approach the gap to the left, you'll see a Sand Lizard walking back and
forth. Time your jump so that you land as it's moving to the left, to give
you more time to attack. A few hits should dispatch it, replenishing your
Sand of Time as you do.
TACTICS If you just dive in and hack at Sand Lizards, they will usually get
in a retaliatory attack by spinning around and lashing at you with
their tail; to avoid losing some health, try retreating slightly
after your third attack, let it lash out, then finish it off.
To the left of the Sand Lizard is another pillar; you'll need to switch sides
a couple of times to avoid spikes, as well as hitting out at some Bats if they
get too close. However, if you make your way up, you'll see a ledge to the
right with a horizontal Circular Saw. Time your jump to the ledge as the saw
moves to the right, and it shouldn't be too hard to jump over the saw as it
moves back towards you. Once past, you'll find your fourth Scroll:
()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()
| Scroll of Secret Medals (9) |
| |
| Use Rewind |
| to pick up Secret Medals |
()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()
...............................................................................
: Other Slowdown Ring [.] Freeze Ring [.] Scrolls 4/15<< :
...............................................................................
CONTROLS To collect a Medal Piece (you'll see the first in a moment), you
need to pass over it, then Reverse Time (using the 'L' Shoulder
Button) so that you pass back over it with time reversed.
For your first Medal Piece (part of the Copper Medal), you'll need to return
to the pillar on the left (jumping over the Circular Saw), and make your way
up to the ledge above (switching sides to avoid spikes and slashing at Bats as
needed).
TIP The Bats around here will all replenish your Sands of Time as you
kill them, so be merciless!
If you just run off the edge of the ledge to the right, you should pass
through the Medal Piece. As soon as you pass it, press and hold the Left
Shoulder Button to reverse time until you return to the ledge -- you should
get a message in the bottom-right of the screen if you're successful. (If you
fall to the ground before you reverse time it won't matter, but you'll use up
more Sands of Time because there's more time to reverse. Also, if you don't
quite get back on the ledge before releasing the button, you may fall back to
the ledge below; again this won't matter.)
...............................................................................
: Medals Copper 1<< --- -- --- -- :
...............................................................................
Once you've got the Medal Piece, head back to the left and jump on to the
pillar with the spikes. Climb up and there's another Circular Saw above a
ledge to the left. It's probably easiest to do a quick jump to the near side
as the saw moves to the left, then jump over the saw as it reverses, then hop
on to the next pillar (don't linger on the ledge or you'll get chopped to
little bits!)
Just make your way down the pillar, switching sides to avoid the spikes.
Remember to attack the Bats flying back and forth, as they will help replenish
the Sands of Time you used to get the Medal. At the bottom, jump to the ledge
and go out of the door on the left to another Save Room.
-------------------------------------------------------------------------------
Room 6 S1R6
Exit conditions 3 x Pressure Pad (Green, Red, Yellow)
NW: Scroll 4 + Tagua Medal Gate
SW: Scroll 4
...............................................................................
As you enter this room, you should notice three white blobs (lights) in the
top-right of the screen. If you walk over to the left, you'll see three
coloured, Flashing Discs on the walls. To open the exits, you need to change
the colour of the three lights to match the colours (and order) of the three
discs.
To light the lights, there are three coloured Pressure Pads -- stepping on one
of these will light the next light with the colour of the pad.
TIP If you stand on the wrong pad, or step on the right one twice,
resulting in the wrong colour lights being lit, just keep stepping
on any pad until all three lights are lit -- if the wrong
combination has been selected, all the lights will go out and you
can start again.
NOTE The walkthrough below is based on the wall-discs being Green, Red
and Yellow (from left to right). The order doesn't appear to
change, but if yours are in a different order, just change the order
you visit the pads accordingly.
Move to the left and take out some Small Beetles (remember to crouch down),
then jump on to the Hanging Cloth and climb. At the top, dodge the vertical
Circular Saw and jump right on to another Hanging Cloth. Climb all the way to
the top (passing the yellow Pressure Pad on the left) and jump to the ledge on
the right. Roll under the Stone Beam, and negotiate two more saws (via
another Hanging Cloth) to get to a ledge with the green Pressure Pad. Step on
this to light the first light.
Jump back over the nearest saw and descend the cloth to the ledge below.
There's another Small Beetle here, so kill it, then step on the red Pressure
Pad to the left to light the second light.
Back up the cloth, jump left over the saw, roll under the Stone Beam and jump
to the ledge with the yellow Pressure Pad using the cloth and avoiding the saw.
The door near the red Pressure Pad should now open -- go back there and
through to room seven.
FOR LATER The left-hand two exits from this room cannot be accessed at the
moment, due to the wall running down the middle. These, and other
similar inaccessible areas will be revisited towards the end of the
game.
-------------------------------------------------------------------------------
Room 7 S1R7
Exit conditions None
...............................................................................
Just inside this room is another Temporary Save Flare -- make sure you use it,
as it's not difficult to fall to your death here!
First, jump up on to the two ledges just inside. Before you jump to the
pillar on the right, be ready with the UP on the D-pad -- these pillars are
greased, and if you hang around for more than a second, you'll start to slip
down. Many pillars you'll meet from now on will be greased, so be aware!
TIP On this first pillar, it's probably worth spending a little time
practising staying more-or-less in the same position by just tapping
UP... if you do drop off the bottom, you won't come to any harm.
TIP If you're at the top of a Slippery Pillar, you can hold UP on the D-
pad to stay in position.
Cross to the right-hand side and jump to the second pillar, avoiding the
Circular Saw. Jump from the second pillar on to the raised floor on the right.
NOTE If you're VERY careful, you CAN jump from the main floor across to
this raised floor -- but you'll need to start with the Prince almost
completely over the chasm, and just his back foot right on the very
edge of the floor. Even then, you'll only grab the far side by your
fingertips, and will need to haul yourself up (hold UP on the D-pad
and press 'A'). However, you're much more likely to fall to your
death, so it's almost certainly not worth it.
Nip past the two vertical Circular Saws and you'll come to a bunch of Slippery
Pillars.
Jump on to the first Slippery Pillar, go up to the top and switch sides. Jump
to the next pillar and again climb to the top. Jump across to the third
pillar, wait until the Flame Jet is shooting away from you, then switch sides
and smash it. Jump across the broken jet to the short pillar, switch sides
and jump down to the ledge to the right.
Take out the couple of Bats here, then jump over the Wicker Basket and you'll
see a Large Urn. Break this with your Scimitar to reveal a Sands of Time
Potion, which you should collect (like Life Potions, these go into your
inventory for later use).
...............................................................................
: Potions Life 1 Sands of Time 1<< Antidote -- :
...............................................................................
Next, you want to get on to a pillar that's just below the left-hand edge of
the ledge; the plan is to walk off the left-hand side, then press RIGHT on the
D-pad almost straight away (if you do it too soon, you'll cling to the edge of
ledge and you'll need to drop first -- press DOWN on the D-pad and 'A').
TIP Although you don't strictly need to, pushing the basket off the left-
hand edge first will be useful in case you don't make it to the
pillar. Although it's possible to jump from the floor to the pillar
on the right, it's almost out of reach, and it's very easy to slip
off again. Standing on the basket helps considerably.
Once you're on the pillar, switch sides when the Flame Jet is shooting away
from you and smash it. Jump across, being careful to avoid the Circular Saw,
then switch sides to the last pillar. Slide down towards the bottom
(otherwise the fall will knock off some health) and jump right to land by the
exit door.
-------------------------------------------------------------------------------
Room 8 S1R8
Exit conditions Sand Lizard + Disc Thrower
NW: Scroll 5 + Copper Medal Gate
...............................................................................
You emerge behind some translucent gauze. Approach the gap to the right, but
wait until a Sand Lizard on the other side gets to the edge and walks away
before jumping across; this will give you enough room on the other side to
manoeuvre while killing it.
Carry on until you find the pillar above a second gap. Luckily, this one
isn't slippery, but you'll need to switch sides to avoid the spikes as you
climb. Jump off on to the ledge on the right, and you'll find yourself among
some rubble from a broken Stone Column.
Although you don't know about it yet, one of the powers of the Dagger and the
Sands of Time is to repair something that's broken. Stand amongst the rubble
and hold down 'B' until the column is restored! Unfortunately, you cannot
climb it as you can pillars, so leave it for the moment and return to the
pillar with the spikes on the left.
NOTE I discovered you could do this before I found the Scroll of
Gathering (see later), so it just saves some backtracking to rebuild
the column now. If this offends your sense of 'doing it right',
just leave the column in pieces until you've found the Scroll.
Jump across to the left-hand ledge, but be careful -- there's a nasty Disc
Thrower (a Scoring Enemy) just off-screen. Five attacks or so should see him
off.
TACTICS You can knock his discs out of the air with your Scimitar, but don't
worry too much if you get hit as there will be a Health Flare on the
way out.
His corpse is left behind after you kill him, so remember to drain it with
your Dagger (hold down 'B'), otherwise he'll come back to life. Draining the
corpse will also restore some of the Sands of Time you expended to rebuild the
column; also the exits will open, and you'll see a Health Flare appear.
...............................................................................
: Status Level 2 For next level 1<< Total killed 2/75<< :
...............................................................................
However, we don't want that exit yet: head back to the central pillar and
climb to the top, crossing to the right as you do. Jump across to the top of
the Stone Column that you restored -- if you fall short, just jump back to the
pillar and try again; if you slip over the right-hand side, you'll need to
climb down the cloth on the right, ignore the exit, and move back left and re-
climb the pillar.
Once you're on top of the column, jump right to the hanging cloth, climb up,
then jump off and go through the upper-right exit.
FOR LATER The exit to the top-left is not currently accessible, so ignore it
for now.
-------------------------------------------------------------------------------
Room 9 S1R9
Exit conditions 2 x Lion Statue
...............................................................................
Here's a chance to gather another Sands of Time Potion.
Head to the right and smash the Flame Jet above the sloping floor. The second
Jet shoots towards you constantly, so roll under it and smash it from the
other side. Jump on to the pillar to the right, switch to the right-hand side
and jump between the pair of Circular Saws to the second pillar. Climb to the
very top and then jump to the left on to a small ledge holding another Wicker
Basket.
Push the basket off to the left, then drop down and push it as far to the left
as possible. You will now see another Lion Statue up the slope to the left.
Because it's on raised ground, and because it raises up to fire, you need to
get on top of the Wicker Basket and jump up to return the usual three
fireballs that will destroy it.
Beyond the Lion you will find your second Sands of Time Potion. However, the
exit back to the previous room won't be open yet, as there's another Lion
Statue to get rid of.
...............................................................................
: Potions Life 1 Sands of Time 2<< Antidote -- :
...............................................................................
Head back right and jump between the two saws back on to the far-right pillar.
Climb down, jump back through the two saws again to the first pillar you saw.
Switch sides and descend, smashing the Flame Jet so that you can jump safely
to the last pillar. Jump to the isolated floor on the left and you'll see the
other Lion. The only difference with this one is that every other shot is
from ground level and from on high.
There's nothing past it, so just return to the previous room when you're done.
-------------------------------------------------------------------------------
Room 8 (again) S1R8
...............................................................................
Climb down the first cloth, dropping to the right of the repaired column.
Jump on to the cloth to the right and descend into the Health Flare, before
entering the Save Room to the right.
-------------------------------------------------------------------------------
Room 10 S1R10
Exit conditions Shielded Knight + Invisibility
SW: Scroll 1
...............................................................................
You're now in a tall room, almost the full height of the map.
Cross to the right and use the length of cloth to jump to the pillar --
another slippery one. You'll need to time your slide down the pillar
carefully to avoid the Flame Jets (smash them if you want, or just avoid).
Climb down the cloth on the left and drop to the floor. There's another
Wicker Basket to the left, but you won't be able to do anything with it yet,
so head to the right.
Go across the gap and you'll find your third type of scoring enemy -- a
Shielded Knight. He's quite easy to kill, but you'll need several Scimitar
thrusts as his shield blocks about every other one.
As you drain the corpse, a purple Invisibility Flare appears -- if you walk
through one of these, you will become invisible for a while (you can just make
out a very faint shadow if you look closely).
...............................................................................
: Status Level 3<< For next level 2 Total killed 3/75<< :
: Max. Health 66 Attack 17<< Defence 12<< :
...............................................................................
You'll now need to pass through the Invisibility Flare, as there's a gate
ahead that will close if you approach it when visible. While invisible, jump
on to the hanging cloth and climb to the top, then jump to the ledge on the
right. Jump to the (slippery) pillar, switch sides and then jump across the
ledges and exit through the gate. If you come back into view too soon, the
gate will close and you'll need to return to the flare.
TIP You might want to practice this without going invisible to get a
feel for when you should jump.
Another useful tip (thanks "idudeZ") is to very briefly tap the 'L'
Shoulder Button -- a blue circle will appear centred on your current
position.
Beyond is another Life Fountain -- recharge if necessary then take the exit on
the far side.
-------------------------------------------------------------------------------
Room 11 S1R11
Exit conditions Persian Archer + Disc Thrower
...............................................................................
Climb the hanging cloth -- half way up is Flame Jet with a difference: it's
protected by a cage, so you can't smash it. Time your climb to avoid the
flames and jump to the ledge on the right. Be careful -- there's another
Persian Archer to the right, but he fires his arrow a little lower, so ducking
won't help. Instead, you'll need to jump over the first one he shoots before
you move in for the kill. You can also knock his arrows out of the air with
the scimitar if you prefer. Remember to drain the corpse once he's dead.
...............................................................................
: Status Level 3 For next level 1<< Total killed 4/75<< :
...............................................................................
Jump on to the pillar on the right (slippery again!) and descend. Take out
the Flame Jet near the bottom, jump to the small ledge on the left and carry
on to the next pillar. Slide down this and switch sides, jump to the ledge,
then collect a second Life Potion that's off to the left.
...............................................................................
: Potions Life 2<< Sands of Time 2 Antidote -- :
...............................................................................
Go back to the right, using the two pillars to reach the ledge on the right at
the bottom of the second. Here you'll find another Disc Thrower, so approach
with caution. Draining his corpse will raise you to level four, open the
exits, and makes a Health Flare appear.
...............................................................................
: Status Level 4<< For next level 2 Total killed 5/75<< :
: Max. Health 72<< Attack 17 Defence 12 :
...............................................................................
Carry on to the right; there's a hanging cloth guarded by two Caged Flame Jets
-- wait for a clear moment then jump across and descend. Jump down, heal in
the Health Flare and exit stage right.
-------------------------------------------------------------------------------
Room 12 S1R12
Exit conditions None
SE: Scroll 1
...............................................................................
EXIT NOTE There are no exit conditions as such, but the exit in the bottom-
right corner of the room is inaccessible for the moment.
(Not strictly true: Using Frej Bjon's "Super Jump", it IS possible
to get out of the bottom-right corner and proceed MOST of the way
through Section Two... however, you get stuck at Room 13. See
"Nearly Sequence Breaking" for details).
Make your way along the floor to the right, smashing Flame Jets as you go,
then jump to the Slippery Pillar via the small ledge.
TIP If you're very short of the Sands of Time, there's another potion in
a Large Urn to the right: switch sides then jump ledges heading
right and down. However, your Dagger should be pretty full, so
unless you're nearly empty, we'll pick it up later.
Climb to the top of the pillar (on the left-hand side), taking out a Bat on
the way. This is the rightmost of four pillars -- make your way across to the
leftmost one, keeping to the top, dodging Circular Saws and taking out any
Flame Jets that you don't like the look of.
To the left of the last pillar you will see a main ledge with a smaller ledge
above. If you were to jump to this upper ledge, you'll see it leads nowhere --
for the moment. For now, get on to the lower ledge and head left past a heap
of planks and you'll find your fifth Scroll:
()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()
| Scroll of Gathering (8) |
| |
| Use the Sands of Time |
| with the B Button |
| to rebuild broken objects. |
()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()
...............................................................................
: Other Slowdown Ring [.] Freeze Ring [.] Scrolls 5/15<< :
...............................................................................
Now you officially know how to rebuild things, return to the pile of planks
and hold down 'B' until they have all risen up and the bridge above has been
rebuilt.
Go back to the pillar on the right and climb it to get to the ledge above
leading to the newly restored bridge. Cross, taking out the Bats, then
proceed to the Save Room off to the left.
TIP If you've not completely filled your Dagger with the Sands of Time,
you'll be able to do so in a moment.
-------------------------------------------------------------------------------
Boss Battle S1BOSS
Exit conditions Collect Scroll
...............................................................................
This room, to the left of the Save Room, has a much darker feel than most --
for good reason. As you enter, you'll see a red bar appear in the lower-right
corner -- this is the measure of the Boss's health. You'll also notice a
large, winged statue in the middle of the room -- suspiciously immobile.
You can hit him all you want at the moment, but nothing seems to happen except
you see the same blue flash you get from killing Bats -- in this mode, hitting
the Boss will also restore your Sands of Time: remember this!
TIP If your Sands of Time gauge isn't full, keep hitting the statue
until it is.
To get the fight going, you first need a way animating the Boss, and then of
dealing him real damage. As you may guess from the recommendation to top-up
your Sands of Time, it is the Sands that will cause both to happen.
Press the 'L' Shoulder Button while dealing him a blow with the Scimitar --
you'll jump back and he'll take to the wing. The strategy here is reasonably
simple -- attack him as he swoops down near the floor. With the 'L' Button
held down you'll reduce his health; if you're running low on Sands of Time,
release the button and your attacks will refill the Dagger. The only other
thing to watch out for is that every now and then he causes a line of rocks to
fall -- dodge them if you can, but you should survive long enough to defeat
him, and you can restore for free in the Save Room when you've finished.
When you reduce his Health Bar to nothing, he'll fly up to the centre of the
room, pause, then fly off. Your sixth Scroll will then appear above your head:
()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()
| Scroll of Air Jump (1) |
| |
| Press A Button while in |
| the air to double jump. |
()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()
...............................................................................
: Other Slowdown Ring [.] Freeze Ring [.] Scrolls 6/15<< :
...............................................................................
CONTROLS This allows the Prince to jump a little higher by making a second
jump while in mid-air.
For maximum height, perform a back-jump initially followed by a
second jump.
For a "Super Duper Jump", combine the double-jump with Frej Bjon's
"Super Jump" technique.
Head right, back to the Save Room to save and restore health, then go back and
forth to Room 12, so that you can replenish your Sands of Time by killing the
Bats. Save again when you've filled up and go to the right-hand side of the
bridge.
-------------------------------------------------------------------------------
Backtracking
...............................................................................
Because you've now got Air Jump, you can now make use of the Wicker Basket
that we ignored previously in Room 10 to get to a new room.
NOTE When I first wrote this Walkthrough, I included this new room in the
path because (a) you can get to it, and (b) I didn't know whether
you would need what you find there.
Subsequently, I've realised that (a) this new room can be a little
tricky compared to its surroundings, (b) you don't really need
what's in it until later, and (c) it will be easier to deal with
later.
I decided to leave it in, however, but if you find you are having
excessive trouble dealing with Room 13, feel free to skip it for now.
If you do skip it, you will need to allow for one Scoring Enemy and
one piece of the Copper Medal missing from the Checkpoints with
which I pepper this Walkthrough.
In Room 12, jump on to the pillar, slide down and fall off the bottom --
you'll take a little damage but we'll be passing a Life Fountain so it doesn't
matter. Head left across the gaps, smashing the Flame Jets as you do.
In Room 11, climb the hanging cloth, jump to the ledge and then to the pillar.
Switch sides, climb to the top and jump to the next ledge. Climb down the
cloth on the left and go back through the Life Fountain.
In Room 10, keep going left, across ledge, pillar and ledge until you're on
the hanging cloth. Jump to the floor (you may need to double-jump to avoid
the Invisibility Flare), and go left until you get to the Wicker Basket --
push it as far left as it will go.
TIP Because the enemy you'll meet shortly can be a little tricky, it
might be a good idea to go to the nearby Save Room first: double
jump on to the Hanging Cloth, jump right on to the pillar and smash
the Flame Jets as you ascend. At the top, jump left and exit to the
Save Room. Reverse this to get down again, or if you should die and
need to restart.
The objective here is to jump to the Slippery Pillar above: it can be a little
tricky at first, but if you stand on the basket facing right; jump slightly to
the right, then back-flip to the left -- you should end up clinging to the
left side of the pillar. If you do, press UP straightaway as it's a Slippery
Pillar and you'll fall off again!
Once you get up there, jump to the ledge and go through the exit on the left.
-------------------------------------------------------------------------------
Room 13 S1R13
Exit conditions None
...............................................................................
If you look at your map, you'll see this room is highlighted in yellow,
meaning there's another Medal Piece here.
Push the Wicker Basket as far left as it goes, jump over it and use 'B' to
restore the pile of rubble to make another Stone Column. Double-jump from the
basket on to the top of the column, then to the (slippery) pillar, avoiding
the saw. Switch sides and wait for the horizontal saw to move away from you
before jumping to the ledge and then jump over the saw. Jump across the two
small platforms to the hanging cloth -- don't linger on the platforms as
spikes pop-up every so often! Time your climb to pass the Caged Jet, then
jump to the edge of the ledge on the right and prepare yourself for a nasty
spear-wielding enemy!
TIP Patience is the key to dealing with this Spear Swinger, as it only
takes two hits from him to kill you from full health. You, on the
other hand, need to deal a series of about four double-hits at just
the right moments.
As you first approach him, he's liable to start swinging his spear around his
head and then smash it on the floor -- usually four times. Alternatively, he
may go into a series of half a dozen leaps before he pauses.
In either case, while he is paused, if you jump, even on the spot or while
hanging on the cloth, he will throw the spear into the air for a few seconds.
This is the only time when you can deal damage, but you will only have time
for a couple of shots before you need to retreat, and he'll either start
jumping or swinging his spear again.
TIP From bitter experience, the worst thing you can do is to give in to
the temptation to "get one more shot in" -- it invariably means you
get hit by his spear, and the second such hit will kill you. Err on
the side of caution; retreat early and wait for the next opportunity
to get a hit or two in.
So, get fairly close to him, jump if necessary to trigger his swinging spear
or his jumping then wait for him to stop. Stand just beyond the end of his
spear and jump to make him throw his spear up; get in a couple of thrusts then
retreat rapidly (a back-jump is a good tactic). Rinse and repeat about four
times to get rid of him. Remember to drain his corpse, otherwise you'll have
to go through the whole process again!
TIP It's useful to jump left back on to the cloth to get out of his way,
but -- if there's room -- remember to jump back before he comes to a
stop, otherwise your jump from the cloth back on to the ledge will
cause him to throw his spear up, and you may not have time to
attack. If in doubt, jump back and wait for another attempt rather
than risk being killed.
TIP Although I've not had a chance to try it, you can apparently roll
under a Spear Swinger when it is doing it's jumping routine to come
at it from behind. [Thanks to Sander for this.]
...............................................................................
: Status Level 4 For next level 1<< Total killed 6/75 :
...............................................................................
Across the gap to the right is another Sand Lizard. Much the same as before --
jump out of the way every three thrusts or so to avoid the tail. He may also
occasionally spit blue Paralysis Balls -- hit them back with your Scimitar if
he does.
Off the right-hand side of the ledge is another piece of the Copper Medal. As
before, walk off the edge so you pass through it, then hold the Left Shoulder
Button down until you're back on the ledge.
...............................................................................
: Medals Copper 2<< --- -- --- -- :
...............................................................................
Cross back to the left, go down the cloth and across the small platforms,
remembering to avoid the spikes that can appear. Once you're back on the
floor, return to the Save Room to save and restore health, then return to room
12.
-------------------------------------------------------------------------------
Room 12 (again) S1R12
Exit conditions SE: Scroll 1 (Air Jump)
...............................................................................
EXIT NOTE The need to use a double-jump to get to one of the ledges leading to
the exit ensures that you cannot leave Section One until you've won
the first Boss Battle (although this isn't stricktly true; see
"Nearly Sequence Breaking" under "Odds and Sods" for details).
Run along to the right again, smashing the Flame Jets and jumping the gaps.
Jump to the ledge then back to the Slippery Pillar, switch sides and jump to
the ledge on the right.
If you didn't get the Sands of Time Potion earlier, walk to the right,
dropping on to another ledge and then the ground. To the right is a Large
Urn, which you should smash to find your third Sands of Time Potion.
...............................................................................
: Potions Life 2 Sands of Time 3<< Antidote -- :
...............................................................................
Return to the ledge right of the pillar, double-jump to the ledge above right,
then double-jump to the Hanging Cloth. Jump to the ledge on the right and the
doorway that leads out of Section One.
...............................................................................
: Status Level 4 For next level 1 Total killed 6/75 :
: Max. Health 72 Attack 17 Defence 12 :
: Potions Life 2 Sands of Time 3 Antidote -- :
: Medals Copper 2 --- -- --- -- :
: Other Slowdown Ring [.] Freeze Ring [.] Scrolls 6/15 :
...............................................................................
()===========================================================================()
|| ||
|| Section Two ||
|| ||
()===========================================================================()
-------------------------------------------------------------------------------
Dialogue S2DLG
...............................................................................
Farah:
Do you realise what you have done?
You have released the Sands of Time!
Prince:
Who are you??
Farah:
I am the daughter of the Maharajah
from whom you stole the Dagger.
Come with me. We must find the
Hourglass!
-------------------------------------------------------------------------------
Map S2MAP
...............................................................................
LP - Life Potion +--+ +--+ +--+ +--+ +--+
SP - Sands of Time Potion | | |. | | | |JM| | |
AP - Antidote Potion |15+=+. +-+10+-+..+=+16|
| +=+. +-+ +-+ .+=+ |
JM - Jade Medal Piece | | |. | | | | .| |AP|
+--+ | | +--+ | | +--+
JG - Jade Medal Gate | 9| |11|
| | +--+ | | +--+
+--+ +--+ +--+ |LP| | | | | | |
|AP| | | | | | +-+ +-+ +-+ |
| +-+JG+=+17| | +-+ +-+ +-+ |
| +-+ +=+ | | | | | | | | |
| | | | | | +--+ | | +--+ | |
| | +--+ +--+ | 8| |12|
| 3| +--+ +--+ | | +--+ | | +-------+
+--+ | | +--+ |L | | | | | | | |JM| | |
| | | | | | | I+-+ +-+ | | +-+ | | |
| +-+ +-+ | |F +-+ +-+ | | +-+ | | |
| +-+ +-+ | | E| | | | | | | | | | |
| | | | | | ... - Inaccessible +--+ | | | | | | +--+ | |
| | +--+ | | = - areas or exits | | +--+ | | | |
| 2| | 4| | 7| |SP| | BOSS! |
| | +--+ | | +--+ +--+ | | | | +--+ | |
| | | | | | | | | | | | | | |S +-| |
| +-+ | | +-+ | | +-+ | |13| +--+ | A+-| |
| +-+ | | +-+ | | +-+ +=LAST | | | +-+V | | |
| | | | | | | | | | | +=CAVE | | | +-+ E| | |
+--+ | | +--+ | | | | +--+ | | | | +--+ +-------+
| 1| | 5| | 6| | | | |
+--+ | | | | +-------+ +--+ | | +--+ | | |14|
|S | | | | +-+ +-+S +-+ | |L +-+ +-+ +- Section
-+ A+-+ | | +-+ LIFE +-+ A+-+ | | I+-+ +-+ +- Three
-+V +-+ | | | | | |V | | | |F | | | | |
| E| |LP| |JM| | | | E| | | | E| | | | |
+--+ +--+ +--+ +-------+ +--+ +--+ +--+ +--+ +--+
-------------------------------------------------------------------------------
Room 1 S2R1
Exit conditions Brass Gong (Farah)
Back: None
...............................................................................
TIP After the Dialogue, you might want to nip back to the Save Room so
you don't have to see it again (or you can press START to skip it).
After leaving the Save Room, jump to the Hanging Cloth (they're now grey
instead of yellow) and drop off the bottom to collect your seventh Scroll:
()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()
| Scroll of Farah (10) |
| |
| Press SELECT |
| to play as Farah. |
()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()
...............................................................................
: Other Slowdown Ring [.] Freeze Ring [.] Scrolls 7/15<< :
...............................................................................
CONTROLS Throughout this section, you will be controlling two characters --
the Prince, and now also Farah. Although she does not have your
extra movement abilities (double-jump, roll etc.), nor the ability
to use the Sands of Time, she is armed with a Bow and Arrow -- this
allows her to attack enemies from a distance, and to trigger certain
puzzles needed to open gates out of a room; in particular, there are
a number of hanging Brass Gongs that the Prince cannot reach, but
Farah can hit with an arrow.
You can switch between the Prince and Farah whenever you see a small
icon appear in the bottom-left corner of the screen. This generally
appears when you are near the exits of a room, or near to any puzzle
element (Brass Gong, Pressure Pad etc.). You cannot normally switch
characters when you are on a Hanging Cloth, Pillar or similar
obstacle.
Run off the left-hand edge and you'll drop to another ledge where there's a
third Life Potion.
...............................................................................
: Potions Life 3<< Sands of Time 3 Antidote -- :
...............................................................................
IMPORTANT I originally missed this potion (although by the end of the game I
suspected that I'd missed one somewhere). First, many thanks to
Gatekeeper999 for informing me of its location.
Second, anybody who started playing from an earlier version of this
Walkthrough (below v1.0) and who is now using this one, will be one
Life Potion short at this version's Checkpoints.
Jump back to first ledge and you'll see Farah -- ignore her for now. Head
right and upwards, across a Hanging Cloth, a Retractable Shelf and on to a
fixed ledge. To the right of the long Hanging Cloth is the trigger to open
the gates of this room, but you'll not be able to activate it, so just use the
long cloth to get on to the ledge directly above you, then continue to the
left across two more Retractable Shelves until you get to the closed gate.
You should now see Farah's symbol appear in the bottom-left, so press SELECT
to switch to her.
--< as Farah >--
Follow the Prince's route to the long hanging cloth, but jump off on to the
ledge on the right. To the right, you'll see a Brass Gong hanging down,
protected by Stone Beams and two Circular Saws. Have Farah face it, then
press 'B' to fire an arrow: as the arrow hits the Gong, the view cuts to show
the gate open and then the gong will retract. Head back to the left and
upwards to rejoin the Prince.
-------------------------------------------------------------------------------
Room 2 S2R2
Exit conditions Brass Gong (Farah) + Pressure Pad (Prince)
Back: None
...............................................................................
--< as Farah >--
Staying as Farah, head left in Room 2, across the gap and up the slope, to
jump to the Hanging Cloth, being aware of the Circular Saw. Climb the cloth,
jump right, over another saw to the ledge and then on to the vertical Moving
Platform. At the top of its travel, jump left to the cloth, then right using
the horizontal Moving Platform to get to another ledge. Here you will see
another Brass Gong, but to hit it, you'll have to jump up and fire an arrow.
Although the gong disappears, the gate won't open -- there's a Pressure Pad
that needs to be activated, but Farah can't get to it, so head her towards the
exit: use the two Hanging Cloths to the left to reach the ledge with the
banisters above. Approach the exit and press SELECT to switch back to the
Prince, languishing in Room 1.
--< as the Prince >--
Follow Farah's route up the slope, but when you've climbed to the top of the
first Hanging Cloth, instead of heading right, double-jump to the platform on
the left. Carefully jump over the vertical Circular Saw to another Hanging
Cloth, then from its top, jump back right to spin around on the Metal Rod.
Time your next jump to land on the cloth further to the right, climb up and
use the second Metal Rod to get to another Hanging Cloth on the far left. At
the top of this cloth, you should jump to the yellow Pressure Pad, opening the
exit.
Double jump over the three vertical Circular Saws to the left -- the ledge you
need to land on is directly below the bookshelves, so you'll probably need to
tap LEFT on the D-pad so that you don't go too far. From the ledge, jump
right to the Hanging Cloth, and from near its top, jump to rejoin Farah,
carrying on to the next room.
-------------------------------------------------------------------------------
Room 3 S2R3
Exit conditions Brass Gong (Prince)
Back: None
NE: Jade Medal Gate
...............................................................................
--< as the Prince >--
Just inside you'll see another Temporary Save Flare; pass through it so you
don't have to redo the last two rooms, then use SELECT to switch to Farah.
NOTE Temporary Save Flares are triggered by the Prince passing through
them, not Farah; if the Prince passes through and then either
character dies, you will both restart from the Temporary Save Flare.
If only Farah passes through, nothing will be remembered.
--< as Farah >--
Follow the Prince through to Room 3, then shoot the first Flame Jet (you can
reach it as the Prince, but it's easier as Farah). Switch back to the Prince.
--< as the Prince >--
Jump to the Hanging Cloth and climb to the top. Head right, across two
Retractable Shelves, a pair of Hanging Cloths, then two more Retractable
Shelves, smashing the Flame Jets on the way (it makes it much easier for
Farah).
From the last ledge, you need to double-jump upwards and to the right and
swing out with the Scimitar at another Brass Gong to open the exit gate (the
Gong will retract after you've hit it successfully). There's another Flame
Jet to the right, but Farah's best equipped to deal with it, so switch
characters.
--< as Farah >--
Follow the Prince to the right, then jump up and use an arrow to smash the
Flame Jet. To get across the gap on the right, Farah will need to be as far
off the edge as possible, without actually falling off. Even then, she'll
cling by her fingertips and need to haul herself up. When she's safely in
front of the exit, switch back to the Prince.
NOTE You will need to be more careful of the Retractable Shelves (and
have a modicum of luck), because unlike the Prince, you can't double-
jump out of danger if one retracts as you land on it. The Temporary
Save Flare could prove handy!
TIP Waiting on the Hanging Cloths and jumping just after the next shelf
retracts seems to be the safest approach.
NOTE We're about to collect an Antidote Potion, which can be useful --
but not essential -- against creatures you'll meet in Section Three.
We will be coming back this way later in the game, so if you want to
leave it until then, just leave to the right.
If you do get it now, it's slightly more efficient to do so as soon
as you enter the room; the drawback is that there's more to repeat
if Farah dies as she's crossing the Retractable Shelves.
--< as the Prince >--
Return to the top of the first Hanging Cloth on the left-hand side of the
room; you now need to make a number of double-jumps to make your way up the
left-hand side of the room -- it can be a little tricky getting the timing
just right, and the Retractable Shelves don't