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Written and illustrated by Dr. Hugh
Website conversion and layout by Bert Jamin


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Downtown, The Balconies

Downtown, The Dark Alley

Downtown, The Temple Rooftops - Part 1

Downtown, The Temple Rooftops - Part 2

Downtown, The Temple - Part 1

Downtown, The Temple - Part 2

Downtown, The Marketplace

Downtown, The Market District

Downtown, The Bowery

Downtown, The Brothel


© December 2005 Bert Jamin (www.gamesover.com)
This walkthrough may not be sold and may not be used for any commercial purposes. Neither is it permitted to publish this walkthrough in any way without the written permission of the author Dr. Hugh (
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Level 5

Downtown

The Marketplace

 

Continue through the hallway and a cut scene will start where the Prince runs down the stairs and meets Farah face to face. Farah is locked up behind a barred door and tells him that the Vizier has escaped to the Palace and asks the Prince to open the door, which “God” seems to disapprove of. This ever-interfering Voice finds her request rude and impertinent...


Farah is locked up and asks the Prince to set her free

 

Run up the stairs again and down the next stairs. Look down at the complete chaos in the Marketplace, there is fire everywhere. Run along the wall on your left to the corner and jump backward to the narrow ledge on the wooden bay window. Shimmy to the other side. Jump backward ending up supporting yourself between the wall and a wooden lattice.


Jump backward from this spot


Supporting between the wall and the wooden lattice

 

Slide all the way down and drop to the floor where you have to kill two Guards. See that reed woven crate in the left corner? Turn around and step on the octagonal star-shaped floor switch. The door in front of you slides open. When you step from the switch the door immediately closes down. Slow motion won’t help here, so push that crate onto the switch to keep the door open.


Moving the basket onto the switch will keep the door open

 

Go inside and run around two corners. You can smash jars and pots for Sand. Run up the meshed door and grab the upper ledge to pull up. Walk along the narrow beam. The view is horrible: people suspended by their hands and three cruel Guards patrolling down below. Go to Landscape View and study your next move. Jump to the column and lower yourself to the floor. The 4 Dagger plaques on the wall are just there for show.


Jump to the column and slide down

 

Kill those three Guards. Then there are plenty of objects to refill your Sand Tanks. Notice another such woven crate in the corner? Push it to the opposite lower wall and smash the baskets in front of it. Climb and jump up to the ledge and walk on the narrow beam. Overlook the situation: there is a Dagger plaque and a shutter on the opposite wall and further to the right another Dagger plaque.


This indicates a number of quick moves

 

So here we go. Jump to the plaque and stab your Dagger into it. Wall run to the shutter and jump to the opposite shutter from where you jump to the second plaque. Drop down and kill the two Guards. Smash some jars and pots to get more Sand. There are two octagonal star-shaped switches on the floor in this passage and a mechanical Dagger groove on a narrow wall. Run up to the groove and use your Dagger to open the door where Farah was trapped.


The mechanism will open the door of Farah’s jail

 

She appears on the upper balcony in a cut scene and thanks him for the favor.
Prince: Fine, but now I am trapped in here!  
Farah: OK, let me do you a favor in return.

She shoots an arrow to a suspended woven crate that will then drop down to the floor. Move the crate onto the floor switch near the Dagger groove. Then run to the other switch and stand with your back to the bold narrow wall in front of the switch. Step on the switch and watch how a door will open on your left.


Step on the second switch from this position

 

Then immediately go into slow motion and run through the door. Inside turn right and smash some objects to regain that Sand Tank you just spent on slow motion. Climb the ladder and wall run up to the Dagger plaque. Jump up to the narrow ledge and shimmy to the left around the corner.

Pull up and jump to the higher platform. From the hole in the banister wall run to a shutter from which you jump diagonally to the Dagger plaque on the connecting wall.  “God” will interfere again because the Prince is wondering where Farah might be now. “God”: You’re focusing too much on the girl! Now go to the Palace!  Prince: Are you jealous?

Look at the right wall. There is a narrow ledge below. Wall run to the corner and end up hanging from the ledge. Pull up and step around the corner where you will see a Dagger plaque in the opposite wall. Also notice a narrow beam on the connecting wall.


Your next moves should be clear now

 

Jump backward to the Dagger plaque and wall run to the left corner from where you jump onto the narrow beam. Side jump to the next narrow beam and pull up. From there jump aside to the Dagger plaque in the opposite wall. Hanging on the Dagger view your next moves. Two shutters, a second Dagger plaque, a narrow beam and a third Dagger plaque on the opposite wall.


Prepare for another series of quick moves

 

So here we go. Wall run left and jump from one shutter to the other ending up on the second Dagger plaque. Wall run to the beam on your left and pull up. Side jump and stab your Dagger into the plaque. Look left and see a broken banister.


The ledge with the broken banister

 

Wall run to the ledge and shimmy a bit left. Pull up and follow the passage around the corner to your Save Fountain.

 

Next Sublevel: The Market District