Prince Of Persia: The Sands Of Time (Playstation 2) Jordan Mechner/UbiSoft, 2003 ############ # ##### ##### ##### ## ## #### ## ## #### ## # ## #### ## # # ### # # # #### ### #### ## ###### #### ### ##### ##### ########## ### ##### ## #### ##### ##### ##### ### ##### ###### #### ##### #### #### ### ######## ##### ## # ### #### ### #### #### #### #### ### ######### ##### ## ### ####### #### #### ######## # ### ### ## ####### ### #### #### ## #### ## ## ##### #### ## ## #### #### #### #### ## ### #### #### # ########### ########### # # ## # ## # # ## ## ## ########### ### #### ## #### ## ### ##### ## ### ## ### ## # ## ## ### # ## ## ## ########### ## ## ## ################# ## ## ## #### ### ### #### ### ### ### ##### ##### #### ############# ### ##### ### ## ## # # ############ ## ##### ####### #### ## ### # ###### # ### ### ## #### ### ### ## ### ## ### #### # ## ##### ###### ### ######## ### ######### ## ### ##### ### #### ##### ##### ### #### ### ##### #### ### ####### #### ### ##### ##### ###### ### ### #### ########## ######## # ##### ## ###### ### # ### #### #### # ### # ###### ### ## ############# ## #### ### ### # #### #### ## ### ## ####### #### #### #### #### #### ########## # ####### ## ########### ### ############ # T H E S A N D S O F T I M E Time is like an ocean in a storm. You may wonder who I am, and why I say this; Sit down, and I will tell you a tale like none that you have ever heard. ASCII art above copyright Eizaz Azhar, 2003. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ LEGAL INFO _legal_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ As with all FAQs, this section must be included to avoid any legal complications. ___________________________________________________________________ This FAQ is written by Eizaz and is copyright ©Eizaz Azhar, 2003. No form of reproduction of this FAQ is allowed and it may not be distributed in any way without the author's content (me). For the time being, only these pages listed below: http://www.gamefaqs.com http://www.cheatcc.com http://www.ign.com http://www.gamesover.com have my authorization to post this FAQ on its page. Violating this rule can and will induce serious legal action, so you might not want to do anything rash. You may print/download as copy of this document for your personal use, but you cannot sell it, or use it to gain profit. Duplication of this document in any way is strictly prohibited and is a violation of copyright. ___________________________________________________________________ ---------------- EXPLICIT WARNING ---------------- Okay people, I have spent day and night working on this walkthrough and at times staying past midnight just to get this done. I DO NOT APPRECIATE IT IF YOU LEECH OFF MY WORK. This is an stern warning - if you want to do so, please ASK ME FIRST - or I will take action. I am terribly sorry if this has offended you, but this just has to be said. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ UPDATES/VERSION/HISTORY _uvh_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ - FAQ updated to Version 1.3 - Added IGN to the allowed list. E-mails can begin again; I'm back from holiday but before mailing me please read the FAQ properly. #Update started on 11:31 AM, Sunday, 18th January, 2004. - FAQ Updated to Version 1.2 - Wow, it's been a while. Miss me already? :) Anyway, back to business. I have several things to say here - bear with me, okay? #Update started on 1:24:24 PM, Monday, 29th December, 2003. 1) Prince of Persia 1 is unlocked behind a wall at 33%, not by completing the game. DO NOT MAIL me regarding this again. Some nutcase posted the wrong code in GameFAQs.com - do not believe it! Finishing the game was for the XBox version. End of story. 2) There is no such thing as a 100% game completion. The maximum amount achivable at a save point is 98%. Nothing more. The 100% are the credits, and the ending music. Topic closed. 4) I'm sorry if I couldn't reply to your mail, and sent you an automated reply instead. Really, but 19 messages per day is too much for me to handle right now - I'm on vacation in Thailand as I type this. Please, please come to the Forums at the site: http://www.vogz.cjb.net, register an account and post in the "Other Games" section. If you still insist on mailing me, be warned that all mail will not be replied to for 3 weeks - or more. Do so at your own risk. 5) Finally got about to updating the FAQ. Missing LEFs, unknown Sand Fields, irregular counts, and new moves have been posted. Most of them fixed in the update, and I added a new thing - glitches, and something everyon has been waiting for a long time: How to unlock the 3D level remake of the original Prince Of Persia. Read on to find out. A walkthrough will come shortly, but as the map is identical to that of POP1, you could use it as a guide for now. - FAQ Updated to Version 1.1 - Okay, fixed some (if not many) errors, made some sections more comprehendable, complete with ASCII art, added more Sand Field & LEF locations, a huge table of contents making things a bit neater around here, put total amount of LEF/Sand Fields for each stage, and a question & answer sectioin. I'm on vacation as I write this, on a resort island North of Malaysia... #Update started on Monday, 24th November, 2003, 10:55:14 AM, GMT +8 - First version of FAQ, 1.0 - Hello there! Got this game late last week - it's one of my most awaited games for this year. Keeping up my work with the series, here's a FAQ on Prince Of Persia: The Sands Of Time. # Work on FAQ started on Friday, 14th November, 2003, 12:37:13 AM, GMT+8 +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ FAQ INDEX _index_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ ___________________________________________________________________________________ | | | [- TOPIC -] [-KEYWORD-] | |___________________________________________________________________________________| | | | [Legal Info]................................................. _legal_ | | | | | | [FAQ Index].................................................. _index_ | | | | | | [Updates/Version/History]....................................._uvh_ | | | | | | [FAQ Introduction/About Me!]................................. _hiya_ | | \- Game Introduction | | | | | | [Controls, Basics & Everything In Between]................... _control_ | | \- Running, Jumping & Climbing | | \- Death-Defying Stunts | | \- Life Bar & Injuries | | \- The En Guarde Stance And Attacks | | \- Combo Examples & Enemies | | \- The Dagger Of Time | | \- Save Points & Visions | | | | | | [The Story Behind It All]....................................._story_ | | | | | | [Abbreviations And Terms]....................................._terms_ | | | | | | [Prince Of Persia: Sands Of Time Walkthrough]................ _sot_ | | \- In The Beginning.......................................... 0% | | \- The Maharajah's Treasure Vaults.......................... 2% | | \- You Have Unleashed The Sands Of Time.................... 5% | | \- "Had I Really Seen Her?"............................... 7% | | \- A Secret Passage...................................... 10% | | \- The Palace's Defense System.......................... 12% | | \- A Booby-Trapped Courtyard........................... 14% | | \- Death Of A Sand King............................... 17% | | \- "I'll Try To Find A Way In"....................... 19% | | \- Climbing The Tower............................... 21% | | \- The Warehouse................................... 24% | | \- The Sultan's Zoo............................... 28% | | \- Atop A Bird's Cage............................ 28% | | \- Cliffs And Waterfall......................... 33% | | \- The Baths................................... 33% | | \- "There's Something Glowing Up There"....... 33% | | \- Above The Baths........................... 33% | | \- A Long Buried Secret..................... 40% | | \- A Soldier's Mess Hall................... 46% | | \- The Drawbridge......................... 46% | | \- A Broken Bridge........................................... 50% | | \- "I'll Meet You At The Baths"............................. 52% | | \- Waterfall............................................... 55% | | \- A Cavern Of Ladders.................................... 57% | | \- An Underground Resevoir............................... 60% | | \- Out Of The Well...................................... 62% | | \- The Sultan's Harem.................................. 65% | | \- "What Did You Call Me?"............................ 67% | | \- The Hall Of Learning.............................. 69% | | \- Observatory...................................... 71% | | \- Hall Of Learning Courtyards..................... 75% | | \- On The Ramparts................................ 75% | | \- A Prisoner Seeking An Escape.................. 79% | | \- At Last We're Here!.......................... 81% | | \- The Hourglass............................... 83% | | \- The Tomb................................... 90% | | \- "Farah, Come Back!"....................... 90% | | \- Climbing The Tower Of Dawn............... 93% | | \- The Setting Sun......................... 95% | | \- Honor And Glory........................ 98% | | \- [CONGRATULATIONS!].................... 100% | | | | | | [Prince Of Persia 1 Part]...................................._pop1_ | | \- The Story! | | \- The Characters & People You Will Meet | | \- Neutral Controls | | \- Running, Jumping And Climbing | | \- En Guarde Mode | | \- Life Bars And Injuries | | \- Picking Up Stuff | | \- Traps, Switches And Other Evil Stuff | | | | | | [Terms And Abbreviations]...................................._terms2_ | | | | | | [Full Level Walkthrough!]...................................._popwalk_ | | \- Level One: The Great Escape | | \- Level Two: To The Princess! | | \- Level Three: Ye Old Bag-Of-Bones | | \- Level Four: The Shadow | | \- Level Five: The Inner Palace | | \- Level Six: The Drop | | \- Level Seven: Back To The Drawing Board | | \- Level Eight: The Princess And The Mouse | | \- Level Nine: To The Princess! (Again) | | \- Level Ten: Back In The Palace | | \- Level Eleven: Slabs Galore! | | \- [Level Twelve: Prince Versus Shadow] | | [The Showdown With Jaffar] | | [United With The Princess] | | | | | | [Questions And Answers]......................................_qanda_ | | | | | | [Glitches And Bugs].........................................._rosak_ | | | | | | [Credits]...................................................._terima_kasih_ | | | | | | [The End - Completed! 110%].................................._bye_ | | | | | | [Legal Info]................................................._legal2_ | |___________________________________________________________________________________| +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ FAQ INTRODUCTION/ABOUT ME _hiya_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Hello again, reader! You may know me from my FAQs on the previous series, Prince Of Persia and Prince Of Persia 2: The Shadow And The Flame. A veteran of the previous 2 games, I am a massive POP fan; this one was too good to let go. In this FAQ, I will refer to the main character, Prince as just "Prince". For the past 13 years, since Prince Of Persia 1, he had no name - and probably never will; let's leave that at that. Note that this FAQ contains SPOILERS. Yes, it does contain them, and I'm not afraid to lay everything out (I will try my best to keep the storyline for you though - I'm one of the nicer FAQ writers out there; but no promises.) The entire layout of the FAQ will use the save points as markers; each save point has a unique name, as no two are the alike. If you would like to use this FAQ on your page, do contact me and we'll talk things over. Do e-mail me about any new tips, hints or glitches (as if we don't have enough of glitches already). If you have any comments, anything about this game, this FAQ or even myself (yikes!) feel free to contact me at the following address: ztwc2@doramail.com Alternately, visit my site at http://www.vogz.cjb.net and post your questions in the "Forums" section, where I'll reply to them. Please, please come here first; I have a thread stating problems and how to solve them - your question may have been answered in the thread already. My inbox is overflowing with mail right now; for everyone's (and mine) ccnvnience, please visit the Forums. You have to register, but it only takes a minute or two, that's all. Furthermore, I'm on vacation for 3 weeks as I write this; all mail will not be replied to for 3 weeks - or more. NOTE: As with my other FAQs, this FAQ is best viewed in 1024 by 768 pixels. ----------------- GAME INTRODUCTION ----------------- In the year 1984, a little-known game named Karateka stunned the gaming world with its fluid-like graphics and amazing animation - Not to mention its brain-cracking puzzles which left most gamers(myself included) tearing out their hair in frustration. It was a great improvement over most of the games of that time, as virtually nobody had seen such smooth graphics before. Invented by Jordan Mechner, the game was the pioneer of 2D side-scrolling games back then. Its music was also very-well expressed; it had a lot of "emotions" that suited each particular scene. Evetually, Mechner had to come up with something better (much, much better) and developed a new game; Prince Of Persia. Like Karateka, this game was also a side-scrolling 2D game, but with vast improvements over the former. The game boasted even smoother graphics than those of Karateka, and was also one of the first ever games to capitalise on motion-capture techniques, which were still experimental at the time. This resulted in very realistic-looking movements, and the game was an instant hit. There were two versions available, for both Macintosh and IBM machines. There was a sequel to the original game, named Prince Of Persia II: The Shadow And The Flame. Improved graphics, background music, a narrator for the story (yes, it speaks!), puzzles... You name it, it had it. And yes, the mind-boggling puzzles are back, this time much more complex, and so was the storyline. Instead of someone staring out of an hourglass, the scenes are shown in a more cinematic syle via a slideshow. The levels are bigger, there are more secrets, more traps, more enemies, and more allies. The game doesn't share the same commands as Prince 1, unfortunately - hence a bit of a disappointment there. Nevertheless, POP2 is still a classic, and a worthy successor to the Prince Of Persia series. Prince Of Persia 3D, released in 1997, was an attempt at renewing the POP series once again, but I snubbed it, hence no FAQ on this one. Simply lacked the action and gameplay of the original; and many other POP purists agree. I thought the legacy had vanished forever, never to be enjoyed by the non-DOS users of the Windows 98 Era. Until, in late 2002 - came rumours about a new game, to breath new life into the series, and put it in its rightful place where it once belonged. I present you... Prince Of Persia: The Sands Of Time. Developed by UbiSoft (creators of Rayman) and the great Jordan Mechner himself, the game was completely rendered in detailed, beautiful 3D graphics - from the palace of the Sultan, to the huge courtyards and fountains - the atmosphere is divine. This time, Prince speaks (albeit with an English accent) and you have a partner along with you (also with an English accent.) This may sound a lot like the game ICO, but trust me, it isn't. The gameplay is great; Prince has a huge array of death-defying moves, and battle commands unlike the other series. Staying true to the series' action-packed gameplay, tricks and traps are back - with a vengeance, to be accurate! All in all, a great game indeed, very close to the original - in 3D. Which brings me to the next topic - the PS2 version has POP1 inside! Yes, the same white little guy running and jumping all over the place until he got turned into a human pincusion by the spikes. The game itself is relatively easy compared to its predecessors, with visions along the way to help you out, but should present a challenge to most gamers out there. There you have it. Could this be the destined one, all set to revive the series, and become one of the most popular games once again? Perhaps. Perhaps not. Only time has the answer to that question. But one thing's for sure. It's already won over one of its biggest fans - me. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ IN-GAME SCREENS/WINDOWS _win_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Okay, when you first start the game, you come to the main menu, with a few screens to choose from. Here's what they are, and what they do: Start a New Game...... Self-explanatory. Load a Game........... See above. Options............... Brings you to the options menu. Divided into several sub-sections like the Controller screen, Sound screen, Display screen, Camera screen, and Language screen. Something to notice is that Prince's voice will appear when you tamper with the voice volume. Controller options explained in the below topic. Extra Features........ Here is where the original Prince Of Persia is kept, and perhaps some other extra stuff - you've gotta unlock them first! NOTE: If you set the language to... Say, French, Prince and the entire cast speaks in French! Same goes for Spanish. Yes, I am serious. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ THE CONTROLS, BASICS & EVERYTHING IN BETWEEN _bas_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Let's review the controls. Long gone are the days of holding the Shift button to hang on to ledges and cliffs; everything's automatic now. There are no controller "options" here; you'll have to bear with the preset controls, which can be a thorn in the arse at times, as you will see, but work well overall. Here's what the buttons do: Start.............. Pauses the game, goes to the menu, unpauses the game. 'Nuff said. Select............. Nothing that I know of. D-Pad.............. Nothing. Apart from controlling the cursor in the menu, nothing else. Left Analog........ Controls Prince. Use the Left Analog stick to move him wherever you want him to go. As the stick is variable, hold down fully in one direction to make Prince run. Hold it halfway down to make him walk. Right Analog....... Adjusts camera angle. Camera angle bothering you? Swing this about to change the angle; UP/DOWN controls the distance from Prince, LEFT/RIGHT controls the angle. Triangle........... Stabs with the Time Dagger, thrusting it forward and moving forward at the same time. Can be used as a substitute for walking, and will stun enemies if it hits. Also used to absorb Sand Fields, and fallen enemies. Square............. Draws your sword. Does not go into En Guarde Mode unless there are enemies. Used to destroy obstacles. Press Square when sword is drawn for a strike; mash multiple times for a 6-hit combo, ending with a powerful downward chop. X.................. Action button; in other words, the all-powerful Shift. Used to climb up ledges, jump, and even roll on the floor. Circle............. Cancel. Use this to cancel actions, put your sword back, climb down/let go of ledges and decrease the Checkpoint Meter quicker when you die. L1 Button.......... Rewinds time, using the Time Dagger. Hold to rewind back to the checkpoint. Only available with the Time Dagger; and if you have a full Sand Tank. L2 Button.......... Panoramic view. This shifts the camera angle to a higher place, giving you a great view of everything in a level. Press again to return to the standard camera view. Also used to reset the camera view to default if you've toyed around with the Right Analog too much. R1 Button.......... Special Action. This button performs a special action, i.e. pulling levers, crates and cupboards (!) R2 Button.......... Goes to first-person view. Use the Right Analog to control the view. Press again to reset to third-person view. The slightest action, i.e. moving, drawing your sword or walking resets the camera angle to its original 3rd-person view default location. ----------------------------------------------- RUNNING, JUMPING, AND CLIMBING - BASIC COMMANDS ----------------------------------------------- Now that you know the basic controls, let's put them to good use. To run, hold the Left Analog in the desired direction. To jump, press X. Doing this while running on the ground will result in a roll on the ground, useful for getting past narrow openings and/or overhead traps. Running over a cliff/ledge while pressing X will result in an extended jump, beginning with a running start. To just plain jump, walk up to the edge of the ledge, face the place you want to jump to, hold the Left Analog in the desired direction and press X. If you try to step off a ledge, Prince will automatically hang on to the edge, assuming you don't jump over it. While hanging onto a ledge with your arms, there are a few actions available; - Drawing your sword to swat pesky flies in any direction - Pressing X to pull you up - Pressing Circle to drop down. To climb up to a ledge, just use the Left Analog to walk up to it, and Prince will automatically climb up without delay. Of course, some ledges are higher than others, as explained in the next topic later on, "Death-Defying Stunts". Unlike Prince Of Persia and Prince Of Persia 2 (and to an extent, Metal Gear Solid 2) you have infinite hanging time, or grip. On certain ledges, you can pull yourself up, but have to strafe alongside the ledge, as it's too narrow to walk normally. In this condition, you can jump to another ledge by holding the Left Analog in the opposite direction you're facing and pressing X. There are certain vertical pillars (or poles, if you may) that can be climbed in the game. To grip onto a pillar, walk up to it and press X. Once on, you have these options: - Sliding down, by holding DOWN on the Left Analog - Climbing up, by holding UP on the Left Analog - Rotating sideways, by holding LEFT or RIGHT on the Left Analog - Jumping, by pressing X, assuming you've set the direction by rotating sideways - Letting go, by pressing Circle. Too high and you die. Note that you can jump from pillar to pillar by pressing X. Set the right direction, or face the consequences. There are also horizontal poles in the game; you can hang on to these and swing to another area, or a pole. To hang on to a vertical pole, walk underneath it, and jump. Prince will automatically jump up and grab the pole. Here are the pole actions, what you can do: - Swing, by holding R1 - At the peak of your swing (i.e. Pince is 90' in the air) press UP or DOWN on the Left Analog to switch swinging directions, like a world-class gymnast. - Release the pole and swing in the desired direction by pressing X. Note that you need enough momentum to get yourself up into the air. - Release the pole and fall back to Earth by pressing Circle. If you're 10 storeys up, this action is not reccommended at all. You can climb ladders by walking up to them, and Prince will automatically grab hold, and pull himself up. You also can switch sides while hanging on to a ladder, which will come in handy sometimes. Pulling/pushing objects require the use of the R1 Button; Special action. To "use" an object, walk up to it and hold the R1 button. Some objects need to be pushed; some pulled; others winded to make something happen. Activating ground switches is done by walking over them; some switches require a heavier objest to be pulled over them; and levers have to be pulled, either by hanging on them or pulling them on ground. NOTE: Instead of drinking potions, you now drink from springs and fountains. Walk up to a fountain or spring and press R1 to drink the water, which will heal your life. ---------------------------------------- DEATH-DEFYING STUNTS - ADVANCED COMMANDS ---------------------------------------- Finished the basics? Good. Let's move on to something trickier, shall we? Like the title, Prince can execute death-defying moves in the blink of an eye, from running up walls, to running AGAINST walls, to jumping up, wall-to-wall, to stalling on a wall, Megaman X style. Sounds more like a ninja to me. Anyway, these are a must; getting you out of tight situations and sometimes impossible to go on without. Here they are: - Running up walls can only be done with a flat, 90' vertical angled wall with no cracks/ indentations/decorations/anything that gets in the way of your run. To do this, hold R1 and run up a wall. If the wall's low enough, you may be able to reach the top and pull yourself up. While running up, press X to jump in the opposite direction, doing a 180' flip at the same time. - Running against walls, like above must only be done with a flat wall to your side with no cracks/indentations/decorations/anything that gets in the way of your run, or you'll fall, and like above, this requires R1. Hold R1, and run at an angle against a wall on your side. Prince should run straight, then curve upwards like a ninja running horizontally across a wall. Again, press X to jump in the opposite direction before you complete your run. Very useful. - Multi-Jumping is done once you actually jump onto a wall. When Prince lands on a wall, you may notice that he sticks there like a chameleon for a spilt second before dropping downwards. During the Chameleon Stall, as I like to call it you can jump in the direction you just came from by pressing X as soon as Prince hits the wall. Prince will then proceed to jump back, and if there's a wall, you can Chameleon Stall on it again, and jump forth once more. This gets you up to high and hard-to-reach places. - Landing Rolls are performed by hitting the X button just after a high jump. This will absorb the force of your fall and reduce the damage done to nil. Of course, jump from too high (12 storeys, anyone?) and you'll still die, but worth an addition to your array of tactics. --------------------- LIFE BAR AND INJURIES --------------------- Your life bar is located on the top-left corner of the screen (Northeast). Looks like a long line with a hook on its left end, life indicated in blue. I don't need to explain what this does - unless you've never played a game before in your life! Okay, I'll explain - with every injury you take, your life bar goes down, bit by bit. Once it finishes completely; you die. If you have the Time Dagger, you could rewind it back to where you started, assuming you've got enough time in the checkpoint meter to do so. Depending on what you hit, the amount of damage taken from injuries will vary. Injuries can also be caused by falls; damage varies depending on the height you fall from, resulting in an injuries - even death. Unlike the previous games in the series where you had to drink potions to regain life, you drink from fountains, ponds, rivers and baths (!) to replenish your life bar. To do this, walk up to a fountain and press R1. Prince will take a sip of water, filling up your life gauge by a bit. Hold R1 to drink continously from the water source instead of stopping halfway. You can drink water from anywhere; from waterfalls, to ponds, bath water, or even water from the sewers (do not attempt this in real life, trust me) - it doesn't matter as long as it's water. There is a secret fountain located in the game; usually in hard-to-find places. This fountain will increase your permanent life gauge by a bit. Every now and then, you'll come across this in certain stages - grab them all to increase your life gauge to the max! I will refer to this from now on as an LEF, or a Life Extending Fountain. -------------------------------- THE EN GUARDE STANCE AND ATTACKS -------------------------------- Welcome to the En Guarde Stance. This stance only appears when you meet an enemy, or multiple enemies. During this stance, Prince raises his sword (and dagger, if you've obtained it already) and normal attacks with the sword are no longer present. Here they are: - Guarding is done by holding down the R1 Button. While guarding, you can block any and every attack that comes from above with your sword (miraculous, sometimes.) Use this often, when things start to get a little rough. Note that some attacks sweep the ground from below - these kind of attacks cannot be blocked. - Evade your opponent's attacks. Hit the direction you want to go, and press X to roll away. If you do this while facing backwards (i.e. roll backwards) Prince does a backflip to evade your opponent. Make sure you don't run into another opponent instead... - Counterattacking is performed by hitting the attack button (Square) or the dagger button (Triangle) while blocking against an opponent's attacks. Prince will then counter the opponent's attacks with one of his own. - Jumping Attacks can now be done in the En Guarde stance (yes, you can't execute these normally without comboing it with something else.) - Rebound Attacks offer a different kind of attack, by using the walls to your advantage. In the En Guarde stance, run up a wall, jump and attack. Prince should execute a flying attack, in the direction of the enemy. - Rollover Attacks are also something worth learning, both eye candy and practical at the same time. To execute, walk up to an enemy and press X. Prince will perform an overhead flip over the enemy's head, leaving him open to attacks. Note that this may not work very well on some enemies who can counter you in mid-air, or block regularly. A good example of this is: Roll over enemy, X, Square. - While fighting multiple enemies, after the first hit or so, hold the Left Analog in a different direction that you want to go in and mash the Square Button. ------------------------- COMBO EXAMPLES & COUNTERS ------------------------- Here are some examples of combos; some are extremely effective against certain enemies; while some can't be used at all. There are many varieties of these attacks, which I'm not listing here - these should work well enough for you. Here they are: - Square, Square, Square, Square, Square, Square, Square (Sword alone) This is your basic combo. Slash about with your sword; very basic. Use only if you don't have the dagger, or with the Magical Sword. - Triangle, Square, Square (Sword & Dagger; 1 Power Tank) This slashes your enemy to stun and freeze it; Prince slashes upwards and a downward slash to break it apart. If you've got nothing better to do with your Power Tanks, this'll do. - X (vault), Square, Triangle (Sword & Dagger) This is a great, all-rounder combo. Prince rolls over the enemy, slashes once to stun, and absorbs as soon as he touches the ground. Use this frequently, but some monsters have a tendency to block the last Triangle (Dagger), which brings me to the next combo... - X (vault), Square, Square, Triangle (Sword & Dagger) Another excellent combo, use this for the enemy who keeps blocking the last Dagger stab (see above). Slashes the enemy once on air; another time on ground for stun; and the Dagger sends the enemy to infinity and beyond. - X (vault), Triangle, Square Freeze and slash, all-in-one! Vault over, hit the enemy with the dagger and before you touch the ground, hit Square to turn the enemy into dust. May not work on certain enemies. - X (against wall), Square One of the infamous Rebound attacks. Prince will bound off the wall and soar in the direction of the enemy, knocking him/het down, where you can go in for the kill. - X (against wall), Triangle Rebounds off the wall with the dagger. Freezes enemy instantly. - X (aginst wall), X (jump), Square/Triangle/Square+Triangle If you can't vault over emenies, use the walls to help you. Jump against a wall, and press X again to use the wall to vault over an enemy. This works like any normal vault, except that you execute it from a wall instead of running up the enemy. - Front, Front, Square (Sword; Must be near enemy) This is another one - Prince raises his sword for a huge strike, then brings it down on the enemy. Kills beetles instantly. [COUNTERS] It is possible to counter an enemy's attack in the game, using either your sword or dagger. Countering with the sword will result in a kick, knocking the enemy down; the dagger will absorb the enemy directly. Assuming that you get it right, of course - which brings me to the next point. Here's how to execute the counter: 1) Hold R1 to guard. 2) Press Triangle/Square to move your sword forward by a bit, as if to grab something. 3) Pinpoint accuracy in timing is required. Hit the enemy's strike with this forward movement, and a loud THWANG! comes out - at which point Prince will counter the enemy's strike. Depening on what button you press, different results will occur. - R1 + Square This counters the enemy with a powerful kick, knocking the enemy down, at whih point you can use the dagger to absorb it. - R1 + Triangle Instantaneous retrieve. This ounters the enemy's strike with the Time Dagger, retrieving the sand instntly without any delay. Great move. NOTE: Counters will not work on some enemies - for example, the Sergeant Creature. ------------------- ENEMIES IN THE GAME ------------------- There are a number of enemies in the game, ranging from Sand Creatures to Scarabs to humans. There are no formal names for them, so I'm making them up as I go along. I'll also which combos work best, and how to attack them. One list of enemies and weaknesses... Coming up! - Bats These guys attack in groups; usually when you're precariously placed above a ledge or hanging onto something. Wait for them to come in a group; then hack them to death. They only leave if the group is reduced to 3 or less bats (usually there are 3 left; I've sliced them all on a few occasions.) Effective combos: One slash will do Counter: N/A - Scarabs Meh. Slice them with your regular sword and you're done with. Use the huge strike to kill them instantly. Effective combos: All; Front, Front, Square reccommended Counter: All - Birds Like the Scarabs, these can be killed with your regular sword. Wait for them to fly and strike, then strike back with your sword, killing it in mid-flight. You need good reflexes for this, so as an alternative you can guard their attacks, then strike back. Altrnately, counter with your sword. Effective combos: One slash does it all Counter: All - Spear Guy This is your basic human guard, that you meet in the first level. Holds a spear, and isn't much of a threat. Keep banging with sword to kill. Effective combos: All Counter: All - Kukri Guy See above; carries Kukri (small, curved knife) Effective combos: All Counter: All - Kukri Creature Like the Kukri Guy (see above), the Kukri Creature waves a kukri about. You cannot injure sand- infested humans with your sword, but you can absorb them with the dagger. Effective combos: All with dagger, but X (vault), Square, Triangle reccommended Counter: All - Spear Creature See above; carries spear, and is red in color. Bigger and more menacing than the above. Effective combos: All with dagger, but X (rollover), Square, Triangle reccommended Counter: All - Chain Creature Hmm. Nothing much here, see above; but attacks with chain. Effective combos: All with dagger, but X (vault), Square, Triangle reccommended Counter: Sword Only - Hook Creature Carries a hook as opposed to a chain. See above. Effective combos: All with dagger, but X (vault), Square, Triangle reccommended Counter: All - Woman Creature A woman infested with the sand. Carries two daggers, one in each hand. Loves to block your dagger, and attacks by turning cartwheels and slashing. Effective combos: X (vault), Square, Square, Triangle Counter: Dagger Only - Stumpy Creature Short, chubby sand creature. Wields a spiked wooden club in one hand. 'Nuff said. Effective combos: All with dagger, but X (vault), Square, Triangle reccommended Counter: Sword Only - Hammer Creature Huge, fat creature that carries hammer everywhere. Attacks by bringing hammer onto your skull, and swinging it sideways. Effective combos: X (vault), Square, Square, Triangle Counter: Sword Only - Double Lance Creature Harggh, these guys are a menace. They block a lot, and you can't vault over them as they'll hit you with the other half of the lance. Either freeze them or combo them with your sword, then absorb then they're down - no short-cuts. Effective combos: Triangle, Square, Square Counter: All - Sergeant Creature A larger version of the Kukri Creature I told you about. The Sergeant carries a huge scmitar, and slashes it from up to down. Will sometimes slash horizontally with scmitar, knocking everybody in range down. Cannot be blocked, and any attempts to vault over it will result in getting whacked by its sword. Effective combos: Triangle, Square, Square Counter: N/A - Sultan Creature Larger version of the Sergeant Creature above. He will block all attacks, counters, rebounds, arrows and anything and everything you can dish out. (Nuclear bombs?) His only weakness are his minious loitering about. Kill them all, and he becomes vulnerable. When this happens, use X (vault), Square, Square to weaken him. When he falls to the ground, it's your chance to go in for the coup dé gras. Effective combos: N/A Counter: N/A - Vizier Ah, the grand-daddy of them all. Yes, this is the idiot who started it all (of course, the blame partially goes to Prince too, so there.) Meet him in the final stage, in the palace. He attacks using holographic images of himself, appearing behind you and attacking. The Vizier himself is invincible, protected by a magical shield. The holographic images will block almost everything you can dish out (once again, nuclear bombs, anyone?) but will eventually crumble under the tremendous pressure that you force on him by hitting him non-stop. Damage is indicated by him flashing red, and when you kill 3 images, you can aim for the Vizier himself, whose protective shield should have worn off by now. ------------------ THE DAGGER OF TIME ------------------ The Dagger of Time, obtained after the first level in the game, necessary for killing sand creatures and absorbing the occasional Sand Field. This is the only way to kill them, by absorbing them into the dagger itself. The dagger can also rewind time, and obtain special powers; I will explain this in detail below. - [Rewinding Time and Sand Tanks] - Rewinding time is a rather strange effect to put in a game; but trust me, you are going to like this one. Let's start with the basics. On the top-left (Northwest) setion of the screen, you should see 4 golden-orangish balls - I will refer to this as the Sand Meter. Those balls are known as Sand Tanks. One Sand Tank = 1 rewind time, so the more you have, the more you can rewind. To refil Sand Tanks, you can either absorb creatures or retrieve them from Sand Fields. 8 retrieves will earn the Time Dagger a new Sand Tank, so make sure you grab 'em all. You can check ths new Sand Tank's progress by looking at the bottom of your last Sand Tank - a new one will begin to grow, bit by bit, getting bigger after every retrieve. Hold L1 to rewind time back to the desired point, so if you die or get stuck somewhere this may come in handy. It does have limitations, though; see below. Also note that when it says rewind time, it means REWIND TIME - it even rewinds back your previous camera angles; don't do anything foolish! NOTE: Once you use the Time Dagger for any action (i.e. absorb enemy, freeze enemy) the Checkpoint Meter will RESET BACK TO ZERO. I've learned this the hard way; if you're very low on life, and it's risky to absorb an enemy, think carefully if you can evade the other hits - or else you'll have to start back from scratch, thanks to the dead Checkpoint Meter. - [The Checkpoint Meter] - Hey, it won't be fair to be able to rewind time from the last stage back to the beginning (apart from that, it'll also take bloody ages.) Just above the Sand Tank there is a white circle. I will refer to this as the Checkpoint Meter. The meter begins recording your actions up to a certain point (approx. 10 seconds), meaning that on a full Checkpoint Meter, you can rewind back time as much as 10 seconds. When you die, the checkpoint meter decreases slowly, so you've got to be quick in order to salvage your time wasted. (If you want to, you can press Circle to decrease the meter faster - then game over.) - [Power Tanks] - Strength Tanks are cresent-like shaped tanks beside the each Sand Tank. The Strength Tanks are an indication of the dagger's power; Slow Motion. Tap the L1 Button once to activate this effect, slowing down everything on screen. While doing this, noice that the Checkpoint Meter turns green. The checkpoint meter will then fill up bit by bit, and once it reaches its maximum value, the effect turns off. To refil Power Tanks, you can either use a Sand Field (refils all at once) or absorb it from enemies (in which case all Sand Tanks need to be full; and one absorb will only fill up half a Power Tank.) A new Power Tank is gained after absorbing 16 enemies; the amount of Power Tanks can never be more than the number of Sand Tanks, and like the Sand Tank, you can check its progress by looking at a new waxing cresent beside your Sand Tank. - [Freeze] - Freezing an enemy in time is done by hitting it with the Time Dagger. Once in this frozen state, you can proceed to smash the enemy with one blow, killing it instantly. This will consume one Power Tank. - [Mega Freeze!] - Wow, this is great! The Mega Freeze freezes all enemies on the level for 30 seconds or so; your movements become lightning quick (literally instant) and all enemies get killed by one blow - you can take out 20 or more enemies with this one move! To execute it, your Sand Tanks must be an equal to the Power Tanks (excluding the growing Sand Tanks) and vice versa for your Power Tanks. (i.e. 5 Sand Tanks, 5 Power Tanks.) Also, all Power Tanks and Sand Tanks must be full, or else it won't work! Allright, once you've met the criteria, hold R1 first, then press L1. The screen should freeze; all enemies will freeze; and some instructions should appear below. During this state, hold the Left Analog in the direction you want to go, and press Square. Prince dashes lightning-quick into the enemy, and crashes in into a million pieces. This move will consume ALL Power Tanks, so use it wisely. To execute it again, you need to get your Power Tanks and Sand Tanks to full again. NOTE: Mega Freeze can only be done in the En Guarde stance. ------------------------ SAVE POINTS, AND VISIONS ------------------------ In the game, you'll have access to Save Points. Save Points are indicated by glowing geysers of fire - walk into them to grab a vision of the future. Which brings me to the next point. Visions give you a great insight into the future - without these, it would be a difficult task to get past the puzzles - call it cheating, if you may. (Of course, if you're reading this, there's really no need for the vision.) If only the visions were in POP1 - maybe I wouldn't have spent 5 years trying to finish the game! +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ THE STORY BEHIND IT ALL... _story_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Sorry, I can't tell you the entire story for now - I'm trying to comprehend it myself, thanks to the very dim voice acting! They should have put in subtitles or something... Anyway, I'll just tell you how to get past the game for now - which is what everybody wants; you try to grab the storyline for yourself, and a bit of the story. Once I actually get around to listening to the story, I'll post it here. Watch this section, folks... +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ COMPLETE LEVEL WALKTHROUGH - POP: SANDS OF TIME _sot_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Here's a complete walkthrough for the levels in the game - I will use Save Points as markers indicating how far you are along the story. Each Save Point has its own name, so if you're stuck somewhere, look for the title below, and there's your guide. Alternately, press Ctrl + F to look for the percentage value and begin from there - although for a more accurate search, type in the title itself, as some percentage values are identical. Oh, before anything else, do read the terms used in the Sands Of Time walkthrough. WARNING: There are a great many glitches in the game itself - always make more than one save file in order to keep your data safe. Glitches can happen for any and no reason, at anytime, in any location, from any save file. Be warned. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ ABBREVIATIONS AND TERMS _terms_ +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ LEF: Life Extension Fountain Multi-Jump: Jumping upwards, from wall to wall Chameleon Stall: The split-second moment that you stick on the wall after a jump --------------------------------------- IN THE BEGINNING... (No Save Point; 0%) --------------------------------------- LEF : N/A Sand Fields : N/A Special Item : Prince Of Persia 1 - 3D Level Remake! In the beginning, you find yourself at the balcony. Here is where you unlock the 3D remake of Pirnce Of Persia! Do not enter the path! From the balcony, follow my instructions: Start a new game and stay on the balcony. For the PS2, press and hold L3, then quickly tap X, Square, Triangle, Circle, Triangle, X, Square, Circle. You’ll then enter the first level of the original Prince of Persia, redone in 3D. A walkthrough on this will come soon, as soon as I finish my vacation. Back to the main story. Well, if you've watched the cutscene, you should know what's going on. Get on your feet, and climb the rocks on your right. Climb to the top, and jump over to the other side. Head right again, where you see a wall. Run up the wall (If you don't know how to, please read the basics again. Okay, press R1 while running upwards toward it. Press X to pull yourself up. Done" Head right. A catapult shot should destroy the bridge beside you. Jump the gap, and go right again. Run against the wall to the other wooden platform. Enter the room you see. Get out of there; smash the obstacle with your sword. You'll encounter a guard - kil him and move on. Done? Smashing! Cheers to your first swordfight. Climb up the ladder you see. Kill the guards there. Head left to the room. Here, you see your first pool. Put your sword away, walk into it, and press R1 if you're low on life. Smash the obstacles on your way out with your sword. Climb down the ledges there, where you'll encounter 3 guards; one holding a small kukri. Kill them and continue forward, to the room. Make your way through the zig-zag design and go to the bridge. Here, a catapult shot will destroy it, leaving you with no way through - run along the right wall to get to the other side. Stop in the middle platform, and continue again. Grab the ladder on your right and climb up. Now head left towards another room with a pool of water. You'll encounter 4 guards; take them all out. Allright, what next? Dead end? No, walk up to the wall in front of you, and hang on to it by pressing X. Climb along the left edge and pull yourself up. Climb up another ledge on top of you, and climb along the left edge again. Go straight and turn left... Wait, there's a head blocking you! Hang back on the ledge by pressing Circle ONCE. Do not let go of the ledge! Now that you're hanging, that should give you enough space to get past the head. While hanging, go to your left again, and climb down to a ledge below you. Use the method above to get past the annoying head. Head left until you come to a hole caused by a catapult shot; let go of the ledge and climb in. Here, you meet 3 guards. Kill them all. There's a fountain nearby; you can take a sip if you're injured. Now, grab hold of the column beside it and climb up. Once you're at the top, rotate so that you face the column to your right and press X to jump over. Now, rotate again to the highest column and jump over. From there, just jump over to the ledge on top. Go in the passage blocked by the curtains and you're there. Now the fun part begins... Mwahahaha! ------------------------------------ THE MAHARAJAH'S TREASURE VAULTS (2%) ------------------------------------ LEF : N/A Sand Fields: N/A You come to a ledge, with water running below. Run across the left wall to get to the other side. Once there, run across the wall on the right, and jump to the other side if you think you're far enough. Made it? Good. In the next room, run across the wall on the right again to get to the other side. Once there, proceed to run along the vertical wall on your left, and start jumping from one side to another to get you up. In the next area, your objective is to get the Dagger Of Time, hidden somewhere. From where you are, run along the wall on your right. From there, run along the right wall again and jump to the next platform. Here, you can see the Dagger Of Time - but you can't get it for now. Run on the wall on your left and climb up. Now, run along the wall on your right till you get to another platform. Run again to get to the next platform. Enter the passage. In this next passage, climb down. 3 spiky poles wil appear - you've got to get past them. Nothing much here, just time your run and you'll be fine. Don't climb down the ledges in the next place; run along the wall on your right to grab on to a ledge. From that ledge, walk along, jump across to the other ledge on your right, where you must jump to another ledge on your right. 2 spiky poles will appear. Evade them and run along the wall on your left, and jump over to the ledge on the right! Made it! You come to a huge place - climb down the ledges in front of you. Climb down the first ledge, and proceed left. The ledge below you should fall. Climb down, walk left and climb up 2 ledges. Go left and climb down - there are many broken ledges here. Climb down again. Walk left, and climb up. Walk left, and climb down for the last time. Okay, you've made it. From this ledge, jump over to the column you see. The Time Dagger is just ahead; don't give up! Jump towards the next column, and the next, and the next, and the next - 5 altogether.Slide down the 5th column, and climb down. There are 2 fountains here. Climb up the huge ledge in front of you; the Dagger is situated on top of it. Climb up another ledge again; from here, run up the right side of the statue and jump over to the hand. Climb up the ledge on the left, and pull yourself up. Now, run up the statue's head on the right, and jump over to the wall. Keep jumping till you reach the top. At last - the Dagger Of Time! Okay, time to chow - you've seen the cutscene, right! The vault is now falling apart! Jump over to the room on your right. Now, run along the wall on the left; and jump over to the platform. There are spikes below; one fall and you're dead meat. From the platform, run along the right wall and jump over to a passage filled with spiked poles. The last 4 in a row are evadeble by moving into the crevices on either side. Climb down and make your way past the 3 spiked poles. Climb up the ledges again, enter the room, and to exit the area. An interesting cutscene appears, and when it's done, you'll have to battle sand creatures in the palace and kill them all to access the Save Point. ----------------------------------------- YOU HAVE UNLEASHED THE SANDS OF TIME (5%) ----------------------------------------- LEF : N/A Sand Fields: 1 Allright, you're in the palace. Shaken by the Sands Of Time, almost very living thing has turned into sand creatures - save you, and another girl. Yes, greed is bad indeed. Anyway, look for the pile of rubble left of the Save Point. There should be a small entrance, just enough for you to fit through. Run up the staircase and give chase after the girl. Rubble will come down from above, so just turn right into a room instead. From the room, run along the right wall of the staircase to land on the other side of it. Once there, grab the Sand Field nearby - little glowing mound of stuff. Now, walk over to the cupboard beside the bed. Climb on it, and run along the wall to grab on to the poles above. On the first pole, swing backwards and jump to reach the pole above the cupboard. From there, swing and jump towards the wall to hang on to a ledge. Walk alongside the ledge, and when you arrive at the next platform, run along the wall to the other platform. From there, run along the left wall again, and when you think you're far enough, jump over to the right pole and swing to a new passage. Behind you, there's a Sand Field - indicated by a high-pitched, humming sound. Climb up the rocks behind you to get it. Done? Head on again, and turn left. Jump over to grab the poles; you've got to swing from pole to pole to get to the other side. Remember to adjust the left or right alignment in order to reach the next pole. Once at the other side, there's a fountain there; take a sip if you need to replenish life. Head right, and into the room. From the room, run along the right wall, grab the poles, and swing to the other side. Once there, run alongside the walls again, grab the poles, and climb down from each of them. Fight the 6 sand creatures there. Go over to the right sie of the wall, run up it, and jump over to the pole with the lamp. Turn around, swing and jump over to the other side; Chameleon Stall on the wall, and jump onto the pole above you (If you don't know how, read the basics section.) Now, turn around again, and jump onto the ledge behind you. Pull yourself up and enter the hole. A Save Point awaits. ----------------------------- "HAD I REALLY SEEN HER?" (7%) ----------------------------- LEF : 1 Sand Fields: 3 From here, run straight into the room - smash the obstacles with your sword. Grab the Sand Field glowing to your right. Head back to the wall on the opposite side; run up, and jump to grab the pole. Swing onto the platform near you. You reach a place full of rocks. Climb down and go into the huge hole to your right. Welcome to your first LEF - Life Extending Fountain. This increases your permanent life by a bit. Just walk to the fountain and Prince'll do the rest. Done? You should be back out now. The hole has dissappeared - don't ask why. From where you are, climb down to the ledge beside you. Now, jump over to the ledges below - don't fall! Aim for the top ledges, and make your way down from there. Run along the wall to grab the Sand Field across the ridge. Now, climb down the ridge - aim for the elevated rocks instead of the ground below, which is suicide. Climb down the rocks, and head straight into the passage. An interesting cutscene interrupts - you now know her as Farah, princess of the land you just plundered. Okay, now a fight starts. Smash all the beetles with your sword - they're not sand creatures, so don't bother hitting them with the dagger. Finish them off. There's a fountain nearby; take a sip. Allright, now what? Backtrack your way to where you came from, and turn left into the other room. Here's a bit of a challenging puzzle. Jump over to the next platform. Make your way outside to see beetles taking off with the hourglass (!) The entire balcony collapses. Go into first-person mode, and look at the beautiful scenery. Run along the left wall, and get to the other side. Enter the room, and climb up the column. Climb up as high as you can, and jump over to the column on the right. Jump all the way to the 4th column, just before the high column you see. From here, jump over to the wall - there are some ledges to climb on. Climb down to the platform, run along the right wall and jump over to the highest column. Use its shadow as an indicator! Slide down, smash the beetles and grab the Sand Field. Okay, run along the wall on the right (there's only one wall without a barricade/fence) and jump over to the next column. Like before, use the shadow as an indicator. DO NOT ATTEMPT TO CLIMB DOWN! You cannot survive a drop from this height, regardless of how low it looks. Anyway, jump to the next column. Climb up the rocks, until you see a pole above you. Run up the opposite wall and jump over to the pole, grab it, and swing over to the other pole, and swing to the other side. Jump back to the platform with the Sand Field that you see and grab it. Don't run along the right wall; you won't make it. Instead, climb up the column, and begin jumping from column to column. Do not jump over to the short, stunted column that you see! Instead, jump over to the wall, and to the platform. What next? You can't run across the wall on the right, as there's a huge crack there - dead end? Think, think... Aha! Hang down the platform and climb onto the huge crack. Yes, that's it! Now, climb down the ledges to reach the next platform. Kill the beetles! Run along the right wall, with the poles supporting lamps. Jump from pole to pole to reach the next side. Again, kill the beetles. Hang onto the ledge with the barricades, and jump over to the column that you see (there's only one column that is possible to jump towards here.) Slide down to meet more sand creatures, and kill them all. There's a fountain beside you; put your sword away and drink if required! Allright, now that's done, look for a nearby Sand Field. See that cupboard beside it? You can move those, and behind one of those is the way out. But first, there's a Save Point nearby - on to the next chapter. ---------------------- A SECRET PASSAGE (10%) ---------------------- LEF : N/A Sand Fields : 1 From the save point, there are 2 cupboards on each side of the wall. Face the bed, and move the one on the left to reveal a passage. Run down the stairs, and... Whoa! Run along the left wall and jump to reach the other side, across the ridge. Fail and you'll be turned into a human pincushion by the spikes. Done? Good. Grab the Sand Field in front of you and activate the switch. You should have a new Sand Tank by now. Get past the gate intp the room. Don't bother getting past the bridge; it'll fall anyway. Run along the right wall, and jump onto the other side of the bridge when you get there. Take the crate and pull it onto the switch, opening the gate - it closes extremely quickly, there's no chance of getting in without the crate, Now, make your way to the next room. Here comes your first real challenge for once. Pull the lever on your right to extend the bridge. Move fast! Get to the other side before the bridge retracts! Made it! Allright, a guard speaks to you from a platform above. He gives you instructions on how to operate the machine you're standing on; activating the palace's defence systems. WARNING: This is an IQ test. If you want to test yourself, and see if you can get past, do not continue reading this part. If you want the easy way out, then do read on. There are two levers, on each side of the machine. One raises/decreases the altitude, indicated by a corkscrew moving upwards, and the other rotates the machine. There are 4 glowing axels; each bearing a certain phase of the moon: New Moon (nothing), Waxing Cresent (Cresent symbol), Gibbous Moon (Half), and Full Moon (Full glow). Your objective is to bring each and every one of them to their respective positions at the top, in order. I'm gonna draw an ASCII map for you, albeit a bit rough: CRESENT GIBBUS FULL NEW (Moon Symbols) _____| |______________| |____________| |___________| |______ |_____ ______________ ____________ ___________ ______| | | |G| | | | | | | |C| | | | | |_| |_| | | | | | | | | ________________________________| |_________ | | | ________________ ________________________| | | | | | | ________________________| | |_| |N| |__F_______________________| Legend: G = Gibbus Moon C = Cresent Moon N = New Moon F = Full Moon Okay, the letters indicate where you can place the axels. You can't be going up and down with all 4 axels, as something's bound to get in the way, limiting your movement (apart from looking absurd, of course. Imaging something rotating up and down like a glowing helicopter blade.) To grab an axle, you must rotate the machine with its respective slot - indicated by a glowing symbol on the floor of the machine itself. Pick them up by stepping on the glowing symbol. Here's a step-by-step guide: 1) Pick up the Full Moon axle first. 2) Rotate clockwise (right) once. 3) Rotate upwards once. 4) Rotate couter-clockwise (left) 3 times. 5) Rotate downwards. The New Moon axle should match the machine now. Pick it up. 6) Rotate upwards once. 7) Rotate clockwise (right) twice. 8) Rotate upwards twice. 9) Pick up the Gibbus Moon axle. 10) Rotate clockwise once. 11) Rotate downwards once. 12) Pick up the Cresent Moon axle. 13) You now have all 4 axles. Rotate upwards once. 14) Rotate couter-clockwise twice. 15) Rotate upwards. Everything should be done! Last step: Walk up to the newly-formed bridge, and climb up the ladder. From there, walk to the lever (looks like a pole) and hop. Prince should hop onto the lever, activating the defense system of the palace, as a ray of light beams down from above - that'll teach those monsters! Okay, maybe not - the guard gets turned into a sand creature nearby. This ain't good. Get off the lever and climb back down the ladder. Kill the two sand creatures nearby. Done? Head up the staircase and enter the Save Point. Much more awaits, I assure you. --------------------------------- THE PALACE'S DEFENSE SYSTEM (12%) --------------------------------- LEF : N/A Sand Fields : N/A Walk upstairs. You have to get past the spikes and spiked poles. The spikes only activate when you run, or make any sudden movement; so walk by holding the Left Analog halfway. Apart from that, you need to get past the spiked poles, so there. They do a lot of damage (unlike POP1, you die instantly) so be careful! In the next room, pull the lever you see. All the traps activate - you can blame your friend, the guard for this misery. The lever you just pulled activated the gate at the other end; be quick or risk restarting the area! Allright, get past the 4 spiked poles and turn left. Run along the right wall, and pull yourself up. At the end of the ledge, jump over to the left wall - make sure you don't hit the saw by hanging, not walking! Jump off the ledge to arrive at another passage of traps. Once again, run along the left wall to grab onto the ledge. When you think you're safe, walk along the ledge, and jump across to the right ledge. From there, you can then jump back to the left ledge, bypassing the saw and making it to the gate. Alomst there - made it! Allright! You are now in the palace courtyards. Gah! Sand creatures! Destroy them all! Now, look for a save point nearby and start a new chapter. ------------------------------- A BOOBY-TRAPPED COURTYARD (14%) ------------------------------- LEF : 1 Sand Fields : 2 Okay,from the Save Point, walk straight, and you see a wall-mounted switch. Before that, there's a fountain somewhere in one of the corners (right from the Save Point.) and a Sand Field left of the switch. How on Earth do you go about activating that? Simple - run up the wall and the switch activates. Behind you, a square platform rises from the ground. Climb up and grab the pole, and swing forwards to the ledge. From there, run and jump over the gap to the ledge in front of you. Something rises from the ground. An evil-looking blade swings out, and starts spinning! You can either run across the wall on the left to get past it, or roll underneath it. Rolling is by all means the safer way, as while running you risk plumetting to your doom below. At the end of the ledge, jump over to the other platform. Climb up, and 4 spiked poles appear, followed by another twirling slicer. Get past the slicer by rolling and activate the lever above the switch. Jump to hang on to it, and swing past the gate. In the next area, you come to a room riddled with spikes, and a ladder placed in the middle. There's no way you can get to the ladder without getting stabbed in the arse, so climb up the rocks on your left, run along the left wall (where else?) and jump to the ladder. Switch sides and climb up. Once you're up, jump to thet other platform and head right to yet another platform. Grab the Sand Field there, and climb up the wall into the hole to obtain another LEF. Done? Good. By default, you can run along the right walls to the poles, and swing to the a small ledge. Hang on to the ledge, and climb to the right corner. From there, jump over to the next platform. You see a saw. Time your run so that you can get past the saw; one hit and you're history. Run... Jump! Good work! Climb up the ledge in front, walk right, jump over to the pole, and swing up to the floor with the door. From there, run along the left wall and again, time your run. Stop at the next platform! Overshoot your run and you're history again. From here, time your run again to get past the saw, and jump over to the platform on the right. There's a fountain nearby - you can take a sip if you want. You see the gate. Open it via the switch, located on the platform on the right. There's a saw there; time your run again, get to the other platform, jump on the switch, climb down, run back and hope that you make it before the gate closes. You're back in the palace now. Pull the lever to open the gate and activate the traps. Run along the walls to get past the ledge and saws. Roll past the circular slicer, run up the wall on the left to activate a ledge, and climb up both ledges. Keep climbing and when you reach the top, jump over to the left. Climb up again, and at the top, walk over to the left corner of the ledge, enabling you to jump over to the other side. Here, you have a choice; run along right the wall, and get past 2 vertical saws, or run along the left wall and get past one horizontal saw. Either way, one hit and you fall into the spikes. The 2 vertical saws are easier; get past those and you get past the gate. In time. Hopefully. Now, you see Farah fending off attacks by sand creatures - one of them is Prince's father. You can't harm him at first; get rid of all his minions to injure him eventually. There's a pool of water up North; while fighting you can actually take a sip! Okay, this battle may seem like forever, testing your patience as his minions keep coming - but keep it up, killing the other sand creatures and he'll be left alone eventually; at which point you can injure him and later absorb. Do not try to freeze him; you'll lose a Power Tank and he escapes unharmed. Just keep vaulting over him and slashing - he'll fall to the ground shortly. Once he's down, go in for the coup dé gras. A Save Point appears - save now, and move on to the next chapter. Huh? Oh, the red bow on the right of the screen represents Farah's life, not the Sultan. Enjoy the cutscene. -------------------------- DEATH OF A SAND KING (17%) -------------------------- LEF : N/A Sand Fields : N/A Allright, there's a fountain that you can drink from here. Proceed to the right, round the curve. When you come to the wall, just jump across the platforms to the other side. Prepare to fight a few creatures. Done? Great. Drink the water from the pond if you need to, and save at the Save Point that appears after you eliminate all enemies. Next chapter, please. --------------------------------- "I'LL TRY TO FIND A WAY IN" (19%) --------------------------------- LEF : N/A Sand Fields : 1 Like the title says, you'll have to find a way back into the palace. Go up the staircase, and grab the Sand Field on your right. Move along left to the gate. The ledge wil crumble and give way, so run along the wall to the next ledge. But wait! That ledge gives way too? Arghhh!!! No, you're lucky this time, as you land on the cone-shaped roon of a room. Run along the wall to the next roof, and from there, run along the wall to grab hold of the poles. Swing along until you get to the other roof, all the way at the end. From there, run back along the wall to the small wooden roof below - no other way. From the wooden roof, you can jump across and twist the capstan clockwise to open the gate. Break the barrels with your sword, and climb down towards the gate. Some enemies will appear - eliminate them all, and grab the Sand Field nearby. The gate should be open; and a Save Point glowing - save now, and on to the next chapter. ------------------------ CLIMBING THE TOWER (21%) ------------------------ LEF : N/A Sand Fields : N/A From the Save Point, work your way up the rocks, run up the wall and hang on to the ledge. From the ledge, head left, until you see a pole - jump and grab it. Swing to the pole above you, and the next pole, and the next pole. From what looks like a dead end, swing up to the wall, Chameleon Stall and jump to the pole above you. From there, keep swinging from pole to pole until you come to a ledge with a ladder. You can jump over to the platform on your left to grab an LEF (instead of trying to run across the saw and falling to your doom.) Allright, now go back and climb the ladder. There should be a gate and 2 saws coming up from the walls - the floor crumbles. Run past the saws (wait for them to reach their peak then run); and run along the wall past the next 2 saws, while stepping on the wall-mounted switch. Bah, forget about it and run back to the gate, making one round. Get past the spiked ditch, run down the stairs and meet Farah. What is that sound? "Cha-ka, Kha-ken". Bah, don't worry and open the gate via the switch - now what? No more gates, no more switches... Suddenly, a glimpse of hope appears as Farah spots a crack in the wall. She gets past it with ease, steps on the switch and voila! You're through. Next, you find yourself in a high room of some kind. Your objective is to get to the bottom. Run down the slanted bridge, but beware of this evil smasher. Ah, so that was causing the sound all this while! Now, time your jump carefully and evade the smasher. Here's what to do: Run up the wall where the symbol is, jump, and grab the lever on top. Of course, there's the smasher to deal with, so timing is key. A bridg moves towards you. You should get the picture - move different levers, moving bridges, and eventually you get to the bottom of things. Run up the bridge, and pull the lever. Traps will appear, but they're absolute rubbish to me - you should get past them with ease, and make it past the gate in time. Allright, now you're back where you started - get past the spiked ditch and into the gate. Huh? Beats me why it doesn't close. Anyway, go back to the high room; you may notice that the bridge has changed. Walk down the bridge on the right, get to Farah, run down another bridge and there's a platform, complete with suspicious-looking lines in the walls. A smasher. Run along the wall,and get out of range as soon as you reach there! The smasher won't come out just yet, it waits for you to actually be on the platform before activating. Time you run again, and get to the bridge on the left before the smasher pushes you to your death. Once on the bridge, pull the lever and switch the bridge positions. Farah does the same, and you have to run along the right wall to get to the other lever. (You can jump as an alternative.) Okay, bridges move again, run down, pull the lever - keep doing that until you meet up with Farah; no traps till then. Climb down and take out all the sand creatures in the area. Done! Allright - see those switches there? Those raise the platform, allowing you to get back up. Wait - why would you want to get back up? Because the switch to open the gate is located there, that's why! The 2 switches last for a short while, leaving you no chance to get back up without any help. Think... Aha! There are some crates nearby; use them to hold the switches down. The first crate is located on your left, facing the gate. The second is located on your right, atop some other crates (ironic.) For the second crate, climb up and push the crate down. It won't break; don't worry. Now that the platform's risen, you can proceed to climb it and activate the switch - and a Save Point ahead of you. Save now, and let's move on. ------------------- THE WAREHOUSE (24%) ------------------- LEF : N/A Sand Fields : 2 Now, climb the platform, and run up the wall to activate the switch. The gate opens, and you're through! Get down, and before anything, climb the stack of crates on your right - there's a Sand Field located there, and a fountain nearby. If the gate closes, just re-activate it again. Rejoin Farah in the passage. Hear forward; jump over the spiked ditch(es) you see, and you come to the outside of the palace. Again. In the next area, by default view, there's a Sand Field to your right. Grab it, run ahead and encounter some enemies. Destroy! A Save Point should rise up above the stairs; save here... ---------------------- THE SULTAN'S ZOO (28%) ---------------------- LEF : N/A Sand Fields : N/A Now, you have to find a way into the zoo. You can either find it yourself, or read on if you're stuck. Ready? Climb up the rocks near the pole with the lamp, near the Save Point. Climb up the cocunut tree, and jump over to the higher rocks. From there, run forward where you'll land on some sand. Now, run and jump over to the outstretched branch of the coconut tree nearby - swing onto the gate's ledge, and into the zoo. Climb down, activate the switch and - Ta-da! Farah comes in - but watch out for the sand-infested birds nearby. Kill them all! Allright, now make your way towards the small room, with a crate. Eh? What's this? There seems to be a small hole near the neighboring rocks. Hmm... Let's leave that alone for now. In the room, push the crate away, to reveal - yes, a crack. How convenient. Anyway, Farah goes in; meet her outside, where she steps on a switch, opening the gate to the Royal Menagerie (Sanctuary.) Allright then, climb onto the pole you see, swing backwards and Chameleon Stall on the wall behind you, and jump over to the other pole. Swing to the pole that you see, and eventually swing towards the ledge. From the ledge, walk to the left, and jump across to the long pole you see. This pole leads to another platform. Now, jump to the nearby, convenient pole and swing upwards (yes, you can reach that pole - apparently nothing seems out of reach) and the pole above (told you.) From the last pole, swing to a bigger platform, where you must walk right and climb the ladder. Switch and climb up. Okay, from this platform, run along the cage to the left platform, where you must run again, to reach a long pole. No mistakes; one bad step and you'll smash your head. From the pole, jump over to the small ledge, where you see a hole in the cage. So that's how they got out. Anyway, jump over to the ledge with the tree, and pull yourself up. What now? Run up the cliff, and jump over to the branch of the palm tree. Yes, it is that risky. Swing yourself to the top of the cage, enter the centre, and turn the capstan to open the gate. Allright! You can either get back the hard way (back down the cage), or the easy way. Let's take the short-cut, shall we? Look around for a Save Point; jump over and it's time to save... ------------------------ ATOP A BIRD'S CAGE (28%) ------------------------ Okay, done? Good. Climb down the ledges on your right, and on the final ledge, aim for the pole. Swing to the next pole, and to the open gate. Don't go alone, wait for Farah! Run up the wall with the symbol, jump and pull the lever. Huh? A ladder comes up! Oh, so that's what that strange hole near the rocks was for! Anyway, continue to walk into the gate, and past a passage. The passage splits in 2 paths; downwards leads to a closed gate, so take the left. Climb onto the rocks nearby. Look for a golden symbol. You may have noticed this earlier, and couldn't reach it; that's what the rocks are for - giving you an elevated boost. Run towards the symbol, and jump to grab the lever! A gate opens. There's a Sand Field; grab it! Pusc the crate away to reveal... You guessed it, a crack. Coincidence? I don't think so. Anyway, Farah stands on the switch, and the closed gate at the downwards path opens. Smash the barrels, and pull the lever. A set of traps appear. Yes, that's right. Just what we needed. Roll past the circular slicers, but be careful not to roll on the spikes, and end up with a piece of metal through your spine (eek!) You can't run along the walls through the pit, as there's something blocking - jump instead. Next, comes a spiked pit with 2 saws along the left wall. You can't run along the right wall; I learned the hard way - the structure of the wall itself makes it impossible. Time your run and make it past the saws, and under the gate! Roll if you need to! How was that? Fun, no? Anyway, you reach the inner parts of the zoo - there's a Save Point just across the bridge; jump over and save now. -------------------------- CLIFFS AND WATERFALL (33%) -------------------------- LEF : N/A Sand Fields : 1 From the Save Point, make your way back to Farah. Once there, run along the wall, to the left, and reach a platform with a coconut tree. Climb up, and get up another coconut tree. Climb to the top, and jump over to the ledge. Here, two birds will attack you - be careful! Kill them and move on. Stuck? Run along the wall on the right - you'll reach some ledges, where you can hang from them. Make your way to the right, and jump on the tree. Do not release the ledge! Yes, it looks makeable but you won't, trust me. From the tree, slide down and grab the Sand Field below. You should have 6 Sand Tanks now, if you followed my walkthrough correctly (maybe more, if you've found some that I haven't.) Anyway, climb back on the tree, and jump over to the other tree. Make sure you're facing the right direction - which is where the D-Pad comes in handy. Unfortunately, they removed the D-Pad function so there. From the second tree, climb up to the top and jump over to a third tree, and from there, you can jump over to the ledge with the waterfall. More birds will come after you; keep your guard on. Eliminate them. You can take a drink from the waterfall. Anyway, climb the ledge along the wall to your right, opposite the bridge; climb down to reach the bridge. Jump past the broken planks, and turn the capstan to open the gate. Getting back there is a little harder, though. You can go back where you came from (very, very tough indeed) or you can run along the wall, and jump over to the coconut trees, from the capstan. Slide down, and make your way to the second tree. No slip-ups! You have very limited space to work with. As I was saying, when you're on the last tree, jump over to the open ledge on your right. Make sure that you're high enough! Head left, and run along the wall, and you end up at the gate, where Farah should be waiting. Enter at your peril. In the gate, slay some beetles (scarabs) and continue. There's nothing here; keep going. You soon see a fountain, and more beetles. Proceed through the corridor. Eventually, you come to a hole in the wall - many sand creatures are waiting for you there. Go berserk! Terminate all enemies and a Save Point pops up, above the staircase. You know what to do. Oh - you may notice that there's a ladder that you can't reach; this will come into play very soon... --------------- THE BATHS (33%) --------------- From the Save Point, go up the stairs. Run right up to the switch. A gate opens. The switch won't stay that way for very long, so grab a nearby crate on the left to hold down the switch. Oh - there's also a crack. Walk into the room, where you see a spike-riddled log, swinging down. Time your run and climb down the ledges; one hit will send you to your doom, not by the strike, but by the ground below. Once below, jump over the spiked ditch to get to the other side (I wonder why the poles are there.) When you arrive at the other side, you'll need to jump from wall to wall, making your way up. You should reach a huge crack - no matter, just jump over to the other wall and continue. There's another spiked ram; time your climb! In the next area, you arrive at a bigger bathouse - and the camera switches, showing another sword. This should be fun - but do kill the sand creatures first, okay? Done? Allright! There's a Save Point above the stairs of the main bath; save now, and we'll continue the adventure at the next chapter. ------------------------------------------ "THERE'S SOMETHING GLOWING UP THERE" (33%) ------------------------------------------ LEF : N/A Sand Fields : 2 I know what you're thinking. Still 33%? Outrageous! Never mind, let's just continue. From the Save Point, go forward, and push the statue against the switch. This opens the second gate, to your left. Activate the next switch on your right by running over it, opening the first gate (and also because Farah's standing on the switch in the pool.) The gate will close soon, so hurry! Once inside, grab the Sand Field, and turn the capstan to drain the water. There's a reason for this, as you will see later. Now, exit the room and head towards the left side of the main bath, where the water's drained there too. Okay, now look for a square pillar lying flat; face the wall opposite it, run up and grab the ledge. This is the reason the water got drained - with the water, you'll be too slow to run, unable to grab the ledge. From the ledge, jump left towards the bar, and climb so that you are facing forward, where the next bar is. Make sure you're aiming for the long side of the bar - you won't make the other side! Swing and grab the bar, and continue so that you face forward again. Everything should be dead simple now - swing to the next bar, and swing to the lever. This lever partially opens the wooden trapdoors. Again, there is a reason for this, as you will see later. Climb down from the lever, and head to the right section of the main bath - there is another lever to be pulled there too. Look for a ledge nearby, run up the wall and grab on to it. Jump towards the pole facing the pillars, and climb to the forward-facing part of the pole. Swing onto the next pole. Okay, now what? Stuck? Thought so. GAME OVER Just kidding. It is impossible to reach the next pole from where you are now, but note that you can still swing to the columns. Aha! Move to the right side of the pole and swing on to the nearby column on the right. From there, jump over to the next column, which you can use to jump over to the next pole. Creativity, dear reader, is the key to survival. Now, just swing onto the lever, and the trapdoors open completely. You may notice that there's a cracked wall below the lever; you can't break it down - you'll need the strength of the mighty Rustan to break through right now. Don't bother and look for the white marble crate on the left side of the main bath. Push it into the trapdoor. Excellent! Now, go back to where you started - past the spiked rams and back to where you came from. Use the method described above to get past the rams. What? You didn't read that part? Shame on you. Back at where you started, look for the white crate you dropped down the trapdoor. It should be located on the highest floor. Take it, and push it down the small "waterfall" down to the floor below. Remember the ladder you just saw? Yes, this'll help you get to it. Push it below the ladder, climb on the slab and you should be able to reach the ladder with ease. Once at the top, grab the Sand Field directly below you. From there, climb up the small opening you see, and climb down to the ledge below. Pull yourself up, and walk to the right. Enter the openinc in the grill there, and walk onto the ledge. Keep walking left until the end; from there, jump over to the column opposite you, and proceed to jump onto the ledges on the left. Pull yourself up the first ledge, and when you get to the gate, hang on to the ledge above, and you can get past the gate. (Letting go here will result in instant death on the sharp edges of the gate.) Make your way right, and continue; a ledge will fall down, so climb down and use the lower ledge instead, the climb back up again, and keep moving (while hanging, not walking) to the extreme right. From there, you can then jump over to the pole, swing over to the platform, and run along the walls to the last platform. In the next area, run up the wall oppostie the pole, and jump over. Swing from pole to pole, grab the ledge and continue left. Smash the barrels in your way. You see some slicers; roll under them, and continue to meet some sand creatures. Kill them all, and a Save Point appears. Save, quick! NOTE: People have mailed me regarding this. Apparently, they enountered a glitch of some kind while playing through this part, and Farah wouldn't step on the switch. There are 2 conclusions I can come to here: 1) You saved in the middle of the puzzle, and loaded the game, forgetting that you had actually completed the switches and turned the capstan in the first place. 2) You saved in the middle of the puzzle, and a genuine glitch happened - leaving you with no way out. In this case, you can: a) Turn off the machine to reset the RAM and try again after a while, or b) Start a new game from scratch. --------------------- ABOVE THE BATHS (33%) --------------------- LEF : N/A Sand Fields : 2 Quit whining about the static completion percentage; you've got other things to worry about. From the Save POint, climb up the stairs, and push the cupboard to the edge of the balcony. Climb up the cupboard and jump to the pole. From the pole, jump to the column of the central bath, but make sure your alignment is correct - then you can jump from column to column, and eventually you can jump over to a nearby pole, on the balcony opposite the one you came from. Grab the Sand Field, and go to the edge of the balcony without any barricade. Run along the wall to grab your new sword! Allright, you can test it out later, but for now, run back to the balcony. Stop! See that battered door near you? Yes, now you have the strength to break down cracked walls and doors, thanks to the Sword Of Rustan! Hit the door three times to smash it, and continue down the staircase. Wait! Along the staircase, you see another crack in the wall - smash it to gain access to an LEF. Allright! Another boost of life! Climb down the staircase, and go back to the cracked wall beside the lever, remember! One, two... Break! Well, there's your ticket out of Club Dead (as opposed to Club Med.) You come to an ancient staircase - head down, nothing to see here. At the bottom, you see a way out - but it's a long way down. Move the slab to reveal... A crack. Yes, another crack, conveniently placed, at your disposal. Anyway, move the slab to the square-shaped platform, so that you can climb up, run up the wall, jump and hang on to the pole above you. From the pole, jump over to another pole, and to a platform, where you have to jump left to a ledge. Hang along the right side of the ledge and continue to the right. There, climb down all ledges and at the bottom ledge, walk to the extreme right. Oh, great. Another dead end. No, you're not thinking! Jump over to the opposite wall, and counter-jump - keep doing that to reach higher ground. You reach the ledge on the right. Keep going and climb up second ledge, and stop! The third ledge leads to nowhere - jump over from the second ledge to the platform with the Sand Field. From that platform, climb down. Yes, you heard right. There's a barely noticeble ledge there (I thought this was suicide.) and jump over tp the platform on the right. From there, walk across the right ledge, pull yourself up, go right again, and you should be directly below the gate. Climb up and you're done. In the room with the capstan, you may notice that the wall North of the gate is a different color. What on Earth? Break it down, to find - Yes, it's the hidden Prince Of Persia 1, the original game! Smashing! A detailed walkthrough of the game is ecplained in the next walkthrough in the bottom of the FAQ. To unlock the game, turn the capstan so that the handle faces the gate behind the hidden wall. Enter and enjoy... Save the game here now, and if you want, quit to enjoy the classic game. NOTE: You may wonder how I found it - I was surprised that the capstan could turn twice instead of the normal once, complete with the sound of a gate opening, and I noticed that the wall was of a slightly different color than usual. -------------------------- A LONG BURIED SECRET (40%) -------------------------- LEF : N/A Sand Fields : N/A Special Item : Original Prince Of Persia 1 Game Back here. Twist the capstan's handle towards the other gate, and enter to fight some more scarabs. Smash them all, and continue. Push the crate away to reveal a crack, where Farah goes through and activates a switch. Platforms then rise out of the walls, leaving you with a path to go through. Try climbing down and you come to a really deep hole. Once the platforms appear, just run along the walls, and jump from platform to platform - use what you've learned all this while. At the end of it, climb up the ladder and go straight - to meet more sand creatures. Take them all out and save. There are quite a lot, but if you've gained enough experience fighting enemies this shouldn't be hard. A Save Point pops out; save now. -------------- DAYBREAK (43%) -------------- LEF : N/A Sand Fields : N/A From the Save Point, look in a crack in the walls at the right end of the room. Smash it and move on. You see the rays of sunlight from a window. There's a fountain nearby; take a sip - I'm sure you need it by now! Head straight till you reach a gate. The switch is located to the left of it; smash the barrels to get to it. Enter, and face many tough enemies. Done? Good job! Look for the Save Point on the stairs, and save now. --------------------------- A SOLDIER'S MESS HALL (46%) --------------------------- LEF : N/A Sand Fields : 2 Allright, head down the staircase below, where there is a fountain. Get your life back, and proceed to climb the rocks. Climb to the highest point and run along the wall to get to the pole. From there, swing to the other pole and eventually to the ledge. Walk right and jump over to another pole, and hang on to another ledge. Climb up 2 ledges, and grab the Sand Field near you. Go back to the ledge and jump over to another higher pole, and swing to a platform. Head straight and run along the wall to come to a gate and a switch - hit the switch to open the gate. You should be outside, high up on the palace; enjoy the view while you can. Your objective is to lower the drawbridge and cross to the other side - to do so, head left. Keep going until you come to some flagpoles. Jump and swing across all of them, and at the last one; jump to the wall, Chameleon Stall and jump back to the pole above. You can now reach the roof from here. Some spiky poles appear - complete with ground spikes! This will be tough. Run up the wall and grab onto the ledge; make your way to the spiky-pole platform. Get past all the traps - evade the seemingly impossible spikes and poles in a row by running along the right wall. Eventually, you come to the symbol - run up, jump and grab the lever to activate the gate. Get in and run down the stairs; keep going until you see another symbol and a lever on top. Jump and grab the lever; this activates a ladder, so Farah can get up. Get back up, and walk over to the slightly ajar gate - Farah can crawl through it. Once she opens the gate, grab the Sand Field, run up the wall and pull on the lever. The drawbridge comes down. Get through the gate, and head left - you can climb down via some wooden scaffolding below. Go to the drawbridge, and many enemies will appear. Prepare yourself for a fight! Note that there is a fountain beside it - use this to your advantage. Once you finish off all of them, a Save Point appears, so you can save now. -------------------- THE DRAWBRIDGE (46%) -------------------- LEF : N/A Sand Fields : N/A From the Save Point, head left into the room. Turn the capstan to open the gate. Once in the gate, run up the staircase. Don;t bother activating the switch; it won't budge for now. Instead, run along the left wall to arrive at a pole. Jump from pole to pole in order to arrive at the platform with a switch. Pull that switch to make the high bridge in the centre rotate. Farah pulls the lever on her side, and the bridge turns again. Repeat this once more, Then, Farah asks you to pull the lever above you - climb down, and climb the rocks on your right. Climb up the ledge, but beware for the saw! Time yourself, and climb up again to another ledge. Jump over to the bridge. Run and jump back, giving you the height to reach the opening in the wall. Prince removes a part of his clothes - his left sleeve, to be accurate. Head towards the wall on the right. Run along the wall and swing across the pole to reach the ledge on the right. Get into the room, run up the wall with the symbol, and jump onto the lever. The bridge should be facing you now. Walk onto it and Farah pulls her lever - it should turn left. Jump from the bridge towards the ledges, climb up one ledge and up the ladder. Walk to the left side of the gate, and jump over to the lever you see. A ladder pops up, and Farah joins you. There happens to be a small hole to the right of the gate, so Farah goes under it and opens the gate. Get in, and you should see a bridge. Forget the birds attacking you and get across the bridge - it will collapse and all the birds die for no reason. Here's a Save Point - bur the gate can't open! --------------------- A BROKEN BRIDGE (50%) --------------------- LEF : N/A Sand Fields : 2 Okay, now what? Head left. There is a Sand Field nearby. Grab it and head right again. If you want to, you can drink from the fountain at the extreme right of the ledge. Go back to the Save Point, and climb down the ledge opposite the gate. Climb down again to hang on to a pole below. Make your way to the right side, and jump onto the column you see. From there, jump to the opposite column and to the ledge on the left. Note that if you fall on the shards of the gate you die instantly; no questions asked. Be careful not to overjump the second column! Anyway, from the ledge, continue climbing over the ledge on the left. Climb past the corner, and go to the very end of it. From there, jump over to the wall on the left. Continue jumping, and you'll get lower and lower, and eventyallu reach the bottom. You have to be quick here - the entire floor will collapse in a few seconds! Quick, run left, run up the wall you see and jump on the pole before you fall to your doom! Made it? Great! Now just swing on top the ledge beside you. Farah tells you something about a balcony... Yep, easy for her to say. Climb down some ledges on your left, and jump down (don't worry; the floor won't break this time.) Hang onto the ledge on your left, and make your way left again, in order to jump over to the column of the platform beside you, with the Sand Field. Once there, grab the Sand Field and climb the column on the right, facing the brick wall. Don't attempt to run and jump across, despite Farah's advice for you to jump over (Prince will retaliate by saying "If I fall to my death, will that convince you?".) Anyway, climb on the second column on the right - not the one you came from, the other one! Now, jump over to the ledge on the other side. Yes, you can make it if you climb up high enough. Grab on! Good. Make your way to the left, and you see a pillar blocking your way. Hang on the ledge and get past it. Anyway, soon you arrive at a platform with a narrow ledge. Walk along it, and use the Left analog to balance. If you fall, Prince'll grab hold of the ledge, so if you make a mistake you don't die. Move all the way to the right platform, and there's a fountain. Walk into the gateway, and move to the right. Run along the left wall, and jump towards the pole with the flag. Jump from pole to pole, and eventually you'll arrive at a platform with a Save Point. Save now. ---------------------------------- "I'LL MEET YOU AT THE BATHS" (52%) ---------------------------------- LEF : 1 Sand Fields : 2 Well, those were Farah's words before she left. Climb down, and walk the narrow ledge on the right. Jump over the gaps (again, fall on the shards of the gate and you're dead meat.) You soon come to an open gate; hang onto the gate and climb down. Aim for the bale of hay below - this will elevate your landing ground and you only lose a small amount of life. Miss and you die. Grab the Sand Field nearby, and switch to Panoramic view by pressing L2. Walk through the small opening and head upwards, until the camera changes automatically. Go right, and head left, getting past some walls. Now, go straight again, and you some to a slanting wall, and a closed gate. There vare actually 2 slanting walls; one beside the gate and one facing the wall. Run up the wall and start jumping, using the wall and the slanting wall to get upwards - you will soon come to a series of wooden ledges. The birds flying above you may attack now; take out your sword. Walk along the ledge and jump up on the symbol, to press a lever. This lever activates a ladder on the left; you can climb down easily and also activates a gate below. Go to the just opened gate with a lever, run up the wall, and jump onto the lever. The gates you climbed in from will close; making a way back up and some beetles will appear. Kill them all! Now, go into the newly-opened gate and pull the lever. All the way to the end! You have to be every quick now; no time to think - just do as I say! Pull the lever all the way back. This opens a huge gate beside you. This is important! Now, remember the way you got up to the wooden pole to hang on the lever? No, don't multi-jump again, use the ladder you just activated! Climb up and go to the wooden ledges. From there jump over to the walls on your right, and climb back all the way to the right of the open gate. Quick!!! There's no time to lose! The reason the gate is open is for you to run over the gate, closing the gap while it is open. Oncen the gate closes, there is a gap and you can't run across. This may take a few tries, but I'm sure you'll get it. Got past the gate? Excellent! Now that you've got across, grab the Sand Field - how many retrys did you take? Anyway, walk left and go into the gate, where there's a switch. Note the cracked wall beside it - yep, another LEF. Break the barrels and get it. Now, grab the switch it to activate a ladder, run over to the other side, activate the switch to open the gate and climb down. The gate stays open for a very short while, so make it quick! Made it! You can see a cave with a blue opening. Go through and break open the wall with your sword. You come to a waterfall - Prince starts complaining about what he has to go through. Listen to his conversation with himself; it's amusing, to say the least. Go along the narrow tree that connects to the other platform. Climb down the right side of the wall to a narrow ledge. Keep walking until the ledge ends, then climb down to the ledge below. Once you reach the most bottom ledge, climb down into the raging rapids. Kill the beetles nearby and make your way to the banks. Stay too long in the water and it will push you towards the direction of a high, high waterfall - there is no way to swim/crawl back up once you're in deep enough! Anyway, run up the platform on your left. The camera changes angle, and focuses on the waterfall - high indeed. Walk onto the narrow log onto the next platform. From there, climb down onto the ledges below on the right, and climb down again. Soon, you reach to the platform where the waterfall partially ends. Jump over to the small platform on the left, and walk along the long, long tree. A group of bats will come out and attack you; draw your sword and smash them all! Get to the other platform and run along the right wall; you'll arrive at another platform. Climb down the ledge on the left, and jump left to the small platform there. Again, walk the long tree to get to the other platform, and run to the right, where the Save Point is. Save now, and let's continue... --------------- WATERFALL (55%) --------------- LEF : N/A Sand Fields : N/A You find yourself lying on the ground below the Save Point. Walk acrosss the ledge, and break the wall with your sword when you reach the end. Walk on until you reach a set of wooden platforms. These platforms will fall once you step on them, so hurry! Run along the walls, and keep running before the 3 platforms topple! Made it! There's a small pool, and a few barrels. Walk straight and you come to a cracked wall; blast it open. Go ahead, and you see more wooden platforms. Run along the walls to get past those, and at the last platform run as far as you can, and Prince will grab onto the barely noticable ledges there. Walk along the right ledge, and when you reach the end, climb up another ledge, and jump across to the stalagmite, as you would a column. Once you jump on to it, the stalagmite will shake and rumble, and soon fall to the ground. Quick! Jump over to the wooden platform! Oh, no! Run across walls - it's going to crumble, and end up at another wooden platform! Nowhere to go?! Aha! Run along the wall, and jump across to the stalagmite, that will soon fall! There's another stalagmite; jump over to it and over to the ledge! If you can't get the first jump right, use the stalagmite's shadow to guide you when to jump. Okay, maybe that was a bit exagerrated. You can actually stay on a stalagmite for a fair amount of time before it falls down - and you're going to need it here. Walk along the ledge till the end, and jump over to another stalagmite. There are other stalagmites in the area; jump over all of them and to the other platform, to the Save Point. ------------------------- A CAVERN OF LADDERS (57%) ------------------------- LEF : N/A Sand Fields : N/A From the Save Point, climb up the ledge and walk all the way to the right. Jump across to the stalagmite (I know what you're thinking; not again) and keep jumping until you reach the next platform and Sand Field. Grab it and go across the bridge - the camera shows you a long way down; you'll have to get down all platforms. They won't fall this time, although some will. Run along the wall to get to the first platform, then run along the wall of the second one to get to a ladder. Climb either up or down - they lead back to the same place anyway - at the bottom. Just run across walls to unaccessible places and you'll be fine. Once you reach the bottom, go towards the huge opening and smash the wall. Head straight - this might take a while. You reach a huge gigantic area, with ropes tied to buckets hanging down. Head left to the pile of rocks, and climb up. From there, run and jump onto the rope by pressing X on the rope. Swing in the direction of the Save Point (Up), and save there. What? You don't know how to jump over? Press X at the apex of your swing. ----------------------------- AN UNDERGROUND RESEVOIR (60%) ----------------------------- LEF : 1 Sand Fields : 2 Well, here we are - heaven knows where. Climb up the ledge on the right, and walk right. Climb down when you see a ledge jutting out of it, and walk onto that ledge. You come to a cross-ledge; take a left turn. Continue left, and turn right. Get to the end and climb up another ledge, from behind. Walk to the middle of the bridge and jump towards the rope, and swing front towards a ledge. From there, walk left and continue until you reach the end. Walk straight across the bridge and jump over to the rope. Using the rope, swing across to the other rope to your right - time your jump right for maximum distance. From that rope, jump straight to an orange cavern, and encounter some traps. There's a smasher in front of you; run up the wall and climb up the ledge. Beware of the saws! Pull yourself up and move left - evade the saw by jumping to the other side. Grab the Sand Field nearby, and run up the wall to get back. Beware of the smasher. Anyway, once you've gone left, enter the opening, and jump on the symbol to open a wooden cover, covering a hole nearby. The hole is covered with slicers; time your climbs down to get past them.Once down, enter the hole and push the crate down, back into the huge bath. Push the crate to the left, and grab a Sand Field. Climb up the ledge on the right, and walk to the right. Keep doing that until you get to the middle of the bridge. Grab the rope, and swing over to the rope on the right. Swing again to another rope, and swing again to the final rope on the left. Allright, what comes next? Is Prince dead for good? (I got stuck here for quite some time, in case you're curious.) Swing towards the opening, where you see some traps. Run along the wall past the spiked ditch to get the Sand Field. Go back to the smasher, run up the wall and grab hold of the pole above the smasher. Swing from pole to pole until you reach the other ledge - there's a cracked wall there; break it to get an LEF. Okay, now what? Simple - climb back up the rope you came in from to exit, via a well. Simple as that - why I didn't find about this earlier is beyond me. Anyway, once you jump out of the well expect a fight against a few enemies; kill them all and save your game. Oh, inside the entrance is a small pool; use it during the fight if you need to. --------------------- OUT OF THE WELL (62%) --------------------- LEF : N/A Sand Fields : 1 Now that you're out of the well, don't try going back in - you'll commit suicide. Absorb the Sand Field to your right, and walk through the entrance. Keep going until you come to a huge spiked ditch. There's a rope in the middle; jump forward and grab it. Swing to the left, Chameleon Stall on the switch. The drawbridge barring the gate should open. Next, swing down and Clameleon Stall on the yellow switch, jump back to the rope and make it past the gate. Once in, grab the Sand Field to your left - after absorbing, you should have 8 Sand Tanks now. Go ahead and you should see a complec array of traps, all the way down a ditch. Talk about trying to kill someone. Activate the yellow lever by pulling it back all the way, a gate should open and more traps should appear. Step on the silver switch and some platforms appear; use them to get past the traps and ditch. Time your jump to get past the spiked ram to the platform, then run along the wall past the saw and jump, as if you continue running that way you'll end up on some spikes. Roll underneath the slicers to get to the gate and you're done! Prince calls out for Farah. You hear her voice, saying "Here I am!" A fight will engage here - kill all enemies and save. the Save Point is to your left, after the pool. Drink if you need to. ------------------------ THE SULTAN'S HAREM (65%) ------------------------ LEF : N/A Sand Fields : N/A Look for Farah - where is she? From the Save Point, head right to enter a room, covered by curtains. Once inside, look for a cracked wall and break it down. Enter and break another wall. Look for an exit hidden by the curtains on the left, run up the gate with the symbol and jump over to the lever, opening the gate. Head back to the main room (where your last Save Point was) and look for a gate hidden behind the curtains. Head towards the left side and run along the left wall - jump before you finish towards the ledge. There is a Sand Field; retrieve it and move on to the left. Break down the cracked wall, enter, and break down another wall. A fight ensues; win and Prince automatically enters the Save Point - it seems that he knows the routine. Also, watch the cutscene... ----------------------------- "WHAT DID YOU CALL ME?" (65%) ----------------------------- LEF : N/A Sand Fields : N/A Okay, head right and push the statue away. A crack appears. Yes, Farah will enter and open the gate for you. In the next room, twist the capstan to open the gate. Proceed and you come to a room with mirrors and a lot of books; and a fight. Kill them all... Drink from the fountains nearby and save, located at the left corner of the library beside the spiked ditch. -------------------------- THE HALL OF LEARNING (69%) -------------------------- LEF : 1 Sand Fields : 2 Let me tell you your objective; get to the top of the tower. From the Save Point, see that marble cube with a strange symbol on it? The mirrors there are used to reflect incoming light onto it, and a platform will rise. Here's how you go about doing that. All actions are done with Prince facing the symbol on the cube, with the symbol representing North. From the symbol, head SouthEast and go back to the huge, main mirror located in the entrance to the library. Turn it so that it faces North. Head right and break down the cracked wall nearby, making a path for the light to go through. Follow the ray of light; it should be reflected by a mirrot into the bookshelf on the right. Push the mirror backwards to reveal a crack, and move the light. Keep moving the mirror South until the ray of light hits the mirror on the East. Walk over to the East mirror nearby and push it West, so that the light is reflected onto another mirror located SouthEast. Move the mirror located at the SouthEast corner of the hall West and North again so that it catches the light and shines towards the mirror on the West, behind the (now broken; break it if you haven't done so) wall. Adjust the wall mirror so that it shines directly on the symbol on the cube. This activates a high platform that rises up to the top of the tower. From where you are, run up the cube with the symbol imprinted onto it (North), and climb onto the next ledge. From there, jump over to the ledge on the West (if you don't know how to do this by now, shame on you!) walk over the narrow passage and jump towards the ledge on the West. Climb up and run along the wall to the left, arriving at a small platform and from there, walk along the ledge and jump over to the pole. Do not attempt to run along the wall and jump; you will overshoot it and end up dead. From the pole, swing to another pole that eventually leads to a bookself. Farah activates a lever, and a symbol appears. That's right; shine the light onto that symbol to move on. Unfortunately, the mirror that you see has no light supply - which is where this FAQ comes in. Run up the wall and step on the symbol; a wall appears from the bookshelf on the left. Use this to multi- jump all the way to the top. Once there, run along the wall to the right to a small platform, and run again and jump to the ladder on the right. Climb up and grab the Sand Field on your right. Run up the wall where the smasher is located and jump towards the wooden planks above. Climb up and make your way to then other wooden planks by jumping over. Note that some bats will attack you at this point; swipe your sword at them to kill them all. Climb down once you reach the other planks, and run along the wall past the 4 saws. Don't fall! You see a light pylon nearby, and a crack in the wall. Kill the crack, and end up taking a sip of that LEF (I'd take a mug or bottle with me; that's what I'd do.) Anyway, the pylon supplies the light to the mirror directly below; run back theough the saws and to the platform in the middle. There's a plank leading to a main mirror; parts of it will fall while you're crossing it so jump across when it gives way. Twist the mirror clockwise once, and walk across the planks where then light faces. Whoops - bad idea; the whole plank collapses. No matter; walk across the planks facing the right of the beam of light, walk onto the right horizontal plank and jump across to the platform (the left one will collapse.) Jump up the pole, Chameleon Stall on the wall and jump to the pole above you, and swing over to the planks. Jump from plank to plank until you reach the platform with the mirrors. Again, here come some bats; make quick work of them with your sword. Move the mirror closest to the ray of light so that it catches the light and beams it across to the other mirror. Now, move the other mirror so that the light hits the pylon. The pylon now supplies light to the mirror below. Run along the left wall and grab onto some barely noticable ledges under a pillar. Climb down the ledges, move to the right, jump over to the small platform and run across to the floor that the pylon shines onto. Swing the mirror forwards until it hits the symbol and some platforms will appear. Use the platforms to get to the other side. What" You don't know how to get to the platforms? Oh, boy. Hang on to the barricades of the floor and just jump over. Just keep running and jumping to the other side, where you see a lever. It's already been pressed; no use pressing it again. Move left and climb down onto a cupboard, where you see a Sand Field. Retrieve it and climb down. You may want to save again; all your hard work will go to waste if you die. Get back to where Farah is (forgotten already? Look for it above; I'm not going to re-type it here.) and go to the THIRD platform. Look left - you should see a rope, hanging from a blue and yellow plank. Jump onto it and jump over to the other rope, and jump over to the ledge. Wait! The ledge falls, and you plunge to your doom! Relax - there's another ledge below, so you can climb back up. Ledges fall; just make your way to the ladder on the right, and jump over. Climb to the top and break the wall there - you should see a mirror - and another wall! Break it open and activate the lever you see there, and platforms should appear. Wait; there's yet another wall. Break anothe wall down again, and you see the pylon. Go to the newly-formed platforms and take the mirror at the other end. Ignore the first mirror; that's only to confuse you - the mirror at the other end is the only mirror angled to shine the light towards the right (in other words, exchange the first mirror with the one at the end.) The light should now be shining beside the broken wall. Things are dead simple now - bring the mirror out the wall and shine the light onto the pylon. A beam of light splits down from above, splitting the clouds and shining onto the symbol - opening the gate (ignore the clouds part.) Get back out of there, across the platforms, to where the second mirror once was a,d run along the wall on the left to gtab onto a ledge. You should know where you are. Jump across to the platform, run along the wall, jump back onto the poles, swing back to the ledge, run across to the platform, climb down, jump back towards the narrow beam, jump back to the platform that rose, climb down and enter the gate. You get a new sword - Smashing! Pull the lever and make it back past the entrance of the Learning Hall. Keep going down the passage and meet some enemies. Destroy them all and save. This will be a tough fight; be prepared. Well, when (if) you win, a Save Point will appear. Wow. That took a while, eh? ----------------- OBSERVATORY (71%) ----------------- LEF : N/A Sand Fields : N/A Once you're at the Save Point, Farah finds a crack (once again, crack to the rescue! Corny. Sounds like I'm promoting drugs or something.) Anyway, go back to the strange-looking U-shaped platform which will rise once Farah pulls the lever. Prince shouts "Now!" and the platform rises. Jump over to the other side and retrieve the Sand Field on the left. Go to the right side and jump over to the poles (you can't run; try and shatter your skull) Jump from pole to pole, swinging back and forth to reach the capstan with a blue glowing-thingy on top. Turn it counter-clockwise once. Jump onto the pole - from pole to pole, jump over to the central pillar, and jump over to another platform (with a capstan with a red glowing-thingy, respectively.) Turn the capstan counter-clockwise, jump onto the pole, and when you reach the pillar, jump left onto the pole that you just swung. From there, jump onto the lever, moving the planets and jump onto the switch. Move quickly - a platform forms, saving you from certain doom; you have to run along the walls to get back to the capstan with the blue glowing-thingy. Move too slow and the platform will retrat, and you have no choice but to let go and fall to your doom. Do not touch the capstan! Leave it as it is, jump onto the pole, reach the pillar and jump right. From there, swing from pole to pole until you reach the main lever, opening the gate. NOTE: Many people have mailed me regaring this - they keep dying after jumping from the poles. Apparently you don't know your basics well enough yet, all explained at the top of the document. Lazy, eh? After a high fall, press X as soon as you reach the ground to roll, and no damage is taken while doing so. Read the basics again, chap! Walk up to the huge cables and slide down - Prince exerts a whoop of lunacy as you slide down the cables at high speed. Don't bother about the lever you see there; it's stuck solid. Just get past the gate and exit the planetarium. In the next room, Farah takes the crack; you need to take the macho way. There is a spiked ditch, filled with traps of all sorts - from spiked poles to spiked rams, to horizontal slicers! Behind you, guarded by spiked poles is a fountain - I'm sure you need a drink right now. Once you're done, get past the slicers by rolling underneath; time your run along the wall of the spiked ditch with the spiked ram, and make your way to the second set of traps. Farah jumps across a gap to the other side. You, on the other hand jave to take the extra-macho route. Get past the spikes and slicers by running alon the left wall; activate the switch and run past the gate, arriving at a thirt set of traps. Time to take the ultra-macho route! This consists of 6 horizontal slicers, 4 on the first 2 walls and 2 on the last. They have their own timing, so use your roll carefully! Once you're past the gate and all, head to the pool where a fight awaits you. Go get 'em! Defeat all Sergeants and a Save Point appears. Drink from the pool iof you need to, and let's move on to the next chapter! --------------------------------- HALL OF LEARNING COURTYARDS (75%) --------------------------------- LEF : N/A Sand Fields : N/A Hmm. Apparently we haven't totally exited the Hall Of Learning yet. Anyway, climb the ladder on the left, from the Save Point beside the left pool. Climb up and jump over to the small ledge, which leads to another beam. Kill the birds up there; they only attack you when you're up on the ledge, and with only one hand to hold the sword this means you can't guard. This ain't good. Time your attacks to perfection - when the bird strikes, so do you, and kill it in its mid-dive. There are 3 altogether; slice them and move on. Walk all the way to the end, and jump on the conveniently (more like suspiciously) placed rope, that you can use to the beam above, and then the next pole. Use the pole to climb onto the bridge; from there, run along the right wall to grab on to another beam, which you must use to jump over to the pole that you couldn't reach. From therek, swing up onto the roof and give those birds a lesson in swordfighting. You can slice them before they get to do anything if you're quick. From the roof, run alongside the right wall to grab to a ledge; pull yourself up and jump onto the rope, and swing to the right onto the next rope - and swing again onto the roof.Run across the left wall to arrive at a small platform; climb down, twist the capstan that opens the gate. Farah gets free, traps turn on and you have to make your way across the spiked ditch by hanging on the barricades on the wall, and climbing past them. In the gate, run across the left wall and jump past the circular slicer (you're bound to get slashed if you don't jump at the end of your run.) Roll your way down and fight some beetles. Destroy them, and rob a Sand Field behind you. Done? Good. Move on, past the gate and head straight. The first gate leads back outside to the Save Point you started from; Meet Farah, ignore it and move on to the next one up the stairs. Destroy the beetles that you see and jump past all spiked ditches. Run along; back up the stairs and back outside. Here, leap past all the gaps and kill all sand creatures in the area. Climb down the first pit to grab a Sand Field on your right, and everyone will