Prince Of Persia: The Sands Of Time - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Prince Of Persia: The Sands Of Time - Strategy Guide (Page 02).
- 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.
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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!
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THE STORY BEHIND IT ALL... _story_
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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...
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COMPLETE LEVEL WALKTHROUGH - POP: SANDS OF TIME _sot_
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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.
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ABBREVIATIONS AND TERMS _terms_
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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.
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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!
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