Prince Of Persia: Warrior Within - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Prince Of Persia: Warrior Within - Strategy Guide (Page 02).
At the next hall, the first thing you want to do is jump down. Ignore the pressure plate for a moment, there’s an artwork chest down there as well as two valuable bottles with sand. If you have full sand, though, you can get this chest on your way back. Now climb back up to the platform with the pressure plate, and activate Slow Time while hitting it. I’m pretty sure you need it, and even then, you’ll have to be pretty fast. Now you’ll see some bars above your head – run up the wall and jump back to catch a hold of it. Scoot around and swing to the next bar on your way to that pressure plate. It might not be a bad idea to activate Slow Time again to make sure you make the next run, but no harm if you don’t, you just have to do it again. Drink and save in the next room. Welcome to the Garden Entrance Hall. Kill these bandit fools. Use the walls and the jump-over technique if necessary. What works best is to hit them until they block, then roll to the right or left and hit them in the back some more. They block more than the regular guys, so keep at it. They didn’t seem like much trouble for me. Watch out for their running attack, it’s pretty fast. In the corner there’s another artwork chest, get that and kill those crows. There’s also some more bottles with sand lurking around. Don’t forget to get a drink. Now, there’s a somewhat hidden ladder just to the left of where you came in. You have to jump for it. There’s a crow guy waiting for you at the top, be careful. You don’t actually have to kill some of the enemies, you know, but it’s good practice, so give it a whirl. He knocked me off the ledges a few times, and he blocks a whole bunch. Try dodging around him some. Once you’ve beaten him on both ledges before going for the rope, jump across to the platform on the left side of the entrance, from there, run along the wall to the rope, with the rope in hand, keep running and then release it, then jump back to another platform and you’ll find a chest. Get back down via the curtain. Get back to the ladder and then to the rope on the right you ignored the first time. Run across to the rope, then release, keep running, and jump back onto the ledge to fight him for the final time. Now where are we going? You may not be able to see it, but there’s a pole jutting out over to the right side. Run along the wall and jump back for it. Now go inside the door (ignore the curtain, that just goes back down to the courtyard) and make your way down those ledges. There’s a bandit at the bottom, dispatch with him. Run along to the opposite wall and run up to grab the ledge. Make your way to the top and take a drink, you’ve earned it. Remember this next room, because we’ll be back. Turn the rotating lever to open the far door. In the next room there are about 5 bandits and two ghosts. Take care of these guys and use the wall jump technique if you have to. There are a few bottles in the right hand corner as you come in that have sand in them. There is also an artwork chest behind the pillar. HEALTH UPGRADE 1: In the last game, you found magic corridors with happy music that led you to enemy-free areas where you drank awesome water that gave you more life. In this game, in keeping with the ‘added grimness,’ you have to fight your way through some truly gruesome traps to get the health bonus. Oh well – you had to do that in the original Prince of Persias. You want the health bonus? I thought you did. Read on. In the far corner away from the chest is a small hole in the low wall, drop down to the ledge, drop again and scoot around to your right, drop again to the platform below and run across to the other side. Enter the doorway, walk to the edge and scoot out along the ledge, drop down to the next ledge and jump across to the far side. Drop down again, scoot back in, drop down, drop down again onto a platform (there should be sand bottles around there somewhere, you’ll need them). Run out along the platform and jump onto the beam, swing to the next platform get to the edge, drop down jump across, drop down a few more times to a final platform. Now for the hard part. In the first hallway there are spikes on the floor and knives in the wall. The knives move toward you at periodic intervals. Run across the spikes and roll under the slicer. In the second hallway, there are more spikes on the floor a rolling spiked log and a rotating blade. The trick here is to time it so that you roll under the rotating blade and the spiked log at the same time to get ahead of the spikes. In the third hallway, there are 4 spikes and wall slicers. Good luck with all that and dodge the rotating blade at the end of the hall. In the last hallway, begin by rolling under the rotating blade, cross the floor spikes and roll under the rolling log to get to your hard earned health up. The traps are now disabled, so it’ll be easy to make your way back. On the front of that pillar by the artwork chest you pillaged a while ago, there is a weight platform. Run up the pillar to pull the weight platform, as you pull it down you’ll see off to you left that another column starts to rise. In order to reach that column, I had to use Slow Time, run up the column, the up the wall to the higher ledge. Once you’re on the ledge jump backwards to get onto the tree. Then, balance your way across the tree and jump towards the balance beam on the far-side, across the rivulets of water. After that, make your way to the column and move around it towards your right. Jump backwards for the pole. After another beam and a poll, and a bit more tree-walking you should find yourself on a rope. With the rope in hand, run along the wall to your right, release the rope and keep running to reach a pole. From there, jump over to a hand hold and edge around to the right until you see a beam, jump back for it. Once you get onto the platform you’ll have to fight another crow guy. After you drive him away, climb onto the column to your left. Make your way up to the platform; you’ll see a pressure platform there that opens the door. You will have to jump to the platform to your left and face the crow guy again. After you beat him a second time, jump to pull the hanging lever that will trigger the drawbridge. Cross the drawbridge and pull the box over onto the pressure plate. Take a second to admire the view and appreciate how crazy a guy like the Prince has got to be for doing those crazy acrobatics over a 1000+ foot drop. Done? Okay. Climb back down, fight the crow guy again (or not) and head to the now open door and turn the rotating lever inside to activate the water flow. Wahoo! Zoom out and admire the artwork, then jump into the water flow and grab onto the hand holds along the wall and edge around it. You will get to a platform and a balance beam and can jump onto a rope on the far wall. That wall on the other side looks breakable, but not right now. Looks like we’ll be back, if we want that secret. Slide down and you’ll end up back in the courtyard you started out at. Turn the rotating lever until the original door opens once again. Go back through the way you came… all the way back to a ledge we bypassed earlier which leads to a curtain. Slide down the curtain and you’re back to the entrance of the garden. You will see four new rotating levers, which were highlighted by an earlier cinematic, yes? Turn these so that there is water flow to both statues. The large door in the center should then open. Enter and run up the wall to your left and grab hold of the ledge. Make your way to the top and into the portal room, killing all crows that get in your way. Inside, the key to activation is back-left, front-left, back- right, front-right. I’m beginning to think, though, that it’s different for everyone. Well, activate the sand portal, which takes you to the present. Congratulations, you have gained the Breath of Fate. Water Tower, Part II – Back to the Present In the next hall, get rid of the two bandits there. Then jump across to a ledge. Make your way down. You will find more fools to kill at the bottom (3). There is a weapon rack on your left as you enter a tree lined hallway where you will again, find more bastards to kill. These bandits provide you a good opportunity to practice your dual-wield techniques (see below), since they generally drop a weapon each. After some sword play, take advantage of the water all around you and heal yourself. Then go for a swim and enjoy a cool adult beverage on the corpses you just hacked down… or NOT. Sorry about that, my errant significant other manhandled the computer for a moment. Instead, why don’t you try coming back into the hall with the weapon rack I just mentioned? Climb up on that inconspicuous-looking boulder and run up the wall, jump back to catch hold of a small section of water piping. Where are we going? You’ll never see it, but jump straight forward, toward the Garden Hall, and you’ll land on another section of piping. Do it again to get to some balance beam work. Walk carefully to the other side and jump to the far platform, where there’s another bandit waiting. Edge out onto the ledge area and hop up. Scoot around to the left to get onto another platform to fight some more bandits, and a new enemy! One that’s invisible! And you can’t jump over her! I’m pretty sure it’s a her, she tried talking dirty to me. Anyway, be careful with those wall jumps here, they’re likely to send you right over the edge, and you can’t jump over those invisible girls, either. Your best bet is probably the dual-wield special attacks that attack in circles. Do the one where Prince flips onto one hand and spins around. It’s very break-dance-style. Once that battle’s over, run along the wall to that balance beam/tree thing in the distance. Walk along it to the end, then jump to your left. Move all the way to the right and carefully drop down onto the beam below you. Walk to the end and drop down onto the next beam down. Climb onto the statue platform and hop up to the next beam. Walk to the end and jump up to the opening. Jump across to the ledge, and drop all the way down to the bottom- most ledge. Then jump back to catch hold of that tree branch. Walk along to the edge and scoot along to your left all the way until you can drop down onto another branch/beam. Walk to the end of this one and jump left. Hop up the ledges and take a drink and save. At the next scene, you’re outside, attacking two ghouls and one harlequin that joins the fray. You can take them, right? Just use those specials, and don’t fly over the edge with those cool moves. That’s a stupid waste of sand. There’s a ledge down in front that you can drop to, edge along underneath the rock promontory and finally jump back to the next platform. Here you’ll fight one ghoul and two harlequins. Climb up the next platform and up a few more ledges. You’ll make it to a plus-shaped platform where you want to get up on that fallen piece of rock to run across the wall to the next ledge. I know you can’t see it, just trust me. When you get to the next, larger, platform, there will be a whole host of harlequins and invisible harlequins to fight. Wall jump here and take them out, you’ve got enough space for it. Remember you can’t block the harlequin’s blood suck, but everything else can be blocked, even the invisible girls. The small moss-covered boulder directly to your right as you get on the platform is where you want to go next. Climb up it and grab hold of the ledge. Jump back for a tree what works like a column, then jump back for a branch that works like a beam. Walk to the trunk of the tree and jump to the prince’s right for a bar. Swing to a beam, walk to the left, and jump straight out for a ledge. Scoot all the way around to your left and drop down. Walk out onto the beam, jump straight out for the bar and then swing up for the platform. Jump left for the bar and then swing onto the platform. Once you make it all the way to that higher platform you’ll have to fight a bunch of people, but it doesn’t matter much, because you have the all-powerful column to swing around, and there’s water on the horizon, so you can take whatever damage you want. Run out along the wall all the way to that tiny piece of wall jutting out. Take a drink and a save, you’ve really earned it this time. Bust those bottles for some sand, too. Pause to admire the view again, then run up that small wall there on the right side of the save and pull yourself up to jump across to the nearest tree. You make your way, Monkey Prince style, through the trees to a beam on the far side. You’ll be ambushed by some more harlequins – just slice them once to get them to yellow, then throw whatever weapon you’ve got at them. I swear, anytime in this place, they could jump out at you. Run along the wall to your left to the ledge (yes, Prince can make that) and you’ve made it to the door the game showed you eons ago. Now you’re faced with a classic trap: the retracting block. If you’re around when they come snapping out, though, Prince gets smashed good – it’s actually interesting to watch, if you’re fed up with Prince, anyway. Past those is another drink and save for you, before some more of those nasty retracting blocks. Jump across both of them and run along the wall to the rope there. Release the rope and run and jump back for the tree. Time the jump across to the column and slide down (X to release). In the next room, you’ll be set upon by a crow guy and an invisible harem-woman. May I recommend the wall jump? Out the doorway to the left, there’s a small section of beam leading to a column. Jump back from the column for a platform. Run along the wall to your right, then jump out for the next column. Jump back for another beam and a new doorway. Here, two more invisible harem girls will join you. Defeat them with liberal wall- jumping (and no jumping over them, remember). Exit the next doorway to have Prince inform you that you’re in the wrong era! Well, at least there’s a crow guy over there, what say we wander over and make him PAY for all our time and trouble? Run along the wall on your right to the stream of water and jump back for a tree. Jump back to the next tree, and slide down and jump for a bar. Swing straight out from the bar for yet another tree, climb up and jump back for a beam. Stride out onto the beam across the platform – it looks like it’ll break though, so hurry up and jump for that bar there. Flip across to the platform where the crow guy is standing. Enter the Dahaka, stage left. He takes out the crow guy on your behalf, and knocks you clear across the courtyard. The Second Dahaka Chase: Make haste across the wall on the left (Prince’s right) to the ladder, slide down and jump back for the bar. Jump to the next bar without delay, then the platform there. Your way will break away, so be ready to wall-run across on the left. When you get to the platform outside, quickly move to the left (Prince’s left) along the wall to catch a ladder. Slide down, run across the wall to the next platform, bust up those barrels, and head through. Run up the next wall and when you turn the corner, run along that wall to the ledge on the other side. You’ll need to scoot over past the barrels to pull yourself up – then smash the barrels in your way and tear down the hall. Watch out for the edges – there are holes there. Stay in the middle of the corridor. Take a right, then a left. At that platform, head straight and stay to the left. Run left along the wall at the end to catch a rope. Immediately hit A to release it so you don’t run back, because then you’d be running AT the Dahaka, and that would be un-wise, to say the least. You haven’t outrun him yet – keep going. Jump across to the ladder and slide down. Jump back to another ladder and slide down again – I know you can’t see where you’re going so just trust me. Book it down the hall and through the curtain of water, which is your salvation. Give yourself a high-five. Drink, save, and activate the portal, and you’ll receive another sand tank. Finally! The Water Tower, Part III – Back to the Past Go through the curtain of water and look around for the Dahaka. No? Well there are those two bandits there, mutilate them a bit for enjoyment. Backtrack your route from the Present, and fight another crow guy. Bust the bottles if you need sand. Now, jump over the side rail indicated by the game and jump back for a bar. Swing over to the other side, take care of the bandits over there, and jog over to the ladder and weight platform that will open the door. Go through and head to the next ladder and weight platform, but those just open the door you just came through. Head past the next two bandits and outside. Edge along the ledge on the right and climb up to the next platform. At the top of the ladder, there are three (3) wall blades all moving on different tracks and intervals, but you have four sand tanks now, so nothing should phase you. Go out to landscape view if your camera is misbehaving. Inside, there are two more wall blades, pass them and jump back before Prince runs into the statue on the other side. Drink and save. Run up the wall and through the doors into the next fantastic courtyard. There are two bandits and a lurking invisible harlequin. She took out a good chunk of my health before I realized she was there. Blast her one! Do it for me! On the other side of the courtyard, there are two more bandits, and two more invisible harlequins. There are also plenty of bottles and an artwork chest. Now for the rotating lever in the middle. You’ll want that facing east (as the camera shows it). I’ll call this camera the master one – and all the cardinal directions will be named as you see them here, for the most part. Now go to that column you just moved on the west side of the yard, and climb up. Run up the face and move out onto the beam that’s facing east. Jump straight out for the column. Jump back from the column (north) and scoot around the hand holds to your left. Run for the rope. This rotating lever, you want facing south (north as the camera shows it). Walk out onto the beam, half-hidden by foliage, and jump for the tower you just moved. Head out onto the long beam you just pointed south. Run along the wide platform to the other side, and jump back to the north. You’re now on the east side of the yard. Head right (east) and turn that lever to the north (as the camera shows it). Bust up that weapon rack and run along the wall to the rope. Swing across to the tiny platform and pull yourself up to the handholds. Scoot left and then jump back for the column. Jump back to the platform you just turned to face north, walk out along the beam and jump straight out for the next platform. Open the artwork chest, then drop down and roll under the door to the next rotating lever. Turn it 180 degrees and take a drink. HEALTH UPGRADE 2: Now climb up the very small outcropping of rock and run up the wall to grab hold of a ledge. Pull yourself up to the top. Welcome to Trapsville. The first hall has one log and spikes. The next has three logs and spikes. Nothing you can’t handle. A far cry easier than the last one, I’d say. Now you have to head back down to the courtyard, and the bandits are back. Hooray. On your way back, leave the lever on the WEST side of the yard, turned to the SOUTH, and the lever on the EAST side of the yard turned as you needed it turned in order to go back (south, I’m pretty sure). Trust me. Turn the lever in the center of the yard to the east to activate the water flow in some more channels. Objective updated, and the door out is now open again. If there is a way to open the gate and get that artwork chest shown there, I don’t know how. At least yet. But I vow that I shall be back! Go out, run across to the small platform, cross the wall with the wall blades, kill two bandits and two invisible harlequins, Run back across the wall with three wall blades, climb down the ladder and back across the ledges. Pull down the weight platform and get back to the balcony you were at before. To put down the ladder to the Garden Hall: Go to that opening in the wall and run to the rope. Run across and greet the bandit waiting for you there. Open the artwork chest (been a while since I’ve seen one of those – I probably missed some) and push the button. This will open up a large block. Run back over there quickly and run up the wall to jump back for a bar. Scoot along to the far right side and jump for the ledge. Scoot over and drop down to the platform. Run up the wall and jump back to grab the hanging lever, then run up the wall and continue to your right. If you go down that ladder, you should find yourself back at the Garden Hall, look familiar? Leave this place at once. You’re done here. Lemme hear a Hallelujah from the crowd! Clockwork Hero (The Mechanical Tower) Now! Back to the central hall. You remember this place? Just drop down and run back the way you came. Get sand from the bottles if you’re not at full sand. Back past two more rotating blades and two more bandits, and you’re once again in the Central Hall. You meet up with Kaileena again, and have some pretty transparent dialogue (isn’t it OBVIOUS to you??? I won’t say anything, for spoiler’s sake, but really.) Sometimes, she doesn’t talk out loud, and I chalk that up to some Gamecube wonkiness. She gives you the Lion Sword, which can charge attack, but you still can’t hit Kaileena, who just stands around in that amazingly slutty outfit, while you do all the work. Turn the rotating lever 180 degrees to open up a path to the second tower. You’ll want to jump over to the north entrance platform and then run to your left and jump back. Then run along the wall again for the ledges. Pull yourself up and jump back for another platform. From here, run up the wall. Before you jump to the door, jump diagonally to get the artwork chest. Yes, Prince can make that jump. Do you really need to ask anymore? Through the doorway, there’s a bottle of sand and a weight platform. Pull it, dodge the rotating blades, and roll under the door. You can make it without using Slow Time, I believe in you. Jump across the spiked pit and go to the far end of the corridor. Run up the right or left wall or that little crevice and jump back and forth until you reach the top. Time your way through some floor blades and scoot to your left along the hand holds at the top. Jump back for the platform. Here are those nasty retracting blocks again. I’d say your safest bet is to just climb over them when they’re out. But I’m sure you can run past them, no problem. In the next chamber, there are those ghouls again! And their backs are to you! Go in and slice them up – the Lion Sword makes quick work of them, indeed. There are bottles, but they don’t appear to contain sand. Edge out along the ledge out there, drop down, scoot left, drop down, scoot left, drop down, drop down, hang, scoot right, and drop down. You know what I’m talking about. There are some ghouls down here, but what can they really do to you? The GIGANTIC iron golem that comes out after they’re gone, however, can do a LOT of unpleasant things to you. Luckily, there’s sand in bottles lying about, but let’s analyze this situation with the golem first. Basic Iron Golem Tactics: He’s about, say, four times Prince’s size, and he swings his arms and runs about pretty quickly for a big guy. Your chances of dodging or blocking are pretty slim, but go ahead and give it a try. Your all-important A button (rolling, back- flipping, etc) really comes into play here. Stay away from him, and try and get around to his back. Prince can roll under his fists when he swings them side to side. Fantastically enough, Prince can even roll straight between his legs, so take advantage of it. From here, hamstring him – that is, nail him in the back of the knees a few times. He’ll come down to a kneeling position, that’s your cue to hit A to clamber up on his back and do some REAL damage to the back of his head and neck. He’ll likely go yellow after you chop his head a bit, and throw you off, or you can jump off with A in time. The best thing to do is use the directional controller and push AWAY from his hand – Prince will duck, and golem won’t be able to grab you. Just do it again, and keep at it until Prince finishes him off. Very cool move. (If you need more specifics on beating golems and saving health, scroll down to the next Iron Golem Tactics section, I’ll describe these tricks in more detail.) Some ghouls come out after that, for goodness sakes, don’t let THEM kill you after all that agony and hardship. Go through the next door and round the stairs to the right to get an artwork chest. Crack open some more barrels and bottles for sand, then push the big button at the end of the hall. A big box will rise just to your right, run up it then up the wall to grab the ledge. Haul yourself up for that drink and save. Walk out onto that beam to the end, where you’re faced with a HUGE contraption you have to jump through. Sigh, time it, then jump to the beam out in front. You’re met by some ghouls and a – what the hell IS that? Kill the ghouls, there’s some bottles with sand where they came from if you need it. Jump to the slowly moving column out there and jump along those columns until you get to a beam. You’ll have to jump right to the platform with the button. Hit the button then run along the wall to the moving wall out there. Scoot to the left, hang down and keep scooting around. Pull yourself up and jump back, quickly now, or the wall will move back. Turn the rotating lever and jump out to the bar. Swing to the next bar, which moves up and down. Keep swinging until you get to the top. The unfriendly-looking beasts are up there, so kill them. Beast Strategy: They actually don’t have much health, but they can do pretty big damage, leap forward from distances to maul you, and they explode when they die, so back flip away after you hit them when they’re glowing. Hit the bottles for more sand. Pull the lever, then hop over to the next platform, where three more beasts will attack you. Take care of them, and jump up onto the beam on the left, not the big one, but the short one. Now leap left, get to the ledge and slide right, hop up and up again. Hang down and scoot left. Drop into the room with the ghoul and hit the artwork chest. Climb up the ladder and jump back. Walk to the end of the beam and jump right to the ledge. Hang down and scoot left. Hop up and jump back for the bar. Scoot right and swing to the rotating wall. Jump back for the rotating lever when you can. Turn it so that the mechanism over there is rotating clockwise or some such. Now jump to the bar and then to the rotating mechanism. Hang onto it while it rotates clockwise, and when you get to the other side, leap back for the bar. Now, you’ll be next to a button, but there’ll be a beastie between you and the wall that is your objective. Watch this – Prince can slice WHILE wall-running. Unbelievable, but true enough for us. Run along the wall, hit B when you near the beast, then hit A to jump back, quickly. If it’s too complicated for you, hit A before you reach the beast – Prince can likely make it to the wall anyway. Ride the wall back around and jump for the ledge on the other side. Let yourself down and kill another beast or two. The barrels will contain sand, and there’s a hanging lever above your head, so run up the wall and jump back for it. At the raised platform, more beasties once again ambush you, so swing at them and flip back as necessary. Now you’re going to have to jump through those gears again, but if your timing was bad, I doubt you would have made it this far, anyway. Jump to Prince’s right and up onto the ledge, where a hall with a rotating blade awaits. Careful on your way past, there’s a retracting block out there. You’ll want to climb up on that block and run along the wall, over the logs to the next block (hopefully not INTO the next block, which will squish you.) Now it’s past some asynchronous logs down some stairs to a button that you mysteriously cannot reach. So hop up onto the block on your left and up to some handholds. Scoot around until you press that pesky button and go through the door. Now down the stairs for a drink and save. The bandits are back in the next hall. Kill them, get the sand bottles and another drink if you want. Run up for the button, and watch the box come up. Now run up and hit it again, activate some Slow Time, and head over to the box and run up the side. Run up the wall to the rope and run to the left platform. Kill two more bandits and head across the drawbridge-like thing. There’s your friend, the creepy stalker! I’m beginning to have some suspicions about him, though. Aren’t you? The left hand path: Head through and kill some beasties that jump out at you and move through the big doorway. Here, they’ll force you to run past a retracting block by putting a spiked rolling log in front of it. Time that carefully. Time the next hall carefully, too – a set of asynchronous rolling logs on some stairs. Finally there’s a rotating blade in front of a retracting block. The bottles in the next room seem to contain no sand, but there’s a ladder on the far side. Jump back and grab that artwork chest. That appears to be it. The right hand path: Two bandits on the other side of a rotating wheel (wall blade equivalent) will have to be brute-forced to death, since you really can’t wall jump safely on that tiny chunk of planking. Now we’ll go through that slightly faster wheel and jump back for a column. Jump around the columns to finally reach a rotating lever. Still no sand, but at least you can start that far platform moving. Run over there at your earliest convenience and run back the way you came. Jump back and keep jumping back and forth to reach the top. On the platform, you’ll find a beastie and an artwork chest, as well as a hanging lever that doesn’t appear to do anything. Jump over into the next room. I hope you saved up your life and sand, because here’s another iron golem for you! Same strategy – appears to be NO sand in the pots, though. See previous golem section for more info. There are a couple of exits out of this room. Take the hallway, not the doorway. Smack open the artwork chest as you round the corner. Edge out along the ledge at the end of the hall to find that there’s nothing there. Odd. Go back in and out the doorway to the wall with a rope on it. There’s a beastie waiting for you on this wall so whip out your swords before you reach the rope. Then release and keep running, jump back for the platform there. Look! You’re knee deep in water! Woo! Across the low rail there are some ‘sweeping’ things. Get over there during one of the intervals, and roll under them where you can. They alternate, inside to outside, so keep on the move. You don’t want to be swept out – that’s death. Halfway around the giant pillar, jump out of the stream and pull the hanging lever to open a far door. Continue through the stream to the far side and hop up on the bar. Swing over to play with the nice bandits across the way, then head on through the now-open door. There’s a curtain there, we’ll come back for it. Run across the spikes and keep to your left. The rotating pillar will come up, but far too slow to catch you as you whiz by. Run across the next spikes and across the right-hand wall next to catch the rope. Buzz by the wall-blades and into the next corridor. Now for vertical rolling log – retracting block – vertical log. I’m sure you can handle it. Next: retracting block, low rolling log. Climb the block and jump over. Next: a vertical roller and a retracting block. I’m sure you can handle it. Onwards through the curtain of water into the portal room. Activate and receive the Ravages of Time. Mechanical Tower Part II – Present-Day Clocktower Back through all those traps, only in reverse this time, and they are slightly broken, as they tend to be in the past. So you’re asking me now, how to get past that low rolling spiked log. Well, wait for the retracting block before it to extend, then jump up and start running along the left wall (as the right one is blocked by a vertical roller). You should make it across and NOT get squashed by the next retracting block. The next trap is pretty self explanatory, now run past the wall blade and grab the rope. From here just jump back for the ledge and scoot to safety. Then there’s the couple of spiked floors and your back in the tower, if slightly dilapidated. The game shows you that you want back out the way you came in during the Past. Kill the bandits, and beasts show up. Dispatch of them also. Still no sand in those bottles. Remember that curtain? That’s still there. Slide down and run past the wheel, which is now turning quite slowly. Make your way along the same way as you did in the Past, only now when you get to the room that held the golem, there’s only a few bandits and a ghost. After you beat them, the game wants you to take out the boarded up doorway by luring a beast over there and then killing it, so it explodes and takes the boards with it. Fabulous, eh? And they give you about 5-6 beasts to figure it out. Take care of all of them and head through the opening to the rope and that water. The mechanism’s busted, but so is the floor, so jump across. Jump over to the platform where that bandit is standing and carve him up like fresh roast. Hang over the edge and drop down to the ledge beneath you. Bet you didn’t see that. Scoot all t he way to your right and drop down to the next ledge. Take care of this guy, then jump across the way and take out his friend. Jump, don’t run, through the waterfall on your left The ghost and traps past here are no match for you, barrel on through. Here, I experienced a glitch in my GC version. I walked up to the door and stood on the button, but it would not open the door. Bad Ubisoft! Well, I killed myself (what a world! what a world!) and did the whole thing again – the second time the door DID open. Anyhow, kill everyone in this room, and try and stay away from exploding beasts. Climb the ladder and jump back when the hole is above you to pull yourself up. Run up the wall (it’s a bit tricky) and climb up. Jump back when the ledge is turned your way, then jump back again when you’re pointed at the far side, then do it again to get back on the turning pillar. I know you can’t see yourself half the time, but jump up and scoot along until you’re under a gap, so you can pull yourself up. Pull yourself up to the ceiling, scoot along until you can pull yourself through. Now, we’re going to do all that again. When you get to the top of this next pillar, you’ll notice there’s a button on one end, and a door on the other. Got an idea of what you’re going to have to do? That’s right. Scoot all the way to Prince’s right so you can jump at that button and immediately jump back for the pillar. Now jump back through the door and save! Over the next fallen wall, there’s some bandits and beasts. Make sure you blow up the right hand wall, but aside from that, take care of them as you see fit. I think the beasts will keep coming, so just jump out the hole you made and continue. Go up the rocky path and jump back and forth up the narrow column to reach a platform with bandits and harlequins. Lament your bad fortune and make them all pay. After that’s finished, run up the grated wall – the one that looks like a terrace window? You can grab onto the top, it turns out to be a ledge. Then jump onto the top of the pillar in the middle, and then jump to the left, to some ledges outcropping from a tree. Make your way to the top then run along the wall to your left to another triangular platform. Run again to a ladder. Fight another bandit and harlequin. Break open barrels for another sand well. I don’t know what that moving block is out there for, but I tried jumping from it a bunch of times. Just hang over the rail and drop down to catch some handholds beneath you. Jump back to a platform, kill about four harlequins, then get on the somewhat subtle ladder. Swing around to the other side of the ladder when you get to the bottom, jump back and catch the beam, avoiding the pendulum. Jump to the next hall, run past the dual wall blades and grab the rope. Release and run, then jump back. Run across the next wall and take the ladder down. Face down the bandits and a whole horde of freakin’ harlequins. Run up the right side terraced wall, run up the wall for some handholds. Scoot left, jump back, drop down, scoot left, drop down. Look around in the bottles for sand, go through the archway. Cue the Dahaka and crappy lighting! Run! The Third Dahaka Chase: Run along the wall across the chasm, then run along the right wall next for the rope. Immediately hit A and keep running. Quick! Through the curtain! Whew. Short chase. Run up for the button, jump back and forth to the top. Fight bandits and beasts. Ho hum. Jump across to find the Dahaka, practically waiting for you. Run along the left wall this time for the rope, then keep running across walls and over chasms until you make it to the curtain of water. You should do okay. Activate portal and get a new sand tank! Mechanical Tower Part III – Once more, the Past In the Past, the traps are activated, but they should pose no serious threat. Time it so you run over the rolling log, but avoid the sweeping one at the other side of the chasm. Roll under the blade, and under that hole in the wall. Past another rotating blade and two wall blades, kill some beasts and roll under the big gear, kill some more bandits. At the wide chasm with no way down, carefully jump back and forth until you touch bottom. There are two more bandits and a beast past the curtain of water. Run to the rope then to the platform. To get rid of those guys, just push the button. Cackle evilly and continue. Run across the next wall and into a room with a giant iron golem. Great. Now he’s chucking huge, exploding firebrands at you, and you have to fight about four bandits. Well, just keep on the move, they shouldn’t really have a chance to hit you. Run out onto the right-side platform, the game will zoom in on a door. Stand in front of it and get the golem to hurl a brand at it, and it will break open. Thank you! Go in, drink and save. Do the same thing on the left side to open up a health corridor. HEALTH UPGRADE 3: These corridors are mostly up to you and your own skills. How much can I really help? I’ll give you a heads up on what’s to come, though. First up: retracting blocks x2. Next: spike hall with three horizontal spiked rollers. These are less forgiving than your regular ones, so take care. Next: dual retracting blocks that you need to climb. Jump over to the next block, then run along the wall. Climb up on the last block before the left turn at the end of the hall, and jump onto the one that’s extending in your direction from the other side of the hall. Run along the wall to bypass the rest. Get your upgrade and a pat on the back. In the save room, there’s a weight platform, pull that down. Run through the rotating gears and to the platform. Jog over and let yourself down on the other side. Kill bandits, and have the nice golem break that wall for you – there’s an artwork chest inside. There’s also sand in one of the bottles, and a ladder next to it. Jump back from the ladder onto that contraption – the golem will hit it and apparently everything drops down a bit. Scoot around to the left and jump back for a triangular platform, then run to the next one, then the ladder. Feel familiar? Turn the lever at the top a full 360 degrees to activate… something. There’s plenty of sand in those barrels – bust them up. Run across the blocks when they’re down (so that’s why there were there in the Present) to a ledge on the far side. Drop down (time it carefully) to grab those rotating cogs. Rotate around on the counter-clockwise one to the end and drop for the bar below you. Flip along the bars to a ledge. Scoot around to the right, jump back for the bar. Drop down to the next bar (X, duh) and flip to the platform. Come down and knock out those guys at the bottom. Climb up the ladder and have your friend the golem break the weight again. Scoot to your right and jump back. Run to the next platform and ladder, just like before. Turn the next lever another 360 degrees, take care of the beasts that show up. I don’t know if any of those walls are breakable. Run across (timed) to the next platform. Turn the next lever 360 degrees. Run to the platform that just opened. Climb through that window and get the artwork chest. I’m pretty sure those cogs over there are where you came from. Jump over to where that bandit guy awaits, kill him and slide down the ladder. Run across the wall to the other side, hang down and scoot right. Drop down and run across over the doorway to get another artwork chest. Drop down. Back to where you started. But wait! Go save then run up to the golem and he will invite you to some one-on-one combat. Woo! The Second Iron Golem: This one’s gonna be less fun, because if he gets a hold of you, he’ll throw you right out of the ring, Soul Caliber-style. And you’ll die. So when you get up on his back, hit A after a few hits. Try getting Prince to simply dodge the hand (see other Iron Golem Tactic sections), and you can go back to carving your name in his neck without molestation. Once he’s gone, the platform raises once more. You might as well go back and drink and save before you make your way to the platform the golem was standing on, I know you want to. Now, how to turn this big contraption on? Run up the right hand wall and jump back to grab a bar. Jump for the beam, then the bar, then rebound off the wall for the next bar up. Next there’s a beam, then a ladder through a pendulum. Use Prince’s first-person camera to make sure you’re aligned with the ladder. Run up the wall to pull the hanging lever here, then across the way to the rotating lever, fighting a few beasts on your way. Be careful up there. Push that final lever 360 degrees to see all your hard work rewarded.
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