Prince Of Persia: Warrior Within - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for Prince Of Persia: Warrior Within - Strategy Guide (Page 03).
Here We Go Again (Return to the Hourglass Room) All the way back?! Well, we’d better get going. First of all, the doorway near the hanging lever opened up, so let’s just go through there. Run through the gears, then run through gears and jump back. Head downstairs and fight some beasts. No, I don’t know if you can break that door. Hang off the edge and drop down for a curtain, jump off for another, and jump off for another. Our old Prince would have done something fun here, I’d like to say. Cruise through the corridors for some more curtain action, and at the bottom there’s some sand, well, if you didn’t get it before. That’s right! We’re back! It was so long ago, though, that you probably don’t even remember the place. Jump across, slide down the ladder, and move out on the beam. Jump through the gears and drink. Drop down and head out, to where the golem awaits you. Again? No way. I just wandered past him and left. The exit is to the left at the end, then run up the far wall to grab the handholds. Climb up, but I’m hoping you remember this from last time. Back down the hall, over the traps, onto the ladder. Just jump back from the ladder to spare yourself the timing. Run to the curtain and let yourself down. Pull the weight platform and roll under the door. Get that sand bottle if you need it, but you can make it without Slow Time. Get all the way back to the Central Hall. Something really weird happens. Go north, and make your way to the Hourglass Room. These traps seem pretty tame now, eh? If you still need help, though, you’ll have to scroll back for it. Save again when you get there – hey why not. Some more stuff ensues. When you get back control again, would you believe there’s an artwork chest in the corner? How about two? Might as well get them, since the Empress generally just waits around for you to wander the room as you please. Some Empress Strategy: The Empress has some moves that are BAD news, indeed. Some of them aren’t blockable, either, so keep up with the dodging and get in hits where you can. She can do more than half a circle of damage in half a combo, so if you get hit, might as well rewind. There are pots everywhere, but doesn’t it feel odd scavenging for sand while she’s just walking around with those swords? Whatever the case, health is more valuable now than sand, so rewind every time you get hit. Eventually, she’ll summon some upgraded crow guys. They’re a little bit tough, but really, they’re a blessing. They drop a sword and some sand each, and they’re quite jump-able. So jump over them and slice them up, take their weapons and sand and gear up to face the Empress some more. Don’t take any damage from them, you can’t afford it. The biggest thing I can say to help you is to run in and slice (use your reach, like you did with Shahdee), and then back-flip back out again. Don’t block like you did with Shahdee, because she can break through. As soon as she blocks one of your hits, flip out – you’ve got just enough time. Keep on the move, so if she appears behind you, you can flip away to safety. If you’re going to do a fancy move, initiate it before you reach her, because she can interrupt those, too. Be ready to dodge. They’ll have a conversation at about half health, then she’ll summon more crow guys at a quarter health. Don’t take any crap from those guys. Don’t bother with pole-swinging, either, both they and her are generally resistant. Why even have the poles if they’re going to be resistant? Well, eventually she’ll die. Just keep at it. WTF?!?! (The Long Way Home) Thought you were done? Well, let me inform you, in case the cinematic didn’t – the Dahaka is STILL after you! So I hope you didn’t throw your controller somewhere in joy when you killed the Empress, because you need to run, and NOW! Jump the first chasm, then run across the next one on the left. Run along the left wall of the next one, and let yourself drop down. Swing right. Run along the right hand wall to a bar. Swing on. Run along the left wall to hit the button, grab the rope. Release and run to the curtain. Slide down, roll through the doorway. The Tomb and the Dahaka Prince then soliloquies a tad, as the “architect of his own destruction.” Second time in as many games! Prince!! Alright. The Dahaka is still after us. Go up those stairs and be prepared to book it. Run along the right wall and jump back. Bust those barrels, run along the wall. Swing up three times, run along the right wall to a rope. Release and run, jump back. Smash barrels, run along the right wall, jump back at the very end. Leap off the edge for the hanging lever, swing through the curtain of water. GOAL! You’re back in that same tomb room, actually. Run along the wall to that pedestal. You can grab the white block with R and pull back. Do that. Go through the stairs you just went through again, but this time, the corridor you took is rubble, and the corridor the Dahaka came from is open. Go right down that passage. He’s back AGAIN?! We’ll never be rid of him! Jeeeez! Run along the wall, run across the next wall on the left and jump back for the bar. Swing up and run. Jump across, take the RIGHT hand path. Jump onto the hanging lever and through the water, again. Lost him. Back in the same room, once more. Run up the wall for the ledge on the left side (Prince’s right). Climb up and over for the next platform, and pull out the white stone. Back up the stairs once more. Here he comes again. I hope you haven’t been wasting that sand, cause I just don’t know where there would be any more. This time, where I said right before, go LEFT. Apparently, you can smash the weapon rack in this corridor (if you’ve got time) to obtain something called Rayman’s Hand. I didn’t do it though. I figured getting away from the Dahaka took precedence. Roll under that rubble and keep going. Run along the right wall for a rope, release and run for a bar. Release and run around the corner. Here, run up the wall and jump back and forth until you get to the top. Roll under more rubble, run up some more wall, jumping back and forth. Run along the next right side wall, grab the rope, release to grab a rope, release to grab a bar, swing to the platform. Run and jump across, run along the left wall and jump back for the curtain. Run around the corner, roll under the rubble, roll under some more rubble. Jump across for the hanging lever. Swing to sweet safety! Run the wall to the handholds on Prince’s right. Scoot left and pull the last white stone out. Now to get to the tomb there. Don’t forget the artwork chest just behind you as you get off the platform. On one of the pillars close to you, you can hop up and hang. Scoot left to get onto the new ledges and climb up. I looked for another way to go from here, but I couldn’t see one. Jump to the bar and through the water. Drink and save. The Prison and the Prince There’s an artwork chest there for you. Run along the right side of the next wall, to a ledge that you really can’t see. Scoot left and up to the platform. Now, I don’t quite remember where Prince got that dagger, or whatever it is he’s holding, but it apparently doesn’t do ANY damage, as these bandit guys never turned yellow for me, after I hit them with a few of my favorite moves. With the Lion Sword, it took maybe three or four solid hits to get rid of them. I gave up in frustration and just ran along the left wall to the next beam. Don’t overshoot it. I ignored the next two guys as well and just dropped down and scooted left Get on the beam there and walk out. Jump to the next one. Walk along to the right, jump to the next one. Walk to the platform. I ignored these four fools also, cursing the tiny piece of equipment that was now my sword. I’ll get you later, bandits. And your little dogs, too. Run up the left wall to the ladder. Climb up, jump back, climb up, jump back, then scoot right to the doorway. A sword! Now, how do we reach it? The Scorpion Sword, the Dahaka, and the Past Let’s try that hallway there, after a drink and save. There are a lot of guys at the end, and what appears to be a Bondage version of the harlequin girls of yore. They have an attack that apparently bypasses your block from the front, so they really are not going to be your favorite type of enemy. Or maybe that dagger thing is so piddling that it can’t block. Let’s not mess with them right now – I want to wait until we get that sword down there. Let’s move along to the opening there instead, and climb out onto the beams. As is traditional, the network of beams there for your use crumbles away before you can reach them. Well, at least you weren’t ON them when their integrity gave way. Move to your left. One of the new BDSM chicks is waiting to make your acquaintance. These cat-woman clones are a little better at this beam business than their red-garbed cousins, so you may take a few hits while trying to give her what-for. At least you won’t die if you mess up. Remember, jump over her attack with A, respond with B. That’s all I know about it. At the next platform, after another encounter, go to the beam on your right. The left beam falls away, so jump straight out to the next one. Walk to the next platform. To your left, you can run across the wall, but there’s another BDSM chick waiting. Whip out your puny dagger-thing and take her out as you’re running No mean feat. I don’t know about you, but I was out of sand tanks, and the fall will kill you if you mess up. Run along to the next platform, and from there to the red curtain. Jump back for the next curtain and down to the bottom. Damn you, Dahaka!!!! Howl in frustration. Pause if you have to take extra time to stomp around your living room. Hey, get a drink while you’re at it. No, a real one, in real life. I’d say you’ve earned one. Yet Another Dahaka Chase: Now, it’s time to get out of here. Forget the barrels – I tried. No sand. Book it down those stairs. As if we even had time to wait around and suck up sand. Run across the wall on the left side and down the next stair, staying in the middle to avoid the barrels. No, I didn’t check all these guys for sand, but I really doubt you have the time to look for sand now. Keep running down the stairs, run across the wall, and eventually you get through the curtain of water with minimal fuss. Drink, save, activate portal, get the Wind of Fate, your new ground attack. Now, we’re in the Past again, and the traps are once more activated. But your sand tanks have been refilled, so why not. The wall on your right can’t be run across, so you’ll have to take the left and avoid the spiked poles. Jump back at the end if you have to. Run up the stairs and past the rotating double-blade to the left. The right’s an alcove. Now for some floor buzz saws. Just stay to one side and run when they’re both gone. Now for an odd one. A retracting block as your only way across a spiked pit, but a rolling log threatening to sweep you off the top. The way I handled this one was to jump to the retracting block when the log was absent, run to the other side and drop down, then jump back for the hall. Up the stairs, the easiest way to pass this one is to move into the alcove on your left when the floor blades are gone, then move to the alcove to the north, or just run through at the right time. Hit the button and go through the door. Say it with me now: HALLELUJAH! A SWORD! And not just any sword, the sword that breaks walls! Life just took a turn for the better. There’s also a number of bandits here for you to break in your new sword on. Kill them all! There’s also sand in the pots here, but the bandits will give you sand, so I doubt you’ll need it. Rewind damage to your health, as sand is less valuable than health right now. There’s a small exit to this room that leads to a dead end and a hole in the ceiling that you just can’t reach. Head through the now- open door to the next room. The button here opens a door, but it closes much too fast for you to get through, even with Slow Time. So turn the lever and let in some new baddies. These are what – zombie bandits? They look and sound meaner than any of the baddies we’ve really encountered, and they hit harder and block better, to boot. Look out for these guys. After some of their combos, Prince’s block is broken, so try and dodge more than you block. They can also work well in groups, which is just bad news for you. Even the pole-swing doesn’t really faze them. Wall jump them and jump over them to finish them off, being always mindful of where they are, and how much damage they’re doing to you. Okay, now all the doors except that last one are open. There’s an artwork chest in one, and a crate in the other. Drag the crate to the button and head through. Jump to the ladder and slide down. One zombie bandit and two regular bandits here. Take care of them and move to the trap hall. Roll under the wall slicer (your timing is good, yes?) and past the dual-bladed rotaters. Unfortunately, you now have to contend with floor blades as well. There’s not much I can say that will help you, but if you’re really stuck, try running along the wall to bypass that whole mess. In the next room, turn the rotating lever 180 degrees to release some baddies. I don’t know about you, but I wasn’t in the mood. Hit the button to activate the spikes to get rid of them in shorter order. There’s another button in one of the rooms they came out of that will open the door – you may need Slow Time in order to get through it, though. Three zombie bandits in here, and they’re out for blood. Amazingly enough, with all his agility, you can land Prince in that spiked pit, so watch out for it. There’s an artwork chest in one of the cells, get it before you go on. Turn the rotating lever on the other side and get a drink and save. Run out along the wall and jump back and forth to the top. Hey, we’re back in the room where we got the scorpion sword! Hey, there’s a huge golem waiting for us! Huge Iron Golem Tactics: Same tactics here, but this guy has WAY more health. He’s got a big boss bar down at the bottom, and he can take a lot of punishment before he goes down. This makes it essential for you to learn how to dodge his hands – because he can take a number of blows to the head, but YOU can’t take that many toss-arounds before you expire. So, when he stops wobbling around and strikes a pose, quickly discern what angle he’s standing at in order to push the control stick away from the direction he’s about to grab. For instance, he stops and stands with his right foot forward and right shoulder higher than his left. He’s going to reach around with his right hand, likely. Push the controller toward his left shoulder, and down, and he will miss. Careful, he may immediately reach in with his left hand, and you’ve got to dodge again. Don’t dodge until he starts to reach for you, because if you slide to his left shoulder before he’s reaching, he may just reach with his left instead of his right and grab you quickly. Since those throws do the most damage, those are probably what you want to rewind, at least to get in a few more hits. After you beat him, a ladder comes down in the room that he came out of. Run up the wall and grab it, it’s on the left of the entrance as you come in. When you reach the top, there’s an artwork chest and a button. Hit the button and run through the door to face some zombie bandits. HEALTH UPGRADE 4: Take the time to kill those zombie bandits and take their sand. There are two break-able walls here – one has a button inside, and the other, the door. You’ve got the sand, so activate Stop Time if it pleases you and run through the door. The button here opens the doorway back, and in the next stairwell, there are two vertical logs. Like I’ve said before, these hallways are mostly up to your own skills, and nothing I can say will really help. But I’ll try. Between these two logs is a very small space where Prince can stand safely. Proceed with caution. Take a moment to survey the next hall. Spikes on the floor: check. Wall blades: check. Spiked logs at the end: check. At the rotating logs, you can’t see it, but you’ll want to go into the hall on their right. Next. Spiked floor, bladed walls, more rotating logs. Run when they are closest to you and move into the alcove of safety to their left. Then run across to the stairs and roll by the logs there. Take whatever hits you have to, because when you get the upgrade, your health is magically restored. Back into the balcony-hall. See that red curtain there? Looks like we’ll be back here later. Head into the next hall, forward and on your left. Once into this hallway, run to the very end and run up the wall and jump back for a beam. It’s the wall with an ugly face on it. Prince can make it, just keep trying. Jump to the wall again to a ledge and climb up. You can jump back out toward the hall, but there doesn’t appear to be anything over there. Jump back for the next beam and across for the next ledge. Yes! Prince can make that! Stop asking! Jump back for a beam and some blessed water. Run up any of the walls and jump back to grab the beam. Walk to the top of the T end and go right. Jump to the wall on Prince’s left and jump back to catch the beam overhead. Do it again to reach a hall. You’ll be ambushed by BDSM chicks here – introduce them to the Scorpion Sword. Cat-Girl Strategy: This is from the board, I forget who posted it, but I found it to be a good trick. Props to the guy who mentioned it, but I don’t remember who it was. The Cat-Girls (BDSM chicks) seem to be particularly susceptible to the Strangulation move that Prince does beautifully. Hurl whatever weapon you’ve got at them – you’ll need a free hand. Hold down Y to grab the nearest one and mash X to grind them to dust. The other will generally (not always – best to keep the others in front of you by dragging the one you’ve got around as a human shield, just hold Y) stand around stupidly while you make those terrible noises of strangulation. Before Prince releases his victim, she’ll be down to yellow at the least, and you can take care of her with just about any move after that. You even get a sword automatically for your troubles. One thought – someone said that the gory moves are disabled if you disable the ‘blood’ feature, so who knows if you’ll be able to slice off their heads from behind if you’ve turned it off. The Library, v2.0 If you didn’t have enough fun in the library of Sands of Time, here’s your chance. First off, the welcome wagon. No less than 4 zombie bandits and about 2 BDSM chicks. You can’t really see more than two at a time or so, because they jump around too much. Also, I was heavily beset upon, so I wasn’t counting noses – I was fighting for my life! Wall-jump and jump over the zombie bandits to get out of the midst of fray – these guys aren’t too block-able. The zombie bandits can break your block, and the BDSMs can jump on your back even if you are blocking and drink your blood. DON’T jump over the chicks – they generally don’t stand around for that kind of foolishness. If you try and stay in one place, you may avoid the BDSMs from entering the fray until you’ve taken care of the zombie bandits. That would be helpful, to say the least Now, when you’re finished with them, you can run into the alcove there and turn the rotating lever, but all it does is open up the wall you came through and close the one you’re going to, so it’s not much good to us right now. The next one is, however, so run across the hall to the next alcove and turn that one to reveal some more foes and a new area. Kill those two zombie bandits and smash the pots if you like. Run into the next room and run up the wall for a weight platform. It will open the door back a ways. You can actually make it out of the room, turn the rotating lever to move the walls, and through that door before it closes. Really. Up the ladder, and you fight two BDSMs. There’s an artwork chest in the left corridor, and the next path is on the right. One more BDSM, two zombie bandits, and two more BDSMs down that path. Now, where you see those golden bars, Prince can pull out those bookshelves and use them to bounce back and forth to the top. Then run across the wall for the bar and jump back for the beam. Jump to the next beam and walk. Nice lighting effect on those windows, there. At the end, jump to Prince’s left for a bar. Leap over to the wall, where you have to drop, scoot, THEN climb up. Scoot to the beam and pull yourself up. Walk to the end, let yourself down. Get the artwork chest at the end of the hall, then go back out to the doorway and edge out to Prince’s left (your right). Climb up onto the ledge and jump back for the rail. Walk along that beam, kill the BDSM that gets in your way. Walk all the way around and jump to the next one (on your right). Now, you could walk around and jump to the platform on the left. That’d be the obvious path. But you want that health. I can see it in your eyes. HEALTH UPGRADE 5: Walk around the beam to your right (counter-clockwise) and at the end, jump right to catch a ledge. Drop down to the bottom and hang. Scoot right and move to the end. Jump up through the small opening in the wall. Walk out along the beam, jump right to catch a ledge. Drop down to the floor. At the next stair there will be a log and a rotating blade. You must run along the wall and jump back. No problem. Next up, there’s a moving log. No problems. Now, there’s a spiked floor, floor blades, and ominously spinning logs. Great. After that, there’s two stationary logs on a stair – one low and one high. Run over the first and drop down before you run into the second. Even if you do get hit, it’s fine, because there’s the health pedestal thing. Head back to that circular beam and make your way around it in a clockwise fashion. Jump to the platform there. There’s a beam that stretches across the archway on your left from there, a BDSM awaits. Kill her, then move up to the middle of the beam and make a right. Walk to the end of that beam and jump straight out for the doorway you were shown earlier. There’s an artwork chest down there in the hall, you know I just had to go down and get it. There’s a box down there you can move around and climb on, though, so you can run up the wall and jump back to get back on the beams. At the next hall, Prince suggests you hurry up. I’d going to have to say that something like that, said by a character, never actually compels me to get anywhere faster. In fact, I’m pretty sure I’ll be taking a detour or two to get some secrets. Run along the right wall for a bar, then jump past the rolling log to the next. Jump from there to the platform. Yes. Prince can make that. Along the next wall, you’ll have to go through a cat-woman / BDSM. You can do that, right? At the next platform, a beast comes out of no where to challenge you. Odd. Guess they just don’t want you to forget about them. Now kill him. Break through the next wall to find yourself… Back in the Mechanical Tower Fantastic. Sand to your right. Climb up onto the platform, reorient yourself. The exit is just to the right, through those rapidly- spinning gears, remember? Head out and all the way back to the Central Hall. You DO remember how to get there, right? On my way back, I bypassed that iron golem (they just don’t pay me enough to make it worth my while) and introduced the ghouls to my new sword. They die in one hit. It was satisfying. Alright. It is now time to get… All the Upgrades I Missed Before HEALTH UPGRADE 6: Okay, back in the Central Hall, turn the rotating lever to the south (toward the thing you put the serpent sword in the first place). Go directly to the right (or west) of that rounded mechanism and let yourself down onto a platform slightly lower than the rest of the floor. Hang off the side and jump back and forth (to the north) between those two plane surfaces and keep jumping back and forth until you make it safely to the bottom. Go ahead and try and figure this one out. I’ll wait. Can’t get it? Betcha didn’t think of this: Climb down to that next platform down. Run along the wall on your (as the camera shows it) right, which should be toward the south, if my directions are still right. When you get to the end, jump back, then jump back and forth, back up to the next platform. NOW, run again to the left, as the camera shows it, and when you get to the end THERE, jump back and forth to let yourself DOWN, until Prince grabs hold of that inconspicuous ledge there. Scoot around and you’ll be in the hall, where they have the gall to make you face traps after all the trickery you performed to get this far. Alright then. Bring it on. Run as efficiently as possible through this hall of spikes. Avoid the rotating blade when the moving log starts rolling AWAY from you. Run over the stationary log, drop under the horizontal roller, roll under the up and down roller. Alternatively, take damage and just obtain the upgrade. The Red Sword: Here, also, you can get some special, red-colored sword. I’m not sure what that thing is, and the game doesn’t really tell you. There’s just a question mark. When you come out of the trap hall, climb up to your left (right of the doorway) and hack open the wall behind the falling sand. There’s a weapon rack there, and you can smash it and pick up the weapon. You CAN throw it away, however, since it’s still a secondary weapon, and that’s accidentally what I did with it. Oh well. To get back up to the Central Hall, simply jump across, run up the wall, and jump back and forth. I went all the way back to the Water Tower after that, and behind the mysterious broken wall I mentioned before, there was only an artwork chest. Graarh. AND I still don’t know how to get that artwork chest way out there in the drainage behind that gate. I’ll figure you out, damn you, puzzle. I will. Another Lap Around the Fortress This will take you past the rest of the upgrades and a few more artwork chests. If you want to know how worth it this is, I’m pretty sure you need all 9 upgrades for a different ending and the ultimate sword. Also, if you have them all, your health bar will be a double blue ring, instead of a single one. That’s a whole lot of health. For future reference, I’m not going to mention any of the artwork chests that I’ve already opened, because I’m pretty sure I mentioned them all when we came across them the first time. Go back to the Central Hall and turn the rotating lever to the south (I think). Then get up to the balcony and keep going. I assume you know by now how to get there. Get back to the room where you spent a lot of time trying to open the door. HEALTH UPGRADE 7: Remember how I had mentioned that one of the gates look breakable? Well it is, now that you have the scorpion sword – told you we’d be back. Hope up onto the bar and climb your all the way to that gate. You’ll know it when you see it, there’s a crate inside. Bust it open with the scorpion sword and enter. There is an artwork chest as well as the crate in there. Drag the crate out, place it against the only remaining intact wall. Get up on the crate, run up that wall, jump back and then jump back again to catch hold of a ledge. On the platform, run up and hit the button, activate Slow Time, run through the door. Now you will find yourself in a trap-hall. Two fast moving rolling logs… no problem. A floor of spikes, a chasm of 2 rolling logs with more spikes…no problem. A rotating blade, floor of spikes, and rolling log…again, no problem. In the next hall, follow the rolling log down the hall staying behind the center one when the 2 outer ones begin to roll back, move to your right to avoid the center one as it too begin to come back at you. In the last hallway you’ll encounter: a rotating blade, floor spikes, a rolling log and a rotating blade at the end. There’s your upgrade. In order to get back out of the hallway, climb up onto the stone next to the door and run up the wall. Climb over. Now continue onwards to the room where you beat Shahdee. There is an artwork chest on your right as you enter. On your left you can climb up that level. Once you’re on top of the rubble, you can run to the ledge. Climb around until you can jump back for the platform where you beat Shahdee. HEALTH UPGRADE 8: Run towards the altar and grab it with R and pull back. This will open a secret door behind the altar. Proceed down the stairs in the first hall: Spiked floor and two rolling doors at the end. The Second corridor features: a spiked floor, rolling log and dual rotating blades at the end. Third corridor? Floor spikes, chasm with wall blades, spiked floor and rotating blade at the end. The final corridor: spiked floor, horizontal roller back and forth and horizontal roller up and down. Claim your health. Keep going around that circuit that brings you back to the Central Hall. If things are different, that’s probably the result of some Dahaka chase a while ago. Nothing should stump you, everything should still be pretty obvious. On your way back, you remember the first crow guy you encountered in the present? In that same courtyard in the Past (just beyond the door that’s STILL closed and you STILL have to climb around to open) you can use the same method to jump up to the next level like you did in the Present. There are scattered ghouls around, but they are seriously a joke now. Anyhow, up there you’ll find some intact balconies and stairwells. HEALTH UPGRADE 9: To the left of the long stairway up, there are some barrels, smash them and there is a button on the other side. You’ll need to activate Slow Time as you press the button, then run up the stairway. Roll under the low grate at the top, it will lead you to a trap hall. In the first hallway: more spikes, rotating blade, and retracting block. Second hallway: rotating blade, floor spikes, 2 retracting blocks, and more spikes. Final hallway: rotating blade, floor spikes, retracting block, floor spikes, rotating blade. Claim health. To get back out, trigger the button and roll under the gutter once more. Back outside, get the artwork chest in the corner but don’t go through the closed door on your right, which will lead you back into the last room. Instead, just drop down to the lower lever and run on through to the fortress and make your way back to the central hall. Now it’s time to go to the throne room, since we’ve found all 9 upgrades. You can make it there on your own, yes? Finally, the Throne Room When you’re back in the throne room you should be able to get the Water Sword, since you’ve gotten all 9 upgrades. Also, and this could be important for you – the ending is different if you have the Water Sword than if you don’t. That’s the compulsive gamer in me talking, obviously. The Choice of No Return (The Two Endings) 1) Take the Water Sword. Do a little dance, make a little love, get down – anyway. You can be a little more dignified about it than me if you want, but that thing DOES do some massive damage to every enemy you will encounter in the future. It will brutalize things in ways that cannot be discussed in front of polite company. So take it and laugh maniacally, but remember to save in a different slot. 2) Leave the Water Sword for now (avoid the pedestal entirely), because we’ll be back. Get the Water Sword just before the end, so you won’t have to backtrack very far to change your ending. You might have more problems with enemies from here to the end, though, because the Water Sword is just THAT much more powerful. There is, however, only one more boss monster before then end, I’ll give you that hint. If you’re having too much difficulty with enemies, try walking by them instead of fighting. Violence never solved anything anyway, right? And, once you have plenty of sand to spare, be cheap and activate Ravages of Time, or Slow Time continually to prevent yourself from taking damage and making your battles zoom by. Once you’ve made your decision, go through the newly opened door and close the door behind you by rotating the lever. I’m not sure what that accomplished, to be honest. Now I’m going to be specific here, because I was skewered many times by this trap. Run along the right-hand wall, WHEN both the wall blades AND rotating log are going upwards. Run immediately when you are able to make it under the blades. Just AFTER you reach the slot where the log is moving up and down, jump back onto the small platform and immediately hang down to avoid the log as it returns. It might be helpful to use Slow Time – I wouldn’t know, I was out of sand for some reason. When it’s clear, climb up onto the platform and jump for the next. You will end up back in the throne room. Bust through the wall there and head for our next time portal. Here Prince will come up with a new plan, and despite any doubt that you might have, you have no choice but to go along. Activate the portal to receive your final sand tank. Getting the Mask (The Face of Time) In the next room, there are some new baddies, but they seem pretty tame. They look like wolves, they leap at you, they climb on walls, but at least they don’t explode or block or TALK or anything annoying like that. If they’ve got you surrounded, and they usually do, alternate between them often to make sure they don’t gear up for an attack. Run up the wall to the platform, run across the wall to the ledge – I get the feeling you’re an expert by now, right? Run across another wall and whip out your swords on the wolf standing there. Or just hurl your secondary weapon at him. Run up the wall there to grab a ledge, edge left, jump back. In the next hall, drop down into the water there, jump up to the ridge and scoot your way up to the other side. Leap to the next platform. It’s huge, so you might expect a colossal encounter with some gigantic bad-ass, but no. Just some ghosts and some more of those wolves. I’d say go after the ghosts first, since they go down in one hit, but the wolves go down in three (with the Water Sword), so it doesn’t particularly matter. Just chase them all down and take their sand. Jump to the next hall and drink and save. You can see what looks like the mask just on the other side of that gate there. Roll through the low opening and run down the hall. You’ll be ambushed by two more wolves, but I really don’t see any trouble with dispatching them, so move on toward that button. Fill up on sand from the bottles if you don’t have full sand. Hit the button and jump to the platform that comes out. Run along the wall and jump back for a column. Did you see it? I didn’t. I just ran on faith. It’s amazing how you can do that in this game. Climb up the column, then jump back toward the wall, jumping back and forth until you reach the top. Walk along the beam and jump for the bar. Jump at the button and immediately jump back. Swing back to the beam and walk back out. There’ll be a platform there now. Get on it before it retracts. Does this remind you of Sands of Time? The prison area? Anyway, run over to the bar, swing to the button, jump back. Swing to the platform before it retracts, run to the beam. Jump for the button, jump back. Walk to the left and jump sideways for the platform. Run (purely on faith, again) along the wall and keep running until he grabs a bar. Swing to the wall, jump back and he’ll catch that curtain. Faith! Slide down and jump off before the end. Three wolves here, still no problems. Bust the wall and continue. Across the gap there and out onto the balcony, run to your left (Prince’s right) to the ledge. Scoot left, climb up and over the obstruction, hang down again and keep scooting left. Jump back and continue down the hall and across the chasm. Jump to the curtain there, and you have made it to the Mask. I did a premature celebration here – let me advise you not to break out the chips and dip quite yet. The Sand Wraith (A Second Chance) What!!?!?!? This time travel business is too damned confusing. Also, Prince’s – or should I say Wraith’s – health bar decreases with time, but it seems that your sand tanks will now regenerate, and pretty quickly, too. Water will still do the trick in terms of life saving, however, so drink every chance you get and rewind any significant damage. Holy Sands of Regeneration, Batman! Second Chance, Part I – Present So… what’s the plan? Kill our other self? Then go on and drag Kaileena to the Present and kill her there? Make it to the Central Hall, even if it seems that we will die? We’ll worry about that when we get there. Prince’s half-baked schemes reveal him to be slightly maniacal after these many years with the Dahaka after him. Let’s just worry about HOW we’re getting to the Central Hall for now, and remember to have Farah enroll Prince in some therapy when we get home – if we get outta this mess. Now, you don’t really have time to waste, but there are about six wolves who want to take a pound of wraith-iness out of you. Get rid of them, then run up the far wall on the right and jump back to a bar and swing to the other side. At the end, jump back from the slanted wall to grab the column. Jump to the handholds, scoot right and drop down. Jump back for the beam. Walk to the hall. Roll under the logs. Run across the chasm when the log’s rolling away and jump back for the ledge. Drop down with X and hang to wait for it to move away or just immediately roll under it or scoot inwards to avoid it as it rolls overhead. At the next doorway, drop down and scoot right to a short beam. Jump right and avoid the sweeping blade, hang down if you need to avoid it. Jump again and DON’T climb up to get a face full of wall blade – scoot right instead. In the next hall, the wall slicers are too low for you to roll under, so you’ll have to run down the left side and then move right when they pass. Drink. Save. Activate Portals. Receive Cyclone of Fate, last and strongest of the ground attacks. Second Chance, Part II – Past Prince-Wraith starts in on some crazy talk, but then, look at what’s happened to the guy. Move outside, where the traps are about the same and still active. However, on the next wall, BOTH wall blades are moving, so you’ll have to jump both of them and hang down in the center, then leap up and jump to the next beam and then back. I took a lot of damage doing this. Anyhow, scoot right all the way to the archway and go in. Run after the log and drop down to hang. Scoot right to the end, still facing the wall. Climb up when it’s clear and run up the wall for a ledge. Pull up and go right some more. Now, two more wall blades. Jump back when it’s clear, and here you’ll have to do a lot of jump ups and hang downs in order to squeeze by the blades to the ground on the other side. Through the next door, you don’t really have time to wait for these stupid logs to get into synch. Roll under the whole lot of them when they’re about all at the halfway point, jump to the other side. Drink and be merry. Well, as merry as a Sand Wraith can be. Grab the artwork chest before you go on. It’s right behind you. Alright. Back out onto the big platform, and this time, there IS a big boss battle awaiting you. Gigantic Griffin Strategy: Actually, he’s not too tough. He does surprisingly little damage for such a huge cat, and it’s pretty obvious when he’s about to swat at you, and you can roll away. The tail is probably a bit harder to dodge, but at least that doesn’t knock you out of the ring. The biggest issue here is probably time. You don’t really have the leisure to sit around all day hacking ineffectually at this guy. Really, though, with all those upgrades, you’re just about un-killable. I just took whatever hits he felt he needed to dish out, and kept chopping at his flanks until he died. Use Slow Time liberally to save your health, as I can’t see any downside to wasting your sand tanks – they just keep coming back! He can’t really do anything against you if you’re moving twice as fast as he is. He will probably fly up a couple of times and swoop down at you. I don’t know if there’s a way you can force him back to the ground – I tried hitting him and throwing weapons at him, but nothing seemed to work for me. He’ll eventually land on his own, and his dives are pretty easy to dodge with A.
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