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Game Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter P » Prince Of Persia: Warrior Within - Strategy Guide (Page 03)

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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