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Game Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter P » Prince Of Persia: Warrior Within - Strategy Guide (Page 04)

Prince Of Persia: Warrior Within - Strategy Guide (Page 04)

Below are the cheat codes, hints and help for Prince Of Persia: Warrior Within - Strategy Guide (Page 04).

When he dies, he’ll knock down a path for you to jump to – but the 
way back is now unattainable, it seems.  No water for us, I guess.  
Jump over and climb up.  Run up the right-side pillar and scoot 
around to the right.  Jump back and forth to the top, run to the 
ledge on the left.  Scoot left, climb over rubble, scoot left, jump 
back.  Go in the doorway and run along the left wall and jump 
back for the bar.  Swing to the curtain, jump off for the bar and the 
bottom, swing to the next curtain, let yourself fall to the ledge.  
Edge around to the doorway.  

I really abused Slow Time in the next hall.  I thought: Why not?  I 
don’t have the health to waste, anyway. You need to run by some 
wall slicers on the opposite wall, haul yourself up and avoid a floor 
blade, and get by a log that’s rolling up and down to pull yourself 
up onto the next ledge.  I edged close to the next stationary log and 
ran up the opposite wall and jumped back to bypass it.  Through 
the next door, we FINALLY get to that artwork chest we were 
shown so long ago.  I told you I’d be back for you, damned 
artwork chest!  You will never escape your fate – okay, enough. 
Walk across the beams and go get it before you run up the ramp to 
the gate.  There’s a button just there that will open it for you and 
take you back to the courtyard area of the water tower.

There are guys here once more, but the Water Sword can take them 
all out with one hit, so have fun with that.  Or just ignore them, 
whatever.  Make your way back to the Central Hall.  You can 
handle that, right?  Take a drink at the bottom of the Garden 
Entrance Hall – if your health holds out that far.

Not Again! (The Path of the Sand Wraith)

Once back in the Central Hall, we again ponder what has happened 
to the time line.  It’s very confusing.  Prince-Wraith is in some 
time that may be named the past-squared, since it’s BEFORE he 
even showed up on the island in the future… Oh forget it.  Suffice 
it to say, we want Kaileena – dead.  She goes back into the throne 
room, but Wraith is left stranded at the top!  Nooooo!  We’ll have 
to find another way.  Time for another loop around the fortress.  
Arrgh!

Backtrack to the Water Tower once more.  We’ll want to head to 
the Present, but you’ll notice that all our hard work in opening the 
doorway to the portal has now been undone!  But that’s no 
problem, because the ladder to the upper levels is still mysteriously 
down.  That must have been retracted somehow before Prince 
shows up in the Water Tower later/earlier?  Get back on that ladder 
and make your way through to the portal to the future.

Go to Present, Do Not Pass Go

Here, we will wonder how to get all the way back to the throne 
room, but the Dahaka interrupts us.  We take the long, painful way 
down the tower, and luckily, end up in a pool of water.  You’ll 
have to navigate some traps while wading through water, but what 
does it matter if you get hit – you’re standing knee-deep in water!  
You’ll have to kill a harlequin on the next wall, but they no longer 
pose you too much threat.

You’ll find yourself back in a familiar room, but at a spot where 
you’ve never been before.  Run along the wall to the rope, and then 
grab the curtain and jump off.  Follow the familiar way, but 
perhaps my memory fails me, but it seems different.  When you 
jump to the top of the pillar and scoot around, you can keep 
scooting onto a beam.  Was that there before?  Or is that later?  
Very confused.  Just continue.  Climb up and face down another 
harlequin and pull yourself up the next pillar face.  Jump back for a 
bar and over to the next pillar.  Scoot left and jump back for the 
platform.  Climb up on the rock there, run up the wall and jump 
back and forth.  Kill those guys and hit the button.  Slow Time to 
get through the gate, and run through to the next hall.  Climb into 
the blasted room, run up the wall for a ledge.  You remember this 
place, right?  Climb up the ledges and past the now-pathetic traps 
to the time portal.

Before-Past Past (and Other Deja-Vu)

Navigate your way backwards through all these traps and halls and 
such.  I’m sure you remember your way, so I won’t bore you with 
the details.  In fact, it’s even easier to go backwards, since 
sometimes you can just drop down and bypass tricky traps.  And 
new floors are around, since you haven’t rearranged the geography 
yet, so you can often just run by.  Back in the room where you beat 
Shahdee, once more, you’ll see that harem full of harlequins again, 
but they’re hardly even a moment’s annoyance, anymore.  The new 
thing here is the button at the end of the corridor, which activates a 
gate and a plankway.  Run back down the corridor, and you will 
see a scene with the Empress and Shahdee.  Have a quick deja-vu 
moment with yourself and head through the gate.

Hey, do you realize that when Shahdee dies, the last thing she says 
is: “Fool!  You cannot change your fate!” and Prince thinks to 
himself how odd it is that she knows of his mission.  Really, she’s 
talking to Kaileena.  We’re finding out all kinds of neat things this 
way, aren’t we?  Alright, move along.

Start running on the wall far back from the rolling log to make it 
over.  Run along the next right hand wall for the rope, dodging the 
log.  Climb up and jump back for the next rope, run between the 
wall blades.  Run between the next wall blades and jump back at 
the end to avoid the dual-rotating blades.  Run between a final pair 
of wall blades and drink. 

The Cliffs of Fate (They Should Call Them That)

Roll under the wall and beat up large amounts of people.  I hope 
you’re not having trouble with any of this, because I have the 
Water Blade, and everything falls before me!  Best not to lose any 
health, though, it will be a while before I guide you to a fountain.  
One of the beasts will blow open a hole in the wall, head on 
through.  Drop down to the curtain and slide down.  Jump off for a 
bar.  It’s gonna break, but you can let it and fall to the next bar 
down.  This one, though, you want to swing forward to the mast 
(column).  From here, immediately move (you remember how to 
quick-jump from the columns?  Hold in a direction and press A 
and Wraith will leap for it without doing the Monkey Shuffle) to 
the column to the south (as the camera shows it) then to the one on 
the east, and finally to the platform north of you.  There will be a 
whole host of the upgraded bad guys here.  They don’t go down as 
fast as the wimps we’ve been fighting lately, but they go down 
faster than usual.

You’re a spot called the Cliffs, and the game’s no longer going out 
of it’s way to show you where to go next.  Run up the end of the 
right side wall and jump back for a branch (bar).  You may have to 
bust up those bottles first.  Swing to the top of the wall and run 
along the right side wall to a rope.  Run for the curtain, jump back 
for a branch (bar).  Swing up to the next bar, swing to the wall.  
Jump back and forth to the top.  Bust up the artwork chest and 
anyone that shows their face.  

Hang off the edge and drop down for a ledge, then a curtain.  Jump 
off at the end for a bar, which is about to break away.  Jump off 
toward the wall, and I mean IMMEDIATELY.  Jump back off the 
wall for another bar on the same mast, which is still about to break 
away.  Jump IMMEDIATELY to the column; keep jumping to the 
walkway, which is ALSO going to break away.  Run to the end; 
make a left at the corner, run along the wall to the next walkway, 
which is ALSO going to break away.  Run along it and run along 
the left wall and jump back for a bar.  This bar is NOT going to 
break, it seems, so take a breather.

Now flip to the next breakaway walkway, run to the wall and run 
up.  Jump back for the next.  Pull yourself up and run along the 
right wall before it breaks away.  Nail the harlequin girl on the 
wall, and touch down on the far rocks.  You have JUST enough 
time to hit the artwork chest and bust the wall before this rock 
breaks away.

Inside, you need to run across the wall when the wall blades have 
retracted toward you.  Slice up the harlequin and catch hold of the 
far side – but don’t pull yourself up until you’re clear of all blades.  
Run by the rotating blade and down the hall.  

Here, you’ll want to run up the wall without blades just as they’re 
coming down to the bottom.  You’ll be able to hop your way up 
the wall with them trailing along merrily behind you.  The next 
four floor blades are moving way fast.  You can make it, but you 
might as well Slow Time to save yourself the trouble.  Run along 
the next right-hand wall and jump back for the ledge.  Drop down 
under the blade and scoot left.  When it’s clear, climb up and jump 
back, hang down.  I had to use Slow Time for that.

In the next hall, there’s another freaky deja-vu moment and an 
artwork chest.  Go back for it.  Hey, we’re back in the courtyard 
where we fought the first crow guy.  I remember seeing these 
columns and wondering.  Finally, some water!
 
The Lava Room (Mirrored Fates)

Through the next array of logs, ghouls, and spiked corridors, you’ll 
need to jump to some ledges patrolled by numerous wall blades.  
Climb down carefully.  The next chasm is patrolled by two logs 
and wall blades on both sides.  Time that carefully.

In the next room, that glowing red stuff is not sand, but LAVA.  
Don’t run into it.  And watch out for beasts – they lurk about here 
someplace.  There is an artwork chest in the alcove on the left side. 
And one behind the pillar on the right side.  There’s a button on a 
wall here as well, to help you take out the numerous zombie 
bandits and BDSMs that will try and smoke you.  I got the feeling 
that you could roll under the rotating blades and thereby decimate 
anyone following you, but Prince-Wraith is somewhat 
undependable with A when he has his swords out.  He doesn’t 
always roll, so the gamble was simply too great.  You don’t want 
to take much damage at all, since you’ll have to get the mechanism 
moving after you get rid of these guys.  Or, again, you can ignore 
them completely.

Climb up a ladder on the far side from where you entered.  Run 
past the wall blade to a few bars and another platform.  Turn the 
lever on this platform to the north (as the camera shows it) so the 
pipes are connected.  Walk across the beam and do the same with 
the next lever.  Now, the lava should be out of the way so you can 
run along the wall and jump back for a column.  On the next 
platform there’s an artwork chest, and you can jump back to the 
previous platform right past the flow of lava.  Before you leave this 
platform, you want the lever facing south (as the camera shows it).

Run across the wall past two blades and move the pipes again 
(point to the south).  Jump across to the final platform and move 
the lever (point north).  Climb up the rubble and run up the wall.  
Drink!

If you followed my instructions and the pipes did not connect up 
and lower the platform, I don’t know how much more I can do for 
you.  I’ll tell you this, though.  The lava comes out from the south 
end of the room, from which YOU came in.  If connected properly, 
it winds to the west side, and then back to the east, to the north, 
back west, and to the contraption where we want it to go.  The 
lever on the southwest side seems to control not only the southwest 
pipe, but the northeast lever and pipe, also.  The lever on the 
southeast side seems to also control the northwest.  The lever on 
the northeast side of the room controls both northern levers and 
pipes, and the lever in the northwest corner controls all four pipes 
and levers at once.  You should be able to figure it out on your own 
from there if you didn’t get it the first time, but don’t dilly-dally, 
since your health IS going down steadily.  Try, if you’re still stuck, 
turning the southern two until they’re aligned, and then turning the 
northeast lever (which only turns the northern pipes).

Back to the Library, Before You Went There the First Time

Slow Time to run along the same wall with the wall slicers.  Jump 
back for the next hall.  Run over the log along the wall as it’s 
coming your way.  Climb up the ladder.  Jump back for the ledge 
when the blades open up.  Climb up on the left side when it’s clear, 
climb up again and jump back.  Turn the rotating lever.  Run up the 
side wall and jump back for a beam.  Jump through that mess you 
see before you and walk to the end of the next beam.  Drop down.  
Climb up onto the platform when it’s clear and jump to the ledges 
(this way you won’t have to watch for the wall blades until you get 
over there).  Here, you have to drop down between the slowly 
moving blades and then immediately down through the stationary 
ones.  Run over to the wall slicers and duck under them.  Run up 
the side wall and jump back for the beams.  Jump for the break in 
the gate over there.  Hang over the edge and slide down the 
curtain.  I told you we’d be back!  But the door back is closed now, 
so let’s just move along.  

Remember, this will take us back from the Prison to the Library, 
and on to the Mechanical Tower, and finally to the Central Hall.  
So make your way through the library and kill everyone again.  
Don’t take too much damage – like I’ve said before, you can’t 
afford it.  The library is the same up until you begin climbing 
around the ledges.  Where once, the door was broken and you 
needed to climb around several ledges, you’ll need to drop down 
and scoot under the door.  When you attempt to do this, the 
Dahaka makes a dramatic entrance.

The Nth Dahaka Chase:  Climb back the way you came, hop up on 
the ledges, now that the door is broken – no wonder it was busted 
when we came by here the first time!  Climb the way you did the 
first time, around the Dahaka who stands around looking for you.  
Jump to the next I-beam down the hall, and at the end of the hall, 
jump to the ledges and let yourself down.

Prince-Wraith is getting cocky about these chases, eh?  Probably 
just crazy.  Run along the left-side of the wall twice – jump back 
the second time into the hallway.  Leap for the bar, run up the 
stairs.  Run up the far wall, go through the window.  Gloat a little, 
drink and save.

The Cavern of Mists

Jump across the chasm and fight shrouded folk.  It shouldn’t be too 
bad, even if the invisible women are now REALLY hard to see.  
There’s a ghost in the next hall, and an artwork chest way across 
the other side of the next chasm.  Run along the wall to get it, then 
run back to let yourself down the ledges to the bottom.  Kill one 
invisible girl and a beast.  Chuck whatever weapon you got at the 
beast on the wall; run at your leisure.

On the other side, jump back and forth up the wall to the top.  
Jump through the blue lights for the platform.  Run right and hop 
up.  Scoot right and pull yourself up.  I don’t know what Wraith is 
talking about – I can see fine.

Stupid wolves.  Get the drop on them and knock them all over the 
side.  There are more of them just about everywhere, so watch your 
step.  Also, invisible harem women will also show up out of 
nowhere.  And a ghost.  Keep running along the path and you’ll 
eventually reach a dead end.  A dead end?  Not so!  Run along the 
wall on the left and jump back for some stalactites (the ones that 
hang from the ceiling.  Stalagmites are the ones from the ground, 
I’m pretty sure).  Jump back and across the gaping, bottomless 
chasm to the next ledge.  The button is just down there.  Get it.  
Why don’t you activate Slow Time, just in case?  You don’t want 
to come back.

Climb up to the higher platform and run along the left-hand wall to 
jump back for some more stalactites.  Make your way from 
stalactite to stalactite until you can go no further.  Drop down and 
run through the gate.

A beast and two more invisible girls attacked me in this room, 
obviously eager for death.  I sent them on their way and dropped 
down into the chasm in the middle for the button. 

Fight your way across the next hall – try to avoid losing health.  
That’s the biggest threat these guys pose to you now.  You can 
hardly see the next floor blades, and a ghost will ambush you as 
well, so look out.  Run down the next hall and across the left wall 
to the ledge.  Edge around to your right and jump back.  Edge left, 
jump up.  Scoot left, jump back.  Scoot right, jump back.  Run 
down the hall, and across the right wall to the next platform.  Run 
across the next right wall for a drink and save.  Run left around the 
corner, run along the left wall to grab the rope.  Climb up and jump 
back for the hand holds. Scoot left, jump back.  Run, release, and 
jump back for the ledge.  

More Past-Past: Back in the Mechanical Tower Again for the Third 
(or First) Time

Hey, you remember this place.  Do you also remember that lever 
we couldn’t pull before?  Well go pull it.  It’s across the gap 
through the door, and at the end of the balcony.  That’ll open the 
door.  And there’s another freaky deja-vu moment.  But, you forgot 
the iron golem behind you!  Looks like he knocked us out, and 
who knows how much time has passed.  If our other self (Prince) 
makes it to the throne room and kills Kaileena before we get there, 
we’ll have missed our chance!  Keep persevering – it’s now a race 
against yourself to get to the throne room.  Go through the gate you 
just opened and across to the curtain on the far side of the room.  
Head back into the Central Hall.  I went to the left path and got the 
artwork chest (I bypassed it earlier) and then just dropped down off 
the edge to get back.

There’s plenty of traps in that hall that were too long ago to 
remember.  Climb along the ledges and bypass most of them 
backwards.  At the next room, drop down to the ledge and scoot 
right and down.  Drop down to a short, broken-off beam and leap 
left.  Leap straight out through the gears for the next bar, take care 
of those beasts.

If you don’t remember the way back, the game will show you – 
jump up on the short beam and leap left.  Drop down to the outside 
of the tower and make your way to a beam that leads you to the 
lower platform.  Climb down the ladder, walk out on the beam, and 
leap through the gears to the water fountain.

Keep moving toward the Central Hall.  You’ll pass that first iron 
golem, again!  I swear he was only fun to beat the first time.  Let 
nothing dissuade you from your goal – the Central Hall!

Time Knots (Back in the Central Hall)

Take a moment to break your brain over that one.  Call the Time 
Police if you’ve got to and let’s just go on with our somewhat 
demented plan.

Woot!  We’re us again!  Only we’re dead!  Only we’re not!  Oh 
forget it!  Go to the throne room!  Get Kaileena!  Shove her into 
the portal!  Follow her through!  Now we’re getting somewhere!

Only now we’ve lost her.  That’s okay, she’s just in the next room.  
Make your way over there, grab a weapon on your way.  If you 
need life, you can drink from the pool on your way there.  I 
certainly HOPE you have full sand.  

Ending One, The Final Battle (With the Water Sword)

There’s sand just lying about, but be careful when you run around 
for it, because the Dahaka sends his tentacle things through the 
floor to spike up in your path.  That reminds me of some other 
monster in some other game, but then, they use the term Water 
Sword, so they aren’t being original anyway.  Basically, if you’re 
far away, he’ll send tentacles through the ground.  If you’re close 
enough, he’ll send them out of his stomach.  If you’re right next to 
him, he’ll punch you in the head like normal people.

You can roll under the tentacles that come out of his stomach, and 
run in a zig-zag to avoid the tentacles that come out of the ground, 
but contrary to what Prince thinks, the Water Sword will NOT 
protect you from about anything he does, so forget blocking.

Slow Time will be your friend for this.  Use it liberally and attack 
him like crazy – he will likely be stunned for most of your attacks, 
and you can really see his attacks coming when time is slow.  Roll 
out of the way when they’re coming.  Ravages of Time also works, 
at least reasonably.  Hold R and tap L – the screen will go red and 
start slamming the B button to chop at him. 

Once he’s at three-quarters health, Kaileena will actually make 
herself useful, that’s your cue to book it over there and start hitting 
him with everything you’ve got.  Once he gets back up, he’s gonna 
be even nastier, so get in your shots while he’s down.  Necessity 
knows not the word ‘cheap’. 

Once he jumps back up, he’ll start jumping around and making 
himself a true menace by jumping away from you when you hit 
him, making the Ravages of Time no longer very worth the two 
sand tanks it takes to activate.  He will jump at you, and land on 
you if you’re not moving, so keep running around.  When he lands 
near you, give it a one-two-three count before you roll under his 
tentacles.  Roll in and keep hitting him.  I get the feeling he’s 
regenerating health or something nasty.  Or he just jumps back up 
to half health when he gets up.  You’ve got to finish him off while 
he’s down, I think.  Say it with me now: DIE, DAHAKA!!! 
BWAHAHAH!!!  Wasn’t that satisfying?

Ending Two, The Final Battle (Without the Water Sword)

So, if you don’t have the sword, obviously Kaileena’s going to get 
it.  But you have to fight her first, and she hasn’t gotten any nicer 
since last time.

Most of the same tactics apply here, only I had way more trouble 
with her this time around.  Which angered me greatly, since I have 
more sand tanks, a better sword, more health, and everything.  The 
key problem with Kaileena is that she is the very definition of the 
word UNFAIR.  You hardly ever apply that word to games, do 
you?  Well here it is.  You can’t block her, because she can get 
under it.  If you stay away from her, she’ll teleport right behind 
you and kick you in the rear for approximately a third of your life 
bar and knock you down.  She’ll even kick you while you’re down 
and then chop Prince into bite-sized chunks, effectively taking out 
most, if not all, of the rest of his health.

After that, she can do combos that are simply cheaper and more 
powerful than yours.  They can just about take out your entire 
health bar in one go.  THEN, she negates your special time powers 
with her own sand powers – Ravages of Time simply won’t work 
on her.  She also can call her OWN Slow Time, and if she gets in a 
good hit during those 8 seconds, you die immediately, regardless 
of health.  At three-quarters, one-half, and one-quarter life, she 
summons three huge sand tornadoes that will eat about a quarter to 
half a circle of health each time one hits you.

AND, I encountered an aggravating glitch that made me die 
repeatedly.  At the Game Over screen, I hit Retry, only to be given 
Game Over again!  And again!  And again!  I found that ‘double-
clicking’ A, or at least hitting it a whole bunch instead of once, 
generally got me back to the fight, but I was angry about it, that’s 
for sure.

So what do you do?  You’ve got no walls to jump off of, no 
columns to swing around, no secondary weapons to speak of, and 
no sand lying about or regenerating.  Well, first things first.  You 
write to Ubisoft, and gently inform them that you understand that 
they were trying to appease reviewers by upping the final boss 
difficulty from Sands of Time, but you believe that they overdid it 
just a touch.

Done with that?  Good.  Now, as the angry author of this FAQ, 
disgruntled by the not only the unreasonableness of her outfit, but 
also of her tactics, I hereby authorize you to be just as cheap as 
Kaileena.  Read on.

First off, she tries to get in a cheap hit right off the bat.  Roll away.  
When she’s paused in her swinging, and you’re about a sword 
length or two away, activate Slow Time (a power she will NOT 
negate instantly) and run in swinging.  Nail her as many times as 
you can.  You can get in a four-hit combo with the Scorpion 
Sword, or she’ll block.  Make a tight roll to the right or left after 
that, and hit her again.  Use your dual wield special attacks if you 
like.  As soon as your eight seconds start to run out, though, you’d 
better backflip, because she’ll be angry once she speeds back up.  
Maintain position near the edge of the platform, and just drop over 
the side to hang.

For SOME strange reason, Kaileena will NOT attack you when 
you’re dangling over the side.  Perhaps bad memories from her 
fight with Shahdee.  Who knows.  At any rate, scoot yourself a 
healthy distance away from her and climb back up.  Chances are, 
she’ll activate her own Slow Time.  You can hit L to counter-
activate yours, but why don’t you just drop back over the side and 
wait for it to wear off?  Now, when it’s over, climb back up, 
activate YOUR Slow Time, and hit her several more times.

She should be close to three-quarters health.  If not, do it again.  If 
so, just hit her the regular way to save a sand tank – that is, run in 
swinging and hit her until she blocks (or until three hits.  Don’t go 
four, it’s too slow) and then backflip back out again.  The two will 
have a brief, confused conversation, and Kaileena will summon 
sand tornadoes, much as she summoned those crow guys in your 
last battle.  These guys just wander around the field, gunning for 
you and will take out large chunks of health that you really can’t 
afford to give away.  Run away from them, roll right or left when 
they get too close, since they are simply faster than you, but have 
less cornering ability.  It may help to run in a somewhat tight circle 
around Kaileena as a reference point.  Don’t run too close to the 
edge – when they expire, you want them on the ground, since they 
drop one sand tank apiece, and you desperately need those tanks.  
When all three tornadoes expire, Kaileena will stay up there, 
giving you ample time to collect the sands left behind and even get 
close enough to prepare an attack as soon as she comes down.

Repeat previous steps until she’s dead.  Gloat over her sandy 
corpse.  Get yourself a box of Pocky Sticks and have a party, 
you’ve just defeated the game.

Sum Up, Artwork Chests, et cetera.

If you save at the end, you’ll load up that game only to see the 
ending, it looks like.

So you’ve beaten Prince of Persia, Warrior Within.  What are you 
gonna do next?  Sleep with Kaileena, first off (or WHATEVER 
that freakiness was), followed by a not-so-auspicious return home.  
It seems to me that the Shadow Wraith survived his encounter with 
the Dahaka after all, and is now after your ass and all that you hold 
dear.  Look out for Prince of Persia 3: The Shadow Prince.

And that was totally Farah on that cross.  I am so displeased.  She 
was ten times more fun than everyone in this game combined.  All 
that grimness and desperation was in keeping with the very weird 
art director and game director’s concepts, shown in two of the last 
three video clips unlocked, dubbed in a fashion not unsimilar to 
Chairman Kaga, of Iron Chef.

As for the other unlocked things, during the course of this FAQ, I 
unlocked all but three of the artworks – three character sketches.  I 
was missing a bunch of the weapons, but I didn’t grab all the 
secondary weapons I saw.  They’re pretty hard to tell apart if you 
ask me.  I didn’t get any of the special secondary weapons – as I 
said, they were highly un-useful to me, and I generally threw them 
away by accident more often than not. 

I returned the game to my local Blockbuster, so I’m not going to 
list my e-mail address.  It’d be pretty pointless to contact me; since 
I don’t have the game anymore, I can’t go back for those last 
extras, or go in and see where you’re stuck.  It’s not that I don’t 
CARE about you and where you are, it’s just that I’m poor, and 
really can’t afford it until it comes down in price.

Happy playing!  Thanks for reading my FAQ!

---Ryokazendriel


Weapon Techs
---------------------
You can see all of these if you hit START and then combo list.  I 
don’t know why I even bother.

Single Weapon Techniques
-----------------------------
B – single slash
B+B – double slash
B+B+B – triple slash
B+B+B+B – furious slash
B (enemy on ground) – Asha’s Fury
B(hold) – charge attack (certain swords)

Y – grab
Y(hold) – grab and hold
Y+A – grab and boost
Y+B – grab and slice
Y+Y – grab and throw (cool-looking move, and you can throw 
people over the side, instantly killing them)
Y+X(repeatedly) – strangle (surprisingly useful against certain 
enemies that won’t hold still long enough for you to slice them)
Y+X(weak enemy) – kill and steal weapon (useful in melee, but 
can be slow)

A(toward enemy) – rebound off enemy (careful where you’re 
going, you could end up in a pit of spikes)
A(toward enemy)+B – aerial slash
A(toward enemy)+B+B – landing slice (the original)
A(toward enemy)+Y – aerial kick
A(toward enemy)+Y+Y – landing kick sweep (very cool, but I 
rarely got anyone with it)
A(toward enemy)+X – aerial backslash
A(toward enemy)+X+X – landing steal weapon (useful in melee, 
but can be slow)

R(hold) – block (VERY IMPORTANT!!)
R(hold)+B – counter attack (VERY USEFUL)
R(hold)+Y – counter kick
R(hold)+X – pick up weapon (while blocking)

Double Weapon Techniques
-------------------------------------
B+Y – Orontes’ Grudge (one of my most used combos)
B+Y+Y – Zaroaster’s Ire
B+B+Y – Ptolemaio’s Anger (very angry set of moves, eh?)
B+B+Y+Y – Wrath of Cyrus
B+B+Y+Y+Y – Rage of Darius
B+B+Y+Y+B – Azad’s Retaliation
B+B+Y+Y+B+B – Azad’s Furious Retaliation
B+B+B+Y – Ahriman’s Revenge
B+B+B+Y+Y – Mithra’s Vengeance

Y – Breeze of Anguish
Y+Y – Blast of Sorrow (there are very SAD moves, eh?)
Y+Y+Y – Misery Gale
Y+B – Whirlwind of Pain 
Y+B+B – Oblivion Twister (very useful in melee)
Y+B+B+B – Furious Oblivion Twister
Y+B+B+Y – Plague Tornado
Y+B+B+Y+Y – Harassing Cyclone
Y+Y+B – Storm of Remorse (depressing-sounding maneuvers, 
really)
Y+Y+B+B – Tempest of Agony
Y+Y+B+B+B – Furious Tempest of Agony
Y+Y+B+B+Y – Hurricane of Penitence (penitence?  what?)
Y+Y+B+B+Y+Y – Tormenting Typhoon
Y(toward enemy)+X – aerial weapon throw

X – throw weapon (get rid of it, also more powerful than you’d 
think, and you need a free hand for those Y techniques, above)
X – pick up weapon, when you don’t have one
X(hold) – charge weapon throw (you’ll feel a rumble)

Movement Techniques
---------------------
A – jump
A+B – jump slash
A+Y – jump kick
A(direction) – roll (backflip if straight back from enemy)
A(direction)+B – roll and pierce attack
A(lying on the ground) – escape roll
B(lying on the ground) – get up with attack
Y(lying on the ground) – black dragon (spinwheel rise)
B(toward wall) – wall-jump attack (extremely, extremely useful)
Y(toward wall) – wall-jump kick
B(run up wall) – Angel Drop
B(run up wall)+B – Angel Drop Finish (very smooth-looking 
moves)
Y(run up wall) – bladewhirl attack  (very cool, and definitely 
violates some law of physics)
B(toward column) – Column Shredder (fun and adult 
entertainment, all rolled into one)
Y(toward column) – Column Spinkick (very much like a butterfly 
jump)

L(hold) – Recall (rewind)
L(tap) – Eye of the Storm (slow time)
R(hold)+L(hold) – Breath / Wind / Cyclone of Fate (ground attack, 
1/2/3 sand slots)
R(hold)+L(tap) – Ravages of Time (insta-kill, 2 sand slots)




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