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    ----------------------------------Ryokazendriel----------------------------

    Table of Contents: (cntrl-f the title to find section)

    Intro, and Somewhat Important NoteGameplay OverviewStoryline Overview

    Walkthrough--- Welcome Party (The Boat)

    --- [Important Fighting Tips (Some Basics)]--- [Shahdee Battle Tips]

    --- The Isle of Time (The Beach)--- Chasing Down Shahdee (The Girl in Black)

    --- Side-Note on upgrades--- [Beating Up Shahdee Strategies]

    --- Getting to the Hourglass Room (A Lap Around the Fortress)--- Side-Note on upgrades--- The First Dahaka Chase

    --- Maze of Foliage (The Water Tower)--- Health Upgrade 1--- Water Tower Part II Back to the Present--- The Second Dahaka Chase--- Water Tower Part III Back to the Past--- Health Upgrade 2

    --- Clockwork Hero (The Mechanical Tower)--- [Basic Iron Golem Tactics]--- [Beast Strategy]--- Mechanical Tower Part II The Present-Day Clocktower--- The Third Dahaka Chase--- Mechanical Tower Part III Once More, the Past--- Health Upgrade 3

    --- [The Second Iron Golem]--- (Here We Go Again) Return to the Hourglass Room

    --- [Some Empress Strategy]--- WTF?!?! (The Long Way Home)

    --- The Tomb and the Dahaka--- Another Special Secondary Weapon

    --- The Prison and the Prince--- The Scorpion Sword, the Dahaka, and the Past--- [Zombie Bandits] and [Huge Iron Golem Tactics]--- Health Upgrade 4--- [Cat-Girl (BDSM chicks) Strategy (from boards)]

    --- The Library, v2.0

    --- Health Upgrade 5--- Back in the Mechanical Tower--- All the Upgrades I Missed Before

    --- Health Upgrade 6--- The Red Sword--- Health Upgrade 7--- Another Lap Around the Fortress--- Health Upgrade 8--- Health Upgrade 9

    --- Finally, the Throne Room--- The Choice of No Return (The Two Endings)

    --- Getting the Mask (The Face of Time)--- The Sand Wraith (A Second Chance)

    --- Second Chance, Part I Present--- Second Chance, Part II Past--- [Gigantic Griffin Strategy]

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    --- Not Again! (Path of the Sand Wraith)--- Go to Present, Do Not Pass Go--- Before-Past Past (and Other Deja-Vu)--- The Cliffs of Fate (They Should Call Them That)--- The Lava Room (Mirrored Fates)--- Back to the Library, Before You Went There the First Time--- The Nth Dahaka Chase

    --- The Cavern of Mists--- More Past-Past: Back in the Mechanical Tower Again

    --- Time Knots (Back in the Central Hall)--- Ending One, The Final Battle (With the Water Sword)--- Ending Two, The Final Battle (Without the Water Sword)

    --- Sum Up, Artwork Chests, Et Cetera--- Single Weapon Techniques--- Double Weapon Techniques--- Movement Techniques

    Intro

    There were no walkthroughs for this game yet, and I saw a bunchof stuck people, and I sympathize greatly with them, since I madeabout two laps around the fortress once, looking for where I wasgoing. This walkthrough was not made for profit, please donttake it and repost it elsewhere without my permission.

    This walkthrough is pretty preliminary just to get you throughthe game. Ill try and tell you where to swing/walk/jump in step-by-step fashion and how I defeated tricky folk like Shahdee inhuge battles. I put in all the secrets I stumbled across, but Imwriting it as Im playing the game the first time, so its about asclear and straightforward as I can make it. You can e-mail me withmore secrets, hidden chests, and power upgrades, but I may ignore

    you. Again, the primary purpose I have here is to help those whojust dont know where theyre going.

    Somewhat Important Note: Ive been reviewing what I havewritten here, and apparently Im dyslexic, and have occasionallyconfused left with right. If I said left somewhere, and you dontsee it, just try right. I mean, how hard is that, anyway?

    Gameplay Overview

    The symbol in the upper left corner is your fantastic health bar,once a long blue bar, now a circular blue bar. Dont let that dropto nothing. There are also six sand wells that show how much sandyou have available to you. The enemies that leave sand behind areautomatically sucked up by Prince when hes close, so no moreneed for dagger-finishing moves. The crescent moon thing is youreight-second timer for things like Rewind and Slow Time. If thatsat zero, theres really no point in activating your powers. Theweapon frame is just to the right of the life circle. It will show youwhat secondary weapon youre wielding and how much durabilityits got left, if youre even holding one. Sword maneuvers arelisted at the bottom of the FAQ.

    Im playing on normal, on the GC version. I dont know if thingsare different for you on hard, and some features may change with

    each play-through (sand in bottles, sequence of buttons to activateportals, etc.) I thought a cool feature was the fast-forwardthrough scenes by clicking A; its more interesting that the usual

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    skip feature, just thought Id mention that.

    The GC has its share of glitches, the ones I encountered arementioned during the walkthrough. Ive heard some talk that theGC is slightly better than the other consoles in terms of numberand variety of glitches, but I dont know firsthand. The graphicsare quite good on my Cube, and I didnt find too much in that area

    to complain about. The sound will occasionally fizzle the voicesare not there, or out of synch with the action. Thats probably themost common problem youll see in the GC version. The voiceacting is painful, anyway, so maybe not hearing it is good.

    I hope you played Sands of Time, because most of the moves youlearned during that game are used within the first fifteen minuteshere, and the story stems directly from the last one anyway. And,hey, if you didnt play the first one, where were you, anyway?

    Storyline Overview

    At any rate, the story is as it says in the manual: our Prince, havingunleashed the Sands of Time in the previous game, and thusmangling the timeline, is now pursued by an invincible, and veryirritable, monster called a Dahaka, bent on his destruction. In adesperate move, the Prince consults some standard WOM (WiseOld Man) and learns of the Isle of Time, where he intends to travelback in time and prevent the Sands from being created by themysterious Empress of Time.

    Also, as the manual states, the Prince is much different in thisgame because hes been unable to eat or sleep due to the beastchasing him night and day for the past however long. That doeskind of make you grim and unfriendly, but our Prince now looks

    like hes been dipping into the crack. Thats just personal opinion.

    Walkthrough------------------

    Welcome Party (The Boat)

    After that interesting intro movie, youll find yourself captain of abeleaguered vessel, and see the infamous M-rated scene whichintroduces you to your scantily-clad friend (and her ass),affectionately referred to as Time Bitch. No really, her name isShahdee.

    Important Fighting Tips (some basics): The tutorial section willprobably help you out here more than I can, just remember thatyou want to pick up weapons you see on the ground by hitting X.See the references below for fuller info on the possible combos.Remember, block with R. R is your friend. It will save you fromabout anything they can dish out, even many back attacks.Another good one from Sands of Time is A(toward enemy)+B+B,which will enable you to jump over one monster and slice him inthe back, allowing you to escape from the midst of a dangerousfray and take them on one at a time. The tutorial will alsointroduce you (hopefully) to the A+X+X method of hitting people

    and stealing their weapons at the same time. Its very cool, but itcan be very slow, so look out for other approaching enemies. Mypersonal favorite is from Sands of Time also the ever-useful

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    wall-jump attack. Move toward a wall, with B (you could use Yalso in this game) and jump back out with B for a fast, hard strikeat whatever stands in your way. It will get you out of a fray, knockdown one or more enemies, and does plenty of damage. The othervarieties of wall-jump, listed below, are also good, and are verycool-looking. Learn t hem, because Ill forever be telling you touse them.

    Kill everything in sight and keep moving to your left across thedeck. Eventually you will fall through to the lower levels. Makeyour way forward and dispatch enemies however you see fit.Experiment with the pole-swinging kill, which looks very cool,although it may be a move the Prince learned from the strip jointshe frequents. Just hit B or Y while heading toward a column.

    Make a 180 out of the room with a pole in it, through the water-filled corridor. Dont forget to drink here if necessary. No logsare beams will hit you, dont worry.

    After an impressive display of acrobatics, Prince is now onShahdees boat. Kill everything in sight again (you need thepractice) but dont take too much damage. Keep making your wayto the left, to challenge Shahdee to battle.

    Shahdee Battle Tips: So this battle was tough, seeing as you donthave sand yet. Dont worry, youre not alone. Shahdee is a HUGEstep up from those fools youve been fighting so far. Shahdeemakes some huge combos, so youd better get used to blocking.Prince has better reach and better acrobatics, though, so use that toyour advantage by coming in swinging from a distance. As soonas she blocks any of your hits, youd better start blocking, becauseshes about to counter. Also, you sometimes get your hilts crossed

    hit B repeatedly to shove her off and then follow up with morehits.

    Once you get her down to three-quarters health, she slices you agood one. You only need to get her to about one-quarter healthbefore she knocks you out. After that, you finally get to see whatsgoing on and why. Or at least you get an idea. The cinematics aregood, though. They will all be saved to your Extra Features, also,so you can rewatch it any time.

    The Isle of Time (The Beach)

    You wake up on the beach, and grab a stick in place of your sword.Still makes a steely hiss when you draw it though. Oh well. Slapsome crows around if you want, but they dont do you any realharm, and make your way up the beach. Theres water on yourright if you need it. Head towards the stairway entrance at the endof the beach on your right, behind it theres an artwork chest.Climb up the stairs by just moving Prince toward the ledge heclimbs automatically. Now, as the tutorial suggests, jump acrossthe next few chasms with A and drink/save if you want at thefountain. Jump up onto the ledge and edge around to your right.Hit X to hang and scoot under the big rock. Jump across and grabhold of the handholds there to edge around to your left (its thatgreen mossy line in the rock behind you). Whip out your stick and

    bash those crows if they give you any crap. Climb up onto theledge when you can, and jump back (hit A and push the stick awayfrom the wall). Move over and haul yourself up onto the next

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    platform. Im going to generally assume you can do this kind ofsimple stuff from now on, as its pretty self-explanatory in mostcases.

    Run up the next wall, as instructed by the tutorial. If you findyourself running sideways along the wall instead, try moving thecamera so its right behind Prince so you are moving in the right

    direction as you run. Go up the stairs and let yourself down overthe side to the grassy platform. Run along the wall to the oppositeside. Practice a few times if you need to. Youd better be good atthis running along walls business before long. Trust me.

    Jump onto the low column you see there and climb up. Aimyourself properly (back toward) the next column and hit A to jump.Jump to the next column and then only the platform. On the rightedge theres another artwork chest get it. Roll underneath thehole in the door up ahead to fight two more ghouls.

    Run across the wall over the next chasm, but not along the wall

    with a big hole in it, duh. At the next chasm, youll have to learnthe skill of running along walls then jumping back. Its not too

    complex. Just hit A before Prince falls to his doom.

    Climb up the large stairs until you reach a big iron gate. At its leftis a stone block, get on top of that and run up the wall. Climb overand hop down into the courtyard. Welcome to the FortressEntrance.

    You also gain the Spider Sword, but you dont have to fightShahdee again yet. The door back in the courtyard opens, afteryou dispatch of the four ghouls, go after her. Theres a fountain onyour left after you enter, youll probably want some of that. Jump

    across the chasms to arrive at the next courtyard. There are bottleswith sand in them in the hall, but I dont see why, since you haveno sand powers to speak of. Perhaps we will be back later.

    The crows here have coalesced to take their vengeance on you.This guy flies, and he blocks well, so your best bet is to jump overhim or counter his attacks. Wall-jump him if you like. You mayas well get in the practice, because Ill probably suggest you wall-jump everyone during the course of this FAQ.

    Remember this room, or at least be able to recognize it. Well beback later much later. Ill probably call it the room where youmet your first crow guy for your reference.

    Once he flies off, head to the ledge to the left of where you camein. Run up the wall to grab it, then run up the wall and jump backto get to the next one. Run along the wall to the mossy area;quickly jump back for the column. Jump for the next column, andfrom there, to the platform where the crow guy awaits. Beat him asecond time, then run across to the platform underneath him.Dont go back for water I did that, and he just showed back up atthe ground floor. The enemies regenerate in this game.

    Run back the way you came to catch hold of a ledge that you canbarely see. Climb up the ledges and jump back for a hanging

    column, then to the platform where youll finally kill that crowguy. If youre in trouble, health-wise, keep blocking and wall-jump when you get the chance. Hell turn a smoky yellow and

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    finally kick the bucket, leaving behind a sword for you to grab.From now on, Im generally going to ignore the weapons racks andother weapon issues if you want one, you know where to findthem, and you dont always need one, anyway.

    Once hes dead and gone, run up the wall to hit the button andhead for the door. Run along the wall to the curtain and slide

    down to take out some random ghoulies. Head for the column inthe middle of the room if youre into that sort of thing. Aftertheyve been dealt with, climb up the pillar across from the poleand run up its face to grab hold of a hand hold at the top. Scootaround to your left and climb up to kill another guy. Run acrossthe wall on the other side of the platform to grab a ledge and scootto your left all the way until you can drop down to the ground.Run along the wall across the next chasm I think theres a wallblade down there, but it seems to be stuck. The next traps, too, area little too slow to get you. Run through the curtain of water toyour first portal room. Grab a drink and a save before you moveforward.

    Youll see Shahdee activating the portal, and youll follow her tothe Past. Your mission will now be to catch Shahdee, and youllgain the all-important Recall skill, which I call Rewind. If youdidnt play Sands of Time, this little trick will allow you to go backin time up to 8 seconds (when the crescent at the top is full) andundo any fatal mistakes, damage, etc, that may have occurred inthose 8 seconds. This can be anything from you falling into abottomless pit, or just falling off a beam at the wrong time and youdont want to start the whole room over. Rewind heavy damage aswell, since water starts to become scarce after a while. Ill leaveall that up to you, use these powers for the good of mankind, yaddayadda yadda.

    Chasing Down Shahdee (The Girl in Black)

    She kicked you in the face! Lets get her! Unfortunately, the firstthing you should note as you exit the portal room is that the trapsthat were too slow for you in the Present are functioning perfectlyhere in the Past. Edge carefully around these vertical rollingspiked logs, they have more range than you might think. Time therun properly to avoid the wall blades, and enter the next room justfilled with friendly faces. Hey, look! Another pole! Anyhow, getrid of these guys theres a weapons rack on the side if you needit, and barrels and boxes around with lots of sand available ifyouve used up some Rewinds.

    Grab the column to the left of where you came in and climb up.Jump back for some ledges, and haul yourself up to the nextplatform where theres an artwork chest. Circle around and jumpfor the next ledges. Hang down and scoot around to the right side.Pull yourself up and jump back to the platform. Run across theplatform, then along the wall to push the button and catch thecurtain. Slide down and move immediately to the left to getthrough the door, because if it closes, youll be sorry and youllhave to do this whole paragraph again.

    There doesnt seem to be anything of interest in the next courtyard,

    so move on into the hallway in front of you. Dodge the twovertical rollers, then roll under the horizontal roller. Edge by somemore vertical guys (I went past the left one, do what you want to

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    do) and head into the next room for a battle.

    These guys I think Ill call ghosts. They zip around the room andthrow things at you, which hurt a lot. Try blocking as youapproach. Once you do catch them, its only a matter of a handfulof blows before theyre toast. They only drop knives, though, soyou might want to smash the weapons rack for a sword.

    Up the long staircase, theres about five guys and one ghostwaiting for you. You should be quite competent by now, so get ridof them, and dont fall off the side while youre at it. In the nextroom you meet up with your friend, the rotating blade. You didntthink youd get away without seeing these guys, did you? Theyreactually not that dangerous, however, just walk or roll past them,keeping out of harms way. Its quite likely, that if you just keephitting A repeatedly, you wont get hit at all no matter what, butthats not a money-back guarantee. Jump across for the ledges,and pull yourself up. Scoot right and let yourself back down on theother side. Jump back and kill the unsuspecting fool that has his

    back turned to you, Splinter Cell style. Only instead of grabbinghim, why dont you just hack him to pieces? Or you could grabhim. Do what you want to do

    Roll under two more rotating blades, and get to our favorite room.Watch carefully, as the game will show you around. This is animportant room to the remainder of the game, and its called theCentral Hall, so remember it. Ill also refer to north as thedirection you are heading when you first get into the room (towardthe Hourglass Room) and south as the direction you came from(toward the Fortress Entrance). Kill the guys in here, and climb upthe rocky platforms on your left (west side) until youre highenough to jump for the columns. Jump around the columns to get

    to the rocky platforms on the east side. Climb up until you can seethe balcony above the south entrance. Run along the east wall andjump back so you land on that balcony. Theres one guy behindthe red curtain, unfortunately for him.

    Now for some more complex traps. You have to jump for the farside of the chasm, while avoiding the vertical rolling log. No meanfeat, but if you mess up, theres always the Rewind function. Afterthe second iteration of this, climb down the ladder you see there (Xto release) and kill the ghoul at the bottom who is not payingattention. Run across the wall over the rolling logs and downanother ladder, through the rolling logs (just time that carefully),and jump back for the ledge. Scoot around the ledge to your rightand jump back for the ladder. Dont miss. Slide down and takeout the two guys wandering around at the bottom.

    In the next hall, youll see floor spikes. Now, in all Prince ofPersias previously, you walk slowly across spikes. Not this time!Speed your way across the floor the spikes will jut up too late tohit you. Grab some water and a save at the end of the hall.

    Now the trick is to run underneath the rolling log. Best to startrunning just as it comes down, and roll under it to be safe. Dodgethe vertical rolling logs and go through to the next room. None ofthe pots in this hall had sand, or maybe it was just my bad luck.

    Shahdee escapes the next room and leaves you to deal with anassortment of fiends. The ghouls you can take out easily, but the

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    ghost and the harlequin girl will only give you problems. Mysuggestion is to take out the ghouls as fast as you can, movingaround liberally so the harlequin and the ghost cant do you toomuch damage, then go for the ghost, ignoring the harlequin. Whenits just her, just keep swinging at her until she dies only one ofthem cant really get a good hit in on you. Dont try and jump overher, shell knock you down, since shes a better acrobat. Just keep

    swinging in her direction, and youll get in enough hits eventuallyto take her down. Also, you can pick up weapons and throw themat her with X. Thats pretty effective. You can jump to the sidesof the room, where theres at least one weapon rack lurkingaround. Theres also an artwork chest on the left side of the room.Its a long jump though.

    When youre good and ready, climb up onto the step on the rightside near the columns and jump up to grab a bar. Swing up to thenext one, scoot around until you can swing for the platform, wheretheres a ghoul wandering about. Liquefy him, then walk out onthe balance beam to the other platform, where there are TWO

    ghouls waiting for you. Get rid of them, and smash the bottles inthe corner for some sand.

    Jump up onto the bar near the edge, and swing out to the next one.Swing from the bar, to the wall, quickly hit A to jump back fromthe wall, and climb up on the beam. Jump to the next platform,where youll be ambushed by a harlequin. Man, are those chicksannoying! They spout the worst dialogue I think Ive ever heard.Kill her! Quick! Jump off the walls to speed her to her death.

    Now climb over the side wall and jump back for the structure inthe middle of the room. Get up and walk along it until you canjump to another platform on the far side, where there will be a

    ghoul and a ghost. You should be able to handle these guys, buttheres some sand in the bottles there if you need the extra rewind.Hop over the side again and jump back for the bright red curtainand slide down, but dont get complacent! You have to jump offthe curtain before you fall.

    Now, youll see a harlequin, ready for action on the beams. Getout there before she starts talking and makes Prince vomit. As shemoves toward you, you need to jump over her attack with A andsmack her in the side with B quickly. That ought to take care ofher. At the next platform, her friend will jump you, so calmlyexplain that you dont go for the undead, then slice her in halfbefore she can get a word in.

    Jump up for the beam near the edge, then jump out for the nextbeam. From there, jump for the wall and quickly jump back tocatch yet another beam. That will take you to yet another platform,where they up the ante by facing you with a ghost AND aharlequin. Dispatch the ghost first, since he does more damageand goes down faster. The harlequin may get in a couple of bloodsucks, but they do surprisingly little damage theyre just terriblyannoying and slow.

    Take note of the grate around here that looks slightly broken, andhas a crate on the other side. In the last game, we could bust open

    things like this with our sword, but not now. Our sword must betoo wimpy at the moment, but well be back. Climb over the sidewall and jump back again for the structure in the middle. You

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    have to face one more harlequin on the beams, but you know howto handle her. Step out onto the little section of beam and jumpstraight up to grab the hanging lever.

    Congratulations!!! The door is open! Finally! Now drop backonto the beam, and walk across to the next platform, ignoring thehandy curtain for now. At the next platform, theres an artwork

    chest, but youll have to fight two harlequins at once to get it.With the wall jump, though, you should be able to take care ofthem with little problem. From here, you can run along the wall tothe curtain and slide down to go straight into the door. Whew!

    At the abrupt end of the staircase in the next hall, you can releasethe edge and slide down the curtain, just make sure to jump backbefore you fall into the pit of spikes! Jump to the next beam, thenacross the hall, then to the next beam. When you finally get to thenext hall, run! You reach some water and some bottles thatcontain sand. Drink up, because this next battle will rock you.

    You find your pal Shahdee with a new playmate, a woman whoseems to own more fabric, but just as little of it is covering thoseall-important NC-17 bits. Most of it trails on the floor behind her,obviously making it difficult to fight, yes? At least shes hot.Anyhow, after some truly awful voice acting, Shahdee knocks heroff the edge, and Prince rushes into the rescue.

    Youd better hurry up and attack Shahdee, because if Kaileenaafalls, its Game Over for you. Theres more sand in the bottles onyour way to the platform, so get those if you dont have threewells. Theres also a weapon rack on the far wall on the other sideof Shahdee, but you may not have opportunity to get to it.

    Beating Up Shahdee Strategies: Try following my instructionscarefully if youre having problems with this battle. Hit B whenyoure hardly even close to Shahdee. Prince will rush in with hissword swinging and its quite likely hell get in a good hit. Followup with some more B, you dont even have to bother with thefancier stuff. Eventually shell block one of your hits thatsyoure cue to start blocking, or else shell hit you with some hugecombo. As soon as theres a break in her gigantic combo,especially if both her swords are in the air, flip backwards or rightor left with A, or just counterattack her with B. Do it quick,because shell start another combo if you dont, and youre in closewith her. Watch out for that kick, because shell go back tostomping on Kaileena, who has NOT gotten up yet. Also, if youtake some damage, its likely to be serious, and you shouldconsider rewinding it.

    Getting to the Hourglass Room (A Lap Around the Fortress)

    Eventually, you take down the steel-thong-wearing woman whosbeen harassing you the whole game so far. Give yourself a pat onthe back and go save Kaileena, who is less than grateful. Aftershes gone and the areas been remodeled, go to the dais areawhere theres an artwork chest.

    Side-note again: Once again Ill mention that I appear to have

    missed a health upgrade here. You supposedly pull out the altar toreveal a hidden door. Ill be back for it later, if I can, and I willdescribe it better then.

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    After that, climb the rubble that fell on Shahdee and jump across toa ledge. From there, jump to a bar, then to another ledge aboveyou. Youll want to be on the left-side ledge, then scoot around toyour left to grab another bar. Jump off the wall to the next bar,then flip around the swing to the platform where your first ropeawaits you.

    Run up to the rope, then hold R to run back and forth with it.When youre running at the beam over on your right, hit A to letgo of the rope, but dont let go of R, so you keep running along thewall. Grab the beam, then jump over to the platform. Believe it ornot, the Prince can make that jump without any problems. Drinkfrom the fountain and save. The pots here have sand in them, sofill up if you need to.

    At the abrupt end of the walkway, you can drop down to the beam,just dont miss. Jump across to the beam on the other side, thenscoot around the pillar to the right. Walk out along the beam, and

    jump to your left. Scoot around to the left, jump back for a bar,flip to another beam. Jump up to the ledge, jump up to thehandhold, scoot around to your right. Climb up on the rubble andrun up for the rope. Climb up the rope, dont run with it, and jumpback for the hanging lever. This will close those doors. Jumpback for the rope, slide down and release with X. Go to the edgeand run along the wall to the other side. Run up the wall for therope, run with it to propel you to the other side.

    Here, you see an interesting, if useless contraption and a door toyour right. Go into that door to get jumped by a veritable ARMYof harlequins. These girls are simply too damned annoying to takeon. Go back out to previously mentioned contraption and run up

    the wall to push the button. This will activate floor spikes that willinstantly kill the whole lot of them, but will retract before youreach the floor. Keep hitting that button until theyre all dead.Laugh maniacally as needed.

    Now go back into the octagonal room where you got jumped.Theres a weapons rack on one side, and you can run up the wallon the other to grab a ledge. Climb to the top and jump back tocatch a bar. Swing your way to the top and smash those pots forsome sand. Run across the spikes and up the far wall before youget kabobed. Climb up and jump back once again to catch a bar.Jump off the wall to move up and catch a ledge on the far wallunder the rolling log. Scoot along the ledge to your left, and whenyou reach the end, wait until the log rolls by to haul yourself up,jump back across, then drop down again for safety. Scoot yourway to the platform. At the next wall, you need to run by a wallblade, and catch a rope. Jump backwards from the rope to grabhold of another one. Run with this one and time it carefully so youbypass the wall blade. Actually, you CAN get hit by the wallblade and flop over into safety it doesnt cost as much health as ithas in previous games. The hard-core gamer of antiquity in meurges me to tell you that in the originals, it was instant death forjust about ANY trap or fall. Anyhow, next, you have to dodgethrough more vertical rolling logs. Walk along with them, butkeep a healthy distance, they have long range.

    Head through the curtain of water into another portal room. Youllhave to head to the Present, and haul yourself all the way around in

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    a huge circuit to make it back to the Central Hall. The buttons onthe pillars have to be pushed in a certain order to activate theportal. If you mess up, you have to start over, but theres only fourbuttons, so it wont take you long. The code to mine was back-left,back-right, forward-left, forward-right, but it may change, Im notcertain.

    Jump into the activated Sands to gain Slow Time (Eye of theStorm). Make your way through the next hall, over the spikes andthrough the vertical rollers. Edge out along the ledge and dropdown. Walk around to the other corner and drop down again.Drop down once more, then run across to the next platform. Dropdown from here to enter a run-down corridor area. The pots in thecorner have sand, youll probably want those, since now is a goodtime to try out that Slow Time business. As soon as you hit thebutton, tap L to activate it. Tap! Just tap and release. Run towardthe door and roll under it with A if necessary. In the next hall,youll find two more guys who continue the tradition of turningtheir backs on you until you destroy them. The button there only

    opens the door you just came through.

    Drop down through the hole and you get your first glimpse of theDahaka, the friendly beast whos trying to KILL your ass. Afterhes gone, run along the wall all the way to a far beam. You canhardly see it, but you can make it youre the Prince! Jump to thenext beam and walk out to the edge, where you can jump for therope. Run with the rope to a couple of bars that will take you toanother platform. Walk out onto that small jutting beam and thenjump straight out. You catch the branch of that tree there, believeit or not. Pull yourself up and walk along to the edge, where youjump straight out to catch a handhold in a pillar. Scoot around toyour right and jump back to catch the curtain. Make sure you jump

    off in time to land on another beam. Walk along the beam to theedge and jump for a far bar. Scoot along the bar to the end andswing for the wide platform below you. From here, just jumpacross to where your playmates are waiting for you.

    It may seem like just a bunch of ghouls at first, but eventually anumber of harlequin join the fray and make your life miserablewith their incessant M-rated dialogue (Hit me! Harder!) Makeuse of that broad column base to your right and wall-jump themliberally. Also, the ghouls leave behind a number of weapons andthere are quite a few techniques I find handy when I want to hiteveryone around Prince (see Weapon Techniques, at the bottom).If all else fails, just pick up weapons while the harlequins are faraway, and keep chucking them at the annoying girls.

    When all thats been taken care of, run to the end of the platformand climb up, where the game shows you that you want to gostraight up. This was our favorite part of Sands of Time, right?Run up the wall, jump back to the column, immediately jump backto the wall, and so on and so forth. Youll get periodic breaks, so itwont be too hard. When you finally get to be even with the beamout there, scoot around the pillar until your back is facing it andjump for it. Next, jump for that hole in the wall and pull yourselfup to have a drink and a save.

    The First Dahaka Chase: Once you jump across the next chasm,the Dahaka finds you. Crap. The colors go 50s, and time becomeswonky. Start running. Take a left and run along the wall. Run to

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    the end, go right, and jump/run along the wall for the bar. Swingand jump immediately for the next three bars if youre not goodat this, you may have to use up your sand, because if you mess up,hell tentacalize you, and it wont be pretty. Youll automaticallyroll through an opening to avoid the Dahaka. Run forward andsmash those barrels out of your way (B). Go up the stairs and killthe fool at the top. Drop down, run along the wall and jump back

    for the column. Climb up it and jump back for the balcony, andyou should find yourself in a very familiar room.

    Catch hold of a curtain and let yourself down to the bottom, thenclimb back up as before run up the pillar, scoot around, runacross the wall, scoot around another pillar and drop down. TheDahaka then shows up once more, so book it down the hall and runalong the wall over the chasm. Prince will take a flying leapthrough the curtain of water into the portal room, and the Dahakacant follow. Whew!

    The portals actually already active, so go on through. Now, you

    have to get back to the Central Hall again, via the same route youtook before. You can handle that right? Some of the ghoulies areback, but Im sure theyll pose you no problem.

    When you get to the Central Hall this time, they show you that thepath to the Hourglass Room is straight through to the other side.Dispatch of the fiends wandering around in here and head overthere (north).

    There is a chest that you can get while youre over here, its in theroom where you beat Shahdee but you couldnt reach it after youbeat her I think. Anyhow you can actually make it there and thenright back again to the Central Hall, or you could even make the

    entire circuit again, but you probably dont want to. But well beback, inevitably, so fear not.

    To get to the Hourglass Room, you simply jump the yawningchasm to the north side of the room. I didnt think I could make it,and make two laps around the place before I tried. Prince canmake that jump, amazingly enough. Curses! What follows is along series of traps in hallways that you have to navigate. Firstthere are rolling logs over stairs, which makes them tricky tojudge. Then theres a rotating blade, followed by rolling logs overa chasm. Remember to run on the side without the sand runningdown it. Then another rotating blade, and then youre faced with ahuge chasm. Run along the left side wall and jump back at theend, making sure to avoid the rolling log. Youll catch a ledge drop down for safety. Edge along to the left-most part, then, whenthe log is gone, haul yourself up to safety on the next ledge. Dropdown when the coast is clear, and scoot to your left to reach theplatform. There are two rotating blades here, roll past them andhead up the stairs. Roll past a final rotating blade at the top and geton the ladder you see there. Head to the top and jump back to landon a weight platform, which will open the door. Hang down andrelease and head for the door. You can make it without slowingtime if you roll under.

    Finally, youve made it to the Hourglass Room. Kaileena is inside,

    and shell inform you of the HUGELY elaborate system thefortress has to open the single door standing behind her. What apain! At least she gives you the Serpent Sword and some vague

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    instructions on how to work the towers. What happened to Farah?You cant slice Kaileena! I miss Farah. At least I could smack heraround some when I got tired of living, and shed get mad at meand shoot me in the head.

    Well, back out to the Central Hall for Prince. Run up to the weightplatform to open the door back up. After rolling your way past

    those three rotation blades, get back on the ledge and edge aroundthe rolling spiked logs. Round the corner to the right and jumpback to land on another ledge. Climb to the top and scoot aroundto your right to get back to the hallway. Make your way pastanother rotating blade, back across the chasm with the two rollinglogs, and past the rotating blade and more rolling logs. Were backto the Central Hall. Run up to the curious contraption and Princewill stick the sword in to raise a rotating lever and release a fewghoulies. Practice your new sword maneuvers on these guys, thenrun over to the rotating lever. Grab with R and push itcounterclockwise, so the lever faces East. Thats the way to theWater Tower.

    Maze of Foliage (The Water Tower)

    Hop up on the nearest rock promontory and go around to the backof that pillar. Run along the back of the pillar and jump backwardsto catch a ledge. Edge around the ledge to your right, jump up,jump back, jump up, slide left, jump back, jump up. Im sureyoure an expert by now, you hardly need my guidance.

    Before you go get those ghouls lurking behind the door, get theartwork chest to the left of the door. Go on through the door.Behind the curtain theres two rotating blades, but be warned, thesecond one has TWO blades on it.

    At the next hall, the first thing you want to do is jump down.Ignore the pressure plate for a moment, theres an artwork chestdown there as well as two valuable bottles with sand. If you havefull sand, though, you can get this chest on your way back. Nowclimb back up to the platform with the pressure plate, and activateSlow Time while hitting it. Im pretty sure you need it, and eventhen, youll have to be pretty fast. Now youll see some barsabove your head run up the wall and jump back to catch a hold ofit. Scoot around and swing to the next bar on your way to thatpressure plate. It might not be a bad idea to activate Slow Timeagain to make sure you make the next run, but no harm if youdont, you just have to do it again. Drink and save in the nextroom. Welcome to the Garden Entrance Hall.

    Kill these bandit fools. Use the walls and the jump-over techniqueif necessary. What works best is to hit them until they block, thenroll to the right or left and hit them in the back some more. Theyblock more than the regular guys, so keep at it. They didnt seemlike much trouble for me. Watch out for their running attack, itspretty fast.

    In the corner theres another artwork chest, get that and kill thosecrows. Theres also some more bottles with sand lurking around.Dont forget to get a drink. Now, theres a somewhat hidden

    ladder just to the left of where you came in. You have to jump forit. Theres a crow guy waiting for you at the top, be careful. Youdont actually have to kill some of the enemies, you know, but its

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    good practice, so give it a whirl. He knocked me off the ledges afew times, and he blocks a whole bunch. Try dodging around himsome. Once youve beaten him on both ledges before going for therope, jump across to the platform on the left side of the entrance,from there, run along the wall to the rope, with the rope in hand,keep running and then release it, then jump back to anotherplatform and youll find a chest. Get back down via the curtain.

    Get back to the ladder and then to the rope on the right you ignoredthe first time. Run across to the rope, then release, keep running,and jump back onto the ledge to fight him for the final time. Nowwhere are we going? You may not be able to see it, but theres apole jutting out over to the right side. Run along the wall and jumpback for it. Now go inside the door (ignore the curtain, that justgoes back down to the courtyard) and make your way down thoseledges. Theres a bandit at the bottom, dispatch with him. Runalong to the opposite wall and run up to grab the ledge. Make yourway to the top and take a drink, youve earned it.

    Remember this next room, because well be back. Turn therotating lever to open the far door. In the next room there are

    about 5 bandits and two ghosts. Take care of these guys and usethe wall jump technique if you have to. There are a few bottles inthe right hand corner as you come in that have sand in them. Thereis also an artwork chest behind the pillar.

    HEALTH UPGRADE 1: In the last game, you found magiccorridors with happy music that led you to enemy-free areas whereyou drank awesome water that gave you more life. In this game, inkeeping with the added grimness, you have to fight your waythrough some truly gruesome traps to get the health bonus. Ohwell you had to do that in the original Prince of Persias. You

    want the health bonus? I thought you did. Read on. In the farcorner away from the chest is a small hole in the low wall, dropdown to the ledge, drop again and scoot around to your right, dropagain to the platform below and run across to the other side. Enterthe doorway, walk to the edge and scoot out along the ledge, dropdown to the next ledge and jump across to the far side. Drop downagain, scoot back in, drop down, drop down again onto a platform(there should be sand bottles around there somewhere, youll needthem). Run out along the platform and jump onto the beam, swingto the next platform get to the edge, drop down jump across, dropdown a few more times to a final platform. Now for the hard part.In the first hallway there are spikes on the floor and knives in thewall. The knives move toward you at periodic intervals. Run acrossthe spikes and roll under the slicer. In the second hallway, there aremore spikes on the floor a rolling spiked log and a rotating blade.The trick here is to time it so that you roll under the rotating bladeand the spiked log at the same time to get ahead of the spikes. Inthe third hallway, there are 4 spikes and wall slicers. Good luckwith all that and dodge the rotating blade at the end of the hall. Inthe last hallway, begin by rolling under the rotating blade, cross thefloor spikes and roll under the rolling log to get to your hardearned health up. The traps are now disabled, so itll be easy tomake your way back.

    On the front of that pillar by the artwork chest you pillaged a while

    ago, there is a weight platform. Run up the pillar to pull the weightplatform, as you pull it down youll see off to you left that anothercolumn starts to rise. In order to reach that column, I had to use

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    Slow Time, run up the column, the up the wall to the higher ledge.Once youre on the ledge jump backwards to get onto the tree.Then, balance your way across the tree and jump towards thebalance beam on the far-side, across the rivulets of water. Afterthat, make your way to the column and move around it towardsyour right. Jump backwards for the pole. After another beam and apoll, and a bit more tree-walking you should find yourself on a

    rope. With the rope in hand, run along the wall to your right,release the rope and keep running to reach a pole. From there,jump over to a hand hold and edge around to the right until you seea beam, jump back for it.

    Once you get onto the platform youll have to fight another crowguy. After you drive him away, climb onto the column to your left.Make your way up to the platform; youll see a pressure platformthere that opens the door. You will have to jump to the platform toyour left and face the crow guy again. After you beat him a secondtime, jump to pull the hanging lever that will trigger thedrawbridge. Cross the drawbridge and pull the box over onto the

    pressure plate. Take a second to admire the view and appreciatehow crazy a guy like the Prince has got to be for doing those crazyacrobatics over a 1000+ foot drop. Done? Okay. Climb backdown, fight the crow guy again (or not) and head to the now opendoor and turn the rotating lever inside to activate the water flow.Wahoo!

    Zoom out and admire the artwork, then jump into the water flowand grab onto the hand holds along the wall and edge around it.You will get to a platform and a balance beam and can jump onto arope on the far wall. That wall on the other side looks breakable,but not right now. Looks like well be back, if we want that secret.Slide down and youll end up back in the courtyard you started out

    at. Turn the rotating lever until the original door opens once again.Go back through the way you came all the way back to a ledgewe bypassed earlier which leads to a curtain. Slide down thecurtain and youre back to the entrance of the garden. You will seefour new rotating levers, which were highlighted by an earliercinematic, yes? Turn these so that there is water flow to bothstatues. The large door in the center should then open. Enter andrun up the wall to your left and grab hold of the ledge. Make yourway to the top and into the portal room, killing all crows that get inyour way. Inside, the key to activation is back-left, front-left, back-right, front-right. Im beginning to think, though, that its differentfor everyone. Well, activate the sand portal, which takes you tothe present. Congratulations, you have gained the Breath of Fate.

    Water Tower, Part II Back to the Present

    In the next hall, get rid of the two bandits there. Then jump acrossto a ledge. Make your way down. You will find more fools to killat the bottom (3). There is a weapon rack on your left as you entera tree lined hallway where you will again, find more bastards tokill. These bandits provide you a good opportunity to practiceyour dual-wield techniques (see below), since they generally dropa weapon each. After some sword play, take advantage of thewater all around you and heal yourself. Then go for a swim andenjoy a cool adult beverage on the corpses you just hacked down

    or NOT.

    Sorry about that, my errant significant other manhandled the

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    computer for a moment. Instead, why dont you try coming backinto the hall with the weapon rack I just mentioned? Climb up onthat inconspicuous-looking boulder and run up the wall, jump backto catch hold of a small section of water piping. Where are wegoing? Youll never see it, but jump straight forward, toward theGarden Hall, and youll land on another section of piping. Do itagain to get to some balance beam work. Walk carefully to the

    other side and jump to the far platform, where theres anotherbandit waiting. Edge out onto the ledge area and hop up. Scootaround to the left to get onto another platform to fight some morebandits, and a new enemy! One thats invisible! And you cantjump over her! Im pretty sure its a her, she tried talking dirty tome. Anyway, be careful with those wall jumps here, theyre likelyto send you right over the edge, and you cant jump over thoseinvisible girls, either. Your best bet is probably the dual-wieldspecial attacks that attack in circles. Do the one where Prince flipsonto one hand and spins around. Its very break-dance-style.

    Once that battles over, run along the wall to that balance

    beam/tree thing in the distance. Walk along it to the end, thenjump to your left. Move all the way to the right and carefully dropdown onto the beam below you. Walk to the end and drop downonto the next beam down. Climb onto the statue platform and hopup to the next beam. Walk to the end and jump up to the opening.Jump across to the ledge, and drop all the way down to the bottom-most ledge. Then jump back to catch hold of that tree branch.Walk along to the edge and scoot along to your left all the wayuntil you can drop down onto another branch/beam. Walk to theend of this one and jump left. Hop up the ledges and take a drinkand save.

    At the next scene, youre outside, attacking two ghouls and one

    harlequin that joins the fray. You can take them, right? Just usethose specials, and dont fly over the edge with those cool moves.Thats a stupid waste of sand.

    Theres a ledge down in front that you can drop to, edge alongunderneath the rock promontory and finally jump back to the nextplatform. Here youll fight one ghoul and two harlequins. Climbup the next platform and up a few more ledges. Youll make it to aplus-shaped platform where you want to get up on that fallen pieceof rock to run across the wall to the next ledge. I know you cantsee it, just trust me.

    When you get to the next, larger, platform, there will be a wholehost of harlequins and invisible harlequins to fight. Wall jumphere and take them out, youve got enough space for it. Rememberyou cant block the harlequins blood suck, but everything else canbe blocked, even the invisible girls.

    The small moss-covered boulder directly to your right as you geton the platform is where you want to go next. Climb up it and grabhold of the ledge. Jump back for a tree what works like a column,then jump back for a branch that works like a beam. Walk to thetrunk of the tree and jump to the princes right for a bar. Swing to abeam, walk to the left, and jump straight out for a ledge. Scoot allthe way around to your left and drop down. Walk out onto the

    beam, jump straight out for the bar and then swing up for theplatform. Jump left for the bar and then swing onto the platform.Once you make it all the way to that higher platform youll have to

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    fight a bunch of people, but it doesnt matter much, because youhave the all-powerful column to swing around, and theres wateron the horizon, so you can take whatever damage you want. Runout along the wall all the way to that tiny piece of wall jutting out.Take a drink and a save, youve really earned it this time. Bustthose bottles for some sand, too.

    Pause to admire the view again, then run up that small wall thereon the right side of the save and pull yourself up to jump across tothe nearest tree. You make your way, Monkey Prince style,through the trees to a beam on the far side. Youll be ambushed bysome more harlequins just slice them once to get them to yellow,then throw whatever weapon youve got at them. I swear, anytimein this place, they could jump out at you. Run along the wall toyour left to the ledge (yes, Prince can make that) and youve madeit to the door the game showed you eons ago.

    Now youre faced with a classic trap: the retracting block. Ifyoure around when they come snapping out, though, Prince gets

    smashed goodits actually interesting to watch, if you

    re fed upwith Prince, anyway. Past those is another drink and save for you,

    before some more of those nasty retracting blocks. Jump acrossboth of them and run along the wall to the rope there. Release therope and run and jump back for the tree. Time the jump across tothe column and slide down (X to release). In the next room, youllbe set upon by a crow guy and an invisible harem-woman. May Irecommend the wall jump?

    Out the doorway to the left, theres a small section of beam leadingto a column. Jump back from the column for a platform. Runalong the wall to your right, then jump out for the next column.Jump back for another beam and a new doorway. Here, two more

    invisible harem girls will join you. Defeat them with liberal wall-jumping (and no jumping over them, remember). Exit the nextdoorway to have Prince inform you that youre in the wrong era!Well, at least theres a crow guy over there, what say we wanderover and make him PAY for all our time and trouble?

    Run along the wall on your right to the stream of water and jumpback for a tree. Jump back to the next tree, and slide down andjump for a bar. Swing straight out from the bar for yet anothertree, climb up and jump back for a beam. Stride out onto the beamacross the platform it looks like itll break though, so hurry upand jump for that bar there. Flip across to the platform where thecrow guy is standing.

    Enter the Dahaka, stage left. He takes out the crow guy on yourbehalf, and knocks you clear across the courtyard.

    The Second Dahaka Chase: Make haste across the wall on the left(Princes right) to the ladder, slide down and jump back for the bar.Jump to the next bar without delay, then the platform there. Yourway will break away, so be ready to wall-run across on the left.When you get to the platform outside, quickly move to the left(Princes left) along the wall to catch a ladder. Slide down, runacross the wall to the next platform, bust up those barrels, and headthrough. Run up the next wall and when you turn the corner, run

    along that wall to the ledge on the other side. Youll need to scootover past the barrels to pull yourself up then smash the barrels inyour way and tear down the hall. Watch out for the edges there

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    are holes there. Stay in the middle of the corridor. Take a right,then a left. At that platform, head straight and stay to the left. Runleft along the wall at the end to catch a rope. Immediately hit A torelease it so you dont run back, because then youd be running ATthe Dahaka, and that would be un-wise, to say the least.

    You havent outrun him yet keep going. Jump across to the

    ladder and slide down. Jump back to another ladder and slidedown again I know you cant see where youre going so just trustme. Book it down the hall and through the curtain of water, whichis your salvation. Give yourself a high-five. Drink, save, andactivate the portal, and youll receive another sand tank. Finally!

    The Water Tower, Part III Back to the Past

    Go through the curtain of water and look around for the Dahaka.No? Well there are those two bandits there, mutilate them a bit forenjoyment. Backtrack your route from the Present, and fightanother crow guy.

    Bust the bottles if you need sand. Now, jump over the side railindicated by the game and jump back for a bar. Swing over to theother side, take care of the bandits over there, and jog over to theladder and weight platform that will open the door. Go throughand head to the next ladder and weight platform, but those justopen the door you just came through. Head past the next twobandits and outside. Edge along the ledge on the right and climbup to the next platform. At the top of the ladder, there are three (3)wall blades all moving on different tracks and intervals, but youhave four sand tanks now, so nothing should phase you. Go out tolandscape view if your camera is misbehaving.

    Inside, there are two more wall blades, pass them and jump backbefore Prince runs into the statue on the other side. Drink andsave. Run up the wall and through the doors into the next fantasticcourtyard. There are two bandits and a lurking invisible harlequin.She took out a good chunk of my health before I realized she wasthere. Blast her one! Do it for me!

    On the other side of the courtyard, there are two more bandits, andtwo more invisible harlequins. There are also plenty of bottles andan artwork chest. Now for the rotating lever in the middle. Youllwant that facing east (as the camera shows it). Ill call this camerathe master one and all the cardinal directions will be named asyou see them here, for the most part. Now go to that column youjust moved on the west side of the yard, and climb up. Run up theface and move out onto the beam thats facing east. Jump straightout for the column. Jump back from the column (north) and scootaround the hand holds to your left. Run for the rope. This rotatinglever, you want facing south (north as the camera shows it).

    Walk out onto the beam, half-hidden by foliage, and jump for thetower you just moved. Head out onto the long beam you justpointed south. Run along the wide platform to the other side, andjump back to the north. Youre now on the east side of the yard.Head right (east) and turn that lever to the north (as the camerashows it). Bust up that weapon rack and run along the wall to the

    rope. Swing across to the tiny platform and pull yourself up to thehandholds. Scoot left and then jump back for the column. Jumpback to the platform you just turned to face north, walk out along

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    the beam and jump straight out for the next platform. Open theartwork chest, then drop down and roll under the door to the nextrotating lever. Turn it 180 degrees and take a drink.

    HEALTH UPGRADE 2: Now climb up the very small outcroppingof rock and run up the wall to grab hold of a ledge. Pull yourselfup to the top. Welcome to Trapsville. The first hall has one log

    and spikes. The next has three logs and spikes. Nothing you canthandle. A far cry easier than the last one, Id say.

    Now you have to head back down to the courtyard, and the banditsare back. Hooray. On your way back, leave the lever on theWEST side of the yard, turned to the SOUTH, and the lever on theEAST side of the yard turned as you needed it turned in order to goback (south, Im pretty sure). Trust me. Turn the lever in thecenter of the yard to the east to activate the water flow in somemore channels. Objective updated, and the door out is now openagain. If there is a way to open the gate and get that artwork chestshown there, I dont know how. At least yet. But I vow that I

    shall be back!

    Go out, run across to the small platform, cross the wall with thewall blades, kill two bandits and two invisible harlequins, Runback across the wall with three wall blades, climb down the ladderand back across the ledges. Pull down the weight platform and getback to the balcony you were at before.

    To put down the ladder to the Garden Hall: Go to that opening inthe wall and run to the rope. Run across and greet the banditwaiting for you there. Open the artwork chest (been a while sinceIve seen one of those I probably missed some) and push thebutton. This will open up a large block. Run back over there

    quickly and run up the wall to jump back for a bar. Scoot along tothe far right side and jump for the ledge. Scoot over and dropdown to the platform. Run up the wall and jump back to grab thehanging lever, then run up the wall and continue to your right. Ifyou go down that ladder, you should find yourself back at theGarden Hall, look familiar? Leave this place at once. Youredone here. Lemme hear a Hallelujah from the crowd!

    Clockwork Hero (The Mechanical Tower)

    Now! Back to the central hall. You remember this place? Justdrop down and run back the way you came. Get sand from thebottles if youre not at full sand. Back past two more rotatingblades and two more bandits, and youre once again in the CentralHall. You meet up with Kaileena again, and have some prettytransparent dialogue (isnt it OBVIOUS to you??? I wont sayanything, for spoilers sake, but really.) Sometimes, she doesnttalk out loud, and I chalk that up to some Gamecube wonkiness.She gives you the Lion Sword, which can charge attack, but youstill cant hit Kaileena, who just stands around in that amazinglyslutty outfit, while you do all the work.

    Turn the rotating lever 180 degrees to open up a path to the secondtower. Youll want to jump over to the north entrance platformand then run to your left and jump back. Then run along the wall

    again for the ledges. Pull yourself up and jump back for anotherplatform. From here, run up the wall. Before you jump to thedoor, jump diagonally to get the artwork chest. Yes, Prince can

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    make that jump. Do you really need to ask anymore?

    Through the doorway, theres a bottle of sand and a weightplatform. Pull it, dodge the rotating blades, and roll under thedoor. You can make it without using Slow Time, I believe in you.Jump across the spiked pit and go to the far end of the corridor.Run up the right or left wall or that little crevice and jump back

    and forth until you reach the top. Time your way through somefloor blades and scoot to your left along the hand holds at the top.Jump back for the platform. Here are those nasty retracting blocksagain. Id say your safest bet is to just climb over them whentheyre out. But Im sure you can run past them, no problem. Inthe next chamber, there are those ghouls again! And their backsare to you! Go in and slice them up the Lion Sword makes quickwork of them, indeed. There are bottles, but they dont appear tocontain sand. Edge out along the ledge out there, drop down, scootleft, drop down, scoot left, drop down, drop down, hang, scootright, and drop down. You know what Im talking about.

    There are some ghouls down here, but what can they really do toyou? The GIGANTIC iron golem that comes out after theyregone, however, can do a LOT of unpleasant things to you.Luckily, theres sand in bottles lying about, but lets analyze thissituation with the golem first.

    Basic Iron Golem Tactics: Hes about, say, four times Princessize, and he swings his arms and runs about pretty quickly for a bigguy. Your chances of dodging or blocking are pretty slim, but goahead and give it a try. Your all-important A button (rolling, back-flipping, etc) really comes into play here. Stay away from him,and try and get around to his back. Prince can roll under his fistswhen he swings them side to side. Fantastically enough, Prince

    can even roll straight between his legs, so take advantage of it.From here, hamstring him that is, nail him in the back of theknees a few times. Hell come down to a kneeling position, thatsyour cue to hit A to clamber up on his back and do some REALdamage to the back of his head and neck. Hell likely go yellowafter you chop his head a bit, and throw you off, or you can jumpoff with A in time. The best thing to do is use the directionalcontroller and push AWAY from his hand Prince will duck, andgolem wont be able to grab you. Just do it again, and keep at ituntil Prince finishes him off. Very cool move.

    (If you need more specifics on beating golems and saving health,scroll down to the next Iron Golem Tactics section, Ill describethese tricks in more detail.)

    Some ghouls come out after that, for goodness sakes, dont letTHEM kill you after all that agony and hardship. Go through thenext door and round the stairs to the right to get an artwork chest.Crack open some more barrels and bottles for sand, then push thebig button at the end of the hall. A big box will rise just to yourright, run up it then up the wall to grab the ledge. Haul yourself upfor that drink and save.

    Walk out onto that beam to the end, where youre faced with aHUGE contraption you have to jump through. Sigh, time it, then

    jump to the beam out in front. Youre met by some ghouls and a what the hell IS that? Kill the ghouls, theres some bottles withsand where they came from if you need it. Jump to the slowly

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    moving column out there and jump along those columns until youget to a beam. Youll have to jump right to the platform with thebutton. Hit the button then run along the wall to the moving wallout there. Scoot to the left, hang down and keep scooting around.Pull yourself up and jump back, quickly now, or the wall willmove back. Turn the rotating lever and jump out to the bar. Swingto the next bar, which moves up and down. Keep swinging until

    you get to the top. The unfriendly-looking beasts are up there, sokill them.

    Beast Strategy: They actually dont have much health, but theycan do pretty big damage, leap forward from distances to maulyou, and they explode when they die, so back flip away after youhit them when theyre glowing.

    Hit the bottles for more sand. Pull the lever, then hop over to thenext platform, where three more beasts will attack you. Take careof them, and jump up onto the beam on the left, not the big one,but the short one. Now leap left, get to the ledge and slide right,

    hop up and up again. Hang down and scoot left. Drop into theroom with the ghoul and hit the artwork chest. Climb up the ladderand jump back. Walk to the end of the beam and jump right to theledge. Hang down and scoot left. Hop up and jump back for thebar. Scoot right and swing to the rotating wall. Jump back for therotating lever when you can. Turn it so that the mechanism overthere is rotating clockwise or some such. Now jump to the bar andthen to the rotating mechanism. Hang onto it while it rotatesclockwise, and when you get to the other side, leap back for thebar.

    Now, youll be next to a button, but therell be a beastie betweenyou and the wall that is your objective. Watch this Prince can

    slice WHILE wall-running. Unbelievable, but true enough for us.Run along the wall, hit B when you near the beast, then hit A tojump back, quickly. If its too complicated for you, hit A beforeyou reach the beast Prince can likely make it to the wall anyway.Ride the wall back around and jump for the ledge on the other side.Let yourself down and kill another beast or two. The barrels willcontain sand, and theres a hanging lever above your head, so runup the wall and jump back for it.

    At the raised platform, more beasties once again ambush you, soswing at them and flip back as necessary. Now youre going tohave to jump through those gears again, but if your timing wasbad, I doubt you would have made it this far, anyway. Jump toPrinces right and up onto the ledge, where a hall with a rotatingblade awaits. Careful on your way past, theres a retracting blockout there. Youll want to climb up on that block and run along thewall, over the logs to the next block (hopefully not INTO the nextblock, which will squish you.) Now its past some asynchronouslogs down some stairs to a button that you mysteriously cannotreach. So hop up onto the block on your left and up to somehandholds. Scoot around until you press that pesky button and gothrough the door. Now down the stairs for a drink and save.

    The bandits are back in the next hall. Kill them, get the sandbottles and another drink if you want. Run up for the button, and

    watch the box come up. Now run up and hit it again, activate someSlow Time, and head over to the box and run up the side. Run upthe wall to the rope and run to the left platform. Kill two more

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    bandits and head across the drawbridge-like thing. Theres yourfriend, the creepy stalker! Im beginning to have some suspicionsabout him, though. Arent you?

    The left hand path: Head through and kill some beasties that jumpout at you and move through the big doorway. Here, theyll forceyou to run past a retracting block by putting a spiked rolling log in

    front of it. Time that carefully. Time the next hall carefully, too a set of asynchronous rolling logs on some stairs. Finally theres arotating blade in front of a retracting block. The bottles in the nextroom seem to contain no sand, but theres a ladder on the far side.Jump back and grab that artwork chest. That appears to be it.

    The right hand path: Two bandits on the other side of a rotatingwheel (wall blade equivalent) will have to be brute-forced to death,since you really cant wall jump safely on that tiny chunk ofplanking. Now well go through that slightly faster wheel and jumpback for a column. Jump around the columns to finally reach arotating lever. Still no sand, but at least you can start that far

    platform moving. Run over there at your earliest convenience andrun back the way you came. Jump back and keep jumping backand forth to reach the top. On the platform, youll find a beastieand an artwork chest, as well as a hanging lever that doesnt appearto do anything. Jump over into the next room. I hope you savedup your life and sand, because heres another iron golem for you!

    Same strategy appears to be NO sand in the pots, though. Seeprevious golem section for more info.

    There are a couple of exits out of this room. Take the hallway, notthe doorway. Smack open the artwork chest as you round thecorner. Edge out along the ledge at the end of the hall to find that

    theres nothing there. Odd. Go back in and out the doorway to thewall with a rope on it.

    Theres a beastie waiting for you on this wall so whip out yourswords before you reach the rope. Then release and keep running,jump back for the platform there. Look! Youre knee deep inwater! Woo! Across the low rail there are some sweepingthings. Get over there during one of the intervals, and roll underthem where you can. They alternate, inside to outside, so keep onthe move. You dont want to be swept out thats death.

    Halfway around the giant pillar, jump out of the stream and pullthe hanging lever to open a far door. Continue through the streamto the far side and hop up on the bar. Swing over to play with thenice bandits across the way, then head on through the now-opendoor. Theres a curtain there, well come back for it.

    Run across the spikes and keep to your left. The rotating pillar willcome up, but far too slow to catch you as you whiz by. Run acrossthe next spikes and across the right-hand wall next to catch therope. Buzz by the wall-blades and into the next corridor. Now forvertical rolling log retracting block vertical log. Im sure youcan handle it. Next: retracting block, low rolling log. Climb theblock and jump over. Next: a vertical roller and a retracting block.Im sure you can handle it. Onwards through the curtain of water

    into the portal room. Activate and receive the Ravages of Time.

    Mechanical Tower Part II Present-Day Clocktower

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    Back through all those traps, only in reverse this time, and they areslightly broken, as they tend to be in the past. So youre asking menow, how to get past that low rolling spiked log. Well, wait for theretracting block before it to extend, then jump up and start runningalong the left wall (as the right one is blocked by a vertical roller).You should make it across and NOT get squashed by the next

    retracting block. The next trap is pretty self explanatory, now runpast the wall blade and grab the rope. From here just jump backfor the ledge and scoot to safety. Then theres the couple of spikedfloors and your back in the tower, if slightly dilapidated.

    The game shows you that you want back out the way you came induring the Past. Kill the bandits, and beasts show up. Dispatch ofthem also. Still no sand in those bottles. Remember that curtain?Thats still there. Slide down and run past the wheel, which is nowturning quite slowly. Make your way along the same way as youdid in the Past, only now when you get to the room that held thegolem, theres only a few bandits and a ghost. After you beat

    them, the game wants you to take out the boarded up doorway byluring a beast over there and then killing it, so it explodes and takesthe boards with it. Fabulous, eh? And they give you about 5-6beasts to figure it out. Take care of all of them and head throughthe opening to the rope and that water. The mechanisms busted,but so is the floor, so jump across. Jump over to the platformwhere that bandit is standing and carve him up like fresh roast.Hang over the edge and drop down to the ledge beneath you. Betyou didnt see that. Scoot all t he way to your right and drop downto the next ledge. Take care of this guy, then jump across the wayand take out his friend. Jump, dont run, through the waterfall onyour left The ghost and traps past here are no match for you,barrel on through.

    Here, I experienced a glitch in my GC version. I walked up to thedoor and stood on the button, but it would not open the door. BadUbisoft! Well, I killed myself (what a world! what a world!) anddid the whole thing again the second time the door DID open.

    Anyhow, kill everyone in this room, and try and stay away fromexploding beasts. Climb the ladder and jump back when the holeis above you to pull yourself up. Run up the wall (its a bit tricky)and climb up. Jump back when the ledge is turned your way, thenjump back again when youre pointed at the far side, then do itagain to get back on the turning pillar. I know you cant seeyourself half the time, but jump up and scoot along until youreunder a gap, so you can pull yourself up. Pull yourself up to theceiling, scoot along until you can pull yourself through. Now,were going to do all that again. When you get to the top of thisnext pillar, youll notice theres a button on one end, and a door onthe other. Got an idea of what youre going to have to do? Thatsright. Scoot all the way to Princes right so you can jump at thatbutton and immediately jump back for the pillar. Now jump backthrough the door and save!

    Over the next fallen wall, theres some bandits and beasts. Makesure you blow up the right hand wall, but aside from that, take careof them as you see fit. I think the beasts will keep coming, so just

    jump out the hole you made and continue. Go up the rocky pathand jump back and forth up the narrow column to reach a platformwith bandits and harlequins. Lament your bad fortune and make

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    them all pay.

    After thats finished, run up the grated wall the one that lookslike a terrace window? You can grab onto the top, it turns out tobe a ledge. Then jump onto the top of the pillar in the middle, andthen jump to the left, to some ledges outcropping from a tree.Make your way to the top then run along the wall to your left to

    another triangular platform. Run again to a ladder. Fight anotherbandit and harlequin. Break open barrels for another sand well.

    I dont know what that moving block is out there for, but I triedjumping from it a bunch of times. Just hang over the rail and dropdown to catch some handholds beneath you. Jump back to aplatform, kill about four harlequins, then get on the somewhatsubtle ladder. Swing around to the other side of the ladder whenyou get to the bottom, jump back and catch the beam, avoiding thependulum. Jump to the next hall, run past the dual wall blades andgrab the rope. Release and run, then jump back. Run across thenext wall and take the ladder down. Face down the bandits and a

    whole horde of freakinharlequins. Run up the right side terracedwall, run up the wall for some handholds. Scoot left, jump back,

    drop down, scoot left, drop down. Look around in the bottles forsand, go through the archway.

    Cue the Dahaka and crappy lighting! Run!

    The Third Dahaka Chase: Run along the wall across the chasm,then run along the right wall next for the rope. Immediately hit Aand keep running. Quick! Through the curtain! Whew. Shortchase.

    Run up for the button, jump back and forth to the top. Fight

    bandits and beasts. Ho hum. Jump across to find the Dahaka,practically waiting for you. Run along the left wall this time forthe rope, then keep running across walls and over chasms until youmake it to the curtain of water. You should do okay. Activateportal and get a new sand tank!

    Mechanical Tower Part III Once more, the Past

    In the Past, the traps are activated, but they should pose no seriousthreat. Time it so you run over the rolling log, but avoid thesweeping one at the other side of the chasm. Roll under the blade,and under that hole in the wall. Past another rotating blade andtwo wall blades, kill some beasts and roll under the big gear, killsome more bandits.

    At the wide chasm with no way down, carefully jump back andforth until you touch bottom. There are two more bandits and abeast past the curtain of water. Run to the rope then to theplatform. To get rid of those guys, just push the button. Cackleevilly and continue. Run across the next wall and into a room witha giant iron golem. Great. Now hes chucking huge, explodingfirebrands at you, and you have to fight about four bandits. Well,just keep on the move, they shouldnt really have a chance to hityou. Run out onto the right-side platform, the game will zoom inon a door. Stand in front of it and get the golem to hurl a brand at

    it, and it will break open. Thank you! Go in, drink and save. Dothe same thing on the left side to open up a health corridor.

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    HEALTH UPGRADE 3: These corridors are mostly up to you andyour own skills. How much can I really help? Ill give you aheads up on whats to come, though. First up: retracting blocks x2.Next: spike hall with three horizontal spiked rollers. These are lessforgiving than your regular ones, so take care. Next: dualretracting blocks that you need to climb. Jump over to the nextblock, then run along the wall. Climb up on the last block before

    the left turn at the end of the hall, and jump onto the one thatsextending in your direction from the other side of the hall. Runalong the wall to bypass the rest. Get your upgrade and a pat onthe back.

    In the save room, theres a weight platform, pull that down. Runthrough the rotating gears and to the platform. Jog over and letyourself down on the other side. Kill bandits, and have the nicegolem break that wall for you theres an artwork chest inside.Theres also sand in one of the bottles, and a ladder next to it.Jump back from the ladder onto that contraption the golem willhit it and apparently everything drops down a bit. Scoot around to

    the left and jump back for a triangular platform, then run to thenext one, then the ladder. Feel familiar? Turn the lever at the topa full 360 degrees to activate something. Theres plenty of sandin those barrels bust them up. Run across the blocks whentheyre down (so thats why there were there in the Present) to aledge on the far side. Drop down (time it carefully) to grab thoserotating cogs. Rotate around on the counter-clockwise one to theend and drop for the bar below you. Flip along the bars to a ledge.Scoot around to the right, jump back for the bar. Drop down to thenext bar (X, duh) and flip to the platform. Come down and knockout those guys at the bottom. Climb up the ladder and have yourfriend the golem break the weight again. Scoot to your right andjump back. Run to the next platform and ladder, just like before.

    Turn the next lever another 360 degrees, take care of the beaststhat show up. I dont know if any of those walls are breakable.

    Run across (timed) to the next platform. Turn the next lever 360degrees. Run to the platform that just opened. Climb through thatwindow and get the artwork chest. Im pretty sure those cogs overthere are where you came from. Jump over to where that banditguy awaits, kill him and slide down the ladder. Run across thewall to the other side, hang down and scoot right. Drop down andrun across over the doorway to get another artwork chest. Dropdown. Back to where you started. But wait! Go save then run upto the golem and he will invite you to some one-on-one combat.Woo!

    The Second Iron Golem: This ones gonna be less fun, because ifhe gets a hold of you, hell throw you right out of the ring, SoulCaliber-style. And youll die. So when you get up on his back, hitA after a few hits. Try getting Prince to simply dodge the hand(see other Iron Golem Tactic sections), and you can go back tocarving your name in his neck without molestation.

    Once hes gone, the platform raises once more. You might as wellgo back and drink and save before you make your way to theplatform the golem was standing on, I know you want to. Now,how to turn this big contraption on? Run up the right hand wall

    and jump back to grab a bar. Jump for the beam, then the bar, thenrebound off the wall for the next bar up. Next theres a beam, thena ladder through a pendulum. Use Princes first-person camera to

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    behind you, you can flip away to safety. If youre going to do afancy move, initiate it before you reach her, because she caninterrupt those, too. Be ready to dodge.

    Theyll have a conversation at about half health, then shellsummon more crow guys at a quarter health. Dont take any crapfrom those guys. Dont bother with pole-swinging, either, both

    they and her are generally resistant. Why even have the poles iftheyre going to be resistant? Well, eventually shell die. Justkeep at it.

    WTF?!?! (The Long Way Home)

    Thought you were done? Well, let me inform you, in case thecinematic didnt the Dahaka is STILL after you! So I hope youdidnt throw your controller somewhere in joy when you killed theEmpress, because you need to run, and NOW! Jump the firstchasm, then run across the next one on the left. Run along the leftwall of the next one, and let yourself drop down. Swing right.

    Run along the right hand wall to a bar. Swing on. Run along theleft wall to hit the button, grab the rope. Release and run to thecurtain. Slide down, roll through the doorway.The Tomb and the Dahaka

    Prince then soliloquies a tad, as the architect of his owndestruction. Second time in as many games! Prince!!

    Alright. The Dahaka is still after us. Go up those stairs and beprepared to book it. Run along the right wall and jump back. Bustthose barrels, run along the wall. Swing up three times, run alongthe right wall to a rope. Release and run, jump back. Smash

    barrels, run along the right wall, jump back at the very end. Leapoff the edge for the hanging lever, swing through the curtain ofwater. GOAL!

    Youre back in that same tomb room, actually. Run along the wallto that pedestal. You can grab the white block with R and pullback. Do that. Go through the stairs you just went through again,but this time, the corridor you took is rubble, and the corridor theDahaka came from is open. Go right down that passage.

    Hes back AGAIN?! Well never be rid of him! Jeeeez! Runalong the wall, run across the next wall on the left and jump backfor the bar. Swing up and run. Jump across, take the RIGHT handpath. 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 ledgeon the left side (Princes right). Climb up and over for the nextplatform, and pull out the white stone.

    Back up the stairs once more. Here he comes again. I hope youhavent been wasting that sand, cause I just dont know wherethere would be any more. This time, where I said right before, goLEFT.

    Apparently, you can smash the weapon rack in this corridor (ifyouve got time) to obtain something called Raymans Hand. Ididnt do it though. I figured getting away from the Dahaka took

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    precedence.

    Roll under that rubble and keep going. Run along the right wallfor a rope, release and run for a bar. Release and run around thecorner. Here, run up the wall and jump back and forth until youget 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 theplatform. Run and jump across, run along the left wall and jumpback 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 Princes right. Scoot left and pullthe last white stone out. Now to get to the tomb there. Dontforget the artwork chest just behind you as you get off theplatform. On one of the pillars close to you, you can hop up andhang. Scoot left to get onto the new ledges and climb up. I lookedfor another way to go from here, but I couldnt see one. Jump to

    the bar and through the water. Drink and save.

    The Prison and the Prince

    Theres an artwork chest there for you. Run along the right side ofthe next wall, to a ledge that you really cant see. Scoot left and upto the platform. Now, I dont quite remember where Prince gotthat dagger, or whatever it is hes holding, but it apparently doesntdo ANY damage, as these bandit guys never turned yellow for me,after I hit them with a few of my favorite moves. With the LionSword, it took maybe three or four solid hits to get rid of them. Igave up in frustration and just ran along the left wall to the nextbeam. Dont overshoot it. I ignored the next two guys as well and

    just dropped down and scooted left Get on the beam there andwalk out. Jump to the next one. Walk along to the right, jump tothe next one. Walk to the platform.

    I ignored these four fools also, cursing the tiny piece of equipmentthat was now my sword. Ill get you later, bandits. And your littledogs, too. Run up the left wall to the ladder. Climb up, jumpback, climb up, jump back, then scoot right to the doorway. Asword! Now, how do we reach it?

    The Scorpion Sword, the Dahaka, and the Past

    Lets try that hallway there, after a drink and save. There are a lotof guys at the end, and what appears to be a Bondage version ofthe harlequin girls of yore. They have an attack that apparentlybypasses your block from the front, so they really are not going tobe your favorite type of enemy. Or maybe that dagger thing is sopiddling that it cant block. Lets not mess with them right now Iwant to wait until we get that sword down there. Lets move alongto the opening there instead, and climb out onto the beams.

    As is traditional, the network of beams there for your use crumblesaway before you can reach them. Well, at least you werent ONthem when their integrity gave way. Move to your left. One of thenew BDSM chicks is waiting to make your acquaintance. These

    cat-woman clones are a little better at this beam business than theirred-garbed cousins, so you may take a few hits while trying to giveher what-for. At least you wont die if you mess up. Remember,

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    jump over her attack with A, respond with B. Thats all I knowabout it. At the next platform, after another encounter, go to thebeam on your right. The left beam falls away, so jump straight outto the next one. Walk to the next platform. To your left, you canrun across the wall, but theres another BDSM chick waiting.Whip out your puny dagger-thing and take her out as yourerunning No mean feat. I dont know about you, but I was out of

    sand tanks, and the fall will kill you if you mess up. Run along tothe next platform, and from there to the red curtain. Jump back forthe next curtain and down to the bottom.

    Damn you, Dahaka!!!! Howl in frustration. Pause if you have totake extra time to stomp around your living room. Hey, get a drinkwhile youre at it. No, a real one, in real life. Id say youveearned one.

    Yet Another Dahaka Chase: Now, its 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 inthe middle to avoid the barrels. No, I didnt check all these guysfor sand, but I really doubt you have the time to look for sand now.Keep running down the stairs, run across the wall, and eventuallyyou get through the curtain