Prince of Persia 3D Walkthrough
PC
Prince of Persia 3D Sinjin's Guide to Save the Princess (c) 1999 by Mark Smith Text Version - Version 1.3 - Last Update 10/1/2000 Printing Instructions: Method 1: Download and print using WORDPAD. Set all 4 margins to 0.5" (27 Pages total) Method 2: Print directly from your browser by right-clicking the frame with the text version then pick Open Frame in New Window. Then do Print Setup to set margins to 0.5" and turn off headers and footers before printing. Introduction Welcome to the Prince of Persia 3D online walkthrough where I will hopefully guide you in saving the Princess once again. It seems that the Prince (who still doesn't have a name after 3 adventures) has lost his Princess (also nameless) and has gotten himself thrown in the dungeon. This guide will walk you through all the detailed levels of this amazing adventure as you escape the dungeon and pursue the Princess and her captors across move than a dozen exciting locations in 12th Century Persia. I'll provide you with all the locations of weapons, potions, and other items necessary in completing your quest as well as various strategies for defeating some of the tougher bad guys you will encounter. Your combat techniques will be critical to your success in this adventure. You will need to master several weapons and various styles of combat for each. Evasive tactics, counter attacks, and block and parry moves are also critical to winning many of the battles. Practice these moves early in the game so you will be ready when you really need them. Jumping, and grabbing onto ledges is another tactic that you need to master right away to survive even the first levels. Always examine your surroundings for clues to deadly traps. Bloodstains are usually a sign of something sinister nearby; either a guard or concealed trap just waiting to be sprung. Examine walls for cracks or unusually colored blocks indicating a moveable section or block in the wall. These hidden passages often lead to weapons or potions. Try to stay at full health at all times. This will make it easier for you to survive encounters with the guards and also the occasional poisoned potion flask. Poison is almost never fatal unless you are already very weak. Use other potions such as Invisibility, to sneak past guards and avoid combat situations. You aren't being scored on how many guards you kill, so sneaking and stealth are always preferred over reckless and unnecessary combat. SAVE OFTEN! There is no limit to your saved games. Your game is automatically saved at the beginning of each new level, but you will also want to save after a difficult combat encounter or after getting past a difficult trap or series of jumps. Saving your game often will lessen your frustration of having to repeat large portions of the game and increase your enjoyment of the adventure. This guide has been tested with the PC version of the game, but it should also work for the Playstation version as well. If you find any discrepancies between the two versions, please email me and let me know. Prison Escape You begin your adventure locked in a dungeon cell with no weapons. Turn and locate the off-color block and push it through to the other side. That was almost too easy! Follow the passage to the right until you reach the corridor with a gate at one end and an opening on the left. Enter the room and talk to the prisoners for some less-than-helpful clues then pull up to the ledge above the prisoner on the right (as you enter). Stand under the hole and jump up and pull yourself into the next room. A cinematic shows a guard discovering that you have escaped. Take the only exit from this room around and past the prisoner sitting on the ground. Head to the right and into the next room with a water trough above that feeds the showers in this room. A floor switch at the back of this room opens the wooden gates above and starts the water flowing. Move over to the trough next to the door that just opened and jump and pull up to the trough then enter through the gate opening. Jump in the water and start swimming. Exit to the shore on the right and climb out. Head to the left and climb up the short ledge. Run across the bridge and jump at the last minute to make it to the other side. If you fall in you will have to swim back and try again. This time the bridge won't be there so you will have to run and grab and pull up on the opposite edge. Go to the series of ledges to the left and climb up until you can enter the passage at the top. Continue down this passage until you reach the watery pit with the spikes below. Do a running jump over this pit and grab at the last minute so you can grip the opposite edge and pull up. Keep going until you arrive at the wall then crouch down and crawl through the opening. Talk to the prisoner in the next room who gives you some useful information on the upcoming area and the guards. Enter the next hall and turn right and go to the corner where you can spot a guard walking back and forth. Wait until he is walking away from you then jump to the nearest beam above and pull up. Jump to the middle beam and look right to spot an Invisibility Potion. Drink it then quick drop to the floor and proceed to the end of the hall and trigger the floor plate which opens the gate further ahead. While you are still invisible, quickly run past the first guard and back down the hall and around the corner. A guard will be coming out of the door ahead but you can run right by him. Continue down to the next T-intersection and head right jumping over the spikes and through the door. Continue slowly through this next passage between the pair of spike traps in the first part of the hall and to either side of the traps around the corner. In the next area, climb to the top of the wooden roof and face the opening in the wall and jump through. Head to the door on the right and follow the passage past the sleeping guard to the stairs leading up. At the top, continue left then right until you reach the pair of doors on either wall. The door on the right just has a worker who tells you to get a weapon. Ignore him and this room and enter the door on the left and. Head to the left wall and move the crate to reveal a concealed cave with a Healing Potion. You may want to save this for your return trip or drink it now if you need it. Crouch down to get in and drink the potion then return to the hall and continue to the left. Go up the steps and turn the crank to activate the winch which raises a box to uncover several rats. Drop to the floor and follow the tracks leading into the passage where you will find a lever next to the torch on the right. Flip the lever to open the door to the left and enter. Walk out onto the wooden plank then jump and pull up to the platform above. Do a running jump to the opposite ledge and cling to the edge and pull up. Do another running jump to the following platform. At the end of the corridor jump diagonally to the right platform and pull up. If you fall you will take some damage but a Healing Potion is behind one of the boxes. Climb back out by the winch and try again. The gray room ahead has a guard on duty. Do a running leap into the doorway on the left side of this room and run to the stairs on the left. At the top of the steps you will need to crouch under the blade trap then stand and head up the stairs on the right. At the top, turn right and go to the wall with the shower and climb the ledge. Head to the right over by the brick wall where you will find a box you can move so that it is lined up with the hole in the wall. Now move to the side and push the box into the hole and watch the guard get crushed below. Drop down and retrieve the guard's sword. You now have a weapon and won't have to sneak around as much. Head over to the ledge opposite of where the crate fell and climb up. Return to the opposite ledge in the corner then return through the hallway by jumping to each of the platforms. Jump down in the next room and fight the guard below then exit through the open passage and follow more tracks leading to a crate and a winch. Climb the ledge and activate the winch to raise the box and reveal a green Endurance Potion. This is the first of several rare potions that will increase your overall stamina. Follow more tracks to the room with the rats and jump up to the ledge above. Kill the new guard in this passage and drink the Healing Potion he leaves behind. Grab that potion in the room to the right if you didn't get it the first time through this area. Continue to the end of this hall then head down the stairs to the left. Approach the sleeping guard who will wake up and engage you in combat. When he is dead you can pull the lever on the wall to open the door in the next room past the blade trap. Take the hall to the right that leads out and back to the beginning of this area. To the left is the hole you jumped through and to the right is the door you just opened. Directly ahead is a guard you can either fight or run past when his back is turned. Go into the room on the right with the red glowing floor and turn right to face the sculpture of Assan's head. Watch the cinematic showing the guard activating the sculpture and opening the gate. Go over to the table and grab the box then return to the previous room and head left. Crawl under the slicing blade trap and enter the Torture Chamber. Move toward the head-crushing device and put the box on it. Then go and flip the nearby lever to activate the device and smash the box revealing a bracelet. Go get the bracelet then exit this room by crawling back through the blade trap passage and return to the room with Assan's head. Stand in front of the sculpture and activate it to open the gate. Follow the passage beyond and fight another guard in the next room. When he is dead you can enter the door to the blue area and watch the closing movie. You have escaped from the prison... Ivory Tower You begin in the blue hall you entered as you left the prison level. Turn right and head up the ramp and through the door. A cinematic takes over and a sniper at the top of the tower will fire several arrows at you which you barely dodge. You end up flat against the wall. Turn left and run across the bridge to get out of the sniper's view and examine the area around the pool. To the right is a drawbridge, but as you near it the guard raises the bridge. You need to find some way to flip that switch from way over here - perhaps a bow and arrow...from the sniper above. Continue around the pool until you spot the wooden bridge with a gap. Jump the gap to land on the bridge and follow it as it ramps up and through an arch. Head to the right and follow the walkway. Climb up onto the ledge and continue around until you reach a stone wall. This can be a very deadly trap if you aren't fast. Stand against the wall with the blades on your right and jump and cling to the wall (do NOT pull up or you will die in the blade trap on top of the ledge). While you are hanging, shimmy to the right until you are clear of the blade trap above and then pull up. As soon as you are standing a block will start moving toward you and try to push you back down onto the blades below. Quickly turn using the quick-reverse command and jump to the ledge across from you. Grab and pull up to the safety of this ledge. Move forward and turn left and jump over the blades in the floor. Walk out onto the wooden platform and turn to the left. Walk to the edge and do a standing jump to the next wooden platform. The walkway T's to the right ending at a dead end. Continue forward and walk off the edge to the platform slight below this one. At the end of this short walkway you can jump up to the higher ledge and continue around until you reach the hole in the left wall. Jump into the hole and continue. Enter the open door and continue to the hall. It turns to the right and you will notice several suspicious raised stones and even more suspicious holes in the wall. Yes, this is a dart trap and the stones will trigger the darts. You may either walk between these stone triggers at 45-degree angles or jump over them. Once you are past this trapped hall you can enter the open passage to the left. This room has a pair of blue floor stones which open the next two gates to the right. These gates only stay open for a short time and you will have to open them in the proper order. Enter the room and step on the stone to open the first gate then quickly run to the back wall and run over that stone as you arc around and run through the gates. If you don't make it there is a stone in between the gates to let you back into this room to try again. Once you are through both gates you need to get against the left wall and jump across and pull up to the narrow stone ledge. Be careful as there are two large sections which will crumble and fall away if you touch them. The first section is immediately to your right and the final section is at the very end. Run across the first section and it will fall out under you. You will make it to the next stable piece as long as you don't stop. Stand under the wooden beam and jump and pull up. Walk out to the wooden ledge and use it to get a running start so you can jump to the window. Follow the ledge around to the right and turn left into the guardhouse. You will surprise the archer who will stumble and fall to his death far below. Take his bow (you will not be able to arm it until you find some arrows) and get ready to do a swan dive into the pool below. While you are up here you may want to get the healing potion to your right (facing the pool). It is on the narrow circular ledge. Walk out to the end of the right platform and do a standing jump to get the potion. This is a tricky jump so only go for it if you need the healing. Run off the ledge and fall into the pool - do NOT jump or you will hit the floor on the far side of the pool. Get the healing potion and arrows underwater then climb out and head to where the guard fell to his death. You should find some arrows which you can add to your arsenal. Now go to the raised drawbridge and ready your bow. Align the targeting sight with the small square trigger on the winch and fire. The bridge will lower and you can cross. Have your sword ready as soon as you get to the other side. A guard will ambush you from the right. When the guard is dead you can turn and go through the next trapped hallway. Make sure to crouch to avoid the slicing blades that come out of the walls. Head around the corner to the guard towers and the large gate. A cinematic will show a guard escorting a prisoner into the palace. It also shows what must be done for you to open the gate later. For now, walk across the large area and into the passage on the far side. Follow the hall to the small room and look at the ceiling. There are several sets of spikes in the ceiling and there are columns directly under each of these that will rise up and crush you if you step on them. Sidestep the areas under these spikes and make your way to the opposite door. Follow the passage until you reach the hall being guarded by the soldier with a staff weapon. You need to defeat this guard then move on down the passage. A cinematic shows the fallen guard pressing an alarm just as he dies which causes several pieces of floor to fall away in the next passage. This next hall isn't that hard, even with most of the floor missing. Below are several stone ledges which are much safer to use when crossing this next area. First line up and do a diagonal jump into the first door on the left. Inside are more arrows you can add to your collection. Exit the door and fall straight down onto the stone ledge. Turn and jump across the gap to the next ledge. Climb up and into the second left door and get the healing potion in this room. Now drop back down to the stone ledge and cross over to the opposite door and pull up to continue. Pull the desk out away from the wall and crouch to crawl through the hole. In the next room the only way out is through the hole in the corner of the ceiling. It is too high to reach from the floor, so slide the nearby box under the hole and climb onto the box then jump and pull up to the area above. Go through the door onto the platform then climb to the ledge above. Line up with the angled portion of the ledge and jump over to the wooden beam then make a running jump to the opposite ledge. Pull up and continue. Kill the guard in this next room and take the healing potion he leaves behind. Continue through the next door and you will be in one of the guard towers. Stand on the pressure plate to complete half of the sequence to open the gate. Ready your bow and aim through the bars toward the opposite tower. Target the other guard and wait for clear shot and fire. The guard will fall onto the trigger in his tower when he dies and complete the sequence. The gate will open and you can go out onto the ledge and start dropping down from ledge to ledge until you can turn left and jump to the bridge. You could also jump to the floor and take the ramp back up to the bridge if you want. Run through the gate and into the next area where you can step on the blue floor trigger to lower the drawbridge and exit this level. Cistern As you begin this new level you will go past a well. Climb on the edge of the well and jump to the rope and slide down to the sewer below (nice to know they drink from the sewer). Ahead of you is a gate so turn around and walk down the underground passage through the waist-high water. A short dead end passage leads to the right. Follow it to the end and get the stash of arrows then return to the main sewer pipe. You could go right to the large room with deeper water but nothing is in there. Return to the rope and prepare to climb out. After you deal with the surprise attack by the sewer monster you can climb out and jump back to dry land. Getting off the rope can be tricky - just let go of all action keys and press DOWN twice to jump back off the rope. If you fall you will die. Now move ahead to the stack of boxes and get the arrows lying here. An archer will shoot at you from the watchtower ahead. Hide behind the boxes and ready your bow. You will have to step back or to the side to get a clean shot at the sniper. When he is dead you can continue. Go to the right of the boxes and look out over the water. There is a ledge below with a box but your target is the rope. Do a running leap to the rope and grab on. You can move with the swing of the rope to increase your arc then let go at the end of the swing towards the stairs. You should land on the steps and can start climbing up and to the right. You will have to jump, grab, and pull up across a pair of gaps in the steps to reach the top ledge. Head out to where you killed the archer and get more arrows and a healing potion. Continue across to the other side and get in the small elevator to the right and ride it down to the ledge leading out toward the boat. Jump to the deck of the boat then head to the rear and use the oar to get the boat moving. Get ready to fight when the assassin drops onto the deck. He is a hard opponent so make sure to block his attacks and counter with your own. When the fight is over the boat will take you through some large wooden gates into the harbor area at the Palace docks. Facing the rear of the boat, jump into the water on the right and locate the submerged box floating in the water. Climb onto this box then jump to the next floating box and climb on. Jump/climb onto the wall and head right to get a healing potion then check out your surroundings. A moveable box is nearby but it has no use to you. Return back to the wall near the floating boxes and look out to spot a thick pole sticking out of the water. Jump out and grab and pull up onto this pole then turn and jump and grab onto the chain. Climb up and spin around so your back is to the ledge then drop off onto the upper ledge. Head to the other side of this catwalk and flip the switch to start the box moving back and forth across the harbor area. Look up to spot a hanging platform. Go to the other side of the catwalk and drag/push the box under this platform then climb onto the box and jump onto the platform. From this ledge you can jump out to another hanging platform closer to the moving box. Turn and face the area where the box is passing beneath you and run off the platform just as the box is going past. Do NOT jump or you will miss the box. Ride on the box to the right and when it reaches the end jump down to the dock before the box goes back out over the water. Several boxes are along this next section of the dock and you can choose to go to either the left or right of them. Each presents its own challenge. To the right are pressure plates in the floor which trigger darts traps. You can jump over them and avoid the darts or you can take the left side which is slightly easier. There are two sections of this path that will drop out from under you. Just start running and jump over the sections as you near them. You should also be holding your grab button just in case you miss and fall - you will cling to the opposite edge and can still pull up and continue. Head up the ramp and then up some stairs to right the big guy guarding the doors to the palace. Don't waste arrows on this guy. Rush him and attack with your sword. This guy is really tough so make sure to block his attacks and counter with your own. When he is dead you can step on the pressure switch and open the door to enter the palace. Palace Entrance As you approach the series of vertical ramps you must first deal with the guard. When he is dead you can get the yellow potion and follow the hall back to the T-intersection. Turn left and flip the wall switch to lower the ramp then turn around and head to the other end of this hall. You can check out the small chamber to the left and view the moat and palace ahead. Enter the darker passage and flip this switch which raises the gate at the end of the greenish hall. This gate is on a timer so you must quickly get through the next hall but you will also have to crawl since there are deadly blade traps in the wall. Once through, turn right and return to the area where you killed the first guard and go up the ramp. Deal with the large guard waiting for you at the top of this ramp then flip the switch on the left to raise the ramp. Return to the ramp and walk up the incline to another T-intersection. Both directions are dead ends so jump into the window in the back wall and move forward. Push the box forward to raise a section of wall allowing you access to the next area. Move quickly to avoid the deadly arrows of a pair of archers. One is across this large room to the right of the fountain. You must run toward him and engage him in hand-to-hand combat. He will pull out a staff weapon when you get close. Kill him quickly then seek cover from the other sniper who is already shooting at you from the upper ledge back where you entered this room. A healing potion is over by the fountain. Grab it on your way back to the wall where you entered. You are safe from the sniper above in this area so move the nearby box over so it is lined up with the hole in the wall then shove it into the hole to lower the wall allowing you access to the other side. There is a ramp above you and two raised sections to either side. The right side is blocked with a plant so climb onto the left side and move to the end and climb onto the short box. Pull up to the next ledge and turn and jump onto the ramp. When the guard on the other side of the bridge sees you he will close the gates and raise the bridge. Climb to the top of the ramp and look at the windows to the left (as you go up the ramp). A guard is walking back and forth. Run and jump to the windowsill and hang on. Shimmy to the left until you are under the far left window then pull up when the guard is walking away to the right. Ready your sword and kill the guard when he comes back and get the healing potion he leaves behind. You can climb into the window behind you and get a better view of what lies ahead. Your destination for now lies in the other direction through the door and across a collapsing bridge. Run and jump across the bridge to the opposite side and move into the next area. A gold alcove on the left had a stash of arrows on the floor. Take them then move into the window and out onto the ledge. You are now on the ledge above the fountain room and opposite the ledge with the sniper from earlier. He is to your right and several large tapestries are blocking most of his shots. You can still take damage so you must act quickly. Turn right and move to the end of your ledge and jump up to the wooden beam with the hanging tapestry. Start swinging back and forth and launch yourself toward the rope. Grab the rope and swing again until your arc is high enough to carry you to the next ledge. Cling to the edge of this ledge and shimmy to the left until you are behind the column and out of sight of the archer. Climb onto the ledge and run around the column and whip out your sword. You should be able to surprise the archer and get behind him for a devastating back-attack and kill him in two slices. Go to the far end of this ledge and get some arrows before entering the window back by the fallen archer. Head down the short call to another window that overlooks the moat and the palace. Jump out to the rope and climb up until you are above the wooden beam. Jump off the rope and onto the beam and follow it to the roof. Climb up and walk around to the front and your view will change to look down on the guard on the other side of the raised drawbridge. With the bridge in the "up" position the end is near - near enough to jump to. Jump the small gap over the moat and slide down the bridge and pull out your sword. Do not pull out your sword while sliding or you will automatically sheath it when you hit bottom. Kill the guard and investigate the dark passage to the right. It is a short dead end with a healing potion hidden inside. Enter the huge circular room and watch the cinematic of the machine rising through the irisv in the ceiling. There are three bookcases in this room. Assuming you entered this room at the 6 o'clock position the bookcases at 9 and 12 o'clock are both fatal traps. You only need to activate the bookcase on the right (at 3 o'clock) to access the next passage. Take the short hall to the lift and tide it to the top. Exit down another short hall into a large circular room above the iris you saw earlier. There is a closed door on the opposite side and a passage higher up and to the right. Some boxes on the left side of the opposite passage allow you to step up to a higher ledge then jump over to a wooden platform. Back up and get a running start and jump to the stone ledge at the base of the high passage. Pull up and follow this passage to a pressure plate that opens the door leading to a stone spiral staircase. Climb the stairs and kill the guard who charges down the hall. Grab the arrows lying on the floor at the top of the stairs then head down the passage where the guard came from. Another pressure plate opens the door leading out to a ledge high above the iris below. A sniper is across this chamber on a higher ledge. Aim up and kill him with your bow. I recommend a magic arrow for a quick kill. Then flip the nearby switch and quickly get onto the wooden platform. Ride it around and jump off into the narrow alcove before it reverses and takes you back to the starting ledge. Climb up to the next higher ledge where a box blocks your path. Back off and cling to the side of this ledge and shimmy left past the box and pull up on the other side to get the healing potion. Now push the box forward until you can jump up and grab the top ledge and pull up to the next higher area. Look out and to the right and spot the rope and jump out to it. Swing across to the next suspended platform and then jump to the hanging chain. Climb up and jump off to the ledge where the fallen sniper lies. A door flanked by two large spears is behind the body of the guard. The door won't open and you can't get the spears, so head back to the left of the door and find the area where you can jump up to the next higher ledge. Continue left and climb up again into a passage concealed behind some grates and find the super-jump potion. Head back the way you came until you reach the edge of the ledge and jump to the next higher block. With your increased jumping ability you can easily jump over the door below and onto the opposite ledge. Climb up and continue forward until the ledge ends. Turn and face the interior of the room. There are three suspended platforms you will be jumping to. The first is above the ledge with the switch. Jump to this ledge then turn and face the next ledge leading around in a clockwise pattern. Jump to this ledge which should be directly beneath the wooden beam attached to the machine above. At this time you can jump straight up and continue or you can choose to make another daring leap to the next highest ledge across the room with the healing potion on it. If you make this jump then drink the potion and return to the ledge and jump straight up to grab the beam and pull up. Another healing potion is inside a dark alcove in the bookcases. Jump up to get that one if you need it then head to the main deck of this machine and pull the lever. The machine will rise up through the next iris and you will find yourself in a new chamber. A very large guard with an equally large tattoo patrols the floor below. Jump down off the machine and fight the guard. Use all your best moves, blocks, and counter attacks to defeat him. When he is dead you can exit through the corridor and the door at the end. Palace Interior Those of you who played the Prince of Persia 3D Demo will recognize this level. You find yourself on a narrow bridge under immediate attack from a very nasty guard. Kill him quickly and continue across the bridge into the next building. Pass through the first small room and into the octagonal beyond. A ledge is directly ahead of you and passages lead out on either side of the ledge. The left passage leads to a corridor that takes you to the top of a long flight of stairs leading down to a pool of water, a guard, and a locked gate. You could go there now and kill the guard but you will have to return back to this central room and go to the right to solve the puzzles necessary in opening that locked gate. The right passage leads to a room with twin columns in the center. The columns are trapped with swinging blades. The exit opposite from where you entered is also trapped with a large chopping blade which will slam down as you pass through. This room is part of a larger puzzle which begins back out in the central room. Now that you know what is down both of the passages, head toward the ledge in front of you and climb up. Turn right and go into the next room and you will find a pressure plate in the floor to the left. Directly ahead is a small drop-off to a dark passage that leads to a gate and also wraps around leading to stairs down to the trap-room from the previous paragraph. The following puzzle must be completed quickly as the gates that will open are on a timer. Stand with your back to the pressure plate and back up onto it. When it activates you will hear a gate opening to the left. Run forward and drop off the ledge - you will be in the room with the twin columns and slicing blade traps. Directly behind you is another pressure plate. Don't waste time turning around - just back up onto it and then run forward between the two columns. Stay in the exact middle of the columns and the blades won't even come out. Turn left and slowly approach the door. When you get close the giant blade will slam down. Wait for it to slowly go back up and run through the door before the trap resets. Head up the stairs and turn left to find the dark passage and the opening in the wall. The gates you just raised were in this doorway and the one on the other side of the deep pit and they will close in just a moment. Quickly line-up with the rope and jump to it and swing to the other side and land on the ledge. Climb the rope that is here up to the ledge above and jump back to this ledge and enter the room, being cautious of the spiked floor traps that spring up in various locations. To the right is a passage with a guard. Kill him and continue around as the hall angles right leading to another rope. Swing across to the other side and enter the next passage. To the left in a small alcove is a healing potion. Use it if you need it or save it for later - you will be returning this way shortly. The gate ahead of you is locked so turn and go to the left and enter the circular room on the right. The floor opens and drops you into a pit just as a spiked ceiling slowly starts to descend. You have about ten seconds to locate the moveable block and push it into the next room creating an escape from the crushing doom behind you. In this new room you will find the passage leading out and to the right. Jump up and grab the edge of the floor above and pull up to the catwalk-like structure. Once again you have two possible directions to go - for now just go to the left and follow the passage until you arrive at the ledge over- looking the courtyard. A switch here will unlock the gate I mentioned at the beginning of this section. After you flip it you can return back to the catwalk and around to the other passage. Stairs lead up to pressure plate which opens the other locked gate from earlier. If you didn't drink the potion earlier then you may want to get it now - you won't be coming back. Walk out onto the ledge and look down. Far below is the pool of water I mentioned earlier. Run off the ledge and you will fall into the water below. Climb out of the pool and head past the stairs and into the next room. Kill the hooded assassin guard (if you didn't do it earlier) then approach the now-opened gate. Pass through and watch the brief cinematic. Palace Escape Head down the stairs and drop off the ledge. Another ledge hangs above you. Jump up and grab and pull up then cross to the other side by going around the pool the belly dancer dove into. Drop off the matching ledge on the other side and head to the left. Some arrows are stashed on the top of the wall. Grab them then return to the right corner of this large courtyard where there is a guard tower and a sniper who is already targeting you. There are two ways to kill this guard; the easy way and the way the designers wanted you to. The easy way is to snipe this guard yourself. A single Swarm Arrow will usually kill him, or you can use several of your normal arrows. Of course you could always play the game as intended and run into the door at the base of the tower. Turn right and find the section of moveable wall and push it in. This lowers a rope in the center of the tower. Circle around until you reach the Monk - don't kill him - then enter the door on the right and climb the rope to the top of the tower. The archer will get a few shots at you while you climb up plus I found this rope extremely difficult to dismount. Falling from this height is instant death. So kill the guard however you want. When he is dead you can return to the Monk. Continue around the passage and carefully enter the next room. A healing potion baits you from across the room but a pair of dart traps forces you to be extra cautious in getting it. Enter the door on the left and jump to the rope at a 45 degree angle so you are swinging to the corner of the opposite ledge. You can either land on the ledge or grip the side. Shimmy if necessary to clear the spikes that fill the central portion of this ledge. Walk to the far side of this ledge and sidestep to the middle and do a standing jump to the doorway. Follow the passage around to the left until you reach the closed gate. A pressure plate will open the gate taking you back to the Monk but first you will want to turn and climb up to the ledge behind you. Prepare to battle a pair of guards. When they are dead you can continue to the back of this raised area and climb up another ledge. Get the Tri-Point Double Assassin Blades lying on the floor and flip the lever to shutdown the machine and stop the spinning underwater blades. As you pass by the Monk he will offer the use of his Shrine (the box-like device in the tower room with the rope). You can use this Shrine to enchant any single normal arrow you have in your possession. Just approach the Shrine and it will open. Press action to enchant an arrow. The magical essence of these Shrines is only temporary and varies in power and duration for each Shrine you encounter. Return to the outer courtyard and climb to the central gazebo. Dive into the pool then take a deep breath and dive down and swim through the green passage into the next room. You will see the blades you recently stopped from spinning and a pair of passages lead out on either side of the blades. Take either passage - they both lead to the next room - and quickly surface as your air is almost gone. This room (the pool room) has three closed gates and one that is open. Go into the next room and you will find three switches; red, green, and blue. These switches open their matching gates in the pool room. Step on the blue switch to open the gate in the same location back in the pool room. Return to the pool room and enter the short hall. The torch on the right is unlit and sideways. Activate this torch to open the hidden door and enter the next area. Fight the assassin guard and take his healing potion then climb up the short wall beyond and get the arrows lying on the floor. Enter the next room with the altar and four torches. Climb onto the altar and pull up to the floor above. Be very careful as there are pressure plates surrounding this hole that will activate the dart trap. Sidestep as necessary and exit this room. Head around to the left until you reach a closed gate and a guard on the other side. Turn right and walk out onto the ledge. A pair of guards are below on a ledge just outside a door. Kill them with your bow - this make take several arrows - then return to the pool room and enter the other room to step on the red switch. Enter the pool room to spot another gate opening. Enter the small room and jump up to the left ledge and enter the doorway. Turn the corner and jump off the ledge to avoid the deadly spikes below. Follow the passage until you exit out onto the ledge where the two guards you just killed are lying. If you didn't kill them earlier then kill them now. Head to the right and step on the pressure plate to raise the bridge and cross over to the next area. Again, jump up to the left ledge and exit out onto the ledge. Make a tricky jump to the balcony then enter the hallway through the door. You are now on the other side of that gate from earlier - the side with the guard. Fight him now and take his healing potion then use the pressure plate to open the gate and return to the room with the hole. Drop down to the altar and return to the pool room. Before you get there you will spot a new passage available to you on the right. Take this passage and ride the elevator up. Exit the lift and head to the right where you will find a rope you can use to swing to the other side. Continue into the next room which is above the room with the three colored switches. Cross around to the other side and push the gold urn over the edge causing it to land on the blue switch. Now you can jump out to the chain hanging in the middle of this room and climb down to the floor below. Step on the green switch and return to the pool room to take the final passage. Follow the passage until you arrive at the top of a massive foyer. Twin stairs lead down on both sides and you can take either one to lead you to the final encounter with the belly dancer. Don't be distracted by her graceful moves - she is very deadly and has over twice the hit points that you do. You will need to use all of your combat experience to defeat her. I recommend the sword. If you try to use your knives she will tear you up before you can even scratch her. When she is finally dead you can claim her healing potion then exit through the door. Follow the passage and watch out for the spinning blade trap around the final corner. Run past these blades as they are lowering back into the floor. Enter the door to exit this level and start the very cool cinematic. Rooftops Head across the bridge. Note the green potion on the right - you will be getting it shortly but not from this area. Kill the guard at the far end and take the healing potion he leaves behind. Ignore the switch on the wall (it closes the gate behind you) and continue forward and to the left. You can jump over the railing at the top of the stairs or duck under the slicing blade trap on the banister as you go down them. Run toward the opening at the far end of this passage and the guard will close the gate as you approach. Turn left and climb out onto the window sill and drop to the outer ledge. Turn right and follow the ledge around the corner and kill the guard who shut the gate. Turn left and run across the crumbling ledge - grab on and pull up or jump to clear this gap. Move forward until the arches are on your right. Go into the first arch and locate the floor plate and step on it to open the shutters in the back wall. Climb through to the ledge on the other side. To your left is a window high in the wall and to your right is another floor plate to reopen the shutters on your return trip. For now, move left and jump across to the ledge just below the torch-lit terrace with the assassin guard on top. Climb up to the top and kill this guard the run and jump to the walkway on the opposite side. The walkway continue toward a tower then splits in either direction. Head right a few steps then face away from the tower and spot the ledge below. Jump to this ledge and enter the door. Turn right and continue up the spiral steps and into the next hall. An opening in the left wall leads out to the deck with the green endurance potion which will increase your total health. Continue up the step and turn right. Drop from the window back to the ledge with the floor plate and step on it to open the shutters and climb through to where you started. Move forward through the arch and jump across the alley to the opposite ledge and pull up. Sidestep to the right and pull up to the upper ledge. You can go to the far right end of this ledge and drop down to get the healing potion if you need it, otherwise just jump through the window in front of you and drop to the floor. Kill the guard in this room and take the arrows he leaves behind. Proceed through the door and down the stairs to the open area outside and watch the cinematic of Rugnor and your Princess. A sniper on a ledge high above to your left is already shooting at you. Take cover behind one of the battlements (square stone columns) on the left. Jump and grip the edge of the battlement and wait for the sniper to shoot. Then while he is reloading, pull up and jump the gap to the ledge ahead of you. If you land on the ledge, quickly run to the right. If you come up short, then grip the edge and shimmy sideways to the right and pull up. Locate the lit window and jump to the ledge and enter. Continue to the rope and jump to it and slide down to the floor below. There are two exits from this room, Through one of the exits you can see another door - this is the exit you need to take but don't go through that second door. Turn right and go up the stairs and step on the switch. Drop to the floor below and go outside. Move the box over to the high ledge and use it as a step to climb up. Follow the ledge around to the left and enter the door. The hallway beyond is double-trapped with spikes and slicing blades. Jump the spikes then duck and crawl under the blades. Continue to the right and step on the switch and avoid the dart trap. Turn right and locate the narrow ledge. Jump and grab then shimmy to the left until you are under the door then pull up and enter. Walk outside and turn and pull up to the next ledge. Ignore the Green Poison Potion on this ledge. Turn and do a running leap to the opposite ledge then turn left and head to the rope. Jump to the rope and swing to the other side then head right to the edge and do a standing jump to the large balcony below. Enter the door and turn left and take the stairs leading down. Jump over the spikes at the bottom of the stairs then turn right and head out onto the bridge. When you are between the four columns turn left and walk off the bridge to the area below. Your now need to jump to the ledge with the guard ahead and to the left. You can either make the jump and kill the guard in hand-to-hand combat, or snipe him with a few arrows then make the jump when it is all clear. Either way, jump to the ledge and head up the stairs. Enter the room and step on the floor switch to lower a lantern then exit back to the stairs. Go down halfway and jump over the short wall to land in front of a gate which will open as you approach. Go inside and fight the old man who attacks from the left. Continue down the hall from where he attacked and enter the small room. Ride the lift to the top and exit. Turn left and continue to the doorway on the ledge. Avoid the spikes as you enter the door and take a right. Watch out for the sniper in this area. Run across the bridge and turn right. When you arrive at the stairs you will notice a pair of beams running above the stairs. Jump to either of these beams and shimmy over the stairs which are trapped and will open dropping you in a deadly pit otherwise. At the bottom of the stairs, take the door leading to the next hall with a pair of doors. Both doors lead outside so take either. Jump to the aqueduct and follow the watery path straight ahead into the doorway. Turn left and run down the ramp and jump to the rope swinging to the central platform. Fight and kill the assassin and take his healing potion. Jump to the opposite ledge and climb the short wall and enter the door on the right to end this level. City and Docks As soon as this level starts quickly climb onto the box on your right and then jump to the ledge above. You could fight the guards below, but there are no rewards for your efforts. Make your way along the ledge until you are above the stone wall with the gate in it. Drop down onto this wall and walk across to the other side then get on the next ledge. Drop off and hang from this ledge and shimmy past the spiked area. Pull up on the other side and turn to face the next ledge across the street. Watch out for the dark raised sections on the corners of both of these ledges. They are triggers for deadly dart traps which launch from behind you. To avoid the traps jump across at a slight angle to the left and the darts will miss you. Continue forward until you reach a carpeted area with a pair of Life Stealer Arrows. Pick them up then turn and jump across to the lower slanted roof across the street. Drop off to the street below and continue past the fountain until you spot a large guard up ahead. A small alley on the left contains several boxes. You can pull out one of these boxes to access a shape-change potion. When you drink it you will look like the other street guards and can simply walk by anyone you encounter. This is on a timer so get moving. Walk toward the big guard and turn left and head down the street. A pair of guards are at the next intersection. Turn right and go a short distance then turn right again into a dead end area. Climb the ledge leading to the door and take the ramp up to a room with a Key and a healing potion. Get both then drop through the window to the street below. You will have changed back to the Prince so watch out for the guard who attacks as you hit the pavement. Kill him then return to the fountain. Locate the keyhole at the top of the two short ledges and use the key. Enter the left passage (the right goes to the same location but is heavily trapped) and follow it around to the alley with many ledges and deadly dart traps. Stay along the wall as you approach this area to avoid the darts shooting down the middle of the passage. Jump across to the opposite ledge then drop to the ground and kill the guard below. Move on top of the grate in the corner and open it to access the sewers below. Follow the watery passage down and turn left. Watch out for the spikes coming out of the walls. Time your dash through the spikes as they are retracting and continue to the hole beyond. Back into the hole and hang onto the edge. The camera will move to an overhead view and you will see a pattern of spikes poking into the shaft. Time your drop when the spikes are retracted and drop to the lower passage. Head up the ramp to the open area where a Muck Monster swims around. You are safe on this ledge and can easily kill him with a few arrows. He is much harder to kill in hand-to-hand as he has a very fast strike attack. When he is dead you can continue up the opposite ramp. Those spikes are too difficult to jump from here. Turn and pull up to the ledge above then face the spike alley and do a running jump out to the vine. Start swinging and release to land on the opposite ledge. Continue down the tunnel and climb the rope at the end to arrive at the docks. Walk out onto the dock until it collapses. Fall to the lower level and move ahead and around the corner to the left. Turn left at the next corner and you will come to a gap in the wall with a table, pot, and some arrows. Grab the arrows then return to the far side of this building. Find the ramp that crosses the gap between the buildings. Head up the slope and turn and pull up to the next higher ledge. You should now be on the top section where a door enters the building behind you on the right. Don't enter the door just yet. Turn left and follow the walkway until you reach a wooden ramp leading up. A stone building should be at the top of the ramp to the left. Don't go up the ramp; instead, drop off on the left side and continue forward until you can spot the hole in the floor above. Pull up into the lit room and find the green endurance potion. Drink it and drop back to the deck below. Continue between the buildings until you are overlooking the water. To your right should be the high door leading into the building. Turn left and look down to spot a building below. Beyond this building is a shipwreck out on the horizon. Get a running start and jump to the roof of this building. Walk to the back edge and stay to the left. Turn and lower yourself over the edge and drop. Grab immediately just in case you miss the walkway below. You will catch yourself and can pull up to the ledge and get the healing potion. The walkway will crumble and fall away if you go to your left, so just pull back up to the roof. Off in the distance ahead of you, you should see the door you need to return to. But first, one more quick stop. Run and jump from the right corner of this roof to land on the nearby walkway. You should be right outside a doorway. Enter and talk to the man and get the flute from the table. Exit, turn right and jump to the next walkway. Return to the sloped ledge ahead and cross to the building on the left. Climb onto this ledge and walk up the slope then pull up to the next higher ledge. Turn once more and jump to the top ledge and move around to the right to find the door that enters this building. Most of the floor in here is very unstable. Go just inside the door and turn and do a standing jump to the middle of the room. You will land on a stable piece of wood. Now take a few steps back from the far edge of this platform and do a standing jump to the next lower piece of stable floor below. (Use first person viewing to line-up these jumps before attempting them). Now back off this ledge and hang and drop to the floor below and you won't take any damage. Head toward the corner room with the shovel and you will find a hole leading below. Drop through to the tunnel below and follow the passage to the underground lake. Another Muck Monster swims around here and you can either kill him or avoid him. The far right passage is the safest of the two for exiting. Make your way around the ledges (or wade across the water if you killed the Muck Monster) and enter this passage. When you turn the next corner to the left there will be a bottomless pit. You cannot jump this pit but there is a very narrow ledge along the left side you can walk across. Past this pit you will see the other tunnel from the lake room branching in from the left. A short passage on the right has a healing potion. At the end of this passage is a coiled rope. Play the flute and it will rise up out of the pit. You may have to try various locations to activate the flute/rope. Climb out of the tunnel to the wharf above. Head down the wharf until it splits off in a Y. Take the right fork to the house at the end and enter. Drink the strength potion which will make the next boss-battle much easier. Return to the Y and take the other path. Ignore the house on the left - it is empty. Keep heading to the right and a giant Muck Monster will attack. He smashes up a lot of the wharf and you will fight him in waist-high water. You should easily defeat him with the added strength of the potion you just drank. When it is dead you can move ahead to the nearest piece of the wharf. This is the ONLY time you can be in the water without automatically being eaten by a Muck Monster. Once you are on the wood you need to stay on it for the rest of the level. Start jumping across the various broken pieces of the wharf as you make your way toward the Dirigible in the distance. When you reach the wall, climb to the top. Ignore the guard in the nearby boat and quickly dive into the water (this water is safe) to avoid the pair of archers on the towers. Swim to the opposite side of the harbor and exit onto the wooden dock. Ignore the guard here and enter the door to exit the level and start another cool cinematic. Dirigible The next few levels are going to test every bit of your patience and your jumping abilities. Almost every jump is a life and death situation and one slip or missed ledge will send you plummeting to your doom. Keep your finger over the QuickSave and use it often! Begin the level by climbing the rope in front of you. Jump off the rope and enter the room and talk to the man then climb the boxes and exit through the hole in the ceiling. Kill the skinny crewman then turn right and jump up to the ledge above. Head right along the ledge and cross the plank leading right and onto the platform. Continue straight and climb up to the next ledge. There are several crates in this container. Climb the first large crate and jump to the conveyor belt. Run to the opposite side and enter the building to get some arrow. Return to the container and move to the boxes in the back. Climb up these crates and pull up onto the ledge. Turn left and quickly get up the small step and draw your weapon to fight the big guard. When he is dead you can move toward the pressure switch and step on it to open the nearby door. The guard will vanish as you enter this new room and the man inside will tell you that each guard you kill makes all the others stronger. Turn right and get the healing potion then climb up and through the window. Jump from this ledge to the platform below then walk forward and turn right. Jump over to the box with the rope inside and climb the rope. Exit to the ledge at the top and make your way to the stack of crates nearby. Climb up to the ledge and get more arrows then climb back down the crates and walk back toward the rope. Turn left before you get there and spot the next ledge you need to jump to. Another rope is accessible from this ledge. Climb up and jump from the rope into the room above. Walk to the other end of this box-like room and jump to the rope to avoid the falling floor around it. Climb up and jump to the next platform. Get a running start so you can leap to the doorway and continue up to the platform with the guard. Kill him then continue around this large deck and jump to the wooden platform hanging from several chains. Climb to the ledge above this then jump to the door. Continue past the gears and up the ramp to the pressure switch. Step on it to lower the drawbridge then return to the machine room. Jump over the trapped floor as you reenter this room then turn right and head out onto the bridge. Jump from the end of the bridge to the platform beyond then climb the crate on the left and continue up to the next ledge. Climb up another crate then turn and jump to the next ledge and follow the walkway to the top. Kill the guard on the right and if you need it you can carefully walk out onto the beams to get the healing potion. Watch out for the pressure plates on some of the beams that will trigger an arrow trap. Climb up the crates near where you kill the skinny crewman and turn to jump onto the platform that is moving back and forth. Turn right and stand on the edge of this moving section and when it reaches the far end jump up to the next walkway. Continue forward being very cautious of the giant slicing blade trap. Wait for it to slam down then run through as it is resetting. Continue along this path until you can jump to the right to the central platform. Turn left and follow it around until you can jump to the next platform. Move forward and climb to the next ledge then turn left and go through the archway. Continue to the end and turn right and jump to the hanging crate which is a counterweight to a similar crate on the other end of the beam. The cinematic shows where this crate is. When the crate is at the bottom, turn and jump to the walkway behind you and run back to the central platform. Continue back to the left and this time run off the end of the ledge and jump to the crate on the other end of the balance beam. Depending on how fast you are this crate may already be lowering. Leap across to this crate and then to the ledge beyond. From this platform you can jump to the next small platform then head to the edge and wait for the wooden lift to come up. Step on and ride to the top. Turn right and jump to the far ledge as you near the top. If you fail to make the jump you will be crushed with a sickening crunch. Head to the end of this walkway and face the rope. Jump to the rope and climb up then drop off into the doorway. Climb to the ledge and exit through the window above the door you just entered. A guard is ahead and to the right. Kill him now with your bow then climb the rope and spin around so your back is facing the sliding platform below. When the platform is beneath you (you will hear a noise) drop down and ride it to the other side. Jump to the opposite ledge when this platform reaches the other side and head left. Run to the rope and swing across to the building and get some arrows inside. Return to the previous walkway using the rope and walk to the end. Turn right and jump to the higher ledge. Grab on and pull up then walk to the end of this ledge and turn right again. Pull up to the ledge with the dead guard and walk to the end. Turn left and drop down to the doorway with the floor plate. It opens this shack and you can get the healing potion inside. Return to the ledge with the guard and climb the ledge on the left. Another guard is off in the distance. You need to kill him with your bow as soon as you can get a clean shot or he will cause you problems as you get closer. He guards a purple potion which you will be getting in a few moments. Continue from this ledge into the next building then head out through the door on the right. Turn left and drop straight down to the walkway below. Follow this catwalk through another slicing blade trap to the end of the ledge then turn left and climb up to the next ledge. Jump to the platform outside the building and enter to get the strength potion. Exit the building and jump down to the lower catwalk and repeat the last few climbs until you are back on the highest section. Turn and face the moving platform. Climb onto the platform as it nears and ride it to the other side. If you need it, you can turn left now and go to the rope and climb down to get the healing potion below. Return to the top and go to the right when you are ready. Another skinny guard is on the upper ledge. You can kill him now with an arrow or wait and deal with him in person. Continue around and enter the door and go up the stairs. Kill the guard (if you didn't already) and flip the switch he was guarding. A large section of the circular walkway will lower into place. Follow it back around to the right until you spot the healing potion. If you aren't wounded then save the potion until after the next combat. Turn right and walk up the ramp and fight the big guard. Now go get that potion if you need it before continue to the end of this walkway. At the end turn and climb the ledge then head left to the hanging crate. Turn right and jump to the rope. Climb to the platform and jump off then follow the series of platforms until you reach the gold roof. Now is a good time to target the guard ahead with an arrow and finish him off. Jump to the next few platforms then line up for the jump to the big hanging box. When you land on the box run forward and jump to the central platform quickly before the box lowers and you have to repeat all this over again. Ignore the floor plates and the switch and turn to the vertical wood walls on the right. Jump to the wall and grab on and pull up. Do a standing jump to the tent then run off the canvas and continue forward. A guard will be pursuing you from behind, but you can easily beat him to the lift around the corner to the right. Ride it to the top then enter the next lift to the left and ride it to the next level. Exit the lift and watch the guard leave this area. Walk out onto the catwalk and it will crumble taking you down with it. Now you are forced to take the very long way to get to that exit. Head to the end of this walkway and turn left. Back off the ledge and hang until the platform slides beneath you. Drop and ride it to the other side where you can climb up to a ledge with a conveyor belt and a blade trap. Cross the treadmill and time your jump through this trap and cling to the opposite ledge to pull up. Turn left and leap to the horizontal beam and swing across to the opposite ledge. Turn right and ride the lift to the upper ledge. Run, jump, and swing across a pair of horizontal beams to the next ledge then get ready for a difficult jump. Jump out to the rope and start swinging. As you swing watch the moving wooden platform and when it is nearing the slicing blade trap below let go at the right moment to land on this moving platform. Jump to the next stationary platform then hang off the ledge and wait for the platform to slide below you so you can drop down. Ride this platform and jump to the next platform when you get close enough and ride this one to the far side where you can jump and climb to the ledge. Turn left and jump into the doorway and flip the switch to lower the lift behind you. Climb on and ride it to the top. Turn and jump out the window onto the ledge. Turn left and leap to the walkway and follow it around to the end. Drop to the ledge below and face the next section where large boxes are moving in and out. Time your run past these boxes and turn right to enter the door at the far side of this puzzle. Drop to the platform below and walk to the ledge. Climb down to the suspended catwalk with the pair of blade traps. Time your run through the first trap then jump and grab as the middle section of the catwalk falls away. Get past the remaining blade trap then turn left and wait for the giant fan blades to spin around. Time your jump early so you land on the blade and quickly turn to face the outside edge of the blade. When you spin to the far side jump to the ledge with the crate. Use the crate to climb to the upper ledge and step on the pressure plate to open the door. Enter to fight the crew boss. This guy is tough and with ten health points on his side you will have to use some good strategy to defeat him. Block his attacks and counter with your own to do extra damage. When he is dead you can move forward and flip the switch on the wall. This entire section will spin so that the walls are now floors. You will also lose all your weapons. Continue forward and start climbing the walls which now form ledges. Make your way to the crate and use it to step up to even higher wall sections. When you reach the very top you can pull up into the elevator. Ride it to the top and exit to the walkway. Follow it around to the left and then the right until it ends at a small gazebo. Upper Dirigible E
Kindred Fates is an open world monster battling RPG, and a love letter to the monster battle genre. Our goal is to evolve the genre, and finally bring fans what they've been asking for.