Prince of Persia,Prince of Persia: The Sands of Time Prince of Persia 3D Walkthrough


 

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
 
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 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
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