
Prince of Persia: Warrior Within Walkthrough
This walkthrough was not at all made by me but by a site known as LunaBean.com, I will admit I stole it from there when they had it up as a "Revised Version." When they so foolishly did so I took it. I have played the game with this guide by my side and have not come to any dead ends or mistakes yet although I have not yet completed the game I am sure I will without hassle. :)
The Boat - Fighting Tutorial
After a long cutscene of you running through alleys avoiding the Shadow Dahaka, you'll find yourself on a boat. This boat is basically your training area to get a feel for your movement and fighting abilities.
When you start up you'll be told about your Attack-Button. This button is your main attack button. Next, you'll learn about the Block-Button. Hold the Block-Button to block attacks. Next, you'll learn a combo: hitting your Attack-Button three times in a row. There are dozens of combos in this game. To see them, go to your pause menu and choose "Combo List". Next, you'll learn several ways of jumping over an opponent and attacking them or throwing them. In general, to vault over an opponent, use the Grab/2nd Weapon Attack-Button. You can also use the Roll/Jump/Eject-Button while running toward an enemy to vault over them. When you take care of the first set of enemies the floor will break open and you'll drop down.
You'll land in a pool of water. Water is how you heal yourself. To drink water, stand in a pool of water (or go up to a Save Fountain) and hold the Walling/Block-Button. You'll drink water and you'll see your Life Meter fill up. So, drink some water and go up to the three enemies in the room with the column. Columns are fun in this game because you can swing around them and attack enemies. Using either your Grab/2nd Weapon Attack-Button or your Attack-Button, head to the pole and hit either button. You'll swing around the pole taking out the enemies. If any avoid your attack, finish them off. Be sure to look for columns throughout the game which will make attacking several enemies at once a piece of cake.
Continue down the hall and you'll get a cutscene of you escaping from below deck. Back on the deck, kill the various remaining enemies. Keep in mind that you can pick up enemy's weapons. To do so, stand over a fallen weapon and hit your Pick Up Weapon/Throw Weapon-Button. This will give you a weapon in each hand. To fight with this extra weapon you use the Grab/2nd Weapon Attack-Button. Try it out and you'll see that you'll be swinging the extra weapon. Extra weapons break down after several hits, turning red to indicate it, but are rather useful. You can also throw secondary weapons. Using the same Pick Up Weapon-Button you can press it to throw a weapon a great distance at an enemy. Once this set of enemies is defeated, run up the flaming stairs on the left.
Boss Fight - Shahdee
You'll probably die a whole bunch here, don't worry, she is difficult with your limited resources. In this fight, you have to get Shahdee down to about a 1/5 or 1/6 of her life...you won't be killing her, yet. The best advice for her is to Block or Roll any time that she attacks. You should also be armed with a 2nd Weapon. Use your Primary and Secondary weapons to attack her a few times then roll away or Block. In fact, I recommend rolling left or right until you can get behind her and then attack her and repeat. You can also try to vault over her, but this is risky because she may attack you as you're doing this. In summary, Block and/or Roll a whole bunch and attack when you have the opportunity. Be patient. Also, as you fight her you'll get a quick cutscene where your swords will lock. Rapidly tap the Attack-Button to break this face-off in your favor. Be sure to follow this moment with an attack.
When you knock her health down enough she'll knock the sword out of your hand and you'll get a cutscene with a wise (and scarily realistic) old man. Next, you'll find yourself washed up on shore.
Beach - Movement Tutorial
You are now stranded on a beach. You have no weapon so you pick up a stick. Kill the Crows then learn about your Camera. Basically, you have your standard view, a Landscape (Panoramic) View, and First Person View. Remember these as you're going through the game as varying perspectives tend to help out. You can also center the camera behind you using the Center Camera-Button (R3 on the PS2...click down on the right analog stick).
Head to either of the fresh water pools and drink to regain your health. Then, head to the flame-lit stairs. To the left of the stairs is an ARTWORK TREASURE CHEST (1). Go up the stairs.
You'll find yourself faced with your very first gap. Use the Jump-Button while running toward the gap to jump it. Then, use the Jump-Button to get up on the ledge and go over. Jump the next gap and you'll find a SAVE FOUNTAIN - WRECKAGE. Here you can refill your life and save. Do so.
Then, jump onto the rock ledge and shimmy to the right. When you can climb up, do so. Jump across to the small ruined tower platform where there is a tree and jump up to the grassy ledge and shimmy around. When you get to the end, point your control stick away from the wall and hit your Jump-Button to jump to the other side. Use your jump button to get up the ledges on this side and then go up the small stairs. You'll be faced with a ledge that you can't reach with a normal jump. Facing the wall, press and hold your Walling-Button to run up the wall. You'll automatically grab the ledge. Pull yourself up, go across the stairs and drop down to the grassy ledge below. Here you will learn how to Wall Run along walls (as opposed to up walls). Run near a wall and press and hold the Walling-Button. This will cause you to run along a wall, thus crossing the gap.
Next up you have a set of columns to climb. Go up to the right-most column and hit your Jump-Button to grab on. Shimmy up the column and then rotate yourself to face the middle column then jump to it. Next, face the left column and jump to it. From here, jump to the ledge above. On the right, is an ARTWORK TREASURE CHEST (2).
Go to the gate where you'll see a small hole that you can roll through. Run toward the hole and before you get to it, push the Jump/Roll-Button to roll under. Kill the two Demons on this side then go up the ledge and run along the left wall to clear the gap. Next, you'll learn how to do a wall-run-jump. Run along the right wall and when the game tells you to jump, hit the Jump-Button and you'll push off the wall and jump to the landing across from you.
Kill the Demons then work your way up to the iron gate. Here you'll learn about your Map. Hit your Map-Button to pull up your map at any time. The Map tells you three things: Your location, the location of your next objective (red X) and what time you are in (Present or Past). The Map is very useful.
Fortress Entrance - Environmental Training
Still facing the gate, go to the left of the gate and wall run up the wall and hop over the gate. Go forward for a cutscene. You'll earn the SPIDER SWORD, a very basic sword, but better than that stick you were using. Take this time to check out your Combo List in your Pause Menu as well.
Back to the action, kill off the four Demons and learn about using Double Weapons. As explained earlier, before the boss fight with Shahdee above, it's a good thing to use both your Primary and Secondary weapon together to do some good damage. Secondary weapons can be picked up and thrown using the Pick-Up Weapon/Throw Weapon-Button or can be picked up and used using the 2nd Weapon- Button. As you use the Secondary weapon you'll see that it will turn red eventually breaking. If another one is around, just pick it up and you'll have another Secondary weapon.
Head back to the iron gate and go through the now open doors to the left (if facing the gate). Here you will find a SAVE FOUNTAIN - THE RUINED FORTRESS.
Wall run along the left wall, then jump the gap to the other side and you'll get a cutscene of the Crow Demon (my name for him). This is a series of fight all of which are designed to train you in how to interact with environments and get from one place to another.
Fight the Crow Demon until he breaks apart and flies to the next ledge. He's pretty easy. Just watch for him to attack (he raises his sword) and when he does, slash him. Repeat this process then when he flies away, watch where he goes. If you're not happy with your health supply, run back to the Save Fountain and fill up, but be aware, you'll have to fight him on this first level again.
Now you have to get up to where he is. Face the open doorway you came through. Go up the ledge to the left of it. Wall Run up to the first ledge, then Wall Run up and Jump to the next ledge. Look out and you'll see some columns. You're going to Wall Run along the wall then jump to a column. You'll know when to jump when you are over the green ivy growing on the wall. When you reach it, Jump, and you'll grab onto a column. Jump to the next column then to the landing that the Crow Demon is on. Fight him again and when he flies off, pay attention to where he goes.
From this landing, wall run along the wall (over the door) to the ledge. Then, wall run along the wall back towards where you just came from. You'll grab onto a higher ledge. Climb up this ledge and the next ledge and you'll be able to jump to a column hanging from the ceiling. From here jump to the landing where the Crow Demon is located. Fight him for the third and final time. This fight is made easy if you do a Wall Attack which consists of pushing against any wall then using your Attack-Button. This causes you to push off the wall and do a powerful attack. You can do wall attacks on the Crow Demon going back and forth between the adjacent walls where the Red Wall Switch is located.
Once the Crow Demon is defeated, grab his sword as your 2nd Weapon. Find the Red Wall Switch and Wall Run up the wall to activate the switch. The gated door will open. Go through.
You are now in a large ruined room. There is a Red Curtain to your right. Wall Run along the wall and you'll automatically grab onto and slide down the curtain. Fight the Demons using the small column for some attack acrobatics if you wish.
When the Demons are defeated, go to the small column. Look for the foggy gap that you have to cross in front of you. Then, look to the left to find a rock carving that you can climb. From the bowl-shaped rock carving, Wall Run up the square column and you'll grab a ledge. Shimmy around to the left, kill the Demon up here, then Wall Run across the gap where you'll grab another ledge. Shimmy around to the left and drop down. Congrats, you have made you way across the foggy gap.
Go forward, Wall Run along the right wall, and enter the WARP ROOM. Find the SAVE FOUNTAIN - RUINED FORTRESS (2) and save. Welcome to your first Warp Room. This is where you can warp back and forth between the Present and Past. There are many Warp Rooms in the game. To activate Warp Rooms you have to hit each of the four Wall Switches in the proper order, however, this one is already active thanks to Shahdee. Walk toward the end of the room and you'll automatically warp.
Fortress Entrance - Past
Upon arriving in the Past you'll gain RECALL. This power allows you to rewind time about 5 seconds. This is useful if you miss a jump or are killed by an enemy. You can activate it with your Rewind/Slowdown-Button. In order to use a Recall, you have to have at least one Sand Slot full. Sand Slots are the yellow circles inside your Life Meter. Currently, you have 3 full Sand Slots. To refill them you can either break open jars and containers which may or may not have Sand inside or you can kill enemies in creative ways which will earn you Sand. The Half-Moon Power Timer, also inside your Life Meter, shows you how much time you have to use your Recall.
Go up to the SAVE FOUNTAIN - FIRST STEPS IN THE PAST and save. Also, pull out your map and see that it has been updated. Your goal at this point is to Chase the Girl in Black.
GOAL: CHASE THE GIRL IN BLACK
Go through the water door and you'll be faced with your first traps. Get used to these. Time the poles and run by them. Then, when the saw blade on either side of the wall is at about your level, wall run by it. Kill the Demon.
Enter the next room, the Past version of the Ruined room you were in earlier, back in the Present. Anyway, kill the Demons. Then, find the small Column and face the door you just came out of (the open door). Look to your right and find the Column that you can climb. Do so, then jump to the ledge on the larger, square column. Shimmy and pull yourself up. You'll find an ARTWORK TREASURE CHEST (3). Go around the balcony and jump to the ledge in front of you. Shimmy around, pull yourself up, and jump to the next balcony. You will now see a Red Wall Switch. Wall Run along the wall, thus activating the Switch, and you'll slide down the red curtain. Go through the door that the Switch just opened.
Here, you are faced with a choice, go forward through the obstacle course or go up to the right, to the upper balcony. FYI, this is the area in the Present where you fought the Crow Demon. Anyway, the path to the upper balcony to the right is fairly worthless until you earn the ability to slow time. Therefore, go through the door in front of you and face the obstacles.
It's easy to run by the first two poles, then roll under the horizontal pole, roll through the next two poles and you'll reach a SAVE FOUNTAIN - FIRST STEPS IN THE PAST (2). Save. Go forward and face the two Shadow Wraiths (my name for them). Shadow Wraiths are easy to kill but tough to catch. They move around a lot. Keep up with them by rolling to them. Once you attack, don't relent until they die.
Go up the long staircase leading to the Fortress and kill the enemies at the top.
Central Hall - Past
Upon reaching the top of the stairs you will be in Central Hall. Roll by the Spinning Blade making sure to roll in the same direction as the blade is spinning. Then, jump across to the ledge. Jump up two ledges, shimmy to the right, then hop down and jump to the hallway. Kill the Demon then roll by or Wall Run past and over the two Spinning Blades.
You will now enter the well-lighted, very pretty, Central Hall. Kill the Demons. Go to the center of the room and face the locked door (the door you came through is to your back). Go to the rock ledges to your left and jump up to the top. From here, jump to the nearest Column. Then, jump to the Column across the room (not toward either of the doors). Then, jump to the next reachable Column. Position yourself about half-way up this column and jump to the rock platform. You are now on the other side of the room. Wall Run up the ledge to the top and you'll see a balcony above the open door you came through. Wall Run along the wall and then jump to the balcony. If you miss on your first try be sure to activate Recall to rewind time.
Now on the balcony, go through the red curtain. Jump the gaps while avoiding the poles then go down the Ladder. Kill the Demon then wait for the two horizontal spinning poles to be at their highest and wall run along the left wall past them. Get onto the next Ladder and wait for the three horizontal poles to open up and slide down through them. From the bottom of the ladder, jump to the ledge and Shimmy to the right. With your back to the next Ladder, jump to it and slide down.
Kill the two Demons at the bottom and go through the hallway running so as to avoid the floor spikes. You'll get to a SAVE FOUNTAIN - CHASING THE GIRL IN BLACK.
For this next obstacle, wait for the horizontal pole to reach it's lowest point then start rolling forward. The spikes won't hurt you and you'll go under the pole. Next is a set of three spinning poles. Simply wait for the right side one to go by you then sneak in past it and go forward.
Southern Passage - Past
In this room you have a mixture of Demons, a Shadow Wraith, and a new enemy, Red Ninjas (my name for them). Kill them all.
Time to learn how to swing from Bars. Find the lowest Bar and stand under it and Jump up to it. Hold your Wall Run-Button to swing and hit your Jump-Button to release. You'll grab onto the next Bar. While on a bar you can change the direction you're facing using the Left Analog Stick and pushing in the opposite direction. Anyway, shimmy to the left side of the bar and face toward the balcony with the Demon and swing up to the balcony.
Kill the Demon, cross the beam and kill the next two Demons. Face back from where you came and find the Bar on the right wall. Jump up and swing to the next Bar. From this bar, you'll swing, hit the wall, and jump from the wall, all in one motion. You'll land on a small beam from which you can side-Jump to the next balcony. Fight the Red Ninja.
From this balcony, look out over the room. You'll see some sun shining down on some beams. Jump over the railing of the balcony and jump to the beams behind you. Walk along the beams and side-Jump to the next balcony. From this balcony, locate the Red Curtain and hop over the railing and jump to the Curtain and ride it down about 3/4 of the way at which time you'll jump from the Curtain and land on a lower balcony.
Go out onto the beam where a Red Ninja will appear and block your way. Wait for her to slide toward you. When she does, Jump, and attack. This will knock her off the beam. Cross the beam, face the Red Ninja on this new balcony and then face where you just came from. On the right wall you'll see a small beam sticking out. Jump up to it then climb up onto it. Jump to the next beam. To get to the next beam up, jump to the wall, jump off the wall, and land on the upper beam. From here, jump to the balcony and face the Shadow Wraith and the Red Ninja.
From this balcony, once again, jump to the beams toward the center of the room and follow them. Finally you'll see the Hanging Switch! Walk out onto the beam and a Red Ninja will appear. Jump when she attacks then attack and knock her off. Then, jump up to the Hanging Switch. Drop back to the beam, walk out onto the small beam sticking out and jump to the Red Curtain and slide down.
The door is now open. Go through. Go down the stairs. Drop down and hang onto the ledge and line yourself up with the red curtain below. Drop down and ride it almost to the bottom and then jump. You'll end up on a small beam. Jump the remaining beams and be careful to note that the jump from the last beam to the floor is a spiked floor so keep moving once you land.
Sacrificial Altar - Past
Turn the corner to find a SAVE FOUNTAIN - A DAMSEL IN DISTRESS. Save and break open the pottery nearby and hope for some Sand if your Sand Tanks aren't full.
Enter the next room for a cutscene between Shahdee and a yet-to-be-identified lady in red.
Boss Fight - Shahdee
First and foremost, you must not let Shahdee step on the hands of the lady in red. This is pretty easy to do as long as you keep Shahdee engaged. You fought Shahdee before, on the boat. The same basic principles apply. Roll or block when she attacks and then get in a few good swings. Back off and repeat. If you and her get your swords locked up, rapidly tap your Attack-Button which will cause her to go backwards. You can get a good five or so slashes in after this happens. Again, patience is the key. Roll, dodge, block, attack. Repeat. I died a good 8-9 times before I defeated her.
After Shahdee is dead you'll talk to the lady in red. She'll get away when the ceiling collapses. You have a new goal.
GOAL: REACH THE HOURGLASS CHAMBER
LIFE UPGRADE 1
First, however, it's time to get your first Life Upgrade. Go up to the altar area where all the candles are. Go up to the altar statue and hold your Wall Run-Button. This will make you grab the statue. Pull it out. This will raise a door behind the altar. Go through the door.
You'll face a series of traps. For the first segment, run along the right wall when the two poles are in the middle of the hall. You'll be able to scoot right by them on the right but you may need to do a roll at the end. For the next segment, you have to roll under the horizontal pole and then past the Spinning Blade. Again, go along the right wall and when the horizontal pole reaches its lowest point, start rolling. If you're lucky, you'll also roll right under the Spinning Blade. Next, do a Wall Run along the right wall avoiding the saw blade then upon landing on the other side, immediately start rolling and you'll end up in the corner, past the Spinning Blade. For the final segment, start rolling when the horizontal pole is furthest away from you and you'll end up at the Life Upgrade!
Backtrack out and when you get to the altar again, look for the ARTWORK TREASURE CHEST (4) on the left. OK, time to get out of here. Facing the altar, look to your right to find a rock ledge. Jump up to the rock platform and jump to the ledge along the wall. Shimmy and jump to the bar, swing up to the right square column ledge then jump across to the left square column. Shimmy around, jump to the Bar, then wall jump up to the next Bar, turn around and swing up to the ledge. Wall Run up to the hanging Rope.
To swing on a Rope, hold down your Wall Run-Button. When you are ready, hit your Jump-Button to release. Remember to continue to hold down the Wall Run-Button when you do this so that you'll continue the momentum to the beam. From the beam jump to the landing and you'll find a SAVE FOUNTAIN - FATE'S DARK HAND. Break the jars for some Sand.
From the Fountain, go to the broken bridge and hang off of it. Line yourself up with the beam below. It is a tad hard to see, but it's below you. It's also rather difficult to line it up, but you just Saved so you're OK. To line it up properly, note the small flat area where you are hanging (as opposed to the rest of the curved ledge), and drop from there. From this beam, jump the gap to the beam across from you. Then, shimmy around, walk out the next beam/statue support, and, if looking out over the room, jump to the ledge on the left wall.
From this ledge on the wall, jump to the Bar and to the next beam and make your way up the wall ledges. At the top, jump up to the recessed (black) wall ledge and shimmy over to the balcony and pull yourself up. Here you will find two fallen rock ledges. Get on to of them and find the Rope that is hanging down. Wall Run up to the Rope. DON'T SWING. Climb up the Rope and jump from the Rope to the Hanging Switch.
This will close the shutters blocking you from being able to wall run to the next balcony. Still hanging from the Hanging Switch, turn around and jump back to the Rope. Slide down then wall run to the next balcony where you can reach another Rope. Swing to the next balcony where you'll find a Red Wall Switch that activates the floor spikes under it. You can use this on the four Red Ninjas you are soon to face. Head into the small round room and fight the four Red Ninjas. You can try to lure them to the spikes but if you're not having any luck doing it then the key is to try to focus in on them one at a time. The quicker you can weaken their numbers, the better.
When they are defeated, Wall Run up to the ledge in the small round room. Go up the ledges and Jump to the Bar. Work your way up the Bars and Jump to the spike floor hallway/alcove. Wall Run up to the ledge to avoid the spikes and work your way up to the Bars. Note the horizontal blade pole above you. Swing and wall jump to the Bar above. When the spinning pole is away from you, swing and jump to the ledge and shimmy to the left. As long as you are hanging, the pole won't bother you. Shimmy all the way out on the ledge and get ready to jump to the ledge across from you. When the pole passes over you, going to the dead-end quickly climb up onto the ledge, jump across to the other ledge, and then drop down. You'll have enough time before the blade pole comes back. Shimmy around and climb up into the hallway.
This hallway has two saw blades and two ropes, a set on each side. Wall run along the right wall and grab the Rope. Jump across to the other Rope and swing your way and wall run past the next blade. In this hall, get in-between the two moving poles and carefully walk through.
Congrats! You have found another Warp Room. Enter and save at the SAVE FOUNTAIN - FATE'S DARK HAND (2)
To activate this Portal, you need to activate the four switches in the right order. You can figure this out on your own by noting if the red switch stays lighted after you hit it. Or, I can tell you. Facing the Portal itself, the sequence is Far Left, Near Left, Near Right, Far Right.
Step into the Time Warp Portal. You will gain the EYE OF STORM. Th is allows you to slow down time making it easier to get through timed doors, get through timed traps, or deal with normal traps. To activate it, tap your Rewind/Slowdown-Button. Tap it again to turn it off.
Southern Passage - Present
You just used the Portal. You are back in the Present. Go ahead and use the SAVE FOUNTAIN - FATE'S DARK HAND (3). Exit the Warp Room and face the first trap. Run along the right wall when the nearest pole touches the right wall. Next, make your way down the very passage that you just climbed up when you were in the Past. Do this by dropping down from ledge to ledge, doing a wall run across the gap, and continuing to drop.
When you reach the floor you'll get a Tutorial for your Eye of Storm, slowing time. Wait for the floor switch to deactivate then step on the red floor switch and tap your Rewind/Slowdown-Button to activate Slo-Mo. Run to the door and roll under. You'll face two Demons. The switch on this wall simply operates the door from this side. When the Demons are dead, hop down.
You'll see a cutscene of Dahaka. When you start back up, you're in the large main room. Find the beam sticking out of the wall and Wall Run along the wal to the beam. Jump to the next beam and then to the Rope hanging down against the wall. Swing on the Rope and wall run to the Bar. Swing on the Bars and land on the small balcony. Go out onto the beam sticking out and jump to the next beam (tree branch/root). Walk along the beam and jump to the ledge on the square column. Shimmy around then jump to the Red Curtain. Ride the curtain down then jump from the Curtain to the "L" beam behind you. Walk out the "L" beam and jump to the Bar. Shimmy out the "L" Bar and face the rock platform below and in front of you. Swing and jump to it. From this platform you can jump to the bridge below where the three Demons are waiting.
Attack the Demons and a few Red Ninjas will join in. You can toss the enemies off the ledge or you can fight them. When they are dead go toward the large door covered in rubble and hop up the ledge to the right. You'll get a quick cutscene of where you have to go.
It is here that you will learn the Wall-to-Wall jump. Start by wall running up either wall and then before you flip off, Jump. When you hit the other wall, hit the Jump-Button again. You'll then grab onto a ledge. Continue this pattern up until you see a beam that you reach. Shimmy around to line up with it and jump to it. Then, jump to the hallway.
In front of you is a SAVE FOUNTAIN - FATE'S DARK HAND (4).
Fortress Entrance - Present
Head down the hallway, cross the gap and exit outside. You'll see a cutscene of Dahaka and he's going to chase you. Egad! Sepia tone! You need to run away from Dahaka. Run along the path and Wall Run across the gap, quickly jump to the Bar, swing to the next Bar, and then to the balcony where you'll automatically roll through the small hole. You are safe for the moment.
Break the barrels, go up the stairs, kill the Demon and exit back outside by dropping off the ledge. You are on an outdoor balcony. There is a Column that you need to get to. You'll need to Wall Run along the wall then jump from the wall to the Column. You can see scuff marks along the wall showing you the path. From the Column, jump to the balcony near the waterfall.
Go into the next room. You'll see a tempting Red Curtain. Don't use it. Instead, hop over the railing and drop down to the platform below. Wall Run across the gap and you'll grab the ledge. Shimmy around and drop down. (If you did take the Red Curtain down simply go up the bowl-shaped rock sculpture then Wall Run up the square column. This will put you where you need to be).
Once you drop down on the other side of the foggy gap, the Dahaka will once again be on your tail. Immediately start running. Do a Wall Run along the right wall across the gap and run a little further. You'll get a quick cutscene alerting you to the fact that the Dahaka can't cross the water door. Good to know.
Save in the Warp Room and then enter the Portal to head back to the Past.
Fortress Entrance - Past
You are back in the Past. Go through the traps and exit into the first room. You'll get a cutscene of a Sand Wraith throwing an Axe at you. He'll go away. You have to get up to the Red Wall Switch to open the door. You've done this before. Find the Column, climb it, jump to the large square column, and up to the balcony, Wall Run over the switch and take the Red Curtain down and go through the door.
Remember earlier when you were faced with the decision to go forward through the obstacles or up to the upper balcony on the right? Time to up to the upper balcony in order to find Life Upgrade 2.
LIFE UPGRADE 2
Face the open doorway with the blade poles, and go to the left and Wall Run up to the ledge, then Wall Run and Jump to the upper landing. Wall Run along the wall to where the two Demons are standing near the small column. Kill the Demons and find the long staircase. To the left of the base of the staircase, break the barrels to locate a switch. This switch opens a small gate that you can roll through at the top of the stairs. Step on the floor Switch and activate your Slo-Mo. Run up the stairs and roll through the small hole in the wall at the top of the stairs.
You'll have several obstacles to face with the new addition of the crusher rocks that slide out to smash you. You do have the ability to Slow Time now, so use it to get through the traps easily. You'll soon reach the second Life Upgrade!
Backtrack out, activate the Red Wall Switch to open the grate on the small hole and roll through. In front of you on the balcony next to the staircase is an ARTWORK TREASURE CHEST (5).
Head back down the stairs and go through the obstacle room heading to the large staircase leading up to the Fortress. Go up the Fortress stairs, and either fight or run by the enemies at the top. Roll under the spinning blade and jump to the ledges, make your way to the right, drop back down and jump to the hallway. Avoid the next two Spinning Blades and enter Central Hall.
Central Hall - Past
Run past the four Demons (or fight them) and jump the gap in the bridge. At the base of the now open door and staircase, there is a SAVE FOUNTAIN - HELPING HAND.
Go up the stairs, roll under the first to blade poles and then past the spinning blade. To get by the moving horizontal blade poles wait for them to both be right in the middle and start your wall run. Next, go by the spinning blade and you'll be faced with a large gap and two horizontal blade poles in the distance. You need to Wall Run along the left wall, jump across to the ledge on the right wall and quickly drop down to avoid the blade pole. Start your Wall Run when the lower pole is nearest to you. You are now hanging on the right wall. Shimmy to the end of the ledge. As soon as the pole passes over you, quickly climb up and then up again so taht you are now standing on the upper ledge. Shimmy toward the upper pole and as soon as the lower pole passes under you, going away from you, drop down and shimmy to the end. Drop down to the hallway. You could've used a Slo-Mo here if you wanted. Next, you'll see two spinning blades. Wall run past the first one, then roll by the second one. Go up the stairs and roll by your final spinning blade in this series of traps.
Go up the Ladder. Jump across to the Weight Switch, drop down and roll under the door or use a Slo-Mo to make it easier.
Hourglass Chamber - Past
Congrats. You have made it to the Hourglass Chamber. The lady in red is here. You'll talk about the sands and the timeline, etc. She tells you about the two towers that you need to get to: The Mechanical Clock Tower and the Water Tower. She gives you the SERPENT SWORD. This is an upgrade and serves to activate access to the towers.
Go up the dual staircase and save at the SAVE FOUNTAIN - THE KEY AND THE LOCK.
Exit back out using the Weight Switch. Backtrack through all of the traps and re-enter Central Hall.
Central Hall - Past
Save at the Save Fountain and then jump the gap and run past the central part of the bridge to the round brown switch sticking up from the ground. You'll see a cutscene and you'll plunge your Serpent Sword into the switch thus raising a Rotating Switch.
This Rotating Switch gives you access to four areas: the Hourglass Chamber you just came from, the Water Tower, the Clock Tower, and a Life Upgrade. First, you'll go after the Life Upgrade.
LIFE UPGRADE 3
Rotate the Rotating Switch 180 degrees, so that it points toward the Save Fountain. The gap in the bridge will fill in and you'll have access to the lower door to get the Life Upgrade.
Head to the Serpent Sword Switch (where you plunged your sword in to raise the Rotating Switch) and find the door down below. Then, find the small platform you can hop down to near the Serpent Sword Switch. This will posistion you to do a Wall-to-Wall jump all the way down. To do so, hang off the ledge of the small platform with your back to the other wall and jump then jump back and forth until you land safely on a lower platform. Drop down the lowest platform (the door is across from you now). Facing the door, turn 90 degrees to the left and do a wall run along the wall. Near the end of your Wall Run, jump, and then Wall-to-Wall jump, going up, until you grab the ledge on the right. Pull yourself up. Next, do another wall run along this left wall, jumping near the end of the run, then doing a wall-to-wall jump between the wall and the large square left column of the door, going down. You'll land on the left wall ledge. Jump across to the large column ledge, shimmy around, and go through the door.
The first trap is easy to get by if you simply run down the middle of it with a little swerve here and there. Roll by the Spinning Blade. You are now faced with a tricky stairway with three horizontal blade poles. If you want to use a Slo-Mo, do so. However, if you time it so that the pole nearest you is at its furthest from you and the pole furthest from you is at its lowest, you can do a Wall Run along the right wall, right over all the poles. Run to the end and you'll earn a Life Upgrade!
Backtrack to the door, go left and onto the platform and jump across the water to the platform across from you. Do a Wall-to-Wall jump up to the main bridge and go to the Rotating Switch.
Activating the Water Tower
At this point, it doesn't matter which Tower you go to first. I'll start with the Water Tower. You may want to go ahead and save again at the SAVE FOUNTAIN - THE TOWERS.
If you and the Rotating Switch are pointing toward the Save Fountain, turn it so that it points at the right wall (90 degrees clockwise). This will raise a series of column platforms.
At the Rotating Switch, facing the Save Fountain, go to the first small ledge on your right and hop up. It's not far from you. Go around to the other side of the wall and do a Wall Run along the wall, then jump across to the ledge on the square column. Shimmy around and then work your way from ledge to ledge up to the door.
Before you go through the door, continue up to the left of the door to find an ARTWORK TREASURE CHEST (6).
Go through the door. Fight the Demons and be careful when you go through the red curtain because there are Spinning Blades past it. Roll by them then find the Floor Switch. The Floor Switch will activate a grating floor for you to get to the next area. After you step on the switch activate your Slo-Mo and run like mad. You'll see the last segment of floor grating going receding into the wall. At this point, do a Wall Run to the safe landing. If you don't have any Sand to do a Slo-Mo, drop down into the lower area and go to the end and break the jars. You may want to do this anyway to get ARTWORK TREASURE CHEST (7).
When you successfully get by the first switch area, you'll see a Wall Switch. Wall run up to the Bar and swing across to the Wall Switch. As soon as you hit the switch activate your Slo-Mo and run like crazy, or Rolling is highly recommended. You should make it to the SAVE FOUNTAIN - THE WATER MAIDEN pretty easily.
If you find that you have broken all the jars and don't have any more Sand to operate your Slo-Mo then backtrack and kill a few enemies in creative ways like vaulting them and slashing them from behind to earn Sand.
From the Save Fountain, run to the next area.
Garden Hall - Past
You'll be attacked by three or four Red Sheiks (my name for them). Thank goodness you have a new sword. When they are dead get yourself oriented. Facing the Statue, put yourself between the Statue and the door you came through, you have a right area, a left area, and a middle area on the other side of the Statue, past the half-wall. NOTE the Ladder hanging down near you, by the tree. First, go to the left area and find the ARTWORK TREASURE CHEST (8). Then, find the Ladder again and Wall Run up and jump to it. Swing to the other side of the Ladder and go up.
Rats! It's the Crow Demon again! Attack him until he breaks apart then follow him by going up the Ladder. Again, beat on him then when he moves on, find the Rope hanging on the wall. Wall Run to it, swing, and Wall Run then Jump to the platform that the Crow Demon is on. Beat on him again and he may fall off. If so, just ignore him for now.
You are now in the right side area of the Garden Hall. In front of you is a large stone carving of a King or someone, recessed in a wall. Wall run along the left wall, toward it, and then jump to the Bar sticking out of the stone carving, just above the head. You'll grab on. Swing to the doorway.
You have to make your way down this passage. Jump across to the ledge and then drop down from ledge to ledge to the bottom floor. Kill the Red Sheik and then go up from ledge to ledge on the other side. Jump to the hallway and the SAVE FOUNTAIN - THE WATER MAIDEN (2).
Garden - Past
Exit to the outside where you'll see a cutscene of this pretty outdoor Garden, bathed in a gold light. Turn the Rotating Switch to open the door near you. Fight the first Red Sheik and then go up the stairs to fight four more and three Shadow Wraiths to boot. When that is finished, located the ARTWORK TREASURE CHEST (9) behind the middle structure. On the other side of this small central structure is a Weight Switch that you can Wall Run up to. This is eventually the path to take. However, it's time to go after another Life Upgrade first.
LIFE UPGRADE 4
Pretend you are running up the stairs again, entering the upper garden area you just fought in. As soon as you pass through the arch gate, go left and follow the railing to the end where there is a gap between the railing and the wall. Hang over the ledge here and drop down to the ledge below. Shimmy around, and drop down to the lower platform. Wall Run across to the door.
Drop down the ledges adn then jump to the Bar sticking out of the right wall, just past the thin waterfall. Swing to the platform with the jars. Hang from the ledge of this platform and shimmy out along the ledge to the end. Drop down, then Jump across and work your way down to the ground floor.
Finally, some traps. Simply roll under the blades and past the spiked floor and hope you don't get hit. To get by the blade pole and spinning blade, do rolls along the right wall when you see the Spinning Blade is pointing away from you (pointing the same direction you are facing). To get by the next segment of traps, do a roll along the right wall, hopefully avoiding the two spinning poles, rolling under the blades, and then under the Spinning Blade. You may want to use a Slo-Mo for that one. For the final trap, roll under the Spinning Blade and the horizontal blade pole and hopefully you'll have enough life left to get to the Life Upgrade! Whew. That was a lenghthy one.
Backtrack all the way back up to the main Garden where you hopped over the ledge. Re-fight the enemies and find the Weight Switch on the opposite side of the central column from the Treasure Chest and Wall Run up to the Switch, and grab it and it'll lower. This will raise a block. Activate Slo-Mo, run to the block get up on it and Wall Run up to the ledge.
Pull yourself up and jump to the beam. Walk along the beam and jump across to the beam sticking out of the next square column. Shimmy around and jump to the Bar. Swing to the next ledge on the next square column. Shimmy around, walk the beam fence, and shimmy around the next square column. Walk out this beam, then jump to the Bar above the original Weight Switch. Swing from this Bar to the beam/branch. Walk out this branch and jump to the Rope along the wall.
Swing on the Rope and Wall Run to the Bar. Swing from the Bar to the ledge on the dark square column/small wall. Shimmy around then jump to the Beam. Here you will meet up with the Crow Demon again. Fight him until he flies away.
Locate the weapon rack near the corner of the platform you are on. Hop up onto the ledge of this column and work your way to the top. At the top you'll find a Floor Switch, a raised wooden bridge, and a platform you can jump to with the Crow Demon on it.
Jump to the Crow Demon. Fight him until he goes away then find the Hanging Switch above you. Do a Wall Run up the wall and jump to the Hanging Switch. This will lower the bridge for you. Jump back across and go across the bridge to the block. Grab the block by holding down the Wall Run-Button and drag (or push) it so that it rests on the Floor Switch.
This will open the door below you. Climb back down, fight the Crow Demon which will kill him, then go through the now open door.
Here is a Rotating Switch. Turn it to activate the water flow which will flow into the Garden Hall, where the woman Statue is located. Hop down the ledge in the direction that the Rotating Switch is now pointing. Enter the water flow and jump up to the ledge. Shimmy around to the platform on the other side and cross the beam to the half-way point. Go out onto the small extender beam and jump to the Rope on the wall. Slide down the Rope and drop to the ground.
You are back to where you entered the Garden. Rotate the switch to open the door and go backtrack to Garden Hall (use the Red Curtain to get down). Save along the way at the Save Fountain you pass, SAVE FOUNTAIN - WATER AND GARDENS.
Garden Hall - Past
Upon entering you'll notice that four Rotating Switches have risen because you activated the flow of water. The switches control the flow of water. You need to make the water flow the middle door (behind the woman Statue, over the half-wall).
Again, orient yourself so that you are facing the central statue and the door you came through, originally, is behind you. Go to the first Rotating Switch on your right. You'll see a flow of water in the gutters below you. Rotate the Switch so that it is pointing toward the far right switch. Go to the far right switch and turn it so that it is pointing to the recessed stone carving of the King in the distance. This will cause water to flow to the right half of the middle door.
Next, head to the near left switch. Rotate it to point at the far left switch. Go to the far left switch and rotate it so that the water flows to this recessed King stone carving. This will activate the door in the middle.
Go behind the woman Statue, hop the half-wall, and go through the now open door. Wall run up to the ledge on the right wall. Make your way up the passage killing the two crows along the way.
You have found a Warp Room! Save at the SAVE FOUNTAIN - WATER AND GARDENS (2) and activate the Portal in this order: far right, near left, near right, far left. NOTE: I saved and started the game from here again and the order to activate the Portal was different. If it's different for you, simply activate the switches so that they stay lighted. Then, enter the Portal.
Garden Hall - Present
While warping you'll earn the BREATH OF FATE. This is a powerful ground attack which basically knocks down enemies in a small radius around you. To activate it, while Blocking, tap the Rewind/Slowdown-Button.
You are back in the Present. Welcome. Go down the hall, kill the two Red Sheiks and jump across to the ledge and make your way down the passage. Kill the two Red Sheiks at the bottom. Jump over the half-wall and you'll note that the Garden Hall is completely overgrown. Take out the remaining Red Sheiks.
Return to the Warp Room path you just came out of. In this middle area, find the stone block along the right wall, if facing the Warp Room hallway. Get on it, wall run up and jump to the structure behind you. You'll be on a Beam. Walk toward the next moss-covered beam that you can reach and jump to it. Facing the woman Statue (door to Warp Room behind you), make a blind leap to the next beam in front of you. Walk around this beam and then jump off to the side to the next stone ledge.
Fight the Red Sheik. With the woman Statue behind you grab the angled far ledge of the platform you are currently on. Shimmy to the ledge on the side wall. Jump up and shimmy around to the next platform with the two Red Sheiks. Fight them and two Invisible Ninjas (my name) will drop in. Kill them all, you may want to consider using your new Breath of Fate move.
Next, Wall Run along the wall to the beam/branch sticking out of the wall. Walk out to the end of the beam/branch and jump to the left, to the wall ledge. Locate the beam/branch below you and drop down to it. Go to the end of this beam/branch and drop down to the beam structure below. Walk along the beam toward the recessed stone carving of a King and hop up onto the platform in front of the King. Jump to the beam/branch above you and follow it to the door. Hop up and go in.
Jump across to the ledge across from you on the wall. Drop down to the lowest ledge then jump to the branch/beam behind you. Walk along this curved branch and jump up to the ledge on the tree with the flimsy hanging vines. Shimmy around the tree and drop down to the beam/branch on the other side. Follow this branch around then jump off to the left (if facing the vertical light in the wall) and you'll land on wall ledge. Make your way up and then jump to the hallway with the SAVE FOUNTAIN - WATER AND GARDENS (3).
Garden - Present
Go through the hall and you'll get a cutscene of the Garden (Present). It should look vaguely familiar to you, just ruined and overgrown now.
Kill the Red Sheiks and the Red Ninja. Grab onto the ledge of this grassy platform, drop down and shimmy to the right along the ledge. Do this again, jump the gap, and land on the next grassy platform. Fight the Red Sheik and the two Red Ninjas. Next, make your way up the ledges, shimmy around, and hop up to the next grassy platform. Go out onto the broken segement of stone bridge and do a wall run along the wall, then jump across to the ledge and pull yourself up.
You'll have a pretty nasty fight of Red and Invisible Ninjas. I recommend a lot of rolling and blocking, combined with many a Wall Attack (push against a wall then hit your Attack-Button). At the end of this fight I had very little health remaining. Make sure to break the jars around to make sure that you have all three of your Sand Tanks full after the fight.
Find the "V" (split trunk) tree near where you jumped over to this area. Facing that tree, hop up the rock block to the right of that tree. Hop up the ledge then jump to the tree/column behind you. Shimmy up then jump to the beam. From the beam, side jump to the Bar/branch. Swing to the top of the stone archway. From here, jump to the ledge on the ruined stone column and shimmy around. Drop down to the small platform below then jump to the Bar/branch. Swing up to the next grassy platform where you will see three more Red Sheiks across the gap. Cross the gap by jumping to then swinging from the Bar. Fight the three Red Sheiks and the Red Ninja using the half-column to spin around and do lots of cool moves.
From this grassy platform where you just fought, do a wall run along the right wall and you'll grab onto a small rock beam sticking out. Pull yourself up and you'll see a SAVE FOUNTAIN - WATER AND GARDENS (4).
Wall Run up the wall to the right of the Save Fountain and you'll end up on top of it. Side jump to the tree trunk. Jump from tree to tree and then jump to the beam sticking out from the next platform (admire the pretty bay below). Kill the Red Ninja then wall run along the right wall to the wall ledge. Shimmy around and pull yourself up.
You'll now be in a hallway with two sliding rock platforms and a Save Fountain on the other side of the gap. As soon as both rock platforms slide out, activate your Slo-Mo and jump to the SAVE FOUNTAIN - WATER AND GARDENS (5).
You are now faced with an obstacle course. Looking down the open-air hall, there are two sliding rock platforms, a Rope on the left wall beyond the two sliding rock platforms, a tree (trunk) past the Rope, and a horizontal blade pole way off in the distance. If you don't have any sand for a Slo-Mo, I recommend some backtracking and getting some.
When both rock platforms have extended, activate your Slo-Mo, jump to the first, then second one. From here, Wall Run along the wall and grab the Rope. Swing on the Rope then Wall Run and jump to the tree trunk. You now have to jump over the horizontal blade pole. This isn't difficult. Align yourself with the column on the platform you're going for and wait for the blade pole to pass, then jump. Slide down and you'll have reached the platform.
Enter the small room and fight the Crow Demon and the Invisible Ninja. Do lots of wall attacks to defeat them quickly.
Garden Waterworks - Present
Walk out onto the small rock beam and jump to the column. Rotate 180 degrees and jump to the platform along the wall. Wall Run along the wall to the next, upper, platform. Jump to the column, climb up and jump to the doorway.
Fight the several Invisible Ninjas in this small grassy room. Exit out through the doorway and you'll get a cutscene of the area. You tell yourself that you have, "found the right place at the wrong time." You need to be in the Past to activate this area.
You'll also see a Crow Demon. From this platform, wall run along the wall then jump to the column/tree. Hop from tree/column to tree/column and then to the small railing on the balcony. Drop down and fight the three Invisible Ninjas in the small room. Still in the small room, wall run up to the ledge and shimmy to the right to find a ARTWORK TREASURE CHEST (10). That was a bit of a side track.
Backtrack to the columns/trees and jump onto the white-ish tree trunk. From this tree, jump to the Bar sticking out of the rock platform. Make sure you are on the far right (near the end) of the Bar and swing and jump to the broken column in front of you. From here, jump to the next stone platform where you will be able to see the Crow Demon. Jump to the Bar and swing to the Crow Demon.
Egad! The Dahaka is back. You'll get knocked to a new platform. You'll be doing this one several times until you learn the entire path, so don't get discouraged.
Wall Run along the wall to the Ladder and slide down. Jump from the Ladder to the Bar behind you, then to the next Bar, and onto the platform. Next, run to the doorway but be careful because the floor will fall out. So, do a Wall Run along the wall to the doorway.
Now in the hallway, do a Wall Run along the left wall to the corner platform, then another Wall Run along the left wall and you'll drop down to the next platform. Exit to the outside platform. If you are facing out, with your back to the doorway you just came through, run along the left wall which will take you to a Ladder that you can slide down. From here, Wall Run along the wall in the opposite direction and you'll end up on a lower platform. Break the barrels, wall run to the next ledge (crossing the gap) shimmy to avoid the barrel blocking you from climbing up then continue to run through the hallway.
When you get to a new outside area, continue following the path and you'll see a cracked wall in front of you. Turn left and wall run along the wall and grab onto the Rope. Swing and Wall Run to the next platform and enter the next hallway. Jump to the Ladder, slide down, jump to the lower Ladder, slide down, then run like mad. You're almost there. Get through the water door and you'll be safe.
You have found another Warp Room. Save at the SAVE FOUNTAIN - WATER AND GARDENS (6). Activate the Portal. For me it was: far left, near right, far right, near left. It may be different for you. Enter the Portal. You'll earn a NEW SAND TANK.
Garden Hall - Past
Save at the Save Fountain on your way out. Exit out of the Warp Room, kill the two Red Sheiks, and go up the Ladders. You'll come upon the Crow Demon. Fight him then wall run along either wall, grab the Rope, and continue to the main balcony. Facing out over the room, go left and locate the Wall Switch and the Red Sheik across the gap. You won't be going here now, but do take note of it. It's how you'll get down eventually.
For now, again facing out over the room, go right and find the gap with the two Bars and various Red Sheiks in the distance. Swing across the bars and kill the Sheiks (note the quick glimpse of a treasure chest below). From the balcony you are on, follow the green and brown floored hallway and climb up the Ladder on your left. Jump across to the Weight Switch and ride it down. Release and roll under the door.
Continue along the hall, kill the two Red Sheiks and exit to the outdoor balcony. Shimmy along the wall ledge and make your way up to the Ladder on the next balcony. Go up the Ladder. To get by the three saw blades in the wall, Wall Run when the two blades nearest you come together. Or, use a Slo-Mo.
Enter the indoor hallway and Wall Run past the blades when the nearest one is at its lowest, then wall jump to the other side where you will find a SAVE FOUNTAIN - WATER AND GARDENS (7).
Grab the wall ledge near the fountain and pull yourself up.
Garden Waterworks - Past
Finally, you are back in Garden Waterworks, this time in the Past so you can actually do something. Go forward for a cutscene of the Rotating Switch you need to reach. Then, kill all of the enemies in the area.
Once that is done, locate the Rotating Switch in the middle of the area. Then, find the waterfall and to the right of it, the ARTWORK TREASURE CHEST (11). Next, go back to the Rotating Switch and turn it to that it is pointing toward the water fall. Go to the water fall side of this area and find the brown block at the base of the gray stone carving. Climb up. Walk out onto the beam (this is why you turned it in this direction) and jump to the ivory column. Rotate and jump to the brown wall with the black recessed ledge. Grab on and shimmy to the left, drop down, and you'll be on a platform. Wall Run along the wall to the Rope, and land near the next Rotating Switch.
Turn this Rotating Switch so that it points out toward the chasm (away from the building facade). Walk out the beam and jump to the stone carving that you just rotated. From here, jump to the stone roof/archway over the iron gate door. Go to the other side of it and jump back across to the next stone carving. From here, jump to the next Rotating Switch.
Rotate this switch so that it points toward the buiding facade. Then, break the wooden weapons holder and run along that wall, grabbing the Rope. Swing from the Rope and make it to the next platform. Jump up to the recessed ledge and shimmy around to the end and jump to the ivory column. Rotate and jump to the stone carving and, because you turned it the right direction, you can jump to the building facade and grab onto the ledge.
Break open ARTWORK TREASURE CHEST (12). Then, drop down and roll under the iron gate/door. Inside is the Rotating Switch you've been trying to get to. Rotate it until you get a cutscene of the water flowing. Yay!
LIFE UPGRADE 5
Don't leave this room, instead make your way up the ledges then past all of the traps (they're not hard, so you can handle it) and grab the Life Upgrade!
Return to the main Rotating Switch. Exit out of this room by backtracking under the iron gate/door and then jumping to the stone carving and making your way back to the most recent outdoor rotating switch. Essentially, you'll be backtracking around to the three rotating switches so as to align the flow of water.
So back at the third (most recent) outdoor rotating switch, turn it so that it faces out over the chasm. Jump to the stone carving and then back to the roof/arch over the iron gate. Continue to backtrack to the second outdoor rotating switch, along the way you'll get a quick cutscene of some enemies coming in from below.
Anyway, rotate the second rotating switch so that it faces out toward the chasm. Make your way down to the first rotating switch (the one on the ground floor in the middle of the area). Rotate it so that it faces right (or until you get a cutscene).
Sweet! You have activated one of the two towers! It's almost time to go after the Mechanical Clock Tower, but first you have to make your way back to Central Hall. Your Map Objective has been updated.
GOAL: ACTIVATE THE SECOND TOWER (PAST)
Exit this area the way you came in, through the open door, and drop down to the SAVE FOUNTAIN - THE SECOND TOWER.
Then, climb back up and wall run to the corner platform then past the saw blades. Exit outside and fight the two Red Sheiks and the two Invisible Ninjas. Wall Run past the three saw blades using the same cue as before. Slide down the ladder and continue ledge dropping down to the next platform with Red Sheiks. Find the Ladder on the wall, jump to the Weight Switch and go through the now raised door.
Garden Hall - Past
Remember this room? If you do, you'll remember that when you first got here, to your left was a gap with wall switch. At the time, you went right, which is where you just came from. So, head along the balcony, killing enemies, then wall run to the Rope and get to the Wall Switch across the gap. Bust open the ARTWORK TREASURE CHEST (13) then Wall Run up to and activate the Switch.
The Switch causes a wall to extend back on the main balcony. If you want, use a Slo-Mo, but you don't have to. Go to the extended wall, run up it, then Wall Run up and jump to the Bar above you. Shimmy along the Bar, turn the Bar corner, and Swing to the angled wall ledge. Shimmy and drop down to the platform with the Hanging Switch. Wall Run up and jump to grab it. This lowers a Ladder.
Still on the platform with the Hanging Switch, wall run up the right wall and shimmy around to the right. Jump across to the next wall ledge, shimmy, and drop down to the Ladder. Go down the Ladder.
From this platform, you can hear and see the Crow Demon below. Ignore him. Go the opposite direction, wall run to the Rope and jump across to the balcony to find ARTWORK TREASURE CHEST (14) (this is the one you caught a glimpse of earlier when you were swinging on the Bars above). Ride the Red Curtain down and then hop down to the ground.
Exit out the main door and Save at the Save Fountain if you want.
Central Hall - Past
Wow. Remember this path? Drop down into the sunken wooden hallway and backtrack to Central Hall itself. Upon entering, you'll meet up with the lady in red again. This time, you get a name, "Kaileena." And, you are given the LION SWORD. This sword stores energy for more powerful attacks. Hold the Attack-Button to charge it and the attack will automatically be unleashed on your foes.
Activating the Mechanical Clock Tower
You are on the bridge of Central Hall. If you are facing the Save Fountain, rotate the Rotating Switch so that it points at the left wall. This will raise the stone columns which will give you access to the Clock Tower.
Jump over the gap to the Save Fountain. With your back to the Save Fountain, find the platform along the wall that you can Wall Run then jump to. Next, wall run along the right wall to the wall ledge. Hop up the various wall ledges, jump to the platform behind you, then go up to the upper platform where you are across from the door you're trying to get to. Jump across to the door.
Mechanical Tower (Clock Tower) - Past
You'll see a Weight Switch. Wall Run up and ride it down to open the door past the Spinning Blades, then activate a Slo-Mo and go by the blades and under the door. Jump the gap and you'll see another Weight Switch that simply operates the same door. Ignore it.
Go to the end of this candle hall and do a wall-to-wall jump up to the upper platform. Roll by the saw blades and climb up the Ladder. Shimmy around, and jump to the hallway with the two crusher blocks, extending and retracting. They're not hard to get by. Go to the SAVE FOUNTAIN - THE SECOND TOWER (2).
Head down the stairs and test your new Lion Sword on the Demons. Two hits and they're toast. Nice! From this wood floor room, shimmy out onto the wood ledge along the wall. Drop down from ledge to ledge, doing a bit of shimmying here and there. When you reach the main floor, kill the many Demons. When they are all dead (about 10 of them), an Amored Troll (my name) will appear. Slash his legs from behind then climb him when he kneels down by tapping the Jump-Button. Once on his head, slash away. Repeat.
When the Armored Troll is dead, head toward the open door. Go through and find the ARTWORK TREASURE CHEST (15) to the right of the small staircase. Then, activate the Wall Switch that raises the block so you can get on the block and wall run up to the wall ledge. Hop up and you will find a SAVE FOUNTAIN - CLOCKWORKS AND GEARS.
Walk out onto the beam and you'll see the large wooden gear racing by you. Don't even try to time the jump, just jump and most likely, you'll make it across no problem. On the other side of the gear, you'll face a few Demons and see a glimpse of a new enemy, Exploding Dogs (my name).
On this central platform you can see the door you just came from, a platform with a Demon and a Wall Switch, a column that you can jump to, and a torch-lit balcony. Jump to the column that is moving up and down. Make your way from column to column, the jump to the wooden fence near the platform with the Demon and the Wall Switch. Jump to the platform and kill the demon.
Activate the Wall Switch which causes the wooden fence to move away from you. Quickly, Wall Run along the wall to the fence and you will land on it, hang, and shimmy around to the other side where you can jump to Bar. Swing from the Bar to the Rotating Switch.
Rotate the Switch, which rotates the Bar, and jump to the Bar. Hang on the Bar and wait for the Bar that moves up and down to get to it's lowest point, then swing to it. Ride the Bar up and jump to the balcony railing. Here you will meet your first Explodiing Dogs. The deal with them is that once they catch fire, run away, because they'll soon explode. If you're in their explosion radius you'll take a bit of damage, so try to avoid that. Exploding Dogs are useful to open cracked wall, however, so keep that in mind.
Anyway, kill the Exploding Dogs, then grab the Hanging Switch which will raise the central platform. Jump to the platform, kill the three Exploding Dogs, and jump up onto the small, side beam. From there, jump toward the beam sticking out of the balcony with the windows. Shimmy to the right, jump up to the ledge then the higher ledge, shimmy around, then drop down onto the balcony railing. Pull yourself up, kill the Demon and find the ARTWORK TREASURE CHEST (16).
Climb up the Ladder, jump to the beam behind you, climb onto the beam, walk to the left end and jump to the wall ledge near the "L" Bar. Hang down, shimmy under the wooden barrier, then jump to the "L" Bar. Shimmy to face the spinning wooden gate, and jump to it. Let it rotate you around, then jump to the Rotating Switch.
Rotate this Switch which will activate a rotating horizontal gear in the next platform. From the Rotating Switch, hang off the ledge and jump to the Bar under the bright window. When the gear is in position, jump to it and ride it around to the other side, then jump to the next Bar under another window.
Swing from this Bar to the Floor Switch. Step on it, which will cause a swinging wooden gate to become parallel with the wall, so that you can Wall Run and jump to it. However, there is an Exploding Dog on the wall. Pretend he isn't even there and Wall Run and jump to the swinging wooden gate. Wait for it to rotate back to the other side, then climb up on it and jump to the wall ledge. Drop down onto the balcony and fight some more Exploding Dogs.
Enter the small stone room, break the barrels, then Wall Run up and jump to the Hanging Switch. This will raise the central platform again.
Go onto the central platform. Jump up to the longer beam and jump through the large spinning gears. Again, don't worry about timing, just go for it. If you miss, you'll hit the gear and can jump off the gear back to the central platform, no harm done. Once you jump past the gear, jump to the next wall beam, then up to the wall ledge. Continue up to the open door way.
Roll under the Spinning Blade, then, when the smashing block is fully extended, climb up the right side of it and do a wall run along the right wall, clearing the two horizontal blade poles, and maybe even the next smasher block. Then, go by the two blade poles (not hard), then look down the staircase and roll under the two horizontal blade poles. At the bottom of the stairs, activate the Wall Switch by hopping up onto the header of the door across from the gate and shimmying over to the switch. Drop down and go through the gated door.
Mechanical Pit - Past
Continue down the stairs for a SAVE FOUNTAIN - CLOCKWORKS AND GEARS (2). Go down the next set of stairs for a quick cutscene of various Red Sheiks. Kill them.
Find the Wall Switch, activate it, turn on your Slo-Mo and run to the now raised block. Wall Run up to the Rope. Swing and wall run to the platform on the left. Kill the two Red Sheiks and get yourself oriented.
You are on a wooden bridge, to your right is a non-operational waterwheel. In front of you is a curved balcony with a path to the right and a path to the left. Take the path to the right to get a quick cutscene of a few waterwheels becoming active and the Sand Wraith escaping. Don't worry about the left path, yet.
So, taking the right path, Wall Run through the spinning waterwheel, kill or toss the two Red Sheiks, then to get through the next spinning waterwheel, use a Slo-Mo, Wall Run through and then jump to the reddish column. Jump to the next three columns then down to the Rotating Switch.
Rotate the Switch which will cause a platform elevator to lower. Jump to it, ride it up, then Wall Run toward the dead-end wall and do a Wall-to-Wall jump until you grab onto the ledge of the doorway. Pull yourself up.
You are now in a room with a fireplace and a Armored Troll. There are two paths here, one opposite the door you came through, has an ARTWORK TREASURE CHEST (17). Smash it, but don't go down this path. Instead, go through the other doorway and you'll see an Exploding Dog on the wall, blocking the way to a Rope.
Wall Run along the wall, hitting the Exploding Dog on the way, and then grab the Rope. Swing and Wall Run then jump to the water-filled platform (heal if you need to) then take a look at the moving gates. Notice that each of them has an opening in the bottom which you can roll under. Do so, and then hop onto the central bridge and jump up to grab the Hanging Switch. This opens the door on the other side of the room.
Leave the bridge and go back to the moving gates and continue to roll toward the door you opened. Jump up and grab the Bar and swing over to the door you just opened. Kill or toss the two Red Sheiks and enter the door.
This is a trap-laden hallway leading to a Warp Room.
The first couple of traps are easy. When you get to the wall saw blades, simply Wall Run past the first one and you'll grab a Rope, then wall run past the second one. Next, you'll have to use the smashing blocks to get over/by the blade poles. Finally, there is gap with two horizontal moving blade poles. When the poles pass each other in the middle, wall run by and enter the Warp Room.
Save at the SAVE FOUNTAIN - CLOCKWORKS AND GEARS (3). Then, activate the Portal. For me it was: far right, near left, near right, far left, but it may be different for you. Step into the Portal. You'll earn the RAVAGES OF TIME. This is a powerful, fight-ending attack. While holding down the Block-Button, tap the Rewind/Slowdown-Button. This power uses 2 Sand Tanks. When it's activated the screen will turn red. At this point, start attacking enemies. You'll have super-speed and you'll quickly take care of the enemies in the area.
Mechanical Pit - Present
Save at the fountain on your way out of the Warp Room. Wall run past the first blade pole gap then you'll actually have to use your brain to get by the next traps. The problem is you can't get by the non-moving horizontal blade pole in front of the second smasher block. To get by, go to the first smasher block and when it's extended, use a Slo-Mo. Climb onto the smasher block and Wall Run along the left wall, thus running over the blade pole causing you trouble. Then, go by the next blade poles, and wall run by the wall saw blade and grab the Rope. Don't swing on the Rope, instead jump from it to the wall ledge, hang down, and shimmy to the other side of the gap. Then, make your way to the doorway.
Back in the Mechanical Pit, this time in the present, watch the cutscene to give you an idea of where you need to go. Kill the Red Sheiks and Exploding Dogs. Give your Ravages of Time a try, if you want. Then, hang off the edge of this platform and ride the Red Curtain down. You'll land on a partial wooden bridge. Look familiar?
Wall Run through the water wheel and jump to the column. Jump to the next three columns and then down to the non-activate Rotating Switch. Jump to the platform elevator that you activated in the past then wall run and Wall-to-Wall jump up to the room with the fireplace.
You'll get a quick cutscene of some wooden planks blocking a door. I bet an Exploding Dog would come in handy! Kill the Red Sheiks then try to aim an Exploding Dog so that it explodes by the wooden plank doorway. If you're not having luck, just sacrifice yourself by standing by the doorway and let one of the Dogs come to you. Once the door has exploded, kill the remaining Dogs then wall run to Rope then wall run and jump to the water-filled platform (you did this in the Past, too).
You'll notice that the gates are no longer moving but you still need to roll under them. Then, jump to the Red Sheik on the now broken stone bridge. From this platform, hang onto the ledge and drop down to the wooden ledge below. Continue to drop down the next two ledges and you'll get to a Red Sheik on a platform. Kill him then jump across the broken bridge, kill the next Red Sheik and go through the door where you'll see a Shadow Wraith. Kill him then enter the doorway you saw in the cutscene.
Roll down the stairs, under the blade poles and step on the floor switch to open the door. In this circular room there is a spinning shaft and a few Red Sheiks and Exploding Dogs. Kill them then climb up the Ladder. Wait until you see the gap in the spinning floor above you and then jump over to the ledge and climb up.
Next, Wall Run up to the stone ledge on the left and climb up to the barred, rusty door. Wait for the spinning shaft to turn its ledge toward you then jump to it. Ride it 180 degrees and then jump over to the next rusty barred door. From here jump to the next ledge on the shaft then up to the top ledge of this part of the shaft then shimmy around, find the opening in the ceiling, and jump up to the next segment.
Next, Wall Run up to the ledge with the water flowing down on it, climb up adn then jump up to the ledge above (where the water is coming from) and jump to the ledge on the shaft. Ride it 180 degrees and jump to the ledge under the Wall Switch. Jump up to the ledge directly under the wall switch and jump back to the shaft. Climb up and ride the shaft around then jump to the Wall Switch (activating it) then back to the shaft and through the now open door.
Here you'll find a SAVE FOUNTAIN - CLOCKWORKS AND GEARS (4)
Activation Room - Present
Go up the short stairs, hop the half-wall, and fight the Red Sheiks with the help of the column in the middle. Then, a few Exploding Dogs will drop in. This is a good thing because you need to blow up the cracked wall. Fight the Dogs hoping that one will blow up near the cracked wall, or, sacrifice yourself then go heal back at the Save Fountain.
Once the cracked wall is open, you need to get to a Warp Room. Jump through the now open cracked wall and out to the rock platform. Go toward the wall and then Wall-to-Wall jump up the brickwork and you'll grab a ledge above.
Here, there is a central stone column and three Red Sheiks and a Red Ninja. Kill them then run up the side wall with the lattice work. Turn around and jump to the top of the center stone column. From here, jump to the wooden wall ledges and go up to the corner platform. Wall run to the next corner platform and then wall run to the Ladder. Go up.
Fight the Red Sheik and the Red Ninja, smash some barrels and baskets, then hop over the wooden railing and drop down to the recessed ledge. Shimmy left, around the corner, then jump down to the platform below. This platform has a Ladder going down on the right side and two Red Ninjas to fight. Take the Ladder down then jump to the beam and to the platform where you'll see two wall saw blades. Wait for both blades to go below you, then wall run to the Rope. Swing, wall run, and jump across to the next platform.
You are on a corner platform, there are Red Sheiks way below. Wall Run along the back wall and you'll land safely on the platform with the gray boulders. Then, slide down the Ladder and drop to where the enemies are located. Kill the two waves of them (the Ravages of Time attack works well here) and then, if facing out over the room, climb up the lattice work ledge on the right. You'll see a recessed wall ledge, Wall Run up to it and shimmy left, jump across to the other recessed ledge (past the bright light coming in) and drop down to the lower recessed wall ledge where you can then safely drop down to the large balcony on this side of the room.
Here is your door leading to the path which takes you to the Warp Room. Go toward it and the Dahaka will begin to chase you again. Wall Run along the left wall, turn the corner then Wall Run the right wall, to the Rope, and continue to Wall Run to the next area where you will be able to go through the water door that the Dahaka can't pass through.
Hit the Wall Switch which will extend a wall for you to Wall-to-Wall jump up. I recommend using a Slo-Mo after you hit the switch to give you some extra time. At the top of your wall-to-wall jump, fight the Dogs and Red Sheiks, then jump the gap where you will once again see the Dahaka below.
The chase is on again! Wall run along the left wall, grab the Rope, continue to wall run to the next platform, continue running then do one more Wall Run to the water door and you'll have found the Warp Room!
Save at the SAVE FOUNTAIN - CLOCKWORKS AND GEARS (5) then activate the Portal. For me it was: far right, near right, near left, far left, but it may be different for you. Go through the Portal to earn a SAND TANK (you should have a total of 5 now).
Activation Room - Past
Save if you like, then exit the Warp Room. Make your way past the traps, kill the three dogs, then roll under the gear. Jump the gap and fight the three Red Sheiks. Hang off the ledge of this platform (where before you activated the wall switch to wall-to-wall jump up) and then wall-to-wall jump down. Go through the water door and fight the two Red Sheiks and the Exploding Dog. Continue fighting and making your way to the actual Activation Room where you'll get a quick cutscene showing you that this room is in much better shape than in the Present.
You'll notice that there is an Armored Troll throwing Exploding Dogs in your direction. This is helpful because there are two broken doors (cracked doors/walls) that you need to be blown open. The one to the right is a Save Fountain. The one to the left is a Life Upgrade.
First, head right, fight the three Red Sheiks, then find the broken/cracked door. Stand in front of it until you see an Exploding Dog being hurled your way. Move out of the way and it'll blow open the door for you. Here is a SAVE FOUNTAIN - CLOCKWORKS AND GEARS (6). There is also a Weight Switch in this room, but you'll come back to it in a bit.
LIFE UPGRADE 6
Exit out and go to the other end of this balcony where you will find a cracked wall with sunlight beaming out of it. Again, position yourself so that an Exploding Dog will blow open the wall for you. This is the path to a Life Upgrade.
Simply run by the first two smasher blocks then turn the corner. You will see a spiked floor with three horizontal blade poles. Staying along the right wall, when the nearest pole reaches its lowest point, start rolling. You'll pass under each of the three poles. Next, use the smasher blocks to get over the horizontal blade pole by using a Slo-Mo, climbing up both smasher blocks, then wall running along the right wall. Finally, you'll have two smasher blocks that are placed higher. Only worry about the one closest to you. When it's extended, use a Slo-Mo and wall run up the wall behind you (if facing the smasher block) and then jump from the wall to the smasher block. From here, wall run along the right wall, thus clearing the last trap. Go and get your Life Upgrade! Backtrack out.
Go back to the Save Fountain room (not the Warp Room) and Wall Run up to the Weight Switch. It'll lower causing a platfrom elevator just past the gear on the right wall (if facing the Armored Troll) to lower. Wall run through the gear and grab onto the platform elevator ledge.
Here you'll see a large suspended stone hanging from the ceiling in the alcove below. Hop down and fight the three Red Sheiks and find the ARTWORK TREASURE CHEST (18) in the small dark recessed alcove of this alcove. Next, find the Ladder on the wall and climb up and jump to the suspended stone. Get on the backside of it and wait for an Exploding Dog to be tossed you way. When one hits, it'll cause the stone to break, thus taking you up.
Jump from the now-raised suspended rock to the corner platform, then wall run along the wall to the next corner platform, the wall run again to the upper Ladder. Go up.
Here you will find a flame lit Rotating Switch. Rotate it 360 degrees which will cause one of the gears to move into place. Break the barrels and wall run to the gear you just moved, actually the platform above its horizontal shaft, making sure to wall run when the sliding stones are in place. From the gear platform, wall run to the rotating gears that you see. You will end up on the ledge above the rotating gears. Drop down to the gear moving left, then to the lower gear moving right, then drop down to the Bar below.
Swing across all of the Bars and you'll end up hanging from a wooden ledge with lattice work above you. Shimmy along the ledge and jump to the Bar, then drop to the lower Bar, then swing to the next suspended stone alcove.
You should know what to do here. Drop down to the alcove, fight the enemies, climb the Ladder to get onto the stone, wait for an Exploding Dog to hit the stone, thus raising you, jump to the corner platform, wall run to next corner platform, wall run to upper Ladder. Go up.
Another flame lit Rotating Switch is in front of you. Rotate it 360 degrees which moves the second gear into place. Kill the Exploding Dogs that drop in then wall run to the platform associated with the gear you just moved. From the platform, wall run and you'll find the third Rotating Switch which will activate the third clockwork gear. Yay! All three gears are now in place.
Wall run to the platform associated with the third gear. On this platform, you'll see a small window in the wall. Hop up into it and go through it to the other side of the wall. You'll see an ARTWORK TREASURE CHEST (19). Smash it, jump the gap to the Red Sheik, kill him, then slide down the Ladder.
Wall-to-wall jump down, then wall run along the left wall. Hang from the ledge then shimmy around the corner and safely drop down. You are back where you started in this area. Save in the Save Fountain room then head to the Armored Troll. The floor will drop.
To beat the Armored Troll roll by or under him, slash the backs of his legs until he drops, tap the Jump-Button to climb him then slash away at his head until you get tossed and then repeat (if you're good you can move right or left on his shoulders to avoid being tossed). When he's dead the floor will raise back up.
Head toward the gears at the end. Notice that they have Bars or beams sticking out of them. Wall run up the right wall and jump to the Bar on the lowest gear. Make your way up the beams/Bars then side jump to the Ladder from the end of the beam and go up.
You'll see a Hanging Switch. Wall Run up and jump to it. This will extend a platform to the central Rotating Switch. Go to the Rotating Switch, kill the Exploding Dogs, then rotate the switch 360 degrees.
Congrats! You have activated both towers. The doors in the Hourglass Chamber (off of Central Hall) has been opened. Your objective has also been updated on your map. Open your map.
GOAL: RETURN TO THE HOURGLASS CHAMBER - PAST
From the Rotating Switch, run forward and go through the open door. Wall run through the gear, then through the next one and jump from the wall to the corridor. Go down the stairs, fight the Dogs, then hang from the ledge and ride the three Red Curtains down (by jumping from one to the other). Continue forward and then ride down the next two Red Curtains.
Mechanical Tower - Past
Go to the central wooden platform and slide down the Ladder. Walk out onto the beam, jump past the gear and save at the SAVE FOUNTAIN - THE DOOR IS OPEN. From the fountain, drop down the ledges, exit through the door, ignore or fight the Armored Troll, (I recommend running by him) then go out to the small extension of the balcony, where there is steam coming out of a floor grate and Wall Run up to the wooden ledge. Hop up from ledge to ledge and get up to the wooden floor room with the Demons. Kill them (boy are they easy now). Go up the stairs and save at the Save Fountain if you want. From the Fountain, go by the smashing blocks, get to the Ladder and go down. Then, wall run to the Red Curtain and ride down.
Use the Weight Switch and a Slo-Mo to get through the door.
Central Hall - Past
OK, you are back in Central Hall. Make your way down to the main bridge. Egad! It's the Dahaka. He has learned to find you in the Past. The Dahaka grabs the Sand Wraith and eats him then disappears. Hmm?
Go to the SAVE FOUNTAIN - THE EMPRESS, and save.
Time to go back to the Hourglass Chamber. If you've forgotten, to get there, simply run up the stairs by the Save Fountain. Go by the various traps then use the Weight Switch to open the door.
Hourglass Chamber - Past
Walk in for a cutscene. Save at either Save Fountain then go through the now open doors. Another cutscene. Kaileena is the Empress. Oh man!
Throne Room
BOSS FIGHT - EMPRESS KAILEENA
This fight requires a good deal of patience and a fair amount of aptitude. This fight took me a good 15 tries or so before I was successful. A good tip is to try to start this fight with as many full Sand Tanks as possible. Also, be aware that there is an ARTWORK TREASURE CHEST (20) in the Throne Room. If you don't get it sometime in the battle you may not get a chance to come back.
From the very beginning of the fight, ignore Kaileena, and go to the left and break open the jars and you will fill up two Sand Tanks. Also, break the weapon rack and grab a Secondary Weapon. At this point, I have three full Sand Tanks (started with one full one). As a general rule, if Kaileena happens to get a good series of attacks in on you and you lose a bunch of health, it is a good idea to rewind time and avoid the attack.
For the first part of this fight Kaileena is fairly slow. She will teleport if you get too far away from her but generally you should be able to get in a good one-two-three attack then block and roll, then repeat. You can also make heavy use of the columns to do acrobatic column attacks (move control stick toward column then hit either the Attack-Button or Grab-Button) or feel free to try to get a few good wall push attacks (push toward wall and hit either the Attack-Button or Grab-Button) in on her. Do this until you and she lock swords. At this point, rapidly tap your Attack-Button to break the stand-off and get a good shot in on her.
Soon after this Kaileena will spawn two Sub-Empresses as she hovers in the air. To easily take them out, go over to the right wall (if facing the throne) and do wall push attacks over and over. After about six hits each they'll die. If you do it quickly they won't have time to attack. They will each give you some Sand. If you have a secondary weapon in your hand, throw it to get rid of it, then pick up one of the Sub-Empresses Swords so that you have a good Secondary Weapon. Also, break the jars here (you previously broke the jars on the left side of the area, if facing the throne) and you'll get at least one Sand. NOTE: I also found success throwing a charged Secondary Weapon at the Sub-Empresses for a one-hit kill.
You'll see Kaileena return to the ground where you should attack her again. Now, however, she is a bit quicker. I currently have all five of my Sand Tanks full. Still feel free to use the columns to do acrobatic attacks, but be more aware of blocking/rolling out of the way to avoid attacks. For the rest of the battle it is more important to avoid damage than to dole it out.
Keep fighting her until you reach the next cutscene when you'll talk about her cheating her fate, just like you. As soon as this cutscene ends get out of there by doing backflips away from her. If you stick around she'll do some major damage.
Now, she is even faster. Try to go for a quick one-two attack then roll or block to get out of her way. Using the columns at this point is risky because she is simply moving around too fast. Keep attacking her until you lock Swords with her again. Rapidly tap your Attack-Button to break it in your favor and she will launch two more Sub-Empresses. You know how to deal with them, so have at them. In the meantime, you may want to break open any other jars for Sand if you are low. After fighting the two Sub-Empresses you will have two Sands from them, so keep that in mind.
Next, you have to fight Kaileena again. You should have at least two Sand Tanks and I'd hope you have at least four filled up. It's time to use the Ravages of Time attack. This attack uses two Sand Tanks. While Blocking, tap your Slowdown/Rewind button to activate the attack. The screen will turn red and you'll be super-fast. Start hitting you attacks as quickly as possible while trying to stay pointed toward Kaileena. This should knock her health down to a very low level. If you have two more Sand Tanks, use the attack again and you'll defeat her. If you don't have enough Sand, then you'll have to finish her off the old-fashioned way. She is very fast now, so be patient and try to get a slash or two in on her then roll out of the way.
When you have defeated her, you'll tell yourself that you need to get to the present. Save when prompted (THE LONG WAY HOME).
Oh, crikey! The Dahaka is still alive! Run! Jump over the first gap, wall run on the left wall for the second gap, wall run on the left wall for the third gap where you will fall down to a lower path. Then, jump to the Bars over the next gap and swing to the other side. Next, wall run on the left wall, hitting a switch as you run by, then grabbing the Rope, then wall running from the Rope to the Red Curtain where you will ride down. Go through the door for a long cutscene of you mulling over what went wrong. You discover that since you killed the Empress, you ended up being the one to activate the Sands of Time (perhaps referencing the fact that you did so in the previous game of the same name). You also discover that the Mask of the Wraith, talked about in the hyroglyphics, has given you a second chance.
Catacombs - Present
GOAL: LEAVE THE ISLAND (PRESENT)
Upon starting up you'll realize that you are in the Catacombs. You may also notice that your Sword is broken. Find the ARTWORK TREASURE CHEST (21) then go up the main staircase. Ah rats! More Dahaka action. Wall run the right wall then jump across to the platform with barrels. Break some barrels to get by then wall run to the Bar and swing up the next Bars until you grab the ledge. Then, wall run the right wall, grab the Rope, wall run from the rope and jump across to the platform on the left. Wall run the right wall to the corner then jump across to the platform. Go forward to the Hanging Switch and jump to it. This will cause water to cover the door thus making it so the Dahaka can't chase you any further.
You'll notice that you are now in an up-above area of the Catacombs you were just in, overlooking the area down below. Jump to the ledge to the right, with the stone door. Grab the stone door and pull it out. This will cause the platform/pillar to drop down and you'll be shown a cutscene of two more stone doors that you'll have to do the same thing to.
Go up the main staircase again. Note that the sidepath to the right is now accessible. Dahaka time! Wall run past the first gap. Wall run and jump to the Bar then the next Bar and swing to the ledge to clear the second gap. Jump to clear the third gap and then immediately hang a right (as opposed to going straight). Jump to the Hanging Switch, creating a water door, and swing through.
You are now on another platform overlooking the catacombs. The angle you are given shows the platform and water door on the right of the screen and to the upper left, the stone door. In the middle of the screen, you'll see the left edge of the wall of the platform. Facing the water door, wall run up the left wall edge and grap onto the wall ledge. Shimmy around, work you way up and toward the stone door, then drop down at the stone door. Like before, grab it and pull it out thus lowering this platform and further raising the central coffin.
Again, go up the main stairs, take the right path and this time, instead of going right after jumping the third gap, go straight, roll under the debris, wall run on the right wall, grab the rope, wall run to the Bar, swing to the other side of the gap. Go to the dead end, do a Wall-to-Wall jump up the passageway, grab the ledge, go forward, roll under the debris, do another Wall-to-Wall jump up. Then, wall run to the Rope, wall run to the next Rope, wall run to the Bar, swing on the Bars until you get to the ledge. Jump the next gap. You'll see a Red Curtain on the right wall. Wall run the left wall and jump across to the Red Curtain and ride down. Roll under the debris, then wall run the left wall to the corner and jump to the platform. Soon you will see the Hanging Switch. Jump to it to create another water door and you'll be overlooking the Catacombs below.
From this platform, wall run up to the ledge on the left, shimmy to the left and then pull out the thired and final stone door, thus raising the central platform and creating ledges on the central platform.
Go to the central platform in the room. Work you way up the various ledges then jump to the Bar in front of the water door. Swing and go through the water door. Along the right wall is a SAVE FOUNTAIN - YOU CANNOT CHANGE YOUR FATE.
Along the left wall is an ARTWORK TREASURE CHEST (22).
Prison - Present
Go forward in the hallway and you'll get a new objective.
GOAL: RETURN TO THE THRONE ROOM (PAST).
Still in the same hall, wall run the right wall and jump across to the platform and fight the two Red Sheiks. You only have half a Sword so be sure to pick up one of theirs as a Secondary Weapon after you kill them. Then, wall run the left wall and jump to the platform and kill the next two Red Sheiks.
To pass the next gap, hang then shimmy along the wall, go out to the beam, jump to the next beam then the next on and fight the four Red Sheiks. Go up the Ladders, jump to the wall ledge and shimmy to the open doorway.
You'll get a quick cutscene of you seeing a new Sword and there is a SAVE FOUNTAIN - A THRONE AND A MASK near you. Save. Go down the dark hall and at the end kill the two Red Sheiks and the new enemy, the Black Ninja (my name). If your health is low after the fight, simply go back to the Save Fountain to heal and you'll have to fight the Black Ninja again, but it may be worth it.
Anyway, continue along the path and you'll see a doorway leading to a series of beams. Walk out onto the beam. Go forward and various pieces will fall off, so take the left beam to the wall. A Black Ninja will drop down on the beam, too. Jump when she attack to dodge her, then slash her to make her fall off. Continue following the beam path, taking out another Black Ninja and getting to the platform along the wall.
From the platform, walk out onto the beam, jump across to the beam across the room, and walk to the wall platform on this side of the room. From this platform wall run to the corner platform with the Black Ninja. The Ninja will attack you but just do your wall run and you'll slash her (just like the Exploding Dogs from the Mechanical Tower). Wall run to the next platform, then to the Red Curtain. Ride down, jump to the other Red Curtain and you'll get a cutscene of the Dahaka knocking the new Sword away from its pedestal. Rats!
Now, you have another Dahaka chase. Run down the stairs, wall run the left wall over the first gap, run down the next stairs, wall run the left wall across the second gap and soon you'll run through a water door and will have discovered a Warp Room.
Save at the SAVE FOUNTAIN - A THRONE AND A MASK (2) then activate the Portal. For me, it was: far left, near right, near left, far right, but it may be different for you.
You'll earn the WIND OF FATE. This is an upgrade to the Breath of Fate attack. This attack knocks enemies to the ground. While Blocking, press and hold the Rewind/Slowdown-Button. The longer you hold, the stronger the attack.
Prison - Past
Save, then exit the Warp Room. To get past the first gap, wall run on the left wall when the two blade poles are furthest away. Land and quickly hang from the edge behind you. Shimmy to the right then pull yourself up so that you don't get hurt by the blade poles. Go up the stairs. Go by the next few traps, then to cross the second gap with the horizontal blade pole and the extending block, jump to the extended block making sure you are along the right wall. Hang off the edge of the block on the far side then jump to the ledge to clear the gap.
Roll through the next saw/blade pole trap, step on the Floor Switch and enter this large room and you'll receive the SCORPION SWORD. The Scorpion Sword allows you to break through walls. To do so, hold the Attack-Button near a cracked wall.
After the cutscene, you'll get a chance to test out your new Sword. Many Red Sheiks will attack. Kill them. Go through the door that leads to the blade pole. Roll by then roll under the horizontal blade pole. You'll reach a cracked wall. Hold your Attack-Button and attack the cracked wall to break through.
In this next room you'll find a Floor Switch and a Rotating Switch. Turn the Rotating Switch to open the door and four Black Ninjas (the male version) will attack. For this battle, use the column to do acrobatic attacks which will help to kill them. When they're dead, go through the door that the Rotating Switch opened.
In this small room, grab a hold of the Crate/Cage and drag it to the Floor Switch. This will open the door behind you. Go in and jump to the Ladder and slide down. Kill the Red Sheiks and Black Ninja. Roll by the traps (or use a Slo-Mo) and get to the next cracked wall.
Break through the wall. In this room is a Rotating Switch and a Floor Switch which activates some floor spikes. Rotate the Switch which will raise the door and several Red Sheiks will emerge. Kill them (if you want, use the Floor Switch if you can) then go through the right door. In this small alcove is a Wall Switch. Wall Run up to it, activate a Slo-Mo and then run through the now open door.
In this room, kill the four Black Ninjas, then find the ARTWORK TREASURE CHEST (23) in the small alcove. Go to the Rotating Switch and rotate it. This will lower the door you just came through and open a passageway for you.
Yay! It's a SAVE FOUTAIN - A THRONE AND A MASK (3). Next to you is a series of cells with a spiked pit at the bottom. You'll be wall-to-wall jumping up this area. Do a wall run on either side of the wall then jump to the other side and do you wall-to-wall jump up and you'll grab a ledge. Pull yourself up. From the ledge, do a second series of wall-to-wall jumps and you'll grab the left ledge and you'll be in the main room where you got your Scorpion Sword.
Boss Fight - Huge Armoured Troll
This guy is quite easy and is like any other armoured troll you have fought. First, you need to get behind him. Do this by rolling through his legs or rolling behind him. Once you are behind him, slash at the back of his legs until he drops down to one knee. When this happens, tap your Jump-Button to climb him. Start slashing at his head. The key here is to stay on his head as long as possible. He'll try to reach back and grab you but you can avoid this by moving to his right or left shoulder. Watch for either of his palms to face you. When you see, for example, the left palm (his left), stop attacking and move to his right shoulder to avoid his grasp. Then, return to the middle and start whacking making sure to keep watching his palms to avoid the next grab. Usually you can get in about three slashes between grab attempts. If he does manage to snag you, either rewind time, or repeat the process to make him fall then climb him again.
When he dies, a Ladder will fall along the wall in the cage that the Armoured Troll was in. Wall Run up to the Ladder, climb it, break open ARTWORK TREASURE CHEST (24) then activate the Wall Switch to open the door.
You are now above the main room where you just fought the Boss. Attack or toss the Black Ninjas.
Life Upgrade 7
There are two secret walls that you should break. First, go to the corner of the balcony where you'll find a cracked wall. Use your Scropion Sword to break through. Inside is a closed door. Then, find the boarded-up wall along one side of the balcony. Use your Scorpion Sword to break through the wall. Inside is a Wall Switch. Wall run up to activate it, use a Slo-Mo and run to the, door you just discovered. Make your way through the traps and grab the Life Upgrade.
Exit back out to the balcony and go through the door to the hallway. Look above you in the hallway to find a system of beams. Wall Run up either wall and jump to the middle beam. Pull yourself up, move toward the wall, jump to the next beam, then jump to the wall ledge. Then, jump to the next beam (above the one you just came from) and jump to the next wall ledge. Keep heading up in this manner until you get to the SAVE FOUNTAIN - A THRONE AND A MASK (4).
Again, you'll have to get to the beams above this area. Wall Run up near the fountain and jump to a beam. Jump to the wall then to the next higest beam. Keep going up until you get to the stairway.
Library - Past
Go up the stairs and follow the path. You'll be attack by a couple of Black Ninjas. Enter the next room, the Library. You'll get a quick cutscene of the Library, showing you the basic lay of the land.
Enter and kill the all of the Black Ninjas. Locate the two circular rooms each containing a Rotating Switch. Go to the Rotating Switch furthest from where you entered (the 2nd one you got to) and turn it. This will move the bookcases revealing two Black Ninjas and a room with a Weight Switch. Kill the Ninjas then Wall Run up to the Weight Switch. This opens the door in the middle of the two Rotating Switches. Activate a Slo Mo, run to the Rotating Switch, turn it to return the Bookcases to their original position, then go through the middle door. (NOTE: One time I played through and the first bookcase (with wooden table blocking it) was closed meaning I didn't have to use the first Rotating Switch. If the bookcase is open then you will have to use the first Rotating Switch to get to the second.)
Here you will find a small bridge and a Ladder. Climb the ladder and fight the Ninjas. Find the ARTWORK TREASURE CHEST (25) then follow the path killing the Ninjas as you go. You'll come to a dead end. Notice the two pillars on the right wall that have handles for you to pull. There are also tracks/marks on the floor to mark that the pillars slide. So, grab the pillars and lo and behold, you've pulled out two bookcases of the perfect distance to wall-to-wall jump up. Get up on the nearer bookcase and wall run along the wall to the Bar. Swing up the bar to the beam then jump to the next beam and walk out on it.
You are now overlooking the library. There is a Bar holding a hanging torch that you can jump to. Jump to it then to the next Bar, then to the wall ledge. Drop down one ledge, shimmy to the right then jump up to the half-ledge. Pull yourself up then jump to the beam above. Shimmy right, pull yourself up, then walk along the beam toward the rubble. Drop down onto the rubble below. You'll find an ARTWORK TREASURE CHEST (26) at one end of the hall. Then, go back to the ledge of the doorway, hang down, shimmy right, and jump up to the half-ledge above. Jump up to the recessed ledge and jump from the wall to the octagonal beam structure. A Black Ninja will drop in. Jump when she attacks, then slash her to knock her off.
Walk around the beam then jump to the other octagonal structure. You have two choices here: jump to the platform extending from the wall, or walk around toward the ornate window adn jump to the ledge to the left of it.
LIFE UPGRADE 8
Head to the ornate window, jump to the ledge, drop down a few platforms, shimmy under the window, then get up to the open door. Enter on a beam and jump to the wall ledge then drop down to the floor. You are now on the other side of the ornate window. Follow the path. Wall run past the first horizontal spinning blade pole, roll to get by the saws and spike floor. For the next trap you have to do a sort of half-wall run. Basically, wall over the first pole then release the wall run button to safely drop down before you hit the second pole. Go get that Life Upgrade.
Return to the octagonal structure and this time, head to the wall platform. Go out onto the beam and a Black Ninja will hop down. Jump to avoid the attack then slash her. Take the beam that is sticking out and jump to the doorway. Continue jumping from beam to beam until you get to a doorway. Drop down for a SAVE FOUNTAIN - A THRONE AND A MASK (5).
Follow the hall, jump to the Bar, swing to the next Bar when the blade pole is at its highest then swing and jump to the ledge. Now, you'll have to wall run and slash at the Black Ninja as she attacks you on the wall. This is all about timing. Slash just before she gets to you. Continue up the stairs, take out the Exploding Dog, then go up to the boarded-up door and smash through it.
Mechanical Tower - Past
Look familiar? Go to the central platform, go out on the beam and jump through the gear. Save at the Save Fountain if you like, then go out onto the main balcony where you'll find an Armoured Troll. Run by him to the slight extension of the balcony, where the water is flowing down and wall run up to the ledge. Make your way up from ledge to ledge and you'll soon be in the wooden floor room. Go up the stairs, pass the Save Fountain, go down the Ladder, make your way to the Red Curtain, slide down, activate the Weight Switch and a Slo-Mo and go through the door and eventually exit out to Central Hall.
Central Hall - Past
WATER SWORD INFO
You are back in Central Hall. Before you head to the Hourglass Chamber I highly recommend you go after Life Upgrade 9. Doing so will make the Water Sword (a very powerful weapon) available to you. Whether or not you have the Water Sword determines what ending you get, as well.
LIFE UPGRADE 9
You are now on a side-quest to get Life Upgrade 9, the final Life Upgrade. Hop down to the main bridge below, kill the Demons, then go to the Rotating Switch. Rotate the Switch so that it is pointing away from the Save Fountain. You need to get up to the balcony with the red covering. Facing the save fountain, hop up the rock ledges on the left, jump to the three columns, then to the set of rock platforms on the other side of the room. From here, you can see the balcony. Wall run the left wall and then jump to the balcony. Go through the red cloth.
Here, to get by the blade poles and gaps, you have to do a sort of angular wall run, following the contours of the wall. Just go at the wall at a 45 degree angle and you'll wall run it no problem. Do the same for the second gap. Go down the ladder, kill the Demon, go through trap, down next ladder, kill Demons, run along spike floor hallway, and make your way back to Southern Passage.
Southern Passage - Past
You are still on a sidequest for Life Upgrade 9. If you remember this room, then you'll remember that you can hop up to a Bar sticking out of one of the large square columns and make your way up from balcony to balcony. There are a lot of Bars, beams, and enemies as you go up. Do so and after about 4 or 5 balconies you'll come to one with a iron gate that is slightly broken. Use your Scorpion Sword to smash through it. Pull out the Block. Smash the ARTWORK TREASURE CHEST (27). If facing the broken gate, push the Block to the right wall. Get on it, then wall run up the right wall, do a quick wall-to-wall jump and you'll grab a ledge. Pull yourself up.
You'll see a Wall Switch. Wall run up to it, use a Slo-Mo and roll under the door. Get through the various traps (you should have enough energy to sustain a few hits) and go up to the Life Upgrade! Congrats, you have them all!
Backtrack to Central Hall.
Central Hall - Past
You just got done getting the 9th and final Life Upgrade. You are now back in Central Hall. Save at the Save Fountain and head to the Hourglass Chamber by going past the Save Fountain, up the stairs, and through all the traps.
Hourglass Chamber - Past
Save at any of the Save Fountains, then notice that the door to the left of the staircases is now open. Go through.
Oh man, what a series of traps! Rotate the Switch until it closes the door behind you. You need to get to the platform on the left wall, then hang from that platform to avoid the horizontal blade pole. Do this when the two saw blades on the left wall are at their lowest point AND the horizontal pole is mid to all the way up. Now hanging from the platform, wait for the horizontal blade pole to rise again, climb up to the platform then jump across the gap.