Prince of Persia fight with fate plot. Prince of Persia: Fight with Fate. Secret secondary weapon

Age
ratings ESRB: M - Mature
PEGI: 16 Creators Game designer Kevin Guillemette Composer
  • Stuart Chatwood
Technical data Platforms Xbox, PlayStation 2, PlayStation 3, Microsoft Windows, Nintendo GameCube And iOS Game engine JADE engine Game mode single-user Carrier System
requirements Pentium IV, 1500 MHz processor, 256 RAM, video card with 64 MB memory, 3500 MB free hard disk space Control Keyboard, mouse Official site Media files on Wikimedia Commons

Prince of Persia: Warrior Within(rus. Prince of Persia: The Warrior Within, in the official localization is subtitled Fight with Fate) - computer game from the series Prince of Persia, developed and published by Ubisoft; the second game in the story subseries about Sands of time. The version for the PlayStation Portable platform was released in April under the name (Rus. Prince of Persia: Revelations).

Due to the ability to dismember enemies, the presence of foul language in the game and skimpy clothing female characters it is rated “Mature” (17+). In some European countries (particularly Germany), the game was released without blood and dismemberment, making it accessible to a younger audience.

Encyclopedic YouTube

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    The Prince of Persia, in an attempt to change his fate, goes to the Island of Time, where once upon a time the Empress of Time created the Sands of Time and the Dagger of Time, from where they were later stolen by the same Indian Maharaja, whose palace the prince’s army and his father attacked in the first part of the game . The Prince intends to meet with the Empress and prevent the creation of the Sands of Time, thereby completely abolishing their existence in history. On the way to the island, the prince's ship is attacked by sand demons led by a certain woman, Shadi. In the battle, the prince loses his ship, his people and weapons, but makes it to the Island of Time. While chasing Shadi, he sees her leaving through some kind of portal and follows her.

    The Prince's further adventures on the Island of Time will constantly lead him to portals in time, using the same Sand of Time, and the Prince will be able to move from the flourishing past of the Island of Time (characterized by entire buildings and actively working mechanical traps) to the gloomy present (dark, complete ruins, new obstacles and new traps).

    The Prince kills Shadi, saving a certain girl calling herself Kaylina, who claims that the Empress of Time will not want to see the Prince and will be busy creating the Sands. However, Kaileena explains to the Prince the structure of the castle and how to open the gate to the throne room, where the Empress is located.

    During the game, the Prince is pursued by Dahak, an immortal creature who is the Guardian of Time, capable of appearing at the most unexpected moment. Dahaka hunts the Prince because he remained alive and managed to change his fate, which Dahaka must correct. The Prince hopes that by preventing the creation of the Sands, he will "undo" the events that occurred in the first game, when the discovery of the Hourglass forced the Prince to alter the flow of time. And if in the past the Prince does not change the flow of Time, then he will get rid of the persecution of Dahaka.

    In addition to Dahaka, the Prince also constantly encounters a certain humanoid creature who also seems to want the Prince dead. But later the strange creature dies at the hands of the emerging Dahaka, after which he stops pursuing the Prince. The prince opens the throne room and finds out that Kaileena is the Empress of Time, and kills her in battle (in the past). The prince already wants to leave the Island of Time, but he is again pursued by Dahaka. The Prince understands that he lost due to the fact that the Sand of Time appeared from the body of the murdered Empress, which later stole the Maharaja. That is, by trying to change the past, the Prince helped the present come true. But the Prince does not give up and, once again escaping from Dahaka, he unexpectedly finds himself in a tomb in the dungeons of the Island, where he reads on the walls a story about the Mask of the Sand Spirit, which can return to the past and give a chance to change one’s destiny, but it can only be removed when the other self of the person wearing the mask, existing at the same time, will die. The Prince puts on a mask, turning into the same spirit, which turns out to be the strange creature that the Prince saw earlier (that is, he saw himself), and decides to kill Kaileena in the present time, hoping that if the Sands are created only in the present, then The Maharaja and his army will not be able to steal them from the island, thus Dahaka will stop pursuing him, because in this case the Sands will not be released. When Dahaka reappears in the place where the Sand Spirit died, the Prince dodges Dahaka's tentacles, allowing him to grab his other self. After the death of his double, the ghost mask begins to be torn away, and the Prince takes on his usual form. He again heads to the throne room, where, after an unsuccessful attempt to persuade Kaileena, he breaks the throne and literally “pushes” Kaileena into the portal.

    The ending of the game depends on which sword the Prince is holding - the Scorpion Sword or the Water Sword, which can be obtained by finding all 9 pedestals that increase the Prince's maximum health. If the Prince has the Scorpio Sword, he must kill Kaylina in the final battle, having first lured her through the portal to the present, and then after the hero’s victory over the Empress Dahaka takes Kaylina’s body and the sand from the Amulet of Time, and the Prince can leave the island.

    If the Prince has the Sword of Water, then when he and Kaileena find themselves in the present time, Dahaka appears, this time coming for Kaileena, since she is not in her time. The Water Sword is the only weapon capable of killing Dahaka, and the Prince engages it in battle, saving the Empress, then they leave the Island of Time together. In both scenarios, the Prince prevents the creation of the Sands of Time and the possibility of the Maharaja later stealing them from the island, thus undoing the events of the first game.

    The third part of the game, Prince of Persia: The Two Thrones, is based on the second, happier ending.

    Characters

    • Prince of Persia(English Prince) - came from Babylon to the Island of Time, hoping to prevent the creation of the Sands of Time. He is very strong, very dexterous, has vast experience in battles and battles and masterfully wields bladed weapons, both in one and in two hands. Hot-tempered, although reasonable. He is voiced by Robin Atkin Downes.
    • Dahaka(eng. Dahaka) - a demon, the guardian of the stream of time, whose goal is to kill the Prince because he disrupted the stream of time, changing his future with the help of the Sands of Time, and remained alive. Dahaka does not wield weapons, but it is impossible to kill him. Dahaka is limited only by water, since it is the personification of life and, therefore, unnatural for Dahaka, who is the messenger of death. The Sword of Water is the only weapon that has water properties and is capable of killing Dahaka. Unable to defeat the enemy, the Prince is forced to flee and hide behind curtains of water. But in the secret ending of the game, the Prince is forced to fight Dahaka and is able to defeat him with the help of the Sword of Water and Kaileena's abilities. Dahaka mainly fights with his tentacles, which he shoots out from his stomach. Can teleport short distances and jump long distances.
    • Kaylina(eng. Kaileena) - aka Empress of Time(eng. Empress of Time). Just like the Prince, Kaileena wants to change her destiny; in the stream of time, she saw that the Prince had to kill her, so she makes every effort to destroy him. She hides the fact that she is the Empress and introduces herself as her servant. Kaileena has the same weapon and fighting style as Shadi, but is much more dangerous, as she can break through the Prince's block, move at high speed, slow down time, summon sandstorms and the imperial guard. You need to fight her one to two times (depending on the ending). In the original, she is voiced by Italian actress Monica Bellucci.
    • Shadi(eng. Shahdee) - the right hand of the Empress and a dangerous fighter who wields two swords. She was sent by the Empress to kill the Prince, but fails, which is why the Empress begins to beat her. Shadi could not stand the humiliation and attacked the Empress, but the appearance of the Prince distracted her. The prince kills Shadi, thinking that he saved Kaileena. Shadi is a dangerous fighter who wields two swords and can break through the Prince's block. You need to fight her twice - on the ship and when she argues with Kaylina.
    • Sand Spirit(eng. Sandwraith) - alter ego of the Prince. The Prince transforms into the Sand Spirit at one point in the game by wearing the Sand Spirit Mask. The Sand Spirit can use the powers of the Sands of Time without restrictions, but his health is constantly decreasing; he can restore it in the same way as the Prince in his normal state.
    • Old man(eng. Old Man) - the Prince’s mentor, who tells the hero about the Island of Time and its Empress. Appears only in the opening screensaver. He does not believe in luck or in the fact that a person can create his own destiny, which is why he differs from the prince.

    Gameplay

    The gameplay is generally similar to the first part of the game, although much more attention is paid to combat. Combat system expanded, includes the ability to pick up a second weapon in the left hand and is rich in a variety of combo attacks for one and two weapons, and there are also expanded combat acrobatics (for example, there are several options for attacks with a bounce from the wall and throwing the enemy), throws of additional weapons and even the ability to kill an enemy by strangulation or throwing into an abyss.

    The fundamental innovation in the gameplay is its non-linearity, compared to the first part of the game: most of the Island of Time is open to the public, and you can move relatively freely in any direction. There are also Time Portals that allow you to travel to the rich and flourishing past of the Island or to the ruined and dark present, thus allowing you to move through two rather different versions of the game world. When using each Time Portal for the first time, the Prince gains new abilities to manipulate time and sands. Also, every time he passes through the portal, the Prince replenishes his supply of Sands.

    An obstacle to free travel around the Island are various plot obstacles. For example, in order to gain access to the system of bridges that open the way to different parts of the Island, you must first obtain a special Snake Key Sword. Another sword, the Scorpion Blade, is required to break down dilapidated walls hiding new secret passages. There are also many game secrets on the Island: 9 pedestals that increase maximum health, numerous chests containing secrets (mostly drawings), and several types of secret weapons in the left hand.

    During the game you can find up to 9 maximum health upgrade spots. These places are created according to the same principle. The entrance to such a place is usually disguised; if the player finds this entrance, then he finds himself in a corridor with more difficult traps, after passing which he finds a wall with a hole. By inserting his amulet into it, the Prince increases his maximum health. After this, all traps are turned off and you can go back out without any difficulties. These places are not required to be visited; you can complete the game without visiting any of them. After visiting all 9 pedestals, you can get a double health bar. In the hall with the hourglass, in the center of the circle of strange characters A pedestal with the Water Sword, the most powerful weapon in the game, will appear.

    Several times during the game there are episodes with Dahaka, where the player needs to run away very quickly, instantly navigating the terrain, because, having overtaken the Prince, Dahaka kills him with one blow.

    Prince of Persia: Revelations

    In the port for the PSP pocket console, the gameplay was slightly changed:

    • Removed blood and dismemberment of enemies in the European version of the game.
    • Enemies often carry weapons that do not correspond to their classes, for example, Guardians can carry knives and Silhouettes can throw axes.
    • one more technique has been added - when taking away the weapon, the Prince can cut the enemy’s throat.
    • When visiting the location again, the destroyed jugs are restored.

    Completely new locations adding several hours of gameplay:

    • The watchtower is located between the throne and central halls; it must be activated to advance further.
    • huge palace cellars located under the Garden Tower and represented by caves through which an underground river flows.
    • a large puzzle map and many utility rooms along the way to the Mechanical Tower.
    • an extended period of playing for the Sand Spirit, including many corridors with traps, a river of liquid lava and an altar hall with huge statues of spirits of the four elements.

    The sands of Time

    The Prince, as in the first part of the game, is able to control the power of the Sands of Time, although he no longer possesses a dagger - now the power of the Sands is contained in the Medallion of Time, which the Prince wears in his armor, and which Princess Farah wore in the first part of the game. However, at the beginning of the game, although he has Sand compartments, the Prince cannot do anything. New forces come to him every time he passes through the Portal of Time. There can be a maximum of six Sand compartments, and there is only one type of compartment, unlike two in the first part. Sand can be restored from enemies, some broken jugs and chests, as well as any time you pass through the Time Portal.

    The powers of the Sands become available gradually, and most of them are similar to the Powers of the Sands in the first part of the game:

    • Return (eng. Recall)- also called rewind, similar to the function in the first part of the game, it allows you to rewind time, canceling an unsuccessful jump or death, but rewind is limited to eight seconds, versus ten seconds in the first part of the game. Time also rewinds faster. Consumes one compartment of Sand.
    • Eye of the Storm- is improved Slowing down from the first part, slows down the entire world except the Prince, giving a significant advantage in speed and reaction, increasing his abilities in combat and passing traps. Consumes one compartment of Sand.
    • Breath of Fate, Wind of Fate, Cyclone of Fate- three attacks that gradually become available, replacing each other, each of which knocks down all enemies around the Prince and throws them away, causing damage; each subsequent attack is significantly more powerful than the previous one, so the Storm of Fate kills most enemies. Sand consumption is adjustable and can be increased by increasing damage.
    • Ravages of Time- improved version Haste from the first part of the game, turns the screen red and gives the Prince enormous attack speed while slowing down enemies. Consumes two sand tanks.

    Graphic arts

    At the time of release, the game featured very modern graphics. The game uses the Jade game engine, it was used in the first part of the Prince of Persia: The Sands of Time trilogy, but it has been improved. Thus, lighting and shadows have improved, the number of polygons per model has increased, and texture resolution has increased. In addition, it became possible to play on video cards that do not support pixel shaders (apparently, vertex shaders were emulated by the central processor), in particular, the GeForce MX440.

    Java

    In 2004, a version of the game was released for mobile phones. It was developed by Gameloft and published by Ubisoft Entertainment. The game is a typical 2D platformer. The game has two modes - “Adventure” and “Arena”, the first is a story-based passage of levels, and the second is a sequential passage of 15 short levels, which are filled with various opponents.

    Enemies include: Raiders, Guardians, Ravens and the Sand Spirit as the final boss, and traps include spikes from the floor, blades from the walls and hammers from the ceilings. The game features a combo system, and for completing levels and the Arena, the Prince receives new techniques. The power of the sands of time is absent, with the exception of some moments when the Prince gains the ability to stop time to overcome very fast traps.

    The plot of the game roughly corresponds to the plot of the original version, but is significantly shortened and partially changed. The Prince arrives on the Island of Time to kill the Empress of Time, who is hunting him for using the Sand of Time to change his destiny. His ship is attacked by the Empress's servants and all his people are killed. However, the Prince ends up on the island and learns that he must travel back in time to defeat the Empress. He finds a portal to the past, the Empress invites the hero to serve her, but he refuses, and then the mistress of the island sends the Prince back to the present. Then the young man finds another portal and again finds himself in the past. This time, the Empress has prepared a battle for the Prince that cannot be won - she orders the Sand Spirit, a version of the Prince from another stream of time, to kill him, who agreed to the Empress’s offer, became her servant and received invulnerability. However, the Prince defeats his double with cunning and ruins the Empress's plans.

    Criticism

    Reviews
    Summary rating
    EditionGrade
    Xbox
    GameRankings80,88 %
    (28 reviews)
    Metacritic83/100
    (29 reviews)
    Foreign language publications
    EditionGrade
    Xbox
    1UP.comB+
    Eurogamer 7/10.
    GameSpot8.6/10
    GameSpy.

    The Story of Prince of Persia

    The Sands of Time

    Prince of Persia

    Prince - future heir to the throne and son of King Shahraman- returns with his father from a military campaign. On the way, they and their army plan to capture the castle of the Indian ruler Maharaja. In this they are helped by the insidious Vizier, who actually pursues his own plans - to get the Dagger of Time from the treasury of the Maharaja, with which one can control the Sands of Time, contained in a large hourglass in the same treasury. By mastering the power of the Sands of Time, you can become immortal, and the Vizier knows this.

    The Vizier's plan is disrupted when the Dagger is found by the Prince. Arriving at the friend of the Prince's father - the Sultan of the city of Azad, at the reception, at the request of the Sultan, the Prince inserts the Dagger into the hourglass, which frees the Sands of Time, which turn his father, the inhabitants of the palace and numerous Persian warriors into sand zombies, which can only be destroyed by blowing everything the same Dagger of Time. At this moment, the Prince and the Sands of Time are separated.

    In order to enclose the Sands of Time back and lift the curse on those dear to him, the Prince must find the hourglass and close it with the Dagger of Time.While searching for the hourglass stolen by the Vizier, the Prince meets his further companion, Fara, who was the daughter of the Maharaja, captured as a slave by the Prince's father. She, like the Prince, managed to avoid the destructive touch of the Sands of Time. Apart from the Prince and Farah, the Sands did not touch the Vizier, who is trying with all his might to get the Dagger. After going through many trials and finally getting into the hall with the hourglass, the Prince begins to doubt Farah's loyalty to him: he believes that the Indian princess has enough reasons to hate him- in fact, it all started due to the attack of Persian soldiers on India. Taking advantage of this, the Vizier takes the Prince and Farah to the crypt, where Farah tricks her into obtaining the Dagger of Time and sets out alone to close the Sands of Time, leaving intact the Sword of Light, which is several times more effective than the Dagger in fighting sand monsters.

    The Prince kills the Vizier

    Having awakened in the crypt, the Prince goes after Farah and overtakes her only in the tower where the clock is located. Distracted in a fight with monsters, Farah dies, leaving the Prince with her medallion and the Dagger of Time. The Prince, despite the entreaties of the Vizier who appeared, closes the hourglass and thereby returns back in time with the Dagger.- early in the morning, before the Persian army attacked the Maharaja's palace.
    Waking up in his tent with the Dagger in his hand, the Prince heads to the Maharaja's palace. Arriving there, he secretly makes his way into Farah’s chambers, who has no idea about the Vizier’s betrayal. Having met Farah, he tells her about the Sands of Time. When the Prince finishes his story, a two-faced Vizier appears in Farah's chambers, who, seeing Farah and the Prince, decides to kill first one, and then the other. The Prince fights and defeats the Vizier (suffering from tuberculosis), leaving him to die in a pool of his own blood. Having killed the Vizier, the Prince gives the Dagger to Farah and hides in the Indian jungle.

    Fight with Fate (Warrior Within)

    Prince of Persia

    Since the Prince released the Sands of Time, thereby breaking the line of Time, the magical demon Dahaka began to hunt him- Guardian of the Time Stream. Dahaka is looking for the one who broke the single time stream and will not stop until he kills the Prince. The prince seeks salvation from his doomed fate and goes on the run.

    In an attempt to change his fate, he goes to the Island of Time, where once upon a time the Empress of Time created the Sands of Time and the Dagger of Time, from where they were later stolen by the same Indian Maharaja whom the army of the Prince's father attacked in the first part of the game. The Prince intends to meet with the Empress and prevent the creation of the Sands of Time, thereby completely abolishing their existence in history, guided by the fact that if there are no Sands, Dahaka will not care about him. On the way to the Island, the Prince's ship is attacked by sand monsters led by a certain woman, Shahdi. In the battle with her, the Prince loses his ship, his people and weapons, but gets to the Island of Time. While chasing Shahdi, he sees her leaving through a strange portal and follows her into it. The Prince's further adventures on the Island of Time will constantly lead him to portals in time using the same Sand of Time, and the Prince will be able to move from the flourishing past of the Island of Time to the gloomy present and back.

    Pursuing Shahdi, the Prince kills her, saving a certain girl calling herself Kaileena, who claims that the Empress of Time will not want to see the Prince and will be engaged in creating the Sands, and if he neglects this and will come to her- will kill him. However, Kaileena explains to the Prince the structure of the castle and how to open the gate to the throne room, where the Empress is located.


    But Dahaka found the Prince on the Island and is constantly pursuing him. The prince has to flee from Dahaka; and the Guardian of Time cannot pass through water, which is what the Prince takes advantage of.Dahaka pursues the Prince only in the present.In addition to Dahaka, the Prince also constantly encounters a certain humanoid creature, which eventually dies at the hands of Dahaka, after which he stops pursuing the Prince.

    The prince opens the throne room and learns that Kaileena is the Empress of Time, who wants to kill him because she saw her death at his hand in the time stream and decided to change her fate. The Prince does not want her to die, but the Empress herself leaves him no choice. In battle, he kills her - in the past. So Kaylina caused her own death. However, Dahaka does not disappear and continues to pursue the Prince: Kaileena was killed in the past, and the power of Time contained within her broke out in the form of the Sands of Time.

    " I - the architect of my own destruction... In my quest to destroy the Sands of Time, I became the one who created it ," - the words of the Prince, when he miraculously managed to hide from the appearing Dahaka in an ancient tomb on the Island.

    The prince decides that he has lost. But while in despair in the tomb, the Prince found strange writings on the walls, which told the story of an Indian warrior. When he and his comrades arrived on the Island with the Maharajah for the relics of the Sands of Time, few managed to escape; this warrior died.

    "But the Phantom Mask gave me a second chance," - so it was said in the letters.

    After reading these letters, the Prince learns about the Phantom Mask, which can return you to the past and give you a chance to change your destiny, but it can only be removed when the other “I” who put on the Mask, existing at the same time, dies. The Prince puts on the Mask, transforming into the Sand Spirit, who turns out to be the strange creature that the Prince saw earlier (that is, he saw himself). Despair seizes him again: the Sand Spirit died at the hands of Dahaka.

    "I just got a second chance...to lose" - the Prince said doomedly, turning into the Sand Spirit.

    But still, the Prince goes back in time, deciding to kill Kaylina in the present time, hoping that this will finally get rid of the Sands. When Dahaka appears again to kill the Sand Spirit, the latter does not come out of hiding, and the Guardian of the Time Stream destroys the alter ego of the Prince who was there, who is WITHOUT THE GHOST MASK. As the Prince's other time-living self dies, the Mask falls from his face, and he ceases to be the Sand Spirit.


    When the Prince meets Kaylina again- in past - he already knows who she is. When Kaileena discovers that he knows she is the Empress, she attacks him. The Prince runs to a time portal to the present and, in a short fight, pushes the Empress into the portal. For the first time she leaves the past.

    When the Prince finds her in the present, they almost have another duel, the outcome of which would still be the same- death of the Empress. But suddenly Dahaka appears, who simply throws aside the Prince, dumbfounded by his appearance, and grabs Kaylina.

    "Kaylina does not belong to this stream of time! Now the creature is hunting for her! By bringing her here, I sentenced her to death... It's all YOUR fault!!!" - cried the Prince, rushing at Dahaka and hitting him with his new sword- Sword of Water.

    To the Prince's utter surprise, Dahaka throws Kaileena away with a cry of pain. The Prince understands that since the Guardian of the Stream of Time cannot pass through water, he will also be vulnerable to the Sword of Water. Having destroyed the terrible demon with the help of the Empress, they leave the Island of Time together.

    The Two Thrones

    Returning to Babylon, the Prince and Kaileena discover a city at war with an unknown enemy, whose army soon captures Kaileena. In search of her, the Prince learns that that same Indian Vizier, together with Magarazhdi, made an expedition to the Island of Time, finding everything there as last time, except for the Sands of Time themselves: they simply did not exist.

    Having killed Dahaka and sailed away with Kaileena from the Island of Time, the Prince canceled the very creation of the Sands of Time, and also canceled all the events associated with them: the attack of his father’s army on the castle of the Indian Maharaja, the opening and closing of the hourglass, as well as the murder of the Vizier.

    " Many years ago, the Maharajah of India and I went to the Island of Time to reveal its secrets. We saw bleak desert ruins, the halls were deserted, the guardians of the Island turned to sand. Strange writings decorated the walls of the halls - stories that spoke of the Empress of Time. But we found no traces of this mysterious creature. But we returned to India with booty: a staff, a dagger, an empty hourglass decorated with precious stones, books - what secrets were kept in them! Even then I was an old man and knew that my life was coming to an end. These books told me how to become immortal. But I needed the essence of the Empress herself - the power of the Sands. But I was not given the chance to find either you or them. At least that's what I thought. I moved on to other things and abandoned the dream of eternal life. But then, four weeks ago, the dagger began to move and began to show me different pictures, whispering in my sleep, he was calling me here, to Babylon! But the Maharaja had no such visions. He would not allow me to leave, so I killed him and took his kingdom and his army for myself. Now nothing could stop me on the way to my cherished goal... " - the Vizier’s monologue, heard by the Prince when the latter got to the place where Kaylina was kept.

    Arriving there, the Prince witnesses the rebirth of the Vizier into the embodiment of the magic of Time after the latter killed the Empress and stabbed the Dagger of Time charged with her power into himself. The prince manages to escape from the vizier, taking possession of the Dagger of Time. Making his way through the channels of Babylon, the Prince discovers an alter ego that has awakened in him, connected to the fact that the Prince is already infected by the Sands of Time, which is a cynical and cruel voice talking to him. The Prince also periodically transforms in appearance, turning into a sand monster (which is similar to the transformation into the Sand Spirit in the second part of the game), constantly losing health, but replenishing it only with Sand. Water can save the Prince from his changes, turning him into a normal state.


    Having reached the surface, the Prince finds himself far from Babylon. Reaching the Vizier with a new “dark ally,” the Prince meets the Indian princess Farah, who, like the Prince, seeks to destroy the Vizier, who betrayed and killed her father.

    The only thing Farah has changed is- she does not know the Prince (this is due to the fact that, having canceled the creation of the Sands, the Prince and Farah had never met before).

    But at a certain moment, Farah and the Prince are separated. And the Prince, having reached the Vizier alone, discovers that the latter has already managed to capture the girl. The Prince kills the Vizier, but as soon as he returned the Dagger to the spirit of Kaileena who appeared for this, the Dark Prince decides to take over the Prince’s body and begins to fight the Prince in his mind, where the latter defeats his dark half. After waking up, the Prince talks to Farah about Time and who he really is.

    Incarnations of Prince of Persia

    Sand Spirit

    Prince's alter ego in Warrior Within. The Prince transforms into the Sandwraith at one point in the game, wearing the Mask of the Sandwraith, in hopes of stopping Dahaka. The Sand Spirit can use the powers of the Sands of Time with almost no restrictions, but his health is constantly decreasing.

    Dark Prince

    The flip side of the Prince's personality. She awakens under the influence of the Sands of Time in game The Two Thrones. She is cruel, reckless, ruthless and selfish. Strives to completely take control of the Prince's body and gain power over Babylon. Like the Sand Spirit, the Dark Prince's health is constantly decreasing, but it can be replenished with the help of the Sand of Time, and not water, as in the second part. The Dark Prince, who steps into the water, turns into an ordinary prince.

    Transformation of the Prince into the Dark Prince in The Two Thrones

    November 30th
    December 3, 2004
    PSP
    December 6, 2005
    December 16, 2005
    PS3
    November 19, 2010

    Genres action, adventure Age
    ratings ESRB: M - Mature
    PEGI: 16 Creators Game designer Kevin Guillemette Composer
    • Stuart Chatwood
    Technical data Platforms Xbox, GameCube, PS2, Windows, PSP, iOS, J2ME, PlayStation 3 Game engine JADE engine Game mode single-user Carrier System
    requirements Pentium IV, 1500 MHz processor, 256 RAM, video card with 64 MB memory, 3500 MB free hard disk space Control keyboard, mouse Official site Media files on Wikimedia Commons

    Prince of Persia: Revelations

    In the port for the PSP pocket console, the gameplay was slightly changed:

    • Removed blood and dismemberment of enemies in the European version of the game.
    • Enemies often carry weapons that do not correspond to their classes, for example, Guardians can carry knives and Silhouettes can throw axes.
    • one more technique has been added - when taking away the weapon, the Prince can cut the enemy’s throat.
    • When visiting the location again, the destroyed jugs are restored.

    Completely new locations adding several hours of gameplay:

    • The watchtower is located between the throne and central halls; it must be activated to advance further.
    • huge palace cellars located under the Garden Tower and represented by caves through which an underground river flows.
    • a large puzzle map and many utility rooms along the way to the Mechanical Tower.
    • an extended period of playing for the Sand Spirit, including many corridors with traps, a river of liquid lava and an altar hall with huge statues of spirits of the four elements.

    The sands of Time

    The Prince, as in the first part of the game, is able to control the power of the Sands of Time, although he no longer possesses a dagger - now the power of the Sands is contained in the Medallion of Time, which the Prince wears in his armor, and which Princess Farah wore in the first part of the game. However, at the beginning of the game, although he has Sand compartments, the Prince cannot do anything. New forces come to him every time he passes through the Portal of Time. There can be a maximum of six Sand compartments, and there is only one type of compartment, unlike two in the first part. Sand can be restored from enemies, some broken jugs and chests, as well as any time you pass through the Time Portal.

    The powers of the Sands become available gradually, and most of them are similar to the Powers of the Sands in the first part of the game:

    • Return (eng. Recall)- also called rewind, similar to the function in the first part of the game, it allows you to rewind time, canceling an unsuccessful jump or death, but rewind is limited to eight seconds, versus ten seconds in the first part of the game. Time also rewinds faster. Consumes one compartment of Sand.
    • Eye of the Storm- is improved Slowing down from the first part, slows down the entire world except the Prince, giving a significant advantage in speed and reaction, increasing his abilities in combat and passing traps. Consumes one compartment of Sand.
    • Breath of Fate, Wind of Fate, Cyclone of Fate- three attacks that gradually become available, replacing each other, each of which knocks down all enemies around the Prince and throws them away, causing damage; each subsequent attack is significantly more powerful than the previous one, so the Storm of Fate kills most enemies. Sand consumption is adjustable and can be increased by increasing damage.
    • Ravages of Time- improved version Haste from the first part of the game, turns the screen red and gives the Prince enormous attack speed while slowing down enemies. Consumes two sand tanks.

    Graphic arts

    At the time of release, the game featured very modern graphics. The game uses the Jade game engine, it was used in the first part of the trilogy Prince of Persia: The Sands of Time, but has been improved. Thus, lighting and shadows have improved, the number of polygons per model has increased, and texture resolution has increased. In addition, it became possible to play on video cards that do not support pixel shaders (apparently, vertex shaders were emulated by the central processor), in particular, the GeForce MX440.

    Java

    In 2004, a version of the game was released for mobile phones. It was developed by Gameloft and published by Ubisoft Entertainment. The game is a typical 2D platformer. The game has two modes - “Adventure” and “Arena”, the first is a story-based passage of levels, and the second is a sequential passage of 15 short levels, which are filled with various opponents.

    Enemies include: Raiders, Guardians, Ravens and the Sand Spirit as the final boss, and traps include spikes from the floor, blades from the walls and hammers from the ceilings. The game features a combo system, and for completing levels and the Arena, the Prince receives new techniques. The power of the sands of time is absent, with the exception of some moments when the Prince gains the ability to stop time to overcome very fast traps.

    The plot of the game roughly corresponds to the plot of the original version, but is significantly shortened and partially changed. The Prince arrives on the Island of Time to kill the Empress of Time, who is hunting him for using the Sand of Time to change his destiny. His ship is attacked by the Empress's servants and all his people are killed. However, the Prince ends up on the island and learns that he must travel back in time to defeat the Empress. He finds a portal to the past, the Empress invites the hero to serve her, but he refuses, and then the mistress of the island sends the Prince back to the present. Then the young man finds another portal and again finds himself in the past. This time, the Empress has prepared a battle for the Prince that cannot be won - she orders the Sand Spirit, a version of the Prince from another stream of time, to kill him, who agreed to the Empress’s offer, became her servant and received invulnerability. However, the Prince defeats his double with cunning and ruins the Empress's plans.

    Criticism

    Reviews
    Summary rating
    EditionGrade
    Xbox
    GameRankings80,88 %
    (28 reviews)
    Metacritic83/100
    (29 reviews)
    Foreign language publications
    EditionGrade
    Xbox
    1UP.comB+
    Eurogamer 7/10.
    GameSpot8.6/10
    GameSpy.

    November 30th
    December 3, 2004
    PSP
    December 6, 2005
    December 16, 2005
    PS3
    November 19, 2010

    Genres action, adventure Age
    ratings ESRB: M - Mature
    PEGI: 16 Creators Game designer Kevin Guillemette Composer
    • Stuart Chatwood
    Technical data Platforms Xbox, GameCube, PS2, Windows, PSP, iOS, J2ME, PlayStation 3 Game engine JADE engine Game mode single-user Carrier System
    requirements Pentium IV, 1500 MHz processor, 256 RAM, video card with 64 MB memory, 3500 MB free hard disk space Control keyboard, mouse Official site Media files on Wikimedia Commons

    Prince of Persia: Revelations

    In the port for the PSP pocket console, the gameplay was slightly changed:

    • Removed blood and dismemberment of enemies in the European version of the game.
    • Enemies often carry weapons that do not correspond to their classes, for example, Guardians can carry knives and Silhouettes can throw axes.
    • one more technique has been added - when taking away the weapon, the Prince can cut the enemy’s throat.
    • When visiting the location again, the destroyed jugs are restored.

    Completely new locations adding several hours of gameplay:

    • The watchtower is located between the throne and central halls; it must be activated to advance further.
    • huge palace cellars located under the Garden Tower and represented by caves through which an underground river flows.
    • a large puzzle map and many utility rooms along the way to the Mechanical Tower.
    • an extended period of playing for the Sand Spirit, including many corridors with traps, a river of liquid lava and an altar hall with huge statues of spirits of the four elements.

    The sands of Time

    The Prince, as in the first part of the game, is able to control the power of the Sands of Time, although he no longer possesses a dagger - now the power of the Sands is contained in the Medallion of Time, which the Prince wears in his armor, and which Princess Farah wore in the first part of the game. However, at the beginning of the game, although he has Sand compartments, the Prince cannot do anything. New forces come to him every time he passes through the Portal of Time. There can be a maximum of six Sand compartments, and there is only one type of compartment, unlike two in the first part. Sand can be restored from enemies, some broken jugs and chests, as well as any time you pass through the Time Portal.

    The powers of the Sands become available gradually, and most of them are similar to the Powers of the Sands in the first part of the game:

    • Return (eng. Recall)- also called rewind, similar to the function in the first part of the game, it allows you to rewind time, canceling an unsuccessful jump or death, but rewind is limited to eight seconds, versus ten seconds in the first part of the game. Time also rewinds faster. Consumes one compartment of Sand.
    • Eye of the Storm- is improved Slowing down from the first part, slows down the entire world except the Prince, giving a significant advantage in speed and reaction, increasing his abilities in combat and passing traps. Consumes one compartment of Sand.
    • Breath of Fate, Wind of Fate, Cyclone of Fate- three attacks that gradually become available, replacing each other, each of which knocks down all enemies around the Prince and throws them away, causing damage; each subsequent attack is significantly more powerful than the previous one, so the Storm of Fate kills most enemies. Sand consumption is adjustable and can be increased by increasing damage.
    • Ravages of Time- improved version Haste from the first part of the game, turns the screen red and gives the Prince enormous attack speed while slowing down enemies. Consumes two sand tanks.

    Graphic arts

    At the time of release, the game featured very modern graphics. The game uses the Jade game engine, it was used in the first part of the trilogy Prince of Persia: The Sands of Time, but has been improved. Thus, lighting and shadows have improved, the number of polygons per model has increased, and texture resolution has increased. In addition, it became possible to play on video cards that do not support pixel shaders (apparently, vertex shaders were emulated by the central processor), in particular, the GeForce MX440.

    Java

    In 2004, a version of the game was released for mobile phones. It was developed by Gameloft and published by Ubisoft Entertainment. The game is a typical 2D platformer. The game has two modes - “Adventure” and “Arena”, the first is a story-based passage of levels, and the second is a sequential passage of 15 short levels, which are filled with various opponents.

    Enemies include: Raiders, Guardians, Ravens and the Sand Spirit as the final boss, and traps include spikes from the floor, blades from the walls and hammers from the ceilings. The game features a combo system, and for completing levels and the Arena, the Prince receives new techniques. The power of the sands of time is absent, with the exception of some moments when the Prince gains the ability to stop time to overcome very fast traps.

    The plot of the game roughly corresponds to the plot of the original version, but is significantly shortened and partially changed. The Prince arrives on the Island of Time to kill the Empress of Time, who is hunting him for using the Sand of Time to change his destiny. His ship is attacked by the Empress's servants and all his people are killed. However, the Prince ends up on the island and learns that he must travel back in time to defeat the Empress. He finds a portal to the past, the Empress invites the hero to serve her, but he refuses, and then the mistress of the island sends the Prince back to the present. Then the young man finds another portal and again finds himself in the past. This time, the Empress has prepared a battle for the Prince that cannot be won - she orders the Sand Spirit, a version of the Prince from another stream of time, to kill him, who agreed to the Empress’s offer, became her servant and received invulnerability. However, the Prince defeats his double with cunning and ruins the Empress's plans.

    Criticism

    Reviews
    Summary rating
    EditionGrade
    Xbox
    GameRankings80,88 %
    (28 reviews)
    Metacritic83/100
    (29 reviews)
    Foreign language publications
    EditionGrade
    Xbox
    1UP.comB+
    Eurogamer 7/10.
    GameSpot8.6/10
    GameSpy.

    Strictly speaking, in order to succeed in the game, you need to forget that you press buttons and become this figure yourself - only then will it have the degree of agility necessary to fence, jump through the “cut in half” clicking in narrow stone corridors, and jump over holes in the floor and run along the falling slabs...

    Victor Pelevin, “Prince of the State Planning Committee”

    Tell me, does the word “megahit” mean anything to you? - What? - No, nothing. Just asked. But if so, then you and I will definitely understand each other. Think about it - the peers of the first Prince of Persia have long grown up and are now finishing school, and the spirit of Jordan Mechner still hovers somewhere behind the scenes of the immortal project.

    The Prince is a living legend. His name is worthy of being carved on granite rock as a warning to future generations. No matter how events turn out, this is history, a glorious history that has known its ups and downs. And undoubtedly, this is the oldest gaming series of the arcade genre that continues today.

    Having left the color EGA and VGA monitors, the eastern warrior set off on a long journey through time. Having tripped over the unusual 3D graphics, he staggered, but endured the ordeal with dignity. The sands of time parted before him, and the ringing blade cleared the way where grace and plasticity did not help. Having gone through fire and water, the brave hero reached the present day to pass the very last exam - copper pipes. In other words, a test of glory.

    Could the imperishable Prince resist the temptation to plunge into the subtle aromas of rose oils, inhale the scent of lavender and selflessly indulge in the amusements of Narcissus? Did you manage to reject the temptation of easy fame, or did you prefer a laurel wreath and soft pillows? Did you survive? Or is it broken?

    Table 1
    Hotkeys
    Key Action
    W, S, A, D Movement in this direction, with reference to the viewer.
    Cursor arrows
    Shift, Num Del Switching running/walking modes
    Spacebar, Right Ctrl Somersault (while running), jump, pull-up onto a ledge
    Left button Strike, attack
    Right button Blocking, wall running, swinging, pushing objects and handles
    E, middle button Grab, attack using auxiliary weapon
    C, Num 1 Throwing a weapon, picking up an object, going down a ledge
    R, Right Shift Time manipulation. A short press - slow down, hold - “rewind time”, during a block - a combat special effect, and so on
    F,Del Eye view with free camera rotation
    Q, End Static side view
    X Reset Camera to Default
    Tab View the map, while the C key is to close the map

    From princes to...

    - No, that won’t work! — the PR manager screamed. - I don’t care about Turkish delight, bloomers, viziers and other oriental sweets. Not to mention figs - which, in fact, are still the same fig... So - this is the same fig you and I will get if we don’t immediately give the Persian prince a new image for the target group! The people want blood! Lots of blood and meat, so that the intestines of killed enemies will smear the monitor on both sides. And women. Yes, yes, more women’s asses, they love it - the expert on the public point of view continued.

    “But...,” one of the developers tried to object.

    “Don’t interrupt, young man, I’m not finished yet,” the seasoned advertiser snapped. — The music also needs to be changed, the old one is no good. Please leave “Ding-ding on the tambourine” for your grandmother. Young people want drive, or at worst, rap, but it’s up to you to decide how to fit it into your enchanting little world. It's enough that we missed Snoop Dogg: he's busy in Need for Speed. You had to think ahead. And once again, I want everyone to understand: we need a fight. Ripped bellies, severed heads, carcasses cut in half... - the PR man fell silent for a second, taking a breath, but then continued with redoubled force: - pools of blood, fountains of blood, oceans! Let it flow like rivers across the screen! Let it drip onto your keyboard and mouse! Put it on your screensaver, dirty up your “Game Over” with it! And in the center is a hero with crossed swords and a determined face. Success guaranteed.

    - But what about the fairy tale? What to do with oriental flavor and legend? Finally, what should we do with the Sands of Time? — the screenwriter couldn’t stand it.

    “The fairy tale, dear one, is that millions of enthusiastic buyers will sweep discs off the shelves,” the advertising and marketing expert retorted. - And sand, sand... You can carefully sprinkle on the action scenes, but only so that the blood is definitely visible. Will it do? Same thing.

    I don’t know whether such events really took place, but it seems so. Before Timur Khorev could get enough of the beautifully revived idea of ​​Prince of Persia, the sequel turned on its head what the creators of Sands of Time had achieved with such difficulty. Instead of an airy fantasy full of mystery, mysticism and romance, the Prince plunged into the cynical world of a cruel dystopia.

    The more frequent battle scenes received carte blanche, grew in possibilities and became simply unchildishly cruel. If in a game about brave special forces soldiers violence is somehow implied, then against the backdrop of magical Persian interiors it looks wild and repulsive. The feeling is like in the sadistic series Happy Three Friends, when funny cartoon characters are suddenly chopped into small pieces.

    Happy new life!

    The setting designed to disable blood (Options - Game - Blood: On-Off) does not, in fact, disable anything. Either the Prince cuts his opponent in half, then blows off his head, then with a precise movement he releases his intestines - and all this splendor is accompanied by greasy splashes of a red-brown substance. Finally, screensavers like “wait, loading” or “game over, sorry” are also decorated in the best traditions of a meat counter. One word - disgusting. Tea, no Mortal Kombat...

    The new sound design, despite frequent complaints, seems quite appropriate. It became sharper and more aggressive, repeating in spirit the changes that occurred in the gameplay. The style and rhythm of the music harmoniously complemented the game at the pace at which it proceeds. Whether these changes themselves are appropriate is another matter, but the question is no longer about music...

    But the controls, which inspired the best connoisseurs of invective vocabulary back in Sands of Time, remained almost unchanged. Forward is “away from the viewer,” back is “closer to him,” left and right, respectively. The scenes where the camera obligingly chooses a spectacular angle are full of sorrow and despair. Sometimes it turns out that none of the available buttons corresponds to the desired direction - then you have to press two buttons at the same time, relying on the understanding of the game and studying the “Our Father” at the same time. Trying to always show the Prince in full height, the camera stubbornly does not obey the mouse, and when you first touch the keyboard, it jumps to the optimal, from its point of view, angle.

    In other words, the game came much closer to a standard console action movie and began to quickly acquire typical features of it, while its former shortcomings remained untouched, to the delight of the players. Dangerous edge, oh dangerous...

    Persian patient

    The patient, however, is more likely to be alive than dead. It’s a shame when populist moves cause damage to the holy of holies - the gameplay, but we won’t forget about the good sides.

    Having taken a leading position in the game, fights have significantly increased in quality and variety. Now you can pick up any auxiliary weapon for your second hand, enhancing your attacks and giving you new combination techniques. Throwing of objects with piercing, cutting and crushing effects has been added - the same ones that are in the left hand as auxiliary ones. If you want, work with dual weapons, or if you want, practice aimed throws. It is logical that after throwing a left-handed weapon, you will have to wield one sword in battle until you find a replacement for the thrown piece of iron.

    The opponents had clearly wised up, having finally learned to attack in a crowd. A lonely protruding rock ledge still turns out to be an obstacle for them, but if enemies surround the hero from all sides, it will not seem like much. The prince is also not far behind - a significant part of his techniques are designed to cause mass injuries.

    The new campaign includes - scary to think - 63 luxurious levels with support for the notorious backtracking (returning to old locations with new tasks), as well as riddles, traps, shredding and cutting in half. Each location is presented in two parallel worlds- in the present and in the future. If you can’t change anything in the present, you can travel back in time, correct the probable future, and then return and reap the fruits of your labors.

    And for two more things, I’m probably ready to kiss the developers if necessary. Firstly, when the camera “jumps”, an already pressed key does not change its value until it is released and pressed again. If you ran forward, you continue to run, even if the angle of view has changed by 180 degrees. Secondly, all intermediate screensavers can be scrolled at an accelerated pace by pressing the spacebar. This is incredibly convenient and saves a lot of time when replaying a level.

    In fact, the main “disease” of Warrior Within is not what it is, but how it has changed. The game itself, apart from the whole story, is made very well and can serve as almost a standard for games in this genre, if you close your eyes to exactly two aspects: inconvenient controls and excess blood. But the trend, unfortunately, is alarming.

    On a note: that the keyboard is not The best way management, the creators are well aware. During installation, the game honestly warns you: be afraid, it won’t be very convenient for you without a gamepad. Optimists...

    Back to the Future

    The prince is doomed. Opening the vessel with the sands of time, he awakened Dahaka, the guardian of time, who set off in his wake. Sooner or later, the Prince is destined to die - after all, it is impossible to stop the pursuer, and there is nowhere to hide. But maybe fate can still be turned back?

    Since a magic dagger with sand is capable of reversing the measured flow of time, it means that it is possible to get into a more distant past. Go to the place where the sands of time were created, where the Maharajah got the cursed hourglass - to the Island of Time. Rumor has it that there are special portals there that connect different eras. All that remains is to find them, get to the very center of the citadel and make sure that the Hourglass is never opened.

    So, let's go! Having boarded a small sailing ship, our hero and his crew set sail across the stormy ocean. However, this time too the Prince will not receive support from the regular army. A ghost pirate ship under the command of the sexy Shandee boards an expedition ship, and a battle breaks out on deck. Despite all the heroism of the brave warrior, the forces are clearly not equal. The ship is captured, people are killed, and the miraculously saved Prince swims to the island - fortunately, it was already nearby.

    Now it’s a matter of honor not only to solve the space-time riddle, but also to avenge the pirate attack. Shandi has no chance.

    Whether it takes long or short, the Prince ends up in the palace. Each hall is full of cornices, crossbars and beams, each of which will play its role on our path to victory. In some places the plot clearly and even successfully pretends to be nonlinear. And the point here is not even in two ending options. There are rooms in which you can choose your further path. Decide whether to go after the next improvement in life, or just that... And so on. At first, the order of actions is obvious, and there are simply no unnecessary objects in the halls. But with each next step the number of options grows, and the acceptable route is not necessarily the correct one.

    On the other hand, the game will not let you get lost. Any dead-end branch quickly becomes obvious, and the choice of the sequence of passage does not bring you closer or further away from end credits, but simply brings a certain variety.

    Each significant stage, which can rightfully be considered a separate level, ends with a drinking fountain on the wall. By drinking cold spring water, you can not only improve your health, but also save your game. And praise be to the inventor who came up with the time rewind mode - complete with console saving, it quite successfully replaces the traditional SaveGame. Have you made an unsuccessful jump and are already flying upside down into the swirling abyss? Do you shudder at the thought that now you have to do five-plus minutes of acrobatics again to get back to the same place? Don't despair - it's better to press and hold the [R] key. By forcing time to flow in the opposite direction, the magic key, like in the movies, will rewind events back. Just keep in mind: this function wastes sand of time, so you won’t be able to repeat the trick forever.

    Sand of Time

    By the way, what is this sand and with what, excuse the unappetizingness, is it eaten. There is a circle in the upper left corner of the screen that displays your standard of living. And inside the circle are yellow hieroglyphs (absolutely useless), circles and a crescent. Each circle is a portion of sand spent on one simple time trick. As soon as you turn on the slow motion or “rewind” mode, the sand will begin to be consumed, and the strip that fills the crescent will shrink. When the crescent moon is empty, the magic will end.

    To restore the spent portion, it is enough to cut down the enemy (notice how he crumbles into sparkles at the moment of death?) or break a clay jug - many of the local vessels contain a one-time supply of sand.

    On a note: Initially, you can accumulate only three portions of the miraculous potion. But as you progress, the number of available cells will increase, eventually reaching six.

    table 2
    Features of combat with a free left hand
    Condition and keys Action
    Left hand
    [WITH] Pick up someone else's weapon
    [E] Capture
    Hold [E] Capturing and holding the enemy
    [E] [space] Grabbing and pushing from the opponent
    [E] [left button] Jump over an enemy and cut off a head
    [E] [E] Grab and throw
    [E] [C] [C] [C] [C] ... Grab and choke
    (against a weak enemy) [E] [C] Disarming and killing
    [Space] [C] Jumping sword strike
    [Space] [C] [C] Disarm Jump

    Portals

    Each portal responsible for time travel is activated by four buttons on the columns, pressed in a certain sequence. To press the button, step on it while running up the wall. You guessed it - it will flash and stay lit, no - it will blink and immediately go out, and at the same time extinguish the previously pressed “correct” buttons. You'll have to repeat it all over again - there's no way around it.

    When all four luminous sand streams close in the center of the circle, go into it and watch how the palace halls deteriorate before your eyes and are overgrown with vines, or, on the contrary, acquire their pristine shine and newness. Often, during the journey, the hero receives an improvement.

    If you find yourself in a familiar room, but at a different time, do not relax. Most likely, a lot has changed there, and external similarities can confuse and interfere with abstract thinking.

    Dahaka - guardian of time

    This is a fierce beast of incredible strength, capable of breaking through walls, jumping over chasms and killing any living creature with one touch.

    At first it does not bother the Prince, but as the journey progresses it begins to appear with systematic regularity. The only way out is to run. It is unknown why, but the all-powerful guardian cannot cross water barriers. Once you find a doorway with a decorative waterfall, the pursuer will be forced to look for another road and stop hunting for a while.

    The monster's visit will not go unnoticed. Usually it is preceded by a screensaver, and during the pursuit the entire landscape is painted in a sandy range of colors. Don’t be afraid of collapsing ceilings, broken walls and hail of stones - these are just decorations. Be careful not to hesitate - the Guardian of Time does not like it when precious seconds are wasted. A certain time is allocated for each small stage of your escape. Don't try to save it - even if you save a couple of seconds at one stage, it will not give you a head start at the next. Just look for the optimal path and move along it without unnecessary haste, but without stopping either.

    And one more caution. If during your escape nature again turned into rainbow colors, this does not mean that you managed to break away. The only reliable criterion is a water barrier. As long as you are not separated by a wall of water that is insurmountable for Dahaka, the danger of being eaten does not decrease at all.

    Increase in vitality

    Initially, the Prince's "life line" is one full circle, displayed in the upper right corner. However, there are nine places in the game where the “life line” can be lengthened, thereby providing our hero with an additional margin of safety. If you see a branch from the main route, blocked up and down by traps, and at the end of the corridor there is a cool light and a disk on the wall: you know that this is it. Just come close and your maximum health will be replenished.

    And one more thing - don’t worry if you are slightly affected by one of the traps on the way to the long-awaited Life Upgrade. Along with the increase in vitality, health will be completely restored, and on the way back all traps will be disabled. The main thing is to get to the end of the tunnel alive, the rest is not important.

    Orientation in space

    Almost all acrobatic tricks migrated from Sands of Time, without changing either in form or in essence. Most often you will have to jump, pull yourself up and swing on the bars.

    In addition, there is a special, signature move of the Prince - running along the wall. It turns out that you just need to run along a smooth wall so that, by pressing the right mouse button, you can easily run along it and further, even if there is nothing under your feet except fresh Persian air. At the end, you can, for example, push off from the wall with a “space” and jump to the side.

    The second extraordinary trick that Prince and Catwoman have in common is running up a sheer wall. Holding the right mouse button, run straight to the wall - a few steps will be given to you without difficulty, and then you will have to either grab onto it (if only there was something to do) or jump.

    Swinging on ropes and crossbars is another integral attribute of the game. You don't need anything to grab them. Swing - right mouse button, jump - traditional "spacebar".

    It is important: To jump from a horizontal bar or rope, you don’t have to make a full turn and swing, choosing the right moment. Almost as soon as you grab the bar or rope, you can press space and jump further, saving valuable time. This will especially come in handy in the episodes with Dahaka, where every second counts.

    Since we're talking about the right button, we can't help but mention another useful property of it - dragging objects and rotating levers. When you approach an object that you want to move, pull, rotate, or simply touch, press and hold the right button while using the cursor keys. This is how you'll turn levers, slide throne switches, or push boxes.

    Table 3
    Features of combat with auxiliary weapons
    Condition and keys Action
    Left hand
    [Left button] [E] Strike "Envy of Orontes"
    [Left button] [E] [E] Strike "Wrath of Zoroaster"
    [Left Button x2] [E] Strike "Ptolemy's Anger"
    [Left Button x2] [E] [E] Cyrus's Fury Strike
    [Left button x2] [E] [E] [E] Strike "Darius's Fervor"
    [Left button x2] [E] [E] [left button] Strike "Kara Azad"
    [Left Button x3] [E] Strike "Ahriman's Reckoning"
    [Left button x3] [E] [E] Mithra's Revenge Strike
    Right hand
    [C] Sub-weapon throwing
    Hold [C] Enhanced auxiliary weapon throw
    Hold [E] Enhanced Sub Weapon Strike
    [E] Strike "Blow of Torment"
    [E] [E] Sorrow Burst Strike
    [E] [E] [E] Wind of Suffering Strike
    [E] [left button] Whirlwind of Pain Strike
    [E] [left button x2] Strike "Tornado of Oblivion"
    [E] [left button x3] Violent Tornado of Oblivion Strike
    [E] [left button x2] [E] Plague Tornado Strike
    [E] [left button x2] [E] [E] Withering Cyclone Strike
    [E] [E] [left button] Flurry of Remorse Strike
    [E] [E] [left button x2] Storm of Agony Strike
    [E] [E] [left button x3] Furious Storm of Agony Strike
    [E] [E] [left button x2] [E] Hurricane of Remorse Strike
    [E] [E] [left button x2] [E] [E] Typhoon of Torment Strike
    [Space] [C] Jumping weapon throwing

    The designation [Key x3] means that [key] must be pressed three times in a row

    SECOND PAGE

    Position in society

    With the exception of a couple of isolated moments, the surrounding citizens will happily rip your head off unless you manage to do it before them. The range of combat techniques (see tables) is amazing at first glance, but in practice everything turns out to be much more prosaic.

    The combat system is undoubtedly colorful, exciting and very effective. But to ensure you don't get lost in the keys, the Prince helpfully does two-thirds of the player's work. No one will ever be able to tell him which enemy to attack, which direction to face, or whether to draw a weapon when the enemy approaches. And the combined attacks are chosen in such a way that chaotic pressing of the [C], [E], [spacebar] keys, as well as the left mouse button, naturally leads to a colorful and unexpected combat outcome. The creators reasonably assumed that no one would study and memorize the combinations, so they subordinated the battle to the principle “push the buttons quickly and you will win!”

    It is important: The “intellectuality” of combat sometimes plays a cruel joke. Having met an enemy, the Prince reflexively takes out his weapon and takes a stance, although he could have calmly passed by without getting involved in a fight. And sometimes the proximity of the enemy creates another problem. Instead of jumping from one ladder to another, our hero cheerfully dives down onto the heads of the monsters. In this case, the only way out is to kill them, and only then continue the acrobatic exercises.

    Despite all the improvements and “intuitive interfaces”, some combat techniques naturally lead to better results than all others - we will consider them.

    Remember - in battle, movement is the most important thing. Not a single enemy will be able to hit you when you run past - this is their logic. First the monster approaches, then it measures itself, and only after that it strikes. Accordingly, you need to choose a tactic that would allow you to move quickly and cause damage.

    The most suitable technique is a grab. By pressing the [E] key near a monster, you can complete the movement in one of several ways. The most effective way is to throw it over your head (especially if there is a suitable abyss nearby) - to do this, press [E] again. Another, not worse option is to slash the throat with a sword - press the left mouse button.

    This tactic allows you to constantly somersault, dodging blows, and at the same time scatter enemies like kittens. Please note that a captured weapon in your left hand will get in the way, so I would advise throwing it at the nearest monster before the start of the fight. Of course, attacking with two swords does more damage. But, as practice has shown, the throwing technique is more effective even taking this circumstance into account.

    On a note: Almost every room has a weapon rack. If you break it with a blow of a sword, you can pick up a useful blade for your left hand. The matter, as usual, is voluntary.

    If you still prefer Macedonian fencing, pay attention to the parameters captured weapons. There are four types of weapons - mace, axe, sword and dagger. To use the best, go to the weapon gallery from the main menu of the game and compare the characteristics of attack, defense and throwing.

    WALKTHROUGH

    At first, the plot and passage are quite simple, so we will only dwell on key and plot points. The further you go, the more difficult the obstacles will become... and the more detailed we will describe them. Special attention we will devote our attention to obtaining Life Improvements - after all, only by collecting them all can we see alternative ending. In addition, we will definitely describe in detail all the episodes of salvation from Dahaka, the Guardian of Time, highlighting them separately.

    So, in complete passage games:

    • all life improvements (9 pieces)
    • all cases of persecution by the Guardian of Time
    • alternate ending

    Chapter 1. Ship

    First there will be a small fight, then a run through a hold filled with water. Once on deck, run up the stairs and fight the pirate. The only thing required is to block in time, and when the swords cross, press the left mouse button often. The ship, however, still sinks, and we find ourselves on the shore.

    Chapter 2. In the footsteps of the pirate leader

    For now, the stick is our only weapon, but it was with it that the Prince decided to catch up with the pirate leader at all costs. We disperse the crows and run further - climbing along the ledges. We jump over the abyss, run along the wall a couple of times and eventually reach several columns. With their help we get to the top. Near the lattice gate we run up the left wall. There's a fight here, and this is where you get the Spider Sword. Save the game.

    We enter the hall with Raven. To kill him, run, jump and double-click the left mouse button. Yes - several times. Having won, climb onto the ledge, along the wall onto the column - to the next Raven. From there, run along the left wall, and then back, but higher. At the end, press the button and enter the opened door.

    In the room with a small column in the center, go up the small steps. Next, run across the wall, then onto the platform, then along the wall again until you go down into the corridor. A couple of turns separate you from Shahdee, the Time Portal and the most valuable skill - rewinding time.

    We go back in time following Shadi. We run out of the portal and head along the corridor into the hall. Immediately after the battle we go to the left, and go up, running along the rectangular column and jumping onto the pillar. The final goal is to run along the right wall and press the button. After going down the fabric, follow Life Improvement #1.

    To do this, do not go straight towards the traps, but turn left - the same way we got to Raven before. Climb along the columns to the stairs. To the left of the stairs is a button filled with barrels. Click, jump over the railing and run up along the left wall while holding down the right mouse button. At the top you will see a grate that has opened - dive into it somersault, go around three traps and get a reward.

    Now return to the hall and go between the two spiked columns. Pass the traps, climb the majestic stairs (without getting involved in battle), crawl along the steps on the red wall to the right, run across two cuttings along the right wall and exit into the Main Hall.

    From the entrance, immediately go left along the ledges until you reach the top. Jump over the pillars to the opposite side, climb even higher and run along the left wall all the way to jump onto the balcony. At the end of the path, which is full of traps, there will be two stairs leading down. Jump from one to the other, and then go down. After the next batch of traps, a drinking fountain awaits you to save.

    In the hall where Shadi is hiding behind the doors, run to the far right edge, climb onto the ledge and onto the crossbar. Jump from the crossbar onto the first platform and move to the second. There are five of them in total, and the path runs clockwise around the hall. The last, fifth, platform is one floor higher than the others. The only difficult moment is the beam near the fourth platform. From it you need to jump to the left wall - and then back to the platform above. Get to the switch bar and slide down the curtain. Continue the pursuit, avoiding simple obstacles.

    Finally we caught up, and just in time. She is just trying to send a certain unfortunate girl named Kalena (Kaleenah, if I’m not mistaken) to the next world. Save the girl, kill Shadi. The gratitude of the saved one knows no bounds.

    Chapter 3. Hourglass

    Now is the time to go for Improving Life #2. Pull up the blood-stained throne and enter. Four areas with traps are not a serious obstacle. Having received the improvement, go out and immediately climb to the left ledge, and from it to the opposite step. Climb up - there's a drinking fountain waiting at the end.

    Jump over the gap and go the only possible way - right, forward, left, up - until you reach the hanging rope. Here you have to run up, but the angle is so inconvenient that you have to press two keys at once - “up” and “left”. Close the shutters with the crossbar, go down the rope and cross this area along the left wall. A button and spikes will help you deal with the formidable girls.

    Climb to the very top of the semicircular well-hall. On the second section of the climb you will have to jump from the crossbar to the wall, and then immediately back. After passing the spiked column, go out into the corridor. Run across the long abyss to the left (to the rope), jump onto the second rope and complete the path. The last trap - four columns - runs diagonally. Ahead is the Time Portal and a new skill - Eye of The Storm, also known as time dilation mode.

    Dahaka. As always in great shape.

    Go down for a long time, and after pressing the button, slow down time (R key). Go out into the hall and watch how the Guardian of Time smashes the wall. You have to go down to the platform, and to do this you have to walk a fairly long but easy path. First - counterclockwise around the hall along ledges and ropes, then to the center and onto the curtain. Jump off the curtain before reaching the end, otherwise you will crash. After jumping, run to the opposite end of the hall and climb onto the right ledge. After running along the wall, jump onto the pillar, then back onto the wall. Continue until you can jump onto the beam, and from there into the gap left by Dahaka. By the way, here he is.

    Guardian of Time: run straight and turn left. Run along the left wall, unhook and, as soon as you touch the crossbar, immediately jump further without spinning. So go through to the end. The enemy was not far behind. In the next room, do not go down - run in the other direction, jump off and along the wall to reach the ledge. As soon as you go down, jump back immediately - the pursuit continues. Straight ahead, then along the wall and behind the wall of water blocking the path to the portal.

    Let's go back in time. From the portal we go back in a completely familiar way - through a room with a button under the ceiling and a curtain, along the Grand Staircase, along a red wall with ledges: we arrive in the Main Hall. Only one thing has changed here since last time: the gate at the other end of the hall opened. Ahead are many stairs leading upward and strewn with traps. Difficulty can only arise with a long pit (the second in a row), which is blocked by two columns. The trick is to run along the left wall when the lower column begins to move away, then jump to the opposite wall and pull yourself up, and then seize the moment to go down and crawl over. Having reached the pedal, pull it down, slow down time and enter the Hall Hourglass.

    Table 4
    Fight on the move
    Condition and keys Action
    While moving in a certain direction
    [Space] Somersault
    [Space] [left button] Somersault with kick
    Moving towards the wall (if there are enemies)
    [Left button] Push from the wall and hit
    [E] Wall push and flip kick
    [Space] Wall push jump with a turn
    While running up a wall (with enemies present)
    [Left button] Dive Strike (Angel Strike)
    [Left button x2] Dive strike with finishing move
    [E] Bladestorm Strike
    Moving towards the column (if there are enemies)
    [Left button] Circular flight around a column with an exposed sword
    [E] Circular flight around the column with kicks

    Chapter 4. Two towers

    As follows from the story of Kalena (Lady-in-Red), the Empress will soon begin creating the Sands of Time. The complex mechanism, located in the Hall of the Hourglass, is securely hidden from prying eyes. To open the door leading to it, you need to adjust the gears in the Mechanical Tower and set it in motion by the forces of water in the Water Tower.

    This is interesting: Apparently, the famous trilogy of Professor Tolkien made a great impression on the scriptwriters. Two Towers are still small things. Further on there will be more clear allusions - for example, Dahaka falling into the abyss in the manner of a Balrog.

    We return to the Main Hall the same way, opening the door with the pedal. We approach the strange formation in the center of the floor and insert the sword. Please note that a switch has emerged from the floor, at first resembling a small cannon. In the future, I will call him “Chief Switch” - the role he will play is difficult to overestimate.

    Before we continue our journey, we get Life Improvement #3. To do this, turn the Main Switch half a turn (180 degrees). Go to the platform shown in the picture. Get down and hang on the lower ledge with your back to the left. Jump to the left and start descending along the wide niche, jumping from wall to wall for a long time. Having reached the platform, get down even lower and run along the left wall almost to the end (but not to the end!). Start jumping, climbing up the narrow niche. From the platform, run again along the left wall into the next niche and jump until you grab onto the small ledge. Go through the door and avoid the traps. The way back is much easier - jump over the gap and climb up the narrow niche. We are back in the Main Hall.

    Turn the Master Switch a quarter turn clockwise and walk towards the raised platform. Climb onto the nearest ledge, run along the left wall, jump and climb the ledges. Do not throw the guards into the abyss, but cut them down - you will need a supply of Sand of Time. Behind the traps is a button in the floor and a shining corridor. Step on the button, slow down time and run along the grate before it leaves. Repeat the same with the second button (on the wall). If you run out of sand, go down and break the jugs. In front of us is the Water Tower, or Gardens-on-Water. The statue in the center of the hall is a wonderful identification sign.

    Chapter 5. Water Tower

    Opening the water

    From the entrance, immediately turn left, run up the wall and up the stairs. After killing Raven, take the next ladder, along the wall with a rope and onto the platform. From there along the left wall almost to the end, onto the crossbar and into the window. Go down and go up at the other end of the hall. Turn the switch and go up the stairs to the guard room. Now get ready for Improving Life #4.

    We run to the left and go down through the hole in the railing. There are multiple steps leading down. We go and go down the ledges into the pit again. We run across the next pit on the left side, and then along the same cornices we get to the very bottom. All four traps can be completed easily, using only somersaults and fast running. We return back in the same way, only at the top of the first pit we jump onto the crossbar.

    In the garden with guards, we run up the central column and pull the pedal down. Slowing down time, we run to the ledge that has emerged, run up it, and then along the wall. We climb onto the branches and make a long journey along beams, branches and crossbars. From the last branch we jump onto the rope (it is hard to see on the wall). Once on the platform with Raven, we kill him and climb up the column with ledges. Task: pull the horizontal bar switch towards you, lowering the bridge, go back and move the drawer onto the button so that the door remains open. Then, accordingly, go down and go through the door. Turn the switch. In fact, you opened some kind of huge tap - water flowed into Gardens-on-Water. Go along the gutter, cross the platform and go out onto the beam.

    This is interesting: at the other end of the beam there is a platform and a cracked wall. In the future, you will have a sword that can destroy such walls. No matter how hard I tried, I couldn't get back here and check. Maybe you can do it?

    Open the door

    Jump onto the rope, go down and switch the switch back. Return to the main hall of the Gardens on the Water, to the statue - just run back, go down, go up and eventually slide down the curtain.

    There are four Water Switches here - I will number them in the order in which you will encounter them as you walk from the descent point around the perimeter of the hall. The first, second and third - half a turn, the fourth - a quarter turn clockwise. Go through the opened door and go up to the Time Portal. As a reward you receive Breath of Fate - a combat special function.

    Present

    Return from the portal to the main hall with the statue and immediately climb onto the cobblestone to the left of the entrance. After running up the wall, jump onto the beam and go straight - you will have to jump twice. Go around the ring and jump onto the platform. There are no stairs, but ledges on the left wall replace steps. We run along the wall to the branch, jump to the left, go down and get to the window, next to which a red curtain used to hang. Go down, but not all the way, otherwise you will crash. Follow the branches and climb up. A useful landmark is a drinking fountain.

    Go out onto the platform and immediately get down. The correct direction is down, to the right, then up again along the ledges: the path is not close. Having reached the destroyed bridge near the left wall, run from it along the wall, and at the end jump to the right. Climb up to the left ledge again, and jump from it to the light tree. Then climb up all the time (long and varied), jumping between branches and moving counterclockwise. If you did everything correctly, then the first fight that you cannot avoid is on the site with a column in the center. It is best to throw opponents down. Having finished with them, run along the right wall until it stops - another fountain. If you stand facing it, there will be a wall on the right - run up. Jump onto the tree and jump between the trunks, then along the beam onto the platform and run along the right wall. Enter the room. An unpleasant moment is that there are two crushing bars that you have to jump on. I recommend slowing down time.

    Further is no better. Run along the left wall to the first beam, jump over to the second and run to the rope. From there - along the wall, but not all the way, but onto the column. Go down the column, turn around and jump onto the platform. Everything is obvious in the hall. The only catch is jumping to the second pillar from the second platform. To do this, you will have to jump while holding down the “right” and “up” keys. If you are on the right path, the Invisible Man and the Raven will meet here. Go out onto the balcony and run along the right wall, and at the end jump onto the pillar. From there (and this is important) - onto a light wooden pillar, then, going down a little, - onto a crossbar, a column, a stone ledge and a crossbar. There will be no fight with Raven - he will be eaten by Dahaka who came from God knows where. It's time to run...

    Guardian of Time: Run along the right wall to the stairs, then down and jump onto the crossbar. Without spinning, jump to the next one, then onto the ledge. He is perhaps the most unpleasant - it is not so easy to run from him to the wall: the Prince strives to get off. Run to the wall itself and to the right, and when the floor collapses, run along the wall. Once again along the left wall to the platform, turn around and run again. Going out onto the balcony, run along the wall to the right and go down the stairs. From the lower platform - back to the platform with the barrels. Urgently break any barrel and climb onto the ledge. Around the bend, run along the left wall. Grab, crawl to the right and climb up. Break the barrel again. Straight, left, right, right again, and then left and run along the wall, grabbing the rope and immediately releasing it. Run from the platform and jump onto the stairs, go down, jump. Then there is only one corridor - run until you find yourself behind the saving wall of the portal.

    It's time to return to a time when all the mechanisms of the Water Tower worked properly. Time travel will make you happy with a fourth sand container.

    All that remains is to return back the same way we ran away from Dahaka (only at a different time). Namely: along the wall along the rope, to the right and along the crossbars, along the corridor and so on... Finish the path by running through a small hole with a triangular niche in the corner and two circular saws. It wouldn’t hurt to slow down time here, and only then run along the right wall and jump onto the platform opposite.

    Let's turn it on!

    We climb the wall and find ourselves in a hall with a switch in the center. Turn it half a turn. We climb onto the box and from it we run up to the pedestal. Further - onto the column, up, onto the step on the wall. We go around the corner along the ledge, jump off and move along the wall to the platform using a rope. There is another switch there - it needs to be turned a quarter turn to the right. In a series of jumps we go around the hall through the right platform, moving to the opposite platform with a switch. We turn it half a turn, and then we run along the wall, holding onto the rope in between. We jump from the cabinet onto the balcony and move into the room with the switch. As soon as you turn it, water begins to flow. Don’t rush to leave - by climbing the ledges and overcoming two simple traps, you can get some money Improving Life #5.

    Now we return to the hall almost the same way we came, returning the switch on the balcony to its original position. We go down to the very bottom and turn the central switch again - so that all the water flows into special channels. As soon as you turn correctly, you will see a small video fragment.

    Let's go back

    The global task is to return to the Main Hall. For now, let's go back to where we came from. From the corner - past the blades and into the yard. Having finished with them - along the wall to the opposite balcony (when the nearest saw goes down), along the stairs and again along the wall.

    We run out along a winding corridor onto a platform, from the railing of which we jump onto the crossbar and in a couple of jumps we reach the opposite railing. Here, as usual, we are shown the further route - along the wall with a rope to the balcony, where a lone warrior guards the button. Having set the massive beam in motion - back, in the time acceleration mode. On the beam, along the wall on the crossbar, on the cornice, so that you can safely jump onto the platform.

    Right, right and right again, along the cornices and balconies. As soon as the ladder is at hand, go down. Another staircase leads to the hall with the statue. Do you still remember how we got there? Great - we go there, along a brightly lit corridor with wooden bars, past a fountain. We returned to the Main Hall, having completely solved the puzzle in Gardens on the Water.

    The girl in red will give you an angular smile, entertain you with a conversation about the fate of the world, and reward you for your efforts with another sword. This time - Lion Sword. Turn the Main Switch half a turn. Ahead is the Mechanical Tower.

    Chapter 6. Mechanical tower

    On the approaches

    Break the weapon rack on the ledge near the fountain. We run along the right wall, jump to the left, and find ourselves on the platform. Up the steps. The last jump to the door - and we are at the entrance to the Mechanical Tower.

    The familiar method of opening a door is a little more complicated than before. Having passed the blades, slow down a little - ducking under the door, there is a chance of falling into a pit with stakes.

    Behind the pit is a niche with candles on shelves. These shelves are created for the sole purpose of misleading the player. The correct way is to run up the side wall of the niche, and then methodically jump until you reach the top. Two blades are not an obstacle, behind them are a ladder, two crushers and a drinking fountain.

    In the next room, near the wall, there is an inconspicuous plank leading to something like a lantern (in the architectural sense of the word). Get down and start methodically killing the ghouls. After a dozen corpses have passed, the door opens, a roar is heard, and out...

    No, not Dahaka, but just the Iron Giant. However, it can be safely classified as a psychological weapon: the real destructive power of this colossus is quite small. When the monster hits the floor with his fist once again, jump onto his wide back, and then start furiously pounding your sword on his head, which is not covered by armor.

    Having dealt with the monster, go to where he had the misfortune to appear. Turn on the button on the wall and climb onto the exposed brick. After running up the wall, grab the step and climb up.

    Once again on the approaches

    A narrow bridge begins from the platform, in front of which a giant gear spins. When you reach the end, just jump forward. What about the gear? But there’s no way - she’s here “for furniture” and won’t offend anyone, despite her impressive appearance.

    After scattering the monsters, jump onto the vertical column when it is in the desired position. So, waiting for the moment and jumping over, travel along the columns to a narrow panel on the wall, and from it to the area with the monster. After running up the wall (the direction is up and to the right at the same time), press the button - the panel will move to the left.

    Now hurry up. Having turned on the acceleration of time, run along the wall, return to the panel and immediately go down to hang by your hands. Move to the left side of the panel, climb up and jump onto the platform with the switch.

    Turn the switch a quarter turn to open the crossbar. Jump in. Wait for the movable crossbar to lower and climb onto it, and when it rises, jump onto the balcony with the dogs.

    Lower the switch bar and jump onto the platform. Scatter the dogs and pull yourself up on the lonely beam sticking out, and then jump over to another beam (to where the guard is wandering in the room). Now we go to the right along the cornice, up, up again and to the left, clinging to the cornice with our hands. Go down to the room with the guard.

    Along the wall of the room is an inconspicuous staircase. Rise all the way, jump onto the railing and move to the left. Jump onto the ledge and from it onto the crossbar. Having chosen the right moment, move onto the rotating panel, wait for the turn and jump over to the platform with the switch. Turn it a quarter turn clockwise. Grab onto the gear. After two turns, jump down into the room with the button.

    Warning: difficult moment. Press the button (the door will turn), turn on time slowdown and run along the wall, hitting the dog with your sword along the way. At the end of the path, jump onto the door, and when it returns to its original position, jump onto the ledge and go down into the room.

    Run along the wall and jump, lower the crossbar-switch. There is nothing else to do in the room. We go to a familiar platform, but now we jump onto a beam fixed between the pillars. Having closed our eyes, we jump between the teeth of the gear and climb along the ledges of the wall to the room with the cutter in the floor. Wait for the crushing bar to reach its full length, then climb onto it and run along the wall, passing the spiked pillars. Further - easier. And here in front of you is a room with a button on the wall. To press it, you will have to climb onto the ledge on the left, pull yourself up and crawl to the button.

    Path to the portal

    Press the button, slow down time and rush to the ledge, from where it’s easy to grab the rope and get to the platform. Go right. Run across the wall, seizing the moment when the next spoke of the wheel just comes out of the wall. Similarly, pass the next wheel and, continuing to run, jump onto the column. The next three columns will lead you to a switch with a red light.

    Turn the switch half a turn and jump onto the approaching elevator. When he rises, run along the right wall, and then jump from wall to wall.

    There will be another Iron Giant in the large room. Then there are two paths and you will turn right again. Knock down the dog hanging on the wall with a throw of the second weapon (if not, pick it up on the counter in the room). Run, grab the rope and jump onto the platform with water.

    The paddles mixing the water do not damage the Prince - the only danger is being pulled into the mechanism or falling down. Roll until you reach the first left turn. Pull the crossbar towards you - the door will open. Return back to the “concrete mixer” and continue to the end, and then to the balcony.

    There are a lot of traps ahead, but the last few pose a serious danger. Crushes, spiked columns. If you look closely, there is enough space between them to pass them one at a time. Run over the horizontal column, having first climbed onto the crushing beam. In the last one (an abyss with two columns), start running when the columns meet in the middle. Door, wall of water, Portal and a new skill - Ravage of Time (“red mode” of combat).

    Present

    Immediately beyond the spiked pit is a familiar corridor with traps. You'll have to work hard here. When the first crusher leaves the wall and freezes for a while, slow down time, climb onto it, take a step forward and run along the wall. If you don’t take a step, you will run straight to the horizontal shredder, and the resulting small cuts from the Prince will be crushed by the beam. The next obstacle is a hole and one circular saw. Having reached the rope along the left wall, jump to the right and crawl to the edge of the pit.

    Hang on the edge of the platform and crawl to the right until you find a strip of fabric along which you can slide onto the platform. Run along the wall through the opening in the wheel, jump onto the column and make your way to the area with the switch. Take the elevator, along the wall and jumping between the walls we reach the room with security.

    The main actions begin at the moment when explosive dogs appear - with their help you will have to clear the boarded up passage. Throw one dog into the far right corner and kill it there: the boards will not withstand such abuse.

    When the barrier is blown up, run along the wall to the rope, and then to the area with water and along the chute, finally jumping over the gap. Go down along the right side of the platform. There are two jumps left - first to the ring area with bars, then to the left over the waterfall. The last jump is quite difficult: it is important to go to the very corner (to the left), and then jump with the “up” key.

    Straight along the corridor there are stairs leading down. In the room with the gear shaft, go up the stairs. When the hole in the disc passes overhead, grab onto the edge of the disc. Climb the left wall along the ledges, jump onto the main axis step passing by, drive half a turn around the hall and jump to the wall on the other side.

    We wait for the corresponding step - and back to the axis. We find a suitable hole in the giant sleeve and pull ourselves up to climb onto the edge of the hole in the ceiling. Next floor. Here the scheme is similar, but a little more complicated. First - to the right along the wall, then to the axis and to the left, then back to the axis and again to the left - so as to press the button. The door opened. With all due caution, we jump onto the upper protrusion of the axle, drive half a turn and... the main thing is not to miss the door - it’s too high.

    Control center

    We climb into the room with guards and pyrotechnic dogs. The latter, of course, are here for a reason, but to undermine the door to the right of the entrance. We run out into the gap and jump. We climb up along the ledge and niche and climb further until we reach a platform with a weapon rack. From it we jump back onto the pedestal in the center of the hall, then onto the wall with steps to get out to the corner platform, then onto another one and onto the stairs. The opening in the railing hints that you need to run along the left wall. But no! You need to break a pile of wooden containers, climb over and hang on the railing, and then let go of your hands. We crawl along the recess in the wall to the left to jump onto the platform.

    Let's go back to the stairs. We go down, go around the stairs and, after waiting for the pendulum to be in a good position, we jump onto the beam, then onto the platform, along the wall, passing two circular saws - onto the rope. Swing on the rope - forward again and to the opposite edge of the pit. We climb up and find ourselves on the corner platform.

    It seems crazy, but running along a wall does not end in death. We jump onto a pile of rubbish, from where we go down the stairs even lower. Having finished with the opponents, we climb onto the far ledge and cling to the ledge. Further - left, left and left again, jumping between the cornices and sliding down. As soon as our feet touch the ground, Dahaka comes to the rescue? Yes, he is the one.

    Guardian of Time: immediately run along the left wall through the gap. Further - along the right wall, simultaneously grabbing the rope, but not swinging on it, but immediately unhooking. One more turn and there’s a saving wall of water. But that is not all. By pressing the button on the wall, jumping to the top and getting out onto the platform, you have to overcome the fierce resistance of the guards, and then still run from Dahaka. As soon as the Prince jumps to the opposite balcony, the pursuit resumes. Run the only possible way along the corridor, run up the wall and grab the rope. Again, don't dwell on it. Overcome the next hole also along the wall and dive behind the saving door with water.

    Another Time Portal and a prize - the fifth sand container.

    Control Center (formerly)

    After a series of traps there will be dogs - three of them. It is best not to mess with them, quickly tumbling between the gear teeth. We need to go down. To do this, go to the very edge, take another step to hang, and then jump to the right. A series of jumps will soon land you on the ground. After passing the pit and the rope, immediately press the button so that the spikes kill the guards. Run across the next hole along the wall - and you are in the hall. The crowd of guards is not so bad, but the trouble is standing at the opposite end of the hall and has the appearance of the Iron Giant. From time to time he throws grenades, which on closer inspection turn out to be... explosive dogs! What a sadist! Having dealt with the guards, run from the door to the right - to where the wall looks least strong. The next explosion of the unfortunate animal will open the passage to the fountain.

    Before continuing our journey, let's go for Improving Life #6. We go back through the gap, run to the opposite edge of the bridge and wait for the bombs to destroy the fragile section of the wall.

    Upon entering, immediately be afraid of two crushers. Then there is the traditional spiked floor with meat grinder columns. Around the bend there are two beams in the form of a ladder: climb first onto the first, then onto the second and run across the wall through the entire string of inhuman structures. When there are two beams, run up the right wall and jump onto the first one. From there to the next one. Finally, after running along the right wall, celebrate the victory of human genius over the meat grinder columns. Come out.

    Run on the pedal in the wall to raise the platform in the hall. Slow down time, run into the hall and along the right wall, passing the lazy gear, reach the platform. From there, go upstairs, to where the guards are already waiting. Remember to move all the time - the Iron Giant keeps throwing dogs.

    Look for a ladder on the wall, go up and jump onto the hanging cobblestone. The next dog will break off a hefty piece of it, causing the lighter load to rise upward. Jump into the triangular niche by crawling a quarter turn to the left around the weight. Then along the wall to the next niche and finally onto the stairs. Turn the switch - the huge First Gear will take its place, simultaneously creating a passage.

    We break the barrels and run along the wall, waiting for the stone block to smooth out the recess in the wall. We stand on the platform and once again run along the wall. We crawl to the right side of the cornice and release our hands when the gear tooth is under our feet. We ride it to the left and jump off again - we go to the right. At the end of the path, we release our hands to grab the crossbar. Having made our way along four horizontal bars to the cornice, we climb onto it and go to the right to jump onto the horizontal bars again. Down, to the right - and we are on the platform on the other side of the hall. Let's go down.

    Here is a situation completely similar to the first load, only in a mirror way. We hang on a stone so that the Iron Giant can split it too. We slide a quarter turn to the right, jump off, pass two niches along the wall and get to the second switch. Lower the Second Gear. Careful: behind the dog. With short dashes along the wall we reach the corner room with the third switch. The Third Gear falls into place - we leave. We run to the platform, climb through the window, break the chest and hurry along the far wall to meet the guard.

    Having gone down the stairs and jumped down from it, we run along the left wall to the opposite platform, hang by our hands and go around the column in a circle. We jump off and go down again. Here comes the Iron Giant. Gotcha, who was throwing! We kill with the usual movement of the hand. It's just a pity that there are no more dogs in the boxes.

    We go to the clock mechanism, run up the right wall and move from right to left along the crossbars and bars. We bounce off the wall onto the top crossbar. At the top, after waiting for the pendulum to be in a comfortable position, we jump onto the stairs and climb. Having run up the wall, we jump over to the crossbar-switch. The exited bridge leads to a booth with the Main Clock Switch.

    Kill explosive creatures, complete a full rotation of the switch and enjoy the operation of the mechanism. By the way, the door leading away from the Mechanical Tower opened.

    Immediately behind the door there is a gear, past which you need to run along the wall. The right wall is not suitable for this, and you will have to tinker with the left one. Stand at the very edge of the pit near the left wall and wait for the spoke of the gear wheel to be in such a position as shown in the figure.

    Behind the stairs is another similar gear, but it is much easier to pass. The main thing is to have time to jump to the left before reaching the end. Go down the stairs, ignore the dogs and hang on the ledge. A large red banner leads down. Having reached almost to the bottom, jump onto the next one - until you reach the hard floor.

    A couple of turns along the corridor - and another similar descent. In front of the open door there is a lowered crossbar: it is no longer needed. Jump over the non-wooden platform, go down the stairs, go out onto the beam and jump straight in front of you, without fear of the rotating teeth. A save point and long-awaited health are at your service.

    We run to the left, go down to the ledge, jump off. Having dealt with the Iron Giant, we move to the far left corner of the hall - to where along the vertical “lantern” you can get out into the room with three ghouls.

    Ahead are two painfully familiar crushing bars, followed by a ladder. Get down and jump over the saws. Run along the right wall, grabbing the panel. Pull the handle, open the door and go out Main hall. Jump to the platform in front of you, then to the next one (slightly lower) - and forward again.

    What a sight! Two monsters - Dahaka and some unknown erectus with blue eyes - surrounded the Prince. But Dahaka again has a problem with the tip: he ate Crow, and now this. In general, the Prince, as always, survived, and both monsters (one in the other’s stomach) left the scene.

    THIRD PAGE

    Chapter 7. Hourglass Tower

    We go to the Hourglass Tower (to the area with the fountain and beyond). At the end there is a traditional staircase, pedal and door, and behind it is the inescapable Lady-in-Red. This time, apparently, she is in a much worse mood. No matter how much she tried to rot the Prince in the wet gardens, no matter how much she hoped that he would be pinched by a gear or that he would fall into Dahaka’s teeth, it was all in vain.

    The fight doesn't promise to be easy. The girl has more than enough health, and from time to time she calls for help. The following can help in the fight: time dilation mode (spare sand is in jars near the walls) and a second weapon. In general, I recommend not taking a weapon in the left hand and giving preference to throws, but in this particular battle the second sword helps a lot.

    So, the enemy is defeated. She foresaw her future - she was destined to die at the hands of the Prince. Well, she wasn't wrong. The prince began to think. About life, about love, about the Sands of Time and who created them... Reflections never brought him anything good. Here it is now. It was worth remembering Dahaka - he was right there.

    Guardian of Time: run forward along the corridor and gradually turn left, and then right. Jump over the gap, run over the next one along the left wall. Turn and run along the left wall again, turn left and jump from the ledge to the bar, then to the next one and back to the ground. Now go right, run along the left wall again, pressing the button at the same time. A fleeting touch of the rope, running and a saving “sheet”. All that remains is to dive into the passage.

    Chapter 8. Thirst for knowledge

    Sarcophagus

    So, Kalena - aka the Empress - is defeated. But nothing has changed. Here the Prince begins to understand that it was he who created the Sands of Time, setting this entire infernal machine into action. It's a crazy idea to meet yourself in a labyrinth of time and prevent the mechanism from starting. But how?

    Get ready, now we will run from the Guardian of Time with enviable regularity. Go up the steps and... Actually, no “ands” - he’s already here.

    Guardian of Time: to the left, and then along the right wall until we reach the platform. We jump onto it, quickly break the barrels and continue on our way. Having reached the end of the platform, we run along the wall. Hanging on the horizontal bar, we jump to the next one, and then to the edge of the ledge. We turn left to reach the rope along the right wall. Without lingering on it beyond what is necessary, we jump onto the platform. We break the barrel near the right wall (be careful - it’s easy to fall!), run along the wall one more time and once again onto the platform. To the left, jump onto the bar, including a wall of water, through the waterfall - done.

    We jump onto the platform and come close to the stone slab with the famous logo. To activate the mechanism, just rest against this stone (up and right keys), press the right mouse button and go back. The platform sank - we were down again. Jump down and run along the already familiar steps, and then along the wall. Dahaka is with us again.

    Guardian of Time: forward, along the left wall, onto the crossbar. Then another one, then a ledge. Climb onto it, turn right and jump onto the switch bar with a running start. The next jump will take the Prince to the other side of the water barrier.

    Go to the left edge of the platform and climb up the wall to the cornice, crawl even more to the left, and pull yourself up. A couple more similar cornices will lead you to another platform with a stone slab - it also needs to be pulled out. Again along the stairs, along the left wall through the pit - well, of course, Dahaka is already here.

    Guardian of Time: to the right, along the left wall, onto the crossbar, again, onto the platform. Further more. Forward, jump over the gap and to the left. You can jump over an obstacle in the form of a small gate, or you can roll somersault under an arch - it’s up to you. We run up to the right wall, barely touch the rope, move to the crossbar, and from it to the platform. We turn and run into the jumping niche and rise. We run, cross another gate, where another niche awaits: we run up the wall and practice jumping again. Forward, onto the right wall, we cling to the rope, then to another one, and jump onto the horizontal bar. Another horizontal bar and platform - no stranger to this. We jump over the gap, run up the left wall, jump onto the curtain and gracefully slide down. But that's not all. We run down, turn right, climb up and run along the wall to jump onto the platform. Straight ahead, then turn left. The last obstacle is the gate (somersault or jump over), cling to the horizontal bar-switch and go behind the saving wall of water.

    All. If you tell me it wasn't easy, I'll probably believe you. No, not even that. You can shoot yourself! May this Guardian of Time burn with blue flames in hell! Along with kilometers of nerves and buckets of adrenaline spent on it! Let him be empty!

    Behind the wall of water you can no longer be afraid of anything.

    We go down, climb up the numerous steps onto the pedestal with the sarcophagus and jump from the crossbar over the water barrier. And here is the fountain and the life-saving Save Game. Finally!

    Dungeon

    We go along the corridor until the gap, then we run along the right wall almost to the end to jump to the left. Again along the wall to the platform. Grab onto the step and climb onto the beam, and then jump from perch to perch until you reach the opposite end of the gap. From the last beam, get down to the ground and be sure to use throws - there are too many enemies to be heroic to no avail. Run along the left wall to the stairs, climb all the way and go to the opposite stairs. Climbing up it, onto the ledge and into the nearest hole.

    Run to where the guards are wandering, then into the far room with a door to the outside. At first glance, the picture resembles a labyrinth, but the “extra” bars soon fall off, and the road becomes completely defined. Along the way, two overly combative girls will try to throw you down - be prepared. Having reached the stone platform near the right wall, run along it to the corner, then again and jump onto the vertical panel, and then onto another one. Waiting for you below... is he. We missed you, I guess.

    Guardian of Time: around the turn to the left there will be stairs leading down. Go down, turn right and cross the gap along the left wall. Down the stairs, avoiding standing barrels and other rubbish. At the end of the path, turn left. The last time along the right wall, and in front of us is the Portal of Time, traditionally reliably covered by a waterfall.

    Another time travel takes us to the past, simultaneously rewarding us with a new combat special function - Wind of Time.

    Dungeon (formerly)

    I advise you to cross the first obstacle in slowdown mode, otherwise the chances of being finely chopped and thrown into the abyss tend to one. As soon as the abyss is left behind, run to the right. Go around the cutting machine to the left, somersaulting.

    Next trap. When the column with spikes goes to the far end of the pit, jump onto the beam, go down and hang on its far side, and when it passes overhead and the beam begins to move away, do not hesitate, jump again. The last portion of traps is quite simple. First, run into the small dead end (on the left). Wait until the leftmost column moves aside and run into the resulting passage. Press the button, open the door and finally take the long-awaited Scorpio Sword, capable of destroying walls.

    You won't have to wait long for a chance to test a new weapon. Having finished with the guards, run into the corridor with a vertical column. Dive under the next column, come to a dead end with a walled passage and test the Scorpion Sword. Press and hold the right mouse button - wow, it works!

    Upon entering the room, turn the switch that opens the cameras. In one of the cells there is a cage-like box that can be pulled out and placed on a button. Go to the door opened by the button, jump onto the stairs and go down.

    On the lower platform there is a handful of monsters and a passage blocked by two “cutters in half.” I recommend going through the “saw + blade” trap set in slow motion. Around the bend is another walled-up entrance, which is quite tough for the new sword.

    The last room with cameras. They open in exactly the same way - with a lever in the floor. Kill the enemies or throw them into the abyss, press the button in one of the chambers, slow down time and run out into the room with the switch. Having turned it, close one door and open the other - to the fountain.

    Go left, run along any alcove wall and jump from side to side until you reach the top. A surprise awaits you in the hall - the Steel Giant. It is much stronger than its iron counterpart, but the fighting method is exactly the same. Having waited until the monster sits down on one knee, we jump on its back and begin hitting it on the head with a sword as hard as we can. If he throws us off, we spin between our legs again until the opportunity to climb higher presents itself again. The death of the Steel Giant miraculously lowers the ladder in the large chamber.

    Going upstairs, press the button on the floor and through the opened door - out. Having suppressed all resistance, run to the right, use a miracle sword to smash both barricaded passages to pieces - to the left and to the right of the entrance: we are going behind Improving Life #7.

    In the left chamber there is a button on the wall. Press, then immediately turn on the slowdown and hurry to the second gap - a door has opened there. There are four traps on the way, the most dangerous of which are the second and third. The first is passed through two successive somersaults, the second - by somersaulting under the blade and entering the left corner. In the third, dive under the blade and at the end pass between two vertical columns. Fourth - choose the moment and somersault.

    After running out, head through the door on the left wall, then turn left again and run to the wall with a bas-relief mask. Run, jump and hang on the beam. Pull yourself up, jump onto the ledge, and then onto the next, higher beam. Continue this way until you reach the topmost beam leading to the opening in the wall. Come in and enjoy ice water from the fountain.

    Library

    Run along the wall closest to the fountain and jump onto the beam. Having crossed to its opposite side, go to the perpendicular one, from there jump to the wall, and then to the next beam. In the same way, we pass a few more bars, jump once onto the wall and back, and enter the library. It starts right behind the gap and the stone table and is swarming with guards.

    A series of switches will follow. The meaning of each of them is to open one passage and close another. Don't touch the first switch. Turn the second one, go into the next room and turn the third one. Enter the hall with a pedal on the wall, pull it down and run back, turning the third switch back along the way. Dive under the door. After going up the stairs, run right, and then right again. Then there is only one way - to the far room. Pull out two bookcases by the handles, run up one of them and jump to the top. Run along the wall until you grab the bar. Turn around and jump onto the beam.

    Jump onto the next beam, exit through the shining opening and move further along the crossbars. Grab onto the step and climb higher until you reach the beam. Enter the room with a brightly glowing window on the left, jump onto the stone platform. Get down to the floor and exit through the door. There will be a cornice on the left - turn and climb up to jump onto the ring cornice. There, immediately get on your feet so that the warrior girl does not throw you off. After going around the ring cornice in a circle, jump over to the next one.

    First we'll go for Improving Life #8- this is to the right all the way, then to the step in the wall, down, right and up. Entering the dark room along the beam, jump onto the wall and down the cornices. Then along the corridor and up the stairs. Go around the first trap along the right wall - it's not difficult. Where three circular saws are driving, run after them between the columns, and then around. In the third trap, also run along the wall, but jump off as soon as you run across the first “noodle cutter”.

    The way back is not as easy as we would like. To climb to the bottom step, you will have to run along the right wall, standing on the massive ledge to the left of the stained glass window. Then it’s a matter of technique: climb up, climb over the beam, return to the ring-shaped cornice. We go around it so as to jump onto the platform. We deal with the zealous warrior, reach the middle of the beam and walk away from the viewer. Having reached the end, we jump. All that remains is to overcome a simple but long series of beams, jump out of the window and take a sip of water from the drinking fountain.

    We go along the corridor to a hole with two crossbar lamps. The spiked column here is more for decoration - getting around (or jumping around) it is as easy as shelling pears. Running along the wall of the second pit, you need to hack to death the warrior girl. There will be a dog behind the third - it’s convenient to hit it and immediately run back along the wall so as not to get caught in the explosion. At the end of the corridor, break the boarded door.

    We climb onto the platform, but go not onto the stairs, but onto the beam and jump straight in front of us. Do you recognize the area? Now to the right, we go down to the cornice, then even lower. At the exit, kill the Iron Giant and head straight to the structure, which I called everywhere the word “lantern”, inappropriately using architectural analogies. We get to a room with three permanent weak monsters, we pass two crushers. We go down the stairs, not forgetting to jump over the saws, run to the hanging curtain and slide into the hall with candles. We open the door, slow down time and run out into the Main Hall. We jump onto the platform, then right and down.

    Latest life improvement

    Let's go for Improving Life #9. Turn the Main Switch a quarter turn counterclockwise. Its handle should be directed towards the structure into which we inserted the sword to activate it. Remember how we climbed onto the balcony with a curtain? I remind you: first along the ledges to the left, then along the three columns to the opposite side, up, run along the left wall and jump onto the balcony railing. All that's left is to catch up.

    We cross two gaps along the corridor by jumping, run along the wall, go down the stairs, then down the next one. We go through all the traps and find ourselves in a hall with a vampire, a knife thrower and several other small ghouls.

    Now we're going to the very top. First onto the crossbars and onto the first balcony, then along the beam to the second, again along the crossbars, pushing off once from the wall - and onto the third balcony. On the beam and on the fourth beam on the other side of the hall, from there on the curtain and on the fifth balcony. We cross the long beam to the sixth one - we’ve arrived. Pay attention to the grate - now we have a weapon that can destroy it. We pull out the box from behind the bars, push it to the right, run up the wall from the box, jump, jump. It doesn't always work out the first time, but it is possible. Use the button to open the door, slow down time, and run in.

    There are cutters on every corner, but apparently purely symbolically. There are two really difficult traps. First, there is a spiked floor, immediately beyond which begins a pit with two horizontal columns. I recommend slowing down the time and starting running when the columns reach the stop. The next difficult trap is three vertical columns, of which the central one makes a twice as long journey. Wait until all the columns are level with each other and begin to move away, and run after the central one. When the side ones turn back, roll up and go around the central one. At the end of the road, pick up latest improvement.

    On the way back, the only subtlety is the door that doesn’t open. Climb onto the ledge and climb over the wall with the door. Jump onto the balcony in the hall, climb onto the beam, kill the nimble girl and slide down the curtain to the floor. Head back to the Main Hall - it's the door on the other side of where you land from the curtain. All traps are the same. To go down from the balcony, climb onto the ledge of the column to the left or right of the entrance, crawl to the outside and release your hands. Then crawl back to the inside of the ledge and go down until you're on the floor.

    Secret portal

    Cross the Main Hall without changing the position of the switch, jump onto the ledge with the fountain. Further along the corridor, in a completely familiar way: first you will meet two spiked columns above the stairs, then a cutting machine, and so on. Nothing new. The new one begins when you enter the Hourglass Hall, and lies in the door that opens on the left. What the switch does other than close the door is unclear. Run across the ledge, passing two circular saws. You can jump right away, but it’s better to slide off the ledge and hang, and when the column goes up, rise and jump further. Enter the Throne Room. Behind the throne, as it turns out, there is a passage to the Time Portal. Break the wall and move on.

    Chapter 9. Second chance

    Mask

    Exit the portal to immediately meet the dogs. These are different dogs - they don’t explode, but they are much stronger. Climb onto the ledge with the next dog and move from right to left, going around the hall in a circle and going up. You'll eventually run along the right wall and jump onto the balcony. After a few turns along the corridor there is a pit. You can honestly jump into it, there are no thorns there. Cling to the slanted gap in the wall and rush to the opposite edge. Near the doorway, jump onto the platform, cross it and jump straight ahead again. If dogs and knife throwers get in the way, kill them.

    Roll under the door on the right, run across the gap along the wall, beat the dogs and step on the button. Immediately after this, run across to the platform that has left, from there, further along the wall, so that at the end you can jump onto the column. Climb to the very top, don’t turn around and just jump onto the wall, and then from wall to wall. Having climbed up, jump onto the horizontal bar, from it to the button - and immediately back. Turn on time slowdown. Return to the ledge, go out to the very end and jump onto the platform, so that from it (urgently!) - onto the crossbar. Another button, next crossbar, platform. Run across to the semicircular ledge, jump on the button and then back again, go left, get over to the platform. After running along the wall you end up on the horizontal bar, from there on the wall, on the curtain and, without waiting for a shameful fall, jump to the ground. Dogs will be your reward.

    Directly ahead is a wall with cracks. Break it, don’t be afraid of the pit, go out onto the balcony, run across to the ledges along the right wall. Get to the left balcony, enter, go down. Take it away mask from a dead man sitting alone. Really, why does he need a mask?

    Give it back, I need it more!

    Now your Sand of Time reserves are restored, but your health is slowly fading away. We go back, ignoring the dogs if possible. Run along the right wall, jump onto the horizontal bar, then onto another one, onto the wall and onto the column. Jump to the left and methodically descend. Jump from the beam onto the platform, roll under two columns with spikes and go to the edge of a huge abyss. When the horizontal column begins to move away, run as far as possible along the left wall, jump over and hang on the ledge. Without rising, crawl to the left, and when the column leaves, pull yourself up and hurry to the door.

    Get down and crawl onto the beam, carefully monitoring the position of the circular saw. Then two more beams, the last of which leads to the right. Four slices in half won't be a problem in Slow Time mode. Travel back in time and take pride in your new skill - Cyclone of Fate.

    Caves (in the past)

    If you are already tired of going backwards all the time, I have to disappoint you: this is exactly what we will do now. Cross all traps and abysses. Jump onto the large platform and get ready for a fight. This time there is only one enemy, but what a one! Huge Griffin. It all depends on your agility, but a few nuances still need to be taken into account. First, stay away from the edges of the platform, otherwise you risk falling to the bottom of the abyss. Secondly, slow down time, but do not use the “red mode” - for some reason it is not very effective. Thirdly, try to constantly follow the monster between its front and hind legs so as not to get hit and cause maximum damage. Finally, when the creature decides to take off, get ready to quickly somersault to the sides. Soon the Griffin will get tired of it, and he will sit down again, where, in theory, death should eventually overtake him.

    The dying bird will destroy the steps leading to the door. Jump on it, climb the left column, jump from wall to wall, run to the left and follow the already familiar path towards the left entrance. Having entered the room with the lion's face, run along the right wall and jump onto the crossbar, not reaching the end quite a bit. Go down the system of horizontal bars and curtains.

    We come out into the light of day and find ourselves... In Gardens-on-Water. That's the turn. We reach more or less solid ground along the bars, climb up, and open the door with the button. We climb up and run to the exit (far right corner). We go down and drink water.

    Gardens on the water (in the past)

    And again the Water Tower...

    This path is already familiar to us. We go to the Main Water Hall (with the statue), from there to the Main Hall. Alas, the platform is lowered, so the only entertainment here is an overheard dialogue between the Lady in Red and the pirate girl (Kalena and Shadi, respectively).

    It turns out that it was the Empress, aka Kalena, who sent a pirate ship to intercept, threatening with violence if the Prince did get to the island. So this is what the duel between two girls meant at the very beginning!

    Having listened to the end, we run back exactly the same route. Once again finding ourselves in the Main Water Hall, we climb the stairs, then the next one. Once on the platform, we jump over to the platform opposite, where there is another ladder, and continue to climb. We run along the far wall to the crossbar, and from it to the railing. We get out to a familiar area and go into the central passage using the rope. Landmark - Raven at the end of the path. We go down two stairs and find ourselves in the Time Portal. The next time travel will not take long to arrive.

    Gardens on the water (present)

    Leave the room with the portal and... Dahaka will do the rest for you. Fortunately not in game mode, but only on the video. But it's still scary. After rubbing the bruised areas, restore your health with some water - and go ahead! Having passed the traps and killed the girl running along the walls, we go out into a familiar gray room. We run along the wall with a rope, get to the steps, run again to eventually go down to the platform along a strip of red fabric. We jump down, cross the central platform, climb and jump between the pillar and the wall until we reach the top. We move to the plank, deal with another vampire, climb up a couple of times to jump onto the ledge in the wall. We turn around, jump onto the platform, climb onto the box and run up the wall, and there we jump between the walls, getting out to the next floor.

    There is only one way further, although it is quite confusing. Turn left, climb numerous ledges, go through a complex trap while slowing down time, and dive into the Time Portal. Moreover, the atmosphere is strongly reminiscent of the proximity of Dahaka.

    Altar

    Go through the traps as you did before, and then go down to the end. Just keep in mind that there will be a spiky floor below. Now jump onto the crossbar, from it, release your hands and grab the bottom one, then onto the wall and down the steps.

    Jump from the railing onto the platform and just run in a circle, don't touch the ropes. Along the way you will meet four vamirshi, and a little later - a drinking fountain. Go left and press the button - on the way back you will see a wonderful scene: our familiar ladies are sorting things out, and the Prince from the past is rushing to their aid.

    Okay, we have other things to do now. The first trap is done by running along the wall, the next by jumping between the ropes (just be sure to climb the first rope before jumping), the third by running along the wall and jumping at the end so as not to fall on the blades. The last one - two saws in the wall - is elementary with time dilation, although it is also quite possible without it.

    Run out into the courtyard through the hole in the wall. As soon as the passage is cleared by the explosion, go out and go down the platform, and at the very bottom, jump onto the horizontal bar. It will soon collapse and you will end up on the next one. Without waiting for another one to fall, jump along the three columns. Keep in mind that they also tend to collapse: there is only enough time to turn in the right direction and jump. But if you save sand, you can easily rewind time until you achieve the desired result. The correct sequence of keys on the columns is: right-jump, left-jump, left-jump.

    Jump onto the platform. Break the jug in the far corner and run up, and then jump onto the horizontal bar branch. Luckily he doesn't fall.

    Turn around and jump onto the wall. Run along the wall with a rope, grab the curtain and slide, finally jumping onto a branch, and from there onto iron rod. After moving a little, jump onto the wall to reach the top in a series of jumps. Immediately jump down onto the step and slide down the fabric. Now comes a journey that could rival Dahaka.

    This is almost Dahaka: the monster itself will not be here, but there will be collapsing horizontal bars, columns and platforms. Adrenaline is at the level of running from Dahaka. Turn on time slowdown in the middle of the descent, and when you reach the edge of the fabric, jump. Grasping the bar, jump off immediately without turning around. As soon as you touch the wall, jump again to the next crossbar. Don’t linger here either and immediately jump onto the column. Make a half turn, jump, then do the same again, then jump off the column to the left. It’s too early to relax - the boards are also collapsing. Run along the boards, turn the corner, and then along the wall to another platform. Climb up, run up the left wall again, and jump onto the crossbar. On this island of calm you can wait and think about the path ahead. And it will be like this: from the branch to the lower platform (with slowdown!) along the far wall to the top and jump to the upper platform. Now back - run along the right wall, knocking down the vampire warrior along the way. On the stone platform, urgently break the cracked wall and finally come out onto solid ground.

    The traps here are simpler, but dying without saving your previous achievements is very disappointing. When a pair of circular saws come to the position closest to you, go around them, slow down time and run along the left wall to the very end, throwing off the impudent girl along the way.

    Go right. Slow down the time when the saws going down almost reach the stop. Run along the opposite wall of the niche and start jumping from side to side. The rising saws should not catch up with you. The next series of saws can be easily passed on the left or right in slow motion. Then run along the left wall, jump over to the right ledge and immediately go down, hanging by your hands. Having seized the moment, climb over to the left wall and continue along the path.

    In a short scene you will see... yourself again. Yes, the Prince from the recent past - and you will even save him from the attacks of a vampire. After enjoying the video, jump from the doorway onto the column, then onto the next one - and into the door opposite.

    Shop

    There are a lot of traps along the way. Difficulties can arise with the “cutters in half” coupled with the spiked floor - use time dilation and don’t forget to somersault. Next is the descent down. Here time dilation is simply necessary. Get down, jump over, dodge saws. Also run across the hole in slow motion when the right saw rises.

    Having entered the hall, urgently run to its opposite end and climb the stairs (on the right). First Switch turn half a turn. Climb up and move along the wall with saws and rope to the second platform. Expand here Second Switch a quarter turn counterclockwise and follow the block to the third platform. Turn Third Switch a quarter turn clockwise. On the last platform, turn the Fourth Switch half a turn and watch the molten metal rush through the pipes. Get down and go to where the platform collapsed (on the other side of the entrance). Jump onto the rubble and climb out the window.

    Dungeon

    The traps continue. Run along the left wall when the blades hide. Time, of course, is not harmful to slow down. Jump to the right. Run across the horizontal column along the wall when it starts moving towards you. Go up the stairs. As soon as the saws move apart, go higher. Continue in the same way until you reach the top (I would recommend the right edge, but whoever likes it more). Turn the switch.

    The next two traps deserve serious discussion. In front of the pit, run up the left wall - but not forward, but up. Grab the ledge, jump onto the bar and walk towards the hole. When the opportunity presents itself, jump, reach the far edge of the beam and jump off as soon as the lower “noodle cutter” moves to the side. Hang on the ledge and move to the very right side. Turn on the “eye view” mode (F key) and turn around. When the top pair of saws goes to the side, slow down time, jump and immediately climb up. Reach the middle of the top bar, wait for the top saws to be in a good position and go down to the very bottom.

    Two “cuts in half” are already nothing. Slow down time, run along the far wall and jump onto the beam to fall into the gap. We jump off and find ourselves... In prison! This is how I remember the phrase: “ Let's say you hit a wall with your head - so what are you going to do in the next cell?" This is about us. We run into the illuminated room, go down the curtain and run out the far door, where there is a bas-relief mask on the wall. We run and jump, travel along the beams...

    Library

    The second series of the journey along the beams. Again, we run along the wall. In the corridor we break the boarded up door with a sword - we are in the Library. As before, we switch passages with switches, run to the end, fighting along the way, and in the end we hang on the pedal. We return, somersault under the door and climb the stairs. We run to the “reading room”, where we used to pull out the bookcases, and jump onto them. Along the wall - onto the horizontal bar, onto the parallel bars and along them - into the next room. Now go left and down the ledges. Well, long time no see...

    Guardian of Time: crawl left along the ledge. The guard will wait until there is no need to rush. Climb the steps until you grab onto the wooden beam. Jump over the bars to get to the opposite end of the room. Jump onto the steps in the wall and go down along them. Now we have to hurry - Dahaka heard a sound. Run along the left wall, then again, and then jump onto the platform. From there to the crossbar. Of course, jump off right away. Run straight, then up the wall and grab the ledge. Two more steps forward - you're done.

    This is interesting: remember the first part of “The Lord of the Rings”. Don't you see a passing resemblance? I just want to shout: “You won’t pass!”, and maybe even remember the honored firefighters of the Volga region. But the Prince’s vocabulary let us down - in the Persian dialect of English, this phrase, it turns out, sounds like “Die, bastard!”

    Caves

    Move carefully - pits, wolves, invisible creatures and other nasty things are hidden in the fog. Jump over the first pit, then slow down time and run to the door, and further from it, ignoring the arriving hordes of enemies. Go down the ledges. On the site - invisible. Take the weapon: it will help throw the dog off the wall. Run along the left wall almost to the end, from there to the balcony. Go to the abyss, and then jump between the side walls to get to the platform with two flashlights. Turn left and jump over to the ledge.

    It is important: this level can lead to “brakes” even on a very fast computer. Don't be surprised: fog for graphics accelerators is a serious thing.

    You will have to fight dogs near the door. Then run to the far end of the path, illuminated by flashlights. Jump along the left wall onto the stalactite, then onto the next one and onto the platform. Go down, press the button, climb back to the ledge, slowing down time. Now we go in the other direction - along the left wall, if you stand with your back to the button you just pressed, and then onto the stalactite. A long string of stalactites will lead us straight to the door - jump off and run through the opening before it closes. There is a button in the hole.

    This is interesting: if you dig through the wall with a sword, you will find there a weapon rack with a bright acid-colored blade, which is even indicated on the weapon panel with a “?” What is this, why? I have no idea.

    Press the button, slow down time and get out of the hole in time to close the door on the other side of the room. Further on the bridge there is a new company of monsters, but here you can safely ignore them by running past. Be careful - there are four circular saws hidden in the passage.

    Near the abyss, run along the left wall, and at the end jump onto the ledge. A couple more obvious ledges and we are on the platform. There are two easy runs ahead. Ready.

    Mechanical tower

    We cross the abyss in two stages. First, we run along the left wall to the rope and pull ourselves up along it, jump to the right and go to the second rope, and only then we run to the far edge. We go out onto the bridge, run to the right and pull the crossbar. Let's go back.

    A certain oriental youth is running below. Before we had time to shout to him “You idiot, stop!”, the Iron Giant turned up at the wrong time and put an end to this idea. It seems that the second chance did not happen, we were too late. The prince turned on the mechanism. But maybe... You might have to kill yourself - this one, the other one.

    We go left, knock the dog off the wall and jump onto the platform full of water. We have also been here more than once - both in the past and in the future. We somersault to the opposite edge of the chute, bypassing the blades. We pull ourselves up, jump over, and go down the curtain. Having run along the right wall between the spokes of the wheel, we go along the semicircular platform, turning left as soon as possible, climb over the railing on the right side and jump off. Further - through the door and up the stairs. We press the button and run under the grate. We go through some simple traps with columns and blades, we go around two horizontal columns along the curb on the right side, we go out into the Main Clock Hall. We slide along the ledges onto the bar, jump onto the adjacent bar, and then through the rotating gear. We go down to the platform with the dogs, immediately climb onto another bar and jump over. We go down along the ledges of the “lantern”, go left along the cornice and jump onto the platform. Now - down the stairs, and then - again through the gear.

    Mechanical Tower (past)

    Run right and go down. In the courtyard, not just with your usual movement, but lazily and casually kill the Iron Giant and head to the far left corner of the site. Climb the wooden steps, take the lives of three sad ghouls, in a word - go towards the Main Hall. Go through the familiar simple traps, go down the red cloth into the room with candles, open the door and go out.

    Damn the mask!

    Apparently, events can still be changed. Before us is the Prince from the past and Dahak, who, if we believe the memories, should now swallow the Prince of the present, that is, us. But, apparently, somewhere deep in the glass flask of the Hourglass, some grain of sand got stuck, only to fall a split second later. The passage of time is disrupted, the line is interrupted. The Guardian of Time grabs the Prince from the past and drags him into the abyss. But no... Mask! The damn mask still links events into a chain. The prince throws her off and hurries to meet Kalena.

    We don’t switch anything, we run to the Throne Room, as before, easily coping with the traps.

    Now one of two things. Either you take the Water Sword to later fight the Guardian of Time, or not - then you will soon have a fight with the Empress.

    It is important: The Water Sword becomes available after receiving the nine Life Upgrades described in this guide. If you missed any of them, some of the icons on the circle will not light up - and the sword will not be in place.

    I repeat once again: the fact whether you take the sword or not determines the ending of the game. Make a decision and move on. I think you can easily complete the last task - find Kalena. To do this, go to the Time Portal and run the only possible way. The final battle does not promise to be easy, hang in there.

    Epilogue

    Alas, the Empress dreamed of changing her fate in the same way as the Prince - his. She was destined to die by his hand. Having tried everything possible, she could not stop him. The pirate ship was supposed to block the path to the Island of Time, countless traps and traps were supposed to kill the Persian prince... But in vain. In desperation, Kalena goes to battle with fate and... dies at the hands of the one who was mentioned in the prophecy. She couldn't. But could the Prince?

    Dahaka took the lifeless body of the Empress and took away the amulet, after which he disappeared without a trace. And so the ship sets sail and sets off on the long journey home to Babylon. But what awaits the Prince at home? A burning city, streets strewn with corpses, war. There, most likely, fate will still overtake him, for it is said: “ »...

    And so the ship sets sail and sets off on a long journey to Babylon... On board are the Prince, the Empress and no one else. They are absorbed in each other, not allowing the thought that anything other than a fairy-tale idyll awaits them ahead. But in vain. Flames are already rising above the city walls, and bloody battles are taking place in the streets. The city fell, captured by an unknown despot. And the happy couple thinks about only one thing. So far, they don’t care about the city, or the war, or even about you, dear reader. Let's leave them alone - they have very little time left. It’s not for nothing that it’s said: “ What is written in the Book of Time cannot be changed»...

    Table 6
    Universal hand-to-hand combat techniques
    Condition and keys Action
    Right hand
    [Left button] Hit
    [Left button x2] Double punch
    [Left button x3] Triple Strike
    [Left button x4] "Furious" blow
    Hold [right button] Universal block
    (on a downed enemy) [left button] Finishing blow
    Hold [left button] Powerful Sword Strike
    Special acrobatic moves (moving towards the enemy)
    [Space] Jump behind the enemy
    [Space] [left button] Jumping sword strike
    [Space] [left button x2] Another variation of the jumping sword strike
    [Space] [E] Jumping kick
    Blocking Mode Techniques
    [Left button] Counterattack
    [Left button] [E] Kick or double counterattack (if you have a second weapon)

    The designation [key x3] means that [key] must be pressed three times in a row

    Instead of an afterword: shadow boxing

    The Prince is a fairy tale. And as you know, there are no accidents in fairy tales. All events are predestined, every smallest detail has its own hidden meaning. Titles and names are also not meaningless.

    Sands of Time - the sands of time - marked the Prince's next leap from the past to the future, proving that even time has no power over the masterpiece. After so many years, the warrior returned, shook off the dust of centuries and appeared transformed in the eyes of an enthusiastic public.

    At the same time, Warrior Within is a battle with yourself. This is not the first time for our hero - fifteen years ago he already fought with his own shadow. And now he faces a battle with his second self, with an evil essence that strives to push the Prince off the Path, in return promising easy money and worldly blessings. A life-and-death struggle rages in his soul. If he manages to survive, he will continue traveling through space and time. No, he will go to the side of the road and disappear, admiring his reflection in a puddle until his last breath.

    I sincerely wish the Persian hero a speedy victory in his personal struggle. Let the modern world - corrupt, cruel and mercantile - leave a deep scar on the face of a naive young man, distort and embitter him. But the Prince is still a fairy tale. And fairy tales should always have a happy ending.