A finalist in the "strongest fingers" contest, the Prince Formerly Seen In 2D does a lion's share of jumping and climbing in his quest to find his beloved. Two tricks to keep in mind: When faced with a tiny ledge, jump sideways (Alt + 7 or Alt + 9) and then hold Shift to grab on. Second, some obstacles require that you hold a ledge and drop to the next one; back off the first ledge (Shift + 2), let go, and repress Shift.
In combat, watch for your enemies to feint. If you block in response to a feint, quickly block againthe enemy almost always follows a feint with an attack. Also remember that certain arrows transfer health from the target to you; use them so that you do not have to backtrack to earlier saved games.
This walkthrough focuses on problem spots, and some of the easier or obvious sections are not covered. Only a few secrets are mentioned, and there are no further Prince jokes. One thing that you might want to watch out forif you encounter a moving platform that is impossible to access, it might be necessary to restart the level. The initial release of this game contains several such bugs, and restarting generally fixes them.
Prison
Hassan's guards were kind enough to toss you into the prison cell outfitted with a moveable wall chunk. Push the oddly colored block to force your way from your cell. Upon entering a shower room, step on a floor switch, which allows you to climb onto the trough and exit. Later, as you pass by a chained-up prisoner, take a right and follow the hallway until you see a guard pacing in front of you. Sneak past him and tread on the switch plate. The plate opens a door at the far end of these hallways.
Fig. 1: I'm sorry, was that a two-person job?
Near a hanging lamp is a door you cannot open. The passageway above the door is accessible via a leap from the platform from which the lamp dangles.
Follow the hallway until you find a stairway going up. Be careful not to walk too close to the sleeping guardsoon you'll have a sword with which to wake him properly. At the top of the stairs, make your first left. Pull a large crate from in front of a hole in the wall and crawl in to get a health potion.
At the end of a hallway is a contraption with a crank. Jump down and enter the corridor below, triggering the wooden door with the switch on the wall. After a bit of leaping and climbing, you will find yourself overlooking a room containing a guard who wields a very fine sword (it should fit your scabbard nicely).
For now, run past him out the door and crouch under the hallway's blades. Continue until you are in the room above the guard that contains a big box. Tell the guard to go deep (Fig. 1). Shove the box onto him. Take his sword.
The big sleeping guard who you tiptoed past earlier is your next target. Find him, show him your stuff, and trip the switch he was guarding. Leave his room and take a right to discover a newly opened doorway.
Fig. 2: Pretty please, don't make me jump?
In a room to your right is a large sculpture of Hassan's face. Thrusting your hand into his mouth is both rude and deadly. To avoid a grisly death, pick up the box on the table nearby, then search for a room full of torture devices. Crack the box with the head juicer that you will find there. The bracelet inside the box allows you to safely massage Hassan's tongue ["tongue massaging"
is there an ESRB rating for that? -ed.] and exit the level.
Ivory Tower
As you enter this level an archer will shoot at you and a guard will mock you by raising a ramp right in your face. A colored button by the guard will lower the ramp again, but to trigger it, you'll need the archer's bow (Fig. 2).
The climb to the archer's position is trap-infested but easy to follow. Keep climbing until you startle the archer, who then falls to his death. Grab his bow and follow him down by leaping into the pool of water (Fig. 3). Shoot the button with an arrow to lower the ramp.
Fig. 3: If your super-stretchy arm is achy today, go with the bow
Your next goal is to gain access to one of the two gate buttons that are featured in the cut scene. As you climb, you'll encounter a hallway with floors that wouldn't pass inspection even in ancient Persia. The last room on the right contains a desk that you must pull away from the wall. Crawl through the hole, then pull a crate underneath a hole in the ceiling.
Once you've found one of the two buttons, kill the guard and step on the plate. Use your bow to hit the other guard, who will fall dead onto his button. A series of drops from the platform you are on will take you down to the opened gate, which leads to the next level.
Fig. 4: Some goodies lie at the bottom of the well
Cistern
Your goal is to reach the far end of this cavernous room (Fig. 4). Your first opponent, an archer, can be reached via a rope swing to his right. Use the rope to gain access to a set of broken-down stairs that will take you to his position.
Just past him is an elevator that will lower you onto a pier. Leap onto the nearby boat and position yourself near the oar sticking out of the water. This will set the boat in motion. Once inside the little harbor, use the floating crates to climb on top of the harbor wall.
Fig. 5: That pole to the right is your ticket higher
From the wall, leap atop the slender pole (Fig. 5) that juts from the water, and from there leap to a chain that will take you higher. On the catwalk above, throw a switch and drag a nearby box underneath a hanging platform. Get on the platform, jump to another, and run onto the moving box. Immediately jump from the moving box to the harbor wall. The wall takes you to the end of the level.
Palace 2
This level begins with a series of switches that activate the ramps leading upwards. Once at the top, you'll encounter a box sitting in a hole in the wall. Push the box, and the wall will shift, bringing you up into a courtyard.
Nearby, another box sits beside a pillar in the courtyard (Fig. 6). Push it into the hole in the wall you rode in on. The wall will shift again, allowing you to pass. Climb up and attempt to pass through the gate, which will close in your face. Ascend ramps until you see a large guard through a window. Kill the guard with your bow, and leap towards the wall. Shimmy over and hoist yourself into the window.
Fig. 6: Hope you practiced your shapes when you were a kid
From here you will be able to access the ledge overlooking the courtyard. A rope swing will get you to the opposite ledge, on which stands an archer. Entering a window that looks out onto this ledge, run to the opposite window and climb up a chain. Once on the roof, you can leap onto the raised drawbridge and slide safely to the ground.
Enter the main library using a secret bookshelf. Your goal is to climb aboard the contraption that the monk forbade you to ride. Climb ever higher, at one point using a difficult rope swing to access a hanging platform.
Once you reach the spot where an enemy archer lurks (unless you shot him from below), drink the nearby potion. This potion allows you to leap great distances, so go ahead and do just that. Two horizontal leaps and one vertical leap later, you will be astride the contraption. Throw the control lever, and you'll be raised through the roof. Killing the guard will open the door to the next level.
Fig. 7: Perhaps tonight is a good night to die
Palace 3
After you dispatch the guard who immediately attacks you on the bridge (Fig. 7), walk inside until you see a door to your right and a door to your left. You can climb the block straight ahead of you if you'd like quick access to the room above. That room has a switch panel in front of its door, as does the room directly below it. Nearby is a deep, narrow pit, enclosed by two gates. The switch panels trigger the gates, and a rope carries you across the pit. The gates will descend a short time after the panels are triggered.
Climb the rope and proceed until you find yourself being shoved across the room by a mechanical wall. The wall will push you down a level, where you will have just a few seconds to locate a push-able wall section and escape the descending ceiling.
In the escape hallway, climb aboard the catwalk above you and find a lever to turn. It opens a gate below. Go back inside and make your way down to the gate's level (you'll find a pool of water useful for this task). Exiting the gate also exits the level. |