Version 1.7 9/7/04

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Like sands through the hourglass...


Prince of Persia: Sands of Time Walkthrough
by The Lost Gamer ([email protected])
http://the_lost_gamer.tripod.com/
Copyright 2004

For the latest version of this guide, check
http://the_lost_gamer.tripod.com/guides.html

Table of Contents:
001.  General information
002.  Story
003.  Characters
004.  Controls
005.  Walkthrough
 005a.  Beginning
 005b.  The Maharajah's Treasure Vaults
 005c.  "You have unleashed the sands of time"
 005d.  "Had I really seen her?"
 005e.  A Secret Passage
 005f.  The Palace's Defense System
 005g.  A Booby-Trapped Courtyard
 005h.  Death of a Sand King
 005i.  "I'll try to find a way in"
 005j.  Climbing the Tower
 005k.  The Warehouse
 005l.  The Sultan's Zoo
 005m.  Atop a Bird Cage
 005n.  Cliffs and Waterfall
 005o.  The Baths
 005p.  "There's something glowing up there"
 005q.  Above the Baths
 005r.  A Long-Buried Secret
 005s.  Daybreak
 005t.  A Soldier's Mess Hall
 005u.  The Drawbridge
 005v.  A Broken Bridge
 005w.  "I'll meet you at the baths"
 005x.  Waterfall
 005y.  A Cavern of Ladders
 005z.  An Underground Reservoir
 0005a.  Out of the Well
 0005b.  The Sultan's Harem
 0005c.  "What did you call me?"
 0005d.  The Hall of Learning
 0005e.  Observatory
 0005f.  Hall of Learning Courtyards
 0005g.  On the Ramparts
 0005h.  A Prisoner Seeking an Escape
 0005i.  "At last we're here!"
 0005j.  The Hourglass
 0005k.  "Farah!  Come back!"
 0005l.  Clmbing the Tower of Dawn
 0005m.  The Setting Sun
 0005n.  Honor and Glory
006.  Credits



001-General Information
-----------------------------------------------------------

This is a walkthrough for Gamecube game called Prince of
Persia: Sands of Time.  You can contact me at
[email protected], but make the subject blank
if you do.

Oh, and the "like sands through the hourglass" thing at the
top of this page is reference to "Days of our Lives", a TV
show on NBC.  This game bears similarity to the TV show;
they both have muscular men who do not wear shirts.

One more thing: I don't have a section listing where the
sand clouds and life-extending fountains are because it'd
be useless, seeing as you can't go back to a previous
section and get a sand cloud that you missed.

002-Story
-----------------------------------------------------------

Strangely enough, the game is a story.  The story goes
something like this:

The Persians are attacking an Indian city under control
of the Maharajah.  It is a brutal fight.  The Prince of
Persia joins the battle, but quickly realizes that he won't
win honor and glory by killing someone.  He decides to raid
the Maharajah's treasure vault, and bring back a treasure
to honor his family name with.

The treasure chamber is empty, save for two treasures: a
big hourglass and a dagger.  He takes the dagger, because
it would take over ten men to move the hourglass.

Leaving, the Prince shows it to his father, Sharaman.  The
Vizier reminds Sharaman that Sharaman promised the Vizier
anything he wanted from the raid; the Vizier wants the
dagger.  Good old Sharaman tells the Vizier that Prince can
keep the dagger.  Vizier will have to settle for getting
the hourglass instead.

Later on, at the Sultan's palace, the Vizier is talking
about the hourglass.  He says that it can only be opened by
a special dagger; the one Prince has.  Prince sticks the
dagger in the hourglass, letting the sands loose.

Bad idea.  The sands aren't ordinary sand; they are the
sands of time.  They burst out and change the palace,
turning everyone into monstrous sand creatures.

Only the Vizier, Farah, and Prince are not changed into
sand creatures, because the Prince has the dagger, the
Vizier has his magical staff, and Farah has a medallion,
and those things protect the three.

Farah runs off, scared.  The Prince chases after her.  Can
he find her?  And, ultimately, can he undo the damage he
caused by unleasing the sands of time?

003-Characters
-----------------------------------------------------------

Prince: The Prince of Persia the main character.  The game
follows his attempts to win honor and glory, and his
attempt to save the world.

Sharaman: King of Persia.  He is merciful in victory.  It's
too bad that he turns into a sand creature and tries to
kill the Prince.

Maharajah: He is never seen.  He loses his kingdom to the
Persians.  This is because Vizier was a traitor to him.

Farah: The maharajah's daughter, she is important because
she is one of the three people who didn't become sand
creatures.  At the beginning of the game, she doesn't like
Prince (because Prince attacked her father's city), but
she ends up falling in love with him.  The sudden change in
emotions, needless to say, thoroughly confuses Prince.

Vizier: This guy is an ugly, evil bad guy.  He's also
pretty old.  He was a traitor to the Maharajah, so he could
have some of the Maharajah's treasures.  Specifically, he
wants the dagger of time and the hourglass of time.  Upon
realizing he won't be able to get them, he becomes a
traitor to the Persians, tricking Prince into unleashing
the sands of time.

Sultan of Azad: His palace is where the sands of time are
unleashed.  He seems like a nice person, even if he is a
bit strange (he has a zoo of exotic animals).

Guard: He makes Prince set the palace defense system so it
will kill the sand creatures.  It doesn't.

004-Controls
-----------------------------------------------------------

Control stick: Go up/down ladders/poles.

B: Swing your sword.  Use this to hit someone or something.

B + direction: If you're fighting multiple enemies, press
B and a direction, and you will swing your sword in the
direction you indicated.

A: Jump.  If you're running towards a gap and press A, you
jump over the gap.  You can also use jump from wall to wall
in certain places.  If you're on a ledge, you can jump up
so you are standing on the ledge.

A + direction: Roll in that direction.

A + direction: Jump off something in that direction.

A + direction: In a fight, you can run at an enemy and
press A.  You will then vault over the enemy's head.  Some
enemies can block this.  During the vault, you can press B
to hit whatever you're vaulting over.  You can also press
Y after a vaulting attack to get sand.

A + direction: Wall jump.  When you're near a wall, go
towards the wall and press A and either A or B.  If you
press A, Prince jumps at the wall, and then uses the
momentum to perform a vault over an enemy.  If you press
B, he uses the momentum to jab his sword at an enemy.
Works only in battle.

Y: Use the dagger of time to retrieve sand.  Sand creatures
die when you take their sand away.  Problem: Usually you
have to hurt them before you can take their sand.

Y + B: Press Y to retrieve sand from a sand creature who
hasn't been hurt.  The creature becomes frozen in time.
Press B twice to then destroy the enemy.

X: Fall down from a ledge.

X: Put away your sword.

R: Run across walls if you hold R and run at the wall at an
angle.

R: Push or pull blocks.

R: Drink water.

R: Swing (if you're on a bar).

R: Block (if you're fighting).

R + B: In a fight, you can hold R to block.  Then, when an
enemy strikes, press B to do a counter attack.  This isn't
easy to pull off.  Some enemies can counter your counter
attack.

R + Y: Like the counter attack, except press Y instead of
B, and you will steal the enemy's sand instead of just
harming it.

L: Hold it to rewind time.  Works only if you have the
dagger of time.

L: Tap it to go in slow motion for ten seconds.  Works
only if you have the dagger of time.

R + L: Hold R, then press L to go into fast forward mode.
The prince will now move super fast, but nothing else
(i.e. enemies) will.

Z: Look in first-person view.

Start: Pause.

Control Pad Right: See the landscape camera.

005-Walkthrough
-----------------------------------------------------------

The game starts off with Prince on a balcony.  Move him
inside the curtains to start the opening scene of the game.

005a-Beginning
-----------------------------------------------------------

The Prince begins telling his story; "a tale like no one
has ever heard".

The Persian army is preparing to attack the city where the
Maharajah lives.  The next day, the battle begins.  The
Vizier, who wears purple, reminds the king of his promise:
the Vizier gets access to whatever he desires from the
Maharajah's treasure vaults.  Vizier, by the way, has
turned traitor; he worked for the Indians, but was actually
working for the Persians so the Persians could win this
battle.

Prince goes quickly before them.  The King is happy to see
his son so ready for battle.  Prince manages to squeeze in
through the gates to the city before rocks crush him.

This leaves Prince in a pickle, because he can't exit the
city now.  He'll have to continue on inside the city.
That's not a problem; he is determined to gain honor and
glory.

This is where the game starts for you.  Walk up to the men
who are using a battering ram to open a door.  A bomb goes
off and kills them before you get there.  How unfortunate.

Walk towards rocks against the wall, and you climb up them.
These rocks are against the left wall, if your back is
against the door the people were trying to open with the
battering ram.

Climb up to the top of the rocks.  Use the A button to jump
over a gap.  Follow the path to your right, and you reach a
wall.  Run at the wall and press R to run up it.  You grab
onto the top.  Press A to swing yourself onto the top of
the wall.

Here we learn some camera instructions.  Press Z to go into
first person view (use the C-stick while in first person
view to look around).  Press right on the control pad to go
into landscape view (use the C-stick to zoom in and out).

Go across the bridge you're on.  Oh, darn, a bomb explodes
and blows part of it up.  Jump over the gap in the bridge
and walk towards the door.  At the door, turn right to go
on another bridge.

Jump over the gap in this bridge.  At the end of the
bridge, turn left to enter a room.  Go through it, and
press B to get rid of the stuff blocking your exit.

You make it to your first fight.  You must fight a spear-
wielding, green turban-wearing, enemy to proceed.  Use the
R button to block.  Use the B button to attack.  Use A and
the control stick to dodge in the direction you pointed
(if you point backwards, Prince flips backwards).

I'd like to point out a move I like to do here.  Run at
your enemy and press A.  You will then see the Prince do a
vaulting move over him (in slow motion, cool).  Press B
when the Prince is behind the enemy, and Prince will hit
the enemy with his sword.

Once the enemy is dead, use the control stick to climb up
the ladder.  At the top, you have another fight.  You must
fight another green turban man, along with a shirtless,
sword wielding dude.

Kill them, and Prince sheathes his sword.  After a battle,
when all the enemies are defeated, he sheathes his sword.
So when the sheathes his sword, you know you're safe and
that there aren't any more enemies around.

Prince realizes that many men will die in the battle.  He
will not win honor and glory by killing, but by being the
first to reach the Maharajah's treasure vault.

Enter the doorway.  Inside is a bunch of water.  Press R to
drink the water; this refills your life meter (the
cane-like thing in the upper left corner).

Destroy the stuff blocking your exit, and leave the room.
Drop down to the ground below.  You have a fight here; now
there are two green turbans and two shirtless men to fight,
making four enemies in all.

When you're fighting multiple enemies, instead of pressing
B by itself, press B and point the control stick at an
enemy, and Prince will swing his sword at that enemy.

Kill the four enemies and enter the doorway.  Make sure to
try out the vault move I talked about.

Or, if you don't feel like fighting, outrun the enemies to
the doorway.

Once you're in the doorway, go through the twisty room.
You end up at a bridge.  Walk across it until it is,
surprise, blown up.

Here you learn a new move.  Press R while running at the
wall at an angle to run across the wall.  Try it; it looks
cool.  Do this to get over the gap, and do it again to get
over a second gap.  Climb up the ladder you get to, and
enter the doorway to your left.  Water is in this room if
you need it.

Exit the room.  You see a hole blown in a wall; that's your
destination.  Fight the four enemies (two shirtless dudes
and two green turban dudes).  Go against the wall directly
opposite of the doorway.  Press A, and you jump to the
ledge.

Now here's some more stuff to learn: Press A to jump to the
top of the ledge.  Go left across the ledge after jumping
up on it.  Your way gets blocked by a statue head.  Press
X to drop down (so you are hanging on the ledge), and go
left past the statue head.  Press A to get back on the
ledge.

Keep going left, and you won't be able to go left any more.
Press A to jump and grab the ledge above you.  Go as far
left as you can along this ledge, while hanging off of the
ledge (this way you avoid a statue head).

Once you're as far left as you can, drop so you're hanging
off the ledge below you.  Move so you're over the hole in
the wall (your destination).  Drop off the ledge and you'll
grab onto the bottom part of the hole.  Press A to enter
the room.

You have four green turbans to fight in this room.  Kill
them.  There's a small fountain in this room, drink water
from it if you need some.  Get used to these fountains
because you'll be getting most of the water in this game
from them.

There are two poles near the fountain.  Press A to grab
onto the taller one.  Climb up the pole.  When on a pole,
you can press a direction and the A button, and you will
jump in the direction you pressed.

Use that to jump to the pole on the right (you see it in
slow motion, but only the first time you do it).  Jump to
the tallest pole from that one (you make a forward jump to
reach it).

Climb up this pole, and jump left off it onto the ledge.
Enter the doorway, and Prince gives you the option of
having him start the story at this place the next time he
gets interrupted.  In other words, you can save the game
here, and the next time you play, you start from this
spot.

005b-The Maharajah's Treasure Vaults
-----------------------------------------------------------

You've entered the doorway, so keep going on in this room.
There's a pit with water in it in this room.  Use the
R-button to run across to the left wall to get to the other
side of the pit.

Turn right, and you face another pit.  R-run across the
right wall this time.  Near the end of your run, press the
A button (you jump off from the wall), so you land on safe
ground.  The jump is done in slow-motion for some reason.

You reach another pit.  R-run across the right wall to get
past the wall.

Here, if you zoom out (press down on the C-stick), you see
that the walls form a "U" like figure.  Here's how you get
out of these areas: Run up one wall (press R to do this),
and jump off it by pressing A.  You land on the other wall;
press A before you land to jump off that wall.  Do this
over and over, jumping from wall to wall, until you reach
the top.

This particular one is easy since it's the first one you
have to do.  Get to the top of the left wall, and enter the
doorway.

Now you're in the main part of the treasure vault.  You see
a shining light, and then a door (your destination).

First, let's see what the shining light it.  R-run across
the wall to reach another platform.  R-run against the wall
again, and jump at the end to reach the platform with the
shiny thing.

Walk at it.  It's the dagger of time.  That's a good
treasure for Prince to get.  Unfortunately, it's on the
other side of the wall; you can't reach it.

You might have noticed that something shiny was beneath
this platform.  Drop down to see it (get some water if the
fall hurts you).

It's a big hourglass.  In it are the sands of time.  It's
one of the two containers that can hold the sands of time
within it (the other container being the dagger of time).
The hourglass is too big for Prince to get, and besides,
he wants a treasure that can fit in one hand.

Climb a pole and jump off it to reach the doorway you
entered this room from.  In case you forgot, you want to
reach the doorway directly on the other side of the room.
That's the destination.

Get back to where the dagger is.  Zoom out, and you can
see how you can go up.  R-run to get on the platform to
the left (against the destination wall).

R-run off this platform, across the destination wall, to
land on another platform.  R-run across this wall again,
and you reach the destination.  Enter the doorway.

Spiky poles pop up in this room.  Go through the room,
avoiding the poles.

It's not hard to figure out, but here's how to do it.  You
can see how the poles move back and forth.  Go to one of
these areas; move forward (make sure you're behind a pole).
Then when a pole to your side passes you (it's going
backwards), move so you are in front of that pole.  Keep
going forward, and soon you're out of the poles' reach.

Once you're past the poles, you'll find a pit that follows
along a corner.  R-run across the left wall, and you land
on a ledge.  Press A so you're on the ledge, and move down
the wall.

The ledge stops.  Press A and press the controller to jump
in that direction.  Jump to the ledge on the wall opposite
of this one.  Follow that ledge along, and do another ledge
jump.

Two spiky poles pop up.  These ones are easy to avoid; just
pass by when they aren't in your way.  Go past the first
one.

Press Z and look ahead.  Here's your objective: you want to
do a R-run against the left wall, and jump off to reach the
ledge on the right.  Do this.  Time the start of your run
so you don't get hit by the pole.

Climb up on this ledge.  Follow it along, and you reach a
doorway.  Enter it.

The doorway ends on a ledge.  Drop down to the ledge below,
and drop to the ledge below that.  Hey!  That ledge
collapses, and you land on the bottom ledge.

From here, you'll have to go left, despite the ledges that
break.  Here's a visual version of this area, with L
standing for ledge and - standing for a place you can't
stand.

                        Start

--------------LLLL-------LLLLL

---LLLLL---LLLL---LLLLLL------

LLLL---LLLLL----------LLLLLLLL

Make your way to the bottom left ledge.  Jump off of it to
the pole, and you see the dagger of time again.  That's
your destination.

Time to do some pole jumping.  To jump quickly from pole to
pole, press the control towards the pole you want to reach
and then jump to that pole.

Jump from pole to pole.  When you reach the fifth pole
(including the one you reached by jumping off the ledge),
slide down, and jump off towards the statue.

Jump to the platform with the statue on it.  Do a R-run up
the statue to reach the statue's left hand.  See how his
left arm seems to make a wall?  R-run up it and jump off to
reach the right hand.

Get to the statue's right shoulder.  Here, you have to
reach the top of the statue.  R-run up it, and jump off to
reach the wall.  Jump off the wall, and you jump back at
the statue.  Jump off the statue again.  Jump back and
forth between the statue and the wall until you reach the
statue's head.

You see a cut scene.  Prince sees there is sand in the
dagger.  All of a sudden, a rock falls down right on
Prince's head.  For some reason, time seems to stop, and
then it rewinds (the rock goes back up into the ceiling).

The rewinding of time stops, and the rock then starts
falling again.  Prince dodges, and laughs that he managed
to escape death.  He has what he came for; it's time to
leave...now.

Jump to the entranceway.  The floor in this room falls off.
Fall off the floor, and land on the spikes.

Ouch!  Prince dies.  Hold the L-button.  Time rewinds
itself, just like when the rock fell.  You see, if you
press L, Prince flips a switch in the dagger, which allows
his to rewind time.

This is all part of the new thing that appeared onscreen
(in the upper-corner).  Let me explain this.  There's a
circle.  The circle is a timer; a full circle is ten
seconds.  You can rewind time only for a circle's length
of time.

Under that are three interconnected circles that are filled
with sand.  Each circle is a sand tank.  If you rewind
time, this empties a sand tank.  When your sand tanks are
all empty, you can't rewind time.  You can fill up your
sand tanks by getting sand (more on that later).

Back to being in the room with the floor that fell down,
R-Run across the left wall, and jump off it to a
platform.  R-run across the right wall, and jump off it to
reach a spiky pole passageway.

You can get past the first three easily.  Just pass by
when the poles aren't in the way.  The next five are a bit
harder to beat.

You have to go forward with the poles, and slip into a
crevice on the side of the wall.  This way, when the poles
go back, they don't hit you.  Then slip past them while
they're going back.

You land in a pit.  You've been here before.  Go past three
spiky poles to reach the other end of the pit.  Jump up to
the top of the wall, and exit this room.  You make it into
the treasure room.

Now we see a long cutscene.  Here's what happens:

Prince rolls into the room.  He pulls out the dagger,
proudly announcing that he has brought honor and glory to
his father and himself.

The Vizier again reminds Sharaman of his promise...Vizier
gets whatever he wants from the Maharajah's treasure
vaults.  He wants...that dagger!

King "Merciful" Sharaman denies the Vizier; surely Prince
can be allowed to keep a memento from his first battle.
Vizier can have another one of the Maharajah's treasures,
not the hourglass, though (this angers the Vizier), because
that would make a fine gift for the Sultan of Azad.  Also,
they should bring some exotic animals for the Sultan's zoo,
and a dozen slave girls.

Sharaman reinforces the fact that he is merciful.  We see
a girl, who has been hiding and watching this scene, get
captured.  She is Farah, the Maharajah's daughter, and she
is forced to be one of the twelve slave girls (we don't
learn this now, though).

The next thing we see, the Persians are going back home,
and they stop off at the Sultan of Azad's palace on the way
home.  He greets the Persians joyfully.

The Sultan of Azad likes the gifts that were brought for
him (we can see these in the background).  He is fascinated
by the hourglass of time.  Inside are the sands of time.
"Why does it glow?" he asks.

The Vizier speaks up.  He says that inside is a marvel that
no living man has ever seen.  He says that a dagger can
unlock the sands of time, and that dagger belongs to the
prince.  Prince opens the hourglass, while Farah (who is
there) screams, "NO!"

Farah was correct in trying to stop the prince.  Once the
sands get loose, they cause utter chaos.  The Vizier was
lying about the marvel inside the hourglass; he wanted this
chaos to occur.

Vizier tells the Prince to give him dagger, so Vizier can
undo this.  Prince doesn't do so, seeing as how Vizier is a
liar.  Prince runs out of this room, and the wall closes
behind him.

This is the reception hall.  We see a bunch of people (one
is Farah) running away from sand monsters.  The sand
monsters are humans, destroyed by the sands of time.

The humans escape.  But now Prince is stuck with fighting
these sand creatures.

Unlike the previous enemies, when you knock sand creatures
down, they get back up again after a while.  Farah shouts
at the Prince, telling him what to do.  Once a sand
creature is knocked down, press Y to use the dagger to take
the sand from the sand creature's body, thus killing it.

Stealing the sand also fills up one of your sand tanks.

Once you kill twelve enemies, Prince sees Farah not too
far off.  He goes toward her, but a landslide falls on the
doorway she ran through, so now Prince can't reach her.
She runs off.

Prince then enters a sand vortex.  Sand vortexes usually
appear after a fight.  When Prince enters one, he has a
vision.  The vision is of the future; whatever he sees in
the vision will happen.  When the vision is over, you can
save the game.

005c-"You have unleashed the sands of time"
-----------------------------------------------------------

Prince sees that you think him mad.  He reassures you that
everything he's talking about happened; he isn't making it
up, and he is definitely not crazy.

If Prince is hurt (he might be), you can go to the end of
the hall, and drink water from the circular area there.

Go to the doorway that Prince saw Farah exit from.  Hey,
the landslide didn't block it after all!  That's
convenient.

Enter the doorway, and go up the stairs to the left (you
can't go right; that's something the landslide did block).
Prince sees Farah up ahead.  She notices him and runs
away.

"WAIT!" Prince calls, but to no avail.  Chase after her.  A
landslide blocks your path.  Go into a doorway on your
right (the doorway is partially obscured by a red curtain).
You make it into the guest room.

Go down the stairs.  Oh wait, the landslide seems to have
made part of the stairs fall down...darn.  R-run across the
wall, and just fall down (you land on the rest of the
stairs).  Go underneath the stairs.

A sand cloud is here.  Press Y, and you suck it into the
dagger.  All of your sand tanks are filled.  And, hey, each
time you get eight of these sand clouds, you get a new sand
tank for your dagger.  Cool!

Go to the corner of the room (one wall is the wall with the
stairs on it, the other wall is the one with lamps on it).
Jump and grab the bar there.

On bars, you can press left/right to move left or right.
You can also press up/down to turn around on the bar.  You
can press R to swing on the bar, A to jump off, and X to
fall down.

Turn so you're facing away from the corner.  Swing, and
while swinging, jump to the next bar.  Do this twice more
(swing and jumping to another bar), and then swing/jump to
a ledge.  Climb up on top of the ledge and move right.

You're on a platform here.  It's a small one, though.
R-run across the wall to another small platform.  R-run
across the wall again, and jump off from the wall to a bar.

Swing on this bar, and jump off it to a platform.  Follow
it along, and go in the entranceway.  Switch to landscape
view.

You can see Farah is in this hallway.  Switch back to
normal view.  Go to her; a landslide blocks your path
again.  Rrrr...these landslides are annoying.

Prince wonders if he saw Farah, or if she was just a
phantom.  No matter, he won't be happy until he sees her
again.

Left of the landslide is a big gap in the floor, with bars
over it.  R-run against the wall to the first bar.  Move
to the right side of the bar, and swing/jump forward to the
next bar.

Go left on this bar, and go forward to another bar.  Go all
the way left on this bar, and go forward to a small bar.
Swing off it to the opposite side of the gap (a fountain is
there).

Go right, down this hallway, and right again, into an
entranceway.  You see a hole, which is your destination.

R-run across the wall here to a bar.  You learn that doing
16 retrieves will give the dagger new powers.  Swing and
jump to the bar in front of you.  Do this again, and swing
jump off that bar to a platform.

Turn left.  R-run against the wall here to reach a bar.
Press X and you drop off the bar.  Press X until you reach
the ground.

Fight time.  You have to fight six enemies.  Press R to
block attacks.  I find the vault attack works well here;
one vault attack will take an enemy down.

You learn a new fight move: tap L to go into slow-mo for
ten seconds.

Once you kill six enemies (and by kill I mean take away
their sand), the fight is over.  Now you only have ten more
retrieves to do to learn a new move.  Also, a sand vortex
appears in the destination.

In the upper/left corner of the room is a bar, but it's too
high to reach.  R-run up the wall, and jump off it to grab
the bar.  Flip over (press up/down) so you're facing the
wall.

Swing on the bar, and jump towards the wall.  Press A to
jump off the wall, and you grab onto another bar.  Flip
around, and swing jump off it to a ledge.

This ledge leads to the destination (the hole in the wall).
Jump to it and enter the vortex.  You see a vision where
you do a lot of jumps (and get in a fight where you pull
off a cool-looking move).  Save the game.

005d-"Had I really seen her?
-----------------------------------------------------------

Prince wonders, "Whence came these visions?"  Whenever he
enters a vortex, he has a vision that takes away all his
energy (not literally).  But each vision he sees is
accurate; everything seen in a vision comes to pass.

Go down the hallway here (there's a fountain).  Break the
furniture at the end of the hall.  Go through the archway
and turn right.  Get the sand cloud here, and turn around
and go down the hall.

R-run up the wall at the end and jump off to reach a bar.
Flip over and swing off the bar so you land on top of the
wall.

Now you have to go to down this side of the wall.  Note
that there's a circular hole that has yellow light coming
out of it.  Enter the hole, and go through the hallway
inside.

You make it to a very strange, bridged area.  Go across the
bridges to reach a fountain.  Prince drinks from it.  He
reappears at the top of the wall, ready to go down.  There
isn't a hole in the wall emanating yellow light anymore.
Prince's life meter increases.  Cool.

Jump so you're on the rubble on the other side of the room,
and fall down them (don't make any big falls or else Prince
will get hurt; make small falls with the X button).

Switch to landscape view.  Hey, a sand cloud.  R-run across
the wall over the hole in the floor, which lets you get to
the sand cloud.  Pick up the sand could and then drop
through the hole in the floor.  Do more of the dropping
down thing to reach the floor.

Go through the hallway, and a cutscene occurs.  Farah
grabs Prince.  The two have a rushed conversation.  Prince
notes her necklace, which is why she's not a sand monster.
See, everyone got turned into a sand monster when the sands
of time were unleashed, except for a few people.  Prince
didn't because he had the dagger of time.  Vizier didn't
because he had a magic staff (and said a magic spell thing
in the cutscene).  Farah didn't because she had her
medallion, which must have some magic powers.

Farah says she is the maharajah's daughter, the maharajah
being the dude with the nice treasure vaults that Prince
got the dagger from.  Farah wants the dagger, but after
the traitorous Vizier, Prince trusts no one.

Sand beetles attack.  Farah escapes through a small hole.
Prince tells her to go in the reception hall and wait for
him there.

Fight time.  Sand beetles are annoying.  Use your sword to
kill them; three hits kills one.  Replenish your health at
the fountain.

Head down the hallway, away from the fountain.  Take a left
at the end.  Go through this room and get the sand cloud at
the end, then exit the room and go through the entranceway
opposite it (which is the same as if you had taken a right
at the end).

You make it to a big room.  Jump across the gap in the
floor, turn right, and exit the big room.  You see birds
fly away with the hourglass.  Prince knows that they are
working for the Vizier.  Prince vows to give Vizier the
dagger...by plunging it into his heart.

You're on a balcony.  Go down the balcony and it falls
apart.  R-run across the wall to reach the other side of
the balcony.  Enter the doorway to reenter the big room.

Climb up the red pillar here.  Jump to the pillar (not a
complete pillar; it's hanging from the ceiling) to the
right.  Jump across these incomplete pillars, and when you
reach the last incomplete pillar, jump of it toward the
nearest wall.

You land on a ledge.  Drop down from the two ledges (really
nicks in the wall) so you land on a small ledge.

R-run across the wall (in the direction you were going when
you were jumping across the incomplete pillars) and when
Prince is cast in the shadow of a pillar, jump to reach
that pillar.  Slide down this pillar.  Kill the two sand
beetles here and get the sand cloud.

R-run across the wall here (the wall that doesn't have a
ledge the prevents you from R-running across it).  When
Prince is in the shadow of a pillar, jump to reach it
(again).  Jump from pillar to pillar to reach a corner of
the room that has gray rocks.

Climb up the rocks with two R-runs.  Once at the top of the
rocks, R-run up the wall and jump off so you reach the bar.
Swing to the next bar, and swing off that to a ledge.  Go
down the ledge and jump off it to another ledge, in the
direction of the two bars you just swung from.

Grab the sand cloud.  Jump on the pillar here (the one
without a lamp on it).  Jump left off this pillar, away
from the pillar with a lamp.  Jump to the next pillar, and
then jump to the wall.

X-drop so you hang off the left edge of the platform you're
on.  Move across so you're hanging off of the ledge caused
by the hole in the wall.  Drop down to the ledge below, and
move left across it.  Then drop down twice to reach a
platform.

Kill the two sand beetles here.  R-run across the wall (the
one with green tapestry on it) to reach the bar.  Swing
across three bars to reach the other side of the room.  You
have to kill two sand beetles here, too.

Get to the other side of this platform (it has red
railing).  Prince jumps over it (the railing) and hangs off
it.  Jump off the railing to the pillar and slide down the
pillar to the floor.

You've got a big fight here.  You have to kill fifteen sand
creatures now.  You have new sand creatures, female ones
that have daggers.  After filling a new power tank (by
killing ten enemies), you learn a new trick: press Y to
suck the sand out of it before the enemy gets hurt.  This
freezes the enemy if done right.  Hit a frozen enemy twice
to kill it (you don't get sand for this move, though).

To do the frozen attack, it is best if you block an attack
(with R) and then freeze the enemy.  It is also good to
freeze an enemy while vaulting over it.


Since the enemies attack in groups, when there is only one
enemy around (you must kill all of the enemies of one group
before the next group attacks), you should either freeze or
beat this enemy so that the enemy will temporarily be
unable to harm you.  Use this time to refill your health by
using the fountain.

When all the enemies are dead, a sand vortex appears.  Save
the game.

005e-A Secret Passage
-----------------------------------------------------------

Explore the floor here.  Grab the sand could in one of the
corners of this room.  Then grab the red chest (right of
the sand vortex) by holding R and push or pull it aside to
reveal a hidden passage.  Go through the passage.

Go down the stairs.  The next set of stairs is missing, so
R-run across the left wall and jump off at the end to reach
the bottom of the staircase.  Get the sand cloud for a new
sand tank.

Step on the switch (metal plate on the floor that has a
white circle on it).  That opens a door.  Go through the
door, and it shuts behind you.

The bridge here gets crushed by rubble.  R-run across the
right wall (you can't go across the other wall) and jump at
the end to reach the other end of the bridge.

Move the block here (with R) onto the switch to open the
door.  Go through the door and you look around the room.

There's a switch thing on the wall; it is actually a lever.
Pull it (with R) to make a stone thing come out, which
makes a bridge to the center of the room.

As soon as you let go of the lever, the bridge retracts so
run across it and jump the end part of the bridge.  The key
is quickness.

When you make it to the center platform, a guard with an
annoying accent makes you set the palace defense system,
which is very complicated to do.  You have two levers (a
spiral one and a circle one) that you can push/pull.  The
spiral one, when pushed, moves you up (clockwise) and down
(counterclockwise).  The circle one moves you right
(clockwise) and left (counterclockwise).  Step on pictures
to get axles.

Here's how to beat the hard puzzle:

1 - Step on the picture of the full moon
2 - Move the platform right
3 - Move the platform up
4 - Move the platform left three times
5 - Move the platform down
6 - Step on the black picture (no moon)
7 - Move the platform up
8 - Move the platform right twice
9 - Move the platform up twice
10 - Step on the picture of the half moon
11 - Move the platform right
12 - Move the platform down
13 - Step on the picture of the crescent moon
14 - Move the platform up
15 - Move the platform left
16 - Move the platform up

That was hard (at least it is without knowing the sixteen
steps).  A bridge is made when you do this.  Cross the
bridge and climb the ladder.  Get on the switch and jump up
to pull down the lever.

Since you and the guard are both pulling down levers, the
palace's defense system is activated.  That should stop the
sand creatures.

Two sand creatures come and kill the guard (so much for
stopping them).  Go down the ladder and kill the sand
creatures.  A sand vortex appears when they're dead, so go
through the doorway and save the game.

005f-The Palace's Defense System
-----------------------------------------------------------

Go up the stairs, avoiding the spiky pole.  It seems that
the defense system will make things harder for Prince, not
the sand creatures.  Darn.

You'll notice some of the floor tiles have lots of holes.
These are spikes, which means you have to move very slowly
across these tiles, or else spikes will come up and hurt
you.

Go across the spike platforms and reach the exit of this
room.  You come upon a lever.  Pull it, and it opens a
door somewhere.  You'll have to get to this door before the
lever retracts into the wall, at which time the door shuts.
If you fail, you can try again.

Run up the stairs, and move past the four spiky poles.
Jump off the edge of this platform here to reach a ledge on
the wall.  Climb up the ledge, and move left across it.

Jump to the ledge on the opposite wall.  A buzzsaw is above
that ledge, so wait until the buzzsaw is going right (it is
going out of the way), then drop down so you're hanging off
that ledge, then move down the ledge.

At the end of the ledge, jump up onto the ledge and off it
to reach a hall.  Run down the hall and R-run to the ledge
on the opposite wall.

Go down this ledge, jumping to a ledge on the opposite side
of the room when buzzsaws get too close, and jumping back
when the buzzsaws are less close.  Drop down at the end of
the ledge and go through the doorway, which is the door
that closes when the lever retracts all the way.

You enter a courtyard.  Sand creatures, which somehow got
past the defense systems, are waiting for you.  You have to
kill them.

You learn a new move, which is jumping at the wall.  Press
toward the wall and press A to jump at the wall.  When you
hit the wall, press A to jump off the wall (vaulting over
an enemy), or press B to jump off the wall at an enemy.

There are four corners on this room.  There is the one that
has the door you came out of, one that has a sand cloud,
one with a fountain, and one that has a sand vortex.  Get
the sand cloud, and save at the sand vortex, which appears
at the conclusion of the battle.

005g-A Booby-Trapped Courtyard
-----------------------------------------------------------

On the wall connecting the door you used to enter the
courtyard from and where the sand cloud was is a switch.
R-run up the wall to press the switch, which makes a
platform in the middle of the courtyard rise up.

R-run up the platform and jump to grab the bar above it.
Swing from the bar to the ledge above.  Turn right and jump
to the ledge facing you (it is sticking out of the wall).
Go forward, and traps pop up.  You have a knife thing to
avoid.

The easiest was to avoid the knife is to jump over the
railing for this area (which Prince does automatically) and
climb right along the ledge, past the knife.  Jump back
over the ledge when you've gone as far right as possible.

R-run across the wall and jump off.  You've got another
knife thing to pass, along with four spiky poles.  Do what
you did last time (a bit harder due to the poles).  Past
the poles is a switch on the ground.

Jump from the switch to the lever that is hanging over the
pit (you can do an R-run and then jump from the wall as
well).  This opens a door.  Swing on the lever and jump
forward, going through the now-open door.

You're in a spiky room.  R-run against the wall, and jump
off at the ladder hanging from the ceiling.  Flip to the
other side of the ladder and climb up it.

R-run over the gap in the floor.  You'll reach a corner
that is blocking your way.  Jump around it, but make it a
straight jump (you'll see what I mean).  Get the sand cloud
that is behind the corner.

Also behind the corner is some rocks and spikes.  Jump on
the rock.  R-run up the wall and jump off the grab the
ledge over the spikes.  Go across the ledge, inside the
room.  Familiar music plays; go through the room to reach
another fountain that increases your life meter.

You end up back by the corner.  Face with your back to the
corner.  R-run across the wall to the bar (it seems like
you won't make it, but you do).  Swing to the next bar, and
to the ledge.

Climb across the ledge so you're on the same wall that the
bars are sticking out of.  Jump off the wall to a new
platform.  Look ahead.  You need to R-run across the wall
and jump off at the end of your run to the platform there.
Do this when the buzzsaw is going up, more than halfway to
the top of its run.

On this platform, R-run up to the ledge.  Get to the right
(near the corner) end of the ledge, and jump off it to a
bar.  Turn around, and swing off this bar, in the direction
you jumped to this bar from.

You land on the highest level.  R-run across the wall to
your left (do this when the buzzsaw is going up and has
just been at the bottom of its run).  Get past the next
buzzsaw in the same way, except jump to the platform to
your right near the end of the R-run.

You've got a fountain by a locked door on this platform.
Go past them, to another buzzsaw wall.  R-run past the
buzzsaw (in the same way as before).  Step on the switch
here, which opens the locked door.  Quickly, get back to
the door and go through it.

You reach another hallway that you must get through before
the lever retracts.  Pull the lever and turn right.  R-run
across one of the walls when the buzzsaw is down.

Past that is a knife thing.  Run by it, timing carefully so
you don't get hit.  It helps to roll (A button) at the end
of the run, so you are under the knife should it hit you.

A switch is on the left wall.  R-run to hit the switch, and
jump off it to a ledge it creates.  Climb on the ledge and
jump to the ledge above.  Do this for two ledges.

Move down this ledge and jump to the ledge across the room.
Jump up the ledges there until you're on the gray ledge.
Move along it so you are on a different wall, then jump off
from the wall to a new room.

You've got more buzzsaws.  Wait for the left buzzsaw to
reach its position as far away as it can be from you, and
then R-run across the wall (you will run over the buzzsaw
as it comes back at you).  Roll through the closing door to
reach the reception hall.

Farah is at the reception hall, but a bunch of sand
creatures are attacking her, and her bow and arrow isn't
working.  Prince jumps into the fight.  He recognizes one
of the sand creatures; it's his father, King Sharaman.

Sharaman, being the hardest, should be put off until last.
Concentrate of killing the red and blue enemies.  You can
vault over the red ones, but not the blue ones.  Farah
helps you by using her bow and arrow.

Once sixteen of the bad guys are dead, you can take care of
King Sharaman.  He is good at sword fighting, so it's hard
to hurt him.  You might want to try to keep his back to
Farah, so Farah can easily hurt him with her bow and arrow,
and you can attack when he is temporarily hurt after being
hit.

Another strategy you can use is to lure Sharaman into a
corner, and then vault attack.  Normally, Sharaman blocks
these, but if he's too close to a wall, there's not enough
room for him to do so, leaving you free to injure him
easily.

Once Sharaman is dead, Prince rips off part of his sleeve.
Farah tries to make Prince feel better, after all, Prince
just killed his father, Mr. Merciful.  Prince angrily says,
"That was not my father."

Prince runs to the sand vortex.  Farah, not knowing what
he's doing, tells him to stop.  Save the game here.

005h-Death of a Sand King
-----------------------------------------------------------

Prince wakes up to find Farah eyeing the dagger.  He grabs
it and they talk.  Prince knows the hourglass is at the top
of the tower of dawn (he saw the birds take it there).
Prince is going to go there, and Farah comes along because
she does not think he can do it (alone).

Farah takes off in front of Prince.  Follow her, R-running
across the walls.  Use the fountain here, first, if you
need to.  Farah stops when Prince tells her to wait (so
much for him telling her to keep up).  R-run from where
Farah is to a solid area.

You have fifteen enemies to fight here.  Farah says she'll
cover you, but Prince is worried she's liable to hit him
(she might, but if she does she quickly says, "Sorry!").

Kill the enemies (you've fought these ones before).  Farah
jumps to you during the fight (near the end).  Replenish
your energy with the pond, and save at the sand vortex.

005i-"I'll try to find a way in"
-----------------------------------------------------------

Farah doesn't like you using the sand vortex (what if the
sand creatures came back while Prince was unconscious?).
Go up the stairs and get the sand cloud to your right.
Turn around and go down the path, which leads to a door.

The switch to open the door is on the other side.  R-run
along the wall (where the path crumble).  You land on a
green thing below, because the path crumbles some more.
Farah asks if you are all right.  Prince says, "Stay there!
I'll try to find a way in!"

R-run along the wall to the next green thing.  R-run along
the wall again to a bar (flagpole).  Swing across the bars
to reach another green thing.  Prince, alone, talks to
himself ("She tried to steal my dagger!  After I saved her
life!  She would have left me there to die, and here I am,
risking my life for her again.  And why?  Good question!").
I guess Prince feels safe to do this since he's out of
earshot with Farah.

R-run back towards the poles, except you won't reach them,
but rather the platform below.  Jump off this platform to
normal ground.

Turn the crank here (turn it all the way; it won't retract
like the levers) and it opens a door.  Drop to the door,
which is on the platform below this one (two barrels are in
your way).  Farah says, "Here I am!", which isn't helpful
in the slightest.

Prince gets ambushed by enemies.  Kill the seven enemies
who attack.  Grab the sand cloud (on the end of the
"bridge"), and then enter the door you entered.  More
enemies attack.  Kill eight of them, totaling fifteen, to
end the fight.

Near the end, you learn a new attack: Fast motion.  Hold
R, and then tap L to use it.  This takes up all of your
sand.

After the fight, go to the sand vortex and save.

005j-Climbing the Tower
-----------------------------------------------------------

Climb on top of the rocks (opposite the entranceway).
R-run up the wall to reach a ledge above.  Jump on it and
move right as far as you can.  Then jump off from the wall
to a bar.

Swing from bar to bar across the room (it seems like you
can't, but you can).  When you reach a place where there is
a bar directly above the one you're on, swing off from the
bar at the wall, and jump when you hit the wall to reach
the bar that was above the other one.

After that, swing across the bars (in the opposite
direction) to reach normal ground.  Go right to find a
fountain among debris; replenish life if needed.  Go back
down this platform.

Before going up the ladder, let's do another life increase.
Go past the buzzsaw on the wall (when it is halfway up and
going up) and enter the doorway to reach the strange place
that increases your life.  You end up at where the doorway
was.  Go back to the ladder and climb up it.

You end up at a closed door in a buzzsaw area.  R-run past
the buzzsaws (when they area at the bottom, going up).
R-run past the next set of buzzsaws, stepping on the yellow
switch that opens the door as you do.

Do another R-run, in the same direction, to reach the door.
Enter it to reach a room with another locked door.  Turn
left and R-run across the wall and past the spike pit.  Yet
another locked door is here, so instead go down the stairs.

Farah's here!  Step on the switch to let her in.  "Try not
to get separated again, shall we?" she asks.  Then she
says, "It's so quiet out there.  It's terrible.  But
also...beautiful."  Prince says, "Maybe to you."

Go back up the stairs.  Farah slips through a crack in the
wall ("You're a skinny little thing" Prince notes).  Farah
pulls a lever, opening a door.

Go through the door and you reach a big, blue room.  You'll
have to get to the bottom.  Go down the stairs.  See the
switch thing on the wall?  R-run across the wall, and jump
when you're on the switch to land on a lever.  You pull it
down.

Farah, who can't do the R-run, can reach a lever now
(because of the lever you pulled).  Her lever makes a
staircase swing at you.  Drop down (when the spiky things
are not closing) and go up the stairs.  You enter a side
room.

This room has a lever.  Pull it and a door opens.  Go to
the door, avoiding the spiky poles and the area where the
spikes come out.  Go through the door, and you end up in
one of the areas you've been in before.

R-run across the pit and reenter the big, blue room.  Go
down the stairs and R-run to reach Farah.  Go down the
stairs and R-run to a platform with the spiky things.
R-run off this platform to reach the bottom of a set of
stairs.  Go up the stairs and pull the lever.

Farah goes and pulls a lever.  Go down the stairs and R-run
to the next lever.  Farah then pulls a lever.  Go down the
stairs and R-run to reach a lever.

Rather than pull this lever, you can go right down the
stairs to reach a box emanating light (for GBA
connectivity).  Then pull the lever, and Farah will pull a
lever.

Go down the stairs (no R-running) to reach another lever.
This is the last one.  There's a fight in the warehouse
area below (which Farah can't reach).  Drop down to the
fight.  Kill the sixteen enemies there.

Climb one of the crate stacks to get the sand cloud at the
top.  Get on the crate stack opposite that one (the
opposite closer to Farah).  There's a movable box here.
Push it off the stack of crates to get it to land on the
floor.

When it's on the floor, push the box on one of the switches
on the floor.  Go to the crate stacks on the other side of
the room.  Behind a stack of crates is another movable box.
Move it onto the other switch on the floor.

Go up to where Farah is.  Go in the sand vortex and save
the game.

005k-The Warehouse
-----------------------------------------------------------

Get on the elevated platform (by the sand vortex).  This is
raised by one of the boxes on the switch.  R-run up the
wall from here to reach a switch.  Press it, which opens a
door.  Farah, who couldn't reach the bottom area, goes
through the door.  Hurry up after her.

Once past the door, turn right and go down the hallway.
R-run past the pit of spikes (Farah jumps over).  Take two
left turns and R-run over another pit of spikes.  Then take
a right to go outside.  Farah wonders, "Where are we?"
Prince, amazed, says, "This was the Sultan's zoo."

You could see a sand cloud on the overhead shot, so go down
the stairs, then turn back and get the sand cloud by the
stairs.  Turn around again and go towards the zoo.

Fight time.  You have to beat four enemies with
sledgehammers.  Not a tough fight.

After the fight, Farah is by a locked door with the switch
on the other side of the door.  Prince says he can't go
over the wall, so he'll try to find another way to get over
the wall.

Save your game at the sand vortex (by the statue of the
lion).  Farah tells you to be careful, last time you were
out for over a minute.

005l-The Sultan's Zoo
-----------------------------------------------------------

Jump onto the lamppost by the sand vortex.  Climb it and
jump left to an area with a tree.  Climb up the tree and
jump left to an area with a larger tree.

Drop left off this area to a small area that has some
granite.  Face towards the wall you want to get over.
There's a tree branch you could use as a bar.  Jump to the
tree branch (grab the right part of it, because you can't
grip the leftmost part) and swing off it to the wall.

Drop down from the wall and stand on the switch to let
Farah in.  Farah notices, "Birds.  I wonder how they
survived the sands." Prince darkly says, "I don't think
they did survive."

Fight time.  You have to kill five of the sand birds.  It's
hard to attack the birds, as they swoop down and attack
you.  The best strategy, I've found, is to block (with R)
and attack after you block an attack.  Farah, with her bow
and arrow, helps you out because the birds die in one hit.

Once the birds are dead, enter the small cave with torches
by the entrance.  Pull the box inside so it is away from
the wall.  This revels a crack.  Farah crawls through it
and pulls a lever.  She goes through another crack and
comes back at you, through the big birdcage.

The lever she pulled opened the door to the big birdcage.
It's the menagerie of Azad, one of the wonders of the
world, but now it's just a big mess of a birdcage, just
like the Robin Williams movie (just kidding).

Enter the birdcage.  There is a bar right by the entrance.
Jump to it.  Swing towards the wall, jump at and then off
the wall to reach the bar above.

Facing opposite the door, swing to another bar, and swing
from that bar to a wooden platform.  Get to the other end
of the platform, and jump off it toward the big bar in the
middle of the room.

Get to the left end of this bar, and swing off it to
another, smaller bar.  You land on a platform instead.
Jump up to reach the bar that you missed.

Swing away from the wooden platform here and swing across
three bars to reach another wooden platform.  Go right and
climb the ladder at the end of this platform.

You're at the top of the birdcage now.  R-run left
(counterclockwise) to a wooden platform.  R-run left off
that platform to a bar.  Move left across the bar, so you
are in the middle of the room.  Swing to a platform in
front of you.

This platform leads out of the birdcage because there's a
hole in the wall.  Jump out of the birdcage to an area with
a tree.  A branch of the tree could act as a bar.  R-run up
a wall and jump off to reach the bar, then swing off the
bar to be on top of the birdcage.

Turn the crank here to open a door.  Jump off the top of
the birdcage, toward a sand vortex.  Save to see a weird
vision in which Prince is hanging onto a bridge, but then
falls as Farah tries to help him.

005m-Atop a Bird Cage
-----------------------------------------------------------

Drop down the right side of this platform, and you reach
bars.  Swing across the bars toward the door you opened by
pushing the crank.  Rather than go through the door, go
past it to the switch on the wall.  R-run up to the switch
and jump off to pull down a lever, which drops a ladder,
letting Farah get to you.

Go through the door now.  As you go down through this area,
Prince says, "If you have believed the rest of my tale
until now, perhaps you will also believe me when I tell you
that, as we made our way through the moonlit ruins, I began
to feel strangely drawn to the girl at my side.  My reason
told me to distrust her, for she had good cause to hate me.
Yet she had proved herself a loyal companion.  And, I
confess, I was grateful for company of someone who, like
me, was flesh and blood."

Go down through the tunnel, and turn left into the first
room.  Fight the eight sand beetles here.  When they're
dead, jump up so you're on the elevated rock in the corner.
R-run left off the rock, and when you reach the switch,
jump off to pull a lever, opening a door.

Go through the door.  Get the sand cloud on the rock there,
and pull the box away to reveal a crack.  Farah goes
through.  She steps on a switch (pressure plank) to open a
door.  Go down through the tunnel again, and go through the
door Farah is opening.  It closes behind you.  Farah calls,
"Now how do I get through?"  Prink retorts, "I don't know!
Can't you crawl through a crack or something?"  She does.

Break the barrels here to reveal a lever.  Pull it to open
a door, which you must get to before the lever retracts.
Go down the tunnel.  There are three knives that have
spikes nearby.  Roll under the knife blade on the side that
doesn't have spikes.  Jump over the spike pit past the
third knife.

Turn right, and you see Farah, right behind the door.
R-run across the left wall when the buzzsaws are going up
and are halfway up.  Move slowly past a spike area and roll
through the door to reach Farah.

Go across the bridge, jumping over the big gap, to reach a
sand vortex.  Save here.

005n-Cliffs and Waterfall
-----------------------------------------------------------

Go back to where Farah is.  R-run across the wall to reach
the small area in the corner.  Climb the tree here, and
jump off at another tree.  Climb that tree, and jump off to
the right to reach a high ledge.

You get attacked by two sand birds.  Kill them.  R-run
off this platform, going right along the rock wall.  You
reach a small ledge that Prince grabs onto.  Move along the
ledge and jump off, toward the tree.  Slide down the tree
and get the sand cloud at the bottom.

Climb back up the tree (about halfway) and jump to the next
tree.  Climb all the way up this tree, and jump to the next
tree, by a waterfall.  Climb up this tree and jump right
off it to reach the area where the water falls.

Sand birds attack.  Kill all eight of them.  Use the water
here to regain lost health, then drop so you're hanging off
this platform.  Move along this platform so you're by a
bridge.  Drop down to be on the platform that has the
bridge.  Cross the bridge, jumping over the holes in
bridge.

Pull the crank to open a door.  Farah goes to the door.
Turn left.  See the tree?  Jump to the tree (freaking hard)
and climb down.  Jump to the next tree (not freaking hard)
and climb down that one.  Jump off it to the green
platform.

At the end of the green platform, R-run across the left
wall to reach the door Farah is at.  Go through the door
and down the hallway.  Sand beetles attack you.  Kill them
and keep going through the hallways.  Past a fountain, you
must fight more sand beetles.

Go through the hallways.  At the end is a hole in the wall.
Go through the hole, which leads you to the baths.  You
have to fight sand creatures here, including new enemies
with chains (they are easily frozen).  Kill seven of them,
then go up the stairs to find more sand creatures.  Kill
eleven of them to end the battle.

When the battle's over, use the water from the baths to
refill your health.  Then go into the sand vortex, which
Farah understands doesn't hurt Prince, and save.

005o-The Baths
-----------------------------------------------------------

There's a ladder here, but Prince can't reach it because
it's by water, which stops his R-runs.  Instead, go up the
staircases to the top of the room, where there's a switch
by the door.

Move the statue nearby on the switch.  It opens a door, and
the door will stay open because of the statue.  Also, Farah
goes through a crack the statue was hiding.

Go through the door to find a spiked log swinging from the
ceiling.  Get to the edge of this area and drop so you're
hanging off it (time this so you don't get hit by the
spiked log).  Drop down to the floor.

Do an R-run up a wall and jump off to reach a bar.  Swing
to the next bar, and swing off that bar to reach an area
just like the one you came from.

Here, you must jump from wall to wall (only hit A once when
you touch the wall, or else you fall).  If you mess up,
you'll fall and get hurt.  Do this to reach the top of this
room, and exit past the spiked log.

You enter what seems to be a private bath area.  Farah is
there, on a ledge.  You must fight sand creatures here.
Kill nineteen enemies to win the battle (around the eighth
one, there will be only one enemy left to kill before
another group of enemies come, which is a good time to
refill health).

After the fight, Farah comes down and tells you, "There's
something glowing up there.  I saw it from the ledge."
Enter the sand vortex  and save the game here.

005p-"There's something glowing up there"
-----------------------------------------------------------

There are three switches nearby.  One of them is by a
statue (near where the water comes out).  Push the statue
into the switch to set it.

Step on another switch (it's underwater).  Farah will come
by and stand on the switch for you.  How nice.

The third switch is where you'd expect a second statue to
be.  R-run up the wall to set off the switch.  Then run to
the now-open doorway (on the ground by the side that has
the statue) and go through it.

Get the sand cloud here and pull the crank at the end of
this area.  Pulling the crank makes a drain appear, which
gets rid of all the water in the room that is preventing
Prince from exploring this room.

Go back to the room (step on the switch on the floor to
open the door).  In two corners of this room are ledges
that you can R-run up to.  Go to the corner that has a
movable box nearby.  Get to the ledge and go on it.  Jump
off the edge to reach a bar.  Swing from this bar to a
pillar.

Leap to the next pillar.  Jump from this pillar to a bar
back at the wall.  Move along this bar until you are
perpendicular to the wall.  Swing to another bar, in the
direction of the closer corner.  Swing from that bar to a
third bar, which is really a switch that opens some gates a
little bit.

Head to the other corner of the room where you can R-run to
a ledge on the wall.  Climb up the ledge and jump off it to
reach a bar.  Move along the bar so you're perpendicular to
the wall.  Swing forward to another bar.

Move so you are parallel to the wall and swing to a pillar.
Jump to the next pillar, and jump back toward the wall to
grab a bar  Move so you're perpendicular to the wall, and
then swing from bar to bar to reach another lever.  The
gates then open all the way.

Get back to the movable block.  Push it into the hole into
the wall that is opened now because the gates are open.
The block falls down, into the other part of the baths.

Get back to the other part of the baths (past the spiky
log room).  You'll find the block on the upper level there,
in the water.  Push/pull the block over the small
waterfall, and then move it so it is under the ladder I
mentioned in the first paragraph of the "The Baths"
section.

Climb on the block, then up the ladder.  Get the sand cloud
here and jump to the above ledge.  Flip over to the other
side of the ledge and drop to the ledge below.

Get on this ledge and move to the wooden area.  Go through
the hole in the wall to reach another ledge.  Move left on
this ledge, and then jump off to reach a wooden post.  Jump
from this post to another wall, the wall with ledges.

On the bottom ledge, move right until your way is stopped
by spikes.  Jump to the above ledge and hang from it, and
move on, past the spikes.  Drop to the bottom ledge when
the top ledge crumbles, and jump back to the top ledge when
you can.

Move along the edge to the end, where you can jump off and
reach a bar.  Swing from the bar to a wooden platform.
R-run along the wall to another wooden platform, and do
another R-run to another wooden platform.

Go through the hole in the wall.  R-run up the wall and
jump off so you reach the bar there.  Swing from bar to bar
until you reach a ledge, and then move left along the edge.

Now you're in a wooden floor area.  Go through this area.
Break the barrels blocking an exit.  Step on the switch on
the floor (opening a door).  Go past the two knives to
reach a fight.

You have to fight fourteen enemies here.  Kill them all and
save at the sand vortex that appears.

005q-Above the Baths
-----------------------------------------------------------

Go up the stairs and you reach a room with a strange green
part on the floor.  Grab the chest thing (the kind you used
to find the secret passage in the "A Secret Passage"
section.

Push the chest against the left part of the balcony.  Climb
on top of the chest and jump to reach the bar.  Swing off
the bar onto the pillar in the middle of the room.  Jump
from pillar to pillar (there are five pillars you jump on).

At the end, jump to a bar, and swing from that bar to a
balcony.  Grab the sand cloud and get to the other end of
this balcony, where the stairs were on the other balcony.
There aren't stairs here, though.

R-run along the wall to reach a balcony with a sword on it
(the thing that was glowing up there).  Prince takes the
sword.  R-run back to the previous balcony.

There are some doors here, which are made of wood and seem
to have light coming through them.  Hit the doors with your
sword three times to break them (the new sword is strong
enough to do that).

Go down the stairs that were behind the door.  Go through
the doorway on your right to reach another of the magic
fountain rooms to increase your life meter.  When that's
done, go down the stairs and break the doors at the bottom.
Farah is impressed that you have the strength of Rustof.

Go to the locked door.  The wall nearby seems poorly made.
Break through it with your sword (Farah notices, "That's
not the same sword you had before.").  Go down the stairs
here until you reach a big room.

Farah asks, "Where are we?"  Prince says, "It's said this
palace was built on the ruins of even more ancient one.  I
thought it was just a story."

Go across the platform you're on.  Move the stone table out
of the way, revealing a hole for Farah to crawl through.
Move the stone table to the outlined area, to the right of
the torch.

Get on the table, then R-run up the wall and jump off to
reach a bar (may take more than one try).  Swing towards
the center of this room, to another bar, and then to a
platform.

From this platform, jump to a ledge against the wall (it
has a torch on it).  Move across the ledge by hanging off
of it, moving away from the torch.  When you're as far as
you can go, drop down two ledges so you're on the bottom
ledge.

Move along this ledge.  Jump back and forth between the two
walls until you reach a ledge high up on the other wall.
Climb on this ledge and move along it.  Jump up to the next
ledge you come to, and the ledge above that one.

Jump off from this ledge to reach a platform with a sand
cloud on it.  Farah calls to you.  Hang of the end of this
platform (the end facing Farah) and drop to the ledge
below.

Move along the ledge and jump off it to a platform with a
torch.  Move along this platform and jump to the ledge
above it.  Move along that ledge and jump up to reach
Farah.

She's in a room with a crank that you move clockwise.  Move
it twice.  Break down the wall the crank is pointing at (it
is a solid wall, but it can be done).  Go in, which unlocks
the first Prince of Persia game, which can be accessed by
choosing special features in the main menu.  You can save
your game here.

005r-A Long-Buried Secret
-----------------------------------------------------------

Move the crank so it is facing the locked door to unlock
the door.  Go through the door and fight the seven Sand
Beetles there.  Continue down the hall.  Move a stone table
out of the way to reveal a crack.  Farah goes through it.

After a while, Farah shows up at the other end of the hall,
which you can't cross.  She steps on a switch which lets
you cross the hall.  R-run to the first platform, then
R-run and jump to get to the next two platforms.  Then do a
final R-run to reach Farah.

Climb up the ladder here.  Go down, and you enter a hall
with sand creatures (most of them are the blue ones you
can't vault over).  There are about twenty enemies to kill.
Then save your game at the sand vortex.

005s-Daybreak
-----------------------------------------------------------

Get to the end of this hall, where there's a poorly made
wall.  Break through it to reach a hallway.  Use the
fountain here to regain life, then go to the end of this
hall.  There's a closed door here.  Break the barrels to
the left and step on the switch to open the door.  Go
through the door before it closes.

You enter a soldiers' mess hall.  You have sixteen sand
creatures here to fight.  It's a tough battle.  When it's
over, save at the sand vortex at the top of the stairs.

005t-A Soldier's Mess Hall
-----------------------------------------------------------

Go down the stairs here (there's a fountain against the
staircase).  There's some debris in this area.  Climb on
it, and R-run right across the wall to a bar.  Farah, who
can't run like Prince, doesn't follow.

Swing to another bar, and then to a ledge.  Climb on the
ledge and move around the corner.  Jump from the ledge to a
bar, and swing from that bar to another ledge.  Jump up to
the top ledge now.

Move around this ledge to get a sand cloud.  Get it and
jump off the ledge to a bar with a lantern on it.  Swing to
another platform from this bar.

Go along this platform.  When it stops, R-run across the
wall to the next platform, where there is a locked door.
Step on the switch and exit the door to reach the
drawbridge area, outside the palace.

Hey, it's morning time.  Cool.  Take a left and follow the
path.  At the end, jump to a flagpole.  Swing from this
flagpole to another flagpole.  Swing at the wall, then jump
off the wall to reach a bar above.  Swing off this bar back
at the wall to land on a rooftop.

R-run up to the platform above, where there are spiky
poles.  Go through this heavily-spiked area (getting hurt
seems unavoidable).  At the end of this platform is a
switch on the wall.  R-run up the wall and jump off to pull
a lever, opening a door.  Enter the door to get back to the
mess hall.

Go down the stairs on the left and you'll reach a switch on
the ground.  Jump to reach a lever and pull it down.  This
makes a ladder appear, which Farah climbs.

Go back up the stairs, and past the door leading outside to
the locked door.  The door is partially open, so Farah
crawls through after a while and steps on a switch to open
the door.

Go inside and get the sand cloud.  Do an R-run up the wall
and jump off at the switch to pull a lever, lowering the
drawbridge.  Exit the room (using the switch Farah used)
and get to the door leading outside, where Farah is.

Go outside and switch to landscape view.  You can see a
small wooden thing on the level below.  Drop down onto it,
and then get to the drawbridge.  Drink from the fountain
before the drawbridge, if needed.

You have a fight on the drawbridge.  You have to fight
either fourteen or fifteen enemies (I lost count).  Refill
your health at the fountain and save your game at the
vortex.

005u-The Drawbridge
-----------------------------------------------------------

Go across the drawbridge and through the open door on the
other side.  Inside is a crank; turn it to open a door.  Go
through the door to enter the tower.

Go up one flight of the stairs, then R-run to a bar on the
wall.  Swing from bar to bar to reach a platform with a
bridge on it.  Go on the switch and jump to pull the lever.
The bridge rotates.

Farah tells you to try again.  Do so, but to no effect.
Farah pulls her lever to make the bridge rotate again, then
she gets on the bridge.  Pull your lever another time to
make the bridge move again.

Farah exits the bridge and climbs up the wall.  She reaches
a lever and pulls it.  The bridge rotates once more, but
also goes up a level.

Climb on the rock here, and R-run up to the ledge.  Jump to
the ledge above, but time yourself so the buzzsaw doesn't
hit you.  Jump off this ledge to the bridge.  Jump off the
bridge, right back at the wall you came from.  You reach a
hole in the wall.

Climb over the hole (Prince rips off his right sleeve) and
drop down outside.  Go along the balcony.  When it stops,
break the stuff there and R-run along the wall to a bar.
Swing from the bar to more of the balcony.  Go down the
balcony to reach a door leading inside.

Once inside, R-run up the wall to a switch, and jump off it
to pull a lever.  This rotates the bridge your way.  Get on
the bridge, and Farah pulls her lever to rotate the bridge
again.

The bridge now leads to the wall.  Jump off the bridge to
land on the ledges against the wall.  Jump to the top
ledge, and jump off the wall to reach the ladder that is
there.

Swing around and climb up the ladder to reach a locked
door.  Go left, and you'll find a switch on the floor.
Jump from the switch to the lever.  This makes a ladder
appear, which Farah climbs.

Farah goes through a hole in the wall and steps on a switch
to unlock the door.  Go across the bridge here.  Farah runs
across, and Prince is attacked by birds.

Kill the birds and get to the wooden thing that Farah is
on.  The bridge crumbles.  Dang.  Farah goes inside the
building through a hole, but the switch is broken, so
Prince can't come in.  Double dang.  Save at the sand
vortex.

005v-A Broken Bridge
-----------------------------------------------------------

Go across the balcony to the left to get a sand cloud, and
go across the balcony to the right to find a fountain.

Get on the wooden thing Farah was on.  Hang off it and drop
down to reach a wooden thing below.  Move to the right end
of the ledge and jump off to reach a pole.  Slide down the
pole and jump to the pole to your left.

Jump from this pole to a ledge against the wall (the same
wall you hung from a ledge from earlier).  Move all the way
across this ledge, and you'll reach a "U" shaped area.

Jump from wall to wall here, except the walls are too far
apart, so Prince goes down instead of up.  When you land on
the floor, the floor will collapse, so immediately run
left.  R-Run up the wooden thing and jump off it to reach a
bar.

Swing from the bar to the top of the wooden thing.  Farah
shows up above.  She says, "Down below, there's a great
open balcony.  Come on, I'll show you!"  Prince mutters,
"Easy for you to say."

Drop down the ledges on the other side of the wooden thing
to reach the floor.  Go across the floor and jump to reach
the crack in the wall at the end.

Move left along the crack.  You'll see Farah again.  Jump
off from the crack to reach a pole.  Slide down it and get
the sand cloud there.  Climb up the other pole, and jump
off it to reach a crack in the wall near Farah.

Farah says, "I know where I am.  This gate leads to the
baths.  Do you think you could find your way there?"
Prince says, "Of course, finding my way to the baths from
here should be easy. Farah replies, "Good, I'll meet you
there."

When Farah leaves, Prince says, "I'll just ask the first
sand creature I meet.  Could you direct me to the baths,
please?  Well, thank you, don't mention it, I used to be a
bath attendant back when I was alive.  'I'll meet you at
the baths'.  She orders me around as if I were a servant!
It's my own fault.  With women, you need to show them
you're in charge right from the start or they'll walk all
over you.  I've been too indulgent.  Probably because I
felt sorry for her.  Well, it stops now.  From now on
she'll have to toe the line, that is, assuming I can find
her."

Get to the left end of the crack and drop down.  Move left
along this ledge, and you reach a circular ledge.  Jump on
it to reach a beam.  Move slowly across the beam (like you
would if you were crossing spikes) to get to the ledge on
the other side.

Move along the ledge and go through the doorway to enter
the stables.  Make a right, and R-run across the right wall
and jump at the end to reach a flagpole.  Swing from
flagpole to flagpole to reach a sand vortex.  Save your
game.

005w-"I'll meet you at the baths"
-----------------------------------------------------------

Drop down to the ledge below.  There's a room here, but you
can't enter it.  Instead, tiptoe along the top of the wall
that is to the left of the small room here.

Go along the top of the wall.  You'll run into spikes that
are a gate; jump over the gate to land on more of the high
wall.

Go along the wall, and you'll find another gate (this gate
is open).  Jump over the gate to more of the wall.  Take a
right at the fork in the wall.  When you're on the gate,
jump at another wall, in the center of the room.

You get attacked by a horde of birds.  They attack, one by
one.  You can't block their attacks, so you have to learn
when they're attacking (they screech before they attack).
Kill all of the birds.

Move along this wall, toward where the sand vortex was.
Jump to the wall in the center of the room.  Move along to
the other end of this wall.

When you're on the bar part (not the wall part), jump
towards the outside of this room, to a bar there.  Walk up
this bar to a small room in the corner.

Pull the lever in this room, which makes a ladder appear
and a door open.  Go down the ladder to reach the floor of
the room.  Walk along the wall by the ladder and you'll
reach a sand cloud.  Get it.

Get back to the ladder and move through the door that you
just opened.  Inside, stand on the switch and jump up to
pull the lever.  This opens/closes some gates, freeing a
bunch of sand beetles.

Kill the beetles, and enter a stable (it has a square door
that makes it hard to miss).  Pull the lever inside, which
makes a large gate lift up (it slides down as the lever
retracts).  This is good for R-running across, so you'll
have to get back to the ledge below the sand vortex.

Climb back up the ladder and go back across the walls to
get there.  Move quickly because the gate is sliding down.
When you get there, R-run across the closing gate to reach
a ledge with a sand cloud.  Get it, and enter the room.

Jump to pull the lever down, which makes a ladder appear.
Exit this room (not through the entranceway you can in the
room by).  R-run across the wall to the area where the new
ladder leads to.

In this room, there is a switch and a bad wall.  Break the
bad wall with your sword, and go through to one of the
life-extending fountain.

When that's done, step on the switch to open a locked door.
Go down the ladder and through the door before it closes.

You end up in a strange room.  Go through the blue,
octagonal tunnel.  Break the wall at the end.  You end up
in some underground water area.

Walk across the beam and break the stuff at the platform
you reach.  Drop to the ledge below (the barrels were
blocking it).  Move right along the ledge, and drop to the
lower ledge when the one you're on breaks.

Go right along this ledge, and when it breaks, drop to the
lower ledge. From here, drop to the ground, where you have
to fight sand beetles.  There's a sand cloud on a small
"island" here; make sure to get it.

Get to the dry land and jump to the platform above.  Walk
across the beam, over the waterfall.  Drop to the ledge
below on this side.  Go right across this ledge, and drop
to the below ledge when it breaks.  Go left on this ledge
and drop to the platform below at the end.

Walk up to the water.  There's a small ledge sticking out
of the waterfall.  Jump to it, and go across the beam
leading off of this platform.

Bats attack you.  They swarm in at once.  Swing your sword
to kill them.  They present little challenge to you.
When three are left, they scatter.

Go across the beam, if you haven't already, and R-run left
off this platform to another one (it has three green plants
on it).  Drop to the ledge below on the far side of this
platform.

More bats attack you.  Kill them and move left along the
platform.  When you reach the end (you go behind the
waterfall), jump across the water to another platform.
Jump off this platform to another one.

Walk across a beam leading off of this platform.  At the
end, R-run across the wall to the right to reach a sand
vortex.  Save and you see a vision with a strange ending,
where Farrah seems to be falling off a cliff, holding onto
the dagger of time (Prince is holding the other end,
keeping her from falling down).

005x-Waterfall
-----------------------------------------------------------

You wake up on the platform next to the vortex.  Walk
across the beam to enter a cave.  Break the wall you come
to with your sword.

You enter a big cave, entering on a wooden bridge.  R-run
across the wall to the next wooden bridge.  It crumbles
when you touch it, so quickly run across this bridge and
R-run to the next bridge.  That bridge crumbles too, so
run across it and R-run along the wall to reach solid
ground.

Go through this area, and break the wall you come across.
You end up on a bridge.

R-run across the wall to the next bridge.  It crumbles, so
quickly R-run to the next bridge, which also crumbles.
R-run off this bridge to reach a ledge.  Bats attack you
here.

Go right along the ledge.  At the end, jump up to the ledge
above.  Jump off the ledge to the icicle hanging around.
Like the bridges here, the icicles will break, so jump off
the icicle to the bridge on the other side.

This bridge will break, so head left and R-run across the
wall to another bridge.  This bridge also breaks, so R-run
across the wall again, and jump off the wall when you're in
the shadow of an icicle to jump to that icicle.

Jump to the next icicle, and jump off it to a ledge.  Move
right along this ledge.  Here, you'll have to jump from
icicle to icicle (six in all) to reach a sand vortex.  Save
your game.

005y-A Cavern of Ladders
-----------------------------------------------------------

Jump to the ledge by the sand vortex and move right along
it.  Jump from the ledge to an icicle.  You'll have to jump
from icicle to icicle here (there are ten icicles) and you
end up on a platform with a sand cloud on it.  Get the sand
cloud.

Go across the bridge and fight the bats who attack you at
the end.  R-run across the wall to another bridge, which
is by a gate in the wall.  R-run off this platform to a
tall ladder.  Climb up it, and R-run off this platform to
another one.

Go down the ladder on this platform.  You can R-run off
this platform to reach a platform with a box emanating
light that you can break (some GBA connectivity thing).
What you need to do is actually go down a second ladder
that is on this platform.

Bats attack you here.  Kill them and R-run to another
platform.  Go down the ladder here to reach the floor.
Wade through the water to a tunnel.  Break the wall that
blocks your way and keep going through the tunnel.

The tunnel leads to an underground reservoir.  Turn left
and go onto the pile of rocks.  When Prince is dry, R-run
up the wall to the niche there.  Jump out of the niche at
the rope.

Prince grabs onto the rope.  To use a rope, use the control
stick to move, R to swing, and A to jump.  Practice by
jumping to the sand vortex in the niche to your left and
save your game.

005z-An Underground Reservoir
-----------------------------------------------------------

Jump to the ledge (right of the sand vortex) and jump to
the upper ledge.  Move along it and drop to the ledge below
when you're going around the pillar.

This ledge has a beam reaching to the middle of the room,
except the beam is broken.  Jump over the gap to reach the
end of the beam and get to the middle of the room.

Take a left at the column and go across the beam.  Take a
right at the next column (bats attack).  The column you
come to is broken.  Jump on top of it and walk across the
beam there.  When you're at the middle of the beam, jump
left onto a rope.

Swing directly across from where you jumped (the platform
with bars on it).  You grab the ledge of this platform.
Move left along the ledge here, and go across the beam you
come to.  When you're halfway across the beam, jump to a
rope.

Swing to the next rope (in the direction of a sand cloud).
There's an archway in the wall.  Swing into the archway to
enter a booby-trapped room.

R-run along the left wall to go over a spike pit, and get
the sand cloud there.  R-run up the wall here (avoiding the
buzzsaws) to reach a ledge.  Jump to the ledge on the
other side of the room, and move left along this ledge to a
platform.

Enter the room here.  Stand on the switch and jump up to
pull a lever.  This opens the lid of something, and bunch
of bats come out.  Kill the bats.

Go to the thing that had its lid opened.  Hand off the
edge.  You'll see three blades moving in this shaft.  Drop
down the shaft carefully, so you don't get hit by the
blades.  You're free from harm if you're hanging off a
ledge.

When you're on the floor, enter the blue room and push a
box out onto the floor.  Drop out on the floor after it.
Bats attack you; kill them.  Drink some water from the
floor here to regain any lost energy.

Move the box up to the wall by the sand cloud, then climb
on the box and jump to the niche so you can get the sand
cloud.

Jump to the top ledge to the right here, and move right
along it.  When you're over the cage the box was in, jump
to the ledge on the other side.  Follow this ledge along,
and climb out to the first beam you get to.

Jump to the rope, in the direction of where the sand cloud
was.  Swing from rope to rope here.  At the third rope,
turn left and jump to the rope there.  An archway is in the
wall here; swing into it.

When you're in the archway, turn left and R-run across the
wall to reach a sand cloud.  Get it and R-run back over the
pit.

See the spiky things coming out of the wall?  When they're
not there, R-run up the wall and jump off to grab a bar.
Move so you're perpendicular to the wall, and swing from
bar to bar, toward where the sand cloud was.

You end up at a bad wall.  Go through it to reach a life-
extending fountain.  When that's done, get to the archway
and jump to the rope outside it.  Climb up to get out of
the well.

Once you're out of the well, the rope breaks so you can't
go back down the well.  You have a bunch of sand creatures
waiting for you here.  They attack in groups of three.
When you kill eighteen of them, a sand vortex appears.
Save your game there.

0005a-Out of the Well
-----------------------------------------------------------

Get the sand cloud in this area, and then enter indoors.
Use the pool in this room to refill lost energy.  Go to the
next room.  Jump to the rope.

There are two switches on the walls in this room.  Swing at
the white switch and jump to it to press it in, which
lowers a door.  Jump off of the wall back at the rope
before you hit the spikes below.

The yellow switch is harder.  Do the same thing, except
jump back at the rope, swing toward the door, and jump to
the door.  Get past the door before it shuts again.  This
must be done quickly.

When done, you enter an atrium.  Get the sand cloud to your
right.  Get to the hallway leading off of this room.  Pull
the lever to open a door.  You know the drill: get to the
door before the lever retracts.

A spiky log is swinging from the ceiling.  Step on the
white switch to make a platform appear.  Jump to the
platform when the spiky log isn't there.

On the platform, R-run across the wall when the buzzsaw is
at the middle and going up so you won't get hurt.  At the
end of the run, jump off so the spikes on the floor don't
hit you.

Go up the stairs, avoiding the knives.  Farah is in hearing
distance now.  Run into the room to find her.

Uh oh!  Sand creatures attack.  Kill them all (twenty).
Refill your life at the pond thing (since this is the
baths) and save at the sand vortex.

0005b-The Sultan's Harem
-----------------------------------------------------------

Go through the drapes on the right wall (if your back is to
the sand vortex).  Break the bad wall here to go to a small
room.  Break the next bad wall and turn left.  Go through
the drapes there.

Past the drapes, turn left and get the sand cloud.  Go to
where you would have been had you gone straight through the
drapes.  R-run up the green wall and jump off it to reach a
lever, which opens a door back in the room with the sand
vortex.

Go back to that room (you see Farah, avoiding sand
creatures on the way).  While facing the sand vortex, the
door that opened was behind the tapestry on the left.  Go
through it.  You end up in a barren passageway.  Turn left
and stand on the small ledge.  R-run across the left wall
and jump off at the end to reach another ledge.

Keep going down and turn right for a sand cloud.  Get the
sand cloud, then turn around and go down the room.  Break
the bad wall on the right and enter the room there.  Break
the bad wall on the left wall here to find Farah being
attacked.

Fight the sand creatures here to save Farah.  There are
about twenty-four bad guys to kill.  Prince walks into a
sand vortex after the fight.

0005c-"What did you call me?"
-----------------------------------------------------------

Prince wakes up sooner than expected.  He find Farah
stroking him (his hair).  She whispers, "Don't leave me.
My love, please don't leave me."  Prince wakes up and asks,
"What did you call me?"  He stands up.

Farah answers, "It doesn't matter.  The important thing is
I know how we can reach the Tower of Dawn."  Prince says,
"Of course, the hourglass.  All right, but this time stay
with me and pay attention.  Can't spend all day chasing
after you."  Farah doesn't look too happy about Prince's
new "toe the line" policy.

Refill your health using the small pool there.  In this
room is a statue.  Move it aside to reveal a hole that
Farah can crawl through.  When she hesitates, Prince asks,
"Well, what are you waiting for?"  She says, "I'm afraid.
What if I get into trouble and you have to come chasing
after me?"  Prince emphatically says, "Please."  Farah
asks, "Do you mean to say that you actually need my help?"
Prince grudgingly admits, "Yes."  Farah happily says, "Oh
well, in that case...", and she goes through the hole.

Farah steps on a switch or something, opening a door.  "The
gate is open," she tells Prince.  Prince mockingly replies,
"I'm afraid.  What if I get into trouble?"

Go through the door to an outside area.  Not much is here,
just a crank.  Push it, and a door opens.  Go through it to
meet Farah.  She says, "There you are.  Are you sure I'm
not slowing you down?"  Prince responds, "All right, all
right."

Go through the hall.  You find a mirror on the way.  Go
past it to enter the hall of learning.  Farah notes where
you are and says that you went out the wrong side of the
baths.  You'll have to go through the palace now.

More importantly, about thirty sand creatures are waiting
for you there.  Kill them all and save at the sand vortex.

0005d-The Hall of Learning
-----------------------------------------------------------

Go back to the hallway you entered this room from.  There
was a mirror in the way there.  Grab the mirror and rotate
it twice.  This way the light of the mirror is reflected
into the hall of learning.

Follow the light to the other side of the room.  It is
reflecting off a mirror there.  Pull the mirror away from
the wall, onto the brown stain on the floor.

This reveals a crack that Farah goes through.  When she's
gone, Prince says,, "She said, 'my love.'  I know she did.
I didn't dream it.  At least, I think I didn't.  Quite
natural, really.  Her kingdom's conquered, she has nothing,
no one to protect her, she needs me.  I can see it in the
way she looks at me.  All I'd have to do is reach out and
take her hand and she'd be mine!  Why am I talking to
myself?"

The light is now facing right, towards another mirror.
Move that mirror onto the brown stain there to send the
light to the other side of the room.

Follow the light.  Move the mirror near the end onto a
brown stain, moving the light left.  Break the bad wall the
light is falling on, and move the last mirror here onto a
brown stain.  This sends the light onto a yellow symbol in
the middle of the room, making a stone block in the center
of the room rise.

Climb up this block, and you'll end up on a ledge.   Jump
off this ledge, in the direction of the spike pit to land
on a wall.  Move across the beam here, and jump off it to
reach the wall.

R-run along the wall to the left to reach another platform.
Get on the ledge of this platform, and jump off it to reach
a flagpole.  Swing to another flagpole, and swing off that
flagpole to a platform.

Farah pulls a lever, revealing a symbol, the same symbol
that was on the pillar.  You'll have to shine light on that
symbol to make something happen.

R-run up the pillar with a switch on it here.  This makes a
platform come out of the wall.  Go up, jumping from the
pillar to the platform.  When you reach the top of the
platform, R-run right to a marble platform.

R-run right (over two windows) and jump off to reach the
ladder.  Climb up the ladder to reach a wooden platform.
Get the sand cloud on this platform.  R-run up the wall by
the sand cloud and jump off to grab a beam overhead.

Walk along this beam.  Near the end, where it breaks, some
bats attack you.  Jump across to the beams there and drop
down the beams to a platform.

The wall here has four buzzsaws.  R-run along the wall,
past the buzzsaws (do this when they're past the middle of
their run).  Break the wall on the platform you come to to
reach another life-extending fountain.

When that's done, R-run back along the wall with the
buzzsaws to reach the platform with the two beams you
dropped from.  There's a beam leading off of this platform.
Go across this beam (when it breaks, jump across) to reach
a platform in the middle of the room.

There is a mirror here.  Spin it clockwise once, so it is
reaching a wall, and is going directly over a beam.  Follow
the light by walking across the beam.  The beam breaks so
you can't follow it.

Instead, go on another beam leading off of this platform
(the one you haven't been on yet).  At the turn in the
beam, follow it right, and jump off the beam to a platform
(a pillar is in the way, so if you didn't turn right, you
can't do it).

You're in a bar room.  Jump to a bar, swing on it at the
wall, and jump off the wall to reach another bar.  Move
right on this bar and swing off to reach a beam.

Climb on the beam.  It broke, so jump over the gap made by
where it broke.  Sand bats attack you.  Kill them, and then
move along the bar.  When you're over the platform with
mirrors on it, drop down.

Farah says, "Listen to this: 'Of what use is reason against
the power of love?  Love is life, so if you want to live,
dine in love.  Dine in love if you want to stay alive.'"
Prince asks, "What is that supposed to mean?"  Farah says,
"I thought you'd like it." Prince, "If you want to be
useful, try finding a book that will tell us how to get out
of here."  Farah says, "This isn't that kind of game."
Amazed, Prince says, "Game?  She thinks this is a game."
I think it's a video game.

There are two mirrors on this platform.  Grab the one that
is closer to the light, and move it onto the somewhat
stained area, so it shines the light to the right.

Grab the other mirror and move it onto its stained area so
it reflects light across the room, on a crystal thing.
Adjust the mirror so the light actually does hit the
crystal thing, which will result in a cutscene showing you
that the crystal sends the light down below.

R-run across the wall, in the direction of the light.  You
come to a ledge.  Drop down to the ledge below, and to the
ledge below that.  Move right along this ledge, and jump
off it to a marble platform coming off the wall.

R-run across the wall, toward where the light is.  When you
reach it, turn the mirror clockwise, so it is shining on
symbol Farah uncovered.  This makes stone things come from
the wall.

Jump off of this platform to the first stone thing.  Jump
across the stone things to reach Farah.  Hang off of the
part of this platform that doesn't have a railing, and drop
down to reach a sand cloud.

Get back to Farah.  Jump to the stone thing closest to you.
If you turn around away from the wall, you'll see ropes.
Jump to the rope, and swing to another rope, and jump from
that rope to the wall over the spike pit.  You grab onto a
ledge.

Jump up to the top ledge here and move right along it.
When it breaks, drop to the ledge below and keep going
right.  At the end, jump to the edge above and jump off the
ledge at a ladder.  Climb up the ladder.

Break the bad wall here to reveal a mirror.  Break a second
bad wall to reveal a lever.  Break a third bad wall to
reveal a crystal thing.

Pull the lever to make stone things come from a wall.  Move
the mirror onto the stain on the wooden part of this area,
so light reflected on the mirror will hit the crystal
thing.

Go across the stone things to the two mirror platform.
Push the first mirror the light touches out of the way.
Grab the second mirror (the one by the corner) and move it
onto the stain the first mirror was on.

Light should reflect off this mirror to the left, over the
stone things.  It hits the mirror there, and reflects off
it to the crystal thing.  Some readjustment may be needed.
When this is done, this opens a gate on the floor level.

Retrace your steps to get back to the floor.  Go through
the now-open door to get a new sword.  Pull the lever in
this room, opening a door.  Get through the door before it
closes to leave the hall of learning.

Go through the hallways here, down the stairs.  There's
only one way to go.  You end up at the observatory.  Some
sand creatures are waiting for you.  Kill fifteen of them
and save at the sand vortex.  You see a vision in which
Prince dies at the hand of booby traps.

0005e-Observatory
-----------------------------------------------------------

Prince sends Farah to find a switch.  Go up the stairs, and
she steps on the switch, sending you up.  Jump to the
platform in front of you.  Get the sand cloud on the left
part of this platform.

Move to the right side of the platform, and R-run along the
wall to reach a flagpole.  Swing across the flagpoles to
reach a platform.

Rotate the lever on this platform so the lever is pointing
toward the center of the room.  Grab the bar on this
platform and swing across the bars to reach a column-thing
in the center of the room.  Jump off it in the same
direction you were swinging, and go across the bars to
reach a platform with a pink lever.

Push the lever so it is facing the wall, directly opposite
the center of the room.  Swing back to the pole in the
center of the room.  Jump off it to the bar off of the pink
circular things.

Swing across the bars, and you reach a lever, which you
pull, which rotates all of the circular things in the room.
Swing at the switch on the wall.  You hit it, making a
stone thing come out under you.  R-run left along the wall
to another stone thing, and R-run left off that stone thing
to the blue lever platform.  Do this quickly as the stone
things will retract into the wall after a time.

Swing to the pole in the center of the room.  Jump off it
to the pole coming from the pink circular thing.  Swing
across the bars here to reach a lever, which you pull,
opening a gate.

Jump to the rope here and slide down.  Slide down the ropes
(seems like fun) to reach the floor.  Go through the newly
opened door.

You enter a hall full of booby traps.  Farah goes through a
crack and pulls a lever, opening the exit door.  Go past
the spiky poles to reach a fountain, if you need some
health.

This room has new traps: knives sliding along the wall at
you.  When the knives on the right come at you, run on the
left.  When the knives on the left come at you, run on the
right.  Use this moving between the two sides to get past
the knives.

R-run along the left wall, past the spiked log, to reach
the doorway.  Go through, and there's another hallway full
of booby traps.  Farah makes a jump over this hallway.

Go over the spikes.  You'll see a switch on the floor.
Step on the switch and run for the door.  Be careful,
because there are spikes on the floor.  Run around the
spikes.  When it comes to stepping on the switch, time it
so you don't get hit by the knives on the wall.

When you get through the door, you have another booby
trapped hallway.  Pull the lever to open the door.  You
have to go past sliding blades here.  Because of crap on
the floor, you have to start on the right side of the room.
Roll under the second pair of sliding knives to reach the
door.

You make it to a courtyard.  Farah is still trapped inside
because she can't open a gate.  There are six sand
creatures here waiting for you.  Wall jumps are best in
killing them.  Kill them and save at the sand vortex.

0005f-Hall of Learning Courtyards
-----------------------------------------------------------

Climb up the ladder (by the side of the pool) and jump off
it to reach a broken wall that acts as a beam.  Jump to
reach the rest of the wall.  Three birds attack you here.

Beat the birds and move along the wall.  Jump over the gap
you come to, and go along the wall.  Jump to the rope here.
Swing from the rope to a beam that is left of the rope.

Jump off the beam to a bar, and swing from the bar to a
platform.  R-run along the wall, past the green flag, to
reach a beam.  Jump from the beam onto the flagpole that
has a green flag.  Swing from the flagpole to a platform
with two birds on it.  Kill them.

R-run along the wall (in the direction of the pool) to
reach a beam.  Jump from the beam to a rope.  Swing to
another rope, and swing in the same direction to a platform
coming out of the wall.

R-run off this platform towards another one.  You miss it
and hit a platform beside it.  Drop down to the ground
below this platform.  Enter the room and pull the crank to
free Farah and open some other doors.

Exit the room.  Hang off the outside of the wall and move
past the spike pit.  Flip back over the wall when you're
past the spike pit.  As you do, Prince says, "I could marry
her.  After all, she is a maharajah's daughter.  A
conquered one, but still, her blood is royal.  Besides,
what better way to tame her insolence?  It's not so bad for
a woman to have a little spirit.  It's a challenge!"

Enter the door past the spikes.  R-run along the wall to
the swinging knife area.  Get to the stairs past the first
knife, swing so you're hanging off of the stairs, and move
along to the floor in safety (otherwise you have to dodge
knives on the stairs).

On the floor are sand beetles.  Kill them and get the sand
cloud.  Exit this room and go down the hallway (the door on
the left leads to the courtyard, which is how Farah got in.

Side note: In the room Farah was in is a glowing box for
the GBA connectivity thing).

Turn right at the end of the hallway and go up the stairs.
At the end of the stairs, turn left for a sand beetle
fight.  Kill them all.

Go through this hallway by R-running across the walls to
get past the spike pits.  Turn right at the end of the hall
and go up the stairs.  Turn left through the doorway at the
end of the hall to reach the ramparts.  Farah notes the
bridge leading to the Tower of Dawn.

Drop down to the area below.  Kill the twenty sand
creatures here and save at the sand vortex.

0005g-On the Ramparts
-----------------------------------------------------------

There are two sand clouds in the area below here.  The area
below being the area with grass and a pool.  The sand
clouds are at the opposite ends of the grass.

Climb back up to where the sand vortex is.  Continue on to
reach the gate at the end.  The gate is opened a bit, so
Farah climbs through it.  She enters the building, but
can't open the gate.  There's another one on the other
side.  You'll have to go around.

Jump to the bar left of the gate.  Swing to the beam and
jump on it.  Move along the ledge and step on the other
beam.  Jump off to the left to reach the gate Farah talked
about.

She notices a staircase and goes down it to reach the
courtyard below, leaving you all alone.  Turn around and
get to the sand cloud at the end of this rampart.

Uh oh!  It crumbles, sending Prince to the prisons far
below!  Prince has never been to a prison before, and now
he's a prisoner, seeking an escape.

Prince rips off what's left of his shirt (Woo hoo!) and
goes bare-chested from now on.  Go down the ladder at the
side of this bridge.

R-run across the wall, stepping on the white switch, which
makes a platform appear.  R-run along the wall in the same
direction, stepping on a white switch as you do so, which
makes a platform appear.  You have to do this same thing a
few times, stepping on four white switches.  The last
switch makes a platform rise up.  When you're on it, ride
it down.

You have to do the same thing, in the other direction.
R-run around the room, stepping on white switches as you do
so you can do so.  At then end is another platform that
takes you down.

This time, the room isn't circular; it's square.  You have
to R-run to a switch and jump off to reach the platform
that appears.  At the end, jump to a bar and swing from the
bar to a ladder.  Slide down the ladder.

At the bottom, R-run to the switch, jump off it to a bar,
swing off the bar to the platform, R-run off this platform
to the switch.  This continues, and on the last on, R-run
off the platform, jump off to the bar and swing off the bar
to reach a ladder.  Slide down the ladder to reach the
floor.

There are a bunch of sand creatures here.  Kill them and
save at the sand vortex.

0005h-A Prisoner Seeking an Escape
-----------------------------------------------------------

Prince tells himself, "All right, I've decided.  I will
marry her.  I'll tell her the first chance I get.  That'll
put an end to all this fencing about and not saying what
one really means.  We've made it this far.  It's foolish to
deny what we both feel.

Move along to the other side of the U-shaped floor here.
Get the sand cloud and refill your health at the fountain.
Break the furniture to reveal a switch.  Step on the
switch, opening a door, which stays open as long as you're
on the switch.

Go back around the U thing. Grab the crate that's in a
corner and push it on the switch to keep the door open.
Then go through the door.

You enter a hall.  Part of the right wall is bad; break it
to reach a life-extending fountain.  When that's done, turn
around to see a locked door and some sliding knives.

Go past the blades and R-run up the left wall to press the
switch, opening the door.  Go through the door to enter the
torture chambers.

Get the sand cloud on the floor.  There are two white
levers to pull here, which makes two walls stick out, close
at each other.  Pull the levers and jump from wall to wall
upwards (the walls get farther apart as you go because the
levers are retracting).  When you reach the top of either
of the walls, R-run up a wall and jump off to reach a beam.

Climb on the beam, and bats attack.  Kill them and get to
the end of the beam.  You reach a beam at the other side of
the room.

There are two white switches on the wall here, which work
just like those levers.  Jump at a switch to press it and
jump back to the beam.  Hit both switches and jump up
between the two walls.  At the top of either one, R-run up
the wall and jump off to reach a bar.

On the bar, swing at a wall and jump back to reach a higher
bar.  Do the same on this bar to reach a beam.  Jump off
this beam towards the center of the room to reach a bar.
Swing off this bar to a platform with a sand cloud on it.

Get the sand cloud.  R-run up the right wall.  When you hit
the switch, jump off to land on a platform the switch made.
R-run up the wall to another switch, and repeat the
process.  You do this for five switches in all, and at the
end, R-run up the wall and jump to a beam.

Jump off this beam to the ladder in the center of the room.
Climb up the ladder to the top, then jump off it to a bar.
Swing from this bat to another ladder.

Same thing: Climb up this ladder to the top, then jump off
it to a bar, swing from the bar to another ladder.  Climb
up this ladder, reaching the courtyard Farah is in.

Around thirty sand creatures are waiting for you here.
Save your game at the sand vortex after the battle and you
have a vision is which Farah steals the dagger.

0005i-"At last we're here!"
-----------------------------------------------------------

Prince wakes up to Farah stroking his head.  He freaks,
seeing as he just saw the dagger-stealing vision.  In a
calming voice, Farah says, "It's all right.  It's me.  It's
me.  Look, at last we're here.  The Tower of Dawn."

Go up the stairs here to find a fountain.  Go up the stairs
to the left of the fountain to find a sand cloud.  Get back
to the fountain.  Step on the switch on the floor to make a
pillar rise up.

With your back to the fountain, go down the stairs to the
right.  R-run along the wall to the pillar that rose up,
and R-run along the wall past the pillar to a wooden
platform.

R-run up the wall here to make a pillar rise up on the
other side of the courtyard.  Jump down from here and get
to that column.  R-run up it and R-run right to a wooden
platform with a box on it.

Push the box to the ground.  Push it so it's in front of
the yellow switch, by the stairs.  Climb on the box and
R-run up to push the switch, opening the gate to the Tower
of Dawn.

Go through the gate and get the sand cloud there.  Go
across the bridge to the tower of dawn.  A lot of birds
attack you here.  You know what?  Screw them.  Enter the
Tower of Dawn without killing the birds.  Turn right and
pick up the sand cloud there (the last sand cloud).

Turn around and go through the hall.  At the end is a room
at the center of the tower.  Before entering, break the bad
wall here.  Farah says, "I love when you do that."  Prince
says, "Come with me."  Farah says, "No, you go."  Go
through to reach a life-extending fountain.

When you come out, Farah doesn't know what Prince is
talking about when he mentions going through the wall.
Well, those life-extending fountain things are weird.
Enter the main room of the tower.

Farah runs ahead.  Prince warns, "Be careful."  Farah says,
"Of what?  Not everything is a trap, you know."

Follow after Farah.  The room becomes a large elevator-like
thing.  The floor you're on rises upwards.  Farah says,
"That was easy."  Prince says, "Too easy."

Sand creatures appear.  Prince says, "You know, not
everything is a trap."

There are about forty sand creatures to kill here.  When
you kill them all, you can exit the elevator.  A fountain
is here and you can drink from it during the battle, but
enemies may attack you when you're drinking.

After the battle, the elevator will stop and a lever shows
up.  R-run up the back wall of the elevator and jump off at
the white switch to pull a lever, opening the doors of the
elevator.

Exit with Farah, and you reach another elevator.  The two
of you ride up.  Prince says the hourglass is nearby; he
can feel it.

You end up in a room with lots of gold and the hourglass.
Prince was right.  Save your game at the sand vortex here.

0005j-The Hourglass
-----------------------------------------------------------

Go up the path.  When it stops, jump to the platform
against the wall.  Go across it.  R-run to another
platform.  Do that again, running to three platforms.

On the third one (by a window with a lot of light coming
through), R-run along the wall and jump off the reach a
bar.  Swing from the bar to the to of the hourglass.

Cutscene time.  Farah says, "You did it!  Take the dagger.
Strike it into the center of the dome".  Prince does so,
but then stops and says, "My father's army sacked your
palace.  Captured you as a slave."  Farah asks, "What?"
"You have every reason to hate me," Prince continues.
Farah asks, "What are you talking about?"  Prince says,
"Now you want me to trust you?"  She says, "Go on!  There's
no time!"

Vizier comes out and casts some kind of wind, flinging the
two of you away.  Farah holds onto Prince's leg.  Vizier
demands, "Give me the dagger," and then sees it on the
ground.  As Vizier approaches the dagger, Farah says, "The
dagger!  He must not get the dagger!"  Prince lets go of
the pillar he's hanging onto and grabs the dagger as he
and Farah get blown away.

Prince voice overs, "I had faced my enemy.  I had looked
into his eyes and I had lost...everything."

The two of you fall into a room.  Prince catches Farah.
Prince says, "A tomb."  Farah angrily says, "You were
there!  The dagger was in your hand!  Why did you hesitate?
You think you're cleverer than everybody, but you're just
like the rest of them.  Those soldiers.  All they can do is
fight.  Destroy.  Why did I trust you?  When didn't you
trust me?"

Everything goes black. Farah says, "Ow!"  Prince says,
"Sorry."  Farah asks, "Where are you?"  Prince says, "I'm
right here."  Farah says, "Hold my hand.  Don't let go."
There is a long pause, and Farah says, "I didn't mean what
I said earlier."  Prince says, "No, you're right.  All that
happened is my doing.  I wanted was honor and glory.  I
brought this on us."  Farah says, "You are brave and good.
If this tomb is to be ours, at least the dagger will be
buried with us.  And...we are together."

Princes becomes short of breath.  "What is it?" Farah asks.
"Nothing," says Prince.  Farah notes, "You're trembling."
"I just don't like closed spaces.  There must be some way
out of here," says Prince.  Farah says, "When I was small,
my mother taught me a secret word.  She said that when I
was afraid, all I had to do was speak that word and a magic
door would open...I've never told that to anybody."  Prince
says, "I can see why.  That's the most childish thing I've
ever heard of...What was the word?"  Farah tells him,
"Cockolookia."  Prince repeats it, "Cockolookia".

Something makes a grating sound.  Prince says, "You did
that.  Didn't you?  Farah?"  He notices the tomb is open.
He jumps inside.

You now control Prince again.  Go down this long corridor,
which is similar to the life-extending fountain corridors.
At then end you come to a strange room.  Farah calls to
you, but is nowhere in sight.

There are a lot of doors here.  You must go through doors
in a correct order (follow the sound of water).  Here's how
to do it if you don't like the following the sound of water
thing.

The first floor is like this:

  Entrance
1          7
2            6
3          5
      4

Go through door four to end up at door six.  Go through
door one to end up at door three.  Go through door five to
end up at door two.  Go through door seven to reach the
second floor.

The second floor is like this:

     Entrance
   1          9
  2            8
   3          7
    4        6
         5

Go through door six to end up at door three.  Go through
door one to end up and door nine.  Go through door five to
find Farah.

She's taking a bath.  "It's beautiful," she says. "Come
on."  Prince sets his weapons aside and jumps in.  Their
hands touch.  They look at each other and move in to kiss.

The screen goes black.  We see Prince wake up on a casket.
He sits up, and his voice-over says, "Was it real?  That
magical cavern?  If it was a dream, it was a dream we both
shared.  I know it was."  Meanwhile, Prince realizes his
weapons that he took off...they're not there.  He looks
around and finds Farah's necklace.  He says, "Farah.  Oh
no!"

Since Prince has the necklace, he won't be destroyed by the
sands of time.  But now he's weaponless; he doesn't have
the dagger or a sword.

Run quickly out of the tomb, past the enemies who are there
because you can't fight them.  You end up in a mirrored
room that holds a sword hostage unless you solve the mirror
puzzle.  Prince says, "Oh no."  Luckily, the sand creatures
don't follow you out here.

With your sword to the entranceway, you're looking at two
movable mirrors.  One already has light reflecting off of
it.  Don't mess with that one. Grab the other, to the left
of it, and move it past the mirror that already has light
coming off of it.  Move this mirror onto the stain on the
floor there.  It intercepts the light beam and sends into a
mirror on a column (if not, adjust it so it does).

Standing with your back to this column, there are two
mirrors you're looking at.  One is facing you, and it is
left of the one not facing you.

Grab the one not facing you, and push it off the stain in
the floor it's on, and push it onto another stain in the
floor.  This way, if light hits this mirror, it reflects
onto the symbol.

Grab the last mirror, the one that is left of the one you
just moved.  Push it onto the stain on the floor (the
mirror you moved was on it).

The thing around the sword on the altar should go away.
Readjust the mirrors as needed until it does (nothing
special happens to signify this).  Go up to the platform
then and pick up the sword.

When you pick up the sword, break through the wooden gates
to go outside.  You see Farah far off.  Prince yells,
"FARAH!" but to no avail.  If you learned anything during
the earlier part of the game, it should have been that
Farah doesn't stop when you call to her.

R-run along the wall here to a bar.  Swing to the next bar.
Swing off this bar to a wall and jump off the wall to a
higher bar. Swing to another bar, and swing to another bar.
Swing from this bar onto a platform.

On this platform are twenty sand creatures.  Your new sword
kills sand creatures in one hit.  Where was this sword
earlier?  Kill all of them and save at the sand vortex.

0005k-"Farah!  Come back!"
-----------------------------------------------------------

For a life-extending fountain, hang off the end of this
platform (on the part with no wall) and drop down to the
ledge below.  Move left along the ledges here and drop down
to the beam.  Move across the beam and jump to the bar.
Swing on the bar, into the room.  Break the wooden doors in
this room to reach the life-extending fountain, then pull
the lever in this room and swing up the bars and jump off
the wood to exit the room.

Back by the sand vortex, R-run up the rock and grab the
wooden ledge.  Jump up so you are hanging off of the ledge
above, and move left along this ledge, past the rock.

Past the rock, jump up to the ledge above.  Move right on
this ledge and then jump up to the grassy area above.
Drink from the fountain here if needed.

Switch to landscape view (maybe my game is malfunctioning,
but I see Farah on this platform).  See the beam above this
area (between the broken post and the fountain)?  R-run up
the wall and jump off it to grab the beam.

Jump off this beam to a bar (the kind you can swing on) in
the direction of the two...uh...flagpoles.  Get on the left
end of this bar and swing off it onto a beam.  Bats attack
you, so kill them.

When the bats are dead, drop to the platform below and
enter the doorway.  R-run along the wall on the left and
jump right.  Jump back and forth between the walls and you
reach the ledge on the right.

Do the same thing (jump back and forth between the walls)
to reach the bridge to the Tower of Dawn.  You see Farrah
(with your sword) go through a crack to enter the tower.
Prince yells, "Farah!  Come back!", which doesn't work, and
then he realizes, "She must be using the dagger."  Prince
advises her, "Farah, be careful!  Don't use up all the
sand!"

Kill the sand creatures here (easy) and go across the
bridge (it breaks behind you) and save at the sand vortex.

0005l-Climbing the Tower of Dawn
-----------------------------------------------------------

R-run up the wall to the right of the door and jump to
reach a bar.  Swing off the bar at the wall and jump off
the wall to reach a beam.  Jump up to the beam above
(against the wall).

Move along this beam so you're over the banner.  Jump so
you're on the beam over the other banner.  Move along this
beam so you can jump out from the wall at the column there.

Jump right to another column and climb up it.  At the top,
jump to the wall and jump off it to reach the platform
above.  Go right (if your back is to the hole).

Go around the ledge here and kill the bats that attack.
Drop off at the end of the ledge, and you'll see two walls
that are close together.  Go up, jumping from wall to wall
until you reach the ledge on the right.

Move along this ledge and get on the beam that has a banner
below.  Bats attack; kill them.  It's a shame this sword
isn't better at killing bats that the other ones.

Jump right to the other beam that has a banner below.  Move
along this ledge to reach the column again, and move off
the column onto the wooden beam.

At the end of this beam, drop to the bar below.  Move right
along this bar.  At the end, swing at the wall and jump off
the wall to grab the beam overhead.

Move right along this beam to a ledge (more sand bats
attack).  Kill the bats and move along this ledge, onto a
beam with a banner below (look familiar?).

Jump to another beam with a banner below and move along the
ledge to an area where the two walls are close together.
Go up, jumping back and forth between the walls, until you
are hanging off the right hand wall.

Move right along this wall, and jump up to the ledge above
when you can.  Jump to the ledge above that and move left.
Jump to the beam above and jump across the gap to land on a
beam on the left wall.

Move left along this beam, jumping to the higher beam when
this one breaks, and dropping to the lowest beam when that
one breaks.  Then move left, jumping to higher beams when
necessary.

At the end, jump off the beam to a bannerpole, which isn't
a real word.  Swing from bannerpole to bannerpole to reach
a ledge.  Move along the outside of this ledge, and on the
other side of the circular thing, you'll reach two walls
that are close together.

Jump from wall to wall, going downwards because the walls
are too far apart.  Enter the room and step on a switch to
open a door.  Exit the room and R-run along the left wall
to reach the doorway.  Enter it and climb the ladder.

Bats attack; kill them.  Get to the top of this room by
climbing to the top of a ladder, jumping to another ladder,
and repeating the process until you reach the top.

At the top are thirty sand creatures waiting for you.  Kill
them.  Now's probably a good time to note the fountain on
your right; use it if you need to.  Then go left, over the
rubble, to reach the sand vortex.

0005m-The Setting Sun
-----------------------------------------------------------

Climb back on the rubble and climb up the pole there.  Jump
off it to a bar to your left.  Swing from that bar to
another bar, and swing from that bar to a thin, red bar.

Part of the wall breaks off.  Move along this bar to the
end and swing at the part of the wall that broke off to
grab onto it.  Move right along this ledge and jump so
you're hanging off the ledge above.  Jump off this ledge to
reach a beam.

Move along this beam (to the left, if you're facing the
wall) to the end.  R-run along the wall to a platform
there.  Get on the beam off this platform and jump over the
gap between the two beams.

Move left across this beam, away from the wall.  At the
partially broken pillar, go up the pillar, jumping from
wall to wall.  Start jumping while on the ledge, not
hanging off it.

At the top, go through the walkway toward the tower.  R-run
along the wall to your left, and go back out towards the
turret.  Bats attack; kill them.

Go to the next turret by walking across the beam connecting
the two.  More bats attack you; kill them.  Head back
toward the tower and R-run left across the wall.

R-run left across the wall again, except jump from the wall
when you reach the corner in the wall to reach a pole.
Climb up the pole and jump off it onto a turret.

Climb up the pole on this turret, and jump back toward the
tower to reach a bar.  Swing off this bar to land safely on
a balcony.  R-run right off this balcony and jump to a
ladder.

Climb up the ladder and jump off it to reach a pole.  Jump
off the pole to get inside the Tower of Dawn.  Farah is
fighting sand creatures in here and is losing.  Prince
helps and kills some sand creatures, but not before she
gets knocked into a hole.  She holds onto the dagger, which
is stuck in the ground by the hole.

Prince runs to help her, a bit too late.  The dagger gives
way, and he is forced to grab the blade of the dagger to
hold onto her.  They stay like this for a moment, until
Farah realizes something.  She says, "Cockolookia" and lets
go of the dagger.  She falls to her death, landing near the
gold by the hourglass.

Prince examines his blood on the dagger, and realizes there
are more sand creatures to fight.  He looks up, furious.

In this fight, getting sand is tricky because your new
sword kills the sand creatures without the need for the
dagger of time.  Sand isn't really necessary, but if you
want some, get it from enemies that get hurt by either you
kicking them or another enemy accidentally hitting them.

Additionally, you'll notice Farah used up all the sand in
the dagger, just like Prince warned her not to.  Prince
saves at the sand vortex and gets a vision of various
places you've been to, except they are all empty this time.

0005n-Honor and Glory
-----------------------------------------------------------

"Bravely I had fought and slain my enemies with honor and
glory in my mind.  Although I had fought 'til the desert
sands were red with blood, I could not bring back the
dead."

Prince mourns Farah's dead body.  Vizier comes and says,
"Give me the dagger."  Boy, this guy has a one-track mind,
doesn't he?

Vizier bribes Prince with immortality.  Prince doesn't want
to live forever when those he loves are dead and he is to
blame.  Prince would choose death.

Prince bursts past the Vizier and jumps onto the hourglass.
He plunges the dagger into the hourglass, undoing what he
has done.  Everything that happened is rewound, and Prince
wakes up with the dagger, in his tent, with the army that
is ready for the battle ahead.

Prince sneaks into the Maharajah's temple and enters
Farah's chambers.  She doesn't recognize him, of course,
because this was before the two met.  He tells her not to
be afraid and shows her the dagger of time.  He then tells
her the story of what happened to him, which is the story
you have been playing through (which explains the voice-
overs and the beginning of the game, where you were on a
balcony and had to go inside to start the game).

Prince tells Farah to arrest the Vizier before he betrays
them.  Then they should send a signal in the air to prove
this, so the Persian army will know their plan is foiled.

Vizier comes in and suggests a better ending to the story:
The Persian Prince entered the chambers of the maharajah's
daughter and was slain by the Vizier.

Fight time.  The Vizier, like the wuss he is, sends magical
clones to fight you.  You must defeat three of the clones.
The clones attack with their staffs, and have strong
defense.  After hurting one a lot, it takes a break and
leans on its staff.  Move in for the kill when that
happens.

I suggest blocking the clones' attack by holding R whenever
you are not attacking.  Attack often, though.  This
strategy worked best for me.  Another good plan is to roll
past the Vizier when he does his staff-swing attack and
then hit him from behind.

Farah asks what's going on, and Prince and Vizier both try
to convince her they are right.

After the first clone is dead, Farah tells Vizier to stop
and she will have her father judge.  Vizier disobeys and
rather insults Farah and Prince and their fathers.

The Vizier, being old, cannot do anything when the third
clone is defeated.  Run to the window and hit him.  He
taunts you, but there is nothing behind such taunts.
Follow him out the window and kill him.

Then you see the cool ending to the game, which I'm not
going to put here.

006-Credits
-----------------------------------------------------------

This FAQ is copyright of The Lost Gamer, 2004.  If you want
to use any part of this FAQ, ask me first (instructions
under general information)