()===========================================================================()
 ||                                                                       ||
 ||                     P R I N C E  of  P E R S I A                      ||
 ||                           The Sands of Time                           ||
 ||                                                                       ||
 ||                   Copyright 2003-2006 Graham Holden                   ||
 ||                   (aka 'cthrag yaska' on GameFAQs)                    ||
 ||                        www.AldursLair.com/faqs                        ||
 ||                     Version 1.2 (final) June 2006                     ||
 ||                                                                       ||
()===========================================================================()

         . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
         This document is for the Gameboy Advance version of Prince
           of Persia; specifically (if it matters) the UK release.
         . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .



()===========================================================================()
 ||                                                                       ||
 ||                       LAYOUT of the WALKTHROUGH                       ||
 ||                                                                       ||
()===========================================================================()


-------------------------------------------------------------------------------
Overview
..............................................................................

This document will of course contain spoilers for the game.  However, I have
tried to organise it so you can find the information you need to get past a
particular sticking point without seeing too much else.

Throughout this document, there are references to other sections, hopefully
all in double-quotes.  To locate a section, refer to the Contents Page
(immediately below) where you will see a short, upper-case LABEL against most
sections.  Search for this to go directly to the section concerned.

         . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
          Press "Ctrl-F" in most browsers or text viewers to search
         . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

o  The first main section, "Prince of Persia: About the Game", shouldn't give
   too much away that either isn't in the manual or can't be picked up from
   the introduction and playing the first few rooms.  The descriptions of
   some abilities that are acquired during play are postponed to after the
   main Walkthrough so as to avoid spoilers.

o  The bulk of the document, "Prince of Persia: The Walkthrough" takes you on
   a step-by-step guide through the game, and so will contain spoilers.
   However, it is designed so that you can go directly to the information you
   need without reading through any more than necessary.  The beginning of
   this section describes how to use it in more detail.

o  After the main walkthrough, the section "How Did I Miss That? or Item
   List", lists the locations of all objects and (scoring) enemies in the
   game; refer to this towards the end if you've not found all seventy-five
   enemies or are missing Potions etc.

o  The next section, "Baddies, Beasties & Bosses", lists accumulated wisdom
   (?) about all enemies you will encounter, and as such should be
   selectively read where possible.  Again, the beginning of this section
   tells you how.

o  The section "Advanced Controls" is the last for "normal" play; more of a
   reference section that describes how to use the extra abilities that the
   Prince acquires during the game.  As such, it contains spoilers if read
   out of turn.

o  The section "Minimum Item/Enemy Game" gives some notes on a much harder
   version of the game, where -- in complete contrast to the main Walkthrough
   -- the objective is to collect as little as possible, and to level-up as
   little as possible.

   It is much terser than the main Walkthrough; more or less assuming you've
   beaten the game "normally", and as such does not try to avoid spoiling
   things.

o  The final section, "Odds and Sods", contains acknowledgments, revision
   history and any other interesting things I've found about the game.
   Little, if any, attempt has been made to avoid spoilers here.


-------------------------------------------------------------------------------
Contents
..............................................................................

         Layout of the Walkthrough
                   Overview
                   Contents

         Introduction
                   Legal Notices
                   About this Walkthrough

         Prince of Persia: About the Game
                   Background                              BKGND
                   Basic Controls                         CON101
                   Game Screens                           GAMSCR
                   Sands of Time                             SOT
                   Enemies You Will Meet                   NMEZE
                   Something to Read -- Scrolls            2READ
                   Something to Drink -- Potions          2DRINK
                   Coloured Flares                        COLFLA
                   Special Rooms                          SPECRM
                   Medal Pieces and Medal Gates             MPMG
                   Linking to the GameCube Version        GCLINK

         Prince of Persia: The Walkthrough
                   How to Use the Walkthrough            WALKHOW
                   Introductory Section
                   Section One                             S1MAP
                   Section Two                             S2MAP
                   Section Three                           S3MAP
                   Section Four                            S4MAP
                   Section Five                            S5MAP
                   I've Been Here Before...               HEREB4
                   The Final Encounter                    FINENC

         How Did I Miss That? or Item List                FINDIT

         Baddies, Beasties and Bosses                        BBB
                   Scoring Enemies                         SCNME
                   Sand Enemies                            SANME
                   Boss Battles                          BOSSBAT

         Advanced Controls                                CON201

         Minimum Item/Enemy Game                          MINNME

         Odds and Sods                                    ODDSOD
                   Acknowledgements                        BIGTA
                   Interesting Things                     NODULL
                   Nearly Sequence Breaking               SEQBRK
                   Revision History                       REVHIS

To jump to the beginning of one of the sections, search (Ctrl-F in most
browsers or text-editors) for the string in the right-hand column.



()===========================================================================()
 ||                                                                       ||
 ||                             INTRODUCTION                              ||
 ||                                                                       ||
()===========================================================================()


-------------------------------------------------------------------------------
Legal Notices
..............................................................................


General
-------
This entire Work is Copyright 2003-2006 Graham Holden, and all rights are
reserved except as specifically permitted in this section or authorised in
writing by the Author.

The moral right of Graham Holden to be identified as the Author of this Work
has been asserted by him in accordance with the United Kingdom Copyright,
Designs and Patents Act 1988.

Nobody is permitted to make derivative Works based on this Work, nor to
incorporate this Work into any other Work, not to create compilations
including this Work.


Personal Use
------------
Everybody is permitted to view, download and print copies of this Work, in
whole or in part, for their own personal use.  Nobody is allowed to charge you
to view or download such copies.  Other than minor reformatting to aid
readability of locally stored or printed copies, no changes may be made to
this Work.


Physical Distribution
---------------------
Providing NO CHARGE of any kind is made (including any Postage, Packing or
Handling fee), you may pass unmodified printed copies of this Work to others.


Personal Electronic Distribution
--------------------------------
Individuals may pass individual electronic copies of this Work to others
through direct contact (for instance via floppy disk, USB Memory Stick).  Any
form of mass distribution to any potentially unknown recipients is strictly
prohibited.


Hosting
-------
Without prior written permission of the Author, nobody may make this Work
available to others through any other means, electronic or physical, including
(but not limited to) hosting the Work on a Website or FTP Server, uploading
the Work to a Website or FTP Server, or by posting the Work to a Usenet
Newsgroup.

Anybody wishing to host this work on a Website or FTP Server MUST ask first.
Anybody granted permission to host this Work must accept that permission may
be withdrawn at any time and agree to cease hosting the Work should this
happen.


Linking
-------
In general, you are not permitted to link directly to any copy of this Work,
only to a Website where it is hosted.  Specifically, you may not use any
technology (for example "frames") that give the appearance that this Work is
part of the site containing the link.

If any permitted host imposes their own rules about how they are linked to,
you should comply with these as well.


Permitted Hosts
---------------
Currently, the following Websites are allowed to host this Work:

    My Website     This is the official home and will always contain the
                   latest version.

                   www.AldursLair.com

    GameFAQs       This is the only Game Site I normally visit and should
                   also always contain the latest version:

                   www.gamefaqs.com

    Other Sites    The following sites have been granted permission to host
                   my work, but I don't routinely visit them:

                   1up.com
                   www.supercheats.com
                   www.ign.com
                   www.gamerstemple.com
                   www.neoseeker.com
                   www.cheats.de (in German)

If you wish to direct visitors of your site to this Work, the following links
may be used:

    http://www.AldursLair.com/faqs

    http://www.gamefaqs.com/features/recognition/41989.html

providing it is obvious that the content is not part of your own website.

Any other Website, FTP Server or other facility hosting this Work, or any
Website providing direct links to this Work, is doing so in violation of the
terms of my copyright.  I would appreciate notice of any such infringements
(see www.AldursLair.com/faqs).

All Trade Marks and Registered Marks within this Work are the property of
their respective owner(s).  This Work is not endorsed by Nintendo, Ubi Soft
nor anyone else connected with the game.


-------------------------------------------------------------------------------
About this Walkthrough
..............................................................................

"Prince of Persia: The Sands of Time" probably doesn't need a walkthrough to
the same extent as some other games, but I decided to write one for a number
of reasons:

o  On my first play through, I ground to a halt at the second Boss.
   Replaying while making a walkthrough seemed a good way to make sure I
   hadn't missed anything (I hadn't, but got better at the game and was able
   to kill some enemies that I'd bypassed the first time round).

o  It's the first GBA game I've come across where GameFAQs didn't already
   have at least one walkthrough written for it.

o  It seemed like a good idea at the time.

o  er.. that's it.

You can contact me via my website (www.AldursLair.com/faqs) or by email (use
"faqs" and "AldursLair.com", joined by the "@" sign; please put "Prince of
Persia" or "POP" in the subject line so that it is easier to find amongst the
junk).  I normally read and reply to all messages, but please bear the
following points in mind:

o  Corrections to facts are welcome, as are specific suggestions for
   improvements.

o  Critical comments are fine, but just saying "it sucks" isn't very helpful;
   please keep criticism polite and positive.

o  Incomprehensible messages (i.e. those with appalling grammar or in "leet
   speak") are likely to be sent to the trash folder.

I keep all GameFAQs Boards for which I've written Guides on my "Favourites"
list, so I should spot (and usually reply to) any messages within a day or so.
For "Prince of Persia", the board is:

         http://boards.gamefaqs.com/gfaqs/gentopic.php?board=915023

All contributions used in future versions will be suitably acknowledged
(unless you want them to be anonymous).

Having completed my "Minimum Item/Enemy Game" notes at about the same time as
tidying up the last of the "normal" sections, I think this version covers
pretty much everything that needs to be covered, with the exception of what
can be unlocked when linking to the GameCube version of Prince of Persia.

Apart from a possible GameCube-update, I don't expect to release a new version
(except to correct typos or spelling mistakes), unless I get a spark of
inspiration or cracking idea from one of you lot.



()===========================================================================()
 ||                                                                       ||
 ||                   PRINCE of PERSIA: About the Game                    ||
 ||                                                                       ||
()===========================================================================()


-------------------------------------------------------------------------------
Background                                                                BKGND
..............................................................................

From the manual:

               "Amidst the scorched sands of medieval Persia, there is a
               legend spun in an ancient tongue.  It speaks of a time borne
               by blood and ruled by deceit.

               "It is within this war-torn land that a young Prince discovers
               a magic dagger.  Drawn to its dark powers, he is led to
               unleash a deadly evil upon the reaches of his father's vast
               kingdom.

               "Aided by the wiles of a seductive princess and the absolute
               powers of the Sands of Time, the Prince stages a harrowing
               quest to reclaim the Palace's cursed chambers, and restore
               peace to the very fabric of Time itself.  He must tread these
               dangers carefully, however.  Because in this world, there is
               only one rule:  Master the Sands... or be buried."

During the introduction, the Prince, who you control, finds a magic Dagger,
and is tricked into unleashing the powers of the Sands of Time by the Vizier
of the Maharajah whose Palace he and his father are visiting.  The main part
of the game follows the Prince's quest to put right the wrongs caused by this
act, and, ultimately, to seek revenge on the Vizier...

What this means in practice is to journey through five labyrinthine levels of
the Maharaja's Palace, defeating strange beasts and freeing Persian soldiers
from their possession by the powers of the Sands of Time.

As the Prince journeys deeper into the Palace, he will encounter many
obstacles, and will pick up new abilities to help counter them.

On completion of his explorations, he will have to defeat the Vizier, whose
hunger for power has caused all the trouble, before the world can return to
normal.


-------------------------------------------------------------------------------
Basic Controls                                                           CON101
..............................................................................

Game-play in the Prince of Persia is essentially that of a side-scrolling
platformer, although the Prince can also jump or climb up and drop down.  You
control the Prince in the following basic ways:

         . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
                                    NOTE
          This section only details the controls that are active at
         the start of the game.  As the Prince advances through the
            game, he will pick up additional abilities.  To avoid
               spoiling things, these are not described here.

          Instead, they are described both in the main Walkthrough
            as they are acquired, and in the "Advanced Controls"
                          Section towards the end.
         . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .


Floors and Ledges
-----------------
o  Use LEFT and RIGHT to move the Prince back and forth.

o  Use DOWN to make the Prince crouch down; this allows him to avoid missiles
   and obstacles.

o  Use 'A' to make the Prince jump; he can perform a standing jump, or you
   can use LEFT or RIGHT to make him jump in a given direction.

   If the Prince is facing or running left, press RIGHT and 'A' to make him
   perform a BACK-JUMP (or LEFT if facing or running RIGHT).  This achieves a
   greater height than a normal forward jump, and is particularly useful when
   jumping enemies or certain obstacles.

o  Holding DOWN and pressing 'A' will cause the Prince to roll forward --
   this allows him to pass under low walls or some obstacles without getting
   hurt.

o  Holding the 'R' Shoulder Button down while pressing LEFT or RIGHT will
   allow the Prince to creep left or right without turning around -- useful
   for advancing on enemies without exposing his back.

o  Pressing UP, or holding DOWN, will shift the centre-of-view so you can see
   hazards above or below.

o  If the Prince is at the edge of a normal ledge, and facing away from the
   edge, you can press DOWN and 'A' to make him climb down and hang from the
   edge.  Pressing UP and 'A' will make him climb back to the ledge; DOWN and
   'A' will cause him to drop from it.


Ropes, Hanging Cloths and Pillars
---------------------------------
o  Use UP and DOWN to make the Prince climb or descend.

   Some Pillars are slippery -- after clinging to them for a moment, the
   Prince will begin sliding down.  Tap UP occasionally to keep him more-or-
   less stationary.  You can keep the Prince at the top of a Pillar by
   keeping UP pressed.

o  On Pillars, hold LEFT or RIGHT and press 'A' to switch the Prince from one
   side to the other.

o  To jump from a rope, cloth or pillar, press LEFT or RIGHT and 'A'.

o  Pressing LEFT, or RIGHT on a rope, cloth or pillar will shift the centre-
   of-view so you can see hazards to either side.


In the Air
----------
o  When the Prince jumps, or if he drops or jumps from a ledge, rope, cloth
   or pillar, you can guide him through the air using LEFT and RIGHT.  This
   can be particularly useful to avoid enemies or obstacles below.


Attacking
---------
o  Use 'B' to make the Prince swing his Scimitar in the direction he's
   facing.  If facing right, the swing goes from approximately ten o'clock
   behind through to about four o'clock.  If facing left, it goes from two
   o'clock behind through to eight o'clock.

o  The Prince can also attack when on ropes, hanging cloths or pillars.  On
   ropes or cloths, he always attacks to the right, but because the attack
   includes a partial back-swing, he can hit some obstacles on the left.  On
   pillars, the Prince will attack away from the pillar.


Narrow Ledges
-------------
o  Narrow Ledges are much thinner (vertically) than normal ledges.  Normally,
   the Prince will hang from these.  Pressing UP and 'A' will pull the Prince
   up so that he stands (precariously) on top.  You will need to keep UP
   pressed, otherwise he will lose his balance and drop down again.

o  LEFT and RIGHT will move him appropriately, whether he's hanging from, or
   standing on top off, a Narrow Ledge.

o  More detailed controls are provided when you first meet such ledges (in
   S3R2), and in the "Advanced Controls" section.


Metal Rods
----------
Sticking out of the back-wall in some places are Metal Rods that the Prince
can grab hold of.  Once on a rod, the Prince will continually swing round and
around in circles.

o  When swinging around a Metal Rod, if you press 'A' during the quarter-
   circle from the six o'clock position upwards, you will somersault through
   the air quite a way.

o  If you press 'A' during the quarter-circle descending to the six o'clock
   position, or press DOWN on the D-pad at any time; you will drop from the
   rod.

o  When you are at the very top of the spin (i.e. at twelve o'clock), you can
   change direction by pressing LEFT or RIGHT on the D-pad.  This allows you
   to switch between clockwise and anticlockwise swinging.


Sands of Time
-------------
o  The 'L' Shoulder Button allows the Prince to use Sands of Time -- see the
   section "Sands of Time" below for more details.


Other Controls
--------------
o  In certain areas of the Palace, when there's an icon in the lower-left of
   the screen, SELECT will switch the character you control between the
   Prince and Farah (the daughter of the Maharajah).

o  The START button brings up the status screens; see the section "Game
   Screens" for more details.

o  During Dialogue Scenes, you can press 'A' to complete the current screen
   of text (rather than waiting for it to appear bit by bit); you can skip
   the entire Dialogue Scene by pressing START.

         . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
          Remember -- more controls are described in the "Advanced
                     Controls" section towards the end.
         . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .


Continuous Attack
-----------------
If you hold DOWN, "A" and "B" all at the same time, the Prince will enter
"continuous attack mode".  In this state, he will swing his Scimitar as fast
as possible, while creeping forward slightly.  Once he's started, you can
release DOWN, but need to keep both "A" and "B" pressed.

[Thanks to "Zhi jia ng" for this trick, who suggests it can be put to good use
against the first four Bosses, although I've not tried this.]


Super Jump
----------
I think I had stumbled across the manoeuvre in a couple of places without
really working out the mechanics of what I'd done (S1 R10, getting to S1 R13
immediately after beating the first Boss; S5 R3 when grabbing the bottom of
the Cloth on the left without defeating the Genie).  Thanks are due to Frej
Bjon for explicitly specifying how it works.

Basically, if you jump left or right, and IMMEDIATELY press the opposite
direction (RIGHT if you jumped left, LEFT if you jumped right), then you will
do a Super Jump and get higher than you could normally.  However, you do have
to change direction almost as soon as you press "A" to jump.  When, after the
first Boss Battle, you enhance your jumping ability, the two can be combined
for Super-Duper Jumps!


-------------------------------------------------------------------------------
Game Screens                                                             GAMSCR
..............................................................................


Main Screen
-----------
The main game screen shows a side-view of the Maharaja's Palace.  At rest, the
Prince will be centred vertically; to the left (if facing right), or to the
right (if facing left).

In the upper-left corner of the screen is the Prince's Health Bar (in red).
This shows the state of the Prince's health -- as he is hit, this will
decrease.  It is slightly deceptive, since the "loop" part only represents
about a quarter health -- if the bar gets towards the loop, you need to start
looking for Health Flares or a Save Room pretty quickly, or consider using a
Life Potion.

Below the Health Bar is a hollow circle that fills with blue.  This represents
the amount of Sands of Time held by the Prince's Dagger.

When you collect items such as Potions or Medal Pieces, a message will appear
in the lower-right corner.

During part of the game, you are in control of both the Prince and Farah; when
this happens, an icon appears in the lower-left corner to indicate that you
can switch control by pressing SELECT.  Note, you can only switch when the
current character is in certain positions; usually near exits and puzzle
elements.

Press START at any point in the game to bring up the Status Screen (see
below).  You can cycle through the other information screens by repeatedly
pressing the 'L' or 'R' Shoulder Buttons.

Press 'B' or START again to return to the game (or select CONTINUE from the
System Screen).


Status Screen
-------------
The first screen shows you the status of the Prince.  Along the bottom of the
screen, from left to right are the current Level of the Prince, the number of
Persians he must free to get to the next level, and the total number of
Persians he has freed so far (out of a maximum of 75).

In the middle of the screen you can see the Prince's current Health (and the
present Maximum Health), and below that the current amount of Sands of Time
held in the Prince's Dagger (out of a maximum of 128).

The right-hand side shows the Prince's current Attack and Defence ratings.  As
these rise, he will inflict more damage with each hit, and be less susceptible
to damage from others.


Inventory Screen
----------------
This screen shows which items the Prince has picked up on his travels through
the Palace.

The first two slots are for the Freeze Ring and the Slowdown Ring.  These need
to be found before the Prince can use the corresponding power of the Sands of
Time.  Highlight one of the rings (using the D-Pad) and press 'A' to activate
it.

To the right are icons for the four types of Potion to be found in the Palace.
These are Life Potions (restore full health), Sands of Time Potions (restore
full Sands), Elixirs (none found; restore Health and Sands) and Antidotes
(remove the effects of poisoning).  To use one, highlight it with the D-Pad
and press 'A'.

Below these are representations of the Medal Pieces (see below) that the
Prince has collected.  There are a total of eight Medals, each formed of three
pieces.


Map Screen
----------
The next screen shows a map of the current Section (there are five sections in
total).  -- only rooms that the Prince has visited are shown.  The Prince's
current room is shown flashing, and any room that contains an (uncollected)
Medal Piece is outlined in a different colour.

Unfortunately, there does not appear to be a way of viewing maps for sections
other than the one the Prince is currently in.


Scroll Screen
-------------
This screen shows how many of the fifteen scrolls to be found throughout the
Palace the Prince have been collected, and allows you to re-read them
(highlight a scroll with the D-Pad and press 'A').


Freed Persians Screen
---------------------
This screen shows the eight different types of Scoring Enemy the Prince will
meet, and how many of each type he has freed from the powers of the Sands of
Time.

When you get to the end of Section Five, you can use this screen to check
whether you've missed any enemies (refer to "How Did I Miss That? or Item
List").


System Screen
-------------
This last screen allows you to CONTINUE your game, enter SLEEP mode, or QUIT
the current game.

Sleep Mode puts your GameBoy Advance into a special low-power mode; the screen
and sound are turned off, and the main unit uses minimal power.  This is
especially useful if you need to pause your game between Save Rooms.

NOTE      To come out of Sleep Mode, hold both the 'L' and 'R' Shoulder
         Buttons and press SELECT; the GameBoy Advance power back up and
         displays the System Screen again.

Quitting a game will abandon the current game and return to the main menu.
You can then start a new game, load a different game, or restart the current
game from the last Save Room you visited.

NOTE      If you Quit a game, any Temporary Save Flares (see "Coloured Flares"
         below) you may have used will be forgotten; if you restart, it will
         be at the last Save Room visited.

TIP       If you've made a mistake and want to "try again", you're probably
         better off letting yourself die (just drop into any gap in the
         floor, or take a long fall).  That way, you'll return to any
         Temporary Save Flare you've passed through.


-------------------------------------------------------------------------------
Sands of Time                                                               SOT
..............................................................................

The Sands of Time are at the heart of "Prince of Persia".  As well as being
the source of the evil unleashed on the world, their powers will aid the
Prince in restoring things to normal.

Although the power of the Sands of Time is unlimited, the Prince can only
exploit a limited amount of this power at any one time by storing it in the
Dagger that he finds during the Introduction.

Defeating the possessed enemies he meets will siphon off the Sands of Time
that has possessed them and help to refill the Dagger.  Additionally, there
are certain Coloured Flares (see below) that the Prince will encounter; these
will completely refill the Dagger.

There are three principle ways that the Prince can use his accumulated Sands
of Time: Reversing, Slowing, or Freezing Time.

o  Reversing Time allows the Prince to "play the film backwards" -- for as
   long as his reserves of Sand last.  He can even do this for a short time
   after he dies, potentially allowing him to undo the action that caused him
   to die.

   If the Prince's Dagger is full of Sands of Time, he will be able to
   reverse Time for up to two four-second bursts (after the first four
   seconds, Time will continue normally; a second burst is needed to replay
   the previous four seconds).

   Note that Time, not the Prince's movement is reversed -- if you let the
   Prince stand still for three seconds before reversing Time, he will stand
   still (although backwards in time) for those same three seconds before
   anything noticeable happens.

   Personally, I've found very little use for reversing Time, other than for
   collecting Medal Pieces (see below).

o  Slowing Time allows the Prince to move at normal speed while obstacles and
   creatures move much more slowly.  This allows him to deal more damage to
   enemies in a given time, or to get past fast-moving obstacles without
   getting harmed.

   With a full reserve of the Sands of Time, the Prince will be able to slow
   Time for just over four seconds.

o  Freezing Time is a more drastic form of the above: the Prince can still
   move, but obstacles and creatures around him freeze totally.

   With full Sands of Time, the Prince can freeze Time for slightly over two
   seconds.

At the beginning of his journey, the Prince can only reverse time; as he
progresses through the Palace, he will find two Rings that, when activated
(from the Inventory Screen), allow him to slow or freeze time.

All three abilities are activated by pressing the 'L' Shoulder Button; the
latter two also need the corresponding ring to be selected first.

Both reversing time and slowing time only have effect while the 'L' button is
kept pressed -- you can have anything from a fraction-of-a-second burst to a
sustained four-second barrage.  On the other hand, time is frozen when the 'L'
button is pressed, and will stay frozen until the Prince's Sands run out,
whether or not you keep the button pressed -- you cannot freeze time for just
a brief period.

NOTE      There is a way of only using the Freeze Ring for a short period:
         once frozen, press START and go to the Inventory Screen, then
         deactivate the Ring there.  [Thanks to Sander for this tip.]


-------------------------------------------------------------------------------
Enemies You Will Meet                                                     NMEZE
..............................................................................

Throughout the game, you, as the Prince, will have to battle many enemies;
some will be human and some will be beasts.  Nearly all fall into two
categories:  Scoring Enemies and Sand Enemies.  The exceptions are "Bosses".


Scoring Enemies
---------------
These come in eight different flavours, all either human or human-like, with a
total headcount of seventy-five throughout the course of the game.

When the you kill a Scoring Enemy, it will collapse, leaving a corpse on the
ground.  If the you don't deal with this reasonably quickly (within about two
or three seconds), it will reanimate and you'll have to fight it all over
again.

To get rid of these enemies permanently, you need to drain the corpse of the
Sands of Time that possessed it.  You do this with the Dagger you obtain
during the game's introduction:  stand close to the corpse and hold down the
'B' Button -- the Prince will sweep the Dagger down into the corpse and it
will glow blue.  After a few seconds, the corpse will dissipate and some Sands
of Time will be restored (see the Scroll of Gathering you find during the
introduction).

Once a Scoring Enemy has been killed and drained, it is gone for good -- it
won't reappear if you re-enter a room later.

After the first kill (which takes you to level two), every second Scoring
Enemy you kill and drain will raise the Prince one level (later in the game,
when you get to Level 13, this will rise to every three kills for the next
level).  Higher levels boost the Prince's Attack and Defence abilities, as
well as his Maximum Health.


Sand Enemies
------------
These come in eleven different types, and are mostly non-human (there are a
some of exceptions).

When killed, they either disappear in a puff of blue smoke, or collapse to the
ground as a corpse.  Unlike Scoring Enemies, you don't need to do anything to
the corpse, it will dissipate into blue smoke after a few seconds.  Sand
Enemies also restore some of the Prince's Sands of Time.

In contrast to Scoring Enemies, Sand Enemies are not "single-shot" -- if you
re-enter a room, any Sand Enemies that had previously been killed will be
present again.  This can be very useful for restoring a lot of Sands of Time:
find a Sand Enemy near an exit, kill it, leave and re-enter, and repeat as
often as needed.


Common Features
---------------
Both types of enemy will flash an electric-blue colour when you successfully
deal them damage.

Although there are only a handful of basic enemy types, as you progress
through the sections, you will often meet the same basic type of enemy as
you've seen before, but with enhanced powers.  For instance, Bats, the first
enemy you meet, pop-up later with the ability to fire missiles at you.


Boss Battles
------------
At the end of each Section of the Palace you will have to prevail against a
Boss Enemy.  Additionally, towards the end of the game, you will encounter --
and have to defeat -- the villainous character behind the Prince's troubles.


-------------------------------------------------------------------------------
Something to Read -- Scrolls                                              2READ
..............................................................................

There are a total of fifteen Scrolls that the Prince can collect.  You get the
first during the game's introduction; the remaining fourteen are scattered
throughout the Palace.  Scrolls can be divided into two broad categories:


Ability Scrolls
---------------
Some of the Scrolls you will find will give the Prince extra abilities that he
didn't have before.  Typically the Scrolls you find after battling a "Boss"
fall into this category.

Collecting these Scrolls -- and gaining their abilities -- will allow the
Prince to explore deeper into the Palace and reach areas that he wouldn't
otherwise be able to get to.


Information Scrolls
-------------------
Other Scrolls, by contrast, will not bestow any new abilities on the Prince,
but will just tell you about an ability that he already possesses -- if you
knew about the ability, you would be able to use it even without collecting
the Scroll.  In a sense, they are an in-game hint/tutorial system.


Scroll Numbering
----------------
I have numbered each Scroll the Prince finds according to its position on the
Scroll Screen (reading left to right, top to bottom).


-------------------------------------------------------------------------------
Something to Drink -- Potions                                            2DRINK
..............................................................................

During the Prince's travels through the Palace, he will encounter a number of
Potion Bottles that he can collect (by passing over them).  In times of need,
he can use these to restore Health and/or Sands of Time, or to remove the
effects of poison.  To see how many potions the Prince has collected, go to
the Inventory Screen; to use one, highlight it on that screen and press the
'A' button.

In all, there are four types of Potion, although I've only found three (I
believe the last, Elixirs, only appear when linked to the GameCube version of
"Prince of Persia").

Some Potions are in plain view; others are inside Large Urns that must be
smashed with the Prince's Scimitar before they can be collected.


Life Potions
------------
Drinking one of these will fully restore the Prince's health.  To get maximum
benefit during a tough battle, you should wait until his health is fairly low
before taking one (though obviously, you shouldn't wait TOO long!)


Sands of Time Potions
---------------------
Drinking one of these will fully restore the Prince's reserves of Sands of
Time.  As before, you shouldn't take one too early if you want to maximise
their benefit.


Antidote Potions
----------------
Drinking one of these will remove the effects of Poison that some enemies can
inflict.  If you don't take an Antidote, the effects of poison will wear off
after time, but not before inflicting a steady stream of damage.


Elixirs
-------
Drinking one of these will completely restore both the Prince's Health AND his
reserves of Sands of Time.  As yet, I've not found any of these; I think they
are only accessible when you link to the GameCube version of the game.


-------------------------------------------------------------------------------
Coloured Flares                                                          COLFLA
..............................................................................

Throughout the Palace, you will encounter a number of Coloured Flares --
swirls of colour that have different effects on the Prince.  Most Flares are
already present in a room, although some only appear when you kill a certain
enemy (or the last one in a room).  The effect that they have depends on their
colour.

    Red  Health Flare

         Walking through one of these restores some of the Prince's Health.

         All Health Flares disappear when used; but some can be used again if
         you re-enter the room (which is a good way of fully restoring health
         if they're near an exit).  If a flare only appeared while you were
         in the room (e.g. some will appear as the exits open), then these
         can usually only be used once, and they don't reappear.

   Blue  Sands of Time Flare

         Walking through one of these fully restores the Prince's Sands of
         Time.

         Sands of Time Flares can be used multiple times without having to
         leave the room.

  Green  Temporary Save Flare

         Walking through one of these will temporarily save your game.  If
         you die in the current game, you will return to the last Temporary
         Save Flare you passed through, with the same Health and other
         settings you had when you first walked through it.

         However, if you turn the power off, or quit the current game, you
         will restart from the last Save Room you visited.

         A Temporary Save Flare cannot be used twice in a row -- if you use
         one, it will disappear until you use a different flare (or a Save
         Room); if you then come back to the first flare, it will be active
         again.

 Purple  Invisibility Flare

         Walking through one of these will make the Prince invisible (there's
         a VERY faint outline).  Some exit gates will drop as the Prince
         approaches if he is visible; this type of Flare allows him to get
         through.

         The duration of an Invisibility Flare is limited, but they can be
         used multiple times.

Dark Blue Musical Flare

         Walking through one of these will cause musical notes to rotate
         around the Prince's head.  While active, certain obstacles in a room
         will react differently as the Prince approaches.

         The duration of a Musical Flare is limited, but they can be used
         multiple times.


-------------------------------------------------------------------------------
Special Rooms                                                            SPECRM
..............................................................................

Among the ordinary rooms of the Palace (assuming "ordinary" means "filled with
monsters and fiendish traps..."), you will also find a number of special rooms.


Save Rooms
----------
These consist of a large stone block in the middle of the room below a large
circular stone on the back wall.

If you jump on to the middle of the stone block, your current game will be
saved permanently to the GamePak -- if you switch the power off or quit the
game, you can return to it later and carry on playing from the same point.

If you die, you will return to the last Save Room you used (unless you have
passed through a Temporary Save Flare since using the Save Room, in which case
you will return there).

Using a Save Room (or resuming a game at one) will fully restore the Prince's
Health.  His Sands of Time, however, will not be affected -- it will remain at
the same level as when you saved.


Life Fountains
--------------
These rooms -- a central column of sparking light within a gazebo reached by
one or two rope bridges -- will restore the Prince's Health at a rate of about
25 points per second when you stand within the central area.


Medal Gates
-----------
These rooms control access to certain parts of the Palace.  See the section
"Medal Pieces and Medal Gates" below for more details.


-------------------------------------------------------------------------------
Medal Pieces and Medal Gates                                               MPMG
..............................................................................

Certain areas of the game are protected by one of eight Medal Gates, each of a
different type.  To get through these, you need to be carrying the complete
Medal of the same type.  Throughout the game, you will find Medal Pieces of
one of the eight types -- when you have collected three pieces of the same
type, you will have a complete Medal, and will be able to open the
corresponding Medal Gate.


Collecting Medal Pieces
-----------------------
Medal Pieces are fairly easy to spot for a number of reasons:

o  If you look at the Map Screen, a room containing a Medal Piece is outlined
   in a different colour (yellow, green etc).

o  On the main screen, the Medal Piece is outlined quite distinctly against
   the background.

However, they do tend to be stuck in somewhat out-of-the-way corners of rooms,
so you may have to do a little hunting.

When you've found a Medal Piece, you then have to collect it.  Early in the
game, you will find the Scroll of Secret Medals.  This tells you that you need
to "rewind time" to collect a Medal Piece.  In practice, this means:

o  Walk, fall or jump over the Medal Piece you want to collect;

o  Press the 'L' Shoulder Button to reverse time -- you will fall up or move
   backwards until you pass back over the Medal Piece, at which point a
   message in the lower-right will tell you that you have collected it.

There are a couple of tips when collecting Medal Pieces:

o  Reversing time uses up your Sands of Time, of which you only have a
   limited quantity.  To minimise the amount used, try to press 'L' as soon
   as you pass over the Medal Piece; you don't have to wait until you land.

o  In many cases, you can release the 'L' button as soon as you've collected
   the Medal Piece (watch for the message); time will flow normally again,
   and you'll carry on with your original fall.  In most cases, this drops
   you harmlessly (or nearly so) to a ledge below.

You can check which Medal Pieces you've collected by referring to the
Inventory Screen.


Medal Gates
-----------
These are instantly recognisable when you come across them -- two relief
statues stand either side of, and each raises an arm above, a large carving of
a Medal in the centre.  You enter on a balcony on one side of the Medal Gate,
but are blocked from crossing the gap to the other side by a raised, wooden
drawbridge.

If you currently have no Medal Pieces that match the Medal Gate's type, then
there is no indication as to which type the Medal Gate is.

If you have one or two Medal Pieces of the correct type, then a combined image
of them will appear in the top-centre of the screen above the gap.  You can
check the Inventory Screen to see which type of Medal is required (although
some are a little ambiguous).

If you have all three Medal Pieces, then as you enter the room, the drawbridge
on the other side of the gap will lower.  After a few seconds, you are then
free to cross.  Once opened, a Medal Gate remains open for the rest of the
game.


-------------------------------------------------------------------------------
Linking to the GameCube Version                                          GCLINK
..............................................................................

TO DO     I will fill in the details when available...



()===========================================================================()
 ||                                                                       ||
 ||                   PRINCE of PERSIA: The Walkthrough                   ||
 ||                                                                       ||
()===========================================================================()


-------------------------------------------------------------------------------
How to Use the Walkthrough                                              WALKHOW
..............................................................................

Prince of Persia starts with a couple of introductory scenes, and then the
game proper.  The game map naturally divides into  five sections, and this
walkthrough is similarly subdivided.  Each section corresponds to one screen's
worth of the in-game map, and ends with a Boss Battle.

Early on, and again towards the end, there are cut-scenes of dialogue, and
these are reproduced at the appropriate points.

At the beginning of each section, I show the map of the whole section, with
rooms numbered in the order visited in the walkthrough.  Each room then has
its own subsection in the walkthrough.

All these subsections are labelled to help you find the bit you need without
seeing more than you want:

o  Dialogue transcriptions are labelled "SxDLG"; e.g. "S9DLG".

o  Maps of the sections are labelled "SxMAP"; e.g. "S9MAP".

o  Individual rooms are labelled "SxRy"; e.g. "S9R7".

o  Boss rooms are labelled "SxBOSS"; e.g. "S9BOSS".

If you're stuck in a particular room:

o  First note which section you're on -- this will be one more than the
   number of Boss Battles you've had (e.g., if you've had two Boss Battles,
   you will now be on Section Three [or possibly the very very end of Section
   Two]).

o  Search (press Ctrl-F in most browsers or text-editors) for that Section's
   map (e.g. "S9MAP").

o  Compare your in-game map with the Section Map to find which room you are
   in.

o  Search (Ctrl-F) for that room (e.g. "S9R7").


Exit Conditions
---------------
Many rooms throughout the Palace have Metal Gates that descend once you are
fully inside the room.  To open these gates, and move on to the next room, you
will have to fulfil certain "Exit Conditions".

In most rooms, this requires killing most, if not all, enemies within (both
Sand and Scoring).  In some rooms, you will need to step on one (or more)
Pressure Pads, and/or hit one or more Brass Gongs.

At the top of each room's section in the Walkthrough, the necessary exit
condition(s) are listed.  If you're having problems getting out of a room,
look at these and check that you've killed everything necessary.

In several rooms, you will not be able to get to all the exits until the
Prince has gained abilities from Scrolls found later in the game.  The Exit
Conditions for these are listed as "Scroll 4", "Scroll 5" etc.  The numbers
refer to the required Scroll's position on the Scroll Screen.

Other rooms' exits are blocked by Wooden Doors, or lead to Medal Gates for
which you won't have all the required Medal Pieces (see "Medal Pieces and
Medal Gates" in the previous section).  You won't be able to pass these until
much later in the game, so don't spend a lot of trouble trying!

TIP       Gates don't close until you are all of the way into the room, so you
         can stand in the doorway and still return to the previous room.

         This is particularly useful in some rooms which have a Health Flare
         by their exit -- heading to the next room and returning will re-
         kindle the flare and allow you to top-up your health to its maximum.


Section Maps
------------
On the Section Maps, some types of room aren't given room numbers, these are:

o  Boss rooms are just labelled "BOSS!".

o  Save Rooms (where you can permanently save your game) are labelled "SAVE".

o  Life Fountains (where you can restore your health) are labelled "LIFE".

o  Medal Gates (block progress until later in the game) are labelled "xG"
   (where "x" depends on the medal).

Other notes about the maps:

o  When you first play through the game, there are some rooms that you won't
   be able to access yet, either because they are blocked by Medal Gates,
   Wooden Doors or GameCube Gates.  The links to these rooms are marked with
   equals signs ("=") instead of dashes ("-").

o  Some areas of certain rooms will not be accessible at first; where map-
   space permits, I have tried to "cordon-off" these areas with dots ("...").
   As you progress through the game, the Prince will gain new powers that
   will permit access to these "locked-off" areas.

o  In each section there is one exit marked "LAST CAVE" -- you won't be able
   to use these initially since they're behind Wooden Doors (that you cannot
   open).  Towards the end of the game (hence the name), you will be able to
   make use of these, so just ignore them for the time being.


Checkpoints
-----------
As you progress through the game, you will collect various potions, scrolls
and other items; and kill Scoring Enemies.  Whenever you collect something or
kill such enemies, I will insert a "Checkpoint" in the Walkthrough, showing
what's changed (indicated by "<<").  Additionally, at the end of each section
there will be an enlarged Checkpoint showing all your current statistics.

An example of a full Checkpoint is:

..............................................................................
: Status   Level            1    For next level    1    Total killed   0/75   :
:          Max. Health     60    Attack           10    Defence           6   :
: Potions  Life            --    Sands of Time    --    Antidote         --   :
: Medals   ---             --    ---              --    ---              --   :
: Other    Slowdown Ring  [.]    Freeze Ring     [.]    Scrolls          --   :
..............................................................................

When you collect something, or kill a Scoring Enemy, only the relevant line
(or lines) will be shown.



()===========================================================================()
 ||                                                                       ||
 ||                         Introductory Section                          ||
 ||                                                                       ||
()===========================================================================()


-------------------------------------------------------------------------------
Dialogue                                                                  S0DLG
..............................................................................

       Prince:
               Most people think Time is like a river,
               that flows swift and sure in one direction.

               They are wrong.

               Sit down and I will tell you a tale
               like none that you have ever heard.

               Know, first, that I am the son of
               Shahraman, a mighty King of Persia.

               On our way to Azad, we passed
               through India...

               Where the promise of Honor and Glory
               tempted us to our doom.

       Vizier:
               Your Majesty, I am the Maharajah's
               Vizier.  I can help you capture his
               palace, if you will promise me a
               reward...


-------------------------------------------------------------------------------
Introductory Room 1                                                        S0R1
..............................................................................

You now get your first chance to control the Prince... essentially a bit of a
practice ground to get used to the controls.  Be careful though; any health
you lose here will carry over to the beginning of the game proper, so if
you've lost anything substantial, you might want to start over.

Also, since this is the introduction, the Map option doesn't work.

You appear in front of a relief of an Indian figure with a rope and a pillar
to your right; armed with a Scimitar and the ability to jump short heights or
distances.

First, jump on to the rope, and then from here to the pillar, where you clasp
the left-hand side.  Switch to the other side (press LEFT on the D-pad and the
'A' button), then climb level with a square plate that has a Metal Rod
sticking out.

CONTROLS  When swinging around a Metal Rod, if you press 'A' during the
         quarter-circle from the six o'clock position upwards, you will
         somersault through the air quite a way.

         If you press 'A' during the quarter-circle descending to the six
         o'clock position, or press DOWN on the D-pad at any time; you will
         drop from the rod.

         When you are at the very top of the spin (i.e. at twelve o'clock),
         you can change direction by pressing LEFT or RIGHT on the D-pad.
         This allows you to switch between clockwise and anticlockwise
         rotation.

Jump right from the rod and you will find yourself swinging round and around
the rod.  Just as you start swinging up from the lowest point, press 'A' to
jump to the ledge on the right.  Exit through the door on the right.

As you pass through the door, you lose control of the Prince.  He walks right
and collects the Dagger of Time, then continues right and plunges the Dagger
into a giant Hourglass, which fills up your 'Sands of Time' (the blue circle
under your Health Meter).

The Prince then continues to the right, where he is hit by falling rocks.
Using the power of the Dagger and the Sands of Time, the Prince reverses time
and recovers.  The rocks rise back up, and he is free to continue across the
room.

Safely past the rocks, he finds the first of fifteen Scrolls that you will
encounter:

                   ()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()
                     |    Scroll of Liberation (15)    |
                     |                                 |
                     |  Hold B Button to retrieve sand |
                     |  from a defeated Sand Persian.  |
                   ()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()

..............................................................................
: Other    Slowdown Ring  [.]    Freeze Ring     [.]    Scrolls        1/15<< :
..............................................................................

Once he has read the Scroll (don't worry -- you can read it again after you
regain control) the Prince demonstrates this ability by plunging his Dagger
into the body on the ground, refilling some of the Sands of Time.


-------------------------------------------------------------------------------
Dialogue                                                                  S0DLG
..............................................................................

       Maharaja:
               Well done, my son!  You may keep that
               dagger as a souvenir of your first
               battle.  As for that Hourglass, it will
               make a fine gift for the Sultan of Azad
               when we pass through his kingdom...

       Vizier:
               ...

       Maharaja:
               My friend, I bring you gifts from India!
               Behold the Sands of Time!

       Sultan of Azad:
               The sand...  Why does it glow?

       Vizier:
               Excuse me, Your Majesty.  But only the
               Dagger of Time can unlock the
               Hourglass.  Perhaps our young Prince
               will oblige...?

       Farah:
               No!  Stop!

       [You are tricked into releasing the Sands of Time]
               The Sands of Time spread like a plague
               through the Sultan's palace,
               transforming everyone they touched.

       Prince:
               And I, who had unleashed the
               cataclysm, was spared...



()===========================================================================()
 ||                                                                       ||
 ||                              Section One                              ||
 ||                                                                       ||
()===========================================================================()


-------------------------------------------------------------------------------
Map                                                                       S1MAP
..............................................................................

+-------+           +--+ +--+ +-------+ +--+         LP - Life Potion
|       |           |  | |  | |.      | |  |         SP - Sands of Time Potion
|       |           |16+=+CG+-+.      +-+ 9|
|       |           |  +=+  +-+.      +-+  |         CM - Copper Medal Piece
|       |           |  | |  | |.      | |SP|
|       |           +--+ +--+ |       | +--+         CG - Copper Medal Gate
|   15  |                     |   8   |              TG - Tagua Medal Gate
|       | +--+ +-------+ +--+ |       | +--+ +--+
|       | |  | | .     | |  | |       | |S | |  |   ... - Inaccessible
|       +-+TG+=+ .     +-+ 7+-+       +-+ A+-+  |     = - areas or exits
|       +-+  +=+ .     +-+  +-+       +-+V +-+  |
|       | |  | | .     | |SP| |       | | E| |  |
+-------+ +--+ | .     | +--+ +-------+ +--+ |  |
              | . 6   |                     |  |
         +--+ | .     | +--+ +--+ +-------+ |  | +-------+
         |CM| | .     | |S | |  | |       | |  | |       |
         |14+=+ .     +-+ A+-+ 5+-+       | |  | |       |
         |  +=+ .     +-+V +-+  +-+       | |  | |       |
         |  | | .     | | E| |CM| |       | |  | |       |
         +--+ +-------+ +--+ +--+ |       | |  | |       |
                                  |   4   | |10| | BOSS! |
              +-------+ +-------+ |       | |  | |       | +--+ +-------+
              |       | |       | |       | |  | |       | |S | |       |
              |       +-+       +-+       | |  | |       +-+ A+-+       |
              |       +-+       +-+       | |  | |       +-+V +-+       |
              |       | |       | |       | |  | |       | | E| |       |
              |       | |       | +-------+ |  | +-------+ +--+ |       |
              |   2   | |   3   |           |  |                |   12  |
    +--+ +--+ |       | |       | +--+ +--+ |  | +-------+ +--+ |       |
    |  | |S | |       | |       | |L | |  | |  | |       | |  | |       |
LAST=+ 1+-+ A+-+       | |       +-+ I| |13+-+  +-+ LIFE  +-+11+-+       +- Section
CAVE=+  +-+V +-+       | |       +-+F | |  +-+  +-+       +-+  +-+       +- Two
    |  | | E| |       | |LP     | | E| |CM| |  | |       | |LP| |     SP|
    +--+ +--+ +-------+ +-------+ +--+ +--+ +--+ +-------+ +--+ +-------+


-------------------------------------------------------------------------------
Room 1                                                                     S1R1
Exit conditions                                                    Pressure Pad
                                                                W: Wooden Door
..............................................................................

..............................................................................
: Status   Level            1    For next level    1    Total killed   0/75   :
:          Max. Health     60    Attack           10    Defence           6   :
: Potions  Life            --    Sands of Time    --    Antidote         --   :
: Medals   ---             --    ---              --    ---              --   :
: Other    Slowdown Ring  [.]    Freeze Ring     [.]    Scrolls        1/15   :
..............................................................................

You begin in front a canopied archway, but as this is a 2D platform game, this
is just 'background', and you can't enter.  To the left is a Wooden Door --
you'll see a few of these throughout the game, but you won't be able to do
anything with them until well over half-way through, so just ignore them for
now.

You will notice some Bats flying around -- kill them with your Scimitar (press
the 'B' button) -- which also recharges your Sands of Time.  Proceed to the
right, watching out for the gap you have to jump over just off-screen (press
the 'A' button), and you'll find your first obstacle -- the exit gate out is
down!

Hopefully though, you will have noticed the piece of cloth hanging just before
the gate -- so jump on to this and shimmy up.  On the left, just under a wall
hanging, you should see a ledge.  From about level with the ledge, jump on to
it and move toward the left-hand edge.  You'll see another Scroll, floating in
mid-air, with another ledge (and some Bats) beyond.

You'll need to time your jump so that (a) you don't land on a Bat, and (b) you
pass through the Scroll as you leap.

                   ()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()
                     |      Scroll of Rolling (2)      |
                     |                                 |
                     |     Press Control Pad DOWN +    |
                     |        A Button to roll.        |
                   ()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()

..............................................................................
: Other    Slowdown Ring  [.]    Freeze Ring     [.]    Scrolls        2/15<< :
..............................................................................

CONTROLS  If you press DOWN on the D-Pad, the Prince will duck down; if you
         keep it pressed, and press the 'A' button, he will roll along the
         floor a short distance.  This will allow him to roll under certain
         obstacles that either he wouldn't fit through when standing, or
         would cause him damage if standing.

NOTE      This is an example of an ability that the Prince has always been
         able to do.  Later Scrolls will give the Prince abilities that he
         wasn't previously capable off.

Continue left along the Bats' ledge and you'll see two things: a Wicker Basket
and another length of hanging cloth.  Unfortunately, the bottom of the cloth
is out of reach; fortunately, you can push the basket to the left, jump on it,
and then reach the cloth.

Climb up the cloth, past the stain-glass window, and jump to the small ledge
on the right.  From here, jump to the larger ledge, further right and slightly
up.  Here we have another problem: there is a Stone Beam sticking out of the
wall, reaching nearly to the floor and preventing further progress.

It's time to use the newly learnt Roll Manoeuvre (you could have performed it
before you found the Scroll if you had wanted).  Hold DOWN on the D-pad and
press 'A' -- you should roll under the Stone Beam and emerge the other side.

Moving to the right you'll see the final obstacle (for this room) -- a
vertically mounted Circular Saw -- and beyond this, a Pressure Pad that will
release the gate below (you do still remember the gate, don't you?)

There's no great trick to the saw, just edge close to it and make your dash
just as it clears your head on the way up.  Once you're passed, step on to the
Pressure Pad -- as you do, the view will switch to show you the gate below
opening.

As you make your way back down, just be careful to start the roll under the
Stone Beam from a little way back (the beam should not be more than halfway
across from the left).  If you get too close before rolling, you'll roll right
off the edge of the ledge!  The drop won't kill you, but it will cause you
some damage.

TIP       If you look like you're going to fall off the end of this or any
         ledge, quickly press RIGHT on the D-pad, and you should be able to
         catch the edge with your fingertips.  If you succeed, you can hang
         around like this forever; use UP on the D-pad and the 'A' Button to
         climb back up, or DOWN and 'A' to drop.

Once you're back at the gate, go through and you'll see a large block of stone
with a circular design behind it -- this is a Save Room.  Jump on to the block
and you'll rise into the air, saving your position and refilling your Health
Meter.

NOTE      There are two types of save-point in the game.  The one here will
         permanently save you position: if you turn off the power you'll
         resume from the last Save Room you saved at.

         Later in the game you will also find 'Temporary Save Flares' --
         these only remember your position while the power is on: if you die,
         you'll restart at the last such point, but if you turn the power
         off, or quit the current game, you will start back at the last Save
         Room.

         Another difference is that Save Rooms will restore you to full
         health (as you save), whereas Temporary Save Flares will remember
         your current health -- you will be at this level if you restart.


-------------------------------------------------------------------------------
Room 2                                                                     S1R2
Exit conditions                                   Giant Beetle + Persian Archer
..............................................................................

Leave the Save Room to the right and enter Room 2.  Carry on to the right, but
watch out for a Giant Beetle that emerges from the different-coloured ground
about one screen-width across.  Attack it with your Scimitar and you'll soon
kill it (adding to your Sands of Time); however, it will spawn a couple of
Small Beetles as it dies.

TACTICS   Because of their small size, to kill Small Beetles, you'll need to
         crouch down when you attack (hold DOWN on the D-pad while pressing
         'B' to attack).

         You can also kill them by rolling over them (press DOWN and 'A').
         [Thanks to Carter Chung for this tip.]

The path to the room's exit is straight along and up the pillar, but again the
gate is down, so don't bother going there yet.  Instead, head up the now
familiar piece of cloth that hangs in the centre of the room until you see two
balconies.  Jump to the one to the left, then across the next gap.

Now get ready to duck (DOWN on the D-pad) -- there's a Persian Archer over on
the left-hand side, and he wants to use you as target practice!  After the
first arrow passes overhead, run up so you're just short of his bow and duck
again.  You can now attack in safety.

NOTE      When he dies, his corpse will remain on the floor.  If you leave it
         alone for too long, it will come back to life and he will attack
         again.

         To dispatch him completely, press and hold the 'B' button -- the
         Prince will swoop the Dagger overhead and into the corpse, which
         will turn a sort of "electric blue".  Keep the button pressed for a
         few seconds and the corpse will dissipate in blue smoke, also
         restoring some of your Sands of Time.

         This applies to all Scoring Enemies, so remember: Drain corpses by
         holding 'B'.

..............................................................................
: Status   Level            2<<  For next level    2    Total killed   1/75<< :
:          Max. Health     66<<  Attack           10    Defence           6   :
..............................................................................

Once he disappears, don't panic because you can't move -- in this room,
getting rid of the last enemy is also the trigger to open the gate, as the
view-switch shows.  Jump back across to the cloth, descend and head right.
Jump on to the pillar, climb up and cross to the other side (hold LEFT and
press 'A').  You will see some moving red swirls in front of the now opened
gate -- a 'Health Flare'.  Passing through this will restore some of your
health.

NOTE      You will encounter a number of similar Flares as you progress; the
         colour of each determines what they do.  See the section "Coloured
         Flares" in the chapter "PRINCE of PERSIA: About the Game" for more
         details.


-------------------------------------------------------------------------------
Room 3                                                                     S1R3
Exit conditions                                                            None
..............................................................................

You enter on a balcony, and before you you'll see another scroll, a climbable
Pillar and a new obstacle -- a Flame Jet mounted on the wall.

NOTE      You'll get to see a lot of these Flame Jets that can shoot flames in
         up to eight directions.  Many, like this one, will change where the
         flame shoots every couple of seconds -- if you wait for the right
         moment, you can usually get close enough without getting burnt to
         either get past or smash them with your Scimitar.

Jump on to the Pillar, picking up your third scroll on the way:

                   ()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()
                     |       Scroll of Rewind (7)      |
                     |                                 |
                     |          Press L Button         |
                     |        to turn back time.       |
                   ()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()

..............................................................................
: Other    Slowdown Ring  [.]    Freeze Ring     [.]    Scrolls        3/15<< :
..............................................................................

CONTROLS  Pressing the 'L' Shoulder Button will reverse time for as long as
         you hold it, provided you have sufficient Sands of Time stored in
         the Dagger.  A full Dagger is sufficient for two four-second bursts
         of time-reversal.

If you feel in a destructive mood, you can go round smashing all the Flame
Jets, but most of them can be ignored.

Go to the top of the first pillar and switch sides.  Jump to the second
pillar, switch sides and smash the top Flame Jet.  Jump across to the third
pillar, watching out for the upward jets; wait for the jet on the far side of
the pillar to not be shooting towards you, then switch sides and smash it.
Jump to the fourth pillar and switch sides, ditto with the fifth pillar.  You
should now be on the right-hand side of the room.

Descend past the first ledge on the right, until you're level with the jet and
then smash it.  Jump across to the ledge and pick up a Life Potion -- these
can be used at any time to restore your health.

..............................................................................
: Potions  Life             1<<  Sands of Time    --    Antidote         --   :
..............................................................................

Exit to the right to find a Life Fountain -- walk across the bridge and enter
the central area to have your health bar restored (if you need a lot of health
restoring, you may have to wait for a few seconds; if you just need a top-up,
you probably won't need to stop).

Return to the main room (you'll need to smash the Flame Jet again), jump back
on to the pillar and climb back to the ledge you ignored earlier.  Exit right
to the next room.


-------------------------------------------------------------------------------
Room 4                                                                     S1R4
Exit conditions                                                 2 x Lion Statue
..............................................................................

Here you'll find your first Temporary Save Flare -- walk into it, and if you
die in the current game, you'll return here (but if you turn the power off,
you'll return to the Save Room between Rooms 1 and 2).

Head to the right and be ready to encounter your next enemy -- a Lion Statue
that spits balls of flame at you.  Even if you could get close enough to hit
the thing, it wouldn't do any good -- they're invulnerable to ordinary
attacks.  Instead, you'll need a different tactic -- when it spits a fireball,
knock it back with the Scimitar (anyone for tennis?).  Do this three times and
it will explode.

NOTE      If you get too close to a Lion, it will turn its back on you.  Just
         back away and it will turn around again and carry on firing.  (Don't
         bother trying to hit it from behind; it won't do any good).

         Also, don't bother trying to jump over a Lion Statue -- even with
         enough height you will not be able to get past a "force field" that
         extends straight up from the head.

Jump the gap to the remains of the Lion, and jump again to another pillar.  As
you start to climb, you'll see some spikes blocking your way, so simply switch
sides a couple of times to bypass them.  Jump across to the main ledge and
you'll see another Lion Statue blocking the exit.

This one's slightly different, in that it rises up to spit its fireballs -- no
problem, just jump up yourself and time your Scimitar swipes to knock the
Fireballs back.


-------------------------------------------------------------------------------
Room 5                                                                     S1R5
Exit conditions                                                            None
..............................................................................

If you look at the Map Screen after you enter this room, you'll see it's
outlined in yellow -- this indicates that there is a Medal Piece to be found --
see the section "Medal Pieces and Medal Gates" for more details.

As you approach the gap to the left, you'll see a Sand Lizard walking back and
forth.  Time your jump so that you land as it's moving to the left, to give
you more time to attack.  A few hits should dispatch it, replenishing your
Sand of Time as you do.

TACTICS   If you just dive in and hack at Sand Lizards, they will usually get
         in a retaliatory attack by spinning around and lashing at you with
         their tail; to avoid losing some health, try retreating slightly
         after your third attack, let it lash out, then finish it off.

To the left of the Sand Lizard is another pillar; you'll need to switch sides
a couple of times to avoid spikes, as well as hitting out at some Bats if they
get too close.  However, if you make your way up, you'll see a ledge to the
right with a horizontal Circular Saw.  Time your jump to the ledge as the saw
moves to the right, and it shouldn't be too hard to jump over the saw as it
moves back towards you.  Once past, you'll find your fourth Scroll:

                   ()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()
                     |   Scroll of Secret Medals (9)   |
                     |                                 |
                     |            Use Rewind           |
                     |     to pick up Secret Medals    |
                   ()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()

..............................................................................
: Other    Slowdown Ring  [.]    Freeze Ring     [.]    Scrolls        4/15<< :
..............................................................................

CONTROLS  To collect a Medal Piece (you'll see the first in a moment), you
         need to pass over it, then Reverse Time (using the 'L' Shoulder
         Button) so that you pass back over it with time reversed.

For your first Medal Piece (part of the Copper Medal), you'll need to return
to the pillar on the left (jumping over the Circular Saw), and make your way
up to the ledge above (switching sides to avoid spikes and slashing at Bats as
needed).

TIP       The Bats around here will all replenish your Sands of Time as you
         kill them, so be merciless!

If you just run off the edge of the ledge to the right, you should pass
through the Medal Piece.  As soon as you pass it, press and hold the Left
Shoulder Button to reverse time until you return to the ledge -- you should
get a message in the bottom-right of the screen if you're successful.  (If you
fall to the ground before you reverse time it won't matter, but you'll use up
more Sands of Time because there's more time to reverse.  Also, if you don't
quite get back on the ledge before releasing the button, you may fall back to
the ledge below; again this won't matter.)

..............................................................................
: Medals   Copper           1<<  ---              --    ---              --   :
..............................................................................

Once you've got the Medal Piece, head back to the left and jump on to the
pillar with the spikes.  Climb up and there's another Circular Saw above a
ledge to the left.  It's probably easiest to do a quick jump to the near side
as the saw moves to the left, then jump over the saw as it reverses, then hop
on to the next pillar (don't linger on the ledge or you'll get chopped to
little bits!)

Just make your way down the pillar, switching sides to avoid the spikes.
Remember to attack the Bats flying back and forth, as they will help replenish
the Sands of Time you used to get the Medal.  At the bottom, jump to the ledge
and go out of the door on the left to another Save Room.


-------------------------------------------------------------------------------
Room 6                                                                     S1R6
Exit conditions                           3 x Pressure Pad (Green, Red, Yellow)
                                               NW: Scroll 4 + Tagua Medal Gate
                                                                  SW: Scroll 4
..............................................................................

As you enter this room, you should notice three white blobs (lights) in the
top-right of the screen.  If you walk over to the left, you'll see three
coloured, Flashing Discs on the walls.  To open the exits, you need to change
the colour of the three lights to match the colours (and order) of the three
discs.

To light the lights, there are three coloured Pressure Pads -- stepping on one
of these will light the next light with the colour of the pad.

TIP       If you stand on the wrong pad, or step on the right one twice,
         resulting in the wrong colour lights being lit, just keep stepping
         on any pad until all three lights are lit -- if the wrong
         combination has been selected, all the lights will go out and you
         can start again.

NOTE      The walkthrough below is based on the wall-discs being Green, Red
         and Yellow (from left to right).  The order doesn't appear to
         change, but if yours are in a different order, just change the order
         you visit the pads accordingly.

Move to the left and take out some Small Beetles (remember to crouch down),
then jump on to the Hanging Cloth and climb.  At the top, dodge the vertical
Circular Saw and jump right on to another Hanging Cloth.  Climb all the way to
the top (passing the yellow Pressure Pad on the left) and jump to the ledge on
the right.  Roll under the Stone Beam, and negotiate two more saws (via
another Hanging Cloth) to get to a ledge with the green Pressure Pad.  Step on
this to light the first light.

Jump back over the nearest saw and descend the cloth to the ledge below.
There's another Small Beetle here, so kill it, then step on the red Pressure
Pad to the left to light the second light.

Back up the cloth, jump left over the saw, roll under the Stone Beam and jump
to the ledge with the yellow Pressure Pad using the cloth and avoiding the saw.

The door near the red Pressure Pad should now open -- go back there and
through to room seven.

FOR LATER The left-hand two exits from this room cannot be accessed at the
         moment, due to the wall running down the middle.  These, and other
         similar inaccessible areas will be revisited towards the end of the
         game.


-------------------------------------------------------------------------------
Room 7                                                                     S1R7
Exit conditions                                                            None
..............................................................................

Just inside this room is another Temporary Save Flare -- make sure you use it,
as it's not difficult to fall to your death here!

First, jump up on to the two ledges just inside.  Before you jump to the
pillar on the right, be ready with the UP on the D-pad -- these pillars are
greased, and if you hang around for more than a second, you'll start to slip
down.  Many pillars you'll meet from now on will be greased, so be aware!

TIP       On this first pillar, it's probably worth spending a little time
         practising staying more-or-less in the same position by just tapping
         UP... if you do drop off the bottom, you won't come to any harm.

TIP       If you're at the top of a Slippery Pillar, you can hold UP on the D-
         pad to stay in position.

Cross to the right-hand side and jump to the second pillar, avoiding the
Circular Saw.  Jump from the second pillar on to the raised floor on the right.

NOTE      If you're VERY careful, you CAN jump from the main floor across to
         this raised floor -- but you'll need to start with the Prince almost
         completely over the chasm, and just his back foot right on the very
         edge of the floor.  Even then, you'll only grab the far side by your
         fingertips, and will need to haul yourself up (hold UP on the D-pad
         and press 'A').  However, you're much more likely to fall to your
         death, so it's almost certainly not worth it.

Nip past the two vertical Circular Saws and you'll come to a bunch of Slippery
Pillars.

Jump on to the first Slippery Pillar, go up to the top and switch sides.  Jump
to the next pillar and again climb to the top.  Jump across to the third
pillar, wait until the Flame Jet is shooting away from you, then switch sides
and smash it.  Jump across the broken jet to the short pillar, switch sides
and jump down to the ledge to the right.

Take out the couple of Bats here, then jump over the Wicker Basket and you'll
see a Large Urn.  Break this with your Scimitar to reveal a Sands of Time
Potion, which you should collect (like Life Potions, these go into your
inventory for later use).

..............................................................................
: Potions  Life             1    Sands of Time     1<<  Antidote         --   :
..............................................................................

Next, you want to get on to a pillar that's just below the left-hand edge of
the ledge; the plan is to walk off the left-hand side, then press RIGHT on the
D-pad almost straight away (if you do it too soon, you'll cling to the edge of
ledge and you'll need to drop first -- press DOWN on the D-pad and 'A').

TIP       Although you don't strictly need to, pushing the basket off the left-
         hand edge first will be useful in case you don't make it to the
         pillar.  Although it's possible to jump from the floor to the pillar
         on the right, it's almost out of reach, and it's very easy to slip
         off again.  Standing on the basket helps considerably.

Once you're on the pillar, switch sides when the Flame Jet is shooting away
from you and smash it.  Jump across, being careful to avoid the Circular Saw,
then switch sides to the last pillar.  Slide down towards the bottom
(otherwise the fall will knock off some health) and jump right to land by the
exit door.


-------------------------------------------------------------------------------
Room 8                                                                     S1R8
Exit conditions                                      Sand Lizard + Disc Thrower
                                              NW: Scroll 5 + Copper Medal Gate
..............................................................................

You emerge behind some translucent gauze.  Approach the gap to the right, but
wait until a Sand Lizard on the other side gets to the edge and walks away
before jumping across; this will give you enough room on the other side to
manoeuvre while killing it.

Carry on until you find the pillar above a second gap.  Luckily, this one
isn't slippery, but you'll need to switch sides to avoid the spikes as you
climb.  Jump off on to the ledge on the right, and you'll find yourself among
some rubble from a broken Stone Column.

Although you don't know about it yet, one of the powers of the Dagger and the
Sands of Time is to repair something that's broken.  Stand amongst the rubble
and hold down 'B' until the column is restored!  Unfortunately, you cannot
climb it as you can pillars, so leave it for the moment and return to the
pillar with the spikes on the left.

NOTE      I discovered you could do this before I found the Scroll of
         Gathering (see later), so it just saves some backtracking to rebuild
         the column now.  If this offends your sense of 'doing it right',
         just leave the column in pieces until you've found the Scroll.

Jump across to the left-hand ledge, but be careful -- there's a nasty Disc
Thrower (a Scoring Enemy) just off-screen.  Five attacks or so should see him
off.

TACTICS   You can knock his discs out of the air with your Scimitar, but don't
         worry too much if you get hit as there will be a Health Flare on the
         way out.

His corpse is left behind after you kill him, so remember to drain it with
your Dagger (hold down 'B'), otherwise he'll come back to life.  Draining the
corpse will also restore some of the Sands of Time you expended to rebuild the
column; also the exits will open, and you'll see a Health Flare appear.

..............................................................................
: Status   Level            2    For next level    1<<  Total killed   2/75<< :
..............................................................................

However, we don't want that exit yet: head back to the central pillar and
climb to the top, crossing to the right as you do.  Jump across to the top of
the Stone Column that you restored -- if you fall short, just jump back to the
pillar and try again; if you slip over the right-hand side, you'll need to
climb down the cloth on the right, ignore the exit, and move back left and re-
climb the pillar.

Once you're on top of the column, jump right to the hanging cloth, climb up,
then jump off and go through the upper-right exit.

FOR LATER The exit to the top-left is not currently accessible, so ignore it
         for now.


-------------------------------------------------------------------------------
Room 9                                                                     S1R9
Exit conditions                                                 2 x Lion Statue
..............................................................................

Here's a chance to gather another Sands of Time Potion.

Head to the right and smash the Flame Jet above the sloping floor.  The second
Jet shoots towards you constantly, so roll under it and smash it from the
other side.  Jump on to the pillar to the right, switch to the right-hand side
and jump between the pair of Circular Saws to the second pillar.  Climb to the
very top and then jump to the left on to a small ledge holding another Wicker
Basket.

Push the basket off to the left, then drop down and push it as far to the left
as possible.  You will now see another Lion Statue up the slope to the left.
Because it's on raised ground, and because it raises up to fire, you need to
get on top of the Wicker Basket and jump up to return the usual three
fireballs that will destroy it.

Beyond the Lion you will find your second Sands of Time Potion.  However, the
exit back to the previous room won't be open yet, as there's another Lion
Statue to get rid of.

..............................................................................
: Potions  Life             1    Sands of Time     2<<  Antidote         --   :
..............................................................................

Head back right and jump between the two saws back on to the far-right pillar.
Climb down, jump back through the two saws again to the first pillar you saw.
Switch sides and descend, smashing the Flame Jet so that you can jump safely
to the last pillar.  Jump to the isolated floor on the left and you'll see the
other Lion.  The only difference with this one is that every other shot is
from ground level and from on high.

There's nothing past it, so just return to the previous room when you're done.


-------------------------------------------------------------------------------
Room 8 (again)                                                             S1R8
..............................................................................

Climb down the first cloth, dropping to the right of the repaired column.
Jump on to the cloth to the right and descend into the Health Flare, before
entering the Save Room to the right.


-------------------------------------------------------------------------------
Room 10                                                                   S1R10
Exit conditions                                  Shielded Knight + Invisibility
                                                                  SW: Scroll 1
..............................................................................

You're now in a tall room, almost the full height of the map.

Cross to the right and use the length of cloth to jump to the pillar --
another slippery one.  You'll need to time your slide down the pillar
carefully to avoid the Flame Jets (smash them if you want, or just avoid).
Climb down the cloth on the left and drop to the floor.  There's another
Wicker Basket to the left, but you won't be able to do anything with it yet,
so head to the right.

Go across the gap and you'll find your third type of scoring enemy -- a
Shielded Knight.  He's quite easy to kill, but you'll need several Scimitar
thrusts as his shield blocks about every other one.

As you drain the corpse, a purple Invisibility Flare appears -- if you walk
through one of these, you will become invisible for a while (you can just make
out a very faint shadow if you look closely).

..............................................................................
: Status   Level            3<<  For next level    2    Total killed   3/75<< :
:          Max. Health     66    Attack           17<<  Defence          12<< :
..............................................................................

You'll now need to pass through the Invisibility Flare, as there's a gate
ahead that will close if you approach it when visible.  While invisible, jump
on to the hanging cloth and climb to the top, then jump to the ledge on the
right.  Jump to the (slippery) pillar, switch sides and then jump across the
ledges and exit through the gate.  If you come back into view too soon, the
gate will close and you'll need to return to the flare.

TIP       You might want to practice this without going invisible to get a
         feel for when you should jump.

         Another useful tip (thanks "idudeZ") is to very briefly tap the 'L'
         Shoulder Button -- a blue circle will appear centred on your current
         position.

Beyond is another Life Fountain -- recharge if necessary then take the exit on
the far side.


-------------------------------------------------------------------------------
Room 11                                                                   S1R11
Exit conditions                                   Persian Archer + Disc Thrower
..............................................................................

Climb the hanging cloth -- half way up is Flame Jet with a difference: it's
protected by a cage, so you can't smash it.  Time your climb to avoid the
flames and jump to the ledge on the right.  Be careful -- there's another
Persian Archer to the right, but he fires his arrow a little lower, so ducking
won't help.  Instead, you'll need to jump over the first one he shoots before
you move in for the kill.  You can also knock his arrows out of the air with
the scimitar if you prefer.  Remember to drain the corpse once he's dead.

..............................................................................
: Status   Level            3    For next level    1<<  Total killed   4/75<< :
..............................................................................

Jump on to the pillar on the right (slippery again!) and descend.  Take out
the Flame Jet near the bottom, jump to the small ledge on the left and carry
on to the next pillar.  Slide down this and switch sides, jump to the ledge,
then collect a second Life Potion that's off to the left.

..............................................................................
: Potions  Life             2<<  Sands of Time     2    Antidote         --   :
..............................................................................

Go back to the right, using the two pillars to reach the ledge on the right at
the bottom of the second.  Here you'll find another Disc Thrower, so approach
with caution.  Draining his corpse will raise you to level four, open the
exits, and makes a Health Flare appear.

..............................................................................
: Status   Level            4<<  For next level    2    Total killed   5/75<< :
:          Max. Health     72<<  Attack           17    Defence          12   :
..............................................................................

Carry on to the right; there's a hanging cloth guarded by two Caged Flame Jets
-- wait for a clear moment then jump across and descend.  Jump down, heal in
the Health Flare and exit stage right.


-------------------------------------------------------------------------------
Room 12                                                                   S1R12
Exit conditions                                                            None
                                                                  SE: Scroll 1
..............................................................................

EXIT NOTE There are no exit conditions as such, but the exit in the bottom-
         right corner of the room is inaccessible for the moment.

         (Not strictly true:  Using Frej Bjon's "Super Jump", it IS possible
         to get out of the bottom-right corner and proceed MOST of the way
         through Section Two... however, you get stuck at Room 13.  See
         "Nearly Sequence Breaking" for details).

Make your way along the floor to the right, smashing Flame Jets as you go,
then jump to the Slippery Pillar via the small ledge.

TIP       If you're very short of the Sands of Time, there's another potion in
         a Large Urn to the right: switch sides then jump ledges heading
         right and down.  However, your Dagger should be pretty full, so
         unless you're nearly empty, we'll pick it up later.

Climb to the top of the pillar (on the left-hand side), taking out a Bat on
the way.  This is the rightmost of four pillars -- make your way across to the
leftmost one, keeping to the top, dodging Circular Saws and taking out any
Flame Jets that you don't like the look of.

To the left of the last pillar you will see a main ledge with a smaller ledge
above.  If you were to jump to this upper ledge, you'll see it leads nowhere --
for the moment.  For now, get on to the lower ledge and head left past a heap
of planks and you'll find your fifth Scroll:

                   ()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()
                     |     Scroll of Gathering (8)     |
                     |                                 |
                     |      Use the Sands of Time      |
                     |        with the B Button        |
                     |    to rebuild broken objects.   |
                   ()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()

..............................................................................
: Other    Slowdown Ring  [.]    Freeze Ring     [.]    Scrolls        5/15<< :
..............................................................................

Now you officially know how to rebuild things, return to the pile of planks
and hold down 'B' until they have all risen up and the bridge above has been
rebuilt.

Go back to the pillar on the right and climb it to get to the ledge above
leading to the newly restored bridge.  Cross, taking out the Bats, then
proceed to the Save Room off to the left.

TIP       If you've not completely filled your Dagger with the Sands of Time,
         you'll be able to do so in a moment.


-------------------------------------------------------------------------------
Boss Battle                                                              S1BOSS
Exit conditions                                                  Collect Scroll
..............................................................................

This room, to the left of the Save Room, has a much darker feel than most --
for good reason.  As you enter, you'll see a red bar appear in the lower-right
corner -- this is the measure of the Boss's health.  You'll also notice a
large, winged statue in the middle of the room -- suspiciously immobile.

You can hit him all you want at the moment, but nothing seems to happen except
you see the same blue flash you get from killing Bats -- in this mode, hitting
the Boss will also restore your Sands of Time: remember this!

TIP       If your Sands of Time gauge isn't full, keep hitting the statue
         until it is.

To get the fight going, you first need a way animating the Boss, and then of
dealing him real damage.  As you may guess from the recommendation to top-up
your Sands of Time, it is the Sands that will cause both to happen.

Press the 'L' Shoulder Button while dealing him a blow with the Scimitar --
you'll jump back and he'll take to the wing.  The strategy here is reasonably
simple -- attack him as he swoops down near the floor.  With the 'L' Button
held down you'll reduce his health; if you're running low on Sands of Time,
release the button and your attacks will refill the Dagger.  The only other
thing to watch out for is that every now and then he causes a line of rocks to
fall -- dodge them if you can, but you should survive long enough to defeat
him, and you can restore for free in the Save Room when you've finished.

When you reduce his Health Bar to nothing, he'll fly up to the centre of the
room, pause, then fly off.  Your sixth Scroll will then appear above your head:

                   ()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()
                     |     Scroll of Air Jump (1)      |
                     |                                 |
                     |     Press A Button while in     |
                     |     the air to double jump.     |
                   ()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()

..............................................................................
: Other    Slowdown Ring  [.]    Freeze Ring     [.]    Scrolls        6/15<< :
..............................................................................

CONTROLS  This allows the Prince to jump a little higher by making a second
         jump while in mid-air.

         For maximum height, perform a back-jump initially followed by a
         second jump.

         For a "Super Duper Jump", combine the double-jump with Frej Bjon's
         "Super Jump" technique.

Head right, back to the Save Room to save and restore health, then go back and
forth to Room 12, so that you can replenish your Sands of Time by killing the
Bats.  Save again when you've filled up and go to the right-hand side of the
bridge.


-------------------------------------------------------------------------------
Backtracking
..............................................................................

Because you've now got Air Jump, you can now make use of the Wicker Basket
that we ignored previously in Room 10 to get to a new room.

NOTE      When I first wrote this Walkthrough, I included this new room in the
         path because (a) you can get to it, and (b) I didn't know whether
         you would need what you find there.

         Subsequently, I've realised that (a) this new room can be a little
         tricky compared to its surroundings, (b) you don't really need
         what's in it until later, and (c) it will be easier to deal with
         later.

         I decided to leave it in, however, but if you find you are having
         excessive trouble dealing with Room 13, feel free to skip it for now.

         If you do skip it, you will need to allow for one Scoring Enemy and
         one piece of the Copper Medal missing from the Checkpoints with
         which I pepper this Walkthrough.

In Room 12, jump on to the pillar, slide down and fall off the bottom --
you'll take a little damage but we'll be passing a Life Fountain so it doesn't
matter.  Head left across the gaps, smashing the Flame Jets as you do.

In Room 11, climb the hanging cloth, jump to the ledge and then to the pillar.
Switch sides, climb to the top and jump to the next ledge.  Climb down the
cloth on the left and go back through the Life Fountain.

In Room 10, keep going left, across ledge, pillar and ledge until you're on
the hanging cloth.  Jump to the floor (you may need to double-jump to avoid
the Invisibility Flare), and go left until you get to the Wicker Basket --
push it as far left as it will go.

TIP       Because the enemy you'll meet shortly can be a little tricky, it
         might be a good idea to go to the nearby Save Room first: double
         jump on to the Hanging Cloth, jump right on to the pillar and smash
         the Flame Jets as you ascend.  At the top, jump left and exit to the
         Save Room.  Reverse this to get down again, or if you should die and
         need to restart.

The objective here is to jump to the Slippery Pillar above: it can be a little
tricky at first, but if you stand on the basket facing right; jump slightly to
the right, then back-flip to the left -- you should end up clinging to the
left side of the pillar.  If you do, press UP straightaway as it's a Slippery
Pillar and you'll fall off again!

Once you get up there, jump to the ledge and go through the exit on the left.


-------------------------------------------------------------------------------
Room 13                                                                   S1R13
Exit conditions                                                            None
..............................................................................

If you look at your map, you'll see this room is highlighted in yellow,
meaning there's another Medal Piece here.

Push the Wicker Basket as far left as it goes, jump over it and use 'B' to
restore the pile of rubble to make another Stone Column.  Double-jump from the
basket on to the top of the column, then to the (slippery) pillar, avoiding
the saw.  Switch sides and wait for the horizontal saw to move away from you
before jumping to the ledge and then jump over the saw.  Jump across the two
small platforms to the hanging cloth -- don't linger on the platforms as
spikes pop-up every so often!  Time your climb to pass the Caged Jet, then
jump to the edge of the ledge on the right and prepare yourself for a nasty
spear-wielding enemy!

TIP       Patience is the key to dealing with this Spear Swinger, as it only
         takes two hits from him to kill you from full health.  You, on the
         other hand, need to deal a series of about four double-hits at just
         the right moments.

As you first approach him, he's liable to start swinging his spear around his
head and then smash it on the floor -- usually four times.  Alternatively, he
may go into a series of half a dozen leaps before he pauses.

In either case, while he is paused, if you jump, even on the spot or while
hanging on the cloth, he will throw the spear into the air for a few seconds.
This is the only time when you can deal damage, but you will only have time
for a couple of shots before you need to retreat, and he'll either start
jumping or swinging his spear again.

TIP       From bitter experience, the worst thing you can do is to give in to
         the temptation to "get one more shot in" -- it invariably means you
         get hit by his spear, and the second such hit will kill you.  Err on
         the side of caution; retreat early and wait for the next opportunity
         to get a hit or two in.

So, get fairly close to him, jump if necessary to trigger his swinging spear
or his jumping then wait for him to stop.  Stand just beyond the end of his
spear and jump to make him throw his spear up; get in a couple of thrusts then
retreat rapidly (a back-jump is a good tactic).  Rinse and repeat about four
times to get rid of him.  Remember to drain his corpse, otherwise you'll have
to go through the whole process again!

TIP       It's useful to jump left back on to the cloth to get out of his way,
         but -- if there's room -- remember to jump back before he comes to a
         stop, otherwise your jump from the cloth back on to the ledge will
         cause him to throw his spear up, and you may not have time to
         attack.  If in doubt, jump back and wait for another attempt rather
         than risk being killed.

TIP       Although I've not had a chance to try it, you can apparently roll
         under a Spear Swinger when it is doing it's jumping routine to come
         at it from behind.  [Thanks to Sander for this.]

..............................................................................
: Status   Level            4    For next level    1<<  Total killed   6/75   :
..............................................................................

Across the gap to the right is another Sand Lizard.  Much the same as before --
jump out of the way every three thrusts or so to avoid the tail.  He may also
occasionally spit blue Paralysis Balls -- hit them back with your Scimitar if
he does.

Off the right-hand side of the ledge is another piece of the Copper Medal.  As
before, walk off the edge so you pass through it, then hold the Left Shoulder
Button down until you're back on the ledge.

..............................................................................
: Medals   Copper           2<<  ---              --    ---              --   :
..............................................................................

Cross back to the left, go down the cloth and across the small platforms,
remembering to avoid the spikes that can appear.  Once you're back on the
floor, return to the Save Room to save and restore health, then return to room
12.


-------------------------------------------------------------------------------
Room 12 (again)                                                           S1R12
Exit conditions                                         SE: Scroll 1 (Air Jump)
..............................................................................

EXIT NOTE The need to use a double-jump to get to one of the ledges leading to
         the exit ensures that you cannot leave Section One until you've won
         the first Boss Battle (although this isn't stricktly true; see
         "Nearly Sequence Breaking" under "Odds and Sods" for details).

Run along to the right again, smashing the Flame Jets and jumping the gaps.
Jump to the ledge then back to the Slippery Pillar, switch sides and jump to
the ledge on the right.

If you didn't get the Sands of Time Potion earlier, walk to the right,
dropping on to another ledge and then the ground.  To the right is a Large
Urn, which you should smash to find your third Sands of Time Potion.

..............................................................................
: Potions  Life             2    Sands of Time     3<<  Antidote         --   :
..............................................................................

Return to the ledge right of the pillar, double-jump to the ledge above right,
then double-jump to the Hanging Cloth.  Jump to the ledge on the right and the
doorway that leads out of Section One.

..............................................................................
: Status   Level            4    For next level    1    Total killed   6/75   :
:          Max. Health     72    Attack           17    Defence          12   :
: Potions  Life             2    Sands of Time     3    Antidote         --   :
: Medals   Copper           2    ---              --    ---              --   :
: Other    Slowdown Ring  [.]    Freeze Ring     [.]    Scrolls        6/15   :
..............................................................................



()===========================================================================()
 ||                                                                       ||
 ||                              Section Two                              ||
 ||                                                                       ||
()===========================================================================()


-------------------------------------------------------------------------------
Dialogue                                                                  S2DLG
..............................................................................

       Farah:
               Do you realise what you have done?
               You have released the Sands of Time!

       Prince:
               Who are you??

       Farah:
               I am the daughter of the Maharajah
               from whom you stole the Dagger.
               Come with me.  We must find the
               Hourglass!


-------------------------------------------------------------------------------
Map                                                                       S2MAP
..............................................................................

LP - Life Potion                    +--+ +--+ +--+ +--+ +--+
SP - Sands of Time Potion           |  | |. | |  | |JM| |  |
AP - Antidote Potion                |15+=+. +-+10+-+..+=+16|
                                   |  +=+. +-+  +-+ .+=+  |
JM - Jade Medal Piece               |  | |. | |  | | .| |AP|
                                   +--+ |  | +--+ |  | +--+
JG - Jade Medal Gate                     | 9|      |11|
                                        |  | +--+ |  | +--+
     +--+ +--+ +--+                     |LP| |  | |  | |  |
     |AP| |  | |  |                     |  +-+  +-+  +-+  |
     |  +-+JG+=+17|                     |  +-+  +-+  +-+  |
     |  +-+  +=+  |                     |  | |  | |  | |  |
     |  | |  | |  |                     +--+ |  | +--+ |  |
     |  | +--+ +--+                          | 8|      |12|
     | 3|                          +--+ +--+ |  | +--+ |  |      +-------+
+--+ |  | +--+                     |L | |  | |  | |  | |JM|      |       |
|  | |  | |  |                     | I+-+  +-+  | |  +-+  |      |       |
|  +-+  +-+  |                     |F +-+  +-+  | |  +-+  |      |       |
|  +-+  +-+  |                     | E| |  | |  | |  | |  |      |       |
|  | |  | |  | ... - Inaccessible  +--+ |  | |  | |  | +--+      |       |
|  | +--+ |  |   = - areas or exits     |  | +--+ |  |           |       |
| 2|      | 4|                          | 7|      |SP|           | BOSS! |
|  | +--+ |  | +--+                +--+ |  |      |  |      +--+ |       |
|  | |  | |  | |  |                |  | |  |      |  |      |S +-|       |
|  +-+  | |  +-+  |                |  +-+  |      |13| +--+ | A+-|       |
|  +-+  | |  +-+  |                |  +-+  +=LAST |  | |  +-+V | |       |
|  | |  | |  | |  |                |  | |  +=CAVE |  | |  +-+ E| |       |
+--+ |  | +--+ |  |                |  | +--+      |  | |  | +--+ +-------+
     | 1|      | 5|                | 6|           |  | |  |
+--+ |  |      |  | +-------+ +--+ |  |      +--+ |  | |14|
|S | |  |      |  +-+       +-+S +-+  |      |L +-+  +-+  +- Section
-+ A+-+  |      |  +-+ LIFE  +-+ A+-+  |      | I+-+  +-+  +- Three
-+V +-+  |      |  | |       | |V | |  |      |F | |  | |  |
| E| |LP|      |JM| |       | | E| |  |      | E| |  | |  |
+--+ +--+      +--+ +-------+ +--+ +--+      +--+ +--+ +--+


-------------------------------------------------------------------------------
Room 1                                                                     S2R1
Exit conditions                                              Brass Gong (Farah)
                                                                    Back: None
..............................................................................

TIP       After the Dialogue, you might want to nip back to the Save Room so
         you don't have to see it again (or you can press START to skip it).

After leaving the Save Room, jump to the Hanging Cloth (they're now grey
instead of yellow) and drop off the bottom to collect your seventh Scroll:

                   ()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()
                     |      Scroll of Farah (10)       |
                     |                                 |
                     |          Press SELECT           |
                     |        to play as Farah.        |
                   ()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()

..............................................................................
: Other    Slowdown Ring  [.]    Freeze Ring     [.]    Scrolls        7/15<< :
..............................................................................

CONTROLS  Throughout this section, you will be controlling two characters --
         the Prince, and now also Farah.  Although she does not have your
         extra movement abilities (double-jump, roll etc.), nor the ability
         to use the Sands of Time, she is armed with a Bow and Arrow -- this
         allows her to attack enemies from a distance, and to trigger certain
         puzzles needed to open gates out of a room; in particular, there are
         a number of hanging Brass Gongs that the Prince cannot reach, but
         Farah can hit with an arrow.

         You can switch between the Prince and Farah whenever you see a small
         icon appear in the bottom-left corner of the screen.  This generally
         appears when you are near the exits of a room, or near to any puzzle
         element (Brass Gong, Pressure Pad etc.).  You cannot normally switch
         characters when you are on a Hanging Cloth, Pillar or similar
         obstacle.

Run off the left-hand edge and you'll drop to another ledge where there's a
third Life Potion.

..............................................................................
: Potions  Life             3<<  Sands of Time     3    Antidote         --   :
..............................................................................

IMPORTANT I originally missed this potion (although by the end of the game I
         suspected that I'd missed one somewhere).  First, many thanks to
         Gatekeeper999 for informing me of its location.

         Second, anybody who started playing from an earlier version of this
         Walkthrough (below v1.0) and who is now using this one, will be one
         Life Potion short at this version's Checkpoints.

Jump back to first ledge and you'll see Farah -- ignore her for now.  Head
right and upwards, across a Hanging Cloth, a Retractable Shelf and on to a
fixed ledge.  To the right of the long Hanging Cloth is the trigger to open
the gates of this room, but you'll not be able to activate it, so just use the
long cloth to get on to the ledge directly above you, then continue to the
left across two more Retractable Shelves until you get to the closed gate.

You should now see Farah's symbol appear in the bottom-left, so press SELECT
to switch to her.

--< as Farah >--
Follow the Prince's route to the long hanging cloth, but jump off on to the
ledge on the right.  To the right, you'll see a Brass Gong hanging down,
protected by Stone Beams and two Circular Saws.  Have Farah face it, then
press 'B' to fire an arrow:  as the arrow hits the Gong, the view cuts to show
the gate open and then the gong will retract.  Head back to the left and
upwards to rejoin the Prince.


-------------------------------------------------------------------------------
Room 2                                                                     S2R2
Exit conditions                      Brass Gong (Farah) + Pressure Pad (Prince)
                                                                    Back: None
..............................................................................

--< as Farah >--
Staying as Farah, head left in Room 2, across the gap and up the slope, to
jump to the Hanging Cloth, being aware of the Circular Saw.  Climb the cloth,
jump right, over another saw to the ledge and then on to the vertical Moving
Platform.  At the top of its travel, jump left to the cloth, then right using
the horizontal Moving Platform to get to another ledge.  Here you will see
another Brass Gong, but to hit it, you'll have to jump up and fire an arrow.

Although the gong disappears, the gate won't open -- there's a Pressure Pad
that needs to be activated, but Farah can't get to it, so head her towards the
exit: use the two Hanging Cloths to the left to reach the ledge with the
banisters above.  Approach the exit and press SELECT to switch back to the
Prince, languishing in Room 1.

--< as the Prince >--
Follow Farah's route up the slope, but when you've climbed to the top of the
first Hanging Cloth, instead of heading right, double-jump to the platform on
the left.  Carefully jump over the vertical Circular Saw to another Hanging
Cloth, then from its top, jump back right to spin around on the Metal Rod.

Time your next jump to land on the cloth further to the right, climb up and
use the second Metal Rod to get to another Hanging Cloth on the far left.  At
the top of this cloth, you should jump to the yellow Pressure Pad, opening the
exit.

Double jump over the three vertical Circular Saws to the left -- the ledge you
need to land on is directly below the bookshelves, so you'll probably need to
tap LEFT on the D-pad so that you don't go too far.  From the ledge, jump
right to the Hanging Cloth, and from near its top, jump to rejoin Farah,
carrying on to the next room.


-------------------------------------------------------------------------------
Room 3                                                                     S2R3
Exit conditions                                             Brass Gong (Prince)
                                                                    Back: None
                                                          NE: Jade Medal Gate
..............................................................................

--< as the Prince >--
Just inside you'll see another Temporary Save Flare; pass through it so you
don't have to redo the last two rooms, then use SELECT to switch to Farah.

NOTE      Temporary Save Flares are triggered by the Prince passing through
         them, not Farah; if the Prince passes through and then either
         character dies, you will both restart from the Temporary Save Flare.
         If only Farah passes through, nothing will be remembered.

--< as Farah >--
Follow the Prince through to Room 3, then shoot the first Flame Jet (you can
reach it as the Prince, but it's easier as Farah).  Switch back to the Prince.

--< as the Prince >--
Jump to the Hanging Cloth and climb to the top.  Head right, across two
Retractable Shelves, a pair of Hanging Cloths, then two more Retractable
Shelves, smashing the Flame Jets on the way (it makes it much easier for
Farah).

From the last ledge, you need to double-jump upwards and to the right and
swing out with the Scimitar at another Brass Gong to open the exit gate (the
Gong will retract after you've hit it successfully).  There's another Flame
Jet to the right, but Farah's best equipped to deal with it, so switch
characters.

--< as Farah >--
Follow the Prince to the right, then jump up and use an arrow to smash the
Flame Jet.  To get across the gap on the right, Farah will need to be as far
off the edge as possible, without actually falling off.  Even then, she'll
cling by her fingertips and need to haul herself up.  When she's safely in
front of the exit, switch back to the Prince.

NOTE      You will need to be more careful of the Retractable Shelves (and
         have a modicum of luck), because unlike the Prince, you can't double-
         jump out of danger if one retracts as you land on it.  The Temporary
         Save Flare could prove handy!

TIP       Waiting on the Hanging Cloths and jumping just after the next shelf
         retracts seems to be the safest approach.

NOTE      We're about to collect an Antidote Potion, which can be useful --
         but not essential -- against creatures you'll meet in Section Three.
         We will be coming back this way later in the game, so if you want to
         leave it until then, just leave to the right.

         If you do get it now, it's slightly more efficient to do so as soon
         as you enter the room; the drawback is that there's more to repeat
         if Farah dies as she's crossing the Retractable Shelves.

--< as the Prince >--
Return to the top of the first Hanging Cloth on the left-hand side of the
room; you now need to make a number of double-jumps to make your way up the
left-hand side of the room -- it can be a little tricky getting the timing
just right, and the Retractable Shelves don't help.  At the very top, you'll
find another Large Urn -- smash it to reveal a new type of potion: an Antidote.

..............................................................................
: Potions  Life             3    Sands of Time     3    Antidote          1<< :
..............................................................................

TIP       For the last jump, to the ledge containing the urn, you may find it
         helps if you face to the right and back-jump.

Once you have the Antidote, drop back down using the Retractable Shelves and
the Hanging Cloths until you're back on the first cloth.  Re-cross the room
and you're ready to visit Room 4.

FOR LATER The exit to in the top-right of this room leads to the Jade Medal
         Gate, which we won't be able to open for some time.


-------------------------------------------------------------------------------
Room 4                                                                     S2R4
Exit conditions                                     2 x Red Pressure Pad (both)
                                                                    Back: None
..............................................................................

--< as the Prince >--
Head up the slope and on to the Retractable Shelf; time your jump across to go
under the Circular Saw and you'll land on a ledge with a yellow Pressure Pad.
Ignore it for now, and carry on and jump under the next Circular Saw to a
Hanging Cloth.  As you climb, you'll see a Spiked Platform on the right -- but
the spikes aren't retracting.  Jump to the upper ledge on the left, and push
the Wicker Basket off the left-hand edge.  Follow it down and push it on to
the Pressure Pad.  This will keep the spikes retracted.

You can now return to the cloth, and jump across the two platforms on the
right to another Hanging Cloth.  Avoid the final Circular Saw to land on a
ledge with two red Pressure Pads -- stand on one of them and switch to Farah.

--< as Farah >--
Simply follow the Prince's route right and up and step on the second red
Pressure Pad to open the exit gate.  Just be careful of the first Retractable
Shelf -- jump just after it retracts, as the Circular Saw is rising.  Continue
on into Room 5 and switch back to the Prince by the Temporary Save Flare.


-------------------------------------------------------------------------------
Room 5                                                                     S2R5
Exit conditions                    2 x Pressure Pad (both) + Brass Gong (Farah)
                                                                    Back: None
..............................................................................

--< as the Prince >--
Enter the room and trigger the Temporary Save Flare.  If you look at the map,
you'll see this room flashes green -- indicating there's another Medal Piece
within.

Walk right off the edge, under the Circular Saw as it is rising and you should
land on the Hanging Cloth.  From the bottom, jump to the left, then as you get
near the vertical wall, jump again -- this should prevent any health loss when
you land.  Roll under the Stone Beam and you'll see the Medal Piece above a
red Pressure Pad.

To get the Medal, you'll need to perform a double-jump, ensuring that as you
tumble, you pass over it.  As soon as possible, hold down the 'L' Shoulder
Button to reverse time -- as soon as you see the message in the lower-right
corner, release the button to conserve the Sands of Time.

..............................................................................
: Medals   Copper           2    Jade              1<<  ---              --   :
..............................................................................

Stand on the Pressure Pad (part of the exit-opening requirements) and switch
to Farah.

--< as Farah >--
Run off the right edge and drop on to the Hanging Cloth.  Head right across
three sets of Retractable Shelves and Hanging Cloths; the last involving a
jump over a Circular Saw.  As always, it's safest to jump just after a shelf
has retracted.

Climb up the last cloth and you will see a ledge to the right with a
horizontal Circular Saw just above it -- you'll need to duck to let the saw
pass over as you move to the right.  Jump to the right to land on a green
Pressure Pad, and you'll see another Brass Gong to the right.  Shoot it to
open the exits (providing both the green and red pads are stood on).

Unless Farah's health is really low, walk off the right edge of the ledge
she's on and drop down next to the exit.  Go through and heal at the Life
Fountain, then on to the Save Room where you should jump to the far side of
the block of stone and switch back to the Prince (only he can trigger a save).

TIP       If you restore or restart a game, either at a Save Room or a
         Temporary Save Flare, Farah will automatically appear next to the
         Prince, even if she was elsewhere when you saved.  It doesn't really
         save much here, but you could leave Farah on the Pressure Pad and
         restore after you've got to the Save Room with the Prince.

--< as the Prince >--
Roll back under the beam, then jump over the Circular Saw; up the slope and
jump to get on to the Hanging Cloths.  Head right as you did for Farah, but
when you get to the last one, you should jump to the lower ledge, leading to
the exit.

The room beyond is a Life Fountain, and beyond that a Save Room.


-------------------------------------------------------------------------------
Room 6                                                                     S2R6
Exit conditions                    4 x Pressure Pad (Green, Red, Green, Yellow)
                                                                    Back: None
..............................................................................

--< as the Prince >--
As you enter, you'll see four Lights in the top-right corner of the screen --
as before, you need to light them in the correct order to open the exits.
Again as before, I don't think the order is random, but just be aware that you
may need to adapt the instructions here.

As you move to the right along the floor (jumping gaps and taking out Flame
Jets), you'll again see Flashing Discs -- the first one should be
(approximately) green, but the remaining three will be changing colour each
time they fade in and out.  All we know for the moment is that the first
Pressure Pad we step on should be green.

When you get to the right-hand side, jump on to the Hanging Cloth -- basically
head up and to the left, smashing Flame Jets until you get to the top-left
corner of the room, where you can jump to a ledge with three Pressure Pads
(almost certainly in the order red, green and yellow).

Jump over the red pad and walk on to the green one -- the first light should
turn green.  If you were to go back down to the bottom of the room, you would
find that the other three Flashing Discs have stopped changing colour, and you
would learn the colours needed for the remaining three lights.

Assuming it isn't random, you may as well try: red, green and yellow.  If it
doesn't work, all four lights will go back to white, so stand on the pad
corresponding to your first colour (green in this example), then go back down
and have a look at the Flashing Discs to get the correct order.

Once the exit has opened, go left back to the Hanging Cloth then right to the
centre of the room.  Jump to the right and up the slope you'll see two Flame
Jets above and below; jump between them when they're both shooting
horizontally, and make your way up the ledges above to the exit in the top-
right corner.  Switch to Farah before leaving the room (otherwise the Flame
Jets you took out will return and she'll have to deal with them).

--< as Farah >--
Leave the Save Room and make your way to Room 7 -- along the floor to the
right, climb up and left to the centre Hanging Cloth then up and right to the
exit.


-------------------------------------------------------------------------------
Room 7                                                                     S2R7
Exit conditions                                     2 x Red Pressure Pad (both)
                                                               SE: Wooden Door
                                                                    Back: None
..............................................................................

--< as Farah >--
Take out the two Flame Jets with arrows, then jump across the gap, past a
Hanging Cloth and take out a third jet.  Stop just to the right of the cloth
and switch back to the Prince.

--< as the Prince >--
Head along the bottom of the room, past Farah and roll under the Stone Beam,
then across a gap to stand on a yellow Pressure Pad -- this retracts some
spikes from a platform near the Hanging Cloth.  The Prince will need to stay
here to keep the pad depressed so switch back to Farah.

FOR LATER There is a Wooden Door to the right.  You won't be able to make use
         of it until towards the end of the game, so ignore it for now.

--< as Farah >--
Jump on to the cloth and climb.  Jump across the two platforms on the right
(now that their spikes are gone) and on to the ledge.  Use arrows to take out
the three Flame Jets (you'll need to jump slightly), then climb the Hanging
Cloth.  As you can't fire whilst on the cloth, you'll just have to use timing
to get past the first Flame Jet, and to jump between the two jets to the cloth
on the left.

Jump across two more (now spike-less) platforms, to another Hanging Cloth.
Slightly down, on the left is another platform, leading to a ledge from where
you should shoot a Brass Gong -- this will keep the spikes retracted even when
the Prince steps off the Pressure Pad.

Before you switch back though, head back to the last Hanging Cloth and climb
to the top.  Jump to the right and step on to the red Pressure Pad (one of two
that allow the exit gates to open).  Switch to the Prince so he can get to the
other one.

--< as the Prince >--
Jump and roll left back to the cloth, then follow Farah's route to the top of
the Hanging Cloth in the middle of the room -- you'll also have to dodge the
two Flame Jets as they're out of reach of your Scimitar.  Jump to the left and
stand on the second red Pressure Pad -- the exits will open.

The left exit leads to a Life Fountain, so stop by if either the Prince or
Farah need a top up.  Otherwise, head right to Room 8


-------------------------------------------------------------------------------
Room 8                                                                     S2R8
Exit conditions                                3 x Pressure Pad (both + Basket)
                                                   NE: Unreachable (see below)
                                                                    Back: None
..............................................................................

--< as the Prince >--
There's a Temporary Save Flare just inside, so run through it to save your
progress.

FOR LATER You (almost) won't be able to get to the top-right of this room yet,
         so don't waste any time trying.

Negotiate some Retractable Shelves and a gap to get to the bottom-right
corner, then jump to a Hanging Cloth.  At the top, head left across three more
Retractable Shelves, and pause on another Hanging Cloth (ignore the shelf and
hanging cloth slightly up and right).

Instead, use the Retractable Shelf to the left to reach a ledge with the first
of three green Pressure Pads that need to be activated to open the exits.  As
you only have the Prince and Farah though, you'll need outside help!  Double-
jump on to the Retractable Shelf, again to the Hanging Cloth, then on to the
ledge with the Wicker Basket.  Push this off to the right, then follow it down
and use it to depress the Pressure Pad.

Go back up to where the basket was and jump on to the Hanging Cloth, then to
the ledge to the right where you'll see the second green Pressure Pad.  Stand
on it and switch to Farah.

--< as Farah >--
As with the Prince, make your way along the bottom of the room to the right,
then up the cloth and across the three Retractable Shelves to the Hanging
Cloth in the middle of the room.

This time, go to the top and jump right via another Retractable Shelf to a
short Hanging Cloth.  Jump left from this to a ledge with the third green
Pressure Pad to open the doors.

NOTE      This is as far as you can go with Farah for a while; you will have
         to leave her here while the Prince loops around through Rooms 9, 10
         and 11.

--< as the Prince >--
Jump of to the left and use the Hanging Cloth to leave by the left-hand exit.

EXIT NOTE Although quite difficult, it is actually possible to get to the
         upper-right exit here.  You need to start from the green Pressure
         Pad where you left Farah then negotiate the two Spiked Platforms to
         the left.  If you jump so you just catch the very left-hand edge of
         the first, you can then double-jump over the second to the Hanging
         Cloth beyond.  You can then use the other cloths to the right to get
         to the exit!

         If you were to do this, then:

         o   You can push the Wicker Basket off the ledge to allow Farah to
             shoot the Brass Gong and retract the spikes.  However, because
             the room isn't "solved", if you both leave and re-enter, they
             will pop back up.

         o   You can double-jump to the Hanging Cloth just inside Room 11
             (although it's tricky).  Doing this allows you to get into Room
             10, but you are trapped between the closed gate and an un-
             attackable Lion Statue.

         o   You can carry on through Room 11 and beyond, but you will miss
             the Scroll of Slow-Motion and the Slowdown Ring, a Life Potion
             and a Scoring Enemy.  Having the Slowdown Ring ISN'T essential
             for the rest of the game, but makes things extremely hard.

             (After you've finished the game normally, you might want to read
             the section "Minimum Item/Enemy Game" where I describe a
             different way of playing that uses this technique for an
             "interesting" challenge.)


-------------------------------------------------------------------------------
Room 9                                                                     S2R9
Exit conditions                                                            None
                                                                  NW: Scroll 5
..............................................................................

--< as the Prince >--
Head left along the bottom of the room: there are two pairs of split-level
Circular Saws along the way, with a dog-like Sand Beast in between.  Jump
above the low saws; roll and duck under the higher ones; the creature takes a
couple of hits, but has a habit of running past you -- however, you shouldn't
need to turn around, just keep striking out.

Jump on to the two small ledges and then to another Slippery Pillar.  You'll
see a new obstacle above -- a Rotating Blade.  You cannot smash these, so
you'll just have to dodge them.  Jump from above the Rotating Blade to another
ledge, then to another pillar on the far left.  Climb this, avoiding the
blade, and jump to the long ledge on the right.  Here you'll find another two
Sand Beasts, and off its right-hand edge there's your eighth scroll:  jump to
the Hanging Cloth to collect it.

                   ()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()
                     |   Scroll of Slow-Motion (14)    |
                     |                                 |
                     |         Press L Button          |
                     |   to slow the passing of time   |
                     |    (available only when the     |
                     |   Slowdown Ring is activated).  |
                   ()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()

..............................................................................
: Other    Slowdown Ring  [.]    Freeze Ring     [.]    Scrolls        8/15<< :
..............................................................................

Climb a little way up the cloth then jump between the two Circular Saws to
another cloth beyond.  Jump to the right and you'll find the Slowdown Ring.

..............................................................................
: Other    Slowdown Ring  [x]<<  ---              --    Scrolls        8/15   :
..............................................................................

CONTROLS  This is the second way you can use of the Sands of Time.  To use it,
         you need to 'Activate' the Slowdown Ring (from the Inventory Screen)
         before pressing the 'L' Shoulder Button.  With the ring 'on', you
         slow time; with it 'off', you reverse time as normal.

To the right you'll see why you want the Slowdown Ring -- a very fast-moving
Circular Saw.  However, before you tackle it, there are a couple of items to
get.

Jump back to the cloth and through the (normal speed) saws to the left-hand
cloth, then drop to the ledge at the bottom.

If you're low on Sands of Time, head left first, as you can restore it after
defeating an enemy; if you're OK, then head right down some slopes then run
off the edge on to another Hanging Cloth.  Go to the bottom of this, but don't
drop off, otherwise you'll be back at the start of the room.  Instead, jump to
the left on to a ledge where you will see another Rotating Blade that blocks
your path.

It's time to use the Slowdown Ring -- go to the Inventory Screen, select the
ring and press 'A' to activate it (its icon will animate).  Press 'B' to
return to the game, then hold the 'L' Shoulder Button down and perform a roll
(DOWN and 'A') while the slowed-down Blade is clear of the ground.

Beyond, you'll find another of Sand Beast and, more importantly, across the
gap, your fourth Life Potion.

..............................................................................
: Potions  Life             4<<  Sands of Time     3    Antidote          1   :
..............................................................................

Head back, slowing down time to perform another roll under the Rotating Blade.

TIP       If you run out of Sands of Time trying to get back under the blade,
         drop down through the gap leading to the Life Potion and loop back
         to the left; you can recoup your Sands of Time at the Flare
         mentioned below.

Double-jump back on to the Hanging Cloth.  Jump left from the top and carry on
past the previous cloth and you'll find another Disc Thrower to get rid of.

..............................................................................
: Status   Level            5<<  For next level    2    Total killed   7/75<< :
:          Max. Health     72    Attack           24<<  Defence          18<< :
..............................................................................

To the left is a Sands of Time Flare -- use this to top-up the Sands of Time
you expended to slow down time.

It's now time to jump back on to the Hanging Cloth, climb up and jump between
the two saws and across back to the fast-moving Circular Saw.  Ensuring the
Slowdown Ring is active, use the 'L' Shoulder Button to slow the saw down,
then perform a double-jump under the saw to the ledge leading to the exit.

FOR LATER The exit in the upper-left of this room is protected by a "chimney"
         -- two nearby Stone Beams sticking out of the background.  You'll
         see quite a few of these in later sections, but as you won't gain
         the ability you need to deal with them for quite a while, we just
         have to ignore them for the moment.


-------------------------------------------------------------------------------
Room 10                                                                   S2R10
Exit conditions                                                 3 x Lion Statue
                                                                    Back: None
..............................................................................

There's a Health Flare just inside, so top-up any lost health, then jump
across the gap.  Coming up are three Lion Statues, each protected by one (or
two) horizontal Circular Saw(s).

The first saw is low down, so you'll need to jump over it to get to the Lion
Statue.  As before, you need to hit the Lion with three returned shots; but
remember to keep an eye out for the saw and be prepared to jump back to the
left as it approaches.

The second Lion's guardian saw is higher, which actually makes it easier to
deal with as you can duck as it comes past, instead of jumping back over it.
Although the Lion's shots are higher, you can reach them without jumping.

The third Lion is protected by two saws, one on top of the other.  This isn't
as hard as it might look; the best approach is to edge halfway across as the
saws move right, then double-jump over them as they reverse (make the first
jump from stationary, as you'll rise above the blades more safely).  You
should then have enough time to jump up and hit back one of the fireballs
before you need to jump back over the saws to the left.

TIP       If a Lion shoots a fireball that follows you back over the saws, you
         can still knock it back with your Scimitar, but it will only count
         as a 'hit' if the Lion is on-screen, so jump back to the right if
         you can.

When you've dealt with the third Lion, move right into the next room.


-------------------------------------------------------------------------------
Room 11                                                                   S2R11
Exit conditions                                         2 x Pressure Pad (both)
                                                                Back, SW: None
                                                                  NE: Scroll 4
..............................................................................

Looking at the Map Screen, you'll see there's another Medal Piece in this
room, although you won't be able to get it yet.

As you move right, you'll see the first two of many Caged Jets in this room.
For the first two, rolling past is fairly safe.  The third blocks easy access
to the Slippery Pillar, so you'll need to double-jump over it.  Slide down off
the bottom of the pillar, switching sides as needed to slip past more jets.
Roll left under the jets when it's safe and carry on to the Hanging Cloth.
Drop off the bottom of the cloth to the ledge below, smashing the jets just
because you can.

To the left, it is finally time to reunite with Farah.  Head left back to Room
8.


-------------------------------------------------------------------------------
Room 8 (again)                                                             S2R8
..............................................................................

Just inside the room is a Wicker Basket that you should push off the left-hand
edge before switching control back to Farah.

--< as Farah >--
From the green Pressure Pad where you left her, go right via the Hanging Cloth
to the ledge where the Wicker Basket has landed.  Jump on top of this and jump
up to fire an arrow at the Brass Gong -- this will permanently retract the
spikes from the platforms that would have stopped Farah from leaving.

Go back left to the Pressure Pad, then cross the two (now spike-less)
platforms to the Hanging Cloth.  Climb up and keep jumping right to a ledge,
and then across the gap back to the Prince, and on into Room 11


-------------------------------------------------------------------------------
Room 11 (again)                                                           S2R11
..............................................................................

--< as Farah >--
Head right and shoot the Flame Jet that's shooting in all eight directions.
Carry on past the gap (you'll need to be right on the edge when you jump) and
you'll see a new type of puzzle: a pair of Linked Tubes -- as you stand on
one, the other will rise.

You should jump on to the first, and then to the second -- it will drop as you
do.  Because Farah can't double-jump, switch back to the Prince.

--< as the Prince >--
Come back in to Room 11, triggering the Temporary Save Flare, then across the
gap, and double-jump on to the first of the Tubes, catapulting Farah in to the
air -- as she lands, she'll send you flying!  When you get bored watching the
two of you play 'see-saw', switch back to Farah.

--< as Farah >--
At the top of your travel, jump across to the ledge on the right, and stop on
one of the red Pressure Pads.  Switch back to the Prince.

--< as the Prince >--
The next bit is a little tricky -- you have to jump from the lower Tube to the
upper one, and then before it collapses, jump again on to the ledge above
(either side).  Stand on the other red Pressure Pad to open the exit and go
through to Room 12.

FOR LATER The Hanging Cloth above the gap over the Linked Tubes leads to the
         upper-right exit from this room, but involves a jump that's too high
         even for an Air Jump.  You won't be able negotiate this for quite a
         while, so ignore it for now.


-------------------------------------------------------------------------------
Room 12                                                                   S2R12
Exit conditions                                          3 x Brass Gong (Farah)
                                                                    Back: None
..............................................................................

--< as the Prince >--
Looking at the Map Screen, you'll see there's another Medal Piece available
(which you can get this time).

First save your position with another Temporary Save Flare, then jump up and
smash the first Flame Jet.  When the Caged Jet is shooting upwards, move
across and roll under the third jet, then turn around and smash it.

Jump to the Hanging Cloth and then across to the ledge on the right.  Take out
the Flame Jet then return to the cloth and climb down, dropping on to a Wicker
Basket.  Push the basket as far right as it goes and you will see another
Medal Piece.  Jump over the basket and walk off the edge so as to pass through
the piece; press 'L' to reverse time, collect the piece and return to the
ledge.

NOTE      Check to make sure the Slowdown Ring is deactivated before jumping.
         If you have died and have had to restart since last using the ring,
         then you're ok, since each time you restart, the ring is deactivated.

..............................................................................
: Medals   Copper           2    Jade              2<<  ---              --   :
..............................................................................

Head back over the basket to the left and take out the two Flame Jets.  Jump
on to the Hanging Cloth when it's safe and descend a little to take out
another jet before carrying on down.  You won't be able to smash the jet at
the bottom, so jump from above on to the Retractable Shelf, then over another
jet you can't reach to a second shelf and finally on to the Hanging Cloth.

Descend a little and jump to the Retractable Shelf on the right and then to a
ledge with another Wicker Basket.  Push this off the left-hand edge and return
to the cloth.  Descend to the floor, taking out another Flame Jet, then go
across to the exit at bottom-left and switch to Farah.

--< as Farah >--
Now the Prince has done all the preparation work, you can open the exit.  Head
right and on to the Hanging Cloth, then jump to the ledge on the right.  Move
up the slope and shoot the first of three Brass Gongs.

Return to the cloth, descend to the ledge below and move right; jump on to the
Wicker Basket and jump up to shoot the second Brass Gong.

Go to the far left of the ledge and on to the Hanging Cloth.  Descend to just
above the Flame Jet and time your jumps across the Retractable Shelves to get
to the next cloth.  Climb all the way down to the ledge below, then head right
and use the Wicker Basket to get to the Retractable Shelf where you can shoot
the third Brass Gong to open the exit.  Head left to rejoin the Prince and
switch to him.


-------------------------------------------------------------------------------
Room 13                                                                   S2R13
Exit conditions                                3 x Pressure Pad (both + Basket)
                                                                    Back: None
..............................................................................

--< as the Prince >--
Go left and jump on to the Hanging Cloth.  Descend, taking out the Flame Jets
(you need to be slightly below the ones on the left of the cloth).  Roll under
the Stone Beam on the right and jump to the Pillar -- for once, non-slippery.
Go to the top, taking out the non-caged Flame Jet so that you can jump to the
ledge with the Wicker Basket.  Push this off to the left, then follow it down
and push it on to the yellow Pressure Pad.

Roll back under the beam and on to the Hanging Cloth to the left, then
descend, taking out Flame Jets.  At the bottom, just to the left, is a Flame
Jet in a gap that you can smash if you crouch down (it'll help Farah in a
moment).  Get back on to the cloth and go to the top, then double-jump to
another (slippery) pillar on the left.  Climb on the left-hand side, taking
out a Flame Jet, then jump across a Retractable Shelf to a ledge with a second
yellow Pressure Pad, which you should stand on before switching back to Farah.

--< as Farah >--
Head left, drop on to the Hanging Cloth and descend; go left again on to the
second cloth and descend to the ledge.  Go left across the gap, then jump the
still-lit Flame Jet to stand on the third yellow Pressure Pad and open the
exits.  Switch back to the Prince.

--< as the Prince >--
Head right, back on to the pillar and then to the cloth.  Descend to the ledge
and move right, taking out Flame Jets.  Jump the gap to get your fourth Sands
of Time Potion.

..............................................................................
: Potions  Life             4    Sands of Time     4<<  Antidote          1   :
..............................................................................

Jump on to the Hanging Cloth in the gap and descend to floor level.  There's a
Life Fountain through the left exit, so if you or Farah need to heal, head
left, taking out the Flame Jets.  When done, head through the right-hand exit
and switch back to Farah.

--< as Farah >--
Jump across the two gaps to the right, then along the ledge and on to the
cloth.  Descend to ground level and if needed, head left to the Life Fountain
to restore health.  When done, exit right to Room 14.


-------------------------------------------------------------------------------
Room 14                                                                   S2R14
Exit conditions                                                            None
..............................................................................

--< as Farah >--
Head right and shoot the Flame Jet, then cross the gaps and jump on to the far
Linked Tube before switching back to the Prince.

--< as the Prince >--
Cross the bottom of the room and jump on to the first Linked Tube.  This time,
Farah is not able to reach either of the ledges, even with help from the
tubes, so just use them to get the Prince to one of the ledges above -- if he
stands with just his back-foot on the very left-hand edge of the left tube, he
should be able to jump and cling to the left-hand ledge; once you've pulled
yourself up, a double jump will take you across to the right-hand side.

NOTE      You'll now have to say "Goodbye" to Farah, as you won't meet up
         again until towards the end of the game.

Beyond the right-hand edge is a set of three Caged Jets that you can jump over
to get to the far side.

         . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
           You will NOT be able to get back over these jets, so if
          there's anything you've missed in the first two sections,
                      now might be the time to get it.
         . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

NOTE      There's nothing you absolutely NEED from these two sections: extra
         potions give you more leeway if you run low on Health or Sands of
         Time, and killing more Scoring Enemies will increase your level
         making it easier to attack and defend.

         However, anything missed can be picked up later (albeit quite a lot
         later).  You won't actually be able to get back across the three
         Caged Jets, but you WILL be able to regain access to Sections One
         and Two.

To the right is a long Slippery Pillar; there are two exits from here, both
leading to Save Rooms: the lower right leads to Section Three, but before we
do this we need to tackle the second Boss to the upper right.

Climb the pillar, alternating sides to avoid Caged Jets until you get to the
top; along the way you'll meet a solitary Bat that will slightly recharge your
Sands of Time (probably below half-full by now).  Jump to the ledge and exit
to the Save Room.

TIP       Although it's laborious going up and down the pillar and in and out
         of the Save Room, you really should keep killing the Bat here to
         completely fill your Sands of Time -- you're going to need it in a
         moment...


-------------------------------------------------------------------------------
Boss Battle                                                              S2BOSS
Exit conditions                                                  Collect Scroll
..............................................................................

As you enter the room, you briefly lose control as the Prince performs a
couple of double-jumps across the floor to meet the second Boss.

The second Boss (actually, the second encounter with the first Boss) once
again pits you against a Winged Demon.  However, just as your powers have
grown since the last encounter, so have his.

Apart from swooping down across the middle of the room, he has two forms of
attack; both of these can occur from left-to-right, or from right-to-left.

o  He'll fly across the screen at high level, while a vertical Lightning Beam
   trails to the ground.  He initially makes left-to-right sweeps, but will
   later make right-to-left passes.

   For the left-to-right passes, he starts from just to the right of the left-
   hand edge of the platform, so it is possible to hug the left-hand edge and
   avoid the beam altogether.

   The right-to-left passes start from off the right-hand side, so you can't
   avoid them passing overhead; however, the beam in these cases is pulsed,
   so it is possible to dodge between pulses.

o  His second attack is a low-level "head-butt" run, with a blue "energy
   shield" ahead of him; again, initially left-to-right, but later also right-
   to-left.

   This is harder to avoid, although it is possible (but difficult) to
   perform a backwards double-jump over him.  If he's about to come in from
   the left, heading right, stand and face to the right; back-jump to the
   left (you get extra height) and jump again in mid-air.  However, you need
   to start jumping before he comes into view, so pulling this off
   successfully can take a while to get used to the timing.

   To help though, he screams as he starts his run, and you can use this to
   time your jumps.  [Thanks to Kartos Dal'Avier for this; I almost always
   play with the sound off.]

In fact, the damage you take from these attacks isn't really the problem --
it's finding a way of dealing enough damage to him so that you can drive him
off before he whittles your health down to nothing.

As before, you can only damage him when using the Sands of Time, but when he
swoops down between the above attacks, there's only time for one, sometimes
two, strikes.  At that rate, you tend to die quicker than he does.

Instead, you should activate the Slowdown Ring from the Inventory Screen
before battle starts, and use the 'L' Shoulder Button as he swoops down to
slow time and maximise the number of hits you can deliver.  [Thanks to
'Josepi' on GameFAQs for this advice]

When he's swooping across the screen, you need to be in the right position to
maximise the damage you inflict, but without getting hit yourself.  If he's
swooping from right-to-left, then stand, facing right, in the left-hand of the
two arches, halfway between the arch's centre and where its right-hand edge
touches the floor (near the outlet pipe).  If he's coming from the left,
reverse everything:

     __--^--__                __--^--__
    /         \              /         \
   /           \     _      /           \
  |          X/ |   (_)    | \X          |
___|__________X__|__________|__X__________|___

If you've started with full Sands of Time (and you really should do so), then,
with some practice, you should have enough for two swoops' worth of attacks,
by which time you should have reduced his health to about a quarter.

You'll then need to attack without the 'L' button for a couple of passes to
restore some Sand (you'll only get one or two hits per pass, since time isn't
slowed).  When you are about a quarter full of Sands, switch back to using the
Slowdown ring, and you should be able to reduce his health to zero on the next
pass.

If you haven't finished him off, then just keep restoring a little Sands of
Time, then using it to damage him.  It might take a few practice runs, but you
should be able to beat him in this manner.

NOTE      When you first fight, you may find -- as I did -- that it seems
         almost impossible to defeat him without using a Sands of Time
         Potion.  Although there are enough Potions throughout the game that
         using one here shouldn't mean you run out later, it is much more
         satisfying (I think) to have completed the game without using any
         potions.

         However, if you really are having difficulties, by all means use a
         Sands of Time Potion after the first two passes to give you plenty
         for another two full attacks.

As before, he doesn't actually die when his Health Meter reaches zero, but
flies off to battle another day.

BOSS NOTE See the Bosses sub-section of "Baddies, Beasties and Bosses" for a
         strategy for beating him using neither potions nor the Slowdown
         Ring; also for strategies that other people have contributed.

When he's gone, as before, a Scroll appears above your head, the ninth of the
fifteen possible:

                   ()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()
                     |    Scroll of Absorption (11)    |
                     |                                 |
                     |         Press R Button          |
                     |      to Absorb projectiles.     |
                   ()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()

..............................................................................
: Other    Slowdown Ring  [x]    Freeze Ring     [.]    Scrolls        9/15<< :
..............................................................................

CONTROLS  Holding down the 'R' Shoulder Button makes your Scimitar glow; in
         this mode, Fireballs or other missiles thrown at you can be
         'absorbed' -- you will see small fireballs dancing around you or
         your sword.

         When you have absorbed a missile like this, you can release the 'R'
         button and move around freely within the same room; the next time
         you swing your Scimitar, you will also release the missile in the
         direction you're facing.

         [Thanks to Joakim 'zAp' Pettersson for this information.]

TIP       Absorption is particularly useful against Lion Statues (which you've
         already met) and Floating Genies (which you'll meet soon).

NOTE      You can't absorb missiles if you're jumping, only when stood on the
         ground (although you can release an absorbed missile while jumping).
         (I've not been able to check whether you can absorb while hanging.

Once you've collected the Scroll, head back left and save.

TIP       Although you will probably be very low on Sands of Time, there's not
         much point in repeating the 'Bat' trick to fill up -- (a) it's very
         tedious, and (b) there are several creatures early in Section Three
         that will recharge the Sand before you will need to use it again.


-------------------------------------------------------------------------------
Room 14 (again)                                                           S2R14
Exit conditions                              Scroll 11 (Absorption) (see below)
..............................................................................

Jump back on to the Slippery Pillar, switching sides as you slide to the
bottom.  Jump to the small ledge on the right, and you'll see another Lion
Statue.  As before, you'll need to bounce three fireballs back at it, but
there's a twist -- it shoots them low, but then rises up so they usually miss
when you hit them back.

TIP       The secret here is to use the newly-found Absorption ability:  hold
         'R' down as he shoots low, then either jump and swing the Scimitar
         when he rises, releasing the Fireball back at him, or wait for him
         to drop down again then swing the Scimitar.  [Thanks to "idudeZ" for
         confirming this method.]

NOTE      It is possible to kill the Lion Statue without Absorption: you'll
         need to stand on the very left-hand edge of the ledge, and leave
         your swipe as late as possible so that by the time the Fireball has
         returned, he'll have dropped back down again.

EXIT NOTE Using the above trick, it IS possible to leave Section Two without
         having beaten the second Boss, and without having gained the Scroll
         of Absorption.

         This is simlar to the end of Section One, where you CAN leave
         without having got the Scroll of Air Jump (by using the "Super
         Jump").  However, as before, it doesn't lead to a major "sequence
         break", since a room in Section Three cannot be passed without
         Absorption.  See "Nearly Sequence Breaking" for more details.

Beyond the remains of the Lion Statue is a Save Room, the first room in
Section Three.

..............................................................................
: Status   Level            5    For next level    2    Total killed   7/75   :
:          Max. Health     72    Attack           24    Defence          18   :
: Potions  Life             4    Sands of Time     4    Antidote          1   :
: Medals   Copper           2    Jade              2    ---              --   :
: Other    Slowdown Ring  [x]    Freeze Ring     [.]    Scrolls        9/15   :
..............................................................................



()===========================================================================()
 ||                                                                       ||
 ||                             Section Three                             ||
 ||                                                                       ||
()===========================================================================()


-------------------------------------------------------------------------------
Map                                                                       S3MAP
..............................................................................

LP - Life Potion                    +--+                          +-------+
SP - Sands of Time Potion           |  |           +--+ +--+      |       |
AP - Antidote Potion                |S |       GCN=+  +-+LI|      |       |
                                   | A|      GATE=+  +-+FE+      |       |
                                   |V |           |  | +--+      | BOSS! |
          +--+ +--+ +--+ +--+ +--+ | E|           |12| +--+ +--+ |       |
          |AM+=+14| |15+=+  +-+  +-+  | +--+ +--+ |  | |  +-+SA+-+       |
          |..+=+  | |  +=+OG+-+  +-+  | |  +-+11+-+  +-+  +-+VE+-+       |
          |LP| +--+ +--+ +--+ |AP| +--+ |AM+-+  +-+SP+-+13| +--+ +-------+
          | 2|      *OM       | 8|      |10| +--+ +--+ |AM|
+--+ +--+ |  | +--+ +--+ +--+ |  | +--+ |  | +--+ +--+ |  +- Section
-+SA+-+ 1+-+  +-+  | |*.+-+LI+-+  +-+ 9+-+  +-+  +=+  | |  +- Four
-+VE+-+  +-+  +-+  | |. +-+FE+-+  +-+  +-+  +-+AG+=+  | +--+
+--+ +--+ +--+ |  | |  | +--+ +--+ +--+ +--+ +--+ |16|
          +--+ | 3| | 7| +--+                     |  | +--+
          |  | |SP| |  | |  | ... - Inaccessible  |GC+-+LI|
          |  +-+  | |  +-+OM|   = - areas or exits|LP+-+FE|
          |  +-+  | |  +-+  |                     +--+ +--+
          |OM| +--+ +--+ | 6|
          |  | +--+ +--+ |  |      OM - Olivine Medal Piece
          | 4+-+SA+-+ 5+-+  |      AM - Azurite Medal Piece
          |  +-+VE+-+  +-+  |
          |  | +--+ +--+ +--+      OG - Olivine Medal Gate
          |  +=LAST                AG - Azurite Medal Gate
          |  +=CAVE
          +--+                     GC - GameCube Switch


-------------------------------------------------------------------------------
Room 1                                                                     S3R1
Exit conditions                                  Shielded Knight + Invisibility
..............................................................................

Cross the bottom of the room, jumping gaps and the Circular Saws, then jump to
the Hanging Chain and then off again to the right.  You'll see another
Shielded Knight -- he isn't hard to kill, but every time he takes damage, he
will disappear and pop up behind you!  Just keep turning back and forth until
you kill him.

..............................................................................
: Status   Level            5    For next level    1<<  Total killed   8/75<< :
..............................................................................

When he dies, an Invisibility Flare will appear -- like Room 10 in the first
section, the exit to this room closes if you approach when visible.  However,
the journey here is an order of magnitude worse!

TIP       Although navigation is difficult because your character is all but
         invisible, there are a couple of aids you can make use of:

         o   If you stand still, without pressing LEFT or RIGHT on the D-pad,
             your character will be on the far side of the screen (the right
             if you're facing left, the left if you're facing right).

         o   Many of the ledges have slopes in them; as you walk up a slope,
             the background will drop to keep your character in the centre of
             the screen vertically.

         o   Briefly tapping 'L' will flash a blue circle centred on the
             Prince. [Thanks to 'idudeZ' for this last tip.]

         The length of the Invisibility Flare's effect does not leave you a
         lot of time to waste -- if you're having difficulty either
         navigating the route, or getting to the end before you become
         visible again, it might be worthwhile having a couple of "practice
         runs" while still visible.

Go through the flare, jump to the chain and climb to the top.  Wait for the
Circular Saw to pass halfway, moving away and jump to the ledge under it.
Double-jump to the lower level of the next ledge.

Wait for the next Circular Saw to get nearly to the left-hand edge then run up
the slope and double-jump over the saw to the Hanging Chain beyond.

From the top of the chain, wait for the Circular Saw on the right to be moving
towards you, and double-jump over it just before it reverses direction.  As
soon as you land, jump again to the lower level of the ledge beyond.

Just as the next Circular Saw is at its right-hand extreme (or slightly before
it gets there), run up the slope and double-jump over it to the upper level of
the next ledge.

Run down the slope, pausing if needed to avoid the vertical Circular Saw, and
you'll drop on to the ledge below (you don't need to jump).  Run up to the
Stone Beam and roll underneath it.  Carry on rolling along and go under the
next gap as well.

When the vertical Circular Saw is towards the top, drop off the ledge to the
one below and roll under the next two beams -- don't worry, you're nearly
finished!

Drop off the left-hand edge, then run up to, and roll under, the last beam.
With a little bit of luck (and quite a bit of practice) you should be able to
get to the next room before the gate comes down.

CHEAT     Both gates in this room react to your visibility -- as you enter,
         the gate back to the Save Room closes behind you; if you
         subsequently move away and return, it starts raised, but drops if
         you approach while visible.

         You can exploit this by passing through the Invisibility Flare, then
         jumping left along the bottom of the room, over the Circular Saws to
         the left-hand exit -- this is sufficient to mark the room as
         "solved" -- both gates will remain open, and you can cross the main
         obstacles while still visible.

         As well as being an easier trip, it also allows you to save the game
         with the room 'solved', so you won't have to fight the Shielded
         Knight again.


-------------------------------------------------------------------------------
Room 2                                                                     S3R2
Exit conditions                                                            None
                                                                  NE: Scroll 5
..............................................................................

The Map Screen shows the outline of this room in light blue, so you know there
will be another Medal Piece here -- unfortunately, we can't get it yet.

Just inside the room you will find another Scroll -- your tenth:

                   ()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()
                     |      Scroll of Ledges (3)       |
                     |                                 |
                     |     Hold Control Pad UP to      |
                     |     stay on ledges, without     |
                     |         losing balance.         |
                   ()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()

..............................................................................
: Other    Slowdown Ring  [x]    Freeze Ring     [.]    Scrolls       10/15<< :
..............................................................................

This Scroll tells you how to deal with Narrow Ledges -- you'll meet some in a
moment.  They only barely stick out from the wall, so normally you can only
cling to them with your fingers while you dangle below with your feet against
the wall.

CONTROLS  When hanging from a ledge, you can use LEFT and RIGHT to shuffle
         back and forth along the ledge, although you will not be able to
         move off the ends.

         The whitish tip above one of your hands is the end of your Scimitar
         -- you can press 'B' to swing it in an arc.  If you had just moved
         towards the right, the tip will be on the left and the Scimitar will
         sweep clockwise from above your head, round to the right and down.
         If you had just moved left, the opposite happens.

         To get down from the ledge, hold DOWN and press 'A'.

         If you hold UP and press 'A', you will clamber to the top of the
         Narrow Ledge; so long as you keep UP pressed, you will be stable.

         If you release UP you will flail your arms for a couple of seconds
         before dropping -- don't worry though; you will grab the ledge as
         you fall and end up hanging again.  Alternatively, if you are
         pressing LEFT or RIGHT as you fall, you will jump to one side as you
         drop, moving along the ledge (or jumping off the end if close
         enough).

         If you press UP again while flailing, you will regain your balance.

         Providing you keep UP pressed, you can also press LEFT or RIGHT to
         creep back and forth along the ledge.  As when hanging, you can't
         creep off the end of a ledge.

         You can also attack while balancing on top of a Narrow Ledge, by
         pressing 'B' (while keeping UP pressed).

         If you are standing on one Narrow Ledge, and there's another one
         above, you can press 'A' (while still holding UP) to climb up and
         hang from the upper one.

         The main thing you cannot do while on a Narrow Ledge is to jump.

Go right and stand on the first Narrow Ledge, then creep to the right.  Smash
the Flame Jet along the way then clamber up to the ledge above.  Creep right
and time your ascent to the third ledge so as to avoid the flame from the
Caged Jet.

Creep to the right, drop down on to the ledge below, and take out the Flame
Jet so you can get back to the floor of the room.  To the right, before the
lower exit, you will see a Temporary Save Flare with a Metal Rod above it.

Use the flare so you don't have to do the invisibility-run again, then jump to
the rod.  From there, jump to the Hanging Chain on the far right of the room.
Climb to its top and jump left to a normal ledge.  Head across, taking out a
couple of Flame Jets and then roll underneath the Rotating Blade and a couple
of Stone Beam to find a fifth Life Potion.

..............................................................................
: Potions  Life             5<<  Sands of Time     4    Antidote          1   :
..............................................................................

FOR LATER The "chimney" on the way to the Life Potion leads to the Medal Piece
         in this room and the top-right exit.  As before, you won't be able
         to access them for quite a while, so ignore.

For now, head back right and climb down the chain to go to the next room.


-------------------------------------------------------------------------------
Room 3                                                                     S3R3
Exit conditions                    Spear Swinger + Sabre Tooth + Floating Genie
..............................................................................

You enter on to a sort of castle parapet, passing behind a gargoyle.  Jump
from the right edge to the Metal Rod, then spin-jump to the Climbable Pillar
beyond.  Climb down, switching sides to avoid the Rotating Blades and drop to
the floor.  Head left, and there's another Spear Swinger to deal with -- wait
for him to finish swinging his spear, jump (so he throws his spear into the
air), and then move in for a couple of attacks.  This time, you should only
need to do this twice.

..............................................................................
: Status   Level            6<<  For next level    2    Total killed   9/75<< :
:          Max. Health     78<<  Attack           24    Defence          18   :
..............................................................................

Head back right and carry on down a slope; you'll see a new Sand Enemy -- a
Sabre Tooth.

TACTICS   The Sabre Tooth basically advances slowly towards you, then turns
         around, runs back, and advances again.  Just keep hitting it,
         backing away slightly every three strokes or so, until you get near
         the slope.  Back off a little more as it stretches its neck out to
         attack, then run after it and repeat.

On the right you will see the first of a series of Metal Rods heading up and
left -- double-jump to it.  You need to be spinning clockwise, so if
necessary, reverse direction by pressing RIGHT at the very top of the spin.

Spin-jump to the second and third rods, then reverse direction so you are
spinning anticlockwise.  You can now jump to another rod that's upwards and to
the right; reverse direction again so that you can jump to the ledge in the
top-left corner of this area.  Break the Large Urn and you will obtain your
fifth Sands of Time Potion.

..............................................................................
: Potions  Life             5    Sands of Time     5<<  Antidote          1   :
..............................................................................

Jump back to the last Metal Rod, then to another to the right, from where you
can jump to a ledge with a Health Flare.

TIP       If you jump from the edge of the ledge, you may go past the rod; try
         standing a little back from the edge before jumping.

Jump right to a Climbable Pillar and descend, avoiding the Rotating Blades.
From just above the bottom, on the left-hand side, jump across to another
pillar, switch sides, then jump to the ledge on the left.  Roll under the beam
and you'll see some more Narrow Ledges.

Climb up on to the first, then hang from the smaller ledge above to shuffle
past the Rotating Blade.  Drop down and hang from the bottom ledge to shuffle
over and pick up your eleventh Scroll:

                   ()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()
                     |     Scroll of Caution (12)      |
                     |                                 |
                     |      Hold the R Button and      |
                     |   press Control Pad RIGHT or    |
                     |        Control Pad LEFT         |
                     |   to walk forward or backward.  |
                   ()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()

..............................................................................
: Other    Slowdown Ring  [x]    Freeze Ring     [.]    Scrolls       11/15<< :
..............................................................................

CONTROLS  Once back on solid ground, holding the 'R' Shoulder Button allows
         you to advance or retreat, without turning around and facing in the
         opposite direction as you normally do.

Carry on shuffling to the left, briefly hanging from the ledge above to avoid
another Rotating Blade, then drop to the ground.  To the left you will meet a
new adversary; a Floating Genie -- they float around in mid-air and every so
often throw Poison Balls at you.  You can try striking him with the Scimitar,
but it has no effect, other than to make him disappear and pop-up on the other
side of the screen.

NOTE      If you get struck by one of his Poison Balls, you will begin to
         loose 21 points of damage at somewhat more than one point per
         second.  An Antidote Potion will stop this loss, as will leaving the
         current room.

Getting rid of him is very similar to the Lion Statues -- you have to knock
his Poison Balls back at him.

TIP       One small complication is that if you hit them back with the
         Scimitar, most will pass under him and have no effect (he will flash
         blue when struck successfully).  This is another use for Absorption
         -- absorb a Poison Ball then jump up and release it at him (he'll
         probably switch sides so you'll have to about-face first).  [Thanks
         to "idudeZ" for confirming this.]

NOTE      It is possible to defeat a Floating Genie without Absorption, but
         much harder.  I found that jumping, or double-jumping on the spot a
         little way in front of him, just as he's winding up to throw a ball,
         helps -- you're higher when he throws the Poison Balls, so they will
         hit him when you knock them back.

When you've struck him enough times, he'll fall to the floor whereupon you
should drain the corpse to restore more Sands of Time and open the exit gates.

..............................................................................
: Status   Level            6    For next level    1<<  Total killed  10/75<< :
..............................................................................


-------------------------------------------------------------------------------
Room 4                                                                     S3R4
Exit conditions                                                            None
..............................................................................

Looking at the in-game map you'll see that this room is outlined in green so
there's another Medal Piece available.  What's more, we can actually get this
one!

Just inside the door is another Health Flare, so top-up if needed.  Be careful
as you move left, there are two Giant Beetles that emerge from the floor as
you approach; as before, kill them, and then the two Small Beetles they spawn
(remember to crouch to hit these).  Also, if you hang around for too long,
they will start ejecting a stream of Small Beetles at you.

TIP       The stream of Small Beetles can be a useful way of restoring Sands
         of Time.  Stand to intercept the stream and keep hitting the beetles
         as they emerge; each one you kill will restore a little Sand.

Jump to the Climbable Pillar on the left and descend to another ledge where
there's another Giant Beetle to kill.  Time the jump from the ledge to the
Hanging Chain to avoid the Flame Jet and take it out.

Jump off to the right, and you'll see a Metal Rod sticking out of the wall
above you.  Double-jump to it, make sure you're spinning clockwise, and jump
to a ledge on the left above the chain.  You can only just reach it with your
fingertips, so you might need a couple of attempts.

Once you get there, you'll find a new variant of an old Scoring Enemy:
although armed with a spear, this one tries to stab you with it rather than
spinning it around his head.

TIP       A frontal assault won't work with a Spear Stabber -- you'll just get
         stabbed.  Instead, approach and double-jump over him so that you can
         attack from behind.  It should only take two or three attacks to
         dispatch him.  If necessary, back away and jump over him again.

When he falls to the ground, remember to press 'B' so you drain his corpse.

..............................................................................
: Status   Level            7<<  For next level    2    Total killed  11/75<< :
:          Max. Health     78    Attack           31<<  Defence          24<< :
..............................................................................

Off the ledge to the right you'll see a Medal Piece -- this one's higher than
before, so you'll have to double-jump to pass through it, then quickly reverse
time ('L') to collect it.  Instead of reversing all the way back to the ledge,
you can probably use the Metal Rod on the way down to break your fall.

..............................................................................
: Medals   Copper           2    Jade              2    Olivine           1<< :
..............................................................................

Jump back on to the chain you passed earlier and descend.  At the bottom,
there's another Sand Lizard to kill (which should also restore your Sands of
Time).

TIP       Not much different than previous ones (back away every three shots
         or so to avoid the tail).  However, he will rear up every now and
         then and fire a Paralysis Missile at you.  Jump over it, use
         Absorption (and send it back), or knock it back with your Scimitar.

         If you DO get hit by a Paralysis Missile, you will be frozen for
         several seconds and open to attack -- so be careful!

Carry on to the left and climb down the pillar at the end, dodging the Caged
Jets.  Time your drop to the small ledge at the bottom carefully, as there's a
Small Beetle scuttling back and forth.  Head right, across a couple of gaps;
just past a Hanging Chain you'll see another Small Beetle.

FOR LATER To the right is another Wooden Door, which you'll just have to
         ignore for now.

For now, climb the chain and take out the Flame Jet.  The ledge at the top on
the right has another Small Beetle so time your jump and move out to the Save
Room beyond.


-------------------------------------------------------------------------------
Room 5                                                                     S3R5
Exit conditions                Spear Stabber + Persian Archer + 2 x Sabre Tooth
..............................................................................

Jump to the first Narrow Ledge and stand up on it (remember to keep UP
pressed).  Shuffle right and take out the Flame Jet when it's safe to
approach.  Jump up and hang from the second ledge, then make your way across,
taking out the Flame Jets as you do (watch out for the flames from the one
above).  On the right-hand side, drop back via another ledge to the floor.

Across the gap is another Sabre Tooth; wait for it to approach the gap and
turn round before jumping across and killing it (remember to back off every
three attacks or so).  You shouldn't need to, but jump back left across the
gap if you're running out of room.

Carry on across another gap and you'll see some ledges above, and a gap under
a Stone Beam to the right.  Ignore the gap but jump up and to the left via the
two ledges to a Hanging Chain.  Climb to the top and jump left to a Metal Rod
sticking out of the wall, jumping off to another ledge below on the left.

You'll find another Spear Stabber here -- double-jump over it and attack from
behind as before.

..............................................................................
: Status   Level            7    For next level    1<<  Total killed  12/75<< :
..............................................................................

Carry on to the left, jump to another Hanging Chain and climb.  Jump to the
Metal Rod on the right when you're level with it (don't go all the way to the
top).  From here, jump to another castle parapet-type ledge but be careful:
there's another Persian Archer off to the right.  Be prepared to duck or jump
as you approach (he may fire high or low).  Once he's got the first arrow off,
move in for the kill and you shouldn't have much trouble.  Although you can't
see the corpse behind the parapet, remember to drain it after he falls.

..............................................................................
: Status   Level            8<<  For next level    2    Total killed  13/75<< :
:          Max. Health     84<<  Attack           31    Defence          24   :
..............................................................................

Head right and use another Metal Rod to get to a small ledge; jump to the
Hanging Chain and descend.  At the bottom, there's yet another Sabre Tooth,
which by now you should dispatch with ease.

TIP       The Sabre Tooth has a habit of lurking at the bottom of the chain,
         so it's probably safer to jump off to the right so that you land
         clear of him.  Jump again to avoid the Metal Rod if it looks like
         you might catch it -- your feet will tend to hit the Sabre Tooth and
         you'll lose some health.

As he's the last enemy in the room, the exits will now open.  Jump back on to
the chain and climb to the very top.  To the right is a series of Climbable
Pillars with Flame Jets between.  You may need to double-jump to ensure you
catch the first; then it's just a case of jumping right and avoiding or taking
out any jets that are in the way.

When you get to the right-hand side of the last pillar (there'll be two window-
holes in the background wall), descend and jump right to a Health Flare and
the exit.


-------------------------------------------------------------------------------
Room 6                                                                     S3R6
Exit conditions                                                            None
..............................................................................

Looking at the map, you'll see that there's another Medal Piece located (and
available) in this room.

The room opens with some Narrow Ledges, interspersed with Circular Saws.  This
can be a little tricky, since you can't always see where the saws are when
you're descending.

Jump over the first saw, and then jump up and climb to the ledge above.
Shuffle to the right-hand end, and wait until the two saws above are out of
the way before climbing up, past the middle ledge, so that you're standing on
the top ledge.

TIP       If you jump over the saw and climb up the ledges immediately after
         entering the room, you should find the saws will be out of the way.

Keeping UP pressed, creep to the right.  Hold just RIGHT on the D-pad --
you'll start to wobble, but should catch and hang from the ledge to the right,
level with the one you were standing on.  Shuffle to the right and drop down
on to a normal ledge.

Double jump from the right edge to a Metal Rod and then on to a Hanging Chain.
Climb to the top and double-jump OVER the Circular Saw to the chain on the
left.  From near the bottom, jump UNDER the next saw to a third chain.

To the left is a ledge with another Sand Lizard -- he's more likely than the
others to rear-up and fire Paralysis Missiles, so be careful as you jump.

TIP       If the Lizard rears up to fire, or is about to lash-out with his
         tail, you can jump back to the chain if you're running out of room.

To the left, you've got to time a jump between both a vertical and a
horizontal Circular Saw to get to your twelfth Scroll:

                   ()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()
                     |      Scroll of Freeze (13)      |
                     |                                 |
                     |         Press L Button          |
                     |   to freeze an enemy in time    |
                     |    (available only when the     |
                     |    Freeze Ring is activated).   |
                   ()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()

..............................................................................
: Other    Slowdown Ring  [x]    Freeze Ring     [.]    Scrolls       12/15<< :
..............................................................................

Climb the chain above, then double-jump over the saw to one Metal Rod, again
to another, then to another Hanging Chain, which you should climb.

TIP       You should be more or less fully stocked with Sands of Time, but if
         you're very low, jump to the left first where you can restock (past
         a Sand Beast and a Circular Saw), then come back here.

Jump to the ledge on the right -- there's a Sand Beast to dispatch and a
Circular Saw to jump before you climb another chain.  Double-jump to the Metal
Rod, reverse direction and jump to the ledge above the chain.  Climb the chain
above and jump to the Metal Rod on the left.

Further left you'll see another Medal Piece -- jump to intercept it and
reverse time until you're back on the Metal Rod (you'll be able to recharge
your Sands of Time in a minute, so don't worry about wasting it).

..............................................................................
: Medals   Copper           2    Jade              2    Olivine           2<< :
..............................................................................

Jump back to the chain then descend to the ledge.  Walk off the edge of the
ledge to the right and then press LEFT to fall back to the chain below.  Climb
down, jump over the saw and head back left to the earlier chain.  This time
jump to the left-hand side, where you'll find a Sand Beast and a Sands of Time
Flare past a Circular Saw.

When you've recharged, jump to the Metal Rods above, cross to the Hanging
Chain, then jump above a vertical Circular Saw to another Metal Rod.  Jump
right to another chain and on to a ledge where you'll find the Freeze Ring.

..............................................................................
: Other    Slowdown Ring  [x]    Freeze Ring     [x]<<  Scrolls       12/15   :
..............................................................................

CONTROLS  The Freeze Ring allows you to use your Sands of Time to Freeze Time
         -- everything except you stops.  As with slowing down time, you need
         to have activated the Freeze Ring from the Inventory Screen first.

         The important difference between either slowing or reversing time,
         and freezing it, is that once triggered (by tapping the 'L' Shoulder
         Button), time will stay frozen until your reserves of Sands of Time
         run out -- you don't need to keep the 'L' button pressed.

         A fully charged reserve of Sands of Time will last around two, or
         two-and-a-half seconds.

NOTE      You CAN turn off the effects of the Freeze Ring if you go to the
         Inventory Screen and deactivate it.  [Thanks to Sander for this tip.]

Your first chance to use this power is at hand (but see below) -- jump back to
the chain and climb to the top.  On the left, there are two Spiked Platforms
leading to the exit.  Ensure the Freeze Ring is activated then TAP the 'L'
Shoulder Button when the spikes are retracted.  Immediately jump across both
platforms to the exit ledge.

TIP       If you mistime the jump, you will still exhaust all your Sands of
         Time -- you can go back down the chains and across to the left to
         the Sands of Time Flare to recharge.

NOTE      It is relatively easy to jump to safety without using the Freeze
         Ring or any Sands of Time, although if you get the timing wrong,
         you'll end up losing some health.

         From the top of the chain on the right of the Spiked Platforms, wait
         until the spikes retract and then jump; while in the air, the spikes
         should pop-up and retract just before you land on the left-hand side
         of the first platform.  Immediately double-jump and you should be
         able to clear the second platform to land safely on the ledge with
         full Sands of Time (and full Health if you've been careful).

         I don't think there's a great need for this (there are some Sand-
         restoring creatures shortly), but there's a certain satisfaction in
         not using the Ring or Sands of Time.


-------------------------------------------------------------------------------
Room 7                                                                     S3R7
Exit conditions                                                            None
..............................................................................

Just inside this room is a Temporary Save Flare and, from the outline on the
Map Screen, another Medal Piece is here (though not yet available).  The main
characteristic of this room is Climbable Pillars with pairs of Caged Jets that
shoot diagonally and act as barriers forcing you to jump or switch sides.

Make you way up the pillars just inside to jump to a ledge on the left.
You'll find another Giant Beetle here, who will eject Small Beetles at you if
you give it the chance (as well as releasing two Small Beetles when it dies).

TIP       If you used the Freeze Ring earlier, and want to top-up your Sands
         of Time, standing a little short of the Giant Beetle and hacking at
         the stream of Small Beetles is a pretty good way.

Beyond is a Hanging Chain, which you should descend.

The "official" route here is to the right, jumping over the Caged Jets when
safe, across three more chains until you get to a wall on the right and a
chain that descends further, allowing you to jump back left across a series of
Metal Rods.

TIP       There is a much quicker way that is less prone to getting caught by
         flame: just drop off the bottom of the first chain and then press
         LEFT on the D-pad -- you should move to the left as you fall and
         catch one of the Metal Rods.  If you do miss, there's not much to
         redo because of the Temporary Save Flare at the beginning of the
         room.

Whichever route you take, the Metal Rods will lead you left to another pair of
pillars that you should climb.  On the right-hand side of the right-hand
pillar, near the top, jump over a Caged Jet to a small ledge.

FOR LATER The chimney above this ledge leads to the room's Medal Piece, but
         we'll have to ignore it until we can climb chimneys.

Jump right and follow the ledge down to the exit, dispatching two Giant
Beetles along the way (and restoring more Sands of Time if needed).  Between
this and the next room is another Life Fountain, so top-up your health if
needed.


-------------------------------------------------------------------------------
Room 8                                                                     S3R8
Exit conditions                                                            None
                                                        NW: Olivine Medal Gate
..............................................................................

There are some more Narrow Ledges just inside this room.  Climb up the first
one and hang from the one above to shuffle past the first Caged Jet.  Climb
down and stand on the lower ledge, then creep under the jet above and towards
the third jet -- when it's shooting vertically, stand on the upper ledge and
creep right.  Drop down back to a normal ledge.

Jump to the Hanging Chain on the right, and ascend between two Rotating Blades
(they can't get you).  At the top, jump (don't double-jump) to the left -- you
should pass over the Rotating Blade and land on another chain below a Caged
Jet.  Climb up when safe, and jump left over the Caged Jet to a ledge with a
Large Urn that contains your second Antidote Potion (assuming you got the
first one).

..............................................................................
: Potions  Life             5    Sands of Time     5    Antidote          2<< :
..............................................................................

There's nothing you can get to the left, so jump over the jet back to the
chain, jump over the blade back to the first chain, then jump over the right-
hand blade to a new chain.

There's a Rotating Blade that makes access to the ledge on the right
dangerous, so climb to the top of the chain and jump right over the blade.
Don't bother trying to catch the Metal Rod; just land on the ledge.  Double-
jump up and take out the Flame Jet, then jump to the Slippery Pillar and climb
(you can ignore both the Flame Jet and the Rotating Blades).

From just above the Flame Jet on the left-hand side, jump to a Metal Rod and
then on to a split-level ledge.  Double-jump to a Slippery Pillar, climb above
the Rotating Blade then jump over it to a ledge on the right.

FOR LATER There's an exit off from the left-hand side of the pillar, but it
         only leads to the Olivine Medal Gate (which we can't open yet), so
         we'll ignore it for now.

On the ledge, move cautiously to the right, as the first of a series of Hidden
Spikes will appear.  The first set is easy to jump over; the second requires
you to avoid the Caged Jet's flames (jump when it's between twelve and three
o'clock).  Jump over the last set when the flame is past six o'clock and make
use of an unusually tall Save Room.

After saving, return to Room 8 and head back past the Hidden Spikes and Caged
Jet.  At the left-hand edge of the ledge, hang from the edge and drop on to
the ledge below (stand half off the ledge, facing right, and hold DOWN while
pressing 'A'; press 'A' again to drop).

TIP       There's an easy shortcut available here:  from where you land, hold
         DOWN and press 'A' -- you'll clamber down and drop off the ledge.
         Now immediately press and hold RIGHT on the D-pad -- you should sail
         back and land on a chain below.

         If you've moved, just walk off the left-hand edge and then press
         RIGHT.  If you leave it too late before pressing RIGHT, the fall
         will kill you (but you've just saved, so it's OK).

         If you don't fancy this, head right and use the Metal Rod, the
         Slippery Pillar and another Metal Rod to get to the chain.

Drop off the bottom of the chain and you'll see another Narrow Ledge close by.
Jump to it and climb on top so that you can creep past the Rotating Blade
below.  When you are between the two blades, drop down and hang from the lower
ledge.  Shuffle over, drop to the ground and leave by the exit.


-------------------------------------------------------------------------------
Room 9                                                                     S3R9
Exit conditions                            3 x Brass Gong (Middle, Left, Right)
..............................................................................

This room has an interesting variant on the "light the lights" puzzles you've
seen before -- especially if you're playing with the sound off!

Just inside, there's a yellow Pressure Pad; were you to step on this (you
don't have to), you will freeze while three different chimes are played (and
one of the lights in the top-right light up after each chime).

If you jump on to the Hanging Chain to the right, and from there to a Moving
Platform, you'll pass three Brass Gongs -- when struck, each one sounds one of
the same three chimes.

To open the gates, you need to strike the gongs in the correct order so that
they match the chimes produced by stepping on the Pressure Pad.

Again, I suspect the sequence isn't random: for my game, the correct order is
the middle gong, the left-hand gong and finally the right-hand gong.  If this
doesn't work, you'll have to listen to the chimes and work it out yourself!

Once you hit the gongs in the right order, the gates will open and you can
jump down from the Moving Platform and head right to Room 10.


-------------------------------------------------------------------------------
Room 10                                                                   S3R10
Exit conditions                                                            None
                                                        SE: Azurite Medal Gate
..............................................................................

Just inside is a Temporary Save Flare; and from the Map Screen you'll see that
another Medal Piece is present.

Jump up and stand on the upper of the Narrow Ledges so you can creep past the
Caged Jet and the Rotating Blade, then drop down so you're hanging from the
bottom ledge.  Shuffle past the next Caged Jet and climb up to hang from the
third ledge.  Shuffle to the right-hand edge, past another Caged Jet and drop
to a normal ledge.

Climb the Hanging Chain on the right, jumping off about halfway up to a ledge.
There's another broken Stone Column here, so press 'B' amongst the rubble to
repair it.  Head left, over the Wicker Basket, and off the left-hand edge is a
new variety of Medal Piece -- walk off the edge and reverse time as usual.

..............................................................................
: Medals   Copper           2    Jade              2    Olivine           2   :
:          Azurite          1<<  ---              --    ---              --   :
..............................................................................

As you return, push the basket as far right as you can, then use it to jump to
the top of the column.  From there, jump to a Climbable Pillar to the left.

There are four pillars here, getting shorter to the left, with many Rotating
Blades between.  The route here is to jump to the very bottom of each pillar
until you're on the fourth, climb halfway up its left-hand side and then
switch sides and jump back, first between the two blades on its right, then
along the tops of the pillars until you're back on the first one.

TIP       You shouldn't be too high when you jump, or you'll get hit by a
         blade.  Have your feet slightly below the bottom of the pillar you
         are jumping to and you should be OK.

         Although you can avoid any damage this way, it's easy to get caught
         by at least one blade (or to miss one of the pillars).  If you're
         finding this route difficult, you can just shimmy up the right-hand
         side of the first pillar and accept 16 points of damage as you pass
         the blade.

Whichever way you go, jump from the right-hand pillar over the blade and head
through the exit.

FOR LATER There's another exit in the bottom-right corner (drop down from the
         normal ledge by the chain on the right-hand side).  However, it
         leads to the Azurite Medal Gate, so we can't pass yet.


-------------------------------------------------------------------------------
Room 11                                                                   S3R11
Exit conditions                                                 3 x Lion Statue
                                                                    Back: None
..............................................................................

WARNING!  [Courtesy of Frej Bjorn]
         Do not return to a Save Point unless you have killed all three Lion
         Statues in this room.  Frej reported that he had, and that the game
         seemed to have "forgotten" that one of the Lion Statues had been
         killed (even though it showed up as dead).

Just inside, there's a rather tricky double-jump to be made over a Rotating
Blade.

TIP       If you jump when your leading foot is just on (not beyond) the edge
         of the gap you should be OK, though you'll probably cling to the far
         side by your fingers.  If you leave it too late, you'll catch the
         blade as you're rising.

         It might also help if you start with a back-jump:  stop half-off the
         edge then turn to face left.  Back-jump to the right and you'll get
         more height.

There's another Lion Statue just beyond the next Rotating Blade; but you
shouldn't have any trouble jumping on the spot and knocking the standard three
fireballs back (he fires in bursts of three, so you can get all three shots
with his first salvo).  Once killed, you can double-jump over the blade and
climb the Hanging Chain to the right.  Jump left across two ledges to another
chain in the middle of the room.

There's a pair of Lion Statues on the ledges either side of the top of this
chain, but with a new twist -- the one on the left won't shoot fireballs, but
fireballs are all that will kill it!  Up to now, the Scroll of Absorption has
made Lion Statues easier; now it is essential.

Jump to the right-hand ledge, absorb a fireball (hold down the 'R' Shoulder
Button until it's absorbed) then jump across to the left-hand ledge (watching
out for some Hidden Spikes) and release the fireball at the Lion Statue.
Repeat twice more.

[I hadn't worked out how to use the Scroll of Absorption when I first got
here; luckily I got Joakim's info about it just in time to save bashing a
large dent in the wall.]

Use absorption to dispatch the top-right lion -- if you just try batting them
back, he turns his back on you -- then exit to the next room.

NOTE      It is possible to kill this Lion Statue without absorption (as I
         discovered before learning how to use it).  By jumping to the top of
         the chain after he's fired a fireball at you, and swatting the
         fireball back from there, you give him enough time to turn back and
         get hit in the face!

WEIRD     The need to use this last statue's Fireballs to destroy the one on
         the left means that you can put the game into an unwinnable position
         -- if you take out the top-right lion before dealing with the top-
         left one, and were to save your game, you would not be able to
         continue.


-------------------------------------------------------------------------------
Room 12                                                                   S3R12
Exit conditions                                                            None
                                                             NW: GameCube Gate
..............................................................................

There's a Temporary Save Flare just inside, so use it.  Jump across the
bottoms of the three Climbable Pillars; beyond the third is a ledge with a
Sabre Tooth on the prowl.  Wait for it to come into view and turn around, then
jump after it and dispatch it (regaining a lot of the Sands of Time you used
in Room 10).

Jump to the pillar beyond, and climb carefully -- there's a Bat flying back
and forth (on the left) that fires green Poison Balls ahead of itself.  Wait
until you see one go overhead, then climb to that level and knock the next one
back with the Scimitar to kill the bat.  There's another Bat higher up, but
while you will see the ball, you won't see the bat!  After a ball passes over,
jump to a ledge on the left and be ready to knock back the next ball from
there.

Jump left on to the Hanging Chain and climb up and jump to the left-hand
ledge.  To the left is another Spear Swinger -- as before, wait for him to
pause, then jump and kill him.

..............................................................................
: Status   Level            8    For next level    1<<  Total killed  14/75<< :
..............................................................................

FOR LATER To the left is a special gate -- it can only be opened when this
         game is linked to the GameCube version of "Prince of Persia - The
         Sands of Time".

TO DO     Not 100% sure what needs to be done on the GCN, nor what you'll find
         behind it.

The ledge on the right-hand side of the chain contains another couple of
Poison Ball-spitting Bats and leads to a Life Fountain.  Unless you
desperately need the health boost (or want a 100% map), I'd ignore them.

NOTE      If you do use the Life Fountain, be careful as you re-enter this
         room because the Bats will have returned.

Get back on the chain and jump back to the ledge on the right.  Jump across
the two Climbable Pillars on the right (watching out for Circular Saws) and
descend.  Before the exit is a Large Urn containing another Sands of Time
Potion.

..............................................................................
: Potions  Life             5    Sands of Time     6<<  Antidote          2   :
..............................................................................

TIP       If you haven't got full Sands of Time, leave and re-enter as needed
         to repeatedly kill the Sabre Tooth until your Sand is restored --
         you'll want it in a moment.


-------------------------------------------------------------------------------
Room 13                                                                   S3R13
Exit conditions                                                            None
                                                                  SE: Scroll 4
..............................................................................

From the Map Screen, you'll see that there's another Medal Piece available in
this room.

Ignore the Narrow Ledge above you; just run straight off the right-hand edge --
trust me -- and you'll drop on to a different Narrow Ledge and probably
collect the Medal Piece before you stop.  You don't even need to reverse time
for this one!

..............................................................................
: Medals   Copper           2    Jade              2    Olivine           2   :
:          Azurite          2<<  ---              --    ---              --   :
..............................................................................

Drop to the bottom ledge and shuffle as far right as possible (watching out
for a Caged Jet): hold both DOWN and RIGHT and tap 'A' -- you should fall off
to the right and cling to the edge of the ledge.  Climb up on to the ledge,
then jump up and hang from the third ledge up (there should be another ledge
above you).  Shuffle right, dodging a Flame Jet, then hang from the ledge
above and carry on right, avoiding another Caged Jet.

Drop to the normal ledge below, head up the slope and double-jump over one
Rotating Blade, roll under the second, and double-jump over the last.  Exit
right to the Save Room before the third Boss Battle!


-------------------------------------------------------------------------------
Boss Battle                                                              S3BOSS
Exit conditions                                                  Collect Scroll
..............................................................................

Once again you get to fight the Winged Demon -- and boy is he nasty this time!

NOTE      The main strategy describes how to win without using any potions; it
         can be a little tricky the first time you play, so there's an
         alternate one-potion strategy below.

After a first "free" swoop across the middle of the room, he'll settle into a
pattern of firing a whole group of Giant Fireballs roughly towards you.  Don't
try to hit them with the Scimitar, because they'll just explode above your
head and cause damage; the Scroll of Absorption won't be any good either --
you just have to dodge them as best you can (but watch out for when they hit
the ground, as they'll raise a brief column of fire that will still cause
damage).

His most annoying attack, however, is an occasional Poison Ball -- normal-
sized and green -- that he sometimes slips in among the Fireballs.  These you
CAN knock out of the air with your Scimitar, and you definitely should try to
-- if you let one hit the ground, then a couple of seconds later the entire
floor area will flash green and inflict poison on you, draining away your
health every second.

As with the last encounter, persistence and practice are the keys to dealing
with the Demon; at least if you want to preserve your potions.  If you don't
mind using a potion, see below for a slightly easier way of beating him
(there's also a much harder way of beating him listed in the "Baddies,
Beasties and Bosses" section).

NOTE      On my first run through the game (when the pre-1.0 version of this
         Walkthrough was written), I could only get past the Boss using the
         Freeze Ring and one Sands of Time Potion (see technique below).  I
         tried the no-potion method here about twenty times, coming within a
         whisker of beating him on a few occasions.

         On a second run through, for the 1.0 version, I was able to defeat
         him using no potions on roughly half my attempts -- so practice
         certainly does make, if not perfect, something quite close.

The general no-potion strategy is broadly similar to the second Boss Battle --
two rounds of inflicting damage using the Slowdown Ring (so make sure you
activate it from the Inventory Screen), a little topping-up of Sands with
"normal" attacks, then finishing him off.  The main complication is that his
Fireballs -- and particularly the Poison Balls -- can reduce your health
faster than before.

The critical encounter is his first swoop across the screen after you regain
control of the Prince -- he won't shoot out any Fireballs, so you're free to
deal maximum damage without worrying about avoiding them.

For right-to-left swoops (as the first one is), stand to the left of the
central arch (see diagram below) and use the Slowdown Ring (hold 'L') as he
swoops in and swing your Scimitar like mad -- with a bit of practice, you
should reduce his health by nearly half.

At the end of his swoop, he'll hover over the left-hand side before releasing
a barrage of Fireballs; wait directly below him and run right just as he does
so -- they should head almost straight down towards where you were and be
fairly easy to dodge.

TIP       He lets out a screech just before he sends out his volley of
         Fireballs.

For his second swoop (from left-to-right), stop in the middle of the arch and
face left.  Again use the Slowdown Ring to get a round of attacks in; with
practice, this should reduce his health to near zero (and probably have almost
exhausted your Sands of Time).

              __--^--__
  ###...###  /         \
  ###...### /           \
  ###.X/###|     \X      |
___###.X.###|______X______|___

Dodge his Fireballs again by waiting below him, moving left as he releases
them; ending up back over the lighter-coloured stone ready for the next swoop.

Perform normal attacks for the next couple of swoops to restore Sands of Time;
then revert to using the Slowdown Ring and you should be able to finish him
off.  If not, just cycle between Sand-restoring normal attacks and damage-
dealing Sand attacks.

NOTE      Keep an eye out for any Poison Ball he may release -- if you're in
         any way low on health, abandon normal procedure to intercept it with
         the Scimitar.

As before, when his health is reduced to zero he will fly up to the top of the
screen and escape to fight another day.

         . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
                                   BEWARE
          As he starts to fly up to the top of the screen, he will
         let loose a parting volley of Fireballs.  If you're low on
          health, it would be a real bummer to die from these just
                        after you've driven him off!
         . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

BOSS NOTE Consult the Bosses sub-section of "Baddies, Beasties and Bosses" for
         a tricky no-potion, no-ring strategy, and for other contributions I
         have received.

After he disappears, another Scroll will appear above your head (only two to
go after this).  Collect this and the gate back to the Save Room will open.

                   ()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()
                     |      Scroll of Walling (4)      |
                     |                                 |
                     |      Run towards a wall to      |
                     |     make a vertical walling.    |
                     |     Press A Button to jump.     |
                   ()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()

..............................................................................
: Other    Slowdown Ring  [x]    Freeze Ring     [x]    Scrolls       13/15<< :
..............................................................................

CONTROLS  If you run at certain walls, from about half-an-inch away or more,
         then you'll carry on running up the wall (to a maximum of about
         three times your height).  Once you've started up the wall, you
         don't need to hold LEFT or RIGHT anymore.

         Left to his own devices, the Prince will run to the top of the wall
         and perform a looping jump back away from the wall.  If you run up
         into a corner, you'll run part way along the ceiling before falling
         back.  If you run up a high wall, you'll just drop when you reach
         the maximum height without jumping.

         You can press 'A' at any time to jump from that point.

         You cannot perform Walling on Pillars or Columns; and it will not
         work on some walls.

NOTE      Walling is of no use against the "chimneys" we've passed, as you
         need a proper corner between the floor and the wall.  So at this
         stage, there's no point backtracking to try it out.


A One-Potion Strategy
---------------------
If you've tried and tried the no-potion approach above without success, then
don't fear -- there's a relatively straightforward way of beating him by using
one Sands of Time Potion.  As with the second encounter, this shouldn't put
you in danger of running out, it just means you can't get the satisfaction of
beating the game without using any potions.

In this case, I recommend using the Freeze Ring instead of the Slowdown Ring
(so make sure you activate it as you enter the room).

Wait in the same place as above for him to swoop down and freeze time.  Get in
as many hits as possible before time resumes -- after a bit of practice, you
should be able to take over half his health.  Take a Sands of Time Potion and
repeat -- doesn't it sound simple?

NOTE      Don't get worried when you first attack that his Health Bar isn't
         decreasing -- because you've frozen time, it won't show the damage
         done until time returns to normal (the damage-numbers coming from
         his body confirm that you're hurting him though).

As before, watch out for his final volley of Fireballs as he flies off the top
of the screen.

Whichever method you use, return to the Save Room when you've sent him packing.


-------------------------------------------------------------------------------
Room 13 (again)                                                           S3R13
Exit conditions                                              Scroll 4 (Walling)
..............................................................................

Leave the Save Room, negotiate the Rotating Blades (double-jump, roll, double-
jump) and move to the edge of the ledge.

Half stand over the edge and press DOWN and 'A' to hang from the edge; press
'A' to drop then immediately hold RIGHT and you should cling to the edge of a
ledge below.  Climb up, jump over the Rotating Blade and you'll get your first
opportunity to try Walling.

From a little way away, hold RIGHT and you should run up the wall.  At the
top, you will flip backwards and land on a Sands of Time Flare.

Jump to the top of the wall and climb down the chain below.  There's a rapid-
moving Spiked Platform which you can negotiate without aid if you're careful
(using the same technique as at the end of Room 6) -- jump just as the spikes
retract, they'll rise and should retract again just before you land.  You
should then be able to jump to the exit and the Save Room beyond in Section
Four.

NOTE      If you're having trouble with this, then either of the Slowdown or
         Freeze Rings should help.

NOTE      There's no point backtracking yet, since the Walling ability won't
         let you get up the "chimneys" we've passed, and there's nothing else
         worth using it on all the way back to the three Caged Jets in
         Section 2 Room 14 (and you cannot go further back than those).

..............................................................................
: Status   Level            8    For next level    1    Total killed  14/75   :
:          Max. Health     84    Attack           31    Defence          24   :
: Potions  Life             5    Sands of Time     6    Antidote          2   :
: Medals   Copper           2    Jade              2    Olivine           2   :
:          Azurite          2    ---              --    ---              --   :
: Other    Slowdown Ring  [x]    Freeze Ring     [x]    Scrolls       13/15   :
..............................................................................



()===========================================================================()
 ||                                                                       ||
 ||                             Section Four                              ||
 ||                                                                       ||
()===========================================================================()


-------------------------------------------------------------------------------
Map                                                                       S4MAP
..............................................................................

          +--+ +-------+ +--+ +--+ +--+      LP - Life Potion              +-------+
          |  +-+ SAVE  +-+  | |  +-+  |      SP - Sands of Time Potion     |       |
          |  +-+  ROOM +-+  | |  +-+  |      AP - Antidote Potion          |       |
          |  | +-------+ |  | |  | |  |                                    |       |
          | 4|           | 5| | 6| |AP|     ... - Inaccessible             | BOSS! |
          |  | +--+      |  | |  | |  |       = - areas or exits           |       |
          |  +-+  |      |  +-+SM| |  |                          +--+ +--+ |       |
          |  +-+  |      |  +-+  | |  |                          |  +-+SA+-+       |
          +--+ |ZM|      +--+ +--+ |  |                          |SM+-+VE+-+       |
               | 3|                | 7|                 16  +--+ |  | +--+ +-------+
          +--+ |  |                |  | +--+ +--+ +--+ +--+ |  | |14|
          |  +-+  |                |  +=+15| |  +=+  +-+GC| |  +-+  |
          |LP+-+  |                |  +=+  | |..+=+SG+-+SP| |  +-+  +- Section
          | 2| +--+                |  | +--+ |  | +--+ +--+ |  | |  +- Five
          |  |                     |  |      | 8|           |13| +--+
+--+ +--+ |  |                     |  | +--+ |ZM| +--+      |  | +--+
-+SA+-+ 1+-+  |                     |  +-+SA+-+  +-+  |      |  +-+  |
-+VE+-+  +-+  |                     |  +-+VE+-+  +-+  |      |  +-+  |
+--+ +--+ +--+                     +--+ +--+ +--+ |  |      +--+ |  |
                                                  | 9|           |12|
      ZM - Zircon Medal Piece                +--+ |ZM|      +--+ |SM|
      SM - Spinel Medal Piece                |  +-+  |  GCN=+SP+-+  |
                                             |  +-+  | GATE=+  +-+  |
      ZG - Zircon Medal Gate                 |LP| +--+      |  | +--+
      SG - Spinel Medal Gate                 |10|           |11|
                                             |  | +--+ +--+ |  |
      GC - GameCube Switch              LAST=+  +-+SA+-+  +-+  |
                                        CAVE=+  +-+VE+-+ZG+-+  |
                                             +--+ +--+ +--+ +--+


-------------------------------------------------------------------------------
Room 1                                                                     S4R1
Exit conditions                                                            None
..............................................................................

After you jump across the gap, you'll see a new kind of Scoring Enemy,
wielding a long whip-like weapon.  Because she (I think she's a she) doesn't
lash out very often, you might be tempted to just wade in and start hitting;
it works, but she's bound to get at least one attack in and you'll lose damage.

TACTICS   Much better is to advance towards her, to get her moving, then
         withdraw to a safe distance.  You should now advance to the edge of
         her Whip's range: if you've got the right distance, you should be
         able to cut her whip with your Scimitar when she flicks it out.

         It's now a relatively easy matter of advancing to just outside her
         shortened range, let her swing the whip, then step forward and
         attack a couple of times.  Withdraw out of range, let her swing and
         repeat (holding 'R' down through all of this uses Caution, allowing
         you to move in and out without turning).

TIP       If you are at the correct distance to be able to shorten her whip,
         she will give her whip a small upward flick before lashing out.  If
         she doesn't, you're not quite close enough.

NOTE      She has a particularly novel attack if you stand inside her long
         whip's range -- every now and then she'll snag you with the whip,
         haul you in, stab you and throw you back!

When she falls, drain the corpse as normal.

..............................................................................
: Status   Level            9<<  For next level    2    Total killed  15/75<< :
:          Max. Health     84    Attack           38<<  Defence          30<< :
..............................................................................

After she's gone, run along to, and up, the wall, then jump to the small ledge
on the left.  The ledge above-left has a new Sand Enemy -- a Scimitar Armour.

NOTE      His main tactic, at least on open ground, is to advance toward you,
         then to keep swinging the scimitar around his head and then to bring
         it crashing down, hopefully (for him) on you!

TIP       If you get the chance, jump up to his ledge and advance on him; get
         as many attacks in as possible and back off when he's about to
         strike.  When he's done, one more hit should generally kill him.

         If you don't get to his ledge in time, he'll advance, seemingly too
         close to allow you to safely jump up.  However, there's a neat trick
         that will help:  he won't advance right to the edge of the ledge.

         From the small ledge you're on, make a small jump so you grab his
         ledge by your fingertips and haul yourself up.  Providing you don't
         move forward, he'll swing and smash the scimitar without hitting
         you.  All you need do is keep attacking with the Scimitar -- many
         will miss, but every few stokes you'll connect with his body and
         deal him damage.

When he collapses, his body will evaporate and restore some of your Sands of
Time.

Run to, and up, the left-hand wall, jump to the Hanging Chain, then to the
ledge on the right.  There are a couple of Bats here, shooting Paralysis
Missiles, but all are above your head.  Just take the Bats out and jump to the
next ledge.

Here you will find another Shielded Persian, who can be annoyingly difficult
to take out without losing health -- he will disappear as soon as you hit him,
then usually pop-up behind you (even if you change direction at the last
moment).

TIP       The best you can do is approach and try and get an attack in, then
         wait for him to appear behind you.  Reverse direction as quickly as
         you can and strike.  If you're too slow, he'll hit you instead!

..............................................................................
: Status   Level            9    For next level    1<<  Total killed  16/75<< :
..............................................................................

Jump to the Slippery Pillar and slide off the bottom.  There's another
Scimitar Armour here; approach to start him swinging, then keep getting three
or so attacks in and retreat a little.

Run off on to the chain at the left and descend.  Be careful -- to the right
is a Submerged Saw -- these pop-up as you approach, but are easy to jump over.
More care beyond, as there are more Paralysis Bats, and this time their
missiles CAN hit you!  Hit the missiles back to kill them, jump over the gap
and exit to the next room.


-------------------------------------------------------------------------------
Room 2                                                                     S4R2
Exit conditions                                   Whip Mistress + Spear Stabber
..............................................................................

Two horizontal Circular Saws top and bottom of a Narrow Ledge greet you:  hang
from the ledge and shuffle right; when the lower saw approaches, you've just
time to climb on top of the ledge and let it pass before dropping back to let
the top one pass.

WEIRD     One time in this room there wasn't a top saw!  Has anyone else had
         this?

Drop to a normal ledge and jump to meet another Whip Mistress -- as before,
but she only needs three strikes.  The 'critical distance' for cutting her
whip is when your Scimitar tip is between the second and third of the four
"X"s in the background.  Remember also that she will give her whip a little
flick when you're at the correct distance for cutting it.

..............................................................................
: Status   Level           10<<  For next level    2    Total killed  17/75<< :
:          Max. Health     90<<  Attack           38    Defence          30   :
..............................................................................

Across the gap is another Spear Stabber -- try to get across before he gets
too close.  The technique here is to keep jumping behind him and getting a
couple of attacks in.  He only takes three or four swipes to kill, so although
the gap makes it a little trickier, it shouldn't be too hard.

..............................................................................
: Status   Level           10    For next level    1<<  Total killed  18/75<< :
..............................................................................

Run up the wall and jump to the pillar; jump to the left-hand one and climb,
dodging Caged Jets and smashing Flame Jets as necessary.  Jump to a Metal Rod
to get to another ledge, where there are four Submerged Saws along the way
before you get to another Life Potion.

..............................................................................
: Potions  Life             6<<  Sands of Time     6    Antidote          2   :
..............................................................................

Head back past the saws and jump from the top of the pillar to the exit.


-------------------------------------------------------------------------------
Room 3                                                                     S4R3
Exit conditions                                                            None
..............................................................................

There's a Temporary Save Flare just inside, and, from the Map Screen, a (new
type of) Medal Piece is available.

Jump across the two gaps, ducking as necessary to avoid the central Circular
Saw.  Run up the right-hand wall, making sure you don't run into the saw
above, and jump to the ledge.

To the left are two short-travel saws with one long-travel one above:  jump
over the two short-travel saws when the long-travel saw is at the other end of
its travel -- you'll need to duck between the lower ones to avoid the upper
saw as it passes overhead.

Run up the wall and jump back on to ledge above; jump over two Submerged Saws
and run up the right-hand wall (watching out for a Circular Saw) to jump to
another ledge.

There are another two saws here, the lower one travelling further than the
upper one; wait for them to be "out of sync" so you can jump over these and
run up the left-hand wall to a hanging chain (again watching out for a
Circular Saw).  Jump the saw to the right, run up the wall to a Climbable
Pillar, and there's a Medal Piece in the top-right corner.  Pass over and
reverse time as always.

..............................................................................
: Medals   Copper           2    Jade              2    Olivine           2   :
:          Azurite          2    Zircon            1<<  ---              --   :
..............................................................................

Jump over a Circular Saw to the next pillar, then to the ledge by the exit,
avoiding another two saws.


-------------------------------------------------------------------------------
Room 4                                                                     S4R4
Exit conditions                                                 3 x Lion Statue
..............................................................................

Jump the first gap, and there's a standard Lion Statue across the next gap.
Take him out, then jump across, run up the wall to a platform, and jump to a
horizontal Moving Platform.

There's another Lion Statue to the right; the only complication (apart from
having to jump from and land on a Moving Platform) is that he goes up and
down, so some shots you return will miss.

Run up the wall behind him and jump across a ledge to a vertical Moving
Platform.  The lion to the left shouldn't cause any problems, despite firing
Paralysis Missiles instead of Fireballs.

Run up the left-hand  wall, across a couple of Metal Rods and out through the
exit to a Save Room (which for some strange reason, appears twice as wide as
normal on the Map Screen).


-------------------------------------------------------------------------------
Room 5                                                                     S4R5
Exit conditions                            3 x Brass Gong (Right, Left, Middle)
..............................................................................

Another "sound to light" puzzle; stepping on the yellow Pressure Pad plays the
three chimes you need, while the three Brass Gongs are either side of, and
between, the two vertical Moving Platforms.

If the sequence is non-random, jump on the far platform and hit the right-hand
gong, jump back to the first platform and hit the left-hand gong, then finally
hit the middle gong and the exit should open.

WEIRD     For some reason, the shape of this room on-screen and the Map Screen
         do not match (the map shows the right-hand exit lower than the
         left... yet you run along the floor between them!)

TIP       You might want to nip back to the Save Room on the left so that you
         don't have to redo the Brass Gongs if you die in the rooms ahead.


-------------------------------------------------------------------------------
Room 6                                                                     S4R6
Exit conditions                                                            None
..............................................................................

The Map Screen shows that there's another Medal Piece in this room.

To get it, jump to the Metal Rod, double-jump over the Rotating Blade to the
next rod and then jump to a short Hanging Chain.  Jump from the top to pass
over the Medal Piece and reverse time to collect it as usual.

..............................................................................
: Medals   Copper           2    Jade              2    Olivine           2   :
:          Azurite          2    Zircon            1    Spinel            1<< :
..............................................................................

Return across the Metal Rods and jump to the Climbable Pillar.  Climb,
avoiding the Caged Jets' flames and jump to the ledge on the right.  Run up
the wall and jump to another ledge, then run up the left-hand wall when the
Caged Jet allows.

TIP       As you jump from here, it's probably best to aim to cling to the
         ledge rather than land on it -- it will be easier to time your move
         to avoid a Flame Jet above.  Start to climb up just before you think
         the flame will switch from left to right.

Take out the Flame Jet and run up the wall, stopping as soon as you land on
the next ledge -- there's another Flame Jet to take out.  Run up the left-hand
wall, over the Rotating Blade to the top ledge of the room, where there's
another Rotating Blade, which you'll need to roll under.

TIP       Don't get closer than the barrel in the background, otherwise you'll
         end up rolling into another blade beyond.

Stand close to the blade that blocks the path; when the Flame Jet shoots to
the right, jump and smash it.  A single jump should be sufficient to jump over
the blade, then roll under the next.

Drop off right to the floor, and you'll see a nasty little hazard: a Rotating
Blade above a set of Spikes!

A quick blast from the Slowdown Ring will let you get between these without
any harm; cross to the Climbable Pillar and descend, avoiding the Caged Jets'
flames.  Move right to the Rotating Blade and jump over it, then run up the
wall to another Flame Jet (again, just catching the edge will give you a
better to chance to time your climb).  Smash the jet and run up the final wall
in this room, jumping to the ledge on the right.

TIP       If you don't jump, you'll end up hanging from the left-hand ledge --
         drop, rather than pull yourself up, otherwise you'll get hit by the
         blade.


-------------------------------------------------------------------------------
Room 7                                                                     S4R7
Exit conditions            6 x Creeping Flesh + Floating Genie + Persian Archer
..............................................................................

Along the top ledge of this tall room, you'll see two variants of a new Sand
Enemy.  The first Creeping Flesh will emerge from the floor and creep towards
you, but a few hits will get rid of it.  Further along, the second variant
only emerges halfway, so is even easier to kill.

TACTICS   Creeping Fleshes are quite easy to dispatch as they freeze when you
         hit them, allowing you to kill them easily.  However, they have a
         nasty attack if you let one hit you.  Stars will appear around your
         head and you become confused -- the LEFT and RIGHT buttons become
         reversed!

Climb down the Hanging Chain, and head right, under another "chimney".  There
are two more Creeping Fleshes to kill and you'll get a third Antidote Potion.

..............................................................................
: Potions  Life             6    Sands of Time     6    Antidote          3<< :
..............................................................................

Head back to the left, and past the chain you'll meet another Floating Genie.
Use Absorption (hold down the 'R' Shoulder Button) to absorb his Poison Balls
and then jump and shoot them back at him (remember he'll switch sides every
time he throws a ball).

..............................................................................
: Status   Level           11<<  For next level    2    Total killed  19/75<< :
:          Max. Health     90    Attack           45<<  Defence          36<< :
..............................................................................

Descend the chain and take out one Creeping Flesh, then jump the gap and take
out another.  Across the next gap is another Persian Archer, so be prepared to
duck or knock his arrow out of the air with your Scimitar.

..............................................................................
: Status   Level           11    For next level    1<<  Total killed  20/75<< :
..............................................................................

FOR LATER The middle-right exit from this room is up the chimney, and so must
         be ignored for now.

Go through the exit to another Save Room and save.


-------------------------------------------------------------------------------
Room 8                                                                     S4R8
Exit conditions                                                            None
..............................................................................

This room opens with a tricky little double-jump over a gap, between two
Rotating Blades.

TIP       Like in Room S3R11, make the first jump with your leading foot just
         slightly before the edge of the gap -- not beyond.  Make the second
         jump just as you pass over the blade.

Be careful as you land, there are some Hidden Spikes just to the right, with
another Scimitar Armour further on.

TIP       Jump over the spikes quickly and run to meet the Scimitar Armour --
         if you let it get to the spikes while you're still on the left-hand
         side, it becomes much harder to take out.

Run up the right-hand wall, jump over the Rotating Blade and on to the ledge
above, where there are two more Scimitar Armours to deal with.

You next need to run up the left-hand wall, but be careful -- there are some
more Hidden Spikes in the wall, so you need to time your run to miss them.

On the ledge above you will meet the eighth type of Scoring Enemy -- a Hammer
Swinger.

TACTICS   These are armed with a large hammer, that they swing around and
         around while advancing.  Once in full swing, they are particularly
         awkward, as it's difficult to approach with safety.

         If this happens, the best tactic is to jump over their heads and
         attack from behind.

TIP       There is a useful trick that you can use to beat Hammer Swingers,
         due to the fact that they go "dormant" when off-screen.

         Run up to the right while he is "resting" (hammer held jauntily over
         one shoulder) and get two or three attacks in.  Then run all the way
         back to the left-hand edge.  If you go back to the right, he should
         have returned to the "resting" state and you can get a couple more
         "free" attacks in.

         The main thing to be careful of is that once he collapses, his
         regeneration period (before he comes back to life) doesn't seem as
         long as normal, so you have to drain the corpse pretty quickly.

TIP       Another tip, courtesey of Daniel Hong:  Approach the Hammer Swinger
         to get him spinning, then turn your back on him.  When the hammer is
         behind him on the swing, perform a back double-jump over him.  When
         he stops, there's time to get close and deliver three strikes.
         Simply rinse and repeat.

..............................................................................
: Status   Level           12<<  For next level    2    Total killed  21/75<< :
:          Max. Health     96<<  Attack           45    Defence          36   :
..............................................................................

When you've killed him, run up the right-hand wall on to a small ledge above.

NOTE      To the left, there's another small ledge and a Hanging Chain with a
         couple of Caged Jets guarding it.  At the top of the chain is a
         ledge with another Scimitar Armour -- but nothing else!

         There doesn't seem to be any need to kill the armour; the exit is
         open, even if you don't kill him, and he's only a Sand Enemy, not a
         Scoring one.

         I suggest you completely ignore it.

From the ledge, jump right and head under the "chimney" to a Hanging Chain (be
careful of a Caged Jet).  On the right is another Medal Piece -- jump over and
reverse time to collect as normal.

..............................................................................
: Medals   Copper           2    Jade              2    Olivine           2   :
:          Azurite          2    Zircon            2<<  Spinel            1   :
..............................................................................

At the bottom of the chain is another Scimitar Armour that you can kill to
restore some Sands of Time (leave the room and return if needed to top-up
fully).


-------------------------------------------------------------------------------
Room 9                                                                     S4R9
Exit conditions                                                 3 x Lion Statue
..............................................................................

From the map, there's another Medal Piece here -- your first chance to obtain
a complete medal!

Head along the parapet to the Climbable Pillar.  At the bottom is another Lion
Statue, spitting Poison Balls.  Nothing difficult, just slide down level and
knock them back three times.  Switch sides and jump across to the ledge under
the statue.

Jump another gap and then to a second pillar -- slippery this time.  On the
far side is another Lion Statue, spitting fireballs.  The only slight
complication is that the pillar is slippery and he shoots both high and low.

TIP       If you stay at the top of the right-hand side (i.e. keep UP
         pressed), your Scimitar will reach both his high and low shots.

Jump to the ledge the lion was on (you'll see the outline of the Medal Piece
above).  There's another ledge lower down to the right; just hold RIGHT and
you should land on it.  Jump the next gap, run up the wall, and jump to a
Slippery Pillar:  on the left-hand side is another Lion Statue spitting Poison
Balls.

TIP       He spits the balls in pairs; if you knock back the first one, it
         gets absorbed by the second and doesn't hit; you'll need to knock
         back six shots to destroy him (and open the gate).

To the left are three Hidden Spikes, and the final Zircon Medal Piece.

TIP       The ledge that held the second Lion Statue is directly below the
         Medal Piece and the cloth in the background.  The easiest way to
         collect the medal is to jump over the spikes and pass through the
         Medal Piece, briefly reverse time, then to carry on falling on to
         the ledge -- you may need to use RIGHT to stop yourself going too
         far.

..............................................................................
: Medals   Copper           2    Jade              2    Olivine           2   :
:          Azurite          2    Zircon          All<<  Spinel            1   :
..............................................................................

I was rather hoping something special would happen when all pieces of a medal
were collected, but never mind.  Head left across the pillars and gaps to the
exit in the lower-left.


-------------------------------------------------------------------------------
Room 10                                                                   S4R10
Exit conditions                                                            None
                                                               SW: Wooden Door
..............................................................................

Along the top ledge of this room are four Creeping Fleshes, interspersed with
one Rotating Blade you need to roll under, and another that you need to jump
over.

Next there's a tricky little section involving Slippery Pillars and several
Rotating Blades.  From just above the first blade on the first pillar, jump to
the second.

TIP       You must be only just above the blade when you jump.  If you're too
         high, you'll pass the edge of the ledge and sail past the second
         pillar (this probably counts as a slight glitch).

Switch sides; again you need to be only just above that first blade so that
you'll cross safely between the two blades between the second and third
pillars.  Jump to the third pillar, and, from the upper part, jump to a ledge
on the right, where you'll encounter another Floating Genie.  Although he
shoots fireballs instead of Poison Balls, he shouldn't be any harder to take
out using Absorption.

..............................................................................
: Status   Level           12    For next level    1<<  Total killed  22/75<< :
..............................................................................

At the end of the ledge is your seventh Life Potion.

..............................................................................
: Potions  Life             7<<  Sands of Time     6    Antidote          3   :
..............................................................................

Return to the Slippery Pillar on the left, slide down a little and jump to a
small ledge near another Rotating Blade.  Jump to the Narrow Ledge above and
climb to the top to creep past the blade, then drop down and hang from the
ledge to shuffle past another blade.  When you get to the right-hand edge, be
careful -- there's a Spiked Platform below!  Drop down as soon as the spikes
retract and jump to a normal ledge on the right.

Along to the right you'll find another Whip Mistress, who shouldn't prove
difficult to take out (remember to cut her whip short first, and drain the
corpse afterwards).

..............................................................................
: Status   Level           13<<  For next level    3    Total killed  23/75<< :
:          Max. Health     96    Attack           52<<  Defence          42<< :
..............................................................................

NOTE      From now until the end of the game, you will need three kills to get
         to the next level (except that you'll need four kills to get the
         very last level).

Above is a horizontal Moving Platform, which you reach by running up the wall
to the right.

TIP       Stand in the middle of the background arch and wait for the platform
         to move in from the left.  Just before it's overhead, run up the
         wall, and you should land on the platform automatically.

Jump to the Hanging Chain when the platform moves to the left, and from there
to the ledge above.  There are a final two Creeping Fleshes to deal with
before you exit to the Save Room on the right.

FOR LATER There's another Wooden Door blocking the lower-left exit; you'll
         have to ignore it for now.


-------------------------------------------------------------------------------
Zircon Gate                                                                S4ZG
..............................................................................

Assuming you've got all pieces of the Zircon Medal (which you should if you've
followed the Walkthrough), then as you enter the room, you will automatically
walk to the centre and pause while the drawbridge is lowered, so that you can
pass.

TIP       You may find it convenient to go back to the Save Room and save
         after opening the gate, so that if you need to restart, you don't
         have to sit through the animation again.

If you haven't got all pieces of the Zircon Medal, then the gate won't open
and you will have no option but to back-track and collect them (they're in
S4R3, S4R8 and S4R9).


-------------------------------------------------------------------------------
Room 11                                                                   S4R11
Exit conditions               3 x Sabre Tooth + Hammer Swinger + Persian Archer
                                                                  NW: GCN Gate
..............................................................................

There's a wide gap at the bottom of this room, with a Spiked Platform in the
middle.  Wait for the spikes to retract then double-jump on, and double-jump
off to the other side.  Run up the wall to get to another Spiked Platform
above, and go directly to the Hanging Chain.  On the ledge to the left you'll
find another Sabre Tooth.

NOTE      This, the first of several Sabre Tooths (Sabre Teeth?) in the room,
         is less placid than those you've met previously:  instead of just
         strolling towards you, every now and then they will make a dash and
         lunge at you!  You need to be that little more alert with these.

         It appears that if a Sabre Tooth approaches with its mouth closed,
         it may be in "lunge" mode; if it repeatedly raises its head and
         opens its mouth, then it should be in "normal" mode.  You may find
         that jumping over a "lunge-mode" Sabre Tooth will reset it back to
         normal mode (it may have to turn around first).

Run up the left-hand wall and on to another Hanging Chain; climb and jump off
to a ledge on the right.

NOTE      There's some rubble here that re-forms into a pair of Linked Tubes.
         You can't make full use of them yet, but as there are several
         creatures in the room that will restore Sands of Time, now is
         probably the best time to rebuild the tubes.

         You need to use the Dagger on the left-hand pile of rubble --
         nothing will happen if you try restoring the right-hand pile.

After rebuilding the Linked Tubes, carry on to the right to meet (and kill)
another Hammer Swinger.

..............................................................................
: Status   Level           13    For next level    2<<  Total killed  24/75<< :
..............................................................................

Jump on to the chain just past him, and on to the ledge above to the right.
There's another more aggressive Sabre Tooth to deal with, but you're rewarded
with another Sands of Time Potion in a Large Urn at the right-hand edge.

..............................................................................
: Potions  Life             7    Sands of Time     7<<  Antidote          3   :
..............................................................................

Return to the chain and descend (ignore the Wicker Basket on the other ledge
for now).  To the right is another Spiked Platform -- jump across when the
spikes retract to a Hanging Chain beyond.  Climb down the chain and there's
another Sabre Tooth to deal with on the left.

Descend the chain on the left, double-jump the wide gap and watch out for a
Persian Archer just in front of the exit.  Duck, jump or use the Scimitar to
avoid his first arrow, move in for the kill, and the exit should open.

..............................................................................
: Status   Level           13    For next level    1<<  Total killed  25/75<< :
..............................................................................

TIP       There is a Temporary Save Flare back up above the Linked Tubes that
         you might want to use now.

NOTE      You will also want to do this if you've linked to the GameCube
         version of the game, as there's a GameCube-controlled gate near the
         flare as well.

Head back across the gap, then run up the walls and climb the chains, until
you've jumped back across the Spiked Platform.  Climb the chain above and jump
left to the Wicker Basket.  Push this off the left-hand edge to land on one of
the Linked Tubes.  Drop down and jump to the other tube; when high enough,
jump to the chain and then the ledge on the left.

GCN NOTE  If you've got GCN connectivity, it's probably best to jump over the
         Temporary Save Flare and head through the GCN Gate on the left, so
         you only have to retrieve whatever's there once.

After the GCN Gate (if applicable), use the Temporary Save Flare and return to
the exit in the lower right-hand corner.

NOTE      You could have visited here the first time you passed, but leaving
         it until now means you don't have to re-fight the Scoring Enemies
         should you die in the next room.

TO DO     As before, I don't know all the ins and outs of GCN connectivity.


-------------------------------------------------------------------------------
Room 12                                                                   S4R12
Exit conditions                                                            None
..............................................................................

The Map Screen shows that there's another Medal Piece in this room that you
can get.

Double-jump across the large gap at the bottom of the room -- you can just
make it.  The next bit looks deceptively simple -- above are three pairs of
side-by-side platforms; the lower two pairs are moving, the upper pair is
fixed, but spiked.  To get to the first pair (and to get between each pair)
you need to run up the wall.  What makes it more difficult is that it's very
easy to bump your head on a platform above as you're jumping between the two
platforms of a pair.

Once you make it to the top, a Hanging Chain leads to a ledge with three
Scimitar Armours, which shouldn't be too much problem to take out.  To the
right you get to a gap -- across are a Wicker Basket and a chain leading down,
but there's really no need to use these.

Just walk right off the ledge (or dangle and drop) then hold LEFT -- you
should cling to a short Climbable Pillar below.  Switch sides, jump to another
pillar on the left and then descend just below the end of the first pillar.

Wait here to knock a Paralysis Bat's missile back at it -- you might need to
hold RIGHT to keep the Bat in view until it's hit.  Carry on down and drop to
a split-level ledge.  To the right is a Spiked Platform -- jump to it as soon
as the spikes retract.  There's another Paralysis Bat to the right; you should
have time to attack before the spikes return.

Jump right to the floor, and run up the right-hand wall.  In mid-air at the
top is another Medal Piece; reverse time to collect it, then drop down again.

..............................................................................
: Medals   Copper           2    Jade              2    Olivine           2   :
:          Azurite          2    Zircon          All    Spinel            2<< :
..............................................................................

Double-jump back to the Spiked Platform and the ledge, then via the long
pillar to the shorter pillar.  From the bottom, jump right to a ledge that
leads to a Hanging Chain; climb all the way to the top.

Jump across to a Moving Platform, then across two more Spiked Platforms to a
parapet, where you'll find another Hammer Swinger.  Which, by now, shouldn't
be too hard to get rid of.

..............................................................................
: Status   Level           14<<  For next level    3    Total killed  26/75<< :
:          Max. Health    102<<  Attack           52    Defence          42   :
..............................................................................


-------------------------------------------------------------------------------
Room 13                                                                   S4R13
Exit conditions                   Floating Genie + Musical Flare + Pressure Pad
..............................................................................

There's a Temporary Save Flare just inside, so make good use of it!  Ignore
the Hanging Chain above you; instead, jump across the gap and there's another
fireball-throwing Genie to deal with (using Absorption).

..............................................................................
: Status   Level           14    For next level    2<<  Total killed  27/75<< :
..............................................................................

NOTE      On several encounters with this Genie, I've had Absorption on ('R'
         button held down and Scimitar glowing), but his first shot appears
         not to be absorbed, but neither is the Prince harmed.

         However, this seems to be glitch with the "fireballs around the
         Scimitar" animation -- when the Genie next appears, you can still
         throw the absorbed fireball back at him.

When he dies, a new type of Flare will appear -- a dark blue Musical Flare.
After passing through this, musical notes will dance around your head.  This
is good.  You'll see why in a moment.

Head across another gap on the left, then run up the wall to get to a Hanging
Chain.  To the right, you'll see an odd-looking Spiked Platform -- the main
platform is red, and the spikes aren't retracting.

However, if you climb the chain and jump across to it, you'll see that the
spikes disappear!  That's what the Musical Flare does for you -- no, don't ask
"how?"!

TIP       Throughout this room, the spikes of RED Spiked Platforms will
         retract as you approach IF you've got the notes spinning around your
         head.

         Conversely, GREEN Spiked Platforms (there's one next to the red
         platform), will EXTEND their spikes as you approach.

         If you keep these behaviours in mind -- and don't dawdle -- this
         room is not too difficult to negotiate.

From the red platform, double-jump over the green platform to the next red
one.  From there, double-jump to a Metal Rod and on to a Hanging Chain.  Climb
the chain, then jump across another red, green, red platform combination.

Double-jump over a Rotating Blade, then across two more red platforms to a
Climbable Pillar.  Climb it, then jump back right across another group of red,
green and red platforms.  Finally double-jump over a Rotating Blade to land on
a ledge with a green Pressure Pad -- standing on this will open the exit gate.

Jump over another Rotating Blade to the right to land by the exit.


-------------------------------------------------------------------------------
Room 14                                                                   S4R14
Exit conditions                                                            None
                                                                  SE: Scroll 5
..............................................................................

There's a Health Flare just inside, so go back and forth to the previous room
until you've fully restored your health.

Jump up to stand on the second Narrow Ledge and creep over the first Rotating
Blade.  Drop down before the second blade to hang from the lower ledge,
shuffle right and climb back to stand on the upper ledge to creep over the
Flame Jet.  Drop down, shuffle right and drop on to the normal ledge below.

Drop off the right to the floor, then run up the wall, being careful to avoid
the Hidden Spikes on the wall, and jump to the chain.  Climb, and jump to the
ledge on the left.

TIP       The chain above the ledge leads to a Sands of Time Flare, so use it
         if you're not fully topped-up (you'll need full Sands soon).

To the left is a rather nasty combination of fast-moving Circular Saws and
Hidden Spikes.

TIP       Your first thought might be to use the Slowdown Ring; however,
         you're soon going to meet the fourth Boss, and will need all the
         Sands of Time you can get.

         Health, on the other hand, is relatively cheap -- there's a Save
         Room before you get to the boss, so you can recover it.

Approach as close to the Circular Saw as you can, without getting hit.  With
careful timing, when the saw is moving to the left, you should be able to
nudge forward and duck, slightly under the saw's path and a little closer to
the spikes.  Staying ducked all the time (keep your finger on DOWN), and roll
over each set of spikes in turn as they retract -- you'll take a little damage
as you stop and bump into the next set, but you'll recover this in the Save
Room.  Perform one more roll after passing the last spikes, or you'll be hit
by the saw as you stand.

Once past, run up the left-hand wall, timing your climb to avoid another set
of Hidden Spikes in the wall.  Jump from the wall over a Caged Jet to a
Hanging Chain, then across two vertical Moving Platforms to another chain on
the right.

TIP       Don't jump between the two platforms when they're too high,
         otherwise you'll be caught by a Rotating Blade.

Jump from the top of the chain to the ledge on the left; carefully double-jump
over the trio of Hidden Spikes, then roll under the Rotating Blade.  Run up
the left-hand wall and on to the first of two horizontal Moving Platforms.
From the second, double-jump over another Rotating Blade to a ledge.

From the ledge, jump to, and descend, a Hanging Chain to the ledge below.
Pass below yet another "chimney" and run up the right-hand wall to pass over
another Medal Piece.  Reverse time to collect it and complete your second
Medal.

..............................................................................
: Medals   Copper           2    Jade              2    Olivine           2   :
:          Azurite          2    Zircon          All    Spinel          All<< :
..............................................................................

TIP       You really should aim to minimise the amount of Sands used -- tap
         'L' only long enough to collect the Medal Piece as you pass over.

Return to the chain and climb back up, jumping to the ledge on the right, and
save in the Save Room beyond to prepare for the fourth Boss Battle.


-------------------------------------------------------------------------------
Boss Battle                                                              S4BOSS
Exit conditions                                                  Collect Scroll
..............................................................................

You temporarily lose control as you double-jump over some gaps to the central
arena.  During the battle, you can't leave this central ledge (except by
falling off and dying!)

He mainly hangs around on the right-hand edge of the battle arena, and has
three main attacks:

o  He'll drop to the ground like a ton of bricks, followed by a ton of bricks
   falling from the ceiling (ok, they're actually rocks).

   These fall in an inverted 'V' shape; running to the centre allows you to
   nip between the two lines of rocks.

o  He'll rush along from right-to-left with a blue 'shield' in front of him.

   If you get enough warning, you can back-double-jump over this.  If you're
   on the right-hand side of the screen (as you should be -- see below), then
   he'll draw off further to the right, descending slightly, before rushing
   across to the left.  As soon as he starts this manoeuvre, move to the
   left, then double-jump backwards to the right; hopefully clearing him.

   [Kartos Dal'Avier's tip about listening for his screech should probably
   help here.]

o  He'll cruise right-to-left at the top of the room trailing a lightning
   bolt to the ground.

   This lightning flashes on and off as he moves, so it is possible to not
   get hit, but probably more by luck than judgement.  Standing just to the
   right of the "outflow" pipe is the safest location.

When he's low on health, he'll add a fourth attack to his repertoire:

o  He emits a cluster of over-sized fireballs.

   These are reasonably easy to avoid, or hit with the Scimitar.  I've not
   yet been able to absorb them, and suspect you can't.

While he's screeching in the air, activate the Slowdown Ring from the
Inventory Screen.  When you have control, run to the right-hand side of the
arena and stop slightly short of the edge.  Lay into him like billy-o with
time slowed (i.e. hold down the 'L' Shoulder Button).  When you run out of
Sands of Time, continue attacking to replenish it.

TIP       You can keep the 'L' button pressed all the time; when your Sand
         runs out, time will return to normal and you'll switch to 'recharge'
         mode.  When you have enough Sands to make it worthwhile (between a
         third and a half), briefly release and re-press 'L' to slow time and
         start hurting him again.

If you see him about to drop rocks, move towards the centre to avoid them; if
you see him lining up for a lightning run, you can sometimes dodge in between
flashes, so do this if you wish; when you see him preparing for a ground-level
charge, run to the left and try to back-double-jump over him.  As his health
drops below about one third, watch out for his Fireball attacks in addition to
the above.

After one of his attacks, return to the right-hand side and resume attacking
or restoring Sands.  Over time, you should be able to chip away at his health
faster than you take damage, although it's a slower process than previous
encounters.

As before: practice, practice, practice if you want to beat him without using
any Potions.

The first time I got here, I only come close to reducing his health to zero
before dying on a couple of occasions, but more often than not, I'd die when
he was still on half health.  After a bit more practice on the second run-
through, I got so that I could defeat him without potions three times out of
four.

If you're not bothered about using a potion, or just cannot master the potion-
less method, then it's probably best to use a Life Potion.  If you use one
when you're getting low, you hopefully should be able to beat him without too
much problem.

When you do kill him -- and this time he really does die, falling into the
right-hand pit -- your penultimate scroll will appear above your head:

                   ()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()
                     |      Scroll of Rebound (5)      |
                     |                                 |
                     |       Jump towards a wall,      |
                     |    press Control Pad LEFT or    |
                     |  Control Pad RIGHT + A Button   |
                     |      to do a rebound jump.      |
                   ()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()

..............................................................................
: Other    Slowdown Ring  [x]    Freeze Ring     [x]    Scrolls       14/15<< :
..............................................................................

Finally -- THIS is what we need to deal with all the "chimneys" we've had to
pass along the way!

CONTROLS  Jump towards a wall, keeping the 'A' Button pressed and you will
         pause slightly, with your front foot extended, before rebounding
         upwards in the opposite direction.

         To "climb" up one of the "chimneys" (you'll get to practice in a
         moment), keep the 'A' Button pressed throughout, then alternately
         press LEFT and RIGHT as you're about to bounce off the left and
         right walls respectively.

Return to the Save Room and save before returning to Room 14.


-------------------------------------------------------------------------------
Room 14 (again)                                                           S4R14
Exit conditions                                              Scroll 5 (Rebound)
..............................................................................

Drop on to the Hanging Chain and descend to the bottom.  You can now practice
Chimney Climbing -- jump up to one of the inner walls of the chimney, keeping
'A' pressed, and alternate LEFT and RIGHT as you bounce your way up.  With a
little practice, you'll be able to get to the ledge at the top and exit to the
Save Room at the beginning of Section 5.

NOTE      Although we now have the ability to access the "chimneys" we've had
         to pass on the way; for various reasons, now is not the best time to
         go back and revisit them.  Instead, we'll press on and tackle the
         fifth Section of the Palace.

..............................................................................
: Status   Level           14    For next level    2    Total killed  27/75   :
:          Max. Health    102    Attack           52    Defence          42   :
: Potions  Life             7    Sands of Time     7    Antidote          3   :
: Medals   Copper           2    Jade              2    Olivine           2   :
:          Azurite          2    Zircon          All    Spinel          All   :
: Other    Slowdown Ring  [x]    Freeze Ring     [x]    Scrolls       14/15   :
..............................................................................



()===========================================================================()
 ||                                                                       ||
 ||                             Section Five                              ||
 ||                                                                       ||
()===========================================================================()


-------------------------------------------------------------------------------
Map                                                                       S5MAP
..............................................................................

LP - Life Potion              OM - Onyx Medal Piece
SP - Sands of Time Potion     TM - Tagua Medal Piece
AP - Antidote Potion                                    +--+
     +--+                    OG - Onyx Medal Gate      |  |
     |  |                                              |  |
     |  |                    GC - GameCube Switch      |14|
     | 5|                                    +--+ +--+ |  | +--+ +--+ +--+
+--+ |  | +--+ +--+ +--+                     |17+=+  +-+  +-+15+-+SA+-+BO|
|OM+-+  +-+LI+-+SA+-+  +=GCN                 |  +=+  +-+  +-+  +-+VE+-+SS|
|  +-+  +-+FE+-+VE+-+  +=GATE                +--+ |  | +--+ +--+ +--+ +--+
| 4| +--+ +--+ +--+ |  |                          |13|
|  | +--+ +--+      | 6|                          |  | +--+
|  +-+ 3+-+  |      |SP| +--+                     |  +-+  |
|  +-+  +-+  |      |  +-+  |                     |  +-+TM|
+--+ +--+ |  |      |  +-+ 7|                     +--+ |12|
     +--+ | 2|      +--+ |OM| +--+ +--+ +--+ +--+ +--+ |  | +--+
     |  | |OM|           |  +-+ 8+-+TM+-+SA+-+  +-+11+-+  +=+16+-LAST
     |  +-+  |           |  +-+  +-+  +-+VE+-+  +-+LP+-+  +=+AP+-CAVE
     |  +-+  |           +--+ +--+ | 9| +--+ |10| +--+ +--+ +--+
+--+ | 1| +--+                     |  | +--+ |  |
-+SA+-+  |                          |  +=+  | |  |
-+VE+-+  |                          |  +=+TM| |  |
+--+ +--+                          +--+ |18| +--+
                              +--+ +--+ |  |
    ... - Inaccessible        |19+-+  +-+  |
      = - areas or exits      |GC+-+OG+-+  |
                              +--+ +--+ +--+


-------------------------------------------------------------------------------
Room 1                                                                     S5R1
Exit conditions        2 x Bat + 2 x Sand Beast + Whip Mistress + Spear Swinger
..............................................................................

After leaving the Save Room, jump to a Narrow Ledge; shuffle and creep your
way along avoiding the Caged Jets, then drop to a normal ledge.  To the right,
you'll see a new obstacle -- a moving, rotating, Spiked Trunk (you'll also
meet stationary versions soon).

TIP       It's fairly easy to double-jump over Spiked Trunks; though it's
         usually best to make the first jump from a standstill, so you rise
         vertically.  You can then use the second jump to clear the trunk.
         If you jump while moving left or right, it's too easy to bump into
         the top of the trunk.

Jump across a couple of gaps and run up the right-hand wall, jumping to a
Metal Rod (of a slightly different design than recently).  Jump to the next
rod and then to a ledge; run up the wall to another ledge above, watching out
for a Sand Beast that runs at you as you land.

Carry on up the slope and there's another Whip Mistress -- you'll need to
shorten her whip a few times as you approach (until there are only four
"segments" left).  Then duck in and out of range, getting in a couple of
strikes until she collapses; then drain her corpse.

..............................................................................
: Status   Level           14    For next level    1<<  Total killed  28/75<< :
..............................................................................

Run up the wall behind her, across two small ledges to a larger one, where
you'll find another Spiked Trunk to jump over.  Drop down the next two ledges
and jump over another Spiked Trunk.

         . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
          Be careful as you head left down the slope as there are a
             pair of Paralysis Bats that will be firing at you.
         . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Once you've dispatched the Bats, rebound-jump up the "chimney" above (hold 'A'
while using LEFT and RIGHT to bounce off the walls) then jump over another
Spiked Trunk to run up the wall to the ledge above.  Jump over the stationary
Spiked Trunk here, then rebound-jump up another chimney -- be careful at the
top as there's another Spiked Trunk that moves right up to the edge.  Jump it
and a gap and there's another Spear Swinger to deal with.

TIP       The usual trick with Spear Swingers still works -- wait for him to
         stop leaping, jump nearby so he throws his spear in the air then
         attack twice.

         However, because there's not much space, and because of the Spiked
         Trunk across the ledge, I've found the easiest way is to move in to
         start him leaping, then return to the left-hand edge and hang from
         it (stand half off the edge, facing right, and press DOWN and 'A').
         When he starts leaping back to the right, climb up and wait for him
         to stop.

..............................................................................
: Status   Level           15<<  For next level    3    Total killed  29/75<< :
:          Max. Health    102    Attack           59<<  Defence          48<< :
..............................................................................

Jump across the gap behind him, over another Spiked Trunk and go through the
exit.


-------------------------------------------------------------------------------
Room 2                                                                     S5R2
Exit conditions                                                            None
..............................................................................

Just inside this room (which has another Medal Piece within), you will find a
variant on the Lizards you've seen before -- every time it turns around at the
right-hand end of its travel, it switches from firing Fireballs to Paralysis
Balls.

TIP       If you absorb a shot and hit the Lizard's underside with it, you can
         usually kill Lizards with one shot.

Once past, ignore the Spiked Trunk (there's nothing beyond it), and rebound-
jump up the chimney.  Head to the left, and there's another Hammer Swinger --
move in for two strikes, back off to let him return to "resting" and the next
two hits should kill him (remember to drain the corpse).

..............................................................................
: Status   Level           15    For next level    2<<  Total killed  30/75<< :
..............................................................................

Off to the left-hand side is the first piece of a new Medal type -- Onyx.  You
should be able to pass through, briefly reverse time and then jump back to
cling to the ledge -- if you don't, you'll need to make your way along the
bottom of the room again (and may take a little damage from the fall).

..............................................................................
: Medals   Copper           2    Jade              2    Olivine           2   :
:          Azurite          2    Zircon          All    Spinel          All   :
:          Onyx             1<<  ---              --    ---              --   :
..............................................................................

Head back to the right and jump across the gap and a Spiked Trunk.  You now
need to run up the right-hand wall -- but there's nowhere to jump to!
Instead, you'll have to switch to rebound-jumping until you land on the
Hanging Cloth.

Climb to the top, then head left and climb down another Hanging Cloth --
there's a second Fire/Ice Lizard on the left to deal with.

Run up the wall to the left and rebound-jump up the chimney.  Head left at the
top, over a Spiked Trunk and descend the next Hanging Cloth (there's nothing
beyond at this level).

Drop from the cloth, and to the left you'll find another Disc Thrower guarding
the exit -- this one seems a little more difficult, as he has a habit of
ploughing forward even as you're hitting him.  Remember that you can knock his
discs out of the air with your Scimitar, and to drain the corpse when he
collapses.

..............................................................................
: Status   Level           15    For next level    1<<  Total killed  31/75<< :
..............................................................................


-------------------------------------------------------------------------------
Room 3                                                                     S5R3
Exit conditions                     Floating Genie + Musical Flare + Brass Gong
..............................................................................

TIP       There's a Temporary Save Flare just inside this room, but I would
         recommend jumping over it for the moment.

To the left is another Floating Genie -- use absorption as before to dispatch
him.  The only complication is that Creeping Fleshes tend to emerge from the
ground below where he's floating -- if you're not careful you can end up
knocking one of his Paralysis Balls away while striking at the Creeping Flesh.

..............................................................................
: Status   Level           16<<  For next level    3    Total killed  32/75<< :
:          Max. Health    108<<  Attack           59    Defence          48   :
..............................................................................

When he dies, another Musical Flare will appear, but before you step into it,
go back to the Temporary Save Flare and use that -- there's some slightly
tricky jumping to do, and leaving the Temporary Save Flare until now means you
won't need to re-battle the Genie if you die (and in the next room, you WILL
die -- believe me!)

Pass through the Musical Flare -- off the left-hand edge is a series of five
Red Spiked Platforms (whose spikes, if you remember, retract as you approach
while the musical notes are active).  Double-jump between these -- the last
jump is the only tricky one; you need to be right at the edge of the fourth
platform before you double-jump.

Beyond the fifth red platform is a Green Spiked Platform -- the problem being
that its spikes will extend as you approach.

The trick is to wait on the last red platform until the musical notes around
your head fade -- it will be a second or two before the red platform's spikes
extend, so you can safely jump across the green platform -- without the
flare's effect, its spikes will stay retracted -- to a normal ledge.

TIP       If you miss any of the platforms, or get pushed off by spikes, you
         can make your way right along the gaps at the bottom to a Metal Rod
         to return to the Musical Flare.  However, even if you don't fall
         down a gap, you'll take damage.  If you used the Temporary Save
         Flare after defeating the Genie, I would just walk into a gap and
         restart from the flare.

Jump up and strike the Brass Gong to open the exits, then drop on to the
Hanging Cloth to the left, descend and drop to the floor, then chimney-climb
to the ledge leading to the exit.


-------------------------------------------------------------------------------
Room 4                                                                     S5R4
Exit conditions                                                            None
..............................................................................

There's a Vertical Circular Saw just inside, which you need to double-jump
over to get to a Metal Rod beyond.  Jump to the next rod; you then need to
carefully time your jump to land on the Horizontal Moving Platform to the left.

From the platform, rebound-jump up the chimney and pause on the ledge above
(though keep clear of the Spiked Trunk).  You'll need to double-jump to start
a rebound-jump off the left-hand wall above, and you should land on the
Climbable Pillar (thanking any Deity you may believe in that it's not
slippery...)

Switch sides; you now need to jump to the Moving Platform on the right, when
the Circular Saw above is out of the way.  As soon as you land, duck down so
that you can pass under the saw.  Jump to the next Climbable Pillar when the
platform's on the right and the saw isn't.

TIP       The trick with this and the next platform is to be patient, but at
         the same time, take any opportunity that comes your way.  For
         instance, stay ducked on this platform for another cycle if the saw
         is in your way.

Cross to the right-hand side of the second pillar -- the next Circular Saw is
lower, so you won't be able to duck under it.  Instead, you'll need to jump on
to the platform, then jump over the saw back to the platform, before
negotiating the chimney on the far side.

TIP       You'll need a smidgen of luck here, but the best plan seems to be:
         wait until the saw on its own comes into view and leaves; on the
         next pass, the saw should approach just slightly ahead of the
         platform -- as the saw reverses, you should have time to jump to the
         platform.  Quickly try to move to the left-hand edge, then jump over
         the saw as you move right -- hopefully landing on the platform again!

Once you've cleared the saw, you need to duck under the Stone Beam (otherwise
you'll get pushed off), then rebound-jump off the right-hand wall.  Luckily,
there's a Hanging Cloth behind the gauze -- so you don't have to rebound all
the way up.

At the top of the cloth, jump to the ledge on the left -- you may perform a
rebound-jump, but you should end up clinging to the edge.  Pull yourself up,
then head to the left-hand side of the room, avoiding the Circular Saws.  In
the area above the Rotating Blade is another piece of the Onyx Medal.

To get to it, approach the right-hand side of the Rotating Blade and then
double-jump to the right to rebound-jump off the inside of the wall; hopefully
landing on the ledge above.  You may need to try a few times, but it's quite
possible to do.

TIP       If you don't get enough height from the jump and miss the ledge,
         press RIGHT to try and avoid the blade on the way down.

[Many, many thanks to Beth Lydard and Chris Bauer who both suggested this
method -- it's much better than the clumsy way I originally used.]

Rebound-jump on to the two ledges above; first to the left, then to the right.
Next, double-jump to the wall and rebound over the Medal Piece; briefly
reverse time to collect the second part of the Onyx Medal.

..............................................................................
: Medals   Copper           2    Jade              2    Olivine           2   :
:          Azurite          2    Zircon          All    Spinel          All   :
:          Onyx             2<<  ---              --    ---              --   :
..............................................................................

Descend back down the ledges, then back across to the right, avoiding the
Circular Saws.  Rebound-jump off the right-hand wall to land on the Hanging
Cloth and climb to the top.  Time a series of double-jumps over the vertical
Circular Saws, across to two more Hanging Cloths.

TIP       Jump when the left-hand saw of each pair has just started descending.

From the last cloth, double-jump to the wall on the left, then rebound to the
ledge above, where you'll find seven fast-moving Circular Saws in a line!

It's probably easiest to use the Freeze Ring here -- activate it from the
Inventory Screen then stand next to the first saw.  Press 'L' when the saws
are near the top of their travel and you should be able to walk under them
unharmed.

[Again, thanks to Beth Lydard and Chris Bauer whose tip for the Rotating Blade
left enough Sands to make this possible -- I previously ended up blundering
through quite inelegantly!]


-------------------------------------------------------------------------------
Room 5                                                                     S5R5
Exit conditions                                                 3 x Lion Statue
..............................................................................

The first obstacle to deal with is a pair of Lion Statues.  There's one up the
chimney, which doesn't fire anything, so you will have to use Absorption to
collect Poison Balls from the one across the gap to the right, then rebound-
jump up the chimney to take the upper Lion out.  You'll probably end up
wasting a few shots, as this second lion has a habit of changing height at the
last moment.

TIP       When dealing with the lower Lion, remember you cannot absorb while
         jumping.

Jump over the gap, and on the right you'll see a Narrow Ledge, leading to a
third Lion Statue.  Just hang from the ledge and knock his shots back until he
dies.

TIP       I assume it's because you're hanging from a ledge, but getting the
         timing right seems a little more difficult than normal.  If you've
         moved across just enough to bring the statue into view, aim to swing
         your Scimitar when the Poison Ball is roughly halfway to you.

TIP       Apparently, if you stand on the ledge before it, with just the very
         tip of your left foot on the ledge, you can knock back the shots
         like any other Lion Statue.  [Thanks to Dugan McShain for this.]

Through the exit is a much-needed Life Fountain followed by a Save Room
(though I don't really see the point of a Life Fountain just before a Save
Room...)


-------------------------------------------------------------------------------
Room 6                                                                     S5R6
Exit conditions                 2 x Sabre Tooth + Disc Thrower + Hammer Swinger
                                                             NE: GameCube Gate
..............................................................................

Inside this room you'll meet another Sabre Tooth.  As well as the "sudden
lunge" attack that the last group (in S4R11) gained, the two in this room will
also crouch down, wait, then come bounding towards you.  Run away if this
happens!

Drop down the right-hand edge (cling to the ledge first to avoid fall-damage),
and there's a second Sabre Tooth to get rid of.

Carry on to the left, drop to the Hanging Cloth and drop off the bottom.  To
the right are a series of Narrow Ledges and Circular Saws to negotiate -- jump
to the first and hang, then shuffle to the right, dropping down whenever
possible until you get to the lower right-hand side and can drop to a normal
ledge.

To the right is another Disc Thrower to deal with -- knock down his discs with
your Scimitar and move in for the kill.

..............................................................................
: Status   Level           16    For next level    2<<  Total killed  33/75<< :
..............................................................................

Head back across the Narrow Ledges (it's easier in this direction because you
can see the saws better); run up the wall to get on the cloth and head back
past where the Sabre Tooth was.

Roll under the Stone Beam and rebound-jump up the chimney.  From the ledge at
the top, double-jump across the gap and you'll find another Hammer Swinger --
same tactics as before: run in, attack and run away to let it return to
"resting"; repeat until dead.

..............................................................................
: Status   Level           16    For next level    1<<  Total killed  34/75<< :
..............................................................................

Hang from the right-hand edge of his ledge and drop to the floor below (keep
an eye out for a Spiked Trunk).  Down the slope to the left is a Large Urn
containing another Sands of Time Potion.

..............................................................................
: Potions  Life             7    Sands of Time     8<<  Antidote          3   :
..............................................................................

Head right, jumping over three Spiked Trunks, then hang from the right-hand
edge and drop.  Roll under the Stone Beam, negotiate  some Circular Saws and
roll under another beam.

TIP       You may find it very useful to return to the Save Room at this point
         -- the next room has many manoeuvres that are difficult to get right
         on the first attempt, and often lead to death if performed
         incorrectly.

         To return:  Jump to the Climbable Pillar above, and from near the
         top, jump over the saw to the ledge on the left.  Go up the slope,
         roll under the Stone Beam then rebound-climb up the chimney to
         return to the ledge where you met the first Sabre Tooth.  The Save
         Room is to the left.

         From the Save Room, you can either fight the Sabre Tooth or double-
         jump over it.  Hang from the right-hand edge and drop; roll under
         the Stone Beam then continue to the right.  Jump over the saw back
         to the Climbable Pillar and drop from the bottom.  Continue as below.

Hang from the left-hand edge and drop -- there's another Narrow Ledge and some
Circular Saws to deal with:  hang from the ledge when the lower saw moves
away, and shuffle along behind it until the upper saw passes overhead.  Climb
and creep right to the gap between the two upper saws' tracks.  Drop down and
wait between the two lower tracks for the lower saw to be moving right on its
own (i.e., not followed by the upper saw).  Shuffle along behind it and climb
as the upper saw passes to the left.  Drop down at the end and pass through
the exit.

TO DO     The top-right exit from this room is another GameCube-controlled
         gate.


-------------------------------------------------------------------------------
Room 7                                                                     S5R7
Exit conditions                                                            None
..............................................................................

Jump over the Caged Jet when it's shooting downwards and descend; jump left to
another pillar, and -- avoiding another Caged Jet -- jump to a Metal Rod and
then to a Hanging Cloth.

The next manoeuvre can be tricky:  with your feet level with, or just below
the background tapestry on the left, double-jump over the Caged Jet (when it's
not shooting upwards) and continue to rebound-jump up the chimney -- you
should end up hanging from the left-hand side.

TIP       Good height on the initial double-jump is the key here; but you
         cannot be too high on the cloth otherwise you'll bump into the
         bottom of the chimney.  Keep 'A' pressed, then alternate LEFT and
         RIGHT as normal.

Haul yourself up and jump to the right-hand edge and then over the Circular
Saw.  Drop on to the Circular Cloth and descend to the bottom, avoiding two
Caged Jets' flames.

Another, even trickier manoeuvre:  To the left is a Moving Platform with a
Circular Saw immediately above.  Wait until the saw approaches slightly ahead
of the platform -- it should reverse first leaving a clear jump to the
platform.  Edge over to the left-hand edge, jump over the saw to land back on
the platform, then jump to the Metal Rod.

TIP       While on the cloth, keep RIGHT pressed to see the platform and saw
         better.

From the Metal Rod, jump to another Hanging Cloth and climb; on the left is
another platform/saw combination, but much easier since you can duck down
while on the platform to avoid the saw.

Jump from the platform to a short Hanging Cloth, then, when the Caged Jet is
shooting downwards, rebound-jump up the chimney (start with a double-jump to
gain height).

At the top, jump over the Caged Jet (when it's firing downwards) then, after
the Circular Saw descends, rebound-jump up the chimney to a ledge with a pair
of Hidden Spikes.

Use the Slowdown Ring and a little Sands of Time to get past these, then jump
to the Hanging Cloth.

TIP       If you're short of Sands of Time, drop off the bottom of the cloth
         and there's a Sands of Time Flare to the far left.

From the top of the cloth, there's another Moving Platform and Circular Saw to
deal with; as before, jump on when the platform's on its own, move to the
right-hand edge then jump over the saw, then over a vertical Circular Saw to
land on a vertical Moving Platform.

         . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
                         TURN OFF THE SLOWDOWN RING!
         . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Take a little breather before jumping over another vertical Circular Saw to
land on the last horizontal Moving Platform and Circular Saw combination.  To
the left, you will see another Medal Piece -- jump over the saw and jump again
if necessary to pass through the Medal Piece.  Hold 'L' to reverse time and
collect the last piece of the Onyx Medal.  Drop to the floor below when done.

..............................................................................
: Medals   Copper           2    Jade              2    Olivine           2   :
:          Azurite          2    Zircon          All    Spinel          All   :
:          Onyx           All<<  ---              --    ---              --   :
..............................................................................

Use the Sands of Time Flare to restore your Sands, then head right and run up
the wall.  Briefly use the Slowdown Ring to get back past the spikes, then
hang from the right-hand ledge and drop; repeat, and there's a Health Flare to
the left.

TIP       Apparently, if you stand in the lower-left corner (where the Sands
         of Time Flare is), you can use Walling with a jump at the end to get
         onto the platform above and miss most of the Saws.  The hard part is
         making sure you jump at the last possible moment, so as to land on
         the platform.  the good news is that if you miss, you can just
         rewind time as much as you like -- even back to standing on the
         Flare -- since you will continually recharge!  [Many thanks to
         "Vague Rant" for this tip.]

Head right, dodging the Caged Jet, to the exit.


-------------------------------------------------------------------------------
Room 8                                                                     S5R8
Exit conditions                                  Shielded Knight + Invisibility
..............................................................................

Save at the Temporary Save Flare just inside, then double-jump the gap and
rebound-jump up the chimney (avoiding the Spiked Trunk; there's nothing beyond
it).

On the left ledge at the top you'll find another Shielded Knight -- just keep
attacking when you can, watching out for him popping-up behind you when he
disappears.

..............................................................................
: Status   Level           17<<  For next level    3    Total killed  35/75<< :
:          Max. Health    108    Attack           66<<  Defence          54<< :
..............................................................................

Another Invisibility Flare appears when you get rid of the knight:  the route
is back right across the gap, then across a series of Moving Platforms to the
exit far right.

NOTE      On the fourth platform (but not the third), it's necessary to duck
         to avoid the Rotating Blade at the top of the platform's travel.
         You will need to jump over the Rotating Blade between the fifth and
         sixth platforms.

TIP       When ducked on the fourth platform, remember to release DOWN before
         jumping, otherwise you will perform a Roll instead.

         When jumping over the Rotating Blade, don't stand right at the edge
         of the fifth platform.

WEIRD     If you use the Freeze Ring as you approach the exit (not bothering
         with the Invisibility Flare), then you can make it through the exit;
         BUT, the room no longer shows up on the map (presumably because
         you're neither in it, nor have you completed it "officially").

CHEAT     As before (in S3R1), both gates in this room react to your
         visibility -- as you enter, the gate back to Room 7 closes behind
         you; if you subsequently move away and return, it starts raised, but
         drops as you approach.

         You can exploit this by passing through the Invisibility Flare, then
         dropping down the chimney and double-jumping across the gap back to
         the previous room -- this is sufficient to mark the room as "solved"
         -- both gates will remain open, and you can jump the platforms to
         the far exit while visible.

         As well as being an easier trip, it also allows you to revisit the
         Health Flare just to the left in Room 7 so that you can fully top-up
         your health.


-------------------------------------------------------------------------------
Room 9                                                                     S5R9
Exit conditions                                                            None
                                                               SE: Wooden Door
..............................................................................

There's a nastily-placed Whip Mistress in this room; it's probably best to
take her out first since you'll have less to redo if you die.

Head right, jumping the gap and a Spiked Trunk.  Cling to the edge and drop
down the chimney.  On the right is a long-travel Spiked Trunk with a Whip
Mistress beyond.  You need to take her out in the usual way (shortening her
whip then ducking in and out of range while attacking); however, the Spiked
Trunk complicates matters, as it's liable to come up behind you while you're
engrossed with her.

TIP       Follow the trunk to the right, and jump over it shortly after it
         starts to move back left -- this will give you the maximum amount of
         time with the Whip Mistress.

         If you restrict yourself to shortening her whip by one section each
         time (and later, one round of attacks), you should be able to jump
         back over the Spiked Trunk as it comes back from the left; wait for
         it to reverse then jump back and continue the fight.

WEIRD     I have managed to come up behind the Whip Mistress (jumping up from
         below on her right); she doesn't turn around as you approach, but
         neither do your attacks cause her any damage.  Can only be a
         programming oversight.  (She will turn around if you bump into her).

..............................................................................
: Status   Level           17    For next level    2<<  Total killed  36/75<< :
..............................................................................

After you've dispatched her, jump the gap behind her, then over the Spiked
Trunk to be able to jump to the Hanging Cloth.  At the top, you should see a
new type of Sand Enemy, flailing away on the right.  For now, double-jump over
it -- the exit on the right is a Save Room.  Use it, but we've not finished
with this room yet -- there's another Scoring Enemy and a piece of the last
variety of Medal still to be found.

Return from the Save Room and take out a new Sand Enemy -- a Sand Hugger.

TACTICS   Sand Huggers approach quickly with arms and fists flailing; if they
         catch you, they will grab you in a bear-hug, causing damage until
         you escape.

         Providing you have enough space to keep out of arms' reach, these
         are not difficult -- three attacks should dispatch this one.

TIP       If you do get caught in a Sand Hugger's arms, pressing LEFT and
         RIGHT quickly should free you more quickly.

After killing him, jump to the Hanging Cloth then carry on to the left across
two ledges with Spiked Trunks, then jump over a Rotating Blade to find another
Medal Piece.  Run up the left-hand wall and reverse time as usual to collect a
piece of the eighth, and last, type of Medal.

..............................................................................
: Medals   Copper           2    Jade              2    Olivine           2   :
:          Azurite          2    Zircon          All    Spinel          All   :
:          Onyx           All    Tagua             1<<  ---              --   :
..............................................................................

Return to the Hanging Cloth and descend; drop off the end and walk of the
right-hand edge of the ledge below -- you should land among the remains of a
broken bridge.  Use your Sands of Time to repair it (hold down 'B'), then head
of left along the bottom of the room.

Across three gaps and a Spiked Trunk, you'll find another Floating Genie --
use absorption to return his Paralysis Missiles, watching out for the Creeping
Fleshes that often appear under him as he's hovering.

..............................................................................
: Status   Level           17    For next level    1<<  Total killed  37/75<< :
..............................................................................

Carry on heading left and run up the left-hand wall to the ledge above where
you'll meet another Sand Hugger.  Get rid of him (or jump over him), then head
back right over the Rotating Blade, then back along to the Hanging Cloth.
Climb the cloth and return to the Save Room on the left.

FOR LATER The restored bridge to the right leads to another Wooden Door, which
         has to be ignored for now.

WEIRD     It feels slightly wrong that you can exit the room partway through --
         almost as though they've forgotten to impose an exit condition...


-------------------------------------------------------------------------------
Room 10                                                                   S5R10
Exit conditions            3 x Sand Hugger + Whip Mistress + 3 x Creeping Flesh
..............................................................................

Head left to kill another Sand Hugger, then jump right over a Rotating Blade.
On the next ledge, follow the Submerged Saw to the right and jump over it as
it comes back toward you.  Walk off the end to drop to the ledge below.

On the left, there are another two Submerged Saws and a Rotating Blade to
negotiate -- jump the first saw as it moves to the right, wait under the blade
then jump the second saw as it starts to move towards you.

Stand over the edge, facing right, then let yourself down to hang from the
edge.  Drop to the ledge below, and hang from it as well.  When you drop from
this ledge, press RIGHT to ensure you land on solid ground, then across a
small gap -- plan to land as far to the left as possible, as there's a Whip
Mistress further to the right.

TIP       She won't react until you move inside her full-length whip range --
         if you don't edge back slightly when she starts to move, she'll
         catch you with her whip and knock you back into the gap (if you're
         alert, you should be able to jump to the side in time).

..............................................................................
: Status   Level           18<<  For next level    3    Total killed  38/75<< :
:          Max. Health    114<<  Attack           73<<  Defence          54   :
..............................................................................

NOTE      Until now, each gained level has given either (a) +6 Maximum Health
         or (b) +7 Attack and +6 Defence.  For a while, this becomes either
         (a) +6 Health and +7 Attack or (b) +6 Defence.

Once you've got rid of her, jump the gap to the left, double-jump across a
much large gap, then run up the wall to the Hanging Cloth.  Hold down RIGHT so
you can see the edge of a Moving Platform; double-jump over the Rotating Blade
once the platform has descended past the blade.

Jump on to the lower ledge on the right (immediately after you land on the
platform, or wait for it to rise and fall again), but stay on the left-hand
edge -- there's another Submerged Saw here, with a Flame Jet beyond.

Jump the saw just after the jet stops shooting to the left, smashing the jet
as you land -- to the right a Creeping Flesh will appear.

TIP       The Creeping Fleshes in this room will lunge quite a distance
         towards you; stand back while they do this before moving in for the
         kill.

Drop off the right-hand edge (there's no need to dangle), and there's another
Creeping Flesh to deal with.  Next, stand close to the edge and double-jump
over the Rotating Blade to catch the Metal Rod sticking out from the
background, and then jump over the next blade to land on the floor.

When you see a Moving Platform just pop into view, run up the right-hand wall
and jump on to the platform.  From the top of its travel, double-jump to the
ledge on the left and take out another Creeping Flesh.  Run up the wall on the
left when the Caged Jet to the left is shooting upwards, landing on the ledge
above it.

To the right is a Submerged Saw, a Flame Jet and a Sand Hugger.  The best
tactic seems to be to jump over the saw, landing to the left of the Flame Jet
-- the Sand Hugger shouldn't be able to get you.  Jump up and smash the jet,
then jump back across the saw.

Collect your wits then jump across the saw once more, then double-jump over
the Sand Hugger's head (turning to face left, then back-jumping may help
here).  Once you're in the clear area to his right, taking out the Sand Hugger
should be no problem.

Jump back across the saw, then jump up and smash the Flame Jet in the chimney
-- it's almost inevitable that you'll take a little damage.  Rebound-jump up
to the ledge above where there's another Sand Hugger.  If you get the chance,
double-jump over him so that you're in open ground.

TIP       A useful technique here is to jump back over the saw after you've
         smashed the Flame Jet, then head across and run up the right-hand
         wall a couple of times -- this should lure the Sand Hugger above you
         over to the right.

         When he's as far right as possible, quickly run back left, over the
         saw and up the chimney to the ledge above -- you should now have
         plenty of space in which to beat him.


-------------------------------------------------------------------------------
Room 11                                                                   S5R11
Exit conditions                                                            None
..............................................................................

There's a Sand Lizard to the right that switches between shooting Fireballs
and Paralysis Missiles.  Absorbing one type, and returning it when the
Lizard's of the other type will kill it in one shot.

Run up the right-hand wall to the Hanging Cloth and jump to the left at the
top to take out a Hammer Swinger.

TIP       The safest approach is probably to get one hit in then retreat to
         the cloth.  Wait for him to stop swinging then jump back for the
         kill -- he only takes two attacks to kill, so be ready to drain the
         corpse.

..............................................................................
: Status   Level           18    For next level    2<<  Total killed  39/75<< :
..............................................................................

Return to the cloth and jump off to the right, then hang from the edge and
drop down the chimney.  To the right, another Sand Lizard shouldn't cause any
problems.

Carry on to the right; hang from the edge and drop to the floor below then
double-jump across three Hanging Cloths.

TIP       Jump from the bottom of each cloth; if you jump too high up, you may
         bump your head on the ceiling and end up missing the next cloth.

From the bottom of the third cloth, jump to a Moving Platform; you'll need to
duck down to avoid a low Stone Beam before jumping to the left-hand floor
where you'll find another Life Potion.

..............................................................................
: Potions  Life             8<<  Sands of Time     8    Antidote          3   :
..............................................................................

Return to the middle of the room (across the platform and the cloths; running
up walls and rebound-jumping) until you see a Spiked Trunk on the right.  Jump
this and the next one, and there's another Whip Mistress to dispatch.  As
before, she won't react until you're inside her whip-range, so back-off
slightly when she comes to life.

..............................................................................
: Status   Level           18    For next level    1<<  Total killed  40/75<< :
..............................................................................

Hang from the edge beyond her, then drop down to the exit on the right.


-------------------------------------------------------------------------------
Room 12                                                                   S5R12
Exit conditions                                                            None
                                                               SE: Wooden Door
..............................................................................

TIP       There's a Temporary Save Flare just inside this room, but you might
         want to jump over it for the moment, since there are a couple of
         slightly tricky bits in the next two rooms, so we'll do a couple of
         bits here first, to save redoing them later should you die.

Roll under the Stone Beam.  Jump over the Spiked Trunk at the top of the
slope, then there's another Shielded Knight to deal with.

..............................................................................
: Status   Level           19<<  For next level    3    Total killed  41/75<< :
:          Max. Health    114    Attack           73    Defence          60<< :
..............................................................................

Jump over another Spiked Trunk on the right, then head down the slope and jump
to the Hanging Cloth.  At the top, rebound-jump up the chimney to the ledge
above and run up the right-hand wall where there's another Medal Piece to be
collected.

..............................................................................
: Medals   Copper           2    Jade              2    Olivine           2   :
:          Azurite          2    Zircon          All    Spinel          All   :
:          Onyx           All    Tagua             2<<  ---              --   :
..............................................................................

Drop down the chimney, holding RIGHT to land back on the cloth.  Drop down,
and head back left over the two Spiked Trunks.  If you didn't use the
Temporary Save Flare before, nip under the Stone Beam and use it now, so you
don't have to deal with the Shielded Knight again, nor collect the Medal Piece.

Rebound-jump up the chimney, trying to land on the left-hand ledge at the top.
On the right is a Sabre Tooth -- wait for it to approach and turn round, then
jump across and kill it.  Run up the wall on the right and continue rebound-
jumping up to the ledge above to take out a final Sabre Tooth.

FOR LATER There's another Wooden Door at the base of the Hanging Cloth -- it's
         won't be too long now before we find out what they're for...


-------------------------------------------------------------------------------
Room 13                                                                   S5R13
Exit conditions                                                            None
                                                               NW: Wooden Door
..............................................................................

Head left and double-jump on to a vertical Moving Platform.  Jump to the next
platform, over a Rotating Saw to a third, and finally to the left-hand floor.
Run up the wall and jump to the small ledge above, then rebound-jump from the
left-hand wall to cling to the ledge above with a Spiked Trunk moving back and
forth.

Haul yourself up and jump over the trunk, jump across the gap and there are
three more Spiked Trunks to negotiate (with a Rotating Blade between the last
two).

Run up the right-hand wall to get to a Hanging Cloth, jump to the Moving
Platform, then jump over the Rotating Blade to a second platform.

NOTE      You will need to duck on this platform to avoid the Rotating Blade
         above it.

Jump to the third platform underneath a chimney, then to the Moving Platform
on the left that's moving diagonally.

Jump to the Hanging Cloth, then to the ledge on the left.  Run up the left-
hand wall to another Moving Platform, then jump to the ledge above where you
will find the remains of a Broken Bridge.  Use the Sands of Time to restore it.

Hang from the ledge and drop back on to the platform; descend the cloth, drop
on to the diagonally-moving platform and then back to the platform under the
chimney.

Rebound-jump up the chimney to the ledge on the right; there are three Spiked
Trunks separated by Circular Saws to jump over.  At the right-hand side, run
up the wall when the last saw is descending and jump to the ledge above.

Head up the slope, then rebound-jump off the left-hand wall to get to the
Hanging Cloth, and then to the vertical Moving Platform.

From here, jump to the right-hand ledge where you'll find a probably much-
needed Health Flare.

TIP       If you need more than one flare's-worth of healing, head to the next
         room, but press LEFT straightaway -- you'll re-enter the room with a
         fresh flare to use (if you move too far into the next room, the gate
         will close).

FOR LATER The left-hand ledge leads across the restored Bridge to another
         Wooden Door.


-------------------------------------------------------------------------------
Room 14                                                                   S5R14
Exit conditions             3 x Scimitar Hugger + Hammer Swinger + Disc Thrower
..............................................................................

Quickly head right, across a couple of gaps to meet a new variant Sand Enemy --
a Scimitar Hugger.  He starts of acting as a Scimitar Armour, but when you
kill him, he'll collapse and then reanimate a second or so later as a Sand
Hugger.  Another couple of hits will get rid of him for good.

TIP       If you don't move across quickly enough, you'll find him on the far
         side of the last gap.  You should be able to double-jump over him to
         land on his right.

Carry on to the right and double-jump across a large gap to a Hanging Cloth.
The room's exit is to the right, but it's not open yet, so climb up and jump
to the left -- there's another Scimitar Hugger to take out.

Jump right from the cloth, avoiding a Spiked Trunk, then across a gap and
another trunk to the right-hand wall.  Run up this to the ledge above: to the
left of the chimney is another Hammer Swinger to deal with.

TIP       As with the last, you only need two strikes to kill him.  After the
         first, run back under the chimney -- he won't come under it -- then
         wait for him to swing his way off the left-hand side of the screen
         before moving in for the kill.

..............................................................................
: Status   Level           19    For next level    2<<  Total killed  42/75<< :
..............................................................................

Carry on to the left, run up the wall and on the ledge above there's another
Scimitar Hugger to deal with (past a Rotating Blade that you can ignore).

TIP       Approach him and he'll swing his scimitar around and smash it to the
         ground.  After this, two attacks will knock him down; two more will
         finish him off.

Return to the chimney, rebound-jump up it and take the right-hand ledge,
jumping over a Spiked Trunk.  Run up the wall to the ledge above, over another
Spiked Trunk, then up the slope to meet another Disc Thrower -- a fairly full-
frontal attack should dispatch him with no problems and open the exit gate.

..............................................................................
: Status   Level           19    For next level    1<<  Total killed  43/75<< :
..............................................................................

There's nothing to the left, so head back down the slope, over the trunk and
run off the edge (keep RIGHT pressed to avoid the trunk below).  Jump the
Spiked Trunk then hang from the edge and drop down the chimney.  Run off the
right-hand edge, again pressing RIGHT.  Jump the last Spiked Trunk, hang form
the next edge and drop, pressing RIGHT to land next to the exit.


-------------------------------------------------------------------------------
Room 15                                                                   S5R15
Exit conditions                                                None (see
below)
..............................................................................

As you enter the next room, you lose control of the Prince.  He walks to the
middle of the room, where he meets Farah by a giant Hourglass.  Just then, the
Vizier appears and uses a magic staff to blast the two of you away.


-------------------------------------------------------------------------------
Dialogue                                                                  S5DLG
..............................................................................

You switch to a dialogue scene, with the Prince leaning over the dead body of
Farah:

       Prince:
               No.  No.

       Vizier:
               The girl is unimportant.  Give me the
               Dagger, and I will give you eternal life.

       Prince:
               To live forever... when those I loved are
               dead, and I to blame?  I choose death.

You regain control in the Save Room to the right of Room 15.

         . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
                   NOTE:  The game has NOT been saved yet.
         Save the game before moving to the Boss Room to the right!
         . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .


-------------------------------------------------------------------------------
Boss Battle                                                              S5BOSS
Exit conditions                                                  Collect Scroll
..............................................................................

As you enter, you temporarily lose control -- the Prince heads to the middle
of the room where he meets the Vizier.  He floats off to the right, then uses
his staff to disappear and create three versions of himself dotted around the
room (only one can be damaged; the others disappear when struck, although they
do restore Sands of Time in the process).

TIP       It seems that the FIRST Vizier to appear each time is usually, if
         not always, the real one.  Learning to recognise the background can
         help.

In this room there are several platforms that you can jump between (as well as
some background bits that look like you should be able to land on them, but
you can't).

The Viziers will throw various coloured balls at you -- they look like
Fireballs, Paralysis Balls and Poison Balls (i.e. red, green and blue), but
only seem to cause regular damage.  Avoid these, or use Absorption on them
(but you can only absorb when you are facing an incoming ball).

Once you've dealt some damage to the real Vizier, he'll switch attack mode:
Every now and then, he'll send a double-circle of light heading towards you --
if this hits, it doesn't do any damage, but you now act as a "homing beacon" --
you can expect a stream of five or so Fireballs to be headed your way in a
moment.

As with the other Boss Battles, you can only damage the Vizier when you are
using the Sands of Time ('L' Shoulder Button pressed).  Normal strikes (or any
strike on the fake Viziers) will restore some Sands of Time.

The strategy needed to beat him isn't complicated, but it can be tricky to get
right without dying -- so be prepared for several attempts.

NOTE      I think I should apologise for my comment in an earlier version of
         this Walkthrough that beating the Vizier isn't "terribly difficult".

         I think I must have been unusually lucky on my first game -- as far
         as I can remember, after a few "practice" runs, it only took a few
         attempts before I beat him.

         On my subsequent play-through, it probably took a dozen attempts
         before I first beat him.

Keeping a watchful eye out for the balls being thrown at you, jump up the
platforms to one of the Viziers and attack with Sands of Time activated (i.e.
hold 'L').  The fake Viziers will disappear immediately (recharging Sands of
Time, if needed); the real one (often near the upper-middle of the room) will
take damage for a while before disappearing.

Once you've damaged the real Vizier, he'll throw out a "homing beacon" three
times.  There's no point trying to avoid these, but it is worth trying to get
towards one of the corners of the room -- it gives you a better chance to
dodge the stream of Fireballs that will follow after a second or two.

TIP       Craig Watts suggests that it can be worthwhile outrunning the homing
         beacons, finding the Vizier, and hitting him; either to restore
         Sands of Time or to cause damage (if you hold down "L").  I had
         previously used this trick occasionally in my "Minimum Item/Enemy
         Game", but have not tried it on a "normal" run.

Don't move the instant you're hit by the homing beacon, otherwise the Vizier
will track your position.  You need to wait about a second so that he launches
the Fireballs at you; you can then move across or up or down the screen to be
somewhere else when the hit where you were.

TIP       Watch the direction of the incoming homing beacon -- it will give
         you an idea where the Vizier is (and hence from which direction the
         Fireballs will come).  For example, if it comes in almost
         horizontally, you need to move up or down, rather than left or right.

After three Homing Beacons, the three images of the Vizier will reappear, so
find the real one and carry on hitting.

You should probably take him out on the third attack (i.e. after two sets of
Homing Beacons); you shouldn't be looking at using any potions during this.

When the Vizier's body collapses, make your way to the floor where you will
find the fifteenth and final Scroll -- the Scroll of Fury (although you won't
be able to read it yet).

..............................................................................
: Other    Slowdown Ring  [x]    Freeze Ring     [x]    Scrolls         All<< :
..............................................................................


-------------------------------------------------------------------------------
Dialogue                                                                  S5DLG
..............................................................................

After you collect it, a dialogue scene begins:

       Prince:
               I had fought bravely, and slain my
               enemy.  It was no use.

               I could fight until the desert sands
               themselves turned red with blood...

               But I could not bring back the dead.

       [...many images from the past flash before you...]

       Farah:
               Who are you?
               Where did you come from?

       Prince:
               Most people think time is like a river,
               that flows swift and sure in one
               direction.  They are wrong.
               Sit down and I will tell you a tale like
               none that you have ever heard...

       Farah:
               Your story was very entertaining...
               But too incredible to be believed.

       Prince:
               You must believe me!  I have come
               back through Time to warn you that
               your Vizier is a traitor.  He will stop
               at nothing to get the Hourglass.
               He is about to betray you, and bring
               ruin on us all.

       Vizier:
               An incredible tale, indeed.  I have a
               simpler version.  A Persian soldier, on
               the eve of battle, entered the chambers
               of the Maharajah's daughter and was
               slain -- by me.

The images fade and you are returned to Section One, Room One.  You now have a
chance to read the Scroll of Fury:

                   ()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()
                     |       Scroll of Fury (6)        |
                     |                                 |
                     |          Hold B Button          |
                     |      for a stronger attack.     |
                   ()~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~()

CONTROLS  If you hold down the 'B' button for a second or so, the Prince will
         hold his Scimitar above his head and it will "charge up" to deliver
         a more powerful blow when 'B' is released.

         The most important use of this is that you can now break down the
         Wooden Doors that we have had to ignore as we moved through the
         Palace.  As you will see in a moment, these allow for many handy
         shortcuts through the dungeons.

NOTE      You cannot move while your Scimitar is charged by the Scroll of
         Fury.  For this reason, it seems of little use against most enemies
         (since you would have to stand like a statue and wait for them to
         come to you).

NOTE      I found that the 'B' button seemed slightly less responsive after
         you've picked up this Scroll -- probably because it needs to decide
         whether you're holding it down for a charge or just making a normal
         attack.  Most of the time it's not a problem, but if you're in a
         tight fight, try to do more of a 'tap' on the button than normal.

LAST NOTE The "A" + "B" + DOWB trick of "zhi jia ng" no longer works once
         you've got the Scroll of Fury.

..............................................................................
: Status   Level           19    For next level    1    Total killed  43/75   :
:          Max. Health    114    Attack           73    Defence          60   :
: Potions  Life             8    Sands of Time     8    Antidote          3   :
: Medals   Copper           2    Jade              2    Olivine           2   :
:          Azurite          2    Zircon          All    Spinel          All   :
:          Onyx           All    Tagua             2    ---              --   :
: Other    Slowdown Ring  [x]    Freeze Ring     [x]    Scrolls         All   :
..............................................................................



()===========================================================================()
 ||                                                                       ||
 ||                       I've Been Here Before...                        ||
 ||                               [HEREB4]                                ||
 ||                                                                       ||
()===========================================================================()

Ok -- you've defeated the Vizier, but at the cost of Farah's life.  As this
was too high a price to pay, you've rewound time (sort of) to the beginning.
All that needs to be done now is kill the Vizier again...

You are returned to the first room of the map -- S1R1 -- but not everything
has been reversed.  Scoring Enemies that you previously killed stay dead (Sand
Enemies will be back though).  Also, all previous rooms remain "unlocked", so
you don't have to worry about opening exit gates etc. (though you will in new
rooms).

Before doing too much more, it's probably best to cross the floor (watch out
for the bats) and make use of the Save Room to the right -- unless you really
want to re-fight the Vizier!

Now you have gained the Scroll of Fury, it's time to investigate those Wooden
Doors.  Cross back to the left-hand side of Room 1 and stand by the Wooden
Door.  Hold down the 'B' button until blue stars appear around the scimitar --
release the button and the door should be smashed through!

Head left, and you'll enter the LAST CAVE... a strange cavern with six exits;
one to each of the five Sections you've already seen, and the sixth to the
final do-or-die encounter with the Vizier:

                                 +----------+
                                 |          | +----+
                          S5R16 -+          +-+LAST|
                                -+          +-+BOSS|
                                 |          | +----+
                                 |          |
                                -+   LAST   +-
                           S2R7 -+          +- S4R10
                                 |   CAVE   |
                                 |          |
                                 |          |
                                 |          |
                           S3R4 -+          +- S1R1
                                -+          +-
                                 |          |
                                 +----------+

I wouldn't recommend trying to visit the Vizier again yet though... having
killed only slightly over half of all the Scoring Enemies in the game, you're
going to be at a serious disadvantage...

GAME NOTE Although if you're in a masochistic mood when you've finished the
         current game, you might want to check out the Section "Minimum
         Item/Enemy Game", where I describe the fun(?) to be had beating the
         game having only collected one third (25/75) of the Scoring Enemies!

What you need to do first is use the various Medals you've got so far, plus
the ability to pass through Wooden Doors, to go back and visit the areas
you've had to bypass up to now.  In these, you'll find the remaining Medal
Pieces (opening up more rooms) and, more importantly, more Scoring Enemies...
killing these will raise the Prince's level and hence his Attack and Defence
strengths as well as his Maximum Health.

There are areas to be revisited in each of the five sections; for the most
part, these can be done in any order.  Apart from the Tagua Medal, whose last
piece is in Section Five and whose Medal Gate is in Section One, all other
missing Medal Pieces are in the areas where their Medal Gates are.

NOTE      I start by revisiting Section Five (due to the need for the Tagua
         Medal), and then continue through Sections Four down to One, for
         little reason other than that forms a nice inversion of the original
         order.

         I didn't spend a lot of time trying to work out whether 5-4-3-2-1 is
         an "optimal" solution, as far as the number of rooms visited or
         amount of backtracking is concerned; since all Sections need to be
         revisited, I don't think the order makes a lot of difference, but I
         welcome any suggestions for more "efficient" routes.

         If you decide to visit the Sections in a different order, be aware
         that the Checkpoints I give will not correspond to your session.

The descriptions of what to do in the sections below will tend to be briefer
than for the original pass -- especially when backtracking through previously
visited rooms -- since by now you should, for example, be able to work out
when to switch sides of a pillar to avoid spikes.  If you're having trouble,
first refer to a room's description in the first part of the Walkthrough,
remembering that many of the puzzles that needed to be dealt with then no
longer exist.  If you think I've been overly brief, and feel more detail needs
to be given, please email me.

TIP       Before you start back revisiting Sections, it's worth taking a
         moment to compare your statistics (enemies killed, potions found
         etc.) with the summary above.

         If you missed anything (particularly Scoring Enemies), you may want
         to consult the section "How Did I Miss That? or Item List" to help
         identify where they might be; you can then pick it/them up as you
         revisit the Sections below.

NOTE      From the Last Cave side, you can just walk out of an exit, emerging
         beyond a Wooden Door in the Section it leads to.  However, you'll
         still need to smash this door with the Scroll of Fury to return to
         the Last Cave.



()===========================================================================()
 ||                                                                       ||
 ||                         Section Five (again)                          ||
 ||                                                                       ||
()===========================================================================()

From the Last Cave, take the upper-left exit back to Section Five, emerging in
a new room.


-------------------------------------------------------------------------------
Room 16 (new)                                                             S5R16
Exit conditions                                                            None
                                                                E: Wooden Door
..............................................................................

NOTE      Just inside this room is a Sand Beast -- be ready to kill it as you
         enter.

Head left, jumping a Spiked Trunk, then walk off the edge on to a Hanging
Cloth and drop from the bottom.  There are four Creeping Fleshes to the right,
which are useful to restore your Sands of Time.

Roll under the Stone Beam on the left, then jump to the Hanging Cloth and
climb.  Jump left using two Metal Rods to get to a ledge with two more
Creeping Fleshes -- try to land as close as possible to the right-hand edge to
avoid landing on them.

There's another Sand Beast beyond the Spiked Trunk so jump with care.  Hang
from the left-hand edge and drop, falling slightly left to catch the Metal Rod
below.  Drop (don't jump) from the rod, again falling slightly left -- another
creeping Flesh will appear as you land.

Roll under the Stone Beam on the right, jump over the Spiked Trunk and there's
a fourth Antidote Potion in the Large Urn across the gap in the corner.

..............................................................................
: Potions  Life             8    Sands of Time     8    Antidote          4<< :
..............................................................................

Head back left under the beam and across the large gap using a Metal Rod.
Jump the final Spiked Trunk to get to the exit and return to Room 12


-------------------------------------------------------------------------------
Room 12 (again)                                                           S5R12
..............................................................................

Head up the slope and jump over the two Spiked Trunks, then roll under the
Stone Beam to use the Temporary Save Flare.  Roll back and climb the chimney,
head right past a Sabre Tooth (kill or jump), then run-up the wall to the
ledge above for another Sabre Tooth and the exit.


-------------------------------------------------------------------------------
Room 13 (again)                                                           S5R13
..............................................................................

Jump across three Moving Platforms to the left-hand side, then run-up the wall
to a small ledge.  Rebound-jump off the left-hand wall to cling to the ledge
above, then head right jumping the Spiked Trunks.  Run-up the right-hand wall
to a Hanging Cloth, then jump left across more Moving Platforms (remember to
duck on the second one).

NOTE      If you didn't rebuild the Wooden Bridge when you first visited this
         room, you need to jump to the diagonally-moving Platform to the left
         and do so now (see previous S5R13 section for more details).

Climb the chimney above the third, then head right, past more Spiked Trunks
and some Circular Saws.  When the last saw is descending, run-up the right-
hand wall to sloping ledge.  Rebound-jump off the wall on the left to get to a
Hanging Cloth, then jump to the Moving Platform.  Jump to the ledge on the
left and cross the rebuilt bridge to get to a new room.

NOTE      There's a Health Flare should you want one on the right-hand side.


-------------------------------------------------------------------------------
Room 17 (new)                                                             S5R17
Exit conditions                                Floating Genie + 2 x Sand Lizard
                                             + Hammer Swinger + 2 x Sand Beast
..............................................................................

Jump across the gap and there's a Floating Genie to take out on the next ledge.

..............................................................................
: Status   Level           20<<  For next level    3    Total killed  44/75<< :
:          Max. Health    120<<  Attack           80<<  Defence          60   :
..............................................................................

Run up the left-hand wall; on the ledge above, to the right of the low Stone
Beam is a Sand Lizard, so roll under quickly while you have room.

Back under the low beam then jump up the chimney -- at the top on the right is
another Hammer Swinger; jump to the ledge on the left between attacks.

..............................................................................
: Status   Level           20    For next level    2<<  Total killed  45/75<< :
..............................................................................

Carry on to the right, on to a Hanging Cloth and drop from the bottom, falling
to the right to avoid a Sand Beast wandering around (which you should kill).
Come back to the left, drop off the edge on to a Moving Platform and then back
to the ledge where the Lizard was.

Head back under the beam, drop down then back left to the Hanging Cloth.  Drop
from the bottom, and there's another Sand Lizard on the left to take out.

Head left to another Hanging Cloth, drop to the floor where there's a final
Sand Beast -- killing it should reopen the exit.  Run back up the left-hand
wall to the cloth, back on to the ledge and head right back to the first
Hanging Cloth to go back through the exit on the right.


-------------------------------------------------------------------------------
Backtracking
..............................................................................

Back in Room 13, head across to the right -- there's a Health Flare across the
gap should you need it.  In fact, you might want to carry on straight through
along the bottom of Rooms 14 and 15 as well to make use of the Save Room --
there's only a Scimitar Hugger along the way.  On the way back, don't worry if
you get hit by him as there's the Health Flare again.

Drop down the gap in Room 13 on to the Moving platform, left on to the Hanging
Cloth then drop to the ledge below.  Drop off to the right, avoiding the
Circular Saw, then head left past the Spiked Trunks and saws.

Hang from the next edge and drop -- you should land on another Moving
Platform.  Fall off to the right, landing on the edge of a ledge, then hang
and drop to another Moving Platform.  Jump to the right for the exit.

In Room 12, jump over the Sabre Tooth then hang from the right-hand edge.
Press DOWN so you can see below and avoid dropping on to another Sabre Tooth.
Jump this,  hang from the edge and drop.  Roll under the beam to use the
Temporary Save Flare then through the exit on the left.

Climb the chimney inside Room 11, head left over a couple of Spiked Trunks
then jump the gap and descend the Hanging Cloth.  There's another Sand Lizard
to take out before the exit.

Just inside Room 10 is a Sand Hugger so be ready to attack quickly.  Hang from
the left-hand edge and drop, trying to avoid the Flame Jet.  Repeat on the
ledge below, dropping to a ledge with a Creeping Flesh.  Hang from the edge of
the ledge and drop -- hopefully straight on to a Metal Rod.

TIP       Release DOWN as soon as you drop from the ledge, otherwise you'll
         drop straight off the Metal Rod!

Jump left over the Rotating Blade, being careful as you land because of
another Creeping Flesh.  Climb the chimney to the ledge above, take out
another Creeping Flesh and Flame Jet then jump the Submerged Saw.  Jump to the
moving Platform on the left, then jump right on to the ledge directly above.

There are two Submerged Saws and a Rotating Blade to pass, then run-up the
wall to the ledge above for another saw/blade combination.  Across the gap
(with the Rotating Blade) on the left is a Sand Hugger.  You should be able to
double-jump over both the blade and him.

Through the exit is another Save Room.

In Room 9 take out the Sand Hugger then fall on to the Hanging Cloth and drop
off the bottom.  Head right across the Wooden Bridge you repaired earlier to
the Wooden Door, which you can now smash using Fury (hold down 'B' for a
second or so).

TIP       If you didn't repair the bridge, hop over the Spiked Trunk on the
         left and drop down; the bridge's pieces are on the right.  You'll
         need to head across to the left side of the room to make your way
         back.


-------------------------------------------------------------------------------
Room 18 (new)                                                             S5R18
Exit conditions                                                            None
                                                               SW: Wooden Door
..............................................................................

Head right, across the gap, and there are two Creeping Fleshes to take out.
On to the Hanging Cloth at the end and drop off the bottom.  Across the gap to
the left is another Spear Swinger to take out -- approach to get him moving;
jump to the right and back to keep out of his way.

..............................................................................
: Status   Level           20    For next level    1<<  Total killed  46/75<< :
..............................................................................

Use the Hanging Cloth on the left to drop down to the next ledge; jump over
the Spiked Trunk and take out a Sand Beast.  Use the Hanging Cloth on the
right to descend, then climb the chimney to the right.

At the top, there's a Rotating Blade, underneath which another Creeping Flesh
appears.  Take it out, roll under the blade, jump the gap and run up the right-
hand wall on to another Hanging Cloth.  On the ledge at the top there's
another Disc Thrower to take down.

..............................................................................
: Status   Level           21<<  For next level    3    Total killed  47/75<< :
:          Max. Health    120    Attack           80    Defence          66<< :
..............................................................................

Use the Hanging Cloth on the left to descend, and past the Spiked Trunk,
protected by two Rotating Blades, is the last piece of the Tagua Medal.

TIP       You might have to back-jump to get enough height to pass over this
         piece.

..............................................................................
: Medals   Copper           2    Jade              2    Olivine           2   :
:          Azurite          2    Zircon          All    Spinel          All   :
:          Onyx           All    Tagua           All<<  ---              --   :
..............................................................................

Run up the left-hand wall to the Hanging Cloth then head up, across under the
Rotating Blades and down again.  At the gap, hang from the edge and drop on to
a small ledge, then go left to the Hanging Cloth.  Press LEFT when you drop to
avoid landing on a Creeping Shade.

Use the Hanging Cloth on the right to descend to the floor, watching out for a
Spiked Trunk moving below.  Head left along the bottom of the room, jumping
gaps and some more Spiked Trunks until you get to the exit, where there's
another Creeping Flesh.

TIP       Be careful as you jump from under the chimney near the middle of the
         room so that you don't hit the edge of it and fall short.

Use Fury to smash the Wooden Door leading to the Onyx Medal Gate.


-------------------------------------------------------------------------------
Room 19 (new)                                                             S5R19
Exit conditions                                                            None
..............................................................................

Head left across the gaps and run up the wall to the ledge above.  Jump on to
a Moving Platform and then run up the wall on the other side.  The ledge at
the top has another Floating Genie.

..............................................................................
: Status   Level           21    For next level    2<<  Total killed  48/75<< :
..............................................................................

Jump over the Caged Jet and move left avoiding the flames of two more jets.
Hang from the edge and drop, then head across and jump to the Slippery Pillar
on the left.  Switch sides at the top, jump to the next pillar and jump from
its left-hand side to a horizontal Moving Platform.

Jump to the vertical Moving Platform; from there to a small ledge, and then
climb the chimney above.  At the top is another Spear Swinger -- once you've
got him leaping, hang from the left-hand edge until there's room to climb back
up again.

..............................................................................
: Status   Level           21    For next level    1<<  Total killed  49/75<< :
..............................................................................

To the right is a special type of Pressure Pad -- the first of three GameCube
Switches.

..............................................................................
: Other    Slowdown Ring  [x]    Freeze Ring     [x]    Scrolls         All   :
:          GCN Switches     1<<                                               :
..............................................................................

TO DO     I've not yet hooked up to the GameCube version of Prince of Persia,
         so I don't know exactly what these do.  Presumably, when a GBA
         Prince of Persia is linked to the GCN Prince of Persia, activating
         all three GameCube Switches in the GBA version will allow access to
         extras in the GCN version.

         Similarly, there are three gates in the GBA version of PoP that
         cannot normally be opened, which I assume are triggered by something
         similar on the GameCube.


-------------------------------------------------------------------------------
Returning...
..............................................................................

There's nothing else in Section 5, so we'll head back.

Hang from the ledge and drop; use the Moving Platform to return across the
Slippery Pillars to the ledge with the Flame Jets.  Drop off the end to the
ledge below, then off its edge, through the exit and back through the Onyx
Medal Gate.

Remember to take out or avoid the Creeping Flesh inside Room 18, then cross to
the middle and climb the chimney.  Head left at the top, and follow the ledges
around before climbing the next chimney.  Follow the ledges around to the top
(where there are two more Creeping Fleshes) to the exit.

In Room 9, cross the Wooden Bridge, climb the Hanging Cloth and take out the
Sand Hugger on the right before returning to the Save Room.

Follow the main path (see early part of guide for more details), except:

In Room 10, after the saw/blade/saw combination, drop straight on to the ledge
below (either via the Moving Platform or just walk off the edge and back);
when you run up the wall by the Caged Jet, carry straight on up the chimney,
don't bother with the ledge to the right.

In Room 11, head right, up the Hanging Cloth, then right across the gaps.
Hang and drop from the last gap to get to the exit.

In Room 12, use the Temporary Save Flare, roll under the Stone Beam and carry
on right up the slope past the two Spiked Trunks to the lower exit.

NOTE      You will have to break the Wooden Door back through to Room 16, even
         though you came in this way!

In Room 16, jump the Spiked Trunk, then use the Metal Rod to jump the large
gap, watching out for the Creeping Flesh as you land.  Rebound-jump off the
stone beam to the right, then on to two more Metal Rods.  On the second,
reverse direction at the top of your swing then jump to the ledge on the
right; taking out a Sand Beast and two Creeping Fleshes.  Use two more Metal
Rods to jump across to a Hanging Cloth, descend and roll under the Stone Beam
and there are three more Creeping Fleshes to deal with.  Run up the wall, then
jump back across three short Hanging Cloths to a longer one.  Jump to the
ledge above and take out a final Sand Beast before returning to the Last Cave.

You may want to make use of the Save Room just inside Section One (lower-right
exit from the Last Cave).

..............................................................................
: Status   Level           21    For next level    1    Total killed  49/75   :
:          Max. Health    120    Attack           80    Defence          66   :
: Potions  Life             8    Sands of Time     8    Antidote          4   :
: Medals   Copper           2    Jade              2    Olivine           2   :
:          Azurite          2    Zircon          All    Spinel          All   :
:          Onyx           All    Tagua           All    ---              --   :
: Other    Slowdown Ring  [x]    Freeze Ring     [x]    Scrolls         All   :
:          GCN Switches     1                                                 :
..............................................................................



()===========================================================================()
 ||                                                                       ||
 ||                         Section Four (again)                          ||
 ||                                                                       ||
()===========================================================================()

From the Last Cave, take the middle-right exit to re-enter Section Four at
Room 10.


-------------------------------------------------------------------------------
Room 10 (again)                                                           S4R10
..............................................................................

Jump to the Slippery Pillar and climb, switching sides to avoid the Rotating
Blade.  Switch back between the two blades, then jump left to the next pillar.
Climb slightly and switch to the left-hand side, then climb and jump to the
third pillar.  Climb and jump right to the ledge.  Head right -- there are
three Creeping Fleshes to take out (or jump over) and a couple of Rotating
Blades to jump over or roll under before you get to the exit.


-------------------------------------------------------------------------------
Room 9 (again)                                                             S4R9
..............................................................................

Jump a gap (to the remains of a Lion Statue) and then to a Climbable Pillar.
Climb and jump left to the ledge leading to the exit.


-------------------------------------------------------------------------------
Room 8 (again)                                                             S4R8
..............................................................................

Jump to the Hanging Chain just inside and climb, avoiding the Caged Jet's
flames.  Jump to the ledge at the top and head left (we'll come back to the
chimney soon).  Hang from, then drop from the left-hand edge; move left and
hang from and drop from the next edge -- fall to the right to avoid a Scimitar
Armour.  Head right and use the Hanging Chain to descend -- jump to the left
near the bottom to avoid another Scimitar Armour below.  Move left, watching
out for a set of Hidden Spikes then double-jump over a Rotating Blade to pass
into a Save Room.


-------------------------------------------------------------------------------
Room 7 (again)                                                             S4R7
..............................................................................

Pass along the bottom of the room; across each of the gaps is a Creeping
Flesh.  Climb the Hanging Chain and head back right on the ledge above.  Climb
up the chimney and exit to a new room.


-------------------------------------------------------------------------------
Room 15 (new)                                                             S4R15
Exit conditions      3 x Bat + 3 x Sabre Tooth + Persian Archer + Spear Stabber
..............................................................................

Head right, under a chimney and jump over some Hidden Spikes.  As you land, be
ready to knock-back the Poison Balls from a couple of Bats.  Across a small
gap you'll find a Sabre Tooth to take out.  Carry on and run up the right-hand
wall, jumping to a Metal Rod and then to a ledge on the left -- just beyond
another set of Hidden Spikes is a Persian Archer, so proceed with care.

..............................................................................
: Status   Level           22<<  For next level    3    Total killed  50/75<< :
:          Max. Health    126<<  Attack           87<<  Defence          66   :
..............................................................................

Climb the chimney to the left, and on the ledge above there's a Spear Stabber
to deal with -- double-jump over him and take him out from behind.

..............................................................................
: Status   Level           22    For next level    2<<  Total killed  51/75<< :
..............................................................................

Return to the chimney near the entrance of the room and climb -- there's
another Poison Bat on the left at the top, so be careful when you climb up.
Take it out, followed by another Sabre Tooth on the right.  Run up the right-
hand wall to a Hanging Chain and jump to the ledge on the left.  Killing the
final Sabre Tooth here should reopen the exit gate (if it doesn't, check for
any leftover Bats).  A Health Flare appears, but you shouldn't really need it.


-------------------------------------------------------------------------------
Room 7 (again)                                                             S4R7
..............................................................................

Drop down the chimney and head left.  Descend the chain and head right back to
the Save Room (remembering the two Creeping Fleshes just before the gaps).


-------------------------------------------------------------------------------
Room 8 (again)                                                             S4R8
..............................................................................

Double-jump over the Rotating Blade and jump the Hidden Spikes.  Take out a
Scimitar Armour, then run up the wall and over the Rotating Blade to the ledge
above.  Head left, taking out more Scimitar Armours, then up the left-hand
wall (watch out for the Hidden Spikes).  Cross to the right-hand wall and run
up on to a small ledge.  Jump to the right and up the chimney we ignored last
time -- the ledge on the right has another Disc Thrower to be dealt with.

..............................................................................
: Status   Level           22    For next level    1<<  Total killed  52/75<< :
..............................................................................

Head through the exit and cross the Spinel Medal Gate to a new room.


-------------------------------------------------------------------------------
Room 16 (new)                                                             S4R16
Exit conditions                                                            None
..............................................................................

Just inside this room is a Spear Stabber -- double-jump over him and take him
out from behind.

..............................................................................
: Status   Level           23<<  For next level    3    Total killed  53/75<< :
:          Max. Health    126    Attack           94<<  Defence          72<< :
..............................................................................

NOTE      Level gains have returned to giving either (a) +6 Maximum Health or
         (b) +7 Attack and +6 Defence.

Head across the bottom, jumping gaps and taking out four Creeping Fleshes (be
careful as they'll lunge as they first approach).  Beyond these is a rather
tricky combination of a pair of Moving Platforms either side of a Rotating
Blade.

TIP       Stand with you back foot only just on the platform to give you the
         longest reach when you double-jump over the blade.

There are four more Creeping Fleshes in the next section of floor to deal
with, but these shouldn't cause any problems.  They are followed by another
gap with a Rotating Blade.  This time, there's only one Moving Platform, which
passes under the blade.  Jump on, duck, and jump off the other side.

Five more Creeping Fleshes follow, then a couple of small gaps.  Across the
last gap is a Whip Mistress.

NOTE      She shouldn't be too much of a problem by now, although I did notice
         I got caught by her whip more often than in the past.  I suspect
         that this is due to the Scroll of Fury -- remember to just tap the
         'B' button when attacking.

..............................................................................
: Status   Level           23    For next level    2<<  Total killed  54/75<< :
..............................................................................

Across the large gap behind her you will find the second GameCube Switch and
your last Sands of Time Potion in a Large Urn.

..............................................................................
: Potions  Life             8    Sands of Time     9<<  Antidote          4   :
: Other    Slowdown Ring  [x]    Freeze Ring     [x]    Scrolls         All   :
:          GCN Switches     2<<                                               :
..............................................................................


-------------------------------------------------------------------------------
Returning...
..............................................................................

Head back along the bottom, jumping gaps and Moving Platforms as appropriate,
then cross back through the Spinel Medal Gate.

In Room 8, drop off the edge down the chimney (no need to hang), then move to
the Hanging Chain, drop off the bottom and exit right.

In Room 9, head left and jump to the Climbable Pillar; descend and jump left
across the ledges leading to the exit.

In Room 10, head left, killing or jumping the Creeping Fleshes and jumping the
Rotating Blades.  Jump on to the Slippery Pillar, slide down slightly before
jumping to the middle one, switch sides and jump to the third.  At the bottom,
jump to the left and through the exit back to the Last Cave.

There's no desperate need to go back to Section One's Save Room, as we'll be
saving just inside the next Section.

..............................................................................
: Status   Level           23    For next level    2    Total killed  54/75   :
:          Max. Health    126    Attack           94    Defence          72   :
: Potions  Life             8    Sands of Time     9    Antidote          4   :
: Medals   Copper           2    Jade              2    Olivine           2   :
:          Azurite          2    Zircon          All    Spinel          All   :
:          Onyx           All    Tagua           All    ---              --   :
: Other    Slowdown Ring  [x]    Freeze Ring     [x]    Scrolls         All   :
:          GCN Switches     2                                                 :
..............................................................................



()===========================================================================()
 ||                                                                       ||
 ||                         Section Three (again)                         ||
 ||                                                                       ||
()===========================================================================()

From the Last Cave, take the lower-left exit to re-enter Section Three at Room
4.


-------------------------------------------------------------------------------
Room 4 (again)                                                             S3R4
..............................................................................

Watch out for the Small Beetles scurrying around: jump or take them out as you
see fit.

Jump to the chain and climb, leaving through the ledge on the right to the
Save Room.  On your return, head left across the gaps and on to the Climbable
Pillar.  Climb, avoiding the Caged Jet, then head right.  There's a Sand
Lizard to take out, then climb the Hanging Chain and head left at the top.
Watch out for the Giant Beetles, before jumping to another Climbable Pillar;
climb and jump to the ledge on the right to lead to the next room (avoiding or
killing more Beetles).


-------------------------------------------------------------------------------
Room 3 (again)                                                             S3R3
..............................................................................

Hop on to the Narrow Ledges and head right, climbing as necessary to avoid the
rotating Blades.  Drop back to the floor and roll under the Stone Beam.  Jump
to one Climbable Pillar and then to the second one.  Climb, avoiding the
blades until you can jump left to land on a Health Flare.

Hang from the left-hand edge and drop, then head left, taking out or jumping a
Sabre Tooth.  Jump to the Climbable Pillar and ascend, dodging the Rotating
Blades until there's a Metal Rod on the left.  Jump to this, and then to the
ledge leading out.


-------------------------------------------------------------------------------
Room 2 (again)                                                             S3R2
..............................................................................

Use the Temporary Save Flare just inside, then jump to the Metal Rod above.
Reverse direction and jump to the Hanging Chain.  At the top, jump to the left
and carry on, taking out the two Flame Jets and ducking under the Rotating
Blade.

Rebound-jump up the chimney, aiming to land on the right-hand side (there's a
Flame Jet on the left).  If you need Sands of Time, jump across, take out the
jet and there's a Sands of Time Flare beyond.

Otherwise, head right and you'll see the last piece of the Azurite Medal in
mid-air.  When you collect it, it's probably best to keep the 'L' button
pressed until you're back on the ledge, as you are likely to fall on to a
Rotating Blade below (and you can always top up your Sands on the left).

..............................................................................
: Medals   Copper           2    Jade              2    Olivine           2   :
:          Azurite        All<<  Zircon          All    Spinel          All   :
:          Onyx           All    Tagua           All    ---              --   :
..............................................................................

Back on the right-hand ledge again (one way or another), double-jump to the
Metal Rod on the right, then over the Rotating Blade to another ledge.  Use
the Slowdown Ring to get past the four sets of Hidden Spikes and exit to a new
room.


-------------------------------------------------------------------------------
Room 14 (new)                                                             S3R14
Exit conditions                Persian Archer + 5 x Small Beetle + Disc Thrower
..............................................................................

Be careful as you head left as there's a Persian Archer to the right -- dodge
or knock his first arrow then take him out.

..............................................................................
: Status   Level           23    For next level    1<<  Total killed  55/75<< :
..............................................................................

Head up the slope, taking out some Small Beetles before negotiating three
Rotating Blades: over, under and over.  Hang from the right-hand edge of the
ledge and press DOWN to look below -- you should see a Metal Rod -- drop down,
heading slightly to the right to catch hold of it.

Reverse direction if necessary (at the top of the swing) to jump off to the
left, landing on a ledge.  To the left you will see another Disc Thrower --
dispatch him as normal.

..............................................................................
: Status   Level           24<<  For next level    3    Total killed  56/75<< :
:          Max. Health    132<<  Attack           94    Defence          72   :
..............................................................................

Hang from the right-hand edge of the ledge -- you should see a Narrow Ledge to
the left below.  Drop off the edge and press LEFT to catch the Narrow Ledge.
Shuffle and creep to the left, climbing above as necessary to avoid the
Rotating Blades.

Drop down to the normal ledge below the left-hand end and take out some more
Small Beetles -- when the last is gone, the exit gate will open.

TIP       If the exit doesn't open, check here and near the exit for any
         Beetles you may have missed.

To return to the exit, carry on to the left and double-jump over the Rotating
Blade to a Slippery Pillar.  Climb on the left-hand side, switch back and jump
to another pillar on the right.  Switch to it's right-hand side and jump over
the Rotating Blade back to the ledge where you met the Disc Thrower.

Double-jump from the right-hand edge back to the Metal Rod, and from there to
a Hanging Chain on the right.  Jump to the second chain on the far right,
climb to the top then jump left across another Metal Rod back to the ledge
with the Rotating Blades.

Pass these again to get back to the exit, where there's a Health Flare should
you need it.


-------------------------------------------------------------------------------
Room 2 (again)                                                             S3R2
..............................................................................

Hang from the edge of the gap just inside and drop to the ledge below.  Go
right to the chain and drop off the bottom to return to the exit.


-------------------------------------------------------------------------------
Room 3 (again)                                                             S3R3
..............................................................................

Proceed through this room as before -- across the Metal Rod to the pillar;
down to the ledge then under the Stone Beam.  After the Sabre Tooth, jump up
through the Metal Rods to another Health Flare.  Hang from the edge and drop
to the pillar below, then jump to the left just above the Rotating Blade.
Roll under the beam then head back across the Narrow Ledges to the exit.


-------------------------------------------------------------------------------
Room 4 (again)                                                             S3R4
..............................................................................

Basically, follow the main path back to the Save Room on the right.

Head left, jumping the Beetles to the Climbable Pillar, descending to the
ledge below.  Head right and descend the Hanging Chain.  Head left, jumping a
Sand Lizard to the pillar and descend again.  Jump yet more Beetles, and head
right; climbing the Hanging Chain to pass through the middle exit to the Save
Room.


-------------------------------------------------------------------------------
Room 5 (again)                                                             S3R5
..............................................................................

Head across the Narrow Ledges and past the Sabre Tooth, then jump to a small
ledge just before a low Stone Beam.  Jump back left to its neighbour, then to
a Hanging Chain.  Climb, then jump across a Metal Rod to a ledge on the left.
Go to the left-hand side and up another Hanging Chain to the parapet above-
right (via a Metal Rod).  At the right-hand side, jump via another Metal Rod
to a ledge and another Hanging Chain.  Jump across the series of Climbable
Pillars on the right to a Health Flare and the exit.


-------------------------------------------------------------------------------
Room 6 (again)                                                             S3R6
..............................................................................

Across more Narrow Ledges, past a Sand Lizard, then jump across a Metal Rod to
a Hanging Chain.  Climb, jump to another on the left, then to a ledge with
another Sand Lizard.  Head left, into the corner past the Circular Saws to
climb the Hanging Chain.  Head back right across two Metal Rods to another
chain, then across at the top to the ledge on the left.  Double-jump before a
Circular Saw to a Metal Rod and then to a chain on its right; jump over
another Circular Saw to the right, via a Metal Rod to another Hanging Chain.
From the top, jump left over two Spiked Platforms (avoiding the spikes!) to
the exit.


-------------------------------------------------------------------------------
Room 7 (again, new items)                                                  S3R7
..............................................................................

Make your way up the two Climbable Pillars above the Temporary Save Flare
until you can jump to a ledge on the left.  Avoid the Giant Beetle here then
jump to the Hanging Chain.  Drop off the bottom of the chain, falling to the
left to catch a Metal Rod, then head left across another rod to a second pair
of Climbable Pillars.  Climb these, then jump right to just below the chimney
we had to ignore on the first visit.

Climb the chimney; on the left-hand ledge you'll find another Floating Genie
to dispatch.

..............................................................................
: Status   Level           24    For next level    2<<  Total killed  57/75<< :
..............................................................................

Head back and to the right of the chimney you'll find two Moving Platforms
either side of a Caged Jet.  Jump across to the right-hand platform and you'll
see the last piece of the Olivine Medal.

..............................................................................
: Medals   Copper           2    Jade              2    Olivine         All<< :
:          Azurite        All    Zircon          All    Spinel          All   :
:          Onyx           All    Tagua           All    ---              --   :
..............................................................................

TO DO     There almost looks like there are some ledges above these platforms,
         but I suspect they're not accessible.

Drop back to the main ledge below, and exit through to the Life Fountain.


-------------------------------------------------------------------------------
Room 8 (again)                                                             S3R8
..............................................................................

Head right across the Narrow Ledges, dropping down on  to a split-level ledge
and then on to a Hanging Chain.  Climb to the top (past two Rotating Blade),
then jump left to a second chain.  From its top, jump over to a ledge on the
left, then jump to a Slippery Pillar.  Climb, jumping to the right between two
Rotating Blades to a small ledge; from here, double-jump between two more
blades to another Slippery Pillar on the right.  Climb on its right-hand side,
cross back to the left and jump to a ledge on the left, leading (under a
Rotating Blade) to the exit, the Olivine Medal Gate and a new room.


-------------------------------------------------------------------------------
Room 15 (new)                                                             S3R15
Exit conditions                                                            None
..............................................................................

Head left along the Narrow Ledges, climbing as necessary to avoid the Rotating
Blades.  On the left-hand side, drop down and take out a Giant Beetle and its
offspring.  Jump via a Metal Rod to a Slippery Pillar on the left.  Climb up
and make your way to the right, avoiding more Rotating Blades.  From the third
pillar, jump to a ledge on the right where you will meet another Shielded
Knight.

..............................................................................
: Status   Level           24    For next level    1<<  Total killed  58/75<< :
..............................................................................

Beyond, use a couple of Metal Rods to get to another ledge above with another
mixture of Beetles to dispose off.  Head right, and across a gap (surrounding
a Rotating Blade) you'll find another Spear Swinger -- approach to kick him
into life then hang from the right-hand edge until he's moved back to the left.

..............................................................................
: Status   Level           25<<  For next level    3    Total killed  59/75<< :
:          Max. Health    132    Attack          101<<  Defence          78<< :
..............................................................................

Jump to a Metal Rod above, then left to a small ledge holding the last
GameCube Switch.

..............................................................................
: Other    Slowdown Ring  [x]    Freeze Ring     [x]    Scrolls         All   :
:          GCN Switches   All<<                                               :
..............................................................................

TO DO     It now tells you that a New Bonus is available on the GameCube --
         what?

Jump to the other side of the Metal Rod -- there are three sets of Hidden
Spikes to jump over before you get to another Spear Stabber.

..............................................................................
: Status   Level           25    For next level    2<<  Total killed  60/75<< :
..............................................................................

Drop down back through the ledges and back across the Olivine Medal Gate.


-------------------------------------------------------------------------------
Room 8 (again)                                                             S3R8
..............................................................................

Head right, rolling under the Rotating Blade and jump to the Slippery Pillar.
Climb and switch sides, then jump to the right and head to the Save Room,
passing three sets of Hidden Spikes.

Return from the Save Room (back past the spikes) then hang and drop from the
left-hand edge on to a small ledge below.  Move down the slope to the right to
stand near the edge and press DOWN and 'A' -- you'll drop through the ledge --
catch a Hanging Chain just below as you fall.  Drop off the bottom of the
chain and use the Narrow Ledges to the right to get to the exit.


-------------------------------------------------------------------------------
Room 9 (again)                                                             S3R9
..............................................................................

Just head straight along the bottom of this room to the next.


-------------------------------------------------------------------------------
Room 10 (again)                                                           S3R10
..............................................................................

Use the Narrow Ledges to move all the way over to the right and drop on to a
small ledge.  Drop off (or use DOWN and 'A' to "climb through") and head
through the exit to pass across the Azurite Medal Gate to a new room.


-------------------------------------------------------------------------------
Room 16 (new)                                                             S3R16
Exit conditions                 Persian Archer + Spear Stabber + Floating Genie
..............................................................................

Roll under the Rotating Blade inside and be prepared to face another Persian
Archer.

..............................................................................
: Status   Level           25    For next level    1<<  Total killed  61/75<< :
..............................................................................

Use the Hanging Chain on the right to descend to the ledge below, where you'll
find a Spear Stabber to dispatch (double-jump over and kill from behind).

..............................................................................
: Status   Level           26<<  For next level    3    Total killed  62/75<< :
:          Max. Health    138<<  Attack          101    Defence          78   :
..............................................................................

Drop on to the Hanging Chain on the left and descend a little; jump right
across three more chains then drop to the floor.  Double-jump between the two
Rotating Blades on the left and you'll find another Floating Genie to kill
using Absorption.

..............................................................................
: Status   Level           26    For next level    2<<  Total killed  63/75<< :
..............................................................................

As you drain his corpse, the exit gates will open.  Head back past the blades
and across to the right-hand side where you'll find your last Life Potion.

..............................................................................
: Potions  Life             9<<  Sands of Time     9    Antidote          4   :
..............................................................................

If you need some health, or for completeness of your map, climb the chimney
just to the left which leads through to a Life Fountain.


-------------------------------------------------------------------------------
Returning...
..............................................................................

Climb the chain to the left of the chimney and jump across to the left-hand
one.  Follow the chains and ledges back to the upper-left exit and cross back
through the Azurite Medal Gate.

In Room 10, use the Narrow Ledges to cross back to the left-hand side (there's
a Temporary Save Flare on the left).

In Room 9, just head straight over to the left.

In Room 8, use the Narrow Ledges to move across to a small, sloping ledge;
jump over a Hanging Chain to another small ledge, then use some more Narrow
Ledges to get to the left-hand side, passing through the Life Fountain to the
next room.

In Room 7, cross to the left, watching out for some Beetles, then hang from,
and drop from, edge of the ledge (you'll take a few points, but it's easier
and quicker than going the long way around) .  Head right, past more Beetles
to a pair of Climbable Pillars -- switch between them as necessary to avoid
Caged Jets, aiming to jump from the bottom of the left-hand pillar to the exit
ledge on the right (and another Temporary Save Flare).

In Room 6, hang from the edge just inside and drop, falling to the right -- a
little more damage, but there's a Health Flare soon.  Take out a Sand Beast
before dropping on to a Hanging Chain.  Drop off the bottom, watching out for
a Sand Lizard below.  Hang from and drop from the edge on the right, landing
on a small ledge.  Cross the Narrow Ledges to the left to get to the exit,
watching out for a Circular Saw at the end.

Use the Health Flare just inside Room 5 (repeatedly if needed), then hang from
and drop off the edge, falling to the right to catch a Hanging Chain.  Just
below the top, there's a Metal Rod that you should use to jump across to a
ledge on the left.  Take out a Sabre Tooth, then run up the left-hand wall on
to another Hanging Chain and then to the small ledge on the left.  Hang and
drop from its left-hand edge, falling back right on to another chain.  Drop
from the bottom, watching out for another Sabre Tooth, then head left, across
a gap and some Narrow Ledges to the exit and a Save Room.

In Room 4, watch out for some Small Beetles while jumping to the Hanging
Chain, descending past the Flame Jet, and exiting back to the Last Cave on the
right.

..............................................................................
: Status   Level           26    For next level    2    Total killed  63/75   :
:          Max. Health    138    Attack          101    Defence          78   :
: Potions  Life             9    Sands of Time     9    Antidote          4   :
: Medals   Copper           2    Jade              2    Olivine         All   :
:          Azurite        All    Zircon          All    Spinel          All   :
:          Onyx           All    Tagua           All    ---              --   :
: Other    Slowdown Ring  [x]    Freeze Ring     [x]    Scrolls         All   :
:          GCN Switches   All                                                 :
..............................................................................



()===========================================================================()
 ||                                                                       ||
 ||                          Section Two (again)                          ||
 ||                                                                       ||
()===========================================================================()

From the Last Cave, take the middle-left exit back to Section Two, emerging in
Room 7.


-------------------------------------------------------------------------------
Room 7 (again)                                                             S2R7
..............................................................................

Jump the gap and roll under the Stone Beam.  Take out the Flame Jet, then jump
across to the Hanging Cloth and climb.  Jump right across two Spiked Platforms
to a ledge where there are more Flame Jets that need smashing.  Climb the
Hanging Cloth on the right and climb, jumping left between two Flame Jets to
another cloth.  Jump left across two more Spiked Platforms to a third Hanging
Cloth, then climb and jump to the ledge on the right leading to the exit.


-------------------------------------------------------------------------------
Room 8 (again)                                                             S2R8
..............................................................................

Use the Temporary Save Flare, then jump across some Retractable Shelves and
gaps to a Hanging Cloth on the right.  At its top, jump left across more
Retractable Shelves to another cloth, then further left across another shelf
to a ledge.  Jump up to the shelf above, then to a further Hanging Cloth,
climbing to reach the ledge leading to the exit.


-------------------------------------------------------------------------------
Room 9 (again)                                                             S2R9
..............................................................................

Cross to the left-hand side, negotiating two sets of Circular Saws and a Sand
Beast.  Jump via the two small ledges above to a Slippery Pillar, then climb
and jump across another ledge to a second pillar on the left.  Climb and jump
to the ledge on the right, taking out another Sand Beast before climbing the
previously inaccessible chimney.  One final Sand Beast to dispatch, then exit
to a new room on the left.


-------------------------------------------------------------------------------
Room 15 (new)                                                             S2R15
Exit conditions              Whip Mistress + 3 x Creeping Flesh + Spear Stabber
..............................................................................

Double-jump over a wide gap on the left to a Metal Rod, then further over to
find another Whip Mistress.

..............................................................................
: Status   Level           26    For next level    1<<  Total killed  64/75<< :
..............................................................................

Carry on to the left; you can just reach the Flame Jet to smash it, then jump
to the Slippery Pillar and climb.  Jump back right between the two Flame Jets
further up, to a ledge with two Creeping Fleshes.

Double-jump off the right-hand edge to another Metal Rod, then on to a ledge
with two Caged Jets that you'll need to roll under.  Climb the Hanging Cloth,
then head left along another ledge, taking out Flame Jets and another Creeping
Flesh.  Double-jump over another Flame Jet in the middle of a wide gap to find
the last Scoring Enemy of the room -- a Spear Stabber (jump over and hit from
behind).

..............................................................................
: Status   Level           27<<  For next level    3    Total killed  65/75<< :
:          Max. Health    138    Attack          108<<  Defence          84<< :
..............................................................................

Hang and drop from the right-hand edge; move left then hang and drop from the
left-hand edge.  Head back right, using the Metal Rod to jump the large gap
and return to the previous room.


-------------------------------------------------------------------------------
Room 9 (again)                                                             S2R9
..............................................................................

Watching out for Sand Beasts, head right and drop down the chimney to the
ledge below, then jump to the Hanging Cloth on the right.  Climb and jump over
the Circular Saw to another cloth, then over to a small ledge by the fast
moving Circular Saw.  As the last time you were here, use the Slowdown Ring to
get over this and head through the exit.


-------------------------------------------------------------------------------
Room 10 (again)                                                           S2R10
..............................................................................

Use the Health Flare (re-entering as necessary) to fully restore health, then
head across to the right, dodging the Circular Saws.


-------------------------------------------------------------------------------
Room 11 (again, new items)                                                S2R11
..............................................................................

Lots of Caged Jets to jump or avoid here:  head right to the Slippery Pillar,
then slide down and drop off the bottom.  Head back left on to a Hanging
Cloth.  Drop off the bottom, then head left -- you can just reach to smash the
eight-way Flame Jet -- then on to the Linked Tubes.

Jump on to the right-hand one and sink; you then need to jump to the (higher)
left-hand one -- immediately as you make contact, jump again and you should be
able to catch the edge of the ledge above.

Climb up and jump to the Hanging Cloth; at the top, jump to the ledge and run
up the right-hand wall to land on a small ledge.  Rebound-jump up to the right
to collect the last piece of the Jade Medal.

..............................................................................
: Medals   Copper           2    Jade            All<<  Olivine         All   :
:          Azurite        All    Zircon          All    Spinel          All   :
:          Onyx           All    Tagua           All    ---              --   :
..............................................................................

Now rebound-jump up the left-hand chimney and exit to a new room.


-------------------------------------------------------------------------------
Room 16 (new)                                                             S2R16
Exit conditions        3 x Creeping Flesh + Spear Stabber + 2 x Scimitar Hugger
..............................................................................

Head right, taking out a Creeping Flesh and jumping a Caged Jet before running
up the wall to the ledge above and another Creeping Flesh.  Double-jump over
the Caged Jets, dispatch another Creeping Flesh as you land, then run up the
left-hand wall for a Spear Stabber on the ledge above.

..............................................................................
: Status   Level           27    For next level    2<<  Total killed  66/75<< :
..............................................................................

To the right, there's a Scimitar Hugger -- remember that he reanimates -- then
drop down the chimney and roll under the Stone Beam.  Jump to the first of
three Slippery Pillars and cross to the third, jumping off from the bottom to
a ledge on the right.

Jump across to the right and run up the wall to the small ledge above.  To get
to the ledge to the upper-left, you'll need to rebound-jump off the right-hand
wall.  Take out the Flame Jet and jump to the third small ledge and then to a
normal ledge.  There's another reanimating Scimitar Hugger and in the corner,
a fifth Antidote Potion.

..............................................................................
: Potions  Life             9    Sands of Time     9    Antidote          5<< :
..............................................................................

Time to head back:  hang from the right-hand edge of the current ledge and
drop, falling left on to the Slippery Pillar.  Cross back to the left-hand
pillar and then to the ledge; climb the chimney and head left, dropping off
the edge (no need to hang).  Hang from the edge to the left of the double
Caged Jets and drop straight down; exit to the left.


-------------------------------------------------------------------------------
Returning...
..............................................................................

In Room 11, drop down the chimney and from the ledges; climb down the Hanging
Cloth and drop on to the Linked Tubes below.  Head left, take out the eight-
way Flame Jet and exit to the lower left.

In Room 8, hang from the edge just inside and drop to the ledge below.  Drop
on to the Hanging Cloth on the left, and cross over the Retractable Shelves to
the right to reach another cloth.  Drop off the bottom and head along the
bottom of the room to the left-hand exit (passing through the Temporary Save
Flare).

In Room 7, if you could do with a health-boost, head all the way across to the
left and use the Life Fountain next door.  Return if necessary and drop on to
the Hanging Cloth.  Descend all the way down and fall off the bottom, taking a
little damage to land on a Spiked Platform.  Drop off to the right (a bit more
damage), roll under the Stone Beam, then exit right back to the Last Cave.

NOTE      There is another room to visit in Section Two, but I think it takes
         less travelling by tacking it on the end of Section One (next).

..............................................................................
: Status   Level           27    For next level    2    Total killed  66/75   :
:          Max. Health    138    Attack          108    Defence          84   :
: Potions  Life             9    Sands of Time     9    Antidote          5   :
: Medals   Copper           2    Jade            All    Olivine         All   :
:          Azurite        All    Zircon          All    Spinel          All   :
:          Onyx           All    Tagua           All    ---              --   :
: Other    Slowdown Ring  [x]    Freeze Ring     [x]    Scrolls         All   :
:          GCN Switches   All                                                 :
..............................................................................



()===========================================================================()
 ||                                                                       ||
 ||                          Section One (again)                          ||
 ||                                                                       ||
()===========================================================================()

From the Last Cave, take the lower-right exit back to Section One, emerging in
Room 1.


-------------------------------------------------------------------------------
Moving forward...
..............................................................................

Cross to the far side of Room 1, taking out Bats on the way.

Save in the Save Room.

In Room 2, cross the floor (remember the Giant Beetle) then jump to the
Climbable Pillar and exit to the right.

In Room 3, head across the tops of the Climbable Pillars, taking out Flames
Jets as needed, then jump to the exit.

In Room 4, head right across the gaps and jump to the Climbable Pillar; climb,
avoiding the spikes, then jump back to the ledge on the left and head for the
exit.

In Room 5, head left, taking out a Sand Lizard before jumping to a Climbable
Pillar.  Climb on the left-hand side -- taking out the Bats -- until you reach
the spikes then jump across to another pillar and then to the exit and another
Save Room.


-------------------------------------------------------------------------------
Room 6 (again)                                                             S1R6
..............................................................................

We now have a chance to explore the two left-hand exits we had to ignore last
time.

Head along the bottom of the room, killing the Small Beetles by rolling over
them, then run up the wall at the left -- you should end up hanging from the
edge.  Haul yourself up and exit left to a new room.


-------------------------------------------------------------------------------
Room 14 (new)                                                             S1R14
Exit conditions                                                            None
..............................................................................

On the floor in the middle of the room are the remains of a bridge -- use
Sands of Time to repair it, then continue left and jump to the Climbable
Pillar.  Climb up, smashing the Flame Jets, then jump right, cross the
repaired bridge and you'll find the last piece of the Copper Medal in mid-air.

..............................................................................
: Medals   Copper         All<<  Jade            All    Olivine         All   :
:          Azurite        All    Zircon          All    Spinel          All   :
:          Onyx           All    Tagua           All    ---              --   :
..............................................................................

Head back to Room 6 after you land.


-------------------------------------------------------------------------------
Room 6 (again)                                                             S1R6
..............................................................................

Jump over the gap as you re-enter; there's a Circular Saw guarding the bottom
of a chimney.  Climb and exit-left at the top, through the Tagua Medal Gate,
to a new room.

TO DO     There doesn't appear to be a "clean" way of getting up this
         chimney... any ideas?


-------------------------------------------------------------------------------
Room 15 (new)                                                             S1R15
Exit conditions                                                            None
..............................................................................

There's a Persian Archer on the left-hand side of this room, so be careful of
his first arrow as you approach.

..............................................................................
: Status   Level           27    For next level    1<<  Total killed  67/75<< :
..............................................................................

Run up the left-hand wall to the ledge above; there's a Whip Mistress waiting
for you...

..............................................................................
: Status   Level           28<<  For next level    3    Total killed  68/75<< :
:          Max. Health    144<<  Attack          108    Defence          84   :
..............................................................................

Run up the right-hand wall and the ledge above holds... wait for it... a
Shielded Knight!

..............................................................................
: Status   Level           28    For next level    2<<  Total killed  69/75<< :
..............................................................................

Another wall... another ledge... another Spear Swinger...

..............................................................................
: Status   Level           28    For next level    1<<  Total killed  70/75<< :
..............................................................................

That's it for this room... just run off the ledges (there's no need to hang
from the edges) to make you way back, crossing through the Tagua Medal Gate to
Room 6.


-------------------------------------------------------------------------------
Moving forward again...
..............................................................................

Back in Room 6, drop down the chimney, falling to the left to try to avoid the
Circular Saw.  Drop down to the main floor, then head right to the Hanging
Cloth (watching out for Small Beetles).  Climb and jump to the next cloth,
missing the Circular Saw, then at the top, jump to the right and roll under
the Stone Beam.  Drop to the ledge below, kill a Beetle and exit.

Use the Temporary Save Flare in Room 7, then head right and double-jump to the
ledge up and to the right.  Pass under the Circular Saws and cross the tops of
the Slippery Pillars to get to a ledge on the right-hand side.  Hang from the
left-hand edge and drop, falling right to land on another Slippery Pillar.
Cross to the right and the exit.

In Room 8, jump the gap and take out a Sand Lizard before jumping to a
Climbable Pillar.  Climb, avoiding the spikes and jump to the ledge on the
left.  Climb the chimney to the left and exit-left to cross the Copper Medal
Gate and enter a new room.


-------------------------------------------------------------------------------
Room 16 (new)                                                             S1R16
Exit conditions                    Persian Archer + Sand Lizard + Spear Swinger
..............................................................................

Head across the floor -- there's a Persian Archer in the middle of the room to
take out, so watch out for his first arrow.

..............................................................................
: Status   Level           29<<  For next level    4    Total killed  71/75<< :
:          Max. Health    144    Attack          115<<  Defence          90<< :
..............................................................................

NOTE      For your last level, you need to kill four more Scoring Enemies,
         rather than the (by now) usual three.

Jump left to the first Slippery Pillar and make you way up the left-hand side
of the second one.  At the top, cross back to the right, jumping from the
third (shorter) pillar to the ledge in the middle.

There's a Sand Lizard along the way; when you've killed it, run up the right-
hand wall and cross left using the three Hanging Cloths to another ledge.  To
the left is another Scoring Enemy -- a Spear Swinger.

..............................................................................
: Status   Level           29    For next level    3<<  Total killed  72/75<< :
..............................................................................

Jump back to the nearest cloth and drop off the bottom; head left and hang
from the edge of the ledge before dropping to the floor below.  Head right,
leave the room and cross back through the Copper Medal Gate to Room 8.


-------------------------------------------------------------------------------
Moving forward again...
..............................................................................

We've now got everything there is to get from Section One... there's just one
room left to visit in Section Two, and the quickest way is probably to carry
on through this Section to get there.

In Room 8, drop back down the chimney then head right and jump from the bottom
of the right-hand side of the Climbable Pillar.  Head across the gaps to the
exit on the right and a Save Room.

In Room 10, jump to the Hanging Cloth on the right, then to the Slippery
Pillar.  Descend, avoiding the Flame Jets, jump left to another Hanging Cloth
and drop from the bottom.

NOTE      If you didn't backtrack to Room 13 on your first pass, head there
         now (see S1R13 in Section One above).

Head right, avoiding the Invisibility Flare, to jump to another Hanging Cloth.
Jump across a couple of small ledges and another Slippery Pillar to the exit
on the right.

Pass through the Life Fountain and top-up your health.

In Room 11, climb the Hanging Cloth and jump off to the ledge on the right.
Jump to the Slippery Pillar, descend a little and jump to another ledge on the
right.  Use the Hanging Cloth on the right to get to the exit.

In Room 12, head along the bottom of the room smashing Flame Jets until you
get to a Slippery Pillar.  Jump from the right-hand side upwards across a
series of small ledges to a Hanging Cloth.  Climb, and jump to the ledge on
the right to leave Section One.


-------------------------------------------------------------------------------
Moving forward again... through Section 2
..............................................................................

Use the Save Room then proceed to Room 1.  Drop off the Hanging Cloth on the
right, move right and climb a second cloth.  Jump across a Retractable Shelf
and a small ledge to a third Hanging Cloth.  Climb a little, then jump back
left across another small ledge and more Retractable Shelves to reach the exit.

In Room 2, head left, up the slope, and jump to the Hanging Cloth.  Jump from
the top to a small ledge on the right and then to a Moving Platform.  At the
top of its travel, jump left to another Hanging Cloth and climb.  Jump right
across another Moving Platform to a small ledge, then use the two Hanging
Cloths above and to the left to get to the exit.

Use the Temporary Save Flare inside Room 3 then smash the Flame Jet and jump
to the top of the Hanging Cloth.  Double-jump up a couple of Retractable
Shelves on the left to reach another Hanging Cloth.

NOTE      If you didn't collect the Antidote Potion from this room on your
         first pass, collect it now -- jump to the Retractable Shelf and then
         back-jump to the ledge directly above.

Otherwise, jump across a series of Retractable Shelves to the right -- just
jump over the Flame Jets along the way -- until you get to a regular ledge.
Roll under the Stone Beam, then there's one more retractable Shelf before you
get to the exit leading to the Jade Medal Gate and the last room of the game...


-------------------------------------------------------------------------------
Room 17 (new)                                                             S2R17
Exit conditions                  Spear Stabber + Spear Swinger + Hammer Swinger
..............................................................................

Double-jump the gap, head up the slope and double-jump a larger gap -- make
sure you're close to the edge when jumping.  When you land, there's another
Spear Stabber to jump over and kill from behind.

..............................................................................
: Status   Level           29    For next level    2<<  Total killed  73/75<< :
..............................................................................

Jump to a Climbable Pillar on the right then climb and jump left to the ledge
above.  Head up the slope and there's a Spear Swinger here to deal with.

..............................................................................
: Status   Level           29    For next level    1<<  Total killed  74/75<< :
..............................................................................

Carry on to the left, down the slope and across the gap to the final Scoring
Enemy -- a Hammer Swinger.

..............................................................................
: Status   Level           30<<  For next level  ---    Total killed    All<< :
:          Max. Health    150<<  Attack          115    Defence          90   :
..............................................................................

As you drain the final corpse, the exit opens and a Health Flare appears.
Hang from the edge of the current ledge and drop, falling slightly to the
left.  Jump left, use the flare and return across the Jade Medal Gate.


-------------------------------------------------------------------------------
Going back home...
..............................................................................

We should now have got everything we can -- except possibly whatever's behind
the GameCube Gates -- so it's time to return to the Last Cave and get rid of
that bothersome Vizier once and for all.

The quickest way is probably to carry on through Section Two until you can use
its Wooden Door in Room 7.  Here goes...

Back in Room 3, hang from the edge and drop... you'll take a little damage but
be right by the exit.

In Room 4, jump across the Retractable Shelf and the Circular Saw to the ledge
in the middle (with the inactive Pressure Pad).  Jump right, under another
Circular Saw, to a Hanging Cloth and climb to the top.  Jump right across two
Spiked Platforms to another cloth, then over a last saw, past two more
inactive Pressure Pads to the exit.

Use the Temporary Save Flare inside Room 5, then head right under the Circular
Saw to the Hanging Cloth.  Head right across a series of Retractable Ledges
and Hanging Cloths (and one Circular Saw).  On the last cloth, descend
slightly and a balustraded ledge on the right leads down a slope and across a
gap to the exit.

Skip through the Life Fountain and use Save Room before going on to the next
room.

In Room 6, head along the bottom, jumping gaps and taking out Flame Jets as
required before jumping to the Hanging Cloth.  Taking out more Flame Jets as
needed, climb and jump to the small ledge, then head up the slope to another
cloth.  Jump left to another ledge and another cloth, then jump right from its
top to a third ledge.  Jump over a Flame Jet, head up the slope, then use the
small ledges on the left to get to the exit above and to the right.

In Room 7, head along the gaps at the bottom, taking out Flame Jets.  Roll
under the Stone Beam and through the exit back to the Last Cave.

You should now save -- either exit bottom-right to Section One and go through
the room with the Bats, or exit bottom-left to Section Three and climb the
Hanging Chain to the Save Room above.

..............................................................................
: Status   Level           30    For next level  ---    Total killed    All   :
:          Max. Health    150    Attack          115    Defence          90   :
: Potions  Life             9    Sands of Time     9    Antidote          5   :
: Medals   Copper         All    Jade            All    Olivine         All   :
:          Azurite        All    Zircon          All    Spinel          All   :
:          Onyx           All    Tagua           All    ---              --   :
: Other    Slowdown Ring  [x]    Freeze Ring     [x]    Scrolls         All   :
:          GCN Switches   All                                                 :
..............................................................................



()===========================================================================()
 ||                                                                       ||
 ||                          The Final Encounter                          ||
 ||                               [FINENC]                                ||
 ||                                                                       ||
()===========================================================================()

Leave whichever Save Room you used and return to the Last Cave.  Head for the
top-right exit where you will meet the Vizier for the second time... which is
probably really the first time, since we reversed time earlier [or was that
later?]... things get so complicated when time-travel is involved!

Anyway... all you need to know is that you have to kill the Vizier.

NOTE      When you first reached the Last Cave, two hits from the Energy Balls
         would have been more than enough to kill you; now that you have
         levelled up, it will take exactly three hits (you should now have
         150 health, and each ball that hits takes 50 points of damage).

His pattern is fairly simple:  Shortly after entering the room, he'll take up
position on the right-hand side, just above the floor.  After encasing himself
in a swirling shield, he will bob up and down and begin throwing various
coloured Energy Balls at you -- red, green, blue and purple.  As in his
previous incarnation, they just seem to damage you and don't have any
secondary effects such as poison or paralysis.  Initially, they all tend to be
the same colour, but later on he will mix them up.

With the shield around him, you cannot hurt him, even using your Sands of
Time.  Therefore, the first thing to do is get rid of the shield.  The most
straightforward way is to just stand in the middle of the room and knock-back
all his Energy Balls with your Scimitar -- many will pass below, but enough
will hit and destroy or weaken his shield.

TIP       You can also absorb the Energy Balls (by holding 'R'); however:

         o   You can only absorb one Energy Ball at a time.  If you've
             absorbed one, you are vulnerable to being hit; if you do get
             hit, as well as taking damage, the absorbed Energy Ball will
             dissipate.

         o   You need to be facing the incoming Energy Ball to absorb it.

         o   You generally need to jump or double-jump to release an Energy
             Ball if it is to have any effect.

         Whether you want to try this or not is up to you.

Initially, one Energy Ball should be sufficient to break his shield, but later
in the battle two or more may be required.  When his shield breaks, he will
freeze in position, and is now vulnerable to being attacked (with Sands of
Time active -- hold down the 'L' Shoulder Button).

TIP       If he is too high when his shield breaks, you won't be able to reach
         him.  If he's out of reach, just wait for him to dissipate, kill the
         Sand Enemies that appear, then try again.

         If you're releasing absorbed Energy Balls, then if you're roughly in
         the middle of the room, try to time the release so he's at the top
         of his bobbing -- when it hits, he should be low enough to reach.

TIP       Several people (including Reece Hatton, "Neonsighs" and "dyoxes")
         recommend using the Scroll of Fury at this point (hold "B" to
         charge), as it can deliver substantial damage (80 or 90+ depending
         on level).

         I think I never bothered trying because it's pretty useless against
         all other opponents (because of the need to stand still while
         charging).  With the Vizier frozen in place though, I can see it
         could work well.

After a short time in his "naked" state, he will dissipate and reappear higher
up in the middle of the room.  At the same time, one or two Sand Enemies will
appear on the floor in each corner -- usually Creeping Fleshes, but sometimes
also Scimitar Armours.  Usually you don't have to worry about the Vizier while
you get rid of these (and restore Sands of Time), although later in the battle
he may lob out an occasional Energy Ball.

TIP       "Strategy Three" (contributed by "Future ER Doc") at the end of my
         "Baddies, Beasties and Bosses" section describes an alternative
         method wherby you only kill ONE of the Creeping Fleshes.  See below
         for more details.

When you've got rid of the Sand Enemies, he will once again take up his
shielded position in the corner.  Simply (?) repeat the above until you've
killed him!  It should take about five rounds of attacking his unshielded form
to finish him off.

NOTE      If you stand towards the left-hand side of the room, so the Vizier
         is almost off the screen, you have more time to react to his Energy
         Balls, but more off them will pass below his shield.

         If you stand roughly in the centre of the room, you have a higher
         chance of hitting his shield, but less time to react to the Energy
         Balls.

TIP       There's a trick you can sometimes pull off to deal increased damage
         to the Vizier.  If you manage to knock back one of his Energy Balls
         so that it hits him after his shield has broken, AND are using the
         Sands of Time (i.e. have the 'L' button pressed), then it can
         deliver a lot of damage (about 40 points instead of 15 per Scimitar
         attack).

         For a normal game, it's probably best to think of this as a bonus if
         it happens, rather than as something to try for explicitly.  For my
         "Minimum Item/Enemy Game" (see elsewhere), it's almost essential to
         try for this.

         [Thanks to "AGD" for the initial tip that large damage was possible;
         I deduced that the key was having Sands of Time engaged to make it
         work.]

TIP       According to Reece Hatton, if you send back an Energy Ball aimed to
         hit the Vizier's feet, the shield will always dissipate.


-------------------------------------------------------------------------------
Dialogue                                                                 ENDDLG
..............................................................................

When he collapses, the screen will fade and Farah will appear:

       Farah:
               Then it's true.  He was a traitor.

       Prince:
               This Dagger was stolen from your
               father's treasure vault.  Take it.
               Guard it well.

       Farah:
               I owe you thanks.  But tell me...
               Why did you invent such a fantastic
               story?  Did you really expect me to
               believe that the Persian army is about
               to attack my father's palace?

       Prince:
               Not really.  But it made a good story,
               didn't it?

       [Close-up of] Farah:
               Wait!
               You didn't tell me your name!

       [Hands clasp across the screen...]

       [Close-up of the Prince...]

       [Long shot of the Palace...]
               THE END

               [Roll credits...]



()===========================================================================()
 ||                                                                       ||
 ||                   How Did I Miss That? or Item List                   ||
 ||                               [FINDIT]                                ||
 ||                                                                       ||
()===========================================================================()

This section lists the locations of all items that can be acquired throughout
the game.

Items are broken down into tables; Scoring Enemies, Medal Pieces, Potions,
Rings and Scrolls.  Sand Enemies are not listed as they only serve to get in
your way.

In each table, the first line for a given item lists the locations that are
available on the first pass (i.e. on the way to the Scroll of Fury); the
second line lists the locations that are available when you backtrack prior to
the final Boss Battle.  For many items, the total number available on the
first pass, and in total, are listed.

If you are playing a "normal" game, you probably shouldn't have missed any of
the Scrolls, Rings or Medal Pieces available on the first pass; any Potions
you may have missed probably aren't desperately needed (as the Walkthrough
doesn't need any to be used).  However, the more Scoring Enemies you can find
and free, the stronger you will be for the final encounter.

If you have missed anything on the first pass, use the tables below to help to
identify where they were, and plan on adding those rooms in when you revisit
locations on the second pass.

If you have completed the second pass, and are still short of items, use the
tables to see what you've missed.  Apart from the (valid) desire to "complete"
the game, it's probably only worth making a third pass if you have missed
several Scoring Enemies.

NOTE      Remember, only items listed on the first line will have been
         available on the first pass.

For Scoring Enemies, the following notations have been used:

      +  An enemy that you must have beaten to escape the room where it is
         found (i.e. it's part of the gate-opening conditions).

      -  An enemy that doesn't need to be beaten to open exit gates, and
         therefore could have been missed.

      *  An enemy from the second pass; if you enter its room, you need to
         beat it to leave, but since all additional rooms in the second pass
         are optional (as far as finishing the game), it's possible to
         overlook the enemy.

TIP       Use the "Freed Persians Screen" to check how many of each type
         you've missed; consult the relevant entry below, looking for any
         enemy marked with a "-" -- these will be candidates for the one(s)
         you've missed.

As a reminder, everything you should have collected by the end of the first
pass is listed below:

..............................................................................
: Status   Level           19    For next level    1    Total killed  43/75   :
:          Max. Health    114    Attack           73    Defence          60   :
: Potions  Life             8    Sands of Time     8    Antidote          3   :
: Medals   Copper           2    Jade              2    Olivine           2   :
:          Azurite          2    Zircon          All    Spinel          All   :
:          Onyx           All    Tagua             2    ---              --   :
: Other    Slowdown Ring  [x]    Freeze Ring     [x]    Scrolls         All   :
..............................................................................



-------------------------------------------------------------------------------
Scoring Enemy     Locations (second pass on second line)
-------------------------------------------------------------------------------
Persian Archer    S1R2+   S1R11+  S3R5+   S4R7+   S4R11+
(totals:  5/10)   S4R15*  S3R14*  S3R16*  S1R15-  S1R16*
-------------------------------------------------------------------------------
Disc Thrower      S1R8+   S1R11+  S2R9-   S5R2-   S5R6+   S5R14+
(totals:  6/9)    S5R18-  S4R8-   S3R14*
-------------------------------------------------------------------------------
Shielded Knight   S1R10+  S3R1+   S4R1-   S5R8+   S5R12-
(totals:  5/7)    S3R15-  S1R15-
-------------------------------------------------------------------------------
Spear Swinger     S1R13-  S3R3+   S3R12-  S5R1+
(totals:  4/10)   S5R18-  S5R19-  S3R15-  S1R15-  S1R16*  S2R17*
-------------------------------------------------------------------------------
Floating Genie    S3R3+   S4R7+   S4R10-  S4R13+  S5R3+   S5R9-
(totals:  6/10)   S5R17*  S5R19-  S3R7-   S3R16*
-------------------------------------------------------------------------------
Spear Stabber     S3R4-   S3R5+   S4R2+
(totals:  3/10)   S4R15*  S4R16-  S3R15-  S3R16*  S2R15*  S2R16*  S2R17*
-------------------------------------------------------------------------------
Whip Mistress     S4R1-   S4R2+   S4R10-  S5R1+   S5R9-   S5R10+  S5R11-
(totals:  7/10)   S4R16-  S2R15*  S1R15-
-------------------------------------------------------------------------------
Hammer Swinger    S4R8-   S4R11+  S4R12-  S5R2-   S5R6+   S5R11-  S5R14+
(totals:  7/9)    S5R17*  S2R17*
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Medal Piece       Locations (second pass on second line)
-------------------------------------------------------------------------------
Copper            S1R5    S1R13
                 S1R14
-------------------------------------------------------------------------------
Jade              S2R5    S2R12
                 S2R11
-------------------------------------------------------------------------------
Olivine           S3R4    S3R6
                 S3R7
-------------------------------------------------------------------------------
Azurite           S3R10   S3R13
                 S3R2
-------------------------------------------------------------------------------
Zircon            S4R3    S4R8    S4R9
                 None
-------------------------------------------------------------------------------
Spinel            S4R6    S4R12   S4R14
                 None
-------------------------------------------------------------------------------
Onyx              S5R2    S5R4    S5R7
                 None
-------------------------------------------------------------------------------
Tagua             S5R9    S5R12
                 S5R18
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Potion            Locations (second pass on second line)
-------------------------------------------------------------------------------
Life              S1R3    S1R11   S2R1    S2R9    S3R2    S4R2    S4R10   S5R11
(totals:  8/9)    S3R16
-------------------------------------------------------------------------------
Sands of Time     S1R7    S1R9    S1R12   S2R13   S3R3    S3R12   S4R11   S5R6
(totals:  8/9)    S4R16
-------------------------------------------------------------------------------
Antidote          S2R3    S3R8    S4R7
(totals:  3/5)    S5R16   S2R16
-------------------------------------------------------------------------------
Elixir            None found -- behind GameCube Gates?
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Ring              Location (all on first pass)
-------------------------------------------------------------------------------
Slowdown          S2R9
-------------------------------------------------------------------------------
Freeze            S3R6
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Scroll            LocationNeed?   Notes
-------------------------------------------------------------------------------
Liberation (15)   Intro   Forced  Probably information -- got before can test
-------------------------------------------------------------------------------
Rolling (2)       S1R1    Forced  Information
-------------------------------------------------------------------------------
Rewind (7)        S1R3    Forced  Information
-------------------------------------------------------------------------------
Secret Medals (9) S1R5    OptionalInformation
-------------------------------------------------------------------------------
Gathering (8)     S1R12   OptionalInformation
-------------------------------------------------------------------------------
Air Jump (1)      S1BOSS  Needed  Grants ability
-------------------------------------------------------------------------------
Farah (10)        S2R1    OptionalInformation
-------------------------------------------------------------------------------
Slow-Motion (14)  S2R9    OptionalInformation
-------------------------------------------------------------------------------
Absorption (11)   S2BOSS  Needed  Grants ability
-------------------------------------------------------------------------------
Ledges (3)        S3R2    OptionalInformation
-------------------------------------------------------------------------------
Caution (12)      S3R3    OptionalInformation
-------------------------------------------------------------------------------
Freeze (13)       S3R6    OptionalInformation
-------------------------------------------------------------------------------
Walling (4)       S3BOSS  Needed  Grants ability
-------------------------------------------------------------------------------
Rebound (5)       S4BOSS  Needed  Grants ability
-------------------------------------------------------------------------------
Fury (6)          S5BOSS  Needed  Grants ability
-------------------------------------------------------------------------------
NOTE      "Forced" above means that you have no option but to acquire the
         Scroll (either because it's in the introduction, or because you
         can't avoid passing over it).

         "Optional" means you need not acquire the Scroll -- you can jump
         over it/roll under etc.; also that you don't NEED to collect it,
         since it only provides information about an existing ability.

         "Needed" means that you MUST collect the Scroll to complete the
         game, since it bestows an essential ability (in practice, these are
         the five post-Boss-Fight Scrolls).



()===========================================================================()
 ||                                                                       ||
 ||                     BADDIES, BEASTIES and BOSSES                      ||
 ||                                 [BBB]                                 ||
 ||                                                                       ||
()===========================================================================()


-------------------------------------------------------------------------------
Scoring Enemies                                                           SCNME
..............................................................................

Scoring Enemies are so-called because freeing them from the Sands of Time will
increase the Enemy Count on the Status Screen; as this rises, the Prince will
gain Levels, so increasing his Maximum Health, and his Attack and Defence
strengths.  The more of these you free, the stronger the Prince will become --
this is particularly important towards the end of the game.

There are a total of seventy-five Scoring Enemies, divided into eight types.
They are listed below in the order they appear on the Enemy Screen within the
game (left-hand column, top-to-bottom; right-hand column, top-to-bottom).

When you fight a Scoring Enemy, it will collapse when you have dealt enough
damage; however, this is not the end of the story.  If you do nothing else, it
will reanimate in a couple of seconds and you'll have to fight it again.

To completely free a Scoring Enemy, you have to "drain" the Sands of Time from
its collapsed body; you do this by standing over the fallen body and pressing,
and holding, 'B' -- the Prince will sweep his Dagger around in an arc and
plunge it into the body.  After a few seconds, the body will dissipate in a
puff of blue smoke, and increase the Sands of Time stored in the Dagger.

Scoring Enemies are "one-time" enemies -- once you have completely dispatched
one, it will never appear again.


Persian Archer
--------------
Behaviour These often stand just off-screen, so can surprise you.
         Periodically, they'll fire an arrow at you.  Initially, they shoot
         their arrows high; later on they can shoot at any height.

Tactics   They will nearly always get an arrow off towards you as you
         approach.  Be prepared to duck under it (DOWN), jump over it ('A'),
         or even knock it out of the air with your Scimitar ('B').

         After their first shot, just move in and attack -- they're unlikely
         to have a chance to fire again.


Shielded Knight
---------------
Action    Armed with a sword, and with a shield to defend themselves, Shielded
         Knights aren't so much difficult to deal with, as increasingly
         annoying.

         They block many of your attacks with their shield, making killing
         them a slower process than for most enemies.

         Later incarnations will disappear in a puff of smoke (initially only
         when they take damage, though with increasing frequency later in the
         game); they will then reappear nearby a moment later.

         As you progress, they get better and better at popping-up directly
         behind you, hoping to attack you unawares.

Tactics   Shielded Knights are generally quite easy to deal with, although the
         above behaviours make them increasingly annoying.

         Initially, just keep hitting; many attacks will be blocked, but
         enough get through.  When they start disappearing, you need to be
         ever more vigilant for them popping-up immediately behind you -- but
         providing you're on your toes, they shouldn't cause too much grief.


Disc Thrower
------------
Action    Periodically throws a Serrated Disc in a boomerang-like loop towards
         you -- if you miss it on the way out, watch out as it can get you on
         the way back!

Tactics   Basically dive in quick and hit him about five times.  If he throws
         a disc as you're approaching, you can knock it out of the air with
         your Scimitar.

         Early incarnations will more-or-less stand there and take it; later
         on, they lumber towards you making it harder to get your attacks in
         without taking damage yourself -- just back off every now and then,
         watching out for stray discs.


Floating Genie
--------------
Action    Genies hover in mid-air and throw missiles (either Poison Balls or
         Fireballs) at you.  After throwing a missile, or if you try to
         attack with the Scimitar (which has no effect), they will disappear
         and pop-up behind you.

         In later sections, they often cause a Creeping Flesh (see "Sand
         Enemies" below) to emerge from the ground beneath them.

Tactics   To get rid of them, you have to use their own missiles against them.
         You can do this directly by knocking them back with the Scimitar,
         but it's difficult, since the height's wrong.

         The better way [thanks to Joakim 'zAp' Pettersson] is to use the
         Scroll of Absorption to absorb a missile -- hold the 'R' Shoulder
         Button as it approaches until small stars swirl around the Scimitar
         (you can then release 'R').  Switch direction (he'll have
         disappeared), then jump up and swing the Scimitar to release his
         missile back at him.

         When Creeping Fleshes start appearing, you'll need to kill them
         normally with the Scimitar before he'll throw another missile --
         remember to ensure 'R' is held down when you've killed them, to
         absorb the Genie's next missile.


Spear Swinger
-------------
Action    When triggered into life, he has two modes.  The first is to swing
         his spear around his head and smash it down on the floor (he'll
         usually do this four times); the second is to launch into a series
         of half-a-dozen jumps back and forth.

Tactics   Once he starts, in either mode, just hang-back out of the way --
         even if you ignored the damage you would take, you can't hurt him at
         this time.

         When he settles down, approach just short of the end of his spear
         and jump on the spot -- he'll throw the spear up into the air for a
         couple of seconds, giving you time to get a couple of attacks in --
         don't be tempted to go for more, you're just going to get hit!
         Repeat as necessary.

Tip       Depending on where you meet a Spear Swinger, the most convenient
         place to wait for him might be across a ledge or on a nearby Hanging
         Cloth.  The only thing you've got to be careful of in these cases is
         that after he stops, he will react to ANY jump you make -- if you
         wait for him to stop, jumping back to the ledge he's on will cause
         him to throw his spear in the air and you probably won't have time
         to attack (in safety).  Instead, you need to jump back BEFORE he's
         finished prancing around.  If you don't have a chance to jump back,
         just jump on the spot and wait for the next time.

TIP       Although I've not had a chance to try it, you can apparently roll
         under a Spear Swinger when it is doing it's jumping routine to come
         at it from behind.  [Thanks to Sander for this.]


Spear Stabber
-------------
Action    A Spear Stabber will approach and retreat, stabbing at you with his
         spear.  Unfortunately, even if you ignore the damage you'll receive,
         a frontal assault won't work, since he takes no damage.

Tactics   What you'll need to do is double-jump over him and attack from
         behind.  You may only have time to get one attack in before he turns
         around to face you, so just back off and jump over him again.

Tip       You may find it easier to back-jump over him, as this move gains
         more height; approach a little short of his spear, face away from
         him and back-double-jump over his head.


Hammer Swinger
--------------
Action    Large brute armed with a large hammer.  He spins around with the
         hammer out, moving towards you -- dealing a nasty blow if he hits.

Tactics   The best technique, if possible, is to rush in and deal two or three
         attacks, then retreat sufficiently for him to return to his
         "resting" state.  You should then be able to nip in and get another
         couple of attacks in.

         If he begins his spinning routine, keep out of the way -- jumping
         away, or over him (risky), until he quietens down.

Tip       Another tip, courtesey of Daniel Hong:  Approach the Hammer Swinger
         to get him spinning, then turn your back on him.  When the hammer is
         behind him on the swing, perform a back double-jump over him.  When
         he stops, there's time to get close and deliver three strikes.
         Simply rinse and repeat.


Whip Mistress
-------------
Action    Every so often, she will lash out with her whip; either hurting you
         directly when it hits, or -- if you're just inside its range -- by
         reeling you in and stabbing you.

Tactics   Basically, shorten the odds -- or at least, shorten the whip!  If
         you stand just at the edge of her whip's range, and time your
         Scimitar's swipe correctly, you can cut the end off her whip.

         When you've reduced it to a minimum (i.e. there are only four
         "segments" left), stand just outside its range, wait for her to
         strike, then move in for a couple of attacks before retreating.
         Using Caution (holding down 'R') allows you to nip in and out
         without turning around.

Tip       When you're just at the right distance to shorten her whip, she will
         give it a slight upward flick before striking.

         Also, with the first few that you meet, you will shorten their whips
         all in one go.  With later ones, it will take several cuts to
         shorten their whips to a minimum (four segments).


-------------------------------------------------------------------------------
Sand Enemies                                                              SANME
..............................................................................

Unlike Scoring Enemies, Sand Enemies do not affect the Prince's score or Level
-- they are just obstacles to be killed or avoided.  When killed, Sand Enemies
automatically dissipate and restore some Sands of Time to the Prince's Dagger;
you don't need to drain them as you would Scoring Enemies.

However, unlike Scoring Enemies, Sand Enemies are not "one-shot" -- if you
leave a room and return to it at another time, any Sand Enemies dispatched
earlier will have returned.  The only exception to this behaviour are Lion
Statues -- when these are gone, they are gone for good (which does allow the
game to be put into an un-winnable situation -- see "Interesting Things" in
the section "ODDS and SODS").


Bats
----
Action    They fly back and forth horizontally.  Early versions only harm you
         if they hit; later versions can shoot a variety of missiles.

Tactics   Not much more than hit them.  Several of the missile-throwing Bats
         cannot be reached for a direct hit, so you have to knock back their
         missiles with the Scimitar.


Giant Beetle
------------
Action    They scuttle along the ground and harm you if touched.  When the
         die, they will spawn two Small Beetles.

         Sometimes they will also eject a stream of Small Beetles from their
         rears.

Tactics   Just hit them; remember to deal with the Small Beetles when they die.

Tip       Standing in the stream of Small Beetles and hacking away is a good
         way of restoring lots of Sands of Time.


Small Beetle
------------
Action    Much as their larger counterparts.

Tactics   Because of their small size, you have to duck down (press DOWN) to
         hit them.  Alternatively, you can ROLL over them and crush them
         (hold DOWN and press 'A').  [Thanks to Carter Chung for this last
         bit]


Lion Statue
-----------
Action    These look somewhat like a chess piece on a pedestal.  Many will
         rise up when approached on a column of light.  Early Lions will
         shoot Fireballs at you, though later ones will shoot other missiles
         instead.  Some always shoot from a fixed height, others will
         sometimes shoot high, sometimes low.

         If you get too close, they will turn their backs on you, making them
         invulnerable.

Tactics   The statues themselves are invulnerable, so don't bother trying to
         hit them.  Instead, you have to turn their missiles on themselves.

         You can do this by swinging your Scimitar at the right time to hit
         their missile -- it will be knocked back towards them.  However,
         this won't always work for later Lions, as, for example, they will
         change height after firing so your returned shot will pass them by.

         Instead, you often need to use the Scroll of Absorption -- this lets
         you soak up one of their missiles, and then fire it back a little
         later when it's susceptible.

Note      It is not possible to jump over a Lion Statue, as there is a "force
         field" above them.

Note      Lion Statues are the only type of Sand Enemy that do not reappear if
         you re-enter a room; once they're gone, they stay gone.


Sand Lizard
-----------
Action    Lizards tend to wander back and forth in a given area.  Every so
         often, they will attack by spinning around and lashing you with
         their tail.

         In later sections, they may rear up on their hind feet and fire a
         missile at you (initially Paralysis Balls, but also Fireballs).
         Many, if not all, will alternate between the two types of missile.

Tactics   Run up and deal three swift blows, then back-jump or retreat to
         avoid the tail-lash.

         When you meet missile-firing variants, you have plenty of time when
         they start to rear-up to back away; either bounce the missiles back
         with the Scimitar, or use Absorption to store-and-return them.

Tip       Striking Lizards on their underbelly (while they're reared-up) can
         kill them in one blow, especially with a reflected missile.


Sand Beast
----------
Action    These dog-like creatures tend to leap at you as you approach.

Tactics   Nothing special; just strike out with your Scimitar as they leap and
         you should kill them.  Very early in the game, you may need two
         strikes -- the Sand Beast will sail past, but you shouldn't need to
         turn around as the Scimitar's back-swing will usually get it.


Sabre Tooth
-----------
Action    The Sabre Tooth basically advances slowly towards you, snaps a
         couple of times, then turns around and runs back, then turns and
         advances again.

         Later incarnations will also "snap" or "lunge" at you more easily;
         later still, they will occasionally crouch down for a few seconds
         before charging rapidly at you.

Tactics   Just keep hitting it, backing away slightly every three strokes or
         so, until you get near the edge of its range.  Back off as it snaps
         at you, the run after it and repeat.

         It appears that if a Sabre Tooth approaches with its mouth closed,
         it may be in "lunge" mode; if it repeatedly raises its head and
         opens its mouth, then it should be in "normal" mode.  You may find
         that jumping over a "lunge-mode" Sabre Tooth will reset it back to
         normal mode (it may have to turn around first).

         For the crouch-and-charge attack, just run away as it's winding up
         for a charge.


Scimitar Armour
---------------
Action    Large, heavily armoured enemy that advances on you and swings a
         scimitar around its head before smashing it down in front.

Tactics   Reasonably easy to deal with in free space; run up and get two or
         three attacks (possibly killing it) before it smashes.

         They will not approach right to the edge of a ledge, leaving a
         (small) 'safe' area from where you can attack.


Creeping Flesh
--------------
Action    These emerge from the ground, either fully or partially; the fully
         emerged ones begin creeping towards you.  If either type touches the
         Prince, he will become confused (LEFT and RIGHT directions on the D-
         Pad are reversed).

         Later in the game, you will meet versions that lunge at you from a
         distance as they first approach.  Stand a little away until they've
         done so, then move in as normal.

Tactics   Providing you don't let them hit you, they are quite easy to take
         out as they freeze when first hit, so you can carry on slogging
         until they die.


Sand Hugger
-----------
Action    Looking similar to Scimitar Armours, these will approach quickly
         with arms and fists flailing; if they catch you, they will grab you
         in a bear-hug, causing damage until you escape.

Tactics   Providing you have enough space to keep out of arms' reach, these
         are not difficult -- three attacks should dispatch them.

Tip       If you do get caught in a Sand Hugger's arms, pressing LEFT and
         RIGHT quickly should free you more quickly.


Scimitar Hugger
---------------
Action    These are a combination of Scimitar Armours and Sand Huggers.  At
         first, they approach as Scimitar Armours.  When they collapse,
         however, instead of dissipating in blue smoke, they reanimate after
         a second or so as a Sand Hugger.

Tactics   Each form should be dealt with in the normal way -- just be ready
         for it to come back to life between forms.


-------------------------------------------------------------------------------
Boss Battles                                                            BOSSBAT
..............................................................................

For each Boss Battle, I list essentially the "normal" strategy that appears in
the Walkthrough, plus -- in most cases -- additional strategies that I've
worked on, together with any external contributions (thanks to all who have
contributed).  Search for the required Boss (e.g. S1BOSS through S5BOSS or
FINENC), then choose whichever strategy you feel happiest with.

The first time I played the game, I didn't bother too much about "good" Boss
Strategies; I mostly just wanted a way that gets you past them without going
mad with Potions (I used two Life Potions and two Sands of Time Potions in my
original game).  These tactics were released in Walkthroughs up to and
including, version 0.99.

I then embarked on a second play-through, both to note down additional
information, and to hone my Boss-fighting strategies.  I took onboard some
outside suggestions (which I hope I've remembered to acknowledge), and managed
to complete the game using no potions at all.  The tactics used this time have
become the "normal" strategies as of version 1.0, with a couple of the
original strategies preserved as "for an easier way to beat this Boss...".

For the most part, I've not verified any contributed strategies -- not through
any intended disrespect to their contributors, but usually because either (a)
I was already past the Boss in question, or (b) I managed to evolve my own no-
potion strategy.  They are essentially reproduced "as received" except for
minor formatting changes.

I've now finished a third play-through, trying to kill and collect as little
as possible (I must be a glutton for punishment) -- see "Minimum Item/Enemy
Game" below for details.  Strategies for this are listed as "Hard -- No
Potions, No Rings" (although they're often essentially the same as the
"Normal" strategy, just harder and more time-consuming).  Some of what I've
learned doing this has tempered the "normal" strategies.


-------------------------------------------------------------------------------
Section One Boss                                                         S1BOSS
..............................................................................

Only the one strategy here -- essentially my original version.


Strategy One -- Normal -- No Potions
------------------------------------
TIP       If your Sands of Time gauge isn't full at the start of the battle,
         keep hitting the statue (without pressing 'L') until it fills up.

To get the fight going, you need to animate the Boss by striking him using
Sands of Time (i.e. with the 'L' button pressed) -- you'll jump back and he'll
take to the wing.

The strategy here is reasonably simple -- attack him as he swoops down near
the floor.  With the 'L' Button held down you'll reduce his health; if you're
running low on Sands of Time, release the button and your attacks will refill
the Dagger.  The only other thing to watch out for is that every now and then
he causes a line of rocks to fall -- dodge them if you can (there's usually a
gap towards the middle of the room), but you should survive long enough to
defeat him, and you can restore for free in the Save Room when you've finished.

When you reduce his Health Bar to nothing, he'll fly up to the centre of the
room, pause, then fly off.


-------------------------------------------------------------------------------
Section Two Boss                                                         S2BOSS
..............................................................................

Three "home-grown" strategies for this Boss (really one basic strategy plus
two variants), together with one contributed strategy.

With practice, you should aim to beat him without using any potions (as I did
the second time), but you might need one Sands of Time (as I did on my first
game).  The third strategy is really only for masochists.


Strategy One -- Normal -- No Potions
------------------------------------
The second Boss (actually, the second encounter with the first Boss) once
again pits you against a Winged Demon.  However, just as your powers have
grown since the last encounter, so have his.

Apart from swooping down across the middle of the room, he has two forms of
attack; both of these can occur from left-to-right, or from right-to-left.

o  He'll fly across the screen at high level, while a vertical Lightning Beam
   trails to the ground.  He initially makes left-to-right sweeps, but will
   later make right-to-left passes.

   For the left-to-right passes, he starts from just to the right of the left-
   hand edge of the platform, so it is possible to hug the left-hand edge and
   avoid the beam altogether.

   The right-to-left passes start from off the right-hand side, so you can't
   avoid them passing overhead; however, the beam in these cases is pulsed,
   so it is possible to dodge between pulses.

o  His second attack is a low-level "head-butt" run, with a blue "energy
   shield" ahead of him; again, initially left-to-right, but later also right-
   to-left.

   This is harder to avoid, although it is possible (but difficult) to
   perform a backwards double-jump over him.  If he's about to come in from
   the left, heading right, stand and face to the right; back-jump to the
   left (you get extra height) and jump again in mid-air.  However, you need
   to start jumping before he comes into view, so pulling this off
   successfully can take a while to get used to the timing.

   Seemingly, he screams as he starts his run, and you can use this to time
   your jumps.  [Thanks to Kartos Dal'Avier for this; I almost always play
   with the sound off.]

In fact, the damage you take from these attacks isn't really the problem --
it's finding a way of dealing enough damage to him so that you can drive him
off before he whittles your health down to nothing.

As before, you can only damage him when using the Sands of Time, but when he
swoops down between the above attacks, there's only time for one, sometimes
two, strikes.  At that rate, you tend to die quicker than he does.

Instead, you should activate the Slowdown Ring from the Inventory Screen
before battle starts, and use the 'L' Shoulder Button as he swoops down to
slow time and maximise the number of hits you can deliver.  [Thanks to
'Josepi' on GameFAQs for this advice]

When he's swooping across the screen, you need to be in the right position to
maximise the damage you inflict, but without getting hit yourself.  If he's
swooping from right-to-left, then stand, facing right, in the left-hand of the
two arches, halfway between the arch's centre and where its right-hand edge
touches the floor by the outlet pipe.  If he's coming from the left, reverse
everything:

     __--^--__                __--^--__
    /         \              /         \
   /           \     _      /           \
  |          X/ |   (_)    | \X          |
___|__________X__|__________|__X__________|___

If you've started with full Sands of Time (and you really should do so), then,
with some practice, you should have enough for two swoops' worth of attacks,
by which time you should have reduced his health to about a quarter.  You'll
then need to attack without the 'L' button for a couple of passes to restore
some Sand (you'll only get one or two hits per pass, since time isn't slowed).
When you are about a quarter full of Sands, switch back to using the Slowdown
ring, and you should be able to reduce his health to zero on the next pass.

If you haven't finished him off, then just keep restoring a little Sands of
Time, then using it to damage him.  It might take a few practice runs, but you
should be able to beat him in this manner.

As before, he doesn't actually die when his Health Meter reaches zero, but
flies off to battle another day.


Strategy Two -- Easier -- One Sands of Time Potion
--------------------------------------------------
Essentially the same as above, but when you first run out of Sands of Time,
use a Potion to restore it so that you can go straight back to dealing damage
with the Slowdown Ring enabled.

During my first game, I needed this, since at the time it seemed almost
impossible to live long enough to recover enough Sands of Time to defeat him
otherwise.


Strategy Three -- Hard -- No Potions, No Rings
----------------------------------------------
This is a hard strategy, not recommended for normal use.  I developed it while
embarking on my "Minimum Item/Enemy" game -- i.e., freeing as few Scoring
Enemies as possible and collecting as few items as possible, in particular,
neither of the Rings.

This again is basically the same as Strategy One; you just have to be a LOT
more patient and a LOT better at avoiding his attacks (especially the head-
butt charges).

o  As the demon swoops across the middle of the room, you'll only have time
   for one attack (with 'L' held) -- and for a "minimum" game, it'll be at
   reduced power because of the Prince's low level.

o  Between swoops, hang around on the left-hand edge.  If he's going to do a
   lightning-run, he'll be high and to the right of the left-hand edge of the
   platform -- just move to the left before he starts.  If he's going to do a
   "head-butt" (as he does most of the time), he'll hover low and to the left
   of the platform -- you'll need to move right and perfect the back-double-
   jump over him manoeuvre pretty quickly to survive.

o  After a while, he'll switch sides (swooping from left-to-right; attack
   runs from right-to-left).  The lightning strikes change -- he starts from
   off the right-hand side, so you can't get behind him; instead, the
   lightning flashes, so you've a chance to dodge in between.  Head-butts are
   unchanged.

You just have to persevere, chipping away at his health one attack at a time,
while doing your best to avoid all head-butt charges and lightning beams (not
to mention topping up your Sands of Time occasionally with normal attacks).

Still, it's a good feeling when you've beaten him this way -- honest!


Strategy Four -- Contributed -- Nick Lawrence
---------------------------------------------
Thought you might also be interested in a different way to get past [this]
Boss with almost no damage.  The secret is to hang about on the left hand side
of the ledge until you work out whether he's going to do a lightning strike or
a head butt.  If it's the lightning strike, stay put until he comes back.  If
it's the head butt, follow behind him until you are about 3/4 of the way over
to the right of the ledge.  If you have the right position, when he head butts
from right to left, you should find that you can get in a good swipe or two as
he passes over your head.  Then run over to the left again and repeat.

The reason I said "almost" no damage is that he will occasionally reverse
direction, and do things like a R-to-L lightning strike, in which case you
can't really avoid getting in the way.


-------------------------------------------------------------------------------
Section Three Boss                                                       S3BOSS
..............................................................................

This time there are three "home-grown" strategies and two contributed ones.
My first is for no potion use; the second is my original "easier" one; while
the third, a variant of the first, is a difficult one for my "Minimum
Item/Enemy" game.


Strategy One -- Normal -- No Potions
------------------------------------
After a first "free" swoop across the middle of the room, he'll settle into a
pattern of firing a whole group of Giant Fireballs roughly towards you.  Don't
try to hit them with the Scimitar, because they'll just explode above your
head and cause damage; the Scroll of Absorption won't be any good either --
you just have to dodge them as best you can (but watch out for when they hit
the ground, as they'll raise a brief column of fire that will still cause
damage).

His most annoying attack, however, is an occasional Poison Ball -- normal-
sized and green -- that he sometimes slips in among the Fireballs.  These you
CAN knock out of the air with your Scimitar, and you definitely should try to
-- if you let one hit the ground, then a couple of seconds later the entire
floor area will flash green and inflict poison on you, draining away your
health every second.

As with the last encounter, persistence and practice are the keys to dealing
with the Demon; at least if you want to preserve your potions.

The general no-potion strategy is broadly similar to the second Boss Battle --
two rounds of inflicting damage using the Slowdown Ring (so make sure you
activate it from the Inventory Screen), a little topping-up of Sands with
"normal" attacks, then finishing him off.  The main complication is that his
Fireballs -- and particularly the Poison Balls -- can reduce your health
faster than before.

The critical encounter is his first swoop across the screen after you regain
control of the Prince -- he won't shoot out any Fireballs, so you're free to
deal maximum damage without worrying about avoiding them.

For right-to-left swoops (as the first one is), stand to the left of the
central arch (see diagram below) and use the Slowdown Ring (hold 'L') as he
swoops in and swing your Scimitar like mad -- with a bit of practice, you
should reduce his health by nearly half.

At the end of his swoop, he'll hover over the left-hand side before releasing
a barrage of Fireballs; wait directly below him and run right just as he does
so -- they should head almost straight down towards where you were and be
fairly easy to dodge.

TIP       He lets out a screech just before he sends out his volley of
         Fireballs.

For his second swoop (from left-to-right), stop in the middle of the arch and
face left.  Again use the Slowdown Ring to get a round of attacks in; with
practice, this should reduce his health to near zero (and probably have almost
exhausted your Sands of Time).

              __--^--__
  ###...###  /         \
  ###...### /           \
  ###.X/###|     \X      |
___###.X.###|______X______|___

Dodge his Fireballs again by waiting below him, moving left as he releases
them; ending up back over the lighter-coloured stone ready for the next swoop.

Perform normal attacks for the next couple of swoops to restore Sands of Time;
then revert to using the Slowdown Ring and you should be able to finish him
off.  If not, just cycle between Sand-restoring normal attacks and damage-
dealing Sand attacks.

NOTE      Keep an eye out for any Poison Ball he may release -- if you're in
         any way low on health, abandon normal procedure to intercept it with
         the Scimitar.

As before, when his health is reduced to zero he will fly up to the top of the
screen and escape to fight another day.

         . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
                                   BEWARE
          As he starts to fly up to the top of the screen, he will
         let loose a parting volley of Fireballs.  If you're low on
          health, it would be a real bummer to die from these just
                        after you've driven him off!
         . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .


Strategy Two -- Easier -- One Sands of Time Potion
--------------------------------------------------
If you've tried and tried the no-potion approach above without success, then
don't fear -- there's a relatively straightforward way of beating him by using
one Sands of Time Potion.  As with the second encounter, this shouldn't put
you in danger of running out, it just means you can't get the satisfaction of
beating the game without using any potions.

In this case, I recommend using the Freeze Ring instead of the Slowdown Ring
(so make sure you activate it as you enter the room).

Wait in the same place as above for him to swoop down and freeze time.  Get in
as many hits as possible before time resumes -- after a bit of practice, you
should be able to take over half his health.  Take a Sands of Time Potion and
repeat -- doesn't it sound simple?

NOTE      Don't get worried when you first attack that his Health Bar isn't
         decreasing -- because you've frozen time, it won't show the damage
         done until time returns to normal (the damage-numbers coming from
         his body confirm that you're hurting him though).

As before, watch out for his final volley of Fireballs as he flies off the top
of the screen.


Strategy Three -- Hard -- No Potions, No Rings
----------------------------------------------
As with the corresponding "hard" strategy for the second Boss Battle, this one
isn't recommended for everyday use.

The strategy is very simple -- essentially Strategy One above:  attack during
his swoop, wait below when he hovers then run to the centre as he releases the
Fireballs.

The main problem is that without any Rings, you'll only be chipping away at
his health very slowly, so it's important not to get caught by stray
fireballs.  Also, watching out for Poison Balls is even more important than
normal, because they will  do disproportionately more damage if allowed to hit
the ground.


Strategy Four -- Contributed -- "dboi"
--------------------------------------
Actually, there's a way to beat this Boss without losing health and not using
any Sands of Time refill.

What to do:

o  When you enter the room, don't move and wait for him to swoop down then
   fly up above you.

o  Move back a bit and wait for him to move down (he won't do anything yet).

o  Use a little Sands of Time and hit him with your Scimitar (I think you'd
   only be able to hit him once at most).

o  This is the important part: he is going to fly up a bit and release a
   Poison Ball along with the 2 Fireballs.  The Fireballs are only decoys,
   pay attention to the green Poison Balls.  As soon as he releases his
   Poison Ball, chase it and when it is still high in the air, double jump
   and slash it to neutralize it.  You're safe for now.

o  Stay on that side and wait for him to get above you again.  Repeat the
   process flawlessly and you can beat him without losing health and only use
   a small amount of Sands of Time.

Note: There's a case where he releases more than two Fireballs.  This seems to
happen randomly (I beat this 3rd boss 3 times and he only used this attack in
1 fight), another theory is that because I was standing facing him, not behind
him.  In this case, you just have to use your skill to avoid the Fireballs and
destroy the Poison Ball.

If you run out of Sands of Time, you can either choose to use a Sands of Time
Potion for a quick refill, or if you're cheap like me, you can just simply
slash the Boss without holding 'L' ( which takes more time and risk).


Strategy Five -- Contributed -- "AGD"
-------------------------------------
The trick is to always be in the centre before the demon fires his
Fireballs/Poison Balls.  You'll probably only get 1-2 hits on him if you're in
a good position.  Then, you must chase down and attack the green Poison Ball
before it hits the ground.  Sometimes he won't shoot a Poison Ball but usually
he will.  It tends to fly higher and farther than the Fireballs.

Also, you should try to avoid double-jumping.  For some reason, double-jumps
sometimes cause fall damage when fighting that boss.  It is not necessary to
use any rings on this boss, although I admit that using a ring might make
defeating it much easier.  I beat it without a ring.  I didn't use any items
to restore sand/health.  Of course, attacking him restores sand if you aren't
holding the L button.


-------------------------------------------------------------------------------
Section Four Boss                                                        S4BOSS
..............................................................................

Essentially just the one strategy here -- the second just uses a Life Potion
to top-up health part-way through and the third is a long, drawn-out version
of the same for my "Minimum Item/Enemy" run.

The first time I got here, I only come close to reducing his health to zero
before dying on a couple of occasions, but more often than not, I'd die when
he was still on half health.  After a bit more practice on the second run-
through, I got so that I could defeat him without potions three times out of
four.


Strategy One -- Normal -- No Potions
------------------------------------
He mainly hangs around on the right-hand edge of the battle arena, and has
three main attacks:

o  He'll drop to the ground like a ton of bricks, followed by a ton of bricks
   falling from the ceiling (ok, they're actually rocks).

   These fall in an inverted 'V' shape; running to the centre allows you to
   nip between the two lines of rocks.

o  He'll rush along from right-to-left with a blue 'shield' in front of him.

   If you get enough warning, you can back-double-jump over this.  If you're
   on the right-hand side of the screen (as you should be -- see below), then
   he'll draw off further to the right, descending slightly, before rushing
   across to the left.  As soon as he starts this manoeuvre, move to the
   left, then double-jump backwards to the right; hopefully clearing him.

   [Kartos Dal'Avier's tip about listening for his screech should probably
   help here.]

o  He'll cruise right-to-left at the top of the room trailing a lightning
   bolt to the ground.

   This lightning flashes on and off as he moves, so it is possible to not
   get hit, but probably more by luck than judgement.  Standing just to the
   right of the "outflow" pipe is the safest location.

When he's low on health, he'll add a fourth attack to his repertoire:

o  He emits a cluster of over-sized fireballs.

   These are reasonably easy to avoid, or hit with the Scimitar.  I've not
   yet been able to absorb them, and suspect you can't.

While he's screeching in the air, activate the Slowdown Ring from the
Inventory Screen.  When you have control, run to the right-hand side of the
arena and stop slightly short of the edge.  Lay into him like billy-o with
time slowed (i.e. hold down the 'L' Shoulder Button).  When you run out of
Sands of Time, continue attacking to replenish it.

TIP       You can keep the 'L' button pressed all the time; when your Sand
         runs out, time will return to normal and you'll switch to 'recharge'
         mode.  When you have enough Sands to make it worthwhile (between a
         third and a half), briefly release and re-press 'L' to slow time and
         start hurting him again.

If you see him about to drop rocks, move towards the centre to avoid them; if
you see him lining up for a lightning run, you can sometimes dodge in between
flashes, so do this if you wish; when you see him preparing for a ground-level
charge, run to the left and try to back-double-jump over him.  As his health
drops below about one third, watch out for his Fireball attacks in addition to
the above.

After one of his attacks, return to the right-hand side and resume attacking
or restoring Sands.  Over time, you should be able to chip away at his health
faster than you take damage, although it's a slower process than previous
encounters.

As before: practice, practice, practice if you want to beat him without using
any Potions.

When you do kill him -- and this time he really does die -- he falls into the
right-hand pit.


Strategy Two -- Easier -- One Life Potion
-----------------------------------------
If you're not bothered about using a potion, or just cannot master the potion-
less method, then it's probably best to use a Life Potion.  If you use one
when you're getting low, you hopefully should be able to beat him without too
much problem.


Strategy Three -- Hard -- No Potions, No Rings
----------------------------------------------
The technique isn't difficult -- as such -- just very long and very hard to
keep up for long enough without losing too much health.

The Rock-Fall attack is really annoying, since you really must run to the
centre of the room to avoid them, and therefore loose a lot of "bashing time"
-- when you get back to the right, there's not enough time to continue bashing
before he does a Lightning Strike or Head-butt Charge.

[In a normal game, you can do enough damage, and have enough maximum health,
to stay on the right and bash, accepting the damage from the rocks; here, the
damage you suffer is probably too much to make it worthwhile].

The Lightning Strike isn't too bad, since it only does five points of damage
if you get struck.  The place to stand is just to the right of the "outflow
pipe" -- far enough to be "clear" of the pipe, but don't leave too big a gap
between you and it.

As before, the Head-butt Charge is the most damaging (twenty points); since
you only start with 90, you can't afford to get hit very often (you'll
probably have to face about twenty of them).

The Fireballs, when they come, are easy by comparison; move to the left, and
jump between a couple.  Not only are they easy to avoid, you have time to
return to the right and resume bashing.


-------------------------------------------------------------------------------
Section Five Boss                                                        S5BOSS
..............................................................................

Essentially just the one strategy, as I beat him the first time without
potions.  The "Minimum Item/Enemy Game" version is basically the same, just
longer and a LOT harder.


Strategy One -- Normal -- No Potions
------------------------------------
As you enter, you temporarily lose control -- the Prince heads to the middle
of the room where he meets the Vizier.  He floats off to the right, then uses
his staff to disappear and create three versions of himself dotted around the
room (only one can be damaged; the others disappear when struck, although they
do restore Sands of Time in the process).

TIP       It seems that the FIRST Vizier to appear each time is usually, if
         not always, the real one.  Learning to recognise the background can
         help.

In this room there are several platforms that you can jump between (as well as
some background bits that look like you should be able to land on them, but
you can't).

The Viziers will throw various coloured balls at you -- they look like
Fireballs, Paralysis Balls and Poison Balls (i.e. red, green and blue), but
only seem to cause regular damage.  Avoid these, or use Absorption on them
(but you can only absorb when you are facing an incoming ball).

Once you've dealt some damage to the real Vizier, he'll switch to "homing
attack" mode: Every now and then, he'll send a double-circle of light heading
towards you -- if this hits, it doesn't do any damage, but you now act as a
"homing beacon" -- you can expect a stream of five or so Fireballs to be
headed your way in a moment.

As with the other Boss Battles, you can only damage the Vizier when you are
using the Sands of Time ('L' Shoulder Button pressed).  Normal strikes (or any
strike on the fake Viziers) will restore some Sands of Time.

The strategy needed to beat him isn't complicated, but it can be tricky to get
right without dying -- so be prepared for several attempts.

NOTE      I think I should apologise for my comment in an earlier version of
         this Walkthrough that beating the Vizier isn't "terribly difficult".

         I think I must have been unusually lucky on my first game -- as far
         as I can remember, after a few "practice" runs, it only took a few
         attempts before I beat him.

         On my subsequent play-through, it probably took a dozen attempts
         before I first beat him.

Keeping a watchful eye out for the balls being thrown at you, jump up the
platforms to one of the Viziers and attack with Sands of Time activated (i.e.
hold 'L').  The fake Viziers will disappear immediately (restoring some Sands
of Time); the real one will take damage for a while before disappearing.

Once you've damaged the real Vizier, he'll throw out a "homing beacon" three
times.  There's no point trying to avoid these, but it is worth trying to get
towards one of the corners of the room -- it gives you a better chance to
dodge the stream of Fireballs that will follow after a second or two.

TIP       Craig Watts suggests that it can be worthwhile outrunning the homing
         beacons, finding the Vizier, and hitting him; either to restore
         Sands of Time or to cause damage (if you hold down "L").  I had
         previously used this trick occasionally in my "Minimum Item/Enemy
         Game", but have not tried it on a "normal" run.

Don't move the instant you're hit by the homing beacon, otherwise the Vizier
will track your position.  You need to wait about a second so that he launches
the Fireballs at you; you can then move across or up or down the screen to be
somewhere else, so they will hit where you were.

TIP       Watch the direction of the incoming homing beacon -- it will give
         you an idea of where the Vizier is (and hence from which direction
         the Fireballs will come).  For example, if it comes in almost
         horizontally, you need to move up or down, rather than left or right.

After three Homing Beacons, the three images of the Vizier will reappear, so
find the real one and carry on hitting.

You should probably take him out on the third attack (i.e. after two sets of
Homing Beacons); you shouldn't be looking at using any potions during this.

When the Vizier's body collapses, make your way to the floor where you will
find the fifteenth and final Scroll -- the Scroll of Fury (although you won't
be able to read it yet).


Strategy Two -- Hard -- No Potions, No Rings
--------------------------------------------
The basic strategy is really no different here -- hunt down the "real" Vizier
and deal damage, avoiding the Energy Balls and the Homing Beacons.

However, it is much MUCH more difficult to do this (it took me far too many
attempts).  Not only is the Prince's attack strength greatly reduced, only
dealing six points per hit, but his low Health and Defence mean that it only
takes three hits -- either from Energy Balls or direct from the Vizier -- to
kill him.

Other points of note:

o  The "fake" Viziers have a nasty habit of popping-up beneath you as you
   jump between platforms.  This is really annoying when three collisions (or
   hits by an Energy Ball) will kill you.

o  Remember that the FIRST Vizier of the three to pop into existence each
   time is usually the real one.  It's worth paying attention to the
   backgrounds as he pops into existence, as with practice, you can go
   straight to the real one (and don't worry, you'll get a LOT of practice!)

   Things to look for include whether there's a cloth hanging in an archway
   or not, and if so, is it to the left or right.

o  If possible, in escaping from the third "Homing Beacon", try to jump up to
   the second or third level of platforms, as it's usually easier to get to
   the real Vizier from there than it is from ground-level.

o  There is one variation on the normal strategy that can occasionally be
   useful -- if you happen to be near the Vizier when the "Homing Beacon" is
   chasing you (or can get there fairly easily), you can attack him for a
   couple more lots of six points and stop his homing Energy Ball attack.

o  One final thing to watch for:  if an Energy Ball hits the real Vizier AND
   you've got Sands of Time active (i.e. 'L' button pressed), then he will
   take much more damage (about 23 points).  It's probably hard to engineer
   this, but it's nice if it happens by chance.


-------------------------------------------------------------------------------
Final Boss                                                               FINENC
..............................................................................

Again there's really only one strategy here: a normal one and one for the
"Minimum Item/Enemy Game".  The latter though, is really only a harder, more
drawn-out version of the first.  I have recently added a third strategy,
courtesy of "Future ER Doc", which leaves one of the Creeping Fleshes alive.


Strategy One -- Normal -- No Potions
------------------------------------
His pattern is fairly simple:  Shortly after entering the room, he'll take up
position on the right-hand side, just above the floor.  After encasing himself
in a swirling shield, he will bob up and down and begin throwing various
coloured Energy Balls at you -- red, green, blue and purple.  As in his
previous incarnation, they just seem to damage you and don't have any
secondary effects such as poison or paralysis.  Initially, they all tend to be
the same colour, but later on he will mix them up.

With the shield around him, you cannot hurt him, even using your Sands of
Time.  Therefore, the first thing to do is get rid of the shield.  The most
straightforward way is to just stand in the middle of the room and knock-back
all his Energy Balls with your Scimitar -- many will pass below, but enough
will hit and destroy or weaken his shield.

TIP       You can also absorb the Energy Balls (by holding 'R'); however:

         o   You can only absorb one Energy Ball at a time.  If you've
             absorbed one, you are vulnerable to being hit; if you do get
             hit, as well as taking damage, the absorbed Energy Ball will
             dissipate.

         o   You need to be facing the incoming Energy Ball to absorb it.

         o   You generally need to jump or double-jump to release an Energy
             Ball if it is to have any effect.

         Whether you want to try this or not is up to you.

Initially, one Energy Ball should be sufficient to break his shield, but later
in the battle two or more may be required.  When his shield breaks, he will
freeze in position, and is now vulnerable to being attacked (with Sands of
Time active -- hold down the 'L' Shoulder Button).

TIP       If he is too high when his shield breaks, you won't be able to reach
         him.  If he's out of reach, just wait for him to dissipate, kill the
         Sand Enemies that appear, then try again.

         If you're releasing absorbed Energy Balls, then if you're roughly in
         the middle of the room, try to time the release so he's at the top
         of his bobbing -- when it hits, he should be low enough to reach.

TIP       Several people (including Reece Hatton, "Neonsighs" and "dyoxes")
         recommend using the Scroll of Fury at this point (hold "B" to
         charge), as it can deliver substantial damage (80 or 90+ depending
         on level).

         I think I never bothered trying because it's pretty useless against
         all other opponents (because of the need to stand still while
         charging).  With the Vizier frozen in place though, I can see it
         could work well.

After a short time in his "naked" state, he will dissipate and reappear higher
up in the middle of the room.  At the same time, one or two Sand Enemies will
appear in the corners of the floor -- usually Creeping Fleshes, but sometimes
also Scimitar Armours.  Usually you don't have to worry about the Vizier while
you get rid of these (and restore Sands of Time), although later in the battle
he may lob out an occasional Energy Ball.

When you've gotten rid of the Sand Enemies, he will once again take up his
shielded position in the corner.  Simply (?) repeat the above until you've
killed him!  It should take about five rounds of attacking his unshielded form
to finish him off.

NOTE      If you stand over towards the left-hand side of the room, so the
         Vizier is almost off the screen, you have more time to react to his
         Energy Balls, but more off them will pass below his shield.

         If you stand roughly in the centre of the room, you have a higher
         chance of hitting his shield, but less time to react to the Energy
         Balls.

TIP       There's a trick you can sometimes pull off to deal increased damage
         to the Vizier.  If you manage to knock back one of his Energy Balls
         so that it hits him after his shield has broken, AND are using the
         Sands of Time (i.e. have the 'L' button pressed), then it can
         deliver a lot of damage (about 40 points instead of 15 per Scimitar
         attack).

         For a normal game, it's probably best to think of this as a bonus if
         it happens, rather than as something to try for explicitly.  For my
         "Minimum Item/Enemy Game" (see the strategy below), it's almost
         essential to try for this.

         [Thanks to "AGD" for the initial tip that large damage was possible;
         I deduced that the key was having Sands of Time engaged to make it
         work.]

TIP       According to Reece Hatton, if you send back an Energy Ball aimed to
         hit the Vizier's feet, the shield will always dissipate.


Strategy Two -- Hard -- No Potions, No Rings
--------------------------------------------
Once you've saved after the first encounter, and in complete defiance of the
very practical advice in the normal Walkthrough, head straight for the top-
right of the Last Cave to fight the Vizier all over again!

As before, the strategy is essentially the same as above, it's just a much
longer, harder fight.  Again as before, you only deal six points of damage
with each hit, and again your defences are severely weakened -- to the point
that being hit by a SINGLE Energy Ball will kill you!

Other points of note:

o  "AGD"'s trick of using a stray Energy Ball to hit the Vizier after his
   shields collapse is your friend -- dealing around 40 points to your measly
   six.  Remember to have Sands of Time engaged (the 'L' button pressed) as
   the Energy Ball hits him.

o  Using the Scroll of Fury (as suggested by many -- see above of the
   Acknowledgements) may be useful.

o  The Creeping Fleshes and Scimitar Armours are a bit more of a pain than
   before, but shouldn't cause too much grief.  You'll probably take a few
   points of damage form both, but you should have enough health to weather
   the battles out.  The best bet is to start swinging like mad in the right-
   hand corner as soon as the Vizier vanishes so that you get "first-strike"
   on whatever appears.

o  Though hard (because you can't make a single mistake knocking back the
   Energy Balls), this battle seemed quite a bit easier than the first
   encounter with the Vizier -- I  think it took less than a dozen attempts
   this time, compared with several dozen or more against his first
   incarnation.

o  "Future ER Doc"'s strategy (see below) may also be useful.


Strategy Three -- Contributed -- "Future ER Doc"
------------------------------------------------
This comes into play after you've stripped the Vizier of his shields and he
reappears higher up in the middle of the screen.  When the Creeping Fleshes
appear, only kill ONE of them -- keep the other alive for the duration.

Now, all you have to do is run back and forth along the bottom, dodging the
remaining reeping Flesh.  As you do, jump up to get a few hits in on the
Vizier with every pass (alternatively, restore your Sands of Time).  When
appropriate, knock an Energy Ball back for extra damage.

Brandon believes this is a good strategy because you only have to deal with
one Energy Ball at a time; it doesn't matter which colour it is, because they
all damage the Vizier; the Vizier remains stationary, in a good place to hit;
you only have to deal with one Creeping Flesh, and NO Scimitar Armours!



()===========================================================================()
 ||                                                                       ||
 ||                           Advanced Controls                           ||
 ||                               [CON201]                                ||
 ||                                                                       ||
()===========================================================================()

This section provides a reference to the extra abilities gained as the Prince
ventures through the Palace, nearly all as the result of collecting Scrolls at
the end of Boss Battles.  They're described here, rather than in the opening
notes, so as not to spoil things.


Scroll of Air Jump (1)
Boss Battle One
----------------------
This allows the Prince to jump a little higher by making a second jump while
in mid-air.  For maximum height, perform a back-jump initially followed by a
second jump.


Scroll of Absorption (11)
Boss Battle Two
-------------------------
Holding down the 'R' Shoulder Button makes your Scimitar glow; in this mode,
Fireballs or other missiles thrown at you can be 'absorbed' -- you will see
small fireballs dancing around you or your sword.

When you have absorbed a missile like this, you can release the 'R' button and
move around freely within the same room; the next time you swing your
Scimitar, you will also release the missile in the direction you're facing.

[Thanks to Joakim 'zAp' Pettersson for this information.]

TIP       Absorption is particularly useful against Lion Statues and Floating
         Genies.

NOTE      You can't absorb missiles if you're jumping, only when stood on the
         ground (although you can release an absorbed missile while jumping).


Scroll of Ledges (3)
Section 3 Room 2
--------------------
This Scroll tells you how to deal with Narrow Ledges.  These only barely stick
out from the wall, so normally you can only cling to them with your fingers
while you dangle below with your feet against the wall.

o  When hanging from a ledge, you can use LEFT and RIGHT to shuffle back and
   forth along the ledge, although you will not be able to move off the ends.

o  The whitish tip above one of your hands is the end of your Scimitar -- you
   can press 'B' to swing it in an arc.  If you had just moved towards the
   right, the tip will be on the left and the Dagger will sweep clockwise
   from above your head, round to the right and down.  If you had just moved
   left, the opposite happens.

o  To get down from the ledge, hold DOWN and press 'A'.

o  If you hold UP and press 'A', you will clamber to the top of the Narrow
   Ledge; so long as you keep UP pressed, you will be stable.

o  If you release UP you will flail your arms for a couple of seconds before
   dropping -- don't worry though; you will grab the ledge as you fall and
   end up hanging again.  Alternatively, if you are pressing LEFT or RIGHT as
   you fall, you will jump to one side as you drop, moving along the ledge
   (or jumping off the end if close enough).

o  If you press UP again while flailing, you will regain your balance.

o  Providing you keep UP pressed, you can also press LEFT or RIGHT to creep
   back and forth along the ledge.  As when hanging, you can't creep off the
   end of a ledge.

o  You can also attack while balancing on top of a Narrow Ledge, by pressing
   'B' (while keeping UP pressed).

o  If you are standing on one Narrow Ledge, and there's another one above,
   you can press 'A' (while still holding UP) to climb up and hang from the
   upper one.

The main thing you cannot do while on a Narrow Ledge is to jump.


Scroll of Walling (4)
Boss Battle Three
---------------------
If you run at certain walls, from about half-an-inch away or more, then you'll
carry on running up the wall (to a maximum of about three times your height).
Once you've started up the wall, you don't need to hold LEFT or RIGHT anymore.

o  Left to his own devices, the Prince will run to the top of the wall and
   perform a looping jump back away from the wall.

o  If you run up into a corner, you'll run part way along the ceiling before
   falling back.

o  If you run up a high wall, you'll just drop when you reach the maximum
   height without jumping.

o  You can press 'A' at any time to jump from that point.

You cannot perform a Walling on Pillars or Columns; and it will not work on
some walls.

NOTE      Walling is of no use against the "chimneys", as you need a proper
         corner between the floor and the wall.


Scroll of Rebound (5)
Boss Battle Four
---------------------
This scroll allows you to deal with the "chimneys" that occur frequently
throughout the Palace.

o  Jump towards a wall, keeping the 'A' Button pressed and you will pause
   slightly, with your front foot extended, before rebounding upwards in the
   opposite direction.

o  To "climb" up a "chimney", keep the 'A' Button pressed throughout, then
   alternately press LEFT and RIGHT as you're about to bounce off the left
   and right walls respectively.


Scroll of Fury (6)
Boss Battle Five
------------------
This is the ability you need to pass through the handful of Wooden Doors that
are scattered around the Palace.

o  If you hold down the 'B' button for a second or so before releasing it,
   the Prince will hold his scimitar above his head and it will "charge up"
   to deliver a more powerful blow when 'B' is released.

o  The most important use of this is that you can now break down the Wooden
   Doors that we have had to ignore as we moved through the game.

NOTE      I found that the 'B' button seemed slightly less responsive after
         you've picked up this Scroll -- probably because it needs to decide
         whether you're holding it down for a charge or not.  Most of the
         time it's not a problem, but if you're in a tight fight, try to only
         'tap' the button more than you might have become used to.



()===========================================================================()
 ||                                                                       ||
 ||                        Minimum Item/Enemy Game                        ||
 ||                               [MINNME]                                ||
 ||                                                                       ||
()===========================================================================()

As an exercise, I thought I'd try a "Minimum Item/Enemy Game" -- picking up as
few items as possible, and defeating as few Scoring Enemies as possible.  The
Rules and Implications are as follows:


Rules
-----
o  No Scoring Enemy should be killed/freed unless unavoidable.

o  No Potions should be collected.

o  No Medal Pieces should be collected, except as needed to complete the game.

o  No Scrolls should be collected, except as needed to complete the game.

o  No Rings should be collected (but see below).

o  No Room should be visited if it can be avoided.

o  There are no restrictions on killing Sand Enemies.


Implications
------------
o  Some Scoring Enemies must be killed to open the Exit Gates of certain
   rooms.

o  By only killing/freeing the minimum number of Scoring Enemies, the Prince
   will be seriously under-levelled.  Some enemies will be tricky; the later
   Bosses are going to be a nightmare!

o  Avoiding picking up Potions is easy; managing not to need them during Boss
   Battles (because the Prince isn't levelled-up) will prove much more
   difficult!

o  The only Medal Pieces we'll need to collect are for the Zircon Medal Gate
   in the middle of Section Four.

o  Overall, we will have to collect eight Scrolls:

   --  Liberation is collected for us during the Introduction;

   --  because of their position we can't avoid walking through Rolling and
       Rewind;

   --  the five "Boss Scrolls" are needed to complete the game (Air-Jump,
       Absorption, Walling, Rebound-Jump and Fury).

   --  The other seven can be avoided (with a little care).

o  Although neither the Slowdown nor the Freeze Ring is necessary to complete
   the game (though some obstacles and Boss Battles are much harder without
   them), there is an argument for collecting at least one of them (see
   below).

o  Because of the layout of the Palace, you have to pass through most rooms
   on your way through the five Sections, however:

   --  If you don't collect the Slowdown Ring, you can completely avoid Rooms
       S2R9 and S2R10 (and even if you do get it, you can avoid S2R10).

   --  All the rooms normally visited during the "mop up" phase after
       collecting the Scroll of Fury can be passed by -- essentially you go
       straight from the first Vizier battle (S5BOSS) to the Final Encounter
       without visiting any previously inaccessible areas.

   --  There are a few "dead-end" rooms off the main path that you should
       avoid entering:  The Life Fountain off S1R3; S1R9; S1R13; the Life
       Fountain off S2R7; the Life Fountain off S2R13; the Save Room off S3R8
       and the Life Fountain off S3R12.

   --  You should avoid entering all the Medal Gate rooms that we won't
       collect the pieces for.

o  Killing Sand Enemies doesn't have any lasting effect (besides restoring
   Sands of Time), so there's no restriction on killing them.

   Since you won't be using the Rings, nor collecting Medal Pieces, the only
   time you'll use Sands of Time is during Boss Battles, so there doesn't
   seem a lot of point in artificially restricting yourself by not killing
   them if it's the easiest thing to do to get past.

o  If you do pick up a Potion or Ring by accident, you should not be use it
   (although this won't then be a "pure" Minimum Item/Enemy Game).


-------------------------------------------------------------------------------
"Minimum Item/Enemy Game" Notes
..............................................................................

I won't go into a lot of detail here, since if you're going to attempt a
Minimum Item/Enemy Game, you should already be reasonably familiar with the
game.

Below I will list the rooms where you have to kill/free Scoring Enemies to
open the Exit Gate, plus any other pertinent notes.

The notes below assume that neither of the Rings are collected; see "Minimum
Game Using Rings" below for a possible alternative approach.

Remember, we're not trying to get everything, so leave rooms as soon as
possible.

For the Bosses, see also the "Boss Battles" section of "Baddies, Beasties and
Bosses" above.

S1R1      Persian Archer.

S1R8      Sand Lizard.

S1R10     Shielded Knight -- to give Invisibility Flare.

S1R11     Persian Archer + Disc Thrower.

S1BOSS    Slightly harder than normal since your attack is lower (only deals 9
         points of damage instead of 14), but the normal strategy applies.

S2R9      Can be omitted totally (by jumping carefully over the Spiked
         Platform in S2R8), or can be visited to collect the Slowdown Ring
         (returning via S2R8 and the spikes).

         See "Minimum Game Using Rings" below for more on the Slowdown Ring.

S2R10     Can be avoided completely (with or without getting the Slowdown
         Ring).

S2BOSS    Without the Slowdown Ring, this can be tricky -- basically, you need
         to be very careful and VERY patient.

         As the demon swoops across the middle of the room, you'll only have
         time for one attack (with 'L' held) -- and it'll be at reduced power
         because of the Prince's low level.

         Between swoops, hang around on the left-hand edge.  If he's going to
         do a lightning-run, he'll be high and to the right of the left-hand
         edge of the platform -- just move to the left before he starts.  If
         he's going to do a "head-butt" (as he does so most of the time),
         he'll hover low and to the left of the platform -- you'll need to
         perfect the back-double-jump over him manoeuvre pretty quickly to
         survive.

         After a while, he'll switch sides (swooping from left-to-right;
         attack runs from right-to-left).  The lightning strikes change -- he
         starts from off the right-hand side, so you can't get behind him;
         instead, the lightning pulses, so you've a chance to dodge in
         between.  Head-butts are unchanged.

S3R1      Shielded Knight -- to give Invisibility Flare.

         Use the "nip back to left exit" technique once invisible as it's
         easier than going the "proper" way.

S3R3      Spear Swinger + Floating Genie.

         Roll under the Scroll of Ledges on entry; creep along top of Narrow
         Ledge later to avoid the Scroll of Caution.

S3R5      Spear Stabber + Persian Archer.

S3BOSS    Without the Slowdown Ring, he's even trickier than normal; again,
         patience is the key.

         Follow the "attack-during-swoop" and "wait-below-for-fireballs"
         strategy outlined in S3BOSS -- you just need to follow it for a lot
         longer.

         Watching out for Poison Balls is even more important than normal,
         because they do disproportionately more damage if allowed to hit the
         ground.

S4R1      Shorten the Whip Mistress' whip to four segments before jumping over
         her; then you can run up the wall fairly safely without killing her.

S4R2      Whip Mistress + Spear Stabber.

S4R5      Remember to save after hitting the Brass Gongs to save hitting them
         again.

S4R6      The fast-moving Hidden Spikes can be a little tricky; crouch down as
         close as you can get without being hit by the Rotating Blade.

S4R7      Floating Genie + Persian Archer.

S4R11     Hammer Swinger + Persian Archer.

S4R13     Floating Genie -- to give Musical Flare.  But...

         ...I came tantalisingly close to escaping this room without killing
         the Floating Genie and invoking the Musical Flare.  The actual exit
         condition is stepping on the Green Pressure Pad; the genie and the
         flare are just the means to that end.

         Below is as close as I got; if anybody DOES manage this, please let
         me know.

         o   Ignore the Genie and double-jump from the Hanging Chain over the
             Red Spiked Platform to the Green one.  Stand three-quarters off
             the right-hand edge and jump, just catching the edge of the Red
             platform so you can double-jump to the Metal Rod.

         o   Jump to the chain and double-jump to the next Green platform...

         o   ...the problem now is landing on the edge of the next Red
             Platform so as to jump over the Rotating Blade and beyond.  If
             this step CAN be done, then the rest of the path to the Pressure
             Pad looks like it SHOULD be possible...

         If this COULD be done, we can avoid one more Scoring Enemy.

S4BOSS    The technique isn't difficult -- as such -- just very long and very
         hard to keep up long enough without losing too much health.

         The Rock-Fall attack is really annoying, since you really must run
         to the centre of the room to avoid them, and therefore loose a lot
         of "bashing time" -- when you get back to the right, there's not
         enough time to continue bashing before he does a Lightning Strike or
         Head-butt Charge.

         [In a normal game, you can do enough damage, and have enough maximum
         health, to stay on the right and bash, accepting the damage from the
         rocks; here, the damage you suffer is too much to make it
         worthwhile.]

         The Lightning Strike isn't too bad, since it only does five points
         of damage if you get struck.  The place to stand to avoid it is just
         to the right of the "outflow pipe" -- far enough to be "clear" of
         the pipe, but don't leave too big a gap between you and it.

         As before, the Head-butt Charge is the most damaging (twenty
         points); since you only start with 90, you can't afford to get hit
         very often, and you'll probably face about twenty of them!

         The Fireballs, when they come, are easy by comparison; move to the
         left, and jump between a couple.  Not only are they easy to avoid,
         you return to the right in time to resume bashing.

S5R1      Whip Mistress + Spear Swinger.

S5R3      Unlike S4R13, I know that it IS possible (though difficult) to leave
         this room without killing the Floating Genie and invoking the
         Musical Flare...

         If you run past the Floating Genie and drop down to the floor below
         leading to the exit, it IS just possible to catch the bottom of the
         Hanging Cloth with a back-double-jump and rebounding off the bit of
         wall to the left of the cloth.

         Doing so allows you to strike the Brass Gong and open the exits,
         without dispatching the Genie and using the Musical Flare.

         Because I managed this, I don't know how plausible it is to
         negotiate the Red and Green Spiked Platforms without freeing the
         Genie and using the Flare -- though I suspect v. hard!

S5R4      You just have to bludgeon your way through the fast-moving Circular
         Saws -- a couple of forward-rolls is probably the safest.

S5R6      Disk Thrower + Hammer Swinger.

         You'll definitely want to go back to the Save Room after killing
         them.

S5R8      Shielded Knight -- to give Invisibility Flare.

         As before, use the "nip back to the left exit" technique once
         invisible as it's easier than going the "proper" way.

S5R10     Whip Mistress.

S5R14     Hammer Swinger + Disc Thrower.

         For some reason, I found this one of the hardest rooms -- including
         the Bosses so far -- to get through.  The two Scoring Enemies aren't
         too bad; it's the three Sand Enemies that are the problem -- because
         they're Scimitar Huggers -- which regenerate -- you effectively have
         to kill six enemies!

S5BOSS    The basic strategy is really no different here -- hunt down the
         "real" Vizier and deal damage, avoiding the Energy Balls and the
         Homing Beacons.

         However, it is much MUCH more difficult to do this (it took me far
         too many attempts).  Not only is the Prince's attack strength
         greatly reduced, only dealing six points per hit, but his low Health
         and Defence mean that it only takes three hits -- either from Energy
         Balls or direct from the Vizier -- to kill him.

         Other points of note:

         o   The "fake" Viziers have a nasty habit of popping-up beneath you
             as you jump between platforms.  This is really annoying when
             three collisions (or hits by an Energy Ball) will kill you.

         o   Remember that the FIRST Vizier of the three to pop into
             existence each time is usually the real one.  It's worth paying
             attention to the backgrounds as he pops into existence, as with
             practice, you can go straight to the real one (and don't worry,
             you'll get a LOT of practice!)

             Things to look for include whether there's a cloth hanging in an
             archway or not, and if so, is it to the left or right.

         o   If possible, in escaping from the third "Homing Beacon", try to
             jump up to the second or third level of platforms, as it's
             usually easier to get to the real Vizier from there than it is
             from ground-level.

         o   There is one variation on the normal strategy that can
             occasionally be useful -- if you happen to be near the Vizier
             when the "Homing Beacon" is chasing you (or can get there fairly
             easily), you can attack him for a couple more lots of six points
             and stop his homing Energy Ball attack.

         o   One final thing to watch for:  if an Energy Ball hits the real
             Vizier AND you've got Sands of Time active (i.e. 'L' button
             pressed), then he will take much more damage (about 23 points).
             It's probably hard to engineer this, but it's nice if it happens
             by chance.

FINENC    Once you've saved after the first encounter, and in complete
         defiance of the very practical advice in the normal Walkthrough,
         head straight for the top-right of the Last Cave to fight the Vizier
         all over again!

         As before, the strategy is essentially the same, it's just a much
         longer, harder fight.  As before, you only deal six points of damage
         with each hit, and again your defences are severely weakened -- to
         the point that being hit by a single Energy Ball will kill you!

         Other points of note:

         o   "AGD"'s trick of using a stray Energy Ball to hit the Vizier
             after his shields collapse is your friend -- dealing around 40
             points to your measly six.  Remember to have Sands of Time
             engaged (the 'L' button pressed) as the Energy Ball hits him.

         o   The Creeping Fleshes and Scimitar Armours are a bit more of a
             pain than before, but shouldn't cause too much grief.  You'll
             probably take a few points of damage form both, but you should
             have enough health to weather the battles out.  The best bet is
             to start swinging like mad in the right-hand corner once the
             Vizier vanishes so that you get "first-strike" on whatever
             appears.

         o   Though hard (because you can't make a single mistake knocking
             back the Energy Balls), this battle seemed quite a bit easier
             than first encounter with the Vizier -- I  think it took less
             than a dozen attempts this time, compared with several dozen or
             more against his first incarnation.

Overall, the Minimum Item/Enemy Game was difficult, but an enjoyable
challenge.  The final stats, going into the Final Encounter, were:

..............................................................................
: Status   Level           13    For next level    1    Total killed  25/75   :
:          Max. Health     96    Attack           52    Defence          42   :
: Potions  Life            --    Sands of Time    --    Antidote         --   :
: Medals   Copper          --    Jade             --    Olivine          --   :
:          Azurite         --    Zircon          All    Spinel           --   :
:          Onyx            --    Tagua            --    ---              --   :
: Other    Slowdown Ring  [.]    Freeze Ring     [.]    Scrolls        8/15   :
:          GCN Switches    --                                                 :
..............................................................................

Although Maximum Health is just two-thirds of the maximum possible (96 vs.
150), the real killers are your Attack and Defence Strengths -- both are less
than half of what they could be (52 vs. 115 and 42 vs. 90 respectively).

In addition, the Prince will only have visited barely more than three-quarters
of the rooms in the Palace (96 of the 127 rooms, including the Last Cave and
the Final Encounter, not including whatever is behind GameCube Gates).  The
breakdown for the five Sections are 17, 17, 18, 21 and 21 against 24, 25, 26,
24 and 26.  (However, going back to Section Five from the Last Cave to check
the map will add a room, since you enter via S5R16 which you won't have
otherwise entered.)


Room for Improvement?
---------------------
Without using the Rings (see below), I can only see one possible reduction in
the number of Scoring Enemies, by successfully negotiating the Red and Green
Platforms in S4R13 (thus obviating the need to kill the Floating Genie to get
the Musical Flare).

However, the Prince would still be on Level 13 by the end, so the battles
would be no harder, but you would have only 24 of 75 enemies instead of 25.


-------------------------------------------------------------------------------
Minimum Game Using Rings
..............................................................................

By "using rings" I don't mean that the Prince is free to use the power of the
rings in battle, as this -- to me -- would be totally against the spirit of a
"minimum" game.  However, using one or both rings MAY allow two Scoring
Enemies to be avoided.

There are three rooms in the Palace where the Prince normally has to kill a
Shielded Knight to produce an Invisibility Flare so that he can get through
the exits undetected.

The first of these, in S1R10, is before either the Slowdown or Freeze Rings
can be found; by the second, in S3R1, the Prince could have the Slowdown Ring;
for the last, in S5R8 both Rings will have been available.

o  In the last of these, S5R8, it is definitely possible to use the Freeze
   Ring to leave through the exit without having had to kill the Shielded
   Knight and invoke the Invisibility Flare (I don't know about the Slowdown
   Ring).

o  So far, I've not been successful in escaping S3R1 with just the Slowdown
   Ring, but this MAY be possible.

o  Not having either Ring in S1R10 means that nothing can be saved.

So -- if you were to get the Freeze Ring, you can definitely avoid one more
Scoring Enemy; collecting the Slowdown Ring MAY allow you to avoid a second,
albeit at the cost of entering one more room than otherwise necessary.

However, to my mind, collecting either ring goes strongly against the spirit
of a "minimum" game, even if you "promise" not to use them.  If you WERE to
actually use the ring(s), then although the Boss Battles will be somewhat
harder than in a normal game, I really don't think it would be a worthwhile
challenge.

I could only see the benefit of collecting the rings if:

o  The Slowdown Ring CAN be used to beat the exit gate in S3R1 without
   killing the Shielded Knight for the Invisibility Flare, AND

o  A way CAN be found to negotiate the platforms in S4R13 without killing the
   Floating Genie for the Musical Flare.

Both of these, together with the known saving in S5R8 would mean that the
Prince could finish the game having killed only 22 of the 75 Scoring Enemies.

More importantly (to me), he will also only be on Level 12 and therefore have
slightly lower Attack and Defence stats (45 and 36, against 52 and 42 at Level
13).  This would make the Boss Battles just that little more, er,
"interesting", and might outweigh the "impurity" of having collected them.
Promising not to use the rings for Boss Battles goes without saying.

Before and during my Minimum Item/Enemy Game run, I spent a reasonable time
trying (unsuccessfully) to beat both S3R1 and S4R13 in the above manner; I'm
unlikely to make another serious attempt at this, but should I change my mind
or if someone else does better, I will post an update.



()===========================================================================()
 ||                                                                       ||
 ||                             ODDS and SODS                             ||
 ||                               [ODDSOD]                                ||
 ||                                                                       ||
()===========================================================================()


-------------------------------------------------------------------------------
Acknowledgements                                                          BIGTA
..............................................................................

The following have provided, or been the source of, information used in
producing this Walkthrough.  My thanks to:

o  Josepi's (on the GameFAQs board).  I used your advice to defeat the second
   boss for the first time.

o  Joakim 'zAp' Pettersson for informing me about how the Scroll of
   Absorption works.

o  Carter Chung for the trick about rolling over small beetles to crush them.

o  "idudeZ" for the following:  Correcting my description of the main weapon
   as a dagger (don't know what I was thinking there...); confirming my
   suspicions about the usefulness of Absorption in early parts of the game;
   and finally the tip of tapping 'L' to see where you are when invisible.

o  Kartos Dal'Avier for the tip about double-jumping over the second Boss as
   he screams (and to Nick Lawrence and Berend Blom who also confirmed that
   this was possible).

o  Beth Lydard and Chris Bauer who both provided me with the same double-
   jumping off the right-hand wall technique for getting over the annoying
   Rotating Blade in S5R4.

o  Gatekeeper999 for telling me where the "missing" Life Potion was.

o  "AGD" for information about a way of dealing a large amount of damage to
   the last boss.

o  Marianne Mergenhagen for highlighting an area where greater clarity was
   needed on my part.

o  Tim Waterhouse for the "slide through wall" glitch (I tried emailing you,
   but couldn't get past your ISP's defences).

o  Sander for the tip about turning off the Freeze Ring, and for the ability
   to roll underneath Spear Swingers.

o  Zhi jia ng for the Continuous Attack tip ("A" + "B" + DOWN).

o  Reece Hatton for the tip on instant shield-removal during the Final
   Encounter (aim an Energy Ball at his feet).

o  "Neonsighs" (+ Reece Hatton and "dyoxes") for suggesting using "Fury"
   during the Final Encounter for 80+ damage.

o  Frej Bjon for making explicit the mechanics of the Super Jump (reversing
   direction as soon as you jump left or right).  Also for the warning about
   not saving in S3R11.

o  Daniel Hong for a tip for dealing with Hammer Swingers (back double-jump
   over them when they are swinging the hammer behind themselves).

o  Dugan McShain for a method for dealing with the Lion Statue in S5R5
   without having to hang from the ledge.

o  "Vague Rant" for an alternative method of getting the Medal Piece from
   S5R7 (walling and jumping from the Sands of Time Flare).

o  All who have contributed alternate Boss Strategies:  Nick Lawrence, "AGD",
   "dboi" and "Future ER Doc".

o  Everyone who has taken the time to email me, either with compliments,
   questions or suggestions.

Appreciation to THayes on GameFAQs for awarding me the "FAQ of the Day: Best
Half/Empty Circle" accolade on 8th December for the first version of this
Walkthrough, and for his generous comments about the style.

Thanks also to CJayC and all behind GameFAQs for making it the place it is.

Finally, thanks to Nintendo for the GBA-SP, and Ubi Soft for making "Prince of
Persia: The Sands of Time" such a great game.


-------------------------------------------------------------------------------
Interesting Things                                                       NODULL
..............................................................................

A collection of any weird and wonderful things I've encountered while writing
the Walkthrough -- some might be bugs or glitches in the game; others could
just be something I think others might find interesting.

o  In the first room of the Introductory Sequence, if you make the Prince
   squat down (DOWN button), he appears to already be holding a dagger --
   they presumably didn't bother with a dagger-less sprite!

o  Also during the Introductory Sequence, the Prince drains the corpse of a
   Persian (after the rock fall), but he starts with zero enemies killed.
   Since any loss of health incurred in the first room carries over to the
   beginning of the game, this probably ought to count as an enemy killed.

o  In S1R1, if you go up to the top-right (where the door-opening Pressure
   Pad is), if you run up the wall (once you can do this), you will disappear
   inside the background red drapes... you cannot move left or right; up and
   down shift the viewpoint, and trying to jump repeatedly in conjunction
   with up or down can shift you down and up the screen.  Truly bizarre!

o  In S1R12 it is JUST possible to leave (and move on to Section 2) WITHOUT
   fighting the Boss Battle and collecting the Air Jump Scroll! (See "Nearly
   Sequence Breaking" below).

o  In S2R14, you can leave Section Two without winning the second Boss Battle
   (also see "Nearly Sequence Breaking" below).

o  In S3R10, if you end up clinging to the edge of the ledge with the remade
   Stone Column and pull yourself up, you'll pass through the column and end
   up on the inside of the ledge.

o  In S3R11, it's possible to put the game in an unwinnable position.

o  In S4R2, I once had the upper Circular Saw missing!

o  In S4R5, the room's shape/exits doesn't match the in-game map!

o  In S4R13, the "fireball absorption" animation sometimes doesn't trigger.

o  In S5R8, you can freeze time to escape from the room with it no longer
   appearing on the Map Screen.

o  In S5R9, you can manoeuvre behind the Whip Mistress; she won't turn around
   to attack, and your attacks have no effect.

o  Normally, whenever the Prince goes up a level, it alternates between
   raising his Maximum Health, or both his Attack and Defence strengths.  At
   level 18, both Maximum Health and Attack are raised, and it now alternates
   between those and raising Defence on its own.  At level 23, both Attack
   and Defence are raised, and the original pattern resumes.

o  In S5R12, the Wooden Door back to Room 16 needs to be broken, even though
   you went through it in the other direction earlier.

o  If you're hanging from a ledge that has a wall that goes all the way to
   the ledge/floor below and drop, you will land facing the wall and be
   partly inside it.  If you crouch down, you'll slide through the wall and
   pop-out the other side!  [Thanks to Tim Waterhouse for pointing this out.]

If anybody else has spotted anything that they think should be added, please
email me.


-------------------------------------------------------------------------------
Nearly Sequence Breaking                                                 SEQBRK
..............................................................................


Skipping The First Boss
-----------------------
Using the "Super Jump" so well described by Frej Bjon, it IS possible to get
out of the southeast exit of S1R12 WITHOUT having beaten the first Boss and
WITHOUT the Scroll of Air Jump!  If you do this:

o  Progress through the first few rooms of Section 2 is normal.

o  In S2R6, I can't seem to be able to catch the bottom of the Hanging Cloth
   that leads to the Pressure Pads, however,you don't need to (because the
   Gates start open, and descend as soon as a character nears).

   Have the Prince make his way to the exit in the upper-right and shuffle
   back fractionally from it, until the Character Select icon appears.
   Switch to Farah and take her up to the same spot.  Switch to the Prince
   and then back to Farah; you should be able to walk her straight through
   the gate!  In the next room, switch back to the Prince and immediately
   rush right -- you should make it through before the gate closes!

o  In S2R8, not having Air Jump makes it harder, but you CAN still use the
   hop-over-the-spikes trick to avoid S2R9 and S2R10.  I faced right on the
   platform with the Green Switch, inched off the left-hand side so only a
   foot was on the platform, and back-jumped over the first.

o  The Linked tubes of S2R11 are decidedly more difficult without Air Jump
   but CAN be passed.  Get Farah up to the red Pressure Pad in the normal
   way; for the Prince, the best method I found was to repeatedly jump
   between the two tubes: after a few jumps, you catch things "just right"
   and should shoot much higher, allowing you to make the ledge above.

o  S2R12 should be no problem.

o  Unfortunately, SR13 seems to be as far as one can go.  The first two
   Pressure Pads are no problem, but the one in the upper-left corner cannot
   be reached except by a double-jump from a Hanging Cloth.  Starting from
   the Cloth prevents use of the Super Jump technique.

   For some reason, unlike S2R6 earlier, the Gates here remain down all the
   time (we could get out of S2R6 because the Gates started up and closed as
   the Prince approaches).

Unfortunately, this means we cannot proceed any further without the Scroll of
Air Jump (and hence beating the First Boss).


Skipping the Second Boss
------------------------
By standing right on the edge in S2R14, and leaving your swipe as late as
possible, it is JUST possible to return the Energy Balls from the Lion Statue
WITHOUT using Absorption.  This means you CAN enter Section Three without
beating the Second Boss.

o  It's relatively easy to go most of the way through Section Three without
   Absorption; it HELPS for the Lion Statues and Floating Genies, but is by
   no means essential.

o  However, the arrangement of Lion Statues in S3R11 implies a "no pass
   point".  The upper-left Lion can ONLY be killed by Absorbed fireballs from
   the upper-right Lion Statue.  (You CAN, with careful timing, allow a
   fireball fired by the upper-right Lion to cross over to the upper-left
   one, but it passes through harmlessly).

As before, this room means we cannot proceed any further without the Scroll of
Absorption (and hence beating the Second Boss).


-------------------------------------------------------------------------------
Revision History                                                         REVHIS
..............................................................................


Version 1.2 (Complete), 28th June 2006
--------------------------------------
o  Added several tips that I'd accumulated since the previous release,
   including:

o  "A" + "B" + DOWN produces a continuous attack effect.

o  Frej Bjon's "Super Jump" that (a) clarifies how I achieved a couple of
   difficult jumps (S1R10 and elsewhere), and (b) almost allows the first
   Boss to be skipped!

o  "Nearly Sequence Breaking" Section added, to detail what can't quite be
   done with the above!

o  Updated my Legal section after deciding to allow more places to host the
   guide.


Version 1.1 (Complete), 31st March 2004
---------------------------------------
o  Fixed a couple of typos (the notes for S2R9 in the "Minimum Item/Enemy
   Game" incorrectly referred to S1R8 instead of S2R8).


Version 1.0 (Complete), 31st March 2004
---------------------------------------
o  Apologies for the delay in this update; work, a compulsion to finish my
   "Minimum Item/Enemy Game" and procrastination all played a part.  Getting
   (and therefore having to finish) "Metroid: Zero Mission" didn't help
   either.

o  Began replay to test various suggestions received and to collect
   additional info.

o  Added "Exit conditions" for all rooms (what you need to do/kill to open
   exit gates).

o  Added Maximum Health, Attack and Defence statistics for each level the
   Prince goes up.

o  Changed advice about restoring Sand at the end of Section One (now uses
   the inanimate Boss).

o  Added the "missing" Life Potion in S2R1 to the Walkthrough (thanks to
   Gatekeeper999 for telling me where this was).

o  After the practice gained from completing the game, I've now managed to
   beat all Boss Battles without using any potions.  Strategies and Potion
   counts have been updated to reflect this.

o  Completed all the "how to play" type sections under "Prince of Persia:
   About the Game".

o  Compiled the "How Did I Miss That? or Item List" section, listing all
   items and tips for finding missing ones.

o  Completed "Baddies, Bosses and Beasties" section.

o  Added an "Advanced Controls" section to describe extra Scroll-granted
   moves in a spoiler-free way.

o  Added complete notes on a "Minimum Item/Enemy Game" -- getting/killing as
   little as possible.

o  This helped clarify some aspects of the two Vizier Battles, in particular
   AGD's tip for dealing extra damage in the Final Encounter.

o  Performed a complete re-read to tidy up the text.


Version 0.99 (up to in-game credits), 14th January 2004
-------------------------------------------------------
o  Completed Walkthrough.

o  Added some details to the "About the Game" section.

o  Corrected description of the Prince's main weapon being the Dagger.


Version 0.61 (up to S4BOSS), 22nd December 2003
-----------------------------------------------
o  Minor typo-removal update.


Version 0.6 (up to S4BOSS), 19th December 2003
----------------------------------------------
o  Completed Section Four (past fourth Boss Battle).

o  Revised descriptions of the different types of flares.

o  Started to add "About the game" sections.

o  Started a "Baddies, Beasties and Bosses" section.

o  Began tidying up enemy naming and obstacle references.

o  Started an "Interesting Things" section.

o  Slight correction to description of Walling.


Version 0.4 (up to S3BOSS), 11th December 2003
----------------------------------------------
o  Completed up to the beginning of the fourth section (past third Boss).

o  Fixed title of Section Three (from "Section 3").

o  Reworded some of the "Legal Notices" and "About this Walkthrough" sections.

o  Added effects of the Ice Arrows fired by Lizards (S3R4)

o  Added notes about lifetime of Flares.

o  Added effects of Scroll of Absorption (thanks Joakim).

o  Added a Revision History section :-)

o  Added specifics about the Poison Balls that Genies and some Bats throw.


Version 0.3 (up to S3R5), 8th December 2003
-------------------------------------------
o  Initial released version.



()===========================================================================()
 ||                                                                       ||
 ||                                The End                                ||
 ||                                                                       ||
()===========================================================================()