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Inside Mac Games Volume 2 November
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IMG Nov 94.toast
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More Goodies
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Walkthru's & FAQ's
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Prince of Persia 2 Walkthru
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1994-11-03
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317 lines
PRINCE OF PERSIA: THE SHADOW AND THE FLAME
(Edited from Compuserve's IBM oriented walkthru)
PURPOSE OF THIS WALKTHRU
This walkthru does not give explicit step by step instructions for a
successful completion of the PRINCE OF PERSIA 2 (PoP2) game. Instead, I
have supplied general guidelines which will help improve your approach to
winning the game without spoiling any of the specific problems.
Following the general guidelines are descriptions for each of the levels.
Again, explicit instructions are not given. However, solutions to specific
problems are given, along with nominal directions for finding vital
articles which will enhance your abilities. All though the game is claimed
to have 15 levels, there are actually 14 player interaction levels, but
part of one level has two alternative paths.
GENERAL GUIDELINES
The Prince of Persia 2 User's Guide should be read and absorbed
thoroughly. You should understand all of your physical capabilities and
methods of moving and be able to invoke them instinctively.
Inspect everywhere for secret passages. To find them, jump up and down to
look for any loose floor sections which may indicate floor passages. Jump
up and hit the ceiling to look for any ceiling passages.
Crawl passages are indicated by a rough alcove at the bottom of a wall.
Crouch down, move toward the alcove, and the crawl passage will appear.
The commonly found red potions will restore your strength to its current
maximum. Only use these potions when you need to. They can be useful to go
back to later if you are injured by a fall or an enemy. The purple potions
will damage your strength, so don't drink them! Red potions in the tall
flasks are life enhancers. They will increase your maximum life or
strength count. Although there are 14 life enhancers to be found, it appears
your life count is limited to 12, so you may miss drinking two of them, but
no more. Green potions have magical effects, such as enabling you to float
from a great height down to floor level, or inverting the screen.
Explore everywhere. In order to maximize your chances of winning the
game, you must explore every detail of the game and not miss any of the
life enhancers. Occasionally you will have to leap off the screen and hope
there is a floor or ledge to land on. Try to make these educated guesses
rather than leaps of faith!
Kill the viscous floating heads by dropping floor sections on them when
possible.
Practice, practice, practice!!! For example, the floating heads and
snakes can be killed using the sword with the correct timing. Use the
pause key to slow down the action so you can understand how to combat the
enemies' moves.
LEVEL 1: ESCAPE FROM PERSIA
On breaking through the window, make for the left, killing all guards and
jumping over all chasms until you reach the market.
Leave the market immediately by the gang plank on the left. Run to the
end and make a running jump on to the ship, hang on and climb in.
While stowing away on the ship, you dream of recent events and of a woman
calling you. A magical storm causes the ship to go down while you
dream... but you wake up on a beach.
LEVEL 2: BEACH
At the beach, go left and stop at the quicksand. Step on each stepping
stone except the one with the icon on it. The door to the mountain will
open shortly.
LEVEL 3: MOUNTAIN
On entering the mountain, you must respond to the copy protection scheme.
This level is quite straightforward. Explore or follow these basic
directions: Go to the right and down. There is a life enhancer flask (#4)
here. Return to the entrance and go to the far left, down and right to the
exit.
LEVEL 4: CHASED BY SKELETONS
Persia is invaded by its enemies and the Sultan leaves for war. The
Princess is put under a spell by Jaffar and is very ill. Jaffar once
again rules and once again has the people under a reign of terror.
Jaffar's disguise slips, revealing that he is the Prince's impostor.
The clock starts counting down from 75 minutes.
The life enhancer (#5) is down and to the right. Go right and down to the
exit. To open the exit go far right and run back to the exit and escape
the skeletons.
LEVEL 5: FLYING CARPET
Keep going to the right and you will come across the flying carpet. Don't
use it yet. You have to make a hole in the ceiling first. Continue to the
right then down then right. Take the first way up and you will find a life
enhancer (#6). Continue making your way right and then up to the top.
Approach the wooden bridge on the left.
This is can be very difficult. If you want it easy skip this and the next
two paragraphs. If you would like a challenge you must do the following
explicitly and practice until you get this right: You need to swap sides of
the bridge with the skeleton then keep fighting it. Otherwise, it will go to
the right side of the bridge and step on the pressure floor plate. Keep
yourself on the fifth plank of the bridge. Fight the skeleton until the
bridge collapses. If the bridge does not collapse for some time, try
advancing onto the sixth plank, then back to the fifth plank. (Weight in
the center of the bridge seems to encourage it to collapse.) There will be
a distinct noise immediately preceding the collapse. Then immediately turn
left and grab onto the left-hand-side of the bridge and climb up it. You
may have to use the pause key, in order to coordinate yourself to do this!
You will lose your sword but you can get another one later.
It is possible to get past the skeleton more quickly, but this takes
practice with timing or you may be lucky and get it right first time! From
the time you activate the pressure floor plate, make continuous running
jumps past the skeleton on the bridge, through the open door and over the
chasm.
Skip the next paragraph.
So you got fed up trying to defeat the skeleton! Well, you can avoid him
altogether. This is probably a bug, not a feature of the game, but here it
is: After seeing the skeleton, immediately return to the right. Make your
way down until three blue bottles appear on the lower right of the screen
indicating an enemy is somewhere nearby (which I don't believe there is!)
Then return back up to the wooden bridge and the skeleton will have
disappeared! You may have to activate the pressure floor plate on the right
of the bridge to open the door ahead on the left.
Continue to the left, and through the open door which was activated by
the pressure floor plate immediately before the bridge.
Once through the doorway, continue left, jump over the wide chasm and
activate the pressure floor plate to open the ceiling. Climb down to the
flying carpet. Invoke it by standing on it and crouch down.
Enjoy the journey through the clouds to the ruined castle.
LEVEL 6: NEW SWORD
Walk into the ruined castle and go left through the gate. Take the next
way down and crawl though the tunnel on the left. Pick up the sword. Climb
up into the area with the floating head and stop. Wait until the head
attacks, then jump up and let the loose floor section crush the head.
Continue climbing up until you reach a platform on the right. Jump on to
the platform and make a running jump down to the life enhancer (#7). Jump
down and return to the tower you were climbing on the left. Climb all the
way up, then down the other side. Jump down and go to the right. (The
crawl tunnel on the left just leads to a bad time!). Kill the head(s) and
leave by any exit you have opened.
NOTE: From this point on, there are many enemies to avoid or kill, most of
which will not be explicitly mentioned.
LEVEL 7: RUINED CASTLE: RIGHT-HAND EXIT
Go left and crawl through the tunnel. Continuing left, fall through the
floor, kill the heads and drink the life enhancer (#8). Go back through
the tunnel, open the gate and go left again on the higher floor. Kill the
head.
LEVEL 7: RUINED CASTLE: LEFT-HAND EXIT
Go left and drop down. Progress to the right. About half way, there is a
life enhancer (#8) hidden above. Break through the floor sections above to
get to it, and go through gate.
LEVEL 7: RUINED CASTLE: PATHS JOIN
Climb up to the platform on the right and make a running jump to the
right on to another platform. Continue right and meet some snakes.
Jump over the snakes. Continue right, then climb up on the left. Kill the
head and any other heads that you come across from now on. Climb to the
top, then go left. Climb down the wide chasm before getting to the far
left. Go right, activate the pressure floor plate to open the exit door.
Leave.
LEVEL 8: FATHER'S SWORD
Go left, climb down and jump down to the crawl tunnel. Go through the
tunnel and continue left until you see a scene with a sword lying on the
floor. Notice the hole in the ground. Return right and go back through the
crawl tunnel. Drop down through the floor and go to the left. Drop down
again and drink the life enhancer (#9). Go left through the crawl tunnel,
continue left and climb up and jump over to the tower on the left. Climb
up and then go to the left. Continue to the left, climb up and through the
hole. Attempt to pick up the sword. Wait.
Once again you dream...Your mother has been calling you to this ruin, so
she can explain your heritage. She calls upon you to avenge the family
and vanquish the armies of darkness that destroyed your family.
Leave through the door on the left with your father's sword. Continue
left, climb up, then continue left until you have activated the exit door
pressure floor plate. Leave.
LEVEL 9: HORSE
Go left, and continue left until you reach a statue of a horse. Continue
through the desert. Stop by a large rock and drink the life enhancer (#10)
hidden there. Continue to the left and check out the scenery. Now return
to the right until you can climb on to a platform that will take you left
across several platforms. Going left, jump from platform to platform until
the last platform then perform a running jump on to the horse. Now, go
back and practice until you get it right! It's all a matter of timing your
running jumps correctly, particularly the last one on to the horse.
Enjoy the next few scenes, making rapid progress on horseback across the
desert, over the valley and on to the red castle.
LEVEL 10: RED CASTLE I
Go to the right until you have opened the exit door. Now go left, across
the wide chasm and down. Activate the pressure floor plate to the right to
open the gate. Go through the gate and find the life enhancer (#11). Now
go to the far right, climb up to the top, and go left until you reach the
exit door. Leave.
LEVEL 11: RED CASTLE II
Go the left, climb up and make a running jump over to the tower on the
right. Climb up, go right and drink the life enhancer (#12). You may have
to cheat to get out of this situation by using the trainer's invincibility
mode. Once back through the gate, climb up immediately on the left to the
top. Open the gate by activating the pressure floor plate on the right,
and make a running jump over to the left. Go left, then climb up to the
top. Jump down, past the giant statues and land on the floor below go left
quickly, until you are through the gate. At the bird man, climb up on the
tower to the right. Activate the pressure floor plate on the right and go
through the gate on the left. Climb up, go right, then climb up the
pillared walls before reaching the end of the platform and go right. Make
sure you make the loose floor section next to the moving stone wall drop
down before you reach the moving stone wall room. Enter the moving stone
wall room, run to the hole in the floor and drop down to the floor
below. Make a running jump across the chasm. Retrace your steps until you
reach the open exit. Leave.
LEVEL 12: RED CASTLE III
There are two alternative paths through this level. One is very
complicated and involves passing the sword on the right. (It is a flaming
sword that will fight you. You can not pick it up.) To the left, there is
a life enhancer (#13) behind four gates in arrow and a chasm requiring a
running jump. Explore to find the activating pressure floor plates to
open the gates. A somewhat easier path through this level is as follows:
Proceed left, drop down, then proceed right until you reach the single
spinning blade. Turn around and hit the ceiling twice. When the guard
appears, draw your sword so he stops under the loose floor section, and
immediately hit the ceiling a third time so that the guard is crushed by
the stone. Continue to the right, climbing up and down the tower, and
proceed right again. Drop down to activate opening of the hidden gate
to the right, go through the gate and jump down avoiding the spikes.
Proceed to the right and you will activate opening of the exit. If you
stepped on the pressure floor plate that closed the gate you came
through, you will have a selection of potions to try out. I found that
the green potion let a genie out of the bottle. The genie then
activated another pressure plate that opened the gate so that I could
return to the exit.
LEVEL 13: BLUE FLAME
Go right and make the loose floor section activate the gate to the left.
Make your way left staying on the same levels as the bird man guards.
Note the sign that says: "He Who Would Steal The Flame Must Die." Continue
left. Pick up the life enhancer (#14) on the way. When you reach the blue
flame let the bird man here kill you. You must die on the same screen as
the blue flame. Wait. Ignore the instruction to press a key. When your
shadow returns from fetching the blue flame, return to the right until you
reach the exit. Leave.
LEVEL 14: CHESSBOARD
When you land on the tower. Climb down the right side and in through a
window.
Climb down to the spider if you are in need of some strength points.
Fight the guards and avoid the puffs of smoke. Pick up some strength
points by drinking the red potions. Climb up when you have had enough and
go over to the group of "Princes" to the right.
Kill each of the "Princes" until those left, disappear in a magical puff.
One of them is Jaffar. He will kill you if you approach him with your
sword drawn and with your back to him or if you are in sword range. Always
approach from behind or with enough distance so you can draw your sword
and strike first. It is fairly obvious which "Princes" can be killed
easily. Leave the most difficult to last. Once the last "Princes" have
disappeared, go upstairs.
Stand near a red strength potion. I found the potion on the right on the
upper level to be the best position to do the following: Become a shadow
man. You now have possession of the magic fire, so throw fireballs until
you lose the magic fire glow. Jaffar (in your likeness) will come and
investigate, once you stop glowing. Drink the potion (so that you regain
the magic fire) and throw a fireball at Jaffar when he is in range.
Jaffar can kill you when you lose the magic fire glow, from off screen
and he also reacts very quickly when on screen. Make sure you can not be
zapped from off screen and make sure you get your timing right. Jaffar
will back off out of range when you start to glow again.
ENDGAME
Congratulations! With his death the sorcerer's spell is shattered. The
Prince and Princess are united once again. This time the Prince scatters
Jaffar's ashes to the wind. The people rejoice and the Prince and Princess
live happily ever after!
Or do they?
PRINCE OF PERSIA 2: THE SHADOW & THE FLAME is published and distributed by
Broderbund Software.